195% rech


Ben_Arizona

 

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Will that be enough to perma AM and/or PA?


 

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Do you have hasten, does it have 95% recharge in it, is the 195% including hasten/AM or on top of them, and do AM and PA have 95% recharge slotting as well?

For the first case, let's assume you have hasten with 95% recharge, AM and PA also have 95% recharge, and the 195% is your set bonus recharge total (so 195% on top of everything else). In that case, PA will recharge in 49s, hasten in 92s, and AM in 86, which is easily perma for all 3.

On the other hand, if 195% is your total global recharge including hasten and AM (so 95% global plus 70% hasten plus 30% AM) but everything still has 95% recharge slotting, hasten recharges in 115s (perma), AM in 108s (perma), and PA in 62s (effectively perma since the decoys are summoned, and hence expire, at 1s intervals).


@MuonNeutrino
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At 195%, assuming you have Hasten and AM running, you will be able to get PA to recharge in about 62 seconds which is technically Perma-PA. I found that that gives me too little time for a cushion, so for my Perma-PA build, I aimed for 203% and actually got 206.25%. That build is on the #83 post of my Ill/Rad guide.


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
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Yea, it's total. I just added it up (my cousin added before so i wasn't 100% sure) and it equaled 191.25 with AM and Hasten running. I can change some powers around and try to push for more rech if need be. I'm already not taking a travel, so, it shouldn't be too hard.


 

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Quote:
Originally Posted by eryq2 View Post
Yea, it's total. I just added it up (my cousin added before so i wasn't 100% sure) and it equaled 191.25 with AM and Hasten running. I can change some powers around and try to push for more rech if need be. I'm already not taking a travel, so, it shouldn't be too hard.
Unfortunately if you're after a Perma-PA, Perma-AM and Perma-Hasten you're juuuust short there; my Ill/Rad ended up with 206% recharge to get to that level. It took 3 Luck of the Gambler 7.5% recharge IO's, 3 sets of Basilisk Gaze, 2 sets of Decimation, a set of Coercive Persuasion (Purple confuse set) and a few other odds and ends to get there so it wasn't cheap by any stretch.

Oh, one drawback I found to that much recharge was that my endurance bar kept doing a Houdini on me and escaping into nothingness. With that much recharge don't forget to allow for significant recovery and endred in your build or you'll be sucking wind halfway through a fight.

Just because you're a bit short of perma everything doesn't mean you aren't highly effective though so don't stress if you can't find the last bit of recharge.


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Originally Posted by Call Me Awesome View Post
Unfortunately if you're after a Perma-PA, Perma-AM and Perma-Hasten you're juuuust short there; my Ill/Rad ended up with 206% recharge to get to that level. It took 3 Luck of the Gambler 7.5% recharge IO's, 3 sets of Basilisk Gaze, 2 sets of Decimation, a set of Coercive Persuasion (Purple confuse set) and a few other odds and ends to get there so it wasn't cheap by any stretch.

Oh, one drawback I found to that much recharge was that my endurance bar kept doing a Houdini on me and escaping into nothingness. With that much recharge don't forget to allow for significant recovery and endred in your build or you'll be sucking wind halfway through a fight.

Just because you're a bit short of perma everything doesn't mean you aren't highly effective though so don't stress if you can't find the last bit of recharge.

Well, the build i had up was using 5 purple sets, 4 lotg 7.5's plus the other set bonuses. If it's close, it'll do. Im planning on the end procs and some of the bonuses that contribute to recov %'s as well. Influence isnt a problem. I have all of them except one purple set in a bin so it'll be fairly cheap for me.


 

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Regarding PA, I was wondering. If you use PA before the pets expire, does it replace them, or negate the effects of the power?


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Originally Posted by Energy_Blaze View Post
Regarding PA, I was wondering. If you use PA before the pets expire, does it replace them, or negate the effects of the power?
It replaces them which can be a bit sticky if they're tanking an AV for you... sometimes when you recast the AV decides to take a potshot at you before the new PA acquire aggro.


