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Koopak

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Everything posted by Koopak

  1. So Nemu and I are probably going to disagree on a lot, but i should add the caveat that i haven't stress tested my builds yet for Brute. I got Scrapper, which is my main, basically as far as I can and then took a pseudo hiatus from the game, but I'm getting back into the project in my signature now, if slowly. I can understand the aversion the Revive for challenge TFs and the like, but for your daily driver I really recommend keeping it and just shoving a 1-2 slot wonder in it. You can think of Revive as a 15 second immunity with death as a prerequisite. That's more than enough time to toggle up and kill or maim whatever killed you. Timed with a MoG cast if you are totally swamped you can easily haul your formerly dead ass through some really rough situations. I've used this fact to save teams numerous times. I cant begin to agree on Instant Healing, it represents, with crappy slotting mind you, one of the biggest contributors to your overall Effective Regeneration, (the amount of damage you can take per second before trending down). The issue with it is an issue with Regen as a whole, though less so on Brutes, Effective Health. Unless you are awake and prepared every time things get harry you are going to get caught off guard and splatted (another reason Revive is worth for casual play), because you just cant take the same kind of alpha damage as other armors. For this reason you sometimes need to be more proactive, learn what you can and cant handle without Instant Healing, and use it ahead of time. Similarly you need to train yourself to be less shy with it and MoG, most regen players, myself included, make one of two mistakes, they either use their click survivals to early and often, or to rarely and late. I've got a nasty habit when I'm not paying full attention of using them just in time to die before they take effect but still go on cooldown. As long as those cooldowns seem, they really aren't, especially not with decent recharge slotting. I'll see if i can find time during my break today to put together my own recommendation, but I will say, as dark, don't over invest in S/L cap. There are other things, iTrials and other praetorian content in particular are made up of lots of energy and psi ranged damage, and your dark attacks and Darkest Night will stack generous -to-hit even through the purple patch.
  2. There appears to be a bug with the emitter point for power vfx on Arachnos Soldier. This character is Xp level 40, training 24, with Bane Spider specialization in case any of that proves useful in reproducing. Video linked demonstrates the issue occurring both on a free form costume and an Arachnos costume. https://youtu.be/QnWG7qGVFnI
  3. Thats alot of specifics I dont completely agree with mechanically. My goal is to get an idea of whats needed for the character concept. For instance my main has the teleport pool for concept even though its 3 power picks that do almost nothing. I cant recommend never skipping mog or dragons tail hard enough
  4. Do you have any reauests? Power picks and the like for concept, or a travel power preference?
  5. Regen absolutely can handle +4x8 but its not gonna be able to just sleep through things. Regen is, with the exception of its main weaknesses, able to hit higher highs than most other sets while idling below them. The big thing is if you have defense and resistance buffs being given to you, regen will perform very well but debuffs and damage spikes need to be proatively mitigated. So no sleeping on the job. I can put something together if you like, I have a few builds on hand but they are old and I can do better now. My signature has a calculator for the scrapper version, the brute version is 99% the same if you wanna play with it
