jlappe

Apprentice
  • Posts

    28
  • Joined

  1. Quote:
    Originally Posted by Balanced View Post
    Okay, I've criticized someone else's build, so now I'm offering up one of mine for people to poke holes in. This is a first take on a final build for my Traps/AR, and it's designed for high defense and lots (maybe too much) offense. With Maneuvers and FFG active, it's over the soft cap for ranged, over 30% for melee, and around 38% for AoE.

    Any thoughts?

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Midnight Keeper: Level 50 Magic Defender
    Primary Power Set: Traps
    Secondary Power Set: Assault Rifle
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leadership
    Ancillary Pool: Power Mastery

    Hero Profile:
    Level 1: Caltrops -- Posi-Dam%(A)
    Level 1: Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(7), Thundr-Dmg/EndRdx/Rchg(43), Thundr-Acc/Dmg/EndRdx(45)
    Level 2: Slug -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Dmg/EndRdx/Rchg(45), Thundr-Acc/Dmg/EndRdx(46)
    Level 4: Buckshot -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/Rchg(17), Det'tn-Dmg/EndRdx(17), Det'tn-Acc/Dmg/EndRdx(36), Det'tn-Dmg/EndRdx/Rng(50)
    Level 6: Acid Mortar -- ShldBrk-%Dam(A), ShldBrk-Acc/EndRdx/Rchg(13), ShldBrk-Acc/Rchg(15), ShldBrk-DefDeb/EndRdx/Rchg(15), ShldBrk-DefDeb(23), ShldBrk-Acc/DefDeb(50)
    Level 8: Force Field Generator -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(9), RedFtn-Def(9), RedFtn-EndRdx/Rchg(11), RedFtn-Def/EndRdx/Rchg(11), RedFtn-EndRdx(13)
    Level 10: Super Speed -- Zephyr-ResKB(A)
    Level 12: Poison Trap -- Lock-Acc/Hold(A), Lock-Acc/Rchg(37), Lock-Rchg/Hold(39), Lock-EndRdx/Rchg/Hold(39), Lock-Acc/EndRdx/Rchg/Hold(39), Lock-%Hold(40)
    Level 14: Hurdle -- Jump-I(A)
    Level 16: Health -- Numna-Regen/Rcvry+(A)
    Level 18: Seeker Drones -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(19), Cloud-Acc/Rchg(19), Cloud-ToHitDeb/EndRdx/Rchg(34), Cloud-Acc/EndRdx/Rchg(34), Cloud-%Dam(34)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-End%(21), EndMod-I(21)
    Level 22: Sniper Rifle -- ExtrmM-Acc/Dmg(A), ExtrmM-Dmg/EndRdx(23), ExtrmM-Dmg/ActRdx/Rchg(33), ExtrmM-Dmg/EndRdx/Rchg(46), ExtrmM-Acc/Rng/Rchg(48)
    Level 24: Beanbag -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(25), Stpfy-Acc/EndRdx(25), Stpfy-Stun/Rng(27), Stpfy-Acc/Stun/Rchg(27), Stpfy-KB%(29)
    Level 26: Trip Mine -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/Rchg(29), Sciroc-Acc/Dmg/EndRdx(31), Sciroc-Dmg/EndRdx(31)
    Level 28: Flamethrower -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(46)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(37)
    Level 32: Maneuvers -- RedFtn-Def(A), RedFtn-Def/EndRdx(36), RedFtn-Def/EndRdx/Rchg(36)
    Level 35: Ignite -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(43), Posi-Acc/Dmg/EndRdx(45)
    Level 38: Full Auto -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(40), Posi-Dmg/Rchg(40), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43)
    Level 41: Tactics -- GSFC-Build%(A)
    Level 44: Power Build Up -- RechRdx-I(A)
    Level 47: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(48), RctvArm-ResDam/Rchg(48)
    Level 49: Force of Nature -- S'fstPrt-ResDam/Def+(A), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    Right off the bat...SuperSpeed at 10 but how did you open the pool up, I don't see Hasten or Flurry before it?
  2. Quote:
    Originally Posted by Santorican View Post
    Tell that to the guy who solo'd 4 AVs with is katana/regeneration
    Stacked Divine Avalanche will help, won't it.
  3. Quote:
    Originally Posted by Jeminiks View Post
    I'll take that Fight. Regen has fallen a bit in the standings with the Advent of IOs. Its a nice Middle of the road set when compared to the capability of IOd SRs and Shielders.

    God-Like also depends on what you want to do. In general for PvE? Id say a Fire/Shields IO'd to the gills is as Godlike as youre ever going to get.
    I agree. I love my regen scrapper, don't get me wrong, but compaired to how OP def becomes when reaching softcap. Which are easy bonuses within the IO system.
  4. Regen doesn't really fall into the realm of godlike, does it? Considering the levels of def that are needed and can be generated from SR, SD, or Invic on a lesser note.
  5. jlappe

    SD/DM or SS

    Starting a new tank and I can't decide between DM or SS. I'm leading toward DM because of the damage/heal and endo powers but I like the idea of Rage/KoB. Anyone got any insite into the combos?
  6. I'm looking for a small to mid sized SG, that is very active. I'm coming from a server where my friends and I used to play but they have all decided to leave the game for other RL stuff. So I'm looking for the same type of thing, smaller, tight kit group of friends. Used to be only about 25 of us and had anywhere from 2-3 different teams doing different things. I'm a player that enjoys all the content of the game, TF's, missions, AE, badge hunting all of it. I like to do super teams and value those power sets less played. I hate having to solo anything in the game. Evenings 5-10 CST and weeks are my normal play times. I like Freedom, as it has a large population and is a very active server. Any SG like this out there that is willing to take on another vet player.
  7. Quote:
    Originally Posted by EvilGeko View Post
    I don't think the fix is making Regen stronger with SOs, it's making IO sets that do for Regen what IO sets do for Shields, SR, etc.

