new to slotting need help please.
I would start by looking at other builds. Then log into Mids and put together a planned build then post it for help.
You can start by looking at these threads, there are some nice looking builds in them.
http://boards.cityofheroes.com/showt...lpower+Kinetic
http://boards.cityofheroes.com/showt...lpower+Kinetic
thanks, i have looked at those links before i posted but not that familure with some of the short hand text but i will try to follow something along those lines as a suggestion for what i could do.
Well, to answer one question you had about Set IOs versus Basic IOs, I'll give you an example.
Let's take your first attack as a tank, and six slot it for theoretical purposes. Let's put level 50 Basic IOs in it. I'll slot it with 1 Accuracy, 3 Damage, 1 Recharge Reduction and 1 Endurance Reduction.
That gives us bonuses of Acc: 42.40%, Dam: 99.08%, Rec: 42.40% and EndRed: 42.40%.
Now let's slot that same power with 6 level 50 Set IOs. Let's use Crushing Impact. Slotting all six Crushing Impacts at level 50 gives us bonuses of Acc: 68.90%, Dam: 101.47%, Rec: 68.90%, EndRed: 68.90% AND SET BONUSES OF MezResist: 2.2%, HP: 1.13%, Global Accuracy Bonus: 7%, Global Recharge Bonus: 5%, and PsiResist: 2.5%
The individual bonuses from each Set IO may seem small, but they DO add up. You get more effect for the same number of slots. Or you can even use less slots to get a level that you want. The Set Bonuses are just gravy on the cake.
I hope this helps with that question, at least.
Petey Quick, SL50 Ene/Ene Blapper - Cynapse, SL50 Inv/Ene Tanker
Witchblaze, Fire/Fire Blaster - Lo Ping, MA/Regen Scrapper
Astre, Fire/Kin Controller - Terri Volta, Rad/Rad Defender - Solarkinetic, Peacebringer
Yusaku's Guide to the Energy/Energy BLAPPER
thanks, i have looked at those links before i posted but not that familure with some of the short hand text but i will try to follow something along those lines as a suggestion for what i could do.
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For creating a build, I would suggest aiming for 32.5% defenses or 45%. It depends on how much you are willing to spend. Either can survive well in current content, and the 32.5% defense build can use one small inspiration to reach 45%. In case you are wondering why I repeat 45%, most of the time anything past 45% defense does absolutely nothing. This is referred to as a soft-cap. You can go past it, but it won't have any effect in most situations.
When you slot sets for bonuses, generally try to end on either a defense bonus or recharge bonus. Regeneration and recovery bonuses are nice to have, but they have less impact on a Willpower character than others. Resistance bonuses won't add up to enough to be worth the slots spent. Mez resistance bonuses are also worthless for a Tanker and probably not obtainable in large enough amount to be worth getting on other characters. Hit point bonuses are highly-desired for Willpower because they increase the amount of healing you receive from your high regeneration. In this case, ending on a HP bonus is fine.
Read guides in the stickies to see what each power needs for slotting. They may not suggest exact sets to use, but you can know what set types to start with.
The big problem is and you can maybe explain it to me is that i look at those special enhancements and yes its cool that they may give you end,redx+acc+dam together on one enhacement but you can only use one per power and the values they provide are like half or lower then the standard crafted enhancements like damage rated at 43.2 but end,redx+acc+dam everything is like 12.7 how is that better. Please help, Thanks
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Let's say you are a Elec tank. This means you get Energize. You currently have it four slotted. At 22 you could add in 2 recharge and 2 heal common IOs. This would give you 64% recharge and heal. You could however take heal/recharges from four sets even though they give just 20% of each aspect per IO.
Factoring in ED...
E = Total Enhancement %. In this case 20% X 4 due to the four IOs.
70 + (0.9 × (E - 70))
70 + (0.9 × (80 - 70))
70 + (0.9 × (10))
70 + 9
79%
In other words, instead of getting 64% heal and recharge, you are now getting 79% heal and recharge from the same amount of slots.
Links of note:
Enhancements Values are near the bottom
Invention Sets
ED
thank you for your help i am replying to all of you good folks due to your help on this matter it has helped me make a huge difference in my tanks ability.
