Critique Energy Melee/Regen


bada_boooom

 

Posted

I posted this originally in "Build workshop section" then saw that people thought that area was stupid and redundant and that I should post it under the archtype instead. So I am posting it here as well~
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Hello all. I am new to City of heroes (been playing a little over a week) and I been really loving it. I started with Energy melee/regeneration build (and later found out how much people dislike that) but I still really love it. I been playing with mids since I discovered it, and been trying out all sorts of builds. After lots of work, I came up with this one. However I am not experienced enough to know how good this build is, so I thought I would submit it for critique. Anyone have useful pointers/insight on what I should do/change? (to be honest, I tried a few builds, and this is working the best by far so far, even though its not complete yet...think the other builds are only effective when I hit level 50...)

Edit: btw, I don't like "inflated" bonuses people sometimes post in builds, so I turned off some things even if I can perma them (like dull pain) if you want to see the max stats, you need to toggle them on (hasten, dull pain, spiritual radial paragon, etc.)

Hero Plan by Mids' Hero Designer 1.957
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Vellup: Level 50 Mutation Brute
Primary Power Set: Energy Melee
Secondary Power Set: Regeneration
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Barrage

  • (A) Kinetic Combat - Accuracy/Damage
  • (3) Kinetic Combat - Damage/Endurance
  • (3) Kinetic Combat - Damage/Recharge
  • (5) Kinetic Combat - Damage/Endurance/Recharge
  • (5) Crushing Impact - Accuracy/Damage/Recharge
Level 1: Fast Healing
  • (A) Doctored Wounds - Heal/Endurance
  • (7) Doctored Wounds - Endurance/Recharge
  • (7) Doctored Wounds - Heal/Recharge
  • (9) Doctored Wounds - Heal/Endurance/Recharge
  • (9) Doctored Wounds - Heal
Level 2: Energy Punch
  • (A) Mako's Bite - Accuracy/Damage
  • (11) Mako's Bite - Damage/Endurance
  • (11) Mako's Bite - Accuracy/Endurance/Recharge
  • (13) Superior Brute's Fury - Accuracy/Damage
  • (13) Superior Brute's Fury - Accuracy/Damage/Recharge
  • (15) Superior Brute's Fury - Recharge/Fury Bonus
Level 4: Reconstruction
  • (A) Doctored Wounds - Heal/Endurance
  • (15) Doctored Wounds - Heal/Endurance/Recharge
  • (17) Doctored Wounds - Heal/Recharge
  • (17) Doctored Wounds - Heal
  • (19) Doctored Wounds - Recharge
Level 6: Super Speed
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
Level 8: Bone Smasher
  • (A) Mako's Bite - Accuracy/Damage
  • (19) Mako's Bite - Damage/Endurance
  • (21) Mako's Bite - Accuracy/Endurance/Recharge
  • (21) Superior Brute's Fury - Damage/Recharge
  • (23) Superior Brute's Fury - Accuracy/Endurance/Recharge
  • (23) Superior Brute's Fury - Accuracy/Damage/Endurance/Recharge
Level 10: Dull Pain
  • (A) Doctored Wounds - Heal/Endurance
  • (25) Doctored Wounds - Heal/Recharge
  • (25) Doctored Wounds - Heal/Endurance/Recharge
  • (27) Doctored Wounds - Heal
  • (27) Doctored Wounds - Recharge
Level 12: Build Up
  • (A) Recharge Reduction IO
Level 14: Hasten
  • (A) Recharge Reduction IO
  • (29) Recharge Reduction IO
Level 16: Integration
  • (A) Numina's Convalescence - Heal/Endurance
  • (33) Numina's Convalescence - Endurance/Recharge
  • (33) Numina's Convalescence - Heal/Recharge
  • (33) Numina's Convalescence - Heal/Endurance/Recharge
  • (34) Numina's Convalescence - Heal
Level 18: Quick Recovery
  • (A) Performance Shifter - EndMod
  • (39) Performance Shifter - EndMod/Recharge
