Moment of Glory
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Any other comment on the power, please bring it on!
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(ARRGH.... no use .... can't resist....)
MoG [u]SUCKS[u]!!
There, I feel much better now.
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the first question that come to my mind is: when it's said this takes out the 75% of your hps, does it mean that you lose the 75% of the HPs you have in that particular moment, or that your are brought to the 25% of your total HPs (meaning that you would not lose any points if you are already under 75%)? I think the first one makes more sense, however I'd like to be sure...
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It sets your current HP bar to 25%. That means you can use "Dull Pain" and have extra physical HP available when MoGed. The downside is that the HP drop cancels out all the resistances you get from the power, and effectively makes you 400% more vunerable to Psionic/Toxic damage.
It's really better to think of MoG as a big Defence boost, with a debuff to Psionic and Toxic damage. It also halts any form of healing, including self-heals, outside heals, green inspirations and natural regeneration.
Autohit damage still has full effect, as does Untyped damage like that recieved from falling from heights.
Yes, your Green bar won't move at ALL except downwards.
I told you, MoG SUCKS...
(OK, OK... one of the other less-jaded Regen Scrappers will be along in a minute, nothing to see here...)
Don't you think it could be a good power to use when you're under 75% already, out of heals, a sort of a "last call" before death to increase your defenses? though I have to say that this is a very specific situation in which one hopes not to find himself very often...
Certainly not on a BS or Katana scrapper, and I wouldn't personally take it on any scrapper. If the situation occurs in which I'm completely out of green and purple insps, under heavy fire, already used both my heals and IH isn't up... I'd much prefer to die, then use a wakey or Revive than use MoG and spend the next 3 minutes LOCKED at low HP waiting for a faceplant.
Have to say at no point in my Kat/Regen's road to 50 has he ever once been in that situation. If I was another primary and didn't have Divine Avalanche/Parry to fall back on.... chances are that if I dropped under 25% HP and was out of insps/clickyheals and IH wasn't running, I'm already dead.
I really don't understand this - when your HP is in the red and you've got none of your clicks recharges and are out of insps, what is the harm in popping MoG? If you die then oh well, you haven't lost anything...and chances are you won't die and you'll be fine if you use the power wisely. At the end of the day the most you might be waiting around for is 1 minute, and it would take far longer than that to lose the debt you incurred by just deciding to die.
Below 25% Hp, it only takes a few hits to kill you. If you could activate MoG between your green bar dipping below 25% and your (presumably very numerous) foes queuing another attack, then using MoG could concievably be "useful". At least until your heals recharge.
Unfortunately MoG does not last for only one minute, it's a 180 second duration which you can't turn off. A /regen scrapper can normally boost their survivability well over and above the benefits of what MoG provides through healing potential and regeneration, so as soon as your heals recharge running MoG becomes detrimental.
I have seriously never been in a situation where I was completely out of useful insps, my heals weren't recharged and I was below 25% HP for more than a few seconds. When I'm fighting something so tough that it overcomes my healing potential, I'll usually be dealt a killing blow when I'm well above the 25% HP mark.
The other point is that MoG is only available from level 38 onwards, and will see the most action in the 40-50 level range. What mobs are predominant in this range?
+ Preatorians (Psionic Clockwork, -defence spamming Preatorian robots)
+ Carnies (Lots of Psionic damage)
+ Nemesis (Vengence massive ToHit buffs)
+ Devouring Earth (Quartz Eminators massive ToHit buff)
+ Rikti (Lots of Psionic Damage)
+ Knives of Artemis (Lots of Caltrops, autohit damage)
+ CoT (Autohit Red Crystals and some damage auras, but mainly OK)
+ Malta (Could concievably be OK, though gunslingers have very high accuracy).
+ Crey (Radiologists could be troublesome, otherwise fine)
For the past few weeks I've been using my /regen to farm Rularuu missions in the shadow shard, soloing two-man level 53 Rularuu spawns. If I even thought about using MoG against them I'd be **flattened**, crazy tohit buffs and psionic damage aplenty.
