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Koopak

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Everything posted by Koopak

  1. I trend toward not using the full set, usually just the proc and maybe the other 5 pieces elsewhere because the recharge will mess up the proc rate, at 4ppm you wanna keep above 15 seconds recharge before global recharge. That said I also favor putting it in a proc optimized AoE as often you can get close to the proc rate of a single target power while having the increase proc chance caused by it checking for each target hit. Ultimately this trades boss performance for better performance in all other situations though.
  2. Right I forgot thats what they drop, either way id look for something that does more than body. Im away from my pc else id throw out some suggestions but honestly anything or no epic can easily be better. Physical Perfection is just really underwhelming.
  3. Correct, it makes a decent place to slot Critical Strikes proc but it does not benefit from +crit
  4. *resists urge to rant and rave about how bad sent regen is* As Troo pointed out @Errants The body mastery is less than ideal, the usual go to for regen is Shadow Meld as it's easy to chain with MoG and moonbeam is a solid snipe. Using the slots for nearly anything else will be an up, you should not have end problems with Quick Recovery, in fact I skip even that on most builds, and the regen given by physical perfection is matched by an enhancement or two
  5. Just keep in mind concentrate strike is not affected by the scrapper atos
  6. You aren't wrong but to me that just means you need to make sure the unbuffed scales are not garbage, if you need to spam your heals on emp or whatever, that should be still viable even if its weaker than other supports. Personally i think the biggest issue with what i outlined is actually the work to make sure the inherit interacts with the support skills in a useful manner. As you said some support sets do not scale properly with current versions of +special (since this is kinda a fake stat anyways) The main goal here is to make being a melee AT actually meaningful rather than just a Defender with a sword. The issue with this is it mandates some form of taunt in my opinion. Else controlling the number of nearby enemies becomes problematic, particularly in a group lacking a dedicated tanking AT. This could work with some small taunt aura and threat scale for the AT comparable to say a scrapper, letting it be 3rd on the list for threat generation, but eh. I've never been sold on the necessity of mixing armor and support, I think that will just lead to another Sentinel situation where you cant do either well enough to be useful. People generally overestimate the amount of damage you take for being in melee, giving easy access to AoE defense solves 90% of it unless you have aggro specifically. Personally if I was going to change off the Support/Melee pairing, id only do it to change Melee to Assault, and that mostly because it would give some range flexibility and give us a second AT that uses Assault sets finally.
  7. So two things here. 1. It is possible to set at least height slightly beyond the slider minimums and maximums by editing costume files manually (they are super human readable text files) and loading them. 2. I've seen other servers, I think mainly just dev boxes, where the sliders were manipulated to do some whacky shit. As @Rudra commented, I'm 90% certain the morphs are applied in a magnet type method but odd deformations happen quickly as there are parts of the model that cannot scale past a certain point, resulting in things like big popeye arms attached to normal sizes elbows
  8. Both Malta and Rikti absolutely come up in the radio rotation for PI, less certain about Nemesis though.
  9. So the way iv always envisioned this AT working best has actually been as a pretty 1:1 of Support/Melee, where the support scale it has is the lowest of any AT, call it like 0.9, 0.8 or something and reduced range. Then the way the Inherit would work is it would build +special and +range from melee attacks, forcing you to get into melee and, with an optimized attack chain allowing you to get to a relative scale of say 1.1 like Cor? Numbers tweakable. The kicker would be that the buff decays so fast that you can only get one, maybe two support powers off before you need to be back at the melee boppery to maintain max power. Similarly applying buffs could provide +damage, leading to cycleing playstyle. My intent here is for the AT to be relatively squishy, Stalker or Sentinal max hp, so that its support set can make it tankier but the main purpose is to get into melee and attack despite the risks to yourself, so that you can provide the best possible support. Another synergistic change here might be to make all the rez powers in support sets double as self rezes for this AT. The end goal either way is this AT should only be able to really rival the other support ATs by putting itself at risk. I feel this lines up with the fantasy most people want from this kind of AT, charging into the fray, heedless of the danger it puts them in, because by doing so they can better protect their teammates. While also minimizing the potential for the AT to outshine or invalidate other ATs. This all said I don't expect a new AT to even be given serious consideration until after Sentinal gets reworked, which sucks because as great as Sentinal is for certain character concepts It kind of a big mess that I don't think will be solved without a lot of experimentation.