  • (39) Performance Shifter - EndMod/Accuracy/Recharge
  • (40) Performance Shifter - EndMod/Accuracy
Level 20: Combat Jumping
  • (A) Luck of the Gambler - Defense
  • (36) Luck of the Gambler - Recharge Speed
Level 22: Boxing
  • (A) Empty
Level 24: Tough
  • (A) Reactive Armor - Resistance/Endurance
  • (36) Reactive Armor - Resistance/Recharge
  • (37) Reactive Armor - Resistance
  • (37) Reactive Armor - Resistance/Endurance/Recharge
Level 26: Weave
  • (A) Luck of the Gambler - Defense
  • (37) Luck of the Gambler - Recharge Speed
  • (39) Luck of the Gambler - Defense/Endurance
Level 28: Instant Healing
  • (A) Doctored Wounds - Heal/Endurance
  • (31) Doctored Wounds - Heal/Recharge
  • (40) Doctored Wounds - Heal/Endurance/Recharge
  • (42) Doctored Wounds - Heal
  • (42) Doctored Wounds - Recharge
Level 30: Total Focus
  • (A) Kinetic Combat - Accuracy/Damage
  • (34) Kinetic Combat - Damage/Endurance
  • (34) Kinetic Combat - Damage/Recharge
  • (36) Kinetic Combat - Damage/Endurance/Recharge
Level 32: Whirling Hands
  • (A) Armageddon - Damage
  • (40) Armageddon - Damage/Recharge
  • (45) Armageddon - Accuracy/Damage/Recharge
  • (46) Armageddon - Accuracy/Recharge
  • (46) Armageddon - Damage/Endurance
  • (46) Scirocco's Dervish - Accuracy/Damage/Endurance
Level 35: Resilience
  • (A) Steadfast Protection - Resistance/+Def 3%
Level 38: Gloom
  • (A) Decimation - Accuracy/Damage
  • (43) Decimation - Damage/Endurance
  • (43) Decimation - Damage/Recharge
  • (50) Decimation - Accuracy/Endurance/Recharge
  • (50) Decimation - Accuracy/Damage/Recharge
Level 41: Maneuvers
  • (A) Luck of the Gambler - Defense/Endurance
  • (42) Luck of the Gambler - Defense
  • (43) Luck of the Gambler - Recharge Speed
Level 44: Energy Transfer
  • (A) Hecatomb - Damage
  • (48) Hecatomb - Damage/Recharge
  • (50) Hecatomb - Accuracy/Damage/Recharge
  • (45) Hecatomb - Accuracy/Recharge
  • (45) Hecatomb - Damage/Endurance
Level 47: Moment of Glory
  • (A) Luck of the Gambler - Defense
  • (48) Luck of the Gambler - Recharge Speed
  • (48) Luck of the Gambler - Defense/Endurance
Level 49: Tactics
  • (A) Recharge Reduction IO
Level 1: Brawl
  • (A) Empty
Level 1: Prestige Power Dash
  • (A) Empty
Level 1: Prestige Power Slide
  • (A) Empty
Level 1: Prestige Power Quick
  • (A) Empty
Level 1: Prestige Power Rush
  • (A) Empty
Level 1: Prestige Power Surge
  • (A) Empty
Level 1: Fury
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 4: Ninja Run
Level 2: Swift
  • (A) Run Speed IO
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Stamina
  • (A) Performance Shifter - EndMod
  • (29) Performance Shifter - EndMod/Recharge
  • (31) Performance Shifter - EndMod/Accuracy/Recharge
  • (31) Performance Shifter - EndMod/Accuracy
Level 50: Spiritual Radial Paragon
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Posted

I would say instead of having doc wounds in the heals to replace them with Numina; you would lose the recharge but your heals and regen would be a lot higher. I would also take the brute ATO's out of energy punch and switch them into Bone Smasher so you can get that bigger bonus for rech (especially if you've used the catalysts to make them superior). Then also finish the set of Mako's Bite in energy punch and take off that 2nd slot on combat jump that has LOTG: defense in it and put it on total focus; but leave the LOTG: rech in it alone. Total Focus is 1 of 2 of the most powerful attacks in Energy Melee and you're sacrificing damage/acc in order to get a bonus; you can still have the bonus, just add that extra slot from cj and you can up the damage/rech/acc/end etc.