  6. Here would be my first pass take, im not happy with the damage, but I was able to reproduce the durability of my own Regen Sent which while likely not fully optimized should be pretty durable. I can provide that build as well fi you like but its a beam/regen Optimizing Sent is on my to do list once iv finished expanding the calculator and get Brute and Stalker squared away. This Hero build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Sentinel Primary Power Set: Electrical Blast Secondary Power Set: Regeneration Power Pool: Speed Power Pool: Fighting Power Pool: Concealment Power Pool: Leadership Hero Profile: Level 1: Lightning Bolt (A) Superior Opportunity Strikes - Accuracy/Damage (7) Superior Opportunity Strikes - Damage/RechargeTime (7) Superior Opportunity Strikes - Accuracy/Damage/RechargeTime (39) Superior Opportunity Strikes - Accuracy/Damage/Endurance (40) Superior Opportunity Strikes - Accuracy/Damage/Endurance/RechargeTime (40) Superior Opportunity Strikes - RechargeTime/Chance for Opportunity Level 1: Fast Healing (A) Preventive Medicine - Heal (5) Preventive Medicine - Heal/Endurance (5) Preventive Medicine - Heal/RechargeTime (17) Preventive Medicine - Chance for +Absorb Level 2: Ball Lightning (A) Ragnarok - Damage/Recharge (3) Ragnarok - Chance for Knockdown (15) Ragnarok - Damage/Endurance (43) Ragnarok - Accuracy/Damage/Recharge (43) Ragnarok - Accuracy/Recharge (46) Annihilation - Chance for Res Debuff Level 4: Super Speed (A) Winter's Gift - Slow Resistance (20%) Level 6: Zapping Bolt (A) Superior Sentinel's Ward - Accuracy/Damage (40) Superior Sentinel's Ward - Damage/RechargeTime (42) Superior Sentinel's Ward - Accuracy/Damage/RechargeTime (42) Superior Sentinel's Ward - Accuracy/Damage/Endurance (42) Superior Sentinel's Ward - Accuracy/Damage/Endurance/RechargeTime (43) Superior Sentinel's Ward - RechargeTime/Chance for +Absorb Level 8: Reconstruction (A) Preventive Medicine - Endurance/RechargeTime (9) Preventive Medicine - Heal/RechargeTime (9) Preventive Medicine - Heal Level 10: Instant Regeneration (A) Panacea - Heal/Endurance (11) Panacea - Heal/Recharge (11) Panacea - Heal/Endurance/Recharge (13) Panacea - Heal (13) Panacea - +Hit Points/Endurance Level 12: Charge Up (A) Gaussian's Synchronized Fire-Control - To Hit Buff (19) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge (19) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance (37) Gaussian's Synchronized Fire-Control - Recharge/Endurance (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance (39) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 14: Quick Recovery (A) Power Transfer - Chance to Heal Self (15) Performance Shifter - Chance for +End (34) Power Transfer - EndMod Level 16: Dismiss Pain (A) Preventive Medicine - Heal (17) Preventive Medicine - Heal/Endurance Level 18: Voltaic Sentinel (A) Power Transfer - EndMod (23) Power Transfer - Damage/Accuracy/Endurance (50) Power Transfer - Damage/Accuracy/Recharge/Endurance Level 20: Integration (A) Preventive Medicine - Heal (21) Preventive Medicine - Heal/Endurance (21) Preventive Medicine - Heal/RechargeTime/Endurance Level 22: Kick (A) Empty Level 24: Tough (A) Reactive Armor - Resistance/Endurance (25) Reactive Armor - Resistance/Endurance/Recharge (25) Reactive Armor - Resistance (27) Reactive Armor - Endurance (27) Unbreakable Guard - +Max HP Level 26: Short Circuit (A) Power Transfer - EndMod (34) Power Transfer - Damage/Recharge (36) Power Transfer - Damage/EndMod (36) Power Transfer - Damage/Accuracy/Endurance (37) Power Transfer - Damage/Accuracy/Recharge/Endurance (37) Power Transfer - Chance to Heal Self Level 28: Resilience (A) Reactive Armor - Resistance/Endurance (29) Reactive Armor - Resistance/Endurance/Recharge (29) Reactive Armor - Resistance (33) Reactive Armor - Endurance (33) Steadfast Protection - Resistance/+Def 3% Level 30: Weave (A) Reactive Defenses - Endurance/RechargeTime (31) Reactive Defenses - Defense/RechargeTime (31) Reactive Defenses - Defense/Endurance/RechargeTime (31) Reactive Defenses - Scaling Resist Damage (33) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 32: Thunderous Blast (A) Superior Frozen Blast - Accuracy/Damage (34) Annihilation - Chance for Res Debuff (46) Superior Frozen Blast - Damage/Endurance (50) Superior Frozen Blast - Accuracy/Damage/Endurance Level 35: Hasten (A) Recharge Reduction IO (36) Recharge Reduction IO Level 38: Moment of Glory (A) Recharge Reduction IO (45) Recharge Reduction IO (46) Gladiator's Armor - TP Protection +3% Def (All) Level 41: Stealth (A) Red Fortune - Defense/Endurance (45) Red Fortune - Defense/Endurance/Recharge (45) Red Fortune - Defense (48) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 44: Maneuvers (A) Red Fortune - Defense/Endurance (48) Red Fortune - Defense/Endurance/Recharge (50) Red Fortune - Defense Level 47: Tactics (A) Rectified Reticle - To Hit Buff (48) Rectified Reticle - To Hit Buff/Recharge Level 49: Second Wind (A) Recharge Reduction IO Level 1: Brawl (A) Empty Level 1: Opportunity Level 1: Sprint If you have any questions, concerns, or issues, please don't hesitate to reach out.
