Most recharge possible??


all_hell

 

Posted

I'm fairly confident that if we include bonus Recharge from powers that nothing can beat Kinetics. I don't see how any set could get to the +60% Kinetics gets from triple stacking Siphon Speed. So in a contest of sheer numbers its pretty much Kinetics or bust. (Of course, Siphon Speed can miss, but even given that you're probably still looking at a very reliable +40%.)

The Elec/Kin Controller I posted maxed out the top 4 categories of bonuses: Purples, LotGs, 7.5s, 6.25s. I only had room for 2 5s. That build had some of the most terrible power selections imaginable. There may be a way to score one extra 5. But as someone pointed out, it would be smarter to put 2 recharge in Siphon and quad stack it (although Mids doesnt show this value--I'm still unclear on whether it stacks that high even if you have the Recharge). The end result is 316.3% Recharge if quad stacked or 296.3 if triple stacked. If it's possible to beat that number I suspect its by no more than 5%. Although the Spiritual alpha set, if viewed as a "Global" could affect numbers.

The Mind/Kin/Earth I posted is actually playable. It came in at +276.3 recharge after fixing slotting in Transfusion to use Panaceas for +7.5 instead of the +5 I originally posted. Fissure has the Force Feedback +100% Recharge proc, hits 16 enemies, and has a recharge time of about 5 seconds. End results are Mass Confusion and Total Domination recharging in 51 seconds, which is... almost ridiculously overpowered really. My Mind/Cold has these powers on 70 second recharge or so and is already something of a terror. I'm not sure I could handle the responsibility. Even if keeping up that level of Recharge would drive me insane.

Makes me want to do a Mind/Rad build, which would get slightly smaller numbers but benefit a lot from them. That's an amazing combo that I have only seen in the game exactly once.


 

Posted

Quote:
Originally Posted by Oedipus_Tex View Post
I'm fairly confident that if we include bonus Recharge from powers that nothing can beat Kinetics. I don't see how any set could get to the +60% Kinetics gets from triple stacking Siphon Speed. So in a contest of sheer numbers its pretty much Kinetics or bust. (Of course, Siphon Speed can miss, but even given that you're probably still looking at a very reliable +40%.)
Which is why I'd look at maximum "self sustaining", as in "requires no user activity/intervention".

Because triple and quad-stacked Siphons are great and all. But if all you're doing is spamming Siphon to maintain that recharge level, it's pretty much useless.



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Posted

Quote:
Originally Posted by Hyperstrike View Post
Which is why I'd look at maximum "self sustaining", as in "requires no user activity/intervention".

Because triple and quad-stacked Siphons are great and all. But if all you're doing is spamming Siphon to maintain that recharge level, it's pretty much useless.

I'm pretty sure triple stacked siphon is the standard for hardcore farming Fire/Kins. It's definitely doable. Siphon's cast time is only 1.93 seconds, so it's not that different from making sure to, say, throw an Ice Bolt every so often. Or, on an Empath, cast Fortitude on a new person each time it comes up. It would drive ME insane, but some people seem to do it.


 

Posted

Quote:
Originally Posted by Oedipus_Tex View Post
I'm pretty sure triple stacked siphon is the standard for hardcore farming Fire/Kins. It's definitely doable. Siphon's cast time is only 1.93 seconds, so it's not that different from making sure to, say, throw an Ice Bolt every so often. Or, on an Empath, cast Fortitude on a new person each time it comes up. It would drive ME insane, but some people seem to do it.
I'm not saying don't use it. I'm saying for the purposes of how much recharge one can get that you not factor in non-auto/toggle powers because the recharge rate isn't a guaranteed constant, due to it requiring continual monitoring by a highly fallible control device made of meat.



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Posted

Quote:
Originally Posted by Hyperstrike View Post
I'm not saying don't use it. I'm saying for the purposes of how much recharge one can get that you not factor in non-auto/toggle powers because the recharge rate isn't a guaranteed constant, due to it requiring continual monitoring by a highly fallible control device made of meat.

The +20% recharge from one cast of Siphon is identical to the passives. Whatever else is going on, a Kin who isn't hitting at least the same recharge levels that a Super Reflex user is is playing with one hand tied behind his or her back. They can easily match the SR, and surpass them if they wish.

Secondly, if we eliminate all non-passives, then we have to rule out Hasten. If Hasten is in, then so is AM. If AM is in, why is Siphon not? Two casts of Siphon, costing about 4 seconds of animation time, beat AM. Since the thread is called "most recharge possible" the award needs to go to the set that has the most recharge possible. Even if we don't go for triple-stacks, double-stacks are not hard to do or maintain.


 

Posted

I'll toss this build in here: Ill/Rad, with Hasten and AM up (and both are perma) +212.5% recharge:

Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/

Aurora Vortex: Level 50 Science Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Teleportation
Power Pool: Leadership
Power Pool: Flight
Power Pool: Speed
Ancillary Pool: Fire Mastery