  10. Thats not entirely true, you can take ageless radial. I tend to not go to hard on RDR (usually about 50%) because I have to take ageless radial anyways for the other debuff resistances. I consider ageless radial mandatory on regen because debuffs hurt so bad
  11. Writing this as a short break from work, did 15 hours yesterday and looking similar today, but I can at least answer "how good it is". The answer is a resounding... it depends. In a group with support its debatably the most durable set in the game, there aren't that many support buffs that improve regeneration and those that do don't provide enough to hit the cap and the stat is a linear growth in durability. The set wont benefit from +maxhp much if at all ( Regen Scrapper should never be below the AT max hp cap ), but those are even rarer. Every other layer of durability however it has room for, which means it doesn't run into the issue other sets do of being able to build to enough caps on its own to make supports providing +res and +def useless. Since its scaled to compete with armor sets despite the resistance and defense deficiency means that when it fills those gaps it is objectively the most durable. When solo, or without support, the set has more mixed mileage. Well built and well managed with the right pool powers, good timing, and a strong understanding of game mechanics and enemy abilities, it is still able to compete with the strongest sets in the game. For periods of time it can leave every other armor in the dust in raw durability through the use of Moment of Glory and supporting T9 like pool powers. Something I intend to experiment with in the near future is a build capable of the following chain. Shadow Meld -> Moment of Glory -> Shadow Meld -> Burnout -> Moment of Glory -> Shadow Meld, for 75 seconds of defense cap and two 15 second period of resist cap. that said the first 3 powers there can be accomplished by any solid Scrapper Regen build for 45 seconds. On the flipside however one mistake (which people often will struggle to identify as a mistake due to the difficulty of reading incoming damage before it hits) and you are a corpse. Sometimes this can happen even without a major mistake since, without MoG your resistances will struggle to be particularly high (without significant gaps, like capping S/L while E/N and F/C sit at 15%) which results in your Resisted Health (Max hp multiplied by resistance) being very low compared to other armor sets. Recluse can and will just roll two nat 20s (>95% hit roll) and floor you once in awhile unless you are both meticulous and a little lucky. Thus a good regen build, well played, can and will do excellently, but a poor build or a moment where you are off your game, will result in you kissing floor. This is where Revive is meant to come into play, but since challenge modes still count that as a death, so does the community, with many MANY players considering Revive an auto skip power, which fair. However Revive is there to compensate for minor mistakes, animation delays and such, and give you time to remove the enemy that did it (after all 15 seconds of immunity is a long time). The biggest thing in my opinion that muddies the waters on Regen is that most sets require a fraction of the attention and effort Regen does. Now those sets also generally don't benefit from that attention and effort, just look at Willpower, the "just use this" counter anytime someone complains about Regen. That is one of the biggest set and forget sets in the game, you toggle it up, and off you go. While Regen can perform very impressive feats that other Armors will struggle to or are incapable of, in 90% of gameplay regen has to work many times harder than other armors just to do the same thing they do by existing. So there's an imbalance of effort to reward. Some final caveats - Scrapper Regen has no taunt auras, accept that there will be runners. This has never been a big issue for me but it feels like say 1/2 the scrapper forum have declared a refusal to use any set without a taunt aura because of this. - Regen has no damage enhancing components, so the time you spend casting Dull Pain every 2 minutes, Reconstruction every 20 seconds, Instance Healing occasionally and MoG occasionally, is just lost damage, you don't even get any recharge to compensate like some other sets with regularly used clicks. This results in a small dps loss when pressed. - Your survival tools all have a cast time that can and will result in you hitting MoG, dying, and MoG going on cooldown anyways, or any other of the click powers.
  12. Sorry I haven't followed up yet on the scrapper version. Work got crazy pulled sixteen hours today. Ill try to get to it this weekend.
  13. Swapping taunt for CJ is viable but will be a small end loss and you wont have slots for it, but you can jam lotg in it. I prefer to take taunt on tanks, especially brutes and have never found cjs mobility useful, but its not as if either tends to require alot of investment.