If you were to dullpain so that most of the time you do have +hp and MoG. Then on average you have more survivability with just those 2 powers than the the whole SR set put together "in terms of sustainable damage" according to Dr Rocks planner and for much less slots.
MoG needs a nerf ;p
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
Popping a few small purple insps (or one large purple insp) will give you better survivability than MoG.
MoG does NOT need a nerf... But I wouldn't want a buff for it either... the reasoning is that if MoG got a buff then it would certainly involve the rest of the regen set being "rebalanced" around it.
IH + Hasten + Dull Pain + Reconstruction + Integration/Fast Healing/Health + 20% HP (Accolades).
That's way, way better than simply being at the defence cap for all but psionic, with 25% of your normal HP. While MoG is running you don't get any of those benefits... No thanks, I'd rather pick resilience (yuck!)
Thats exactly my opinion too plus i dont just think in terms of sustainable damage.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
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Below 25% Hp, it only takes a few hits to kill you. If you could activate MoG between your green bar dipping below 25% and your (presumably very numerous) foes queuing another attack, then using MoG could concievably be "useful". At least until your heals recharge.
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It's all about predicting what is going to happen - one of the qualities of a better player. Once you get to level 38 you should know the capabilities of your character and think "Hmm, I don't think I'm going to survive this" although it isn't as difficult to pop MoG below 25% as you say.
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Unfortunately MoG does not last for only one minute, it's a 180 second duration which you can't turn off. A /regen scrapper can normally boost their survivability well over and above the benefits of what MoG provides through healing potential and regeneration, so as soon as your heals recharge running MoG becomes detrimental.
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You make it seem like you can't fight while running MoG! The 1 minute I was referring to in my original post was towards the end of the duration, where you could have been fighting for 2 mins and then decided "right, it's time to wait for MoG to wear off now but it saved me from death and debt".
I'm not sure if your other /regen powers can provide as much survivability as MoG (depending on the damage type, of course) especially against larger groups of foes (not wanting to start the whole flat vs proportional mitigation thing again). Capped defence is still a pretty impressive thing to have.
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I have seriously never been in a situation where I was completely out of useful insps, my heals weren't recharged and I was below 25% HP for more than a few seconds. When I'm fighting something so tough that it overcomes my healing potential, I'll usually be dealt a killing blow when I'm well above the 25% HP mark.
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This goes back to predicting what is going to happen and avoiding that killing blow. MoG is a panic button ideal for those situations where you think you might have got in a bit over your head.
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The other point is that MoG is only available from level 38 onwards, and will see the most action in the 40-50 level range. What mobs are predominant in this range?
+ Preatorians (Psionic Clockwork, -defence spamming Preatorian robots)
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Although Psi Clockwork aren't really Praetorians, obviously this is the hole in MoG. However, there are vastly more non-psi Praetorians than psi Praetorians. Yes, Anti-Matter's robots have defence debuffs but those have to actually hit you first, which is pretty difficult when their accuracy is floored.
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+ Carnies (Lots of Psionic damage)
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Against Carnie minions MoG is fine. Yes, the bosses and a few Lts use psi damage but it's hardly 'lots' of psi damage.
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+ Nemesis (Vengence massive ToHit buffs)
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In PuGs maybe Vengeance is a problem, but in good, experienced teams who know to kill the Lts last it's not that big a problem.
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+ Devouring Earth (Quartz Eminators massive ToHit buff)
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Yes, I'll admit that these [censored] are annoying!
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+ Rikti (Lots of Psionic Damage)
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Once again, there is far more non-psi than psi damage. Soloing or in small teams psi damage isn't an issue with Rikti.
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+ Knives of Artemis (Lots of Caltrops, autohit damage)
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This I definately agree with - but Knives are so uncommon I don't really think they justify not taking a power!
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+ CoT (Autohit Red Crystals and some damage auras, but mainly OK)
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Autohit crystals? No offence, but it is the easiest thing to just move away from them. The damage auras are also very rare and are such a small amount of damage. They're also turned on and off.