Hero Profile:
------------
Level 1: Spectral Wounds Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(7), Apoc-Acc/Rchg(13), Apoc-Dmg/EndRdx(15), Apoc-Dam%(15)
Level 1: Radiant Aura Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(37), Dct'dW-Heal(43), Dct'dW-Heal/EndRdx/Rchg(43), Dct'dW-Rchg(46)
Level 2: Blind Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(17), Decim-Dmg/Rchg(17), Decim-Acc/EndRdx/Rchg(23), Decim-Acc/Dmg/Rchg(27)
Level 4: Radiation Infection DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(36), DarkWD-ToHitdeb/Rchg/EndRdx(37), DarkWD-ToHitDeb/Rchg(37)
Level 6: Flash UbrkCons-Hold(A), UbrkCons-Hold/Rchg(31), UbrkCons-Acc/Hold/Rchg(34), UbrkCons-Acc/Rchg(36), UbrkCons-Dam%(36)
Level 8: Accelerate Metabolism P'Shift-EndMod(A), P'Shift-EndMod/Rchg(9), P'Shift-EndMod/Acc/Rchg(9), P'Shift-Acc/Rchg(11), Efficacy-EndMod/Rchg(11), Efficacy-EndMod/Acc/Rchg(13)
Level 10: Recall Friend Range-I(A)
Level 12: Teleport Range-I(A)
Level 14: Enervating Field EndRdx-I(A), EndRdx-I(46)
Level 16: Group Invisibility LkGmblr-Rchg+(A)
Level 18: Phantom Army ExRmnt-Acc/Dmg(A), ExRmnt-Acc/Dmg/Rchg(19), ExRmnt-EndRdx/Dmg/Rchg(19), ExRmnt-Acc/Rchg(21), S'bndAl-Dmg/Rchg(21), S'bndAl-Acc/Dmg/Rchg(23)
Level 20: Lingering Radiation Acc-I(A)
Level 22: Superior Invisibility LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(43)
Level 24: Deceive CoPers-Conf%(A), CoPers-Conf(25), CoPers-Conf/Rchg(25), CoPers-Acc/Conf/Rchg(48), CoPers-Acc/Rchg(50)
Level 26: Spectral Terror Abys-Dam%(A), Abys-Acc/Rchg(27), Abys-Fear/Rng(29), Abys-Acc/Fear/Rchg(29), Abys-EndRdx/Fear(31)
Level 28: Maneuvers LkGmblr-Rchg+(A), HO:Cyto(34), HO:Cyto(40)
Level 30: Tactics GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(40), GSFC-Rchg/EndRdx(40), GSFC-ToHit/EndRdx(42), GSFC-Build%(42)
Level 32: Phantasm ExRmnt-Acc/Dmg(A), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-Dmg/EndRdx(33), SvgnRt-PetResDam(34), ExRmnt-+Res(Pets)(48)
Level 35: Hover LkGmblr-Rchg+(A), HO:Cyto(50)
Level 38: EM Pulse BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(39), BasGaze-Rchg/Hold(39), BasGaze-EndRdx/Rchg/Hold(39)
Level 41: Fire Ball Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(42), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(45), Ragnrk-Knock%(46)
Level 44: Fire Shield GA-3defTpProc(A), S'fstPrt-ResDam/Def+(45), GA-End/Res(50)
Level 47: Hasten RechRdx-I(A), RechRdx-I(48)
Level 49: Mutation RechRdx-I(A)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift Empty(A)
Level 2: Hurdle Empty(A)
Level 2: Health RgnTis-Regen+(A), Mrcl-Rcvry+(3), Numna-Regen/Rcvry+(3)
Level 2: Stamina P'Shift-End%(A), P'Shift-EndMod(5), P'Shift-EndMod/Rchg(5), P'Shift-EndMod/Acc(7)



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|-------------------------------------------------------------------|

Of course, this is not as high as most of the builds here, but it I post it because I'm pretty sure its a playable build: I'm actually playing it. Or rather, most of it. Its almost done: I still need to fill in most of the Apocalypse and Ragnaroks for SW and Fireball, and that pesky Glad Armor +def, but they have common fillers right now. What's interesting is, in relative terms, how inexpensive the rest of the build was. Its not cheap, but its not like it costs an arm and a leg for, say, all those Coercive Persuasions (and contagious confusion is pretty fun on top of that).

I was mainly looking for a way to get to perma-PA again. This build does that with a final 58.28s recharge on PA. It also has about 25% defense to everything, slots both pet resist procs (even though the only pet that can benefit from them is Phantasm), has a megaton of recovery (including the performance shifter proc) and even takes mutation just because.

There are obvious ways to get more recharge. Ice epic would have given me one more LotG for example, but then I would have ultimately lost Mutation, and I've had mutation since forever: I like having a rez on my support characters.

I was on a Moonfire a while ago and when it got to one of the "defeat council" missions I found myself standing next to some +4s. So I just started taking them out with PA and Deceive. Even exemped this build has so much recharge and so much super-saturated slotting in some powers (way over the ED limit in some cases due to the purples) that I could keep five +4 council confused with a single target confuse including one boss, while the PA hit them enough for me to get reasonable defeat credit. I'd say its a solid build.

And yeah, the comment about cast time becoming the limiter with builds like this. Radiant Aura has about a 4.2 second cycle time in this build. 2 seconds of recharge, 2.2 seconds of cast. It recharges faster than it executes. In reality, its going even faster and stronger than the posted build because I slot spiritual on this alt: it always seems like it recharges almost immediately after casting.


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Posted

Quote:
Originally Posted by Katie V View Post
If you use the leftover slot to put a level 50 Recharge IO in Siphon Speed, you can quad-stack SS for another 20% recharge, putting your total at 316.6% (and putting some individual powers over the 400% recharge cap).
Not so sure about this one... if I remember correctly, your powers all have a recharge cap of (Recharge Time)/4. Both OT's and my builds show (on Mids) that Siphon Speed recharges in 13 secs, down from 60 secs, meaning that in the game it will actually recharge in 15 seconds. The extra slot in SS will do nothing


 

Posted

Quote:
Originally Posted by Oedipus_Tex View Post
The +20% recharge from one cast of Siphon is identical to the passives. Whatever else is going on, a Kin who isn't hitting at least the same recharge levels that a Super Reflex user is is playing with one hand tied behind his or her back. They can easily match the SR, and surpass them if they wish.
You're missing my point.

