Slotting question


BrokenPrey

 

Posted

Hey guys, is the number in the () next to slots when i look at builds the level that they put the enhancement in, i want to know what im looking at so i know how and when i put enhancements in.


 

Posted

so i shouldnt really worry about it until higher levels?


 

Posted

Well you need to make sure you put your slot where you need them. I'm just saying like when I post a build, it my not be a good level up but because of the slots. Like my Dm/SD build below. The slots in my first attack are 1,3,3,5,5,7, I didn't do that when leveling I mix the slots up to the other powers. I just did it when making the build because I knew that power at the end would have 6 slots.

Hero Plan by Mids' Hero Designer 1.803
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Fallen Prey: Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Shield Defense
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Smite -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(3), Mako-Acc/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(5), Mako-Dam%(7)
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(31), GA-3defTpProc(42)
Level 2: Battle Agility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(27), RedFtn-EndRdx(27), RedFtn-Def/EndRdx/Rchg(29), RedFtn-Def(43)
Level 4: True Grit -- Numna-Regen/Rcvry+(A), Numna-Heal(15), Numna-Heal/EndRdx(17), Numna-EndRdx/Rchg(17), Numna-Heal/Rchg(25), Numna-Heal/EndRdx/Rchg(25)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(15)
Level 8: Siphon Life -- HO:Nucle(A), HO:Nucle(9), HO:Golgi(9), HO:Nucle(11), Numna-Heal(11), Numna-Heal/EndRdx(13)
Level 10: Active Defense -- HO:Membr(A), HO:Membr(13)
Level 12: Hurdle -- Jump-I(A)
Level 14: Super Speed -- Run-I(A)
Level 16: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(50)
Level 18: Boxing -- Amaze-EndRdx/Stun(A), Amaze-ToHitDeb%(19), Amaze-Stun(19), Amaze-Acc/Stun/Rchg(23), Amaze-Stun/Rchg(23)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(46), P'Shift-EndMod/Acc/Rchg(46), P'Shift-Acc/Rchg(46)
Level 22: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 24: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 26: Soul Drain -- GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(34), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(43), GSFC-Build%(45)
Level 28: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx/Rchg(45), Aegis-EndRdx/Rchg(45), Aegis-ResDam/Rchg(48), Aegis-ResDam/EndRdx(48), Aegis-ResDam(50)
Level 30: Against All Odds -- EndRdx-I(A)
Level 32: Midnight Grasp -- Hectmb-Dam%(A), Hectmb-Dmg/EndRdx(33), Hectmb-Dmg/Rchg(33), Hectmb-Acc/Dmg/Rchg(33), Hectmb-Acc/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(34)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(40)
Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(40), LkGmblr-Def/EndRdx/Rchg(42)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42)
Level 44: Physical Perfection -- P'Shift-End%(A)
Level 47: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(48), Ksmt-ToHit+(50)
Level 49: Grant Cover -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run

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"All right, they're on our left, they're on our right, they're in front of us, they're behind us...they can't get away this time"- Chesty Puller US Marine Corps

 

Posted

Quote:
Originally Posted by DotCom View Post
so i shouldnt really worry about it until higher levels?
Here's what I do. While levelling, I slot a combination of what drops, and cheap good stuff I can buy. Any set IO from level 24+ is going to give you a higher bonus than a level 53 SO, so if it drops, use it immediately. Yes a level 50 is a higher bonus than a level 24, but the 24 is good enough for level 50 content, so don't wait, just use it.

Once you reach character level 50, you have a good idea of the powers you like and what changes you want to make. So at this point, use your second build to create an ideal build. Keep playing with your first build as it is already full of working enhancements. But as you get the funds, fill in your second with exactly what you want at the IO-level you want. Take your time because you can still have fun with your primary build. =)

Once your ideal build is finished, then you can swap over and play with it. And if you ever need to exemplar down for a taskforce or anything else, you have your original build that works just fine.


"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.

 

Posted

Quote:
Originally Posted by Zombie Man View Post
Enhancement Slots don't disappear when exemplaring. If you waited until your 40s to six-slot Brawl, then when you exemplar down to level 1, you'll still have six-slotted Brawl.
This is why enhancements have scale thresholds - as you exemplar down, your higher percentage enhancements gets scaled down.


Orc&Pie No.53230 There is an orc, and somehow, he got a pie. And you are hungry.
www.repeat-offenders.net

Negaduck: I see you found the crumb. I knew you'd never notice the huge flag.

 

Posted

It's very popular on these boards for people to go into Mid's and put together some sort of 10 billion inf, level 50 build that will pick its teeth with Lord Recluse and suggest that people should really be running THIS thing.

You don't need that build. I repeat, you don't need that build.

I have something in my mini-guide on Frankenslotting- basically, you can very cheaply squeeze a couple extra slots of enhancement out of any power.

While levelling up, make sure the important things get the basics. Any attack you use a lot should have at least 1 acc, 3 damage (but not more than 3, running SO's); any major defense should have 3 Defense or Damage Resist or Heal in it, as appropriate.

The reason for 3 is "enhancement diversification": when you get to about 93% enhancement on most powers, or 54% on defensive types, you'll hit a wall.
1 SO= 33%
2 SO's = 66%
3 SO's = 95%
4 SO's = 100%
... wait, what? 5% instead of 33%? Yup. That's ED.

For a few defensive things, that is 20%, 40%, 57%, 60% .

If you've got the basic functional slotting, with some endurance reduction and recharge reduction sprinkled in as desired, you'll be FINE. If you like to tune up your characters, you can become better, but that's your core functionality.


Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.

So you think you're a hero, huh.
@Boltcutter in game.