Not enough enh slots with inherent fitness
adult decisions are tough aint they
"Wishes suck!"
-Beavis
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
I don't understand the complainers (I don't consider the OP one of them). I felt really embarrassed for that guy at the meet'n'greet whining directly to the devs in-person, "We get screwed!"
For anyone still squealing about slots, let me spell this out for you...
4 Free Powers.
Just in case that isn't enough, here is what you sound like to reasonable people:"Waaaaa! I won a free car, but they didn't give me a garage! Waaaaaa!"
Just in case that isn't enough, here is what you sound like to reasonable people:"Waaaaa! I won a free car, but they didn't give me a garage! Waaaaaa!"
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ALL of the characters I've respecced are a lot stronger for having Inherent Fitness now. If you need more than one slot in a power (I 2-slot all Leadership powers with double End Redux enhancements), then take the sixth slot out of something that doesn't need it so badly.
And don't forget... your level 50s now have access to Incarnate Alpha Boosts, which can pick up slack that you may have lost elsewhere in your build by sacrificing an enhancement slot to a new power.
Main Hero: Chad Gulzow-Man (Victory) 50, 1396 Badges
Main Villain: Evil Gulzow-Man (Victory) 50, 1193 Badges
Mission Architect arcs: Doctor Brainstorm's An Experiment Gone Awry, Arc ID 2093
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Just in case that isn't enough, here is what you sound like to reasonable people:"Waaaaa! I won a free car, but they didn't give me a garage! Waaaaaa!"
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The thing is, you can't really slot "the exact same way". No matter what you do, you've got 4 powers you never had before. If you had Fitness you get to pick three more powers, and you get to add Swift or Hurdle as well. If you didn't have Fitness, you now have Fitness, all four powers.
Slotting "the exact same way" means you don't put any slots in any powers you didn't have before. Because you didn't have them before. You may only get one slot in that power that you didn't have before, BUT IT'S STILL BETTER THAN NOT HAVING IT.
I don't understand the complainers (I don't consider the OP one of them). I felt really embarrassed for that guy at the meet'n'greet whining directly to the devs in-person, "We get screwed!"
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Teams are the number one killer of soloists.
2) Try to salvage slots from other parts of your build;
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Of course, prior to ED, some folks SIX SLOTTED Hover, which made it as fast as sprinting. But if you did not want to CRAWL painfully with Hover, you needed two to three slots there, as well. But Hover seems to be plenty fast now with just the default slot.
I will pick up 2 slots on my oldest guys from Fly, and at least one and perhaps 2 from Hover as well. Woo-hoo!
"How do you know you are on the side of good?" a Paragon citizen asked him. "How can we even know what is 'good'?"
"The Most High has spoken, even with His own blood," Melancton replied. "Surely we know."
It looks like i need to do some thread diving and find my quote that displays exactly what powers do with just the base enhancement, and some cleaver IO or SO usage... hold on.. lemme find it.
Originally Posted by Arbegla
and my take would actually use some numbers, assuming only 1 slot.
Concealment Stealth: base Grant Invisibility: base Invisibility: base Phase Shift: base Fighting Tough: two or three frankenslots or Hami-Os to function as intended Steadfast +KB, or +def mule. Or slot a res/end IO in it to drop the cost from .325 to .257, and increase the resistance value by 15.94%. You could just slot a straight level 50 End Reduct IO, and lower the cost from .325 to .228 and just deal with the base value of resistance Weave: one-slot LotG: +recharge mule or two-three frankenslots/Hami-Os to function as intended LoTG + Rech for a mule, or slot a def/end IO in it to drop the cost from .325 to .257, and increases the defense value by 15.94%. You could just slot a straight level 50 End Reduct IO, and lower the cost from .325 to .228 and just deal with the base value of defense Flight Hover: base Air Superiority: limited utility with one slot, otherwise 2-3 frankenslots/Hami-Os this i will sorta agree with, but remember the 100% chance for KB this attack has. 1 level 50 Acc IO, and you've just replaced brawl, with a much more effective power. You could even throw in a acc/dam/end tri and really have a effective power for minimal slots Teleport Recall Friend Leadership Maneuvers: LotG: +recharge mule with one slot, otherwise two-three frankenslots/Hami-Os slot for intended use. Assault: two-three slots, or limited duration usage with a single slot, or use only while end recovery boost in effect, or for characters that have fast-recharging source of end replenishment, etc. first end reduct lowers the cost from .39 to 2.74, the second end reduct drops it from .274 to .213 Tactics: as Assault. First end reduct lowers the cost from .39 to .274, the second end reduct drops it from .274 to .213. 1 tohit/end level 50 IO drops the cost from .39 to .308, and increases the tohit value by 15.94% Vengeance: base Leaping Combat Jumping: base Acrobatics: As Assault Acrobatics would only need that base level 50 End Reduct. the second end reduct only subtracts another .04EPS off the cost of the toggle, where the first knocks off .08EPS Medicine Aid Other: base Stimulant: base Aid Self: base, but if you want to use this effectively in combat you probably need 2-4 slots 1 level 50 Heal/rech of any of the heal sets means you cut the recharge by 1/4, and add 5% to the heal, so it goes from 20% every 20 seconds to 25%, every 15 seconds. Resuscitate: base Speed Hasten: limited use with a single slot, two-three slots for greatest utility At 1 slot of a level 50 rech IO hasten provides about a 23% global recharge boost. That's more then 3 LoTG +rech IOs combined. There are plenty of options available, due to IOs, Hami's, and general knowledge of how things work with dual, tri, and quad aspects of IOs. Also, don't forget the Alpha slot. you slot the end reduction Alpha slot, and you reduce all those toggle costs even lower. |
My lvl 50 DM/INV scrapper was easy. Got rid of Super Jump (Ninja Jump btw) so I had 4 powers I could pick up. SJ had two slots, so that gave me one extra slot to use in my new powers. I dropped CJ from 3 slots to 2.