Other than that, I'd say it looks pretty good for the most part. With a regen I always find using Numina sets is a lot better and since you're going to have tier 4 spiritual, you probably won't notice much of a difference in your rech giving up a couple sets of doc wounds for Numina.


 

Posted

well total focus is only a hold over mostly, because its not even in my main combo loop. My main combo loop is barrage>energy punch>bone smasher>WH/energy transfer. or to be more specific: barrage>energy punch>bone smasher>whirling hands>energy punch>barrage>bone smasher> energy transfer (it flows with almost no down time) I think I hesitated with numia cus I got doctor wounds a lot cheaper than numia, its really expensive to outfit that 5 times...let me see what happens if I switch the sets in mids~

edit: btw, energy melee is slow animation, so Energy transfer with haste is always up by the time its turn rolls around again after barrage/ep/bs another reason why I don't particularly bother with total focus. Although Numia is showing to be a lot stronger for regen after all....


 

Posted

Quote:
Originally Posted by bada_boooom View Post
I would say instead of having doc wounds in the heals to replace them with Numina; you would lose the recharge but your heals and regen would be a lot higher.
I disagree. He has those slotted fine. The only thing I might change is replacing the Heal/End with the End/Rech. He's getting 15% global recharge out of that slotting, which he can't replace if he wants to retain any of the S/L defense he's built up.

Quote:
I would also take the brute ATO's out of energy punch and switch them into Bone Smasher so you can get that bigger bonus for rech (especially if you've used the catalysts to make them superior). Then also finish the set of Mako's Bite in energy punch and take off that 2nd slot on combat jump that has LOTG: defense in it and put it on total focus; but leave the LOTG: rech in it alone. Total Focus is 1 of 2 of the most powerful attacks in Energy Melee and you're sacrificing damage/acc in order to get a bonus; you can still have the bonus, just add that extra slot from cj and you can up the damage/rech/acc/end etc.
He has it slotted fine. I might consider replacing the 3 Mako's with Pounding Slugfest, but splitting the ATO is actually a good idea. He's getting plenty of recharge from other places, so the defense is helping him more than the recharge would be at this point.


Quote:
Other than that, I'd say it looks pretty good for the most part. With a regen I always find using Numina sets is a lot better and since you're going to have tier 4 spiritual, you probably won't notice much of a difference in your rech giving up a couple sets of doc wounds for Numina.
He'll notice it. Having those Doctored Wounds in there is the difference between Perma Dull Pain and NOT Perma Dull Pain. The 4 slot heal bonus is useless in your click heals except for Dull Pain. You can slot the first 3 in other powers to get the regen and max HP bonuses if that's what you want out of them.

He's actually slotted pretty damn close to how I'd do it, and I've been playing Regen for a long time. I'd definitely add a couple slots to Build Up and put 2 Rectified Reticle in there on top of the recharge IO, and I'd put a couple of those inb Tactics as well, and replace the recharge IO with an End Reduction (no point to putting recharge reduction in a toggle power)

I'll tweak the build in Mids' when I get home today and post it for you. Trust me on this, your slotting of Doctored Wounds was the right choice. It's the set that the majority of Regen players slot unless they can afford full sets of Panacea.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
I disagree. He has those slotted fine. The only thing I might change is replacing the Heal/End with the End/Rech. He's getting 15% global recharge out of that slotting, which he can't replace if he wants to retain any of the S/L defense he's built up.



He has it slotted fine. I might consider replacing the 3 Mako's with Pounding Slugfest, but splitting the ATO is actually a good idea. He's getting plenty of recharge from other places, so the defense is helping him more than the recharge would be at this point.