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Originally Posted by Call Me Awesome View Post
It replaces them which can be a bit sticky if they're tanking an AV for you... sometimes when you recast the AV decides to take a potshot at you before the new PA acquire aggro.
From the videos I've watched, it seems like it's a REALLY good idea to try and be behind something when it comes time to summon the PA again.

You can be a little bit over because the PA takes a few seconds to fully disassemble.


 

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Originally Posted by Warkupo View Post
From the videos I've watched, it seems like it's a REALLY good idea to try and be behind something when it comes time to summon the PA again.

You can be a little bit over because the PA takes a few seconds to fully disassemble.
In many cases, the Phantasm's Decoy will take the aggro while you are re-casting Phantom Army. Unfortunately, you can't control when that's going to happen. Many times, I like to get the PA in front of the foe, and then I do my attacks behind, usually out of AoE range. That makes it less likely that the foe will turn around and smack me.


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

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in addition to the above, I recently have discovered a wonderful little helper for my ill/rad when soloing AVs and GMs. I'm sitting at 203.75% recharge with AM and Hasten running which gives me a new PA just as the last of the phantoms disappears. however the sets needed to achieve that recharge do leave me drained on endurance from time to time. A simple solution to this is the use of the accolade power Geas of the Kind ones. It not only has a +recharge element (303.75% for the duration)which makes everything easier, it has a +recovery element. During a prolonged fight if you are running low on endurance or finding the gap between PA casting is unsafe you can pop that accolade power and be able to sail thru it pretty easy. Just something i found useful.


 

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Quote:
Originally Posted by Griff Mender View Post
in addition to the above, I recently have discovered a wonderful little helper for my ill/rad when soloing AVs and GMs. I'm sitting at 203.75% recharge with AM and Hasten running which gives me a new PA just as the last of the phantoms disappears. however the sets needed to achieve that recharge do leave me drained on endurance from time to time. A simple solution to this is the use of the accolade power Geas of the Kind ones. It not only has a +recharge element (303.75% for the duration)which makes everything easier, it has a +recovery element. During a prolonged fight if you are running low on endurance or finding the gap between PA casting is unsafe you can pop that accolade power and be able to sail thru it pretty easy. Just something i found useful.
This topic came up recently in the Repeat Offender forums while discussing perma PA for a Ill/TA controller build and in addition to Geas of the Kind Ones 3 other ways of gaining at least a temporary boost to ones recharge came up:

1) Predator - Day Job badge for logging out in a pvp zone. I believe it is a +7.5% boost to recharge for up to 2 hours depending on how long you've been logged out "charging" the power.
2) Time Lord's Boon - The benefit for earning the Time Lord accolade. A +10% recharge bonus lasting up to 2 hours. Duration again based on how long one logged out in the appropriate location (Cimerora or Ouroboros). Also provides some +resist vs run speed (and movement?) debuffs as well as teleport
3) Empowerment Buff station "Increased Attack Speed" temporary power. A +20% recharge bonus lasting 1 hour.

If you're close (and depending on how close) any of these could put you over the top for a particular task your character may be attempting.


 

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You can also add the chance for +recharge proc in psi tornado if you went for that epic or if you have another knockback power. Works well for another extra little boost.


 

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Originally Posted by Riverdusk View Post
You can also add the chance for +recharge proc in psi tornado if you went for that epic or if you have another knockback power. Works well for another extra little boost.
I'd hate to count on that proc, it's what, a 10% chance for a 10 second duration +100% recharge buff? Nice if it hits, but you couldn't plan for it.


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Originally Posted by Call Me Awesome View Post
I'd hate to count on that proc, it's what, a 10% chance for a 10 second duration +100% recharge buff? Nice if it hits, but you couldn't plan for it.
10% chance per critter hit. Why you use it an AoE like tornado. Use it on a group of 10 enemies and it will be rare it doesn't go off.


 

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Originally Posted by Riverdusk View Post
10% chance per critter hit. Why you use it an AoE like tornado. Use it on a group of 10 enemies and it will be rare it doesn't go off.
You'd think so, but actually a 10% proc hitting a group of ten enemies will fail to go off entirely about a third of the time. Don't believe me? Get out your old calculator.