  14. I'm not going to say this slotting is 'wrong' so much as I wanna caution this thought process, you need to actually think about what 200% regeneration represents, and not forget the other benefits of the set. Panacea also has recovery (meh), regeneration (less meh), and max hp (yes please). Ontop of that Recharge is thin on the ground for Regen despite its desire for the stat, unless you throw your pools into mules. This locks you out of alternative methods of damage mitigation and utility. As for that 200% regeneration? If you get to only 3k hp on a brute, so not even to hp cap, you are talking about ~25.2hp/s, which if we pass through 50% resistance, easily acquired, that's ~50.4 rhp/s (resisted hp per second), and then pass that through defense of 45%, accomplished though defense or -to-hit, that's ~1,008 ehp/s (effective hp persecond) This means that a mere 200% regen on a reasonable solo brute can take ~1008 more damage per second (including misses) than one without. If you look at the build in my scrapper regen tool (an old build of mine) you will see that this represents between 10% and 20% of the durability of a build (admittedly a Scrapper on that tool) Now granted you could definitely find a situation where you can get more than that for the slots, but just keep it in the back of your head. I've ran the numbers on a few "low regen%" regen builds and have rarely been impressed. Edit: Wanted to add, FF procs can be great but you do need to game the system, a 1 time a minute proc rate is an effective recharge of 8.33%, vs Panacea's static, non rng based 7.5%, ontop of that only things with a recharge time in excess of your time between procs, in this case 1 minute, will benefit consistantly.
  15. Alright so I put this together and tested it on Beta. Easily blows through +4x8 Arachnos, will need to put it up against some nastier stuff like Incarnate Banished Pantheon, but it can handle 90% of Arachnos pulls without using any non end based cooldowns. End is very tight, but could be improved by dropping damage for a stronger end Alpha than Musc Radial. However this keeps the solid ~200 estimated dps of the previous build, improves on all previous builds over all durability at the cost of the added burst durability Unrelenting provided (had to drop it) Two areas could use improvement but im pretty strapped for slots i dont want to give up. One is endurance, you need to use Dark Consumption, Ageless Radial (which youll need anyways) and occasionally Moment of Glory (yes mog is an end tool, fight me) to sustain long fights with Whirlwind on. However as long as you manage Whirlwind and Darkest Night, and your end tools properly you should be fine. The other issue I ran into is Whirlwind actually does have accuracy and is NOT auto hit, you can see this in your "Last Hit Chance" monitor. So some improvement could be made by finding ways to sneak more accuracy into it, however this will make the endurance issue it causes worse as the -1.5 end to self is applied on hit, thus a 95% chance to hit might be undesirable. Frankly as it is, it seems to keep mobs thoroughly juggled, since its running your base to hit plus global accuracy mods which will be 62.1% (you can use Kick to see it since it'll be the same) with this build against lvl 54 enemies. Anyways here's the Brute version ill try to get to the Scrapper version tomorrow. I again caution this is a very active build, which is dangerous because it can roll into many groups and go asleep and be safe until a minute or two later the blue bar dies. Pinging @Spaghetti Betty ❤️ This Hero build was built using Mids Reborn 3.2.17 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Span to Wan: Level 50 Magic Brute Primary Power Set: Dark Melee Secondary Power Set: Regeneration Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Soul Mastery Hero Profile: Level 1: Smite -- PndSlg-Acc/Dmg(A), PndSlg-Dmg/EndRdx(5), PndSlg-Dmg/Rchg(40), SprBlsCol-Acc/Dmg/EndRdx(40), SprBlsCol-Acc/Dmg/Rchg(40) Level 1: Fast Healing -- Prv-Heal(A), Prv-Heal/EndRdx(7), Prv-Heal/Rchg(9) Level 2: Shadow Maul -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/EndRdx/Rchg(3), SprBrtFur-Rech/Fury%(3), ScrDrv-Acc/Dmg(5) Level 4: Super Speed -- WntGif-ResSlow(A) Level 6: Reconstruction -- Prv-Heal/EndRdx(A), Prv-EndRdx/Rchg(15), Prv-Heal/Rchg(15), Prv-Heal/Rchg/EndRdx(39) Level 8: Siphon Life -- Hct-Acc/Dmg/Rchg(A), Hct-Acc/Rchg(9), Hct-Dmg/EndRdx(42), Hct-Dam%(42) Level 10: Dull Pain -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(11), Pnc-Heal/Rchg(11), Pnc-Heal/EndRedux/Rchg(13), Pnc-Heal(13) Level 12: Touch of Fear -- Erd-Dmg(A), Erd-Acc/Rchg(46), Erd-Acc/Dmg/Rchg(46), Erd-Acc/Dmg/EndRdx/Rchg(48), Erd-%Dam(50) Level 14: Kick -- FrcFdb-Rechg%(A) Level 16: Integration -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(17), Pnc-Heal/Rchg(17), Pnc-Heal/EndRedux/Rchg(34), Pnc-Heal/+End(34) Level 18: Tough -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/EndRdx/Rchg(19), RctArm-ResDam(19), RctArm-EndRdx(21), StdPrt-ResDam/Def+(21) Level 20: Resilience -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(23), RctArm-ResDam/EndRdx/Rchg(23), RctArm-ResDam(25), GldArm-3defTpProc(25), UnbGrd-Max HP%(39) Level 22: Hasten -- RechRdx-I(A), RechRdx-I(27) Level 24: Weave -- ShlWal-Def/EndRdx(A), ShlWal-EndRdx/Rchg(27), ShlWal-Def/EndRdx/Rchg(29), ShlWal-ResDam/Re TP(29), LucoftheG-Def/Rchg+(31), Ksm-ToHit+(31) Level 26: Soul Drain -- SprBrtFur-Dmg/Rchg(A), SprBrtFur-Acc/Dmg/Rchg(36), SprBrtFur-Acc/Dmg/EndRdx/Rchg(36) Level 28: Instant Healing -- Prv-Heal(A), Prv-Heal/EndRdx(31), Prv-EndRdx/Rchg(33), Prv-Heal/Rchg(33), Prv-Heal/Rchg/EndRdx(33), Prv-Absorb%(34) Level 30: Dark Consumption -- SprAvl-Acc/Dmg(A), SprAvl-Acc/Dmg/Rchg(42), PrfShf-EndMod(43), PrfShf-End%(43) Level 32: Midnight Grasp -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(36), SprUnrFur-Acc/Dmg/Rchg(37), SprUnrFur-Dmg/EndRdx/Rchg(37), SprUnrFur-Acc/Dmg/EndRdx/Rchg(37), SprUnrFur-Rchg/+Regen/+End(39) Level 35: Whirlwind -- EndRdx-I(A), SuddAcc--KB/+KD(48), FrcFdb-Rechg%(48) Level 38: Moment of Glory -- RechRdx-I(A), RechRdx-I(50) Level 41: Maneuvers -- Rct-Def/EndRdx(A), Rct-Def/EndRdx/Rchg(43), Rct-ResDam%(45), LucoftheG-Def/Rchg+(45) Level 44: Gloom -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/Rchg(45), Thn-Acc/Dmg/EndRdx(46) Level 47: Taunt -- MckBrt-Taunt/Rchg/Rng(A) Level 49: Darkest Night -- DarWtcDsp-ToHitdeb/Rchg/EndRdx(A), DarWtcDsp-ToHitDeb/EndRdx(50) Level 1: Fury Level 1: Brawl -- Empty(A) Level 1: Sprint -- EndRdx-I(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Empty(A) Level 1: Hurdle -- Empty(A) Level 1: Health -- NmnCnv-Regen/Rcvry+(A) Level 1: Stamina -- EndMod-I(A), PrfShf-End%(7) Level 4: Speed Phase Level 50: Reactive Radial Flawless Interface Level 50: Melee Radial Embodiment Level 50: Ageless Radial Epiphany Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion Level 50: Freedom Phalanx Reserve Level 50: Musculature Partial Core Revamp ------------
  16. Depending on build tuning its possible to skip quick recovery at no loss
  17. Throw some performance shifters in and dont neglect end redux slotting, you will be fine. 2 performance shifters alone is 0.5 end/s. You dont need to burn your epic pool on end, im managing fine on TW/Stone and TW is a hongry boi
  18. Im not entirely sure what invuln has to do with this discussion? Confused. As for @Yomo Kimyata, take a look at the link in my signature, that tool will be more valuable than the counter points id make. Ill try to find time to build out the improved version of this whirlwind shinanigans I have in my head and share it. If I get really into it ill do a scrapper version as well.
  19. Mog can be used to mitigate inciming debuffs and I consider ageless radial near manditory for the same reason. Your panacea prox should be moved to a toggle or auto power and id try some +4x8 DA content. I soloed all but the AVs of the DA arcs that way on my scrapper. Brute should do better.
  20. Okay that is not bad, had a couple close calls but you are holding up well otherwise. Id wanna see this tested against some harder content but i seem to have over estimated Whirlwind's endurance tick rate. I think I can see ways to improve the build while keeping the basic design but im honestly impressed and ammused that this even works.
  21. Very active play was always going to be a requirement, would you be willing to record a mission or two or organize an opportunity for me to shadow you? If this is working well I'd very much like to study it in action.