He'll notice it. Having those Doctored Wounds in there is the difference between Perma Dull Pain and NOT Perma Dull Pain. The 4 slot heal bonus is useless in your click heals except for Dull Pain. You can slot the first 3 in other powers to get the regen and max HP bonuses if that's what you want out of them.

He's actually slotted pretty damn close to how I'd do it, and I've been playing Regen for a long time. I'd definitely add a couple slots to Build Up and put 2 Rectified Reticle in there on top of the recharge IO, and I'd put a couple of those inb Tactics as well, and replace the recharge IO with an End Reduction (no point to putting recharge reduction in a toggle power)

I'll tweak the build in Mids' when I get home today and post it for you. Trust me on this, your slotting of Doctored Wounds was the right choice. It's the set that the majority of Regen players slot unless they can afford full sets of Panacea.
Thank you so much~ that means a lot of praise to me also I used rectified reticle initially but then I swapped it out when I gave up the slot on build up (not sure how to get it back at the moment) also I am glad you pointed out the end reduction thing, I think I confused that with the recharge reduction, (its my noob mistake, I keep confusing the two of those) I'll see if I can cut something for Rectified again....also I didn't slot end/recharge on the doc wounds because I thought it wasn't global recharge, its only for that individual power?

Thanks again both your really giving me some great feedback/help


 

Posted

Quote:
Originally Posted by Ravenleaf View Post
o I didn't slot end/recharge on the doc wounds because I thought it wasn't global recharge, its only for that individual power?
It is just for the individual power.

Specifically, Dull Pain is the most important power to get the recharge down on. If you lose the Heal/End and replace it with End/Rech it gets the recharge of the power down more, meaning you will then need less global recharge to make it perma.

For the record, if you have 95% recharge enhancement in Hasten, you only need 55% global recharge to make Dull Pain permanent (assuming Dull Pain is also slotted for 95% recharge reduction.)

For Regen characters, this makes it possible to sit at or near the HP cap for that AT at all times. That serves 2 purposes: 1) You can take more hits before you drop, and 2) the amount you regenerate per regen tick goes up, because that amount is a percentage of your max HP.

The way regeneration works is interesting. You gain a set percentage back per regen tick, and as far as I know nothing can change that percentage. What more regeneration does is speed up the frequency of those ticks. So, if a regen tick is 5% of your max HP, the higher your max HP is, the more HP you get back with each tick. If you have 100 HP, you get 5 back with each tick, if you use Dull Pain and increase your HP to 200, you will now be getting 10 HP back. I'm sure you can see how valuable it is to be able to crank your max HP up to over 3,000.

There, now that the lesson is over, we can get back to build advice

(figured I'd explain that to you, since it probably wouldn't have occurred to you to ask for a while)


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Try out my /regen guide as well, the link is in my sig...

As for Claws' advice, you are listening to the right guy, everything he said is more or less about the same thing I would have told you...and I too have been playing regen characters for a LONG time.

If you have any other questions about Regen once you've read my guide...feel free to ask me as well.


Currently Playing:
Rage King - SS/Regen Brute (50+3)
Soulfire Darkness - Dark/Fire Tank (50+2)
Deaths Final Embrace - Kat/Dark Brute (50+3)
ULTIMATE REGEN GUIDE I22

 

Posted

Quote:
Originally Posted by planet_J View Post
Try out my /regen guide as well, the link is in my sig...

As for Claws' advice, you are listening to the right guy, everything he said is more or less about the same thing I would have told you...and I too have been playing regen characters for a LONG time.

If you have any other questions about Regen once you've read my guide...feel free to ask me as well.
I actually did read your guide a long while ago, its the basis on how I planned most of this build, you were the original person that sold me on regeneration~ I paired it with energy melee which is a bit weird (I believe you prefer kinetic) but all in all your guide was the corner stone for my planning

Edit: also I never even knew about pounding slugfest, that seems much more useful than mako :O but after plugging it into mids, the regen is up, but the loss of life equals out to the same exact amount of regen, basically I am trading damage for endurance cost, which I am unsure which is better atm...