  7. Mids has an import/export drop down in the top left, any of, short forum, long forum, or data link will copy the build link to your clipboard so you can post it here. I shall see what I can do for ya. I will caution Sent Regen is an odd creature that i consider wholly and completely inferior mechanically to the other AT's versions, but I should be able to make something that can force its way through soloing +4x8 anything with cautious play. You don't need to worry about alphas as much at least because while Sent Regen does have less effective hp than other Sent sets, its not by the huge gap other regens do due to instant Regeneration, its the single thing that the set does better than og regen imo.
  8. Ill be happy to put something purpose built, together tomorrow after work if you wanna give me deets like build goals and travel power picks or concept power picks
  9. Then we can take whirlwind and be our very own sharknado
  10. If its reasonably achievable yeah this would be an excellent option
  11. I would agree that blanket mass downvoting someone might constitute harassment but on a really blurry line. I noticed this happening to you in another thread and was boggled because your posts were relatively well thought out and open to discussion. That said it doesn't seem to effect you, i do hope a GM can provide an avenue for this kinda thing because its just poor behavior, but if not its not a big deal I think. I for one tend to use the reactions to get an idea of what others think of something, and myself try to use it to represent but gut reaction after reading a post to communicate to the poster my appreciation or lack there of for their contribution to a topic. So if someone wants to do the forum equivalent of following you around and frowning at what you say, then i mean, their life to waste i guess.
  12. On the way to Icon your character should mumble rant "Rackinnackinghatstelaindarntootinmessmakindangolwrappervendinsackincrackin..."
  13. Gonna link boppers dive into that
  14. Suffering. Seriously, use it just for the rez, the 15 second invincibility is orders of magnitude more useful than the +maxhp. The power is poorly thought out, sents dont have the durability, let alone regen sents, to risk being low enough hp to get any real use from it.
  15. So I was wondering why Kin supposedly had a bad rap on Scrapper and I think i get it now after @WindDemon21 did some work and testing. Apparently Concentrated Strike doe not benefit from the Critical Strikes proc that grants a flat +50% chance to crit, and, given the data, likely doesn't benefit from Scrapper's Strikes as well. I personally respect how this could potentially be a balance issue (particularly as its base chance is 20%) as ill note in a moment, its already pretty bonkers on Stalker. However I feel that if its to remain as is it should not use the term "crit" or "critical strike" except to explicitly state that it does not do so and instead has a chance to cause a recharge. However I would much prefer for it to be able to benefit from the procs, perhaps at a reduced rate if that is possible? I feel this is a source of both confusion on the set, and inconsistency between ATs. Stalkers are able to make rather extensive and impressive use of this same mechanic as the Stalker version is able to make use of its own crit mechanics to reliably trigger the Build Up reset and climb to some nuts damage levels. Granted, the Scrapper version can maintain very stab +damage% so im not so much calling for a Kin Buff as id like to see this bit of unclear mechanics clarified, either through a tooltip change, or changing the existing mechanics to actually have the crit flag and benefit in a way that feels more intuitive than having to inherently know that Scrapper Concentrated Strikes Crits aren't actually Crits A changed tooltip may look like so Melee, Extreme DMG(Energy/Smash), Foe Disorient, Special, No-Crit Concentrated Strike is a slow, but incredibly devastating attack that can knock out most opponents, leaving them Disoriented. Due to the exhausting nature of Concentrated Strike, recharge time is very long. Concentrated Strike has a chance to instantly recharge the Power Siphon power. Concentrated Strike cannot Critically strike, While a mechanic change, if considered would probably be something like gaining only 1/2 value from +crit if thats possible, resulting in a Critical Strikes proc and Scrapper's Strike set effect giving a 48% chance to crit (20% base + 25% proc + 3% set) versus the potentially broken 76%
  16. I'm gonna have to counter that claim that such a build would be weak, far from it. Taking my own main as a model, this would actually allow me to build significantly more defense/resistance at no significant loss in damage powers, but more importantly it would allow me to slot enough recharge into the powers to do the optimal rotation at no durability loss while increasing my per power damage. Many many builds are less optimized than my own, which usually end up in a 3-4 power rotation, being able to slot more freely means that recharge and accuracy goals can be obtained in a single power more easily, potentially allowing you to drop lower DPA attacks while increasing the damage of higher DPA attacks. A good example is that in the case of a Katana scrapper, one could cut Flashing Steel, Sting of the Wasp, and Divine Avalanche in order to slot all the scrapper ATOs, necessary sets, and 3-4 procs in the remaining powers. Bare in mind the optimal recharge