The recharge from Siphon is NOT self-sustaining. You have to keep spamming it to keep it going. Also, it does not work if you have no enemies.

Quote:
Secondly, if we eliminate all non-passives, then we have to rule out Hasten.
Missed the part about toggles eh?

Quote:
If Hasten is in, then so is AM. If AM is in, why is Siphon not?
AM would be arguable, but if you've already got an auto-toggle on Hasten, no.

Siphon isn't, for the reasons I listed above.


This is what I'm talking about. You can stand there. In a location with no enemies, and CONSTANTLY be at ###.##% of recharge.

Anything else is subject to the vagaries of user error. And I don't feel like arguing "If I catch everything, the wind's blowing in the right direction, and all the proper stars are aligned I'm at ###.##%"



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Posted

Quote:
Originally Posted by Zeh_Masteh View Post
Not so sure about this one... if I remember correctly, your powers all have a recharge cap of (Recharge Time)/4. Both OT's and my builds show (on Mids) that Siphon Speed recharges in 13 secs, down from 60 secs, meaning that in the game it will actually recharge in 15 seconds. The extra slot in SS will do nothing
The recharge cap is actually 5.0. What many players call "+400% recharge." Best possible recharge is BaseRecharge/5.


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Posted

Quote:
Originally Posted by Hyperstrike View Post
I'm not saying don't use it. I'm saying for the purposes of how much recharge one can get that you not factor in non-auto/toggle powers because the recharge rate isn't a guaranteed constant, due to it requiring continual monitoring by a highly fallible control device made of meat.
In my personal opinion, normal recharge is recharge that requires no special circumstances beyond the player being able to activate powers. This includes autohitting self buffs like Hasten. Powers that grant recharge under special circumstances, which includes having to roll to hit a target, fall under the category of situational recharge. However, unless that situation is "fighting things impossible to hit" its not unreasonable to count it in an informal discussion. In a formal discussion, we'd have to factor in the fact that you can miss targets, and you can be slowed (which would affect the perma nature of powers like Hasten).

Recharge that cannot be altered is what I normally call "intrinsic recharge" like that from enhancements, set bonuses, and powers that cannot be involuntarily switched off (like passives, also Alpha buffs).

This can be a tricky question even to resolve personally. For example, my Energy blaster slots Force Feedback (the proc). As in "everywhere." I have to hit a target for that proc to work, and the proc doesn't fire all the time. Nevertheless, I know with certainty that in combat I'm all but guaranteed to get *some* benefit from it. Suppose I have a total of 350% total recharge in hasten from enhancements, itself, and global recharge. That would make Hasten non-perma: you need 375% to do that. The gap is about 11 seconds. However, every time I trigger Force Feedback I get a 5 second +100% recharge buff. In real terms that is equivalent to shaving about 5 seconds from base recharge time of Hasten (450 seconds). If I can do that 6 times in two minutes, Hasten will become perma. To do that, I have to average triggering the proc once every twenty seconds in combat. That's not easy, but its also not impossible, particularly with it slotted in torrent and EB. But its close. I would be pushing my luck to call Hasten perma here.

But what if I only need 4 triggers in two minutes. Or two. How about one? At that point, even if I'm shooting at nothing but MoGed PPs I'm going to be able to manage that. At some point you have to make a judgement call. Not everyone will make the same one.


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Posted

Quote:
The recharge from Siphon is NOT self-sustaining. You have to keep spamming it to keep it going. Also, it does not work if you have no enemies.
It also doesn't do anything if you don't have powers that are recharging.


Quote:
Missed the part about toggles eh?
I'm sorry, but I have no idea what you are talking about.


Quote:
Anything else is subject to the vagaries of user error. And I don't feel like arguing "If I catch everything, the wind's blowing in the right direction, and all the proper stars are aligned I'm at ###.##%"
I kind of feel that double stacking Siphon Speed happens a bit more often than Jupiter aligning with Mars during the age of Aquarius. I'm not married to the argument, or even playing any of these builds, but you seem to be arguing that an average Kinetics user is not OCD enough to cast this power once every 30 seconds. Having watched them farm, I disagree.

Once every 30 seconds is the same as Drain Psyche. Would you argue that Drain Psyche users don't have considerably higher endurance recovery and regen than other characters?


 

Posted

Quote:
Originally Posted by Arcanaville View Post
In my personal opinion, normal recharge is recharge that requires no special circumstances beyond the player being able to activate powers. This includes autohitting self buffs like Hasten. Powers that grant recharge under special circumstances, which includes having to roll to hit a target, fall under the category of situational recharge. However, unless that situation is "fighting things impossible to hit" its not unreasonable to count it in an informal discussion. In a formal discussion, we'd have to factor in the fact that you can miss targets, and you can be slowed (which would affect the perma nature of powers like Hasten).

Recharge that cannot be altered is what I normally call "intrinsic recharge" like that from enhancements, set bonuses, and powers that cannot be involuntarily switched off (like passives, also Alpha buffs).

This can be a tricky question even to resolve personally. For example, my Energy blaster slots Force Feedback (the proc). As in "everywhere." I have to hit a target for that proc to work, and the proc doesn't fire all the time. Nevertheless, I know with certainty that in combat I'm all but guaranteed to get *some* benefit from it. Suppose I have a total of 350% total recharge in hasten from enhancements, itself, and global recharge. That would make Hasten non-perma: you need 375% to do that. The gap is about 11 seconds. However, every time I trigger Force Feedback I get a 5 second +100% recharge buff. In real terms that is equivalent to shaving about 5 seconds from base recharge time of Hasten (450 seconds). If I can do that 6 times in two minutes, Hasten will become perma. To do that, I have to average triggering the proc once every twenty seconds in combat. That's not easy, but its also not impossible, particularly with it slotted in torrent and EB. But its close. I would be pushing my luck to call Hasten perma here.