  22. The solid 33% S/L/E defense is good and AoE KB is a fantastic tool to mitigate incoming damage and stagger alphas. However I have to agree with Nemu that there is no chance in hell of your endurance holding up under any real strain, especially with KB->KD. At aggro cap of 17 targets, which you can definitely fit inside that radius, you are looking at -51end/s (1.5 end X 17 targets / 0.5 activation time). I do partially disagree with Nemu's take that you need defense cap even with -to-hit as Darkest Night has a range of 70ft and can be places where needed, but more importantly Nemu's comment about line of sight. You need to be grouping enemies using line of sight pulling and then firmly inserting yourself into melee range of all of them. More importantly however 45% S/L defense doesn't actually help with a large number of ranged enemies anyways. Circle of Thorns and Banished are almost all Eng/Neg/Fire/Cold, While it certainly covers many of them, Malta, Council, some ranged Freakshow, some ranged Carnival, and a bit of Crey, and certainly Aeon Brickers, it doesn't help against a large portion of Praetorian units. I actually wanted to get more Eng defense in for this reason, but was having a rough time of it. I also feel that giving up so much passive regen, as well as reconstruction are huge flaws, and a lot of why it might 'feel' okay is your latest build drops your max HP by about 500hp. Multiply that by your defense and resistance and you see you are giving up a lot of effective hp, and you are also reducing your passive regen even further by a factor about 1/6th. Compared to a more traditionally slotted regen your passive is approximately getting ~55% of the hp/s
  23. Alright here's my take, note the base numbers work out as worse unless you factor in the -to-hit from Darkest Night and Touch of Fear, with anything from the other sources being icing. You will want to make use of Unrelenting in addition to your Instant Healing, for context Unrelenting is comparable to Instant Healing but since its a heal over time it does have the benefit of bypassing -regen. You are more vulnerable to -recharge than Nemu's build but Regen as a set is so fucked over by debuffs of all kinds that you are going to want to take Ageless Radial regardless. I included my recommended Incarnates, but you could easily trade things around. If you totally hate the idea of having Revive, id probably replace it with Maneuvers, or, possibly BurnOut depending on your preferences. This Hero build was built using Mids Reborn 3.2.17 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Spaghetti Betty: Level 50 Mutation Brute Primary Power Set: Dark Melee Secondary Power Set: Regeneration Power Pool: Speed Power Pool: Fighting Power Pool: Presence Ancillary Pool: Soul Mastery Hero Profile: Level 1: Smite (A) Kinetic Combat - Accuracy/Damage (9) Kinetic Combat - Damage/Endurance (37) Kinetic Combat - Damage/Recharge (37) Kinetic Combat - Damage/Endurance/Recharge (37) Superior Blistering Cold - Accuracy/Damage/Recharge (40) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime Level 1: Fast Healing (A) Preventive Medicine - Heal (3) Preventive Medicine - Heal/Endurance (5) Preventive Medicine - Heal/RechargeTime (5) Preventive Medicine - Heal/RechargeTime/Endurance Level 2: Shadow Maul (A) Superior Brute's Fury - Accuracy/Damage (40) Superior Brute's Fury - Damage/Endurance/RechargeTime (42) Superior Brute's Fury - Recharge/Fury Bonus (42) Superior Avalanche - Accuracy/Damage (50) Superior Avalanche - Recharge/Chance for Knockdown Level 4: Super Speed (A) Winter's Gift - Slow Resistance (20%) Level 6: Reconstruction (A) Preventive Medicine - Heal/Endurance (7) Preventive Medicine - Endurance/RechargeTime (7) Preventive Medicine - Heal/RechargeTime/Endurance (9) Preventive Medicine - Heal/RechargeTime Level 8: Siphon Life (A) Kinetic Combat - Accuracy/Damage (11) Kinetic Combat - Damage/Endurance (11) Kinetic Combat - Damage/Recharge (13) Kinetic Combat - Damage/Endurance/Recharge (48) Accuracy IO Level 10: Dull Pain (A) Panacea - Heal/Endurance (13) Panacea - Endurance/Recharge (15) Panacea - Heal/Recharge (15) Panacea - Heal/Endurance/Recharge (36) Panacea - Heal Level 12: Touch of Fear (A) Armageddon - Damage/Recharge (43) Armageddon - Accuracy/Damage/Recharge (46) Armageddon - Accuracy/Recharge (46) Armageddon - Damage/Endurance (48) Armageddon - Chance for Fire Damage (48) Fury of the Gladiator - Chance for Res