 

Posted

Quote:
Originally Posted by Ravenleaf View Post
I actually did read your guide a long while ago, its the basis on how I planned most of this build, you were the original person that sold me on regeneration~ I paired it with energy melee which is a bit weird (I believe you prefer kinetic) but all in all your guide was the corner stone for my planning

Edit: also I never even knew about pounding slugfest, that seems much more useful than mako :O but after plugging it into mids, the regen is up, but the loss of life equals out to the same exact amount of regen, basically I am trading damage for endurance cost, which I am unsure which is better atm...
The fact that you read my guide and came up with this build on your own after that impresses me. Either you really paid attention and did your homework, or the guide was that good, or some combination of the 2.

I do prefer Kinetic, but if Energy works for you...go for it...the AoE is less than stellar, but to each their own.

Gloom can be acquired by a hero, you would have to go villainside...run 10 tips-> do alignment mission(vigilante)->run 10 more tips->do alignment mission(villain), run the Ghost Widow Soul Patron Pool arc(5-6 missions), and then repeat tips and alignment missions to come back to hero side...Gloom is seriously worth it...it's that good. You can also get some more AoE from the Soul Mastery pool as well if you find room for dark obliteration you could take it as well and get another AoE attack.


Currently Playing:
Rage King - SS/Regen Brute (50+3)
Soulfire Darkness - Dark/Fire Tank (50+2)
Deaths Final Embrace - Kat/Dark Brute (50+3)
ULTIMATE REGEN GUIDE I22

 

Posted

Quote:
Originally Posted by Ravenleaf View Post
Edit: also I never even knew about pounding slugfest, that seems much more useful than mako :O but after plugging it into mids, the regen is up, but the loss of life equals out to the same exact amount of regen, basically I am trading damage for endurance cost, which I am unsure which is better atm...
The loss of max HP is completely irrelevant in this case.

Your build is capable of perma Dull Pain, which means you don't NEED max HP bonuses, because they become relatively useless when Dull Pain is active.

If your damage enhancement is over 95%, then adding more damage enhancement is also irrelevant because it smacks into the ED limiter. Plus, you have Fury, so anything over 90% will get you to about that power's max potential with full Fury. Seriously, the difference will be like 10 damage one way or the other.

Lower end cost means you can keep wailing away on stuff longer. You have a metric crap ton of endurance recovery, but in order to make that work, you also need to make your powers cost less. Mids' only shows you the cost of your toggles, and attacking burns WAY more endurance than running toggles ever will.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

You sure it's only been a week? Hehe. My build plans were awful at that stage of my career, yours looks pretty solid. Nice work!

Some quick comments:

Drop the pure DMG peice from Armageddon and Hecatomb for the chance for damage proc. Most of the enhancement value gets eaten by ED, and you'll wind up doing better dmg over time with the proc. Also, be aware that those purple sets are pricey. Further, if not have ED-capped dmg in those powers aggravrates your OCD consider some enhancement boosters on the dam/rech piece.
(http://wiki.cohtitan.com/wiki/Enhanc...iversification)

Drop the performance shifter acc/rech/endmod for the performance shifter chance for +end.

A single Blessing of the Zephyr in super speed doesn't really give you any advantage over a generic runspeed IO, so unless you happened across the recipe I wouldn't sweat that one. However, a Winter's Gift -recharge resist would also be a good choice there, and can be had pretty reasonable on the markets.

edit to add: not sure if this was covered in the previous posts, but tactics needs endurance reduction, not recharge redux.


 

Posted

If you are looking for a few more slots, you could drop 4 of the numina's from Integration. The +Regen from power that isn't huge, and you could take 4 slots to gain back the one you lost in buildup and mule a Kinetic Combat set into Boxing for some extra S/L Def. Keeping 2 of the Numina's still gives you the 12% Regen set bonus, too.