Frankenslotting 101
Let's say you are a Elec tank. This means you get Energize. You currently have it four slotted. At 22 you could add in 2 recharge and 2 heal common IOs. This would give you 64% recharge and heal. You could however take heal/recharges from four sets even though they give just 20% of each aspect per IO. Factoring in ED... E = Total Enhancement %. In this case 20% X 4 due to the four IOs. 70 + (0.9 × (E - 70)) 70 + (0.9 × (80 - 70)) 70 + (0.9 × (10)) 70 + 9 79% In other words, instead of getting 64% heal and recharge, you are now getting 79% heal and recharge from the same amount of slots. Links of note: Enhancements Values are near the bottom Invention Sets ED |
thank you for your help i am replying to all of you good folks due to your help on this matter it has helped me make a huge difference in my tanks ability.
Unless you are using a Mac, you should download and use Mids' Hero Planner, available here. Most people use that to look at or plan builds. Mids' gives nice totals and is usually accurate to what you will see in-game. Mids' can also quickly tell you if you violated the rule of 5's for set bonuses.
For creating a build, I would suggest aiming for 32.5% defenses or 45%. It depends on how much you are willing to spend. Either can survive well in current content, and the 32.5% defense build can use one small inspiration to reach 45%. In case you are wondering why I repeat 45%, most of the time anything past 45% defense does absolutely nothing. This is referred to as a soft-cap. You can go past it, but it won't have any effect in most situations. When you slot sets for bonuses, generally try to end on either a defense bonus or recharge bonus. Regeneration and recovery bonuses are nice to have, but they have less impact on a Willpower character than others. Resistance bonuses won't add up to enough to be worth the slots spent. Mez resistance bonuses are also worthless for a Tanker and probably not obtainable in large enough amount to be worth getting on other characters. Hit point bonuses are highly-desired for Willpower because they increase the amount of healing you receive from your high regeneration. In this case, ending on a HP bonus is fine. Read guides in the stickies to see what each power needs for slotting. They may not suggest exact sets to use, but you can know what set types to start with. |
thank you for your help i am replying to all of you good folks due to your help on this matter it has helped me make a huge difference in my tanks ability.
Well, to answer one question you had about Set IOs versus Basic IOs, I'll give you an example.
Let's take your first attack as a tank, and six slot it for theoretical purposes. Let's put level 50 Basic IOs in it. I'll slot it with 1 Accuracy, 3 Damage, 1 Recharge Reduction and 1 Endurance Reduction. That gives us bonuses of Acc: 42.40%, Dam: 99.08%, Rec: 42.40% and EndRed: 42.40%. Now let's slot that same power with 6 level 50 Set IOs. Let's use Crushing Impact. Slotting all six Crushing Impacts at level 50 gives us bonuses of Acc: 68.90%, Dam: 101.47%, Rec: 68.90%, EndRed: 68.90% AND SET BONUSES OF MezResist: 2.2%, HP: 1.13%, Global Accuracy Bonus: 7%, Global Recharge Bonus: 5%, and PsiResist: 2.5% The individual bonuses from each Set IO may seem small, but they DO add up. You get more effect for the same number of slots. Or you can even use less slots to get a level that you want. The Set Bonuses are just gravy on the cake. I hope this helps with that question, at least. |
Ok, I have a Will/Kin tank with standard crafted enhancements that work pretty good but I would like to know the best way to slot it to where I can make one of those tanks you see thats the Last Man Standing kind of tanks. I realize it all depends on how much influes im looking to spend and stuff but if the group could maybe give me a high range cost with lots of Uberness and then a modest configuration with a good lvl of Uberness for what it has. Keyword in both is UBERNESS. My toon is 46th lvl so able to buy 50lvl enhancements next lvl. If even the help that you can give is just look at "X" grouping of enhancements like Agis or luck of the gambler and stuff thats helpfull. The big problem is and you can maybe explain it to me is that i look at those special enhancements and yes its cool that they may give you end,redx+acc+dam together on one enhacement but you can only use one per power and the values they provide are like half or lower then the standard crafted enhancements like damage rated at 43.2 but end,redx+acc+dam everything is like 12.7 how is that better. Please help, Thanks