But what if I only need 4 triggers in two minutes. Or two. How about one? At that point, even if I'm shooting at nothing but MoGed PPs I'm going to be able to manage that. At some point you have to make a judgement call. Not everyone will make the same one.

Yeah it gets tricky. What I always hate is getting killed a few seconds after Hasten fires. So much for the perfectly min/maxed assumptions about power recharges. ;/

You could end up arguing this 15 different ways based on what-ifs. I'm in the bad habit of forgeting to unqueue powers long enough to let Hasten fire, resulting in my "perma" Hasten actually being not quite. In fact, I bet a lot of people don't realize that having Hasten recharge somewhat faster than "perma" is actually beneficial if you are a power-gunner because it gives you more options on when to halt temporarily to let Hasten fire.


 

Posted

Quote:
Originally Posted by Oedipus_Tex View Post
It also doesn't do anything if you don't have powers that are recharging.
Never mind that we're already talking about levels of IO absurdity that make perma-hasten a given, even single-slotted.

Quote:
I'm sorry, but I have no idea what you are talking about.
Like I said.

I'm saying for the purposes of how much recharge one can get that you not factor in non-auto/toggle powers[/quote]



Quote:
I kind of feel that double stacking Siphon Speed happens a bit more often than Jupiter aligning with Mars during the age of Aquarius. I'm not married to the argument, or even playing any of these builds, but you seem to be arguing that an average Kinetics user is not OCD enough to cast this power once every 30 seconds. Having watched them farm, I disagree.

Once every 30 seconds is the same as Drain Psyche. Would you argue that Drain Psyche users don't have considerably higher endurance recovery and regen than other characters?

Still missing the part about "sustainable in a vacuum".

Why not just start talking about getting two teams of */rads and two teams of */kins together and talking about how much recharge they can do unto one another?

That's how I classify powers requiring user/enemy interaction (outside of a power with no enemy interaction required, set to auto-fire).



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Posted

Well for one I can easily triple stack Siphon Speed with just 2 generic recharge IO. And no it isn't hard to triple stack. It speeds up each time. It isn't hard to get the recharge up after a crash, like dieing. Yes you spam it when it is up but that isn't hard to do. And on my Ill/Kin there isn't anything else I am doing much. My issue is more with keeping all the rest of Kin out there. Fulcrum when it is up, tranfuse, tranfer, PA, spectral, flash. Well I tell you you don't get bored. Just spam everything over and over and over. Then again you don't slow down either. If you keep up with this you blow through most stuff.

On another note you got some wrong pairings. 2 Empathy defenders do some amazing stuff with just foritude. If they buff each other then they have enough recharge to buff a full team of 8.


 

Posted

Quote:
Originally Posted by Hyperstrike View Post
Never mind that we're already talking about levels of IO absurdity that make perma-hasten a given, even single-slotted.
Are you talking about the Elec/Kin Controller I posted who skipped Fulcrum Shift in favor of 6 slotted Kick? Absurd was indeed the word for that. But the question was "what is the most recharge possible" and that is the best I could do. My only goal was to slot as many bonuses as possible without regard to power selection or use. The other builds, like the Mind/Kin is viable but would drive me crazy like I said.


Quote:
Missed the part about toggles eh?
Quote:
I'm saying for the purposes of how much recharge one can get that you not factor in non-auto/toggle powers

Hasten and AM are not toggle powers. By "non-auto" do you mean powers that you can shift-click to force to auto fire? I thought you meant powers like in Super Reflexes that just provide a perma bonus. The question about "missing toggle powers" made me think you were talking about an actual +Recharge toggle, which there are none.



Quote:
Still missing the part about "sustainable in a vacuum".

Why not just start talking about getting two teams of */rads and two teams of */kins together and talking about how much recharge they can do unto one another?

That's how I classify powers requiring user/enemy interaction (outside of a power with no enemy interaction required, set to auto-fire).

Ok but that is a personal decision on your part. I understand what you are saying and why you are saying it, but I'm not going to back down on my POV either. What you are calling permanent bonuses actually are not. If you die seconds after firing Hasten, you lose the bonus and it doesn't come back until Hasten recharges. Hasten can also recharge while you are Held and result in you losing several seconds. These are among the things that happen outside the vacuum you are talking about. It is not the case that your example is pristene and mine is not. Both of them make certain assumptions about what external variables are included.

[P.S. I want to add that I'm not trying to grill you personally. I'm actually relieved to come back to CoH and find a complex system worth arguing about after spending a weekend... in that other place with 6 powersets and 3 color selections.]


 

Posted

Quote:
Originally Posted by Oedipus_Tex View Post
Hasten and AM are not toggle powers. By "non-auto" do you mean powers that you can shift-click to force to auto fire?
Yes, this is exactly what I meant, but you can only choose one of them. If you're going Perma, you're going to get more "mileage" out of Hasten that way.


Quote:
[P.S. I want to add that I'm not trying to grill you personally. I'm actually relieved to come back to CoH and find a complex system worth arguing about after spending a weekend... in that other place with 6 powersets and 3 color selections.]
No, understood. You have your POV on how you want to look at it, I have mine. It's not your fault you're wrong.

Seriously though, yeah, I'm being anal about the "in a vacuum" sustainability. I just tend to be REAL big on self maintenance. Probably just an unhealthy outgrowth of my inherent laziness.



Clicking on the linked image above will take you off the City of Heroes site. However, the guides will be linked back here.