loaded rotation is 3 buttons, Gambler's Cut, Soaring Dragon, and Golden Dragonfly. Two of these have solid proc rates even with recharge slotting and thus would benefit greatly from this kind of slotting and all I've lost are 3 powers i either didn't take, or rarely used to begin with, and instead gain yet more by not needing them, allowing me to take 1 slot wonders in their place. And again this is without even touching my defensive power's existing slots. Lets not even discuss the madness that would be Bio Armor slotting, which can then take advantage of AoE powers that's have heal, end, damage, accuracy, and recharge, as well as room for proccing to turn what a survival tool into a significant damage dealer. In an era of SOs only this idea might have some value in theory, (though i think in practice it would still just be a net player buff), but in the modern era of procs, set enhancements (like the +3% def), and set bonuses, it just ammounts to being one or two steps removed from just letting us press a button to max all stats.
  17. Which should be fine, I mentiond ageless purely to emphasize that theres a tool for everyone, I inly run ageless when soloing, In a group I run barrier radial for the 2x rez. But even then 2mins seems to be the golden limit, anything below that becomes a problem
  18. 2 Minutes is my goal, rare is the fight that exceeds 2 mins and in that case i can use a recovery tool, often i have Ageless Radial for the debuff resist, so that will cover it. As for arcane's comment about nto waiting, neither do I, but iv also usualy recovered 90% of what iv spent in the time it took to physically travel to the next group. A single mob takes very little endurance, especially in a group, and at the point where you can run full dps for 2 minutes you usually have such quick recovery that when you stop for the few seconds it takes to travel you recover most if not everything you lost.
  19. I mean its not wrong, i just find that so much is already in per-second 😛
  20. oh and sorry for the double post but this can be misleading. Power Transfer procs scale with your AT's base HP, not your actual Max, so dont expect it to get stronger with Max HP, this is why my previous post gives the 33% regen value as a ballpark number, its based on a build i know has alot of +hp
  21. They work out to be 3.3465 hp/s when slotted in an auto or toggle power, which is equivalent to roughly ~33% regeneration, very good, some of the best hp/s you can get out of enhancements let alone one. As for Performance Shifters, i consider physical perfections damn near a dead power as it is, it just gives so little. Performance shifters work out to 0.25 end/s at 100% max end, obviously accolades, and +max end sets will increase this, but 4 of them is equal to 1 end/s+ so equal to about 60% recovery. For context that's 4.8x the recovery granted by Physical Perfection and 2.4x the recovery granted by Stamina before slotting. This is all before Panacea, Miracal, and Numina's, your total there is going to be the equivalent of 107.5% recovery in procs alone, of which 82.5% of which will be in ticking procs (Performance Shifter and Panacea) which will be unaffected by -recovery. Thats... just alot of end when you add in your powers. Your grand total at the end of this all is likely to be in the 250-300% range which you are going to have to really try to use all of. Keep in mind, any time your recovery ticks, and your endurance is full, that's lost power. Either slots that could have increased your durability or damage, or a more expensive power you could have used. As some have said the goal is to have just enough recovery you never run out, but I think that is a little misleading. The goal is to have just enough recovery that you START each fight at full endurance. This means its okay to run out, as long as its at the end of a fight. This is one of the reason end recovery tools like Fire Aura's consume are so good, it gives you a stronger control of your blue bar and lets you run aggressive builds that just need to last long enough to hit your end recovery tool again. if you ever need a cheat sheet, check this useful post
  22. That's because a lot of players are TERRIFIED of their blue bar moving even an inch. FA is great if you can fit the end cost, and often can be left off when you don't need the debuff resist but as other have said id just slot it to keep end costs down unless yer doing something weird like trying to get full power quick snipes with +40% tohit
  23. I personally use the fact we are allowed to run multiple accounts to just plot a fire farmer built for afk farming in a mission, thats solved most of my influ problems by itself let alone the other methods iv used. granted im not kitting out 50 characters but i can kit one out once every week or two. And that's at my no holds barred builds which average 500mil a pop with some creeping toward a billion plus if i spring for boosters to really push it. The builds i give my financially conscious SG mates average 300-350mil. So I feel like yer real issue is that you apparently wanna kit out 50 characters, which... honest question, how? Not trying to be rude, im just genuinely impressed and confused. If you are a 'build designer' and this is why you have so many character you need to check the beta server where you can design to your hearts content with no cost on your time other than making and testing the build. Then if you got one you really love, make it on the live server and kit it out.