You could also pull 1 or 2 slots out of QR, and leave just +Endmod and +EndProc there, freeing up two more slots for maybe 2 more procs in health (Miracle and Regenerative Tissue, maybe). You can do the same thing in Stamina, leaving just those 2 slots. I've played a DM/Regen for years, and I never need more than that, for slots in endurance powers. Unless Energy is a lot more end-intensive than DM, that is is... That would save you 4 more slots (or two if you decide to go with 3 slots in QR and Stamina). You could use those 4 slots tpo mule yet another KC set in Brawl, or expand the slotting in some of your pool powers (some of those more obscure sets have cool Procs and set bonuses).

Remember, as stated before, that chasing +HP set bonuses is worthless, since Perma-DP keeps your HPs capped all the time anyway.

Just a couple more ideas with an eye towards +Def.


- Xyzor, Lightning.Rod, Kagyx - Rubber Mulch / Wholesale Candy - Freedom Server

 

Posted

Quote:
Originally Posted by Ravenleaf View Post
Edit: also I never even knew about pounding slugfest, that seems much more useful than mako :O but after plugging it into mids, the regen is up, but the loss of life equals out to the same exact amount of regen, basically I am trading damage for endurance cost, which I am unsure which is better atm...
You may find if you turn your DP on that the pounding slugfest 8% regen boosts may actually net you a gain in regen after the +HP from DP. Also, do not forget to get your accolades. Portal Jockey, Atlas Medallion, TF Commander, and Freedom Phalanx Reserve.


Currently Playing:
Rage King - SS/Regen Brute (50+3)
Soulfire Darkness - Dark/Fire Tank (50+2)
Deaths Final Embrace - Kat/Dark Brute (50+3)
ULTIMATE REGEN GUIDE I22

 

Posted

Quote:
Originally Posted by Xyzor View Post
Remember, as stated before, that chasing +HP set bonuses is worthless, since Perma-DP keeps your HPs capped all the time anyway.
Not worthless, because Dull Pain doesn't quite get a Brute to its HP cap by itself. But there are definitely better bonuses you could be shooting for.

I would not drop that many slots from Integration, but you could definitely lose one slot and be fine. I usually 3 slot mine, but now with Enhancement Boosters I might reconsider that plan and use 2.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Did you ever settle on a final build?


Currently Playing:
Rage King - SS/Regen Brute (50+3)
Soulfire Darkness - Dark/Fire Tank (50+2)
Deaths Final Embrace - Kat/Dark Brute (50+3)
ULTIMATE REGEN GUIDE I22

 

Posted

I am still toying with it, I am bit irked that I saved up a ton of merits and can only buy one ATO per week (that seriously looks like a way to push for extra vip since you spend nearly an entire month to get a full set through the merit system) also I took what others said into advice, however I am unsure what they mean by "proc" to be honest heca and armageddon I slotted not so much for the damage as the universal recharge, so I am not sure if I want to drop those...


 

Posted

http://wiki.cohtitan.com/wiki/Invent...ncements#Procs

Quick summary, a "Proc" is an IO with a chance for something to happen. In the case of Hecatomb and Armageddon, I'd recommended replacing the "Hecatomb: Damage" IO with a "Hecatomb: Chance for Negative Energy Damage", and the "Armageddon: Damage" with "Armageddon: Chance for Fire Damage". Since you are still using 5 pieces of the set, you don't lose the recharge bonus.


 

Posted

yeah, just swap out the "Damage" pieces for the "Chance for X Damage" pieces...


Currently Playing:
Rage King - SS/Regen Brute (50+3)
Soulfire Darkness - Dark/Fire Tank (50+2)
Deaths Final Embrace - Kat/Dark Brute (50+3)
ULTIMATE REGEN GUIDE I22

 

Posted

Instead of Tactics have you considered taking Darkest Night? That power combined with Regeneration is quite powerful! Tactics doesn't do much for you

Just cram either a Endo-redux or a -tohit 50 IO into it and you're golden. With it up (Without -tohit IO), it NEARLY softcaps your smash/lethal defenses essentially and gives you free damage reduction.


Whining about everything since 2006.

Ammo switching for Dual Pistols was my idea:
http://boards.cityofheroes.com/showthread.php?t=135484