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+ Malta (Could concievably be OK, though gunslingers have very high accuracy).
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Malta are a group of foes where MoG really does shine - Sappers are much less likely to hit you (and the +recovery will also help if they do hit you) and the Titan robots' blasts do -regen which will greatly reduce your survival. Yes, the Gunslingers have a high accuracy (an acc modifier of 2 if I remember correctly) but even so this means they will hit you 10% of the time, which is still pretty good.
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+ Crey (Radiologists could be troublesome, otherwise fine)
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Radiologists are so squishy they can be killed in a couple of shots - if they are treated as a priority mob they are no threat.
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For the past few weeks I've been using my /regen to farm Rularuu missions in the shadow shard, soloing two-man level 53 Rularuu spawns. If I even thought about using MoG against them I'd be **flattened**, crazy tohit buffs and psionic damage aplenty.
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Once again it all comes down to using MoG wisely. Rularuu are the sum of everything MoG is weak against. It's not a power which will allow you to mindlessly kill everything in your path, it require some thinking. Of course it isn't perfect (and I agree that it is annoying to sometimes have to wait for it to expire, although it is neither as often as you suggest or for as long a period of time) but I get fed up of people who expect it to be god mode without a catch. Use your brain and it will save you numerous times.
I must also add that it's nice to have some action on the Scrapper forums again, this past week has been very dull as there is a limit to how much General Discussion one can endure.
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I'm not sure if your other /regen powers can provide as much survivability as MoG (depending on the damage type, of course) especially against larger groups of foes (not wanting to start the whole flat vs proportional mitigation thing again). Capped defence is still a pretty impressive thing to have.
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Oh I agree capped defence is impressive, but honestly I wouldn't ever trade regen's healing ability for it. Not for a full three minutes, there's simply too much that can happen in that time. There are always attacks that you're never going to be able to avoid- between 5-12% of all incoming attacks when you fight on invincible. And with MoG you cannot heal that damage back until the 180 second duration expires.
If you save MoG for a Panic button then you'll use it when heavily under fire by multiple enemies. You'd be surprised how quickly multiple enemies can chip you to death through by sheer attrition, even when they're at the tohit floor. Ordinarily you could heal those small 'chips of damage' back via natural regeneration... but with MoG that's impossible.
My first toon to 50 (and the most fun 'soloing' toon I have) was a Katana/Regen, and I'm such an advocate of using Divine Avalanche that I've loaded it up with Hami-Os. He can get past the lethal/melee defence cap without using MoG, and I've tested his "survivability" long and hard in different situations.
When soloing I have never encountered a situation where I'd rather have capped defence but no regeneration/healing. On the very, very rare instances when I might die from encountering too many mobs... I would stack DA, or use two of the four purple insps that otherwise never leave my tray.
If they made MoG into a toggle power that turned off automatically after 180 seconds but you could detoggle yourself before that, then I would consider taking it. As it stands, I'm completely against MoG forcing me into three minutes of low HP, possible death and at best a long period of unnecessary downtime. If it came to a life-or-death decision and for some completely unfathomable reason I had no purples/greens... I'd far rather suck it up, hit Revive and spend a few minutes working off the debt. Besides, self-rezzing and smacking the ones responsible across half the map is so much FUN...
Maybe its a fair balance to other sets that ya just cant turn MoG off..
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
Hi,

I've heard many different opinions about this power. Some say it sucks completely, some others say it's absolutely great.
I'd like to knwo what you think about it to try and determine if it's a good power to have
Any opinion will be appreciated.
For example, the first question that come to my mind is: when it's said this takes out the 75% of your hps, does it mean that you lose the 75% of the HPs you have in that particular moment, or that your are brought to the 25% of your total HPs (meaning that you would not lose any points if you are already under 75%)? I think the first one makes more sense, however I'd like to be sure...
Any other comment on the power, please bring it on!