90% of the time the first guy won't proc. 90% of those times, the next guy won't proc, and 90% of those times the next guy won't, and so on. So on your old calculator, start with .9, and multiply it by .9, and multiply it by .9 again until you've multiplied ten .9s together. The result is 0.31 and change, or a 31% chance that your ten 10% chances to proc all fail.

(This, of course, assumes that you hit them all. Since any attack has a 5% chance to miss, you'll miss at least one of the ten fairly often, and you're sure not procing off those guys.)

Now, that doesn't mean Force Feedback proc in Psionic Tornado is a bad idea, of course - but it's not a remotely reliable or consistent boost, just a nice benefit when it works.


 

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Quote:
Originally Posted by Local_Man View Post
At 195%, assuming you have Hasten and AM running, you will be able to get PA to recharge in about 62 seconds which is technically Perma-PA. I found that that gives me too little time for a cushion, so for my Perma-PA build, I aimed for 203% and actually got 206.25%. That build is on the #83 post of my Ill/Rad guide.
Post #63 actually, just looked

Impressive build btw, I was expecting to see a sea of purples.


 

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Originally Posted by Kioshi View Post
Post #63 actually, just looked

Impressive build btw, I was expecting to see a sea of purples.
Thanks! It is a fun build and works very well. I would have loved to get Recall Friend in there, but I needed one more LotG, so I had to take Combat Jumping instead. Other than that, the build has all the powers I really wanted and still has perma-PA. It has a good amount of Recovery, so I almost never need to fill in with a Blue.

I tried hard to avoid as many of the purple sets as I could to keep the price down. (Granted, the purple sets keep their bonuses when you exempt, but I was trying to make an end-game type build.) It has 5 of the confuse purples, which are comparably cheap. It has two optional purples from the pet set, which are also cheap. Now, the Luck of the Gambler 7.5% Recharge procs are expensive, but you can save up merits to get those . . . which is where I got most of mine. The other advantage of avoiding purples is that almost everything else is available with merits, so if the price goes too high on the market for some of those IOs, you can just run a bunch of TFs to earn the merits for the build.

For the few Hami-Os, you can run Hami Raids or Statesman's TFs to get a chance to get those. One little trick to increase your chances -- one time I ran a Statesman TF, and made a deal with the rest of the team. I needed an Enzyme, so I promised to trade a Nucleous plus whatever I got for an Enzyme if anyone got one. I think I got a Golgi, and the person who got the Enzyme needed the Nucl and Golgi a lot more than the Enzyme, so we both made out.


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

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Originally Posted by Ben_Arizona View Post
You'd think so, but actually a 10% proc hitting a group of ten enemies will fail to go off entirely about a third of the time. Don't believe me? Get out your old calculator.

90% of the time the first guy won't proc. 90% of those times, the next guy won't proc, and 90% of those times the next guy won't, and so on. So on your old calculator, start with .9, and multiply it by .9, and multiply it by .9 again until you've multiplied ten .9s together. The result is 0.31 and change, or a 31% chance that your ten 10% chances to proc all fail.

(This, of course, assumes that you hit them all. Since any attack has a 5% chance to miss, you'll miss at least one of the ten fairly often, and you're sure not procing off those guys.)

Now, that doesn't mean Force Feedback proc in Psionic Tornado is a bad idea, of course - but it's not a remotely reliable or consistent boost, just a nice benefit when it works.
Well let's look at that from a "glass half full" perspective. Or more precisely, a glass 70% full. All the proc needs is to hit on 1 mob. I'll trust your math and say that a 31% to miss all 10 targets means there's a 69% chance to hit at least one to fire off the proc. Again, that's a 69% chance the proc fires when using the Psi Tornado. That's awesome and well worthwhile.


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Originally Posted by Deacon_NA View Post
Well let's look at that from a "glass half full" perspective. Or more precisely, a glass 70% full. All the proc needs is to hit on 1 mob. I'll trust your math and say that a 31% to miss all 10 targets means there's a 69% chance to hit at least one to fire off the proc. Again, that's a 69% chance the proc fires when using the Psi Tornado. That's awesome and well worthwhile.
Oh, yeah, no question there. I'm just disagreeing with the statement that "it's rare that it won't proc on at least one of them", because, well, it's not. It'll happen about a third of the time.