 

Posted

Rough draft 166.3% before hasten

Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Defender
Primary Power Set: Dark Miasma
Secondary Power Set: Ice Blast
Power Pool: Speed
Power Pool: Leadership
Power Pool: Concealment
Power Pool: Fighting
Ancillary Pool: Psychic Mastery

Hero Profile:
Level 1: Twilight Grasp

  • (A) Cloud Senses - Accuracy/ToHitDebuff: Level 30
  • (3) Cloud Senses - Accuracy/Recharge: Level 30
  • (3) Cloud Senses - Accuracy/Endurance/Recharge: Level 30
  • (5) Cloud Senses - ToHit Debuff/Endurance/Recharge: Level 30
Level 1: Ice Bolt
  • (A) Apocalypse - Chance of Damage(Negative): Level 50
  • (9) Apocalypse - Damage/Endurance: Level 50
  • (11) Apocalypse - Accuracy/Recharge: Level 50
  • (11) Apocalypse - Accuracy/Damage/Recharge: Level 50
  • (13) Apocalypse - Damage/Recharge: Level 50
Level 2: Ice Blast
  • (A) Decimation - Accuracy/Damage/Recharge: Level 40
  • (23) Decimation - Accuracy/Endurance/Recharge: Level 40
  • (25) Decimation - Damage/Recharge: Level 40
  • (25) Decimation - Damage/Endurance: Level 40
  • (37) Decimation - Accuracy/Damage: Level 40
Level 4: Super Speed
  • (A) Winter's Gift - Slow Resistance (20%): Level 50
Level 6: Hasten
  • (A) Recharge Reduction IO: Level 50
  • (37) Recharge Reduction IO: Level 50
  • (37) Recharge Reduction IO: Level 50
Level 8: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (40) HamiO:Golgi Exposure
Level 10: Stealth
  • (A) Luck of the Gambler - Recharge Speed: Level 50
Level 12: Grant Invisibility
  • (A) Luck of the Gambler - Recharge Speed: Level 50
Level 14: Invisibility
  • (A) Luck of the Gambler - Recharge Speed: Level 50
Level 16: Freeze Ray
  • (A) Basilisk's Gaze - Accuracy/Hold: Level 30
  • (17) Basilisk's Gaze - Accuracy/Recharge: Level 30
  • (17) Basilisk's Gaze - Endurance/Recharge/Hold: Level 30
  • (21) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 30
Level 18: Petrifying Gaze
  • (A) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 30
  • (19) Basilisk's Gaze - Endurance/Recharge/Hold: Level 30
  • (19) Basilisk's Gaze - Accuracy/Recharge: Level 30
  • (21) Basilisk's Gaze - Accuracy/Hold: Level 30
Level 20: Boxing
  • (A) Stupefy - Accuracy/Recharge: Level 50
  • (40) Stupefy - Endurance/Stun: Level 50
  • (43) Stupefy - Accuracy/Endurance: Level 50
  • (43) Stupefy - Stun/Range: Level 50
  • (43) Stupefy - Accuracy/Stun/Recharge: Level 50
Level 22: Tough
  • (A) HamiO:Ribosome Exposure
Level 24: Aim
  • (A) Recharge Reduction IO: Level 50
  • (46) Recharge Reduction IO: Level 50
  • (50) Recharge Reduction IO: Level 50
Level 26: Howling Twilight
  • (A) Ragnarok - Damage: Level 50
  • (27) Ragnarok - Damage/Recharge: Level 50
  • (27) Ragnarok - Accuracy/Damage/Recharge: Level 50
  • (29) Ragnarok - Accuracy/Recharge: Level 50
  • (29) Ragnarok - Damage/Endurance: Level 50
Level 28: Darkest Night
  • (A) Dark Watcher's Despair - To Hit Debuff/Recharge: Level 50
  • (31) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance: Level 50
  • (31) Dark Watcher's Despair - Recharge/Endurance: Level 50
  • (31) Dark Watcher's Despair - To Hit Debuff/Endurance: Level 50
Level 30: Fearsome Stare
  • (A) Cloud Senses - Accuracy/Endurance/Recharge: Level 30
  • (34) Cloud Senses - ToHit Debuff/Endurance/Recharge: Level 30
  • (34) Cloud Senses - Accuracy/Recharge: Level 30
  • (34) Cloud Senses - Accuracy/ToHitDebuff: Level 30
Level 32: Dark Servant
  • (A) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 30
  • (33) Basilisk's Gaze - Endurance/Recharge/Hold: Level 30
  • (33) Basilisk's Gaze - Accuracy/Recharge: Level 30
  • (33) Basilisk's Gaze - Accuracy/Hold: Level 30
Level 35: Bitter Freeze Ray
  • (A) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 30
  • (36) Basilisk's Gaze - Endurance/Recharge/Hold: Level 30
  • (36) Basilisk's Gaze - Accuracy/Recharge: Level 30
  • (36) Basilisk's Gaze - Accuracy/Hold: Level 30
Level 38: Bitter Ice Blast
  • (A) Decimation - Accuracy/Damage/Recharge: Level 40
  • (39) Decimation - Accuracy/Endurance/Recharge: Level 40
  • (39) Decimation - Damage/Recharge: Level 40
  • (39) Decimation - Damage/Endurance: Level 40
  • (40) Decimation - Accuracy/Damage: Level 40
Level 41: Dominate
  • (A) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 30
  • (42) Basilisk's Gaze - Endurance/Recharge/Hold: Level 30
  • (42) Basilisk's Gaze - Accuracy/Recharge: Level 30
  • (42) Basilisk's Gaze - Accuracy/Hold: Level 30
Level 44: World of Confusion
  • (A) Coercive Persuasion - Contagious Confusion: Level 50
  • (45) Coercive Persuasion - Confused/Endurance: Level 50
  • (45) Coercive Persuasion - Accuracy/Recharge: Level 50
  • (45) Coercive Persuasion - Accuracy/Confused/Recharge: Level 50
  • (46) Coercive Persuasion - Confused/Recharge: Level 50
  • (46) Coercive Persuasion - Confused: Level 50