I took one slot from dark consumption. Had 3 Olbits and two Efficiancy Adadpers in it. Switched to 4 Oblits. Actually got a bigger health bonus and saved a slot. I sacrificed how much end I get back, but if I hit enough targets, it does not matter, and I do not have big end problems anyway, its just a backup.
Switched from dark mastery (Just had the hold and blast) and got fire mastery instead. Got the hold, the blast, the ranged AOE, and the AOE debuff. Had an extra slot I really didnt need in the blast and hold powers, so I freed them up.
Also picked up stealth and manuvers. Did not slot them up heavy though. Do not run them all the time as most of the time my def is enough, but they are there for a little boost in bad situations.
It looks like i need to do some thread diving and find my quote that displays exactly what powers do with just the base enhancement, and some cleaver IO or SO usage... hold on.. lemme find it.
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Since Endurance and Recharge are reductions, that means you have less effect the more you slot. 1 End cuts End cost down to 75%, 2 End cuts it to 60%, and 3 to 50%. So you get 25% for the first, 15% for the second, and only 10% for the third. It is far more efficient in term of EPS to slot two identical End cost powers with 2 End than to slot one with 1 and one with 3.
The primary conclusion of this is that Assault really only needs two slots, one if you use it situationally. If you are slotting Assault for three End, you can probably recover that 0.038 End just as easily by 2-slotting some other toggle. Plus, 0.21 End is about the standard cost of most defensive toggles.
There is nothing else Assault can be slotted for, since +Dam is an unslottable attribute. And in fact, Assault's +Dam is about 150% of what it should be, proportionally to the other Leadership toggles, because it CAN'T be slotted.
Tactics can be useful situationally for the +Perception. Just one slot it with End, and only turn it on when fighting ghosts.
Defense in most Pool powers is not worth slotting until you have nothing else that can be slotted. You're increasing a base 2.5%, at the most, by no more than 60%. It's actually more efficient in the long run to pick up a second Pool Power that gives you 2.5% Def. Weave is the exception, but even at double that it's still at best the first and only Pool defense you should slot. Manuevers is probably a matter of some debate, but IMHO you would really only slot it if you're already close to the Def cap. In short, if you've got somewhere else to put a Def, put it there instead.
Combat Jumping basically needs nothing out of the box. Its End cost is negligible, it might as well have no End cost, like Hide and Brawl. Its jump height is worth slotting if you want jump height to be a primary trait of your character, but it's high enough. Its Def is not worth slotting for the reason above, but still probably the best to slot ANYWAY, since you need to put SOMETHING there.
Speaking of which, if you still have Brawl slotted for End, go remove that. I'm sure most people don't have Brawl slotted at all, but I did find a couple of places where I could remove it, back when Brawl was made to have no End cost.
Tough is somewhat different, as it is limited to only Smashing/Lethal damage, and thus is proportionally much stronger than Weave. If you assume 1 Def = 2 Res, Weave is the equivalent of 10% Res to a Tanker, while Tough is 15%. More importantly, three slotted Tough is 24% Def, while Weave is only 16%. (And remember, other Pool Defense powers would be only half of Weave)
Recall Friend and Teleport Foe only need the one slot. Teleport Foe needs an Accuracy, but Recall really just needs Range. You should not be using it in combat, so it doesn't need to be overly efficient.
The Presence Pool should probably be avoided if you don't have the slots. Challenge or Provoke can be used with only one slot, (Acc) but they won't work very well for tanking unless they're slotted. The Fear powers need to be fully slotted to be of any use at all. Challenge CAN be used as a pulling tool, though, or to stop runners.
Hasten, Hover, Aid Self and even Stamina are powers that I find most people end up fully slotting, but which are actually pretty good right out of the box. Hasten can always help you any time it's up, even if it's not perma. You also only have one choice for slotting it. Hover is quite fast now, and doesn't really need End slotting, just a single Fly enhancement can enable you to fight well in the air if you do it only occasionally. Aid Self can be used out of combat as a MUCH faster Rest. And seriously, Stamina is so good just on the base slot that removing a slot from it is an option if you need one.
My first two slots go to Stamina, then I slot the rest. is it perfect no of course not! but I have more powers so the trade off is fine. If you are under twenty, yes you have few if any six slots, oh well, your Epic power generally aren't going to get Six sloted because you need those slots to fill the gap because of the extra power, if you pickd thing you want to add slots to.
The Resistance has boobs too, and better hair!
Others have posted long lists of excellent pool powers that provide great utility with minimal or zero slotting.
Your complaint rings hollow.
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