Debuff Level 14: Kick (A) Force Feedback - Chance for +Recharge Level 16: Integration (A) Panacea - Heal/Endurance (17) Panacea - Endurance/Recharge (17) Panacea - Heal/Recharge (31) Panacea - Heal/Endurance/Recharge (33) Panacea - +Hit Points/Endurance Level 18: Tough (A) Reactive Armor - Resistance/Endurance (19) Reactive Armor - Endurance/Recharge (19) Reactive Armor - Resistance (21) Reactive Armor - Endurance (21) Steadfast Protection - Resistance/+Def 3% Level 20: Resilience (A) Reactive Armor - Resistance/Endurance (23) Reactive Armor - Resistance/Recharge (23) Reactive Armor - Resistance/Endurance/Recharge (25) Reactive Armor - Resistance (25) Gladiator's Armor - TP Protection +3% Def (All) Level 22: Weave (A) Shield Wall - Defense/Endurance (27) Shield Wall - Endurance/Recharge (27) Shield Wall - Defense/Endurance/Recharge (29) Shield Wall - +Res (Teleportation), +5% Res (All) (29) Luck of the Gambler - Defense/Increased Global Recharge Speed (31) Kismet - Accuracy +6% Level 24: Provoke (A) Accuracy IO Level 26: Soul Drain (A) Superior Brute's Fury - Damage/Recharge (36) Superior Brute's Fury - Accuracy/Damage/Recharge (36) Superior Brute's Fury - Accuracy/Damage/Endurance/Recharge Level 28: Instant Healing (A) Preventive Medicine - Heal (33) Preventive Medicine - Heal/Endurance (33) Preventive Medicine - Endurance/RechargeTime (34) Preventive Medicine - Heal/RechargeTime (34) Preventive Medicine - Heal/RechargeTime/Endurance (34) Preventive Medicine - Chance for +Absorb Level 30: Hasten (A) Recharge Reduction IO (31) Recharge Reduction IO Level 32: Midnight Grasp (A) Superior Unrelenting Fury - Accuracy/Damage (39) Superior Unrelenting Fury - Damage/RechargeTime (39) Superior Unrelenting Fury - Accuracy/Damage/RechargeTime (39) Superior Unrelenting Fury - Damage/Endurance/RechargeTime (40) Superior Unrelenting Fury - RechargeTime/+Regen/+End Level 35: Gloom (A) Thunderstrike - Accuracy/Damage (43) Thunderstrike - Accuracy/Damage/Recharge (43) Thunderstrike - Accuracy/Damage/Endurance Level 38: Moment of Glory (A) Recharge Reduction IO (42) Recharge Reduction IO Level 41: Intimidate (A) Accuracy IO Level 44: Unrelenting (A) Panacea - Heal/Endurance (45) Panacea - Endurance/Recharge (45) Panacea - Heal/Recharge (45) Panacea - Heal/Endurance/Recharge (46) Panacea - Heal Level 47: Revive (A) Recharge Reduction IO Level 49: Darkest Night (A) Dark Watcher's Despair - To Hit Debuff/Endurance (50) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance (50) Dampened Spirits - To Hit Debuff/Endurance Level 1: Brawl (A) Empty Level 1: Fury Level 1: Sprint
  24. Update: doing build tonight, sorry about delay, life got busy.
  25. Forgive me if these points have been made but its late and they wont let me sleep till I get this out and im not killing my sleep schedule to read the other 4 pages. 2-4 mez protect for a 2-3 power picks and a pool doesnt even begin to be a power creep problem imo. The ATs who would want this hypothetical power ( blaster, defender, controller, corrupter, dominator, and mastermind ) are also ATs that traditionally dump 3-4 pools and 5-6 power picks buffing their defense. That means they cant take this for free or even cheap. further id argue one of the main reasons to build defense IS mezes, you cant be mezed if you arent hit. This would trade durability for a guarantee that a single random boss mez doesnt stop you from playing the game. But you are still vulnerable to multiezes, say when soloing, thus in some contexts defense will still be better. and further still, with enough mez protection to not be afraid of random acts of hold you might consider a different destiny from clareon for once. If you take clareon this power is near useless at high level after all, but if you take the risk of being mezable, but not unprotected you can swap to something more intresting. I really think this mez pool power has merit, in fact I think the whole pool does and its a shame the diacussion has avoided the impacts of debuff protection in favor of debate over if mez protect for squishies is power creep. personally I think having bits of debuff resist available would be great for allowing players to pay in potential power for the ability to blunt crippling issues such as seta that are easily sapped or defense cascaded into uselessness. As long as the values are kept in the 30% ish range so they dont remove the risk but reduce it.
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