Level 47: Mass Hypnosis
  • (A) Fortunata Hypnosis - Chance for Placate: Level 50
  • (48) Fortunata Hypnosis - Sleep/Endurance: Level 50
  • (48) Fortunata Hypnosis - Accuracy/Recharge: Level 50
  • (48) Fortunata Hypnosis - Accuracy/Sleep/Recharge: Level 50
  • (50) Fortunata Hypnosis - Sleep/Recharge: Level 50
Level 49: Weave
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (50) HamiO:Enzyme Exposure
------------
Level 1: Brawl
  • (A) Hecatomb - Chance of Damage(Negative): Level 50
  • (13) Hecatomb - Damage/Endurance: Level 50
  • (15) Hecatomb - Accuracy/Recharge: Level 50
  • (15) Hecatomb - Accuracy/Damage/Recharge: Level 50
  • (23) Hecatomb - Damage/Recharge: Level 50
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Vigilance
Level 4: Ninja Run
Level 2: Swift
  • (A) Empty
Level 2: Hurdle
  • (A) Empty
Level 2: Health
  • (A) Doctored Wounds - Heal/Endurance: Level 50
  • (5) Doctored Wounds - Endurance/Recharge: Level 50
  • (7) Doctored Wounds - Heal/Recharge: Level 50
  • (7) Doctored Wounds - Heal/Endurance/Recharge: Level 50
  • (9) Doctored Wounds - Heal: Level 50
Level 2: Stamina
  • (A) Empty
------------
Set Bonus Totals:
  • 8% DamageBuff(Smashing)
  • 8% DamageBuff(Lethal)
  • 8% DamageBuff(Fire)
  • 8% DamageBuff(Cold)
  • 8% DamageBuff(Energy)
  • 8% DamageBuff(Negative)
  • 8% DamageBuff(Toxic)
  • 8% DamageBuff(Psionic)
  • 15% Defense(Energy)
  • 15% Defense(Negative)
  • 11.25% Defense(Ranged)
  • 9% Max End
  • 3% Enhancement(Stun)
  • 4% Enhancement(Confused)
  • 45% Enhancement(Accuracy)
  • 4% Enhancement(Heal)
  • 166.25% Enhancement(RechargeTime)
  • 87.75 HP (8.628%) HitPoints
  • MezResist(Confused) 5%
  • MezResist(Held) 5%
  • MezResist(Immobilize) 10.5%
  • MezResist(Sleep) 5%
  • MezResist(Stun) 5%
  • MezResist(Terrorized) 7.2%
  • 31% (0.518 End/sec) Recovery
  • 16% (0.679 HP/sec) Regeneration
  • 20% ResEffect(FlySpeed)
  • 20% ResEffect(RechargeTime)
  • 20% ResEffect(RunSpeed)
  • 8.82% Resistance(Fire)
  • 8.82% Resistance(Cold)
------------
Set Bonuses:
Cloud Senses
(Twilight Grasp)
  • Status Resistance 2.5%
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)
Apocalypse
(Ice Bolt)
  • 16% (0.679 HP/sec) Regeneration
  • 30.52 HP (3.001%) HitPoints
  • 4% DamageBuff(All)
  • 10% Enhancement(RechargeTime)
Decimation
(Ice Blast)
  • MezResist(Immobilize) 2.75%
  • 11.45 HP (1.125%) HitPoints
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)
Winter's Gift
(Super Speed)
  • 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
Luck of the Gambler
(Maneuvers)
  • 7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Stealth)
  • 7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Grant Invisibility)
  • 7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Invisibility)
  • 7.5% Enhancement(RechargeTime)
Basilisk's Gaze
(Freeze Ray)
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 2% (0.033 End/sec) Recovery
  • 7.5% Enhancement(RechargeTime)
Basilisk's Gaze
(Petrifying Gaze)
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 2% (0.033 End/sec) Recovery
  • 7.5% Enhancement(RechargeTime)
Stupefy
(Boxing)
  • 2.5% (0.042 End/sec) Recovery
  • 19.08 HP (1.876%) HitPoints
  • 3% Enhancement(Stun)
  • 6.25% Enhancement(RechargeTime)
Ragnarok
(Howling Twilight)
  • 4% (0.067 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
Dark Watcher's Despair
(Darkest Night)
  • 15.26 HP (1.501%) HitPoints
  • 2.5% (0.042 End/sec) Recovery
  • 5% Enhancement(RechargeTime)
Cloud Senses
(Fearsome Stare)
  • Status Resistance 2.5%
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)
Basilisk's Gaze
(Dark Servant)
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 2% (0.033 End/sec) Recovery
  • 7.5% Enhancement(RechargeTime)
Basilisk's Gaze
(Bitter Freeze Ray)
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 2% (0.033 End/sec) Recovery
  • 7.5% Enhancement(RechargeTime)
Decimation
(Bitter Ice Blast)
  • MezResist(Immobilize) 2.75%
  • 11.45 HP (1.125%) HitPoints
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)
Basilisk's Gaze
(Dominate)
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 2% (0.033 End/sec) Recovery
  • 7.5% Enhancement(RechargeTime)
Coercive Persuasion
(World of Confusion)
  • 4% (0.067 End/sec) Recovery
  • 4% Enhancement(Confused)
  • 4% DamageBuff(All)
  • 10% Enhancement(RechargeTime)
  • 5% Defense(Ranged), 2.5% Defense(Energy), 2.5% Defense(Negative)
Fortunata Hypnosis
(Mass Hypnosis)
  • 4% (0.067 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
Luck of the Gambler
(Weave)
  • 7.5% Enhancement(RechargeTime)
Hecatomb
(Brawl)
  • 4% (0.067 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
Doctored Wounds
(Health)
  • MezResist(Terrorized) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 4% Enhancement(Heal)
  • 5% Enhancement(RechargeTime)