    I don't understand why we get such high defense bonuses, but not equivalent boosts to Regen, HP, & resists.
    I've thought the same thing, and the regen bonuses are so small to even really make a difference anyway. Recharge is the way to go, but you can only get so much recharge and even then the power that would be nice to get perma is IH. Even with IH running I have been killed. Just running into a high enough mob, they can overcome your regen without any res or def to back it up.
  8. I know that regen has gotten hit with the nerf bat a good many times, but compairing to what you can do with sets now a days, was regen really that OP with IH as a toggle? My regen feels weak vs some of the other scrappers out there I team with. I know that powers aren't balanced around the IO system, but it is part of the game, so shouldn't it be taken into account when looking at powers? The recharge on IH is so long, I feel like it needs to be lowered a little.
  9. Hmmm...my Regen already has more then enough recover and the regen value is only 1/2 that of health...doesn't sound like it's worth taking on a regen. I would have liked to seen a power type like stalker's get, shadow meld.
  10. Quote:
    Originally Posted by TopDoc View Post
    The bonuses granted by the three unique Heals are affected by Enhancements in the power that they're slotted in. I don't know if this is a bug or "working as intended".

    Regen from Base Health: 40%
    Regen from Numina Unique: 20%
    Regen from Regenerative Tissue Unique: 25%

    Miracle: Heal and Numina: Heal: 79.9% Enhancement to all above

    Enhanced Regen from Health: 71.96%
    Enhanced Regen from Numina Unique: 35.98%
    Enhanced Regen from Regen Tissue Unique: 44.98%

    Total Regen from 5 slotted Health as above: 152.92%

    You can verify this with the Combat Attribute Monitor. The Monitor uses a different scale, but you can still see relative values. The Numina bonus is half the (Enhanced) Health bonus when you have things slotted as above, while Regen Tissue is a little above Numina.

    At a guess, the Recovery bonus in the Numina and Miracle uniques can be enhanced by END Mod Enhancements in the power they're slotted in. Transfusion and Drain Psyche are the only powers I can think of offhand that allow both Heal and End Mod sets, but they're both usually slotted for Healing.
    If this is the case wouldn't slotting into Integration be better since the regen is greater in the power...or is it only the enhancements that increase the bonus?
  11. Quote:
    Originally Posted by Vermain View Post
    The only big downside to Mind is that you tend to feel a bit anemic on larger teams. Terrify is pretty nice, but I'd much, much prefer to have Ice Slick or Earthquake or Seeds of Confusion every spawn. Ice Slick can lock down a spawn like nothing else, whereas Terrify, while being a great debuff, doesn't fully prevent everything from wailing on your party.
    When did Terrify become a debuff??
  12. Also the tier 9 power in rad is another AOE hold. My plant/rad really goes to town on hard control, with seeds, plant's aoe hold, and rads EM pulse.
  13. Anyone else thinking Traps/ Super Team!!!!!!!!
  14. Creepers also has -fly, and the Fly Trap I believe has a -fly as well.
  15. jlappe

    Mids help

    I must be losing it. Thanks! :-P
  16. jlappe

    Mids help

    I thought base acc showed as 1.0?
  17. jlappe

    Mids help

    It's the base accuracy, that is lower.
  18. jlappe

    Mids help

    Seems that all of my accuracy in mids is messed up, all lower then it should be. I've tried to change it but it won't take affect. I've even tried to uninstall and reinstall. Am I missing something?
  19. [ QUOTE ]
    [ QUOTE ]
    Haven't played my other trap toons since the change to poision trap. I really liked the set before the change, but without the hold from poision I didn't seem to have the protection I did before the change.

    [/ QUOTE ]

    Agreed. If it was really just procs that were the issue there were better ways to deal with that rather than breaking the entire power. Now you're lucky if it manages to hold minions even.

    Several months later and it's still broken, just as expected. Of course since it was a little-used set to begin with any chance of a real fix is probably several issues away. Rather surprises me that Defenders are getting it ported over at all.

    [/ QUOTE ]

    With my current slotting I can still hold/migrate a lot of damage, but not like I could before the change and needs a lot more slots and different IOs. Yes the procs broke the set. I agree with Amy_Amp, the set is still good, just not the glory I used to have with the set.
  20. Haven't played my other trap toons since the change to poision trap. I really liked the set before the change, but without the hold from poision I didn't seem to have the protection I did before the change.
  21. Does Carrian Creepers need Acc slotted in the power? Seems like most of it is auto hit.
  22. jlappe

    New Doms

    Damage buff for trollers in pvp then? I want my hold to do 300+ damage if the dom gets it. When the changes to PVP mezz was coming out didn't people say that troller damage was too high with containment and higher damage rates for PVP.
  23. jlappe

    Spines damage

    Is spine's damage lower then some of the other sets (ie katana, dark melee)? When teaming with other scrappers they seem to do more damage then me.
  24. [ QUOTE ]
    Last time I checked, the icon under your health was wrong (it includes base regen in it, iirc). The one in your combat attributes window is the correct value.

    [/ QUOTE ]

    I thought this might be the case. Thanks!
  25. Can someone explain regeneration numbers too me?? Example, Fast Healing: when I right click the power in the upper right corner it tells me 17.43 hp/sec (1.03%/sec), when I check my combat attributes it tells me 10.37 hp/sec (0.61%/sec). Should the combat window match, is it just a glitch?