  24. Not to cash shame or whatever the hell that would be, but if you are using lvl 25 IOs that are thus just shy of lvl 50 SOs, that explains alot. Some sets are designed with small weaknesses that sets can easily cover, or advantages that are magnified by the same. The strength of sets shift a bit. For instance the two +3% defense enhancements are enough alone to push EA into bonkers status since the difference bewteen 37% defense and 43% is a matter of taking about ~1/2 the damage. I'll concede that Willpower is layered, but a passive, pure healing set isn't viable in CoX's mechanics without the ability to raise the Max HP beyond the AT cap, at least for Scrapper. This is actually where my point about taking Alphas comes in. See the Effective Health of Regeneration is so low, that not only can it be Alphad out, which is an easy thing to compensate for with other tools, but it also struggles agaisnt hard hitting enmies like AVs. This is because their damage is scaled to threaten Brutes and Tankers who can have as much as 90% resistance, while a Regen Scrapper will struggle to do much better than 40% for a given type, and only hit caps by forfeiting other damage types. This means that a Regen Scrapper takes 4 times as much damage, and because Regen also lacks defense, the probability of taking the 4x hit is, with say a 20% defense, vs a Tanker 45% 6 times as likely. Compared to say a well built EA like above a Lethal attack of 2500 damage (taken from a couple AVs) will have EA with 45% defense and 50% Resistance: 5% chance to do 1250 damage Regen with 20% defense and 40% Resistance: 30% chance to do 1500 damage Now project that out to two hits? EA: 0.25% chance to take 2500 damage Regen: 9% chance to take 3000 damage As we can see, two big hits is all it takes, and an AV will do that about one in ten attempts. This is not factoring in other attacks, mobs, or anything else. Now you could buff your passive regen without clicking to handle this in theory without raising the max hp cap. However in doing so you come across the issue with balancing regen around, well, regen. If you can heal 1500 damage before the AVs next big attack? You wont die, ever. If you cant, you will be killed in two shots easily. There is perhaps a narrow margin in which you can get the right mix, but that margin is much tighter than other powersets. This is why it is an issue, one i think thats best solved, assuming its possible, but an overheal mechanic in which a regen scrapper who is full health have their healing instead contribute to an absorb bubble of perhaps 25% of their max hp, or barrign that allow them to exceed the AT hp cap and rescale all +regen% to provide the same HP/s with the new max hp. Goal being not to remove their weakness to alpha strikes, but to lesson it some. As for you wanting Regeneration to be purely a set and forget set? I don't think we will find common ground there. The way the set works now is enjoyable to me, and unique compared to other sets, most of which can be toggled on and walked away from. My only complaint about the clicky nature of Regen is you have to work so hard to use it optimally just to perform slightly above average most of the time, and at a dps loss when other sets like EA and SR get +recharge, or Bio, Stone, and Fire having damage procs. Regen gives up dps time to pop survivals and gets no compensation to its lost damage for it.
  25. On the topic of EA, its easily one of