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Posted

Quote:
Originally Posted by Hyperstrike View Post
I'm not saying don't use it. I'm saying for the purposes of how much recharge one can get that you not factor in non-auto/toggle powers because the recharge rate isn't a guaranteed constant, due to it requiring continual monitoring by a highly fallible control device made of meat.
I don't know how Fire/Kin farmers use it, but for me, Siphon Speed is part of my attack chain. I'd no more forget to activate it than I'd forget to activate Ice Blast or Headsplitter.


 

Posted

Quote:
Originally Posted by Oedipus_Tex View Post
I'm pretty sure triple stacked siphon is the standard for hardcore farming Fire/Kins. It's definitely doable. Siphon's cast time is only 1.93 seconds, so it's not that different from making sure to, say, throw an Ice Bolt every so often. Or, on an Empath, cast Fortitude on a new person each time it comes up. It would drive ME insane, but some people seem to do it.
Overkill, and you wind up spending too much time casting it.


 

Posted

Reading some of the other related threads got me thinking ...

So standing still in a vacuum with just Hasten active and nothing else 188.8%.
From there it simply goes up depending on what ones considers reasonable assumptions and the luck of procs firing or not. And has the added advantage of being able to drive itself nuts (a Kin/Nrg build). Started with 4 sets of Kin Crash but got to thinking, probably both more playable and higher average recharge, would be to go with Decimation and Positrons and drop a Force Feedback in the 6th slot.

Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/

Click this DataLink to open the build!

OneGoalOneSpeed (v1.00.i19): Level 50 Science Defender
Primary Power Set: Kinetics
Secondary Power Set: Energy Blast
Power Pool: Speed
Power Pool: Concealment
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Psychic Mastery

Hero Profile:
Level 1: Transfusion -- Panac-Heal(A), Panac-Heal/EndRedux(5), Panac-EndRdx/Rchg(19), Panac-Heal/Rchg(19), Panac-Heal/EndRedux/Rchg(21)
Level 1: Power Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(11), Decim-Acc/Dmg/Rchg(15), FrcFbk-Rechg%(21)
Level 2: Power Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(11), Decim-Acc/Dmg/Rchg(15), FrcFbk-Rechg%(23)
Level 4: Siphon Power -- RechRdx-I(A), RechRdx-I(5), RechRdx-I(39)
Level 6: Siphon Speed -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(43)
Level 8: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(9), Posi-Dmg/EndRdx(9), Posi-Dmg/Rng(17), Posi-Dam%(17), FrcFbk-Rechg%(23)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(40)
Level 12: Speed Boost -- EndMod-I(A), EndMod-I(13), EndMod-I(13)
Level 14: Stealth -- LkGmblr-Rchg+(A)
Level 16: Repel -- FrcFbk-Rechg%(A), EndRdx-I(39), EndRdx-I(39)
Level 18: Invisibility -- LkGmblr-Rchg+(A)
Level 20: Aim -- AdjTgt-ToHit/EndRdx/Rchg(A), AdjTgt-Rchg(25), AdjTgt-ToHit(25), AdjTgt-ToHit/Rchg(27), AdjTgt-EndRdx/Rchg(27)
Level 22: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/EndRdx(37), LkGmblr-Def/EndRdx/Rchg(37)
Level 24: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/EndRdx(29), AdjTgt-ToHit/EndRdx/Rchg(29), AdjTgt-EndRdx/Rchg(31), AdjTgt-ToHit/Rchg(31)
Level 26: Vengeance -- LkGmblr-Rchg+(A)
Level 28: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(31), Efficacy-EndMod/Acc/Rchg(33), Efficacy-Acc/Rchg(33), Efficacy-EndMod/Acc(34), Efficacy-EndMod/EndRdx(43)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(40)
Level 32: Fulcrum Shift -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(34)
Level 35: Explosive Blast -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(36), Ragnrk-Acc/Rchg(36), Ragnrk-Dmg/EndRdx(36), Ragnrk-Dmg(37), FrcFbk-Rechg%(50)
Level 38: Increase Density -- S'fstPrt-ResKB(A)
Level 41: Nova -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(42), Armgdn-Acc/Dmg/Rchg(42), Armgdn-Dmg/EndRdx(42), Armgdn-Dam%(43)
Level 44: Dominate -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dmg/EndRdx(45), Apoc-Dam%(46), UbrkCons-Dam%(46)
Level 47: Mass Hypnosis -- FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(48), FtnHyp-Acc/Rchg(48), FtnHyp-Sleep/EndRdx(48), FtnHyp-Plct%(50)
Level 49: Inertial Reduction -- Winter-ResSlow(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(46)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(50)



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Posted

178.8% and I would actually play this. The only thing I don't like is the slotting in Boxing other than this the build would be crazy fun.

It's an edit of a build I found in the Controller forums btw.

Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
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@Fail (Used to be @Tux) and @Tuxedo Infinitus Defiant/Freedom/Champion
Favourite Toons: Prosper [Ill/Rad] Controller :: Infinitus [Fire/Elec] Blaster :: Pocket Dynamo [Fire/Shield] Scr :: Fast [Cold/Sonic] Def ::
Inspire [Plant/Storm] Controller :: Quality - SS/Fire Brute :: Double Down [DP/Kin] Corr :: Pwnz [Fire/Cold] Corr :: Fail [Fire/Son] Corr

 

Posted

242,25% rech (blind gimped or 240% rech blind slotted with basilisk gaze)

Hero Plan by Mids' Hero Designer 1,91
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Technology Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Leaping
Power Pool: Flight
Ancillary Pool: Ice Mastery

Hero Profile:
Level 1: Blind -- FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(3), FtnHyp-Acc/Rchg(5), FtnHyp-Sleep/EndRdx(21), FtnHyp-Plct%(25), HO:Nucle(34)
Level 1: Radiant Aura -- Panac-Heal/EndRedux(A), Panac-Heal/Rchg(13), Panac-Heal/EndRedux/Rchg(13), Panac-Heal(29), Panac-EndRdx/Rchg(36)
Level 2: Spectral Wounds -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(3), Apoc-Acc/Rchg(5), Apoc-Dmg/EndRdx(21), Apoc-Dam%(36)
Level 4: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(7), Efficacy-EndMod/Acc/Rchg(7), Efficacy-Acc/Rchg(29), Efficacy-EndMod/Acc(36), Efficacy-EndMod/EndRdx(37)
Level 6: Deceive -- CoPers-Conf(A), CoPers-Conf/Rchg(9), CoPers-Acc/Conf/Rchg(9), CoPers-Acc/Rchg(37), CoPers-Conf/EndRdx(37)
Level 8: Superior Invisibility -- LkGmblr-Rchg+(A), RedFtn-Def(11), RedFtn-EndRdx(15), RedFtn-Def/EndRdx(15), RedFtn-Def/Rchg(17), RedFtn-Def/EndRdx/Rchg(25)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11)
Level 12: Group Invisibility -- LkGmblr-Rchg+(A), Krma-ResKB(17)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
Level 16: Super Jump -- Winter-ResSlow(A)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(19), ExRmnt-Acc/Dmg/Rchg(19), ExRmnt-EndRdx/Dmg/Rchg(31), S'bndAl-Build%(31), S'bndAl-Dmg/Rchg(31)
Level 20: Enervating Field -- EndRdx-I(A), EndRdx-I(40)
Level 22: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(23), DarkWD-ToHitdeb/Rchg/EndRdx(23), DarkWD-ToHitDeb/EndRdx(46)
Level 24: Lingering Radiation -- Acc-I(A), Acc-I(46)
Level 26: Spectral Terror -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(27), Abys-Acc/EndRdx(27), Abys-Fear/Rng(40), Abys-Acc/Fear/Rchg(43)
Level 28: Mutation -- RechRdx-I(A)
Level 30: Flash -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(43), UbrkCons-Acc/Hold/Rchg(45), UbrkCons-Acc/Rchg(45), UbrkCons-EndRdx/Hold(45)
Level 32: Phantasm -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-Acc/Dmg/Rchg(33), C'Arms-Acc/Dmg(34), C'Arms-Acc/Dmg/Rchg(34)
Level 35: Hover -- LkGmblr-Rchg+(A)
Level 38: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(39), BasGaze-Acc/Rchg(39), BasGaze-EndRdx/Rchg/Hold(39)
Level 41: Ice Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43)
Level 44: Hibernate -- RechRdx-I(A)
Level 47: Frost Breath -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50)
Level 49: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(46)
Level 2: Stamina -- P'Shift-End%(A), EndMod-I(40), EndMod-I(50)
------------
Set Bonus Totals:

  • 18,5% DamageBuff(Smashing)
  • 18,5% DamageBuff(Lethal)
  • 18,5% DamageBuff(Fire)
  • 18,5% DamageBuff(Cold)
  • 18,5% DamageBuff(Energy)
  • 18,5% DamageBuff(Negative)
  • 18,5% DamageBuff(Toxic)
  • 18,5% DamageBuff(Psionic)
  • 2,5% Defense(Energy)
  • 2,5% Defense(Negative)
  • 1,25% Defense(Ranged)
  • 2,25% Max End
  • 2,75% Enhancement(Terrorized)
  • 4% Enhancement(Confused)
  • 54% Enhancement(Accuracy)
  • 142,5% Enhancement(RechargeTime)
  • 103,01 HP (10,13%) HitPoints
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 5%
  • MezResist(Held) 5%
  • MezResist(Immobilize) 9,95%
  • MezResist(Sleep) 5%
  • MezResist(Stun) 5%
  • MezResist(Terrorized) 5%
  • 27% (0,451 End/sec) Recovery
  • 62% (2,633 HP/sec) Regeneration
  • 20% ResEffect(FlySpeed)
  • 20% ResEffect(RechargeTime)
  • 20% ResEffect(RunSpeed)
  • 8,82% Resistance(Fire)
  • 8,82% Resistance(Cold)


Helge corr lvl 50 rad/cold
Helge2 corr lvl 50 ice/rad
Techbothelge MM lvl 50 robo/dark
Helge Mauz def lvl 50 emp/ele
illuhelge troller lvl 50 illu/rad
Wiederbelebter helge nk lvl 50 bs/reg
Maennerschreack nightwidow lvl 44
Quantenjaeger ws lvl 3

 

Posted

Vernich: The purple font look AWFUL on the default forum hero colors! Aaaggh my eyes!

Good build from what i can tell, though!


-STEELE =)


Allied to all sides so that no matter what, I'll come out on top!
Oh, and Crimson demands you play this arc-> Twisted Knives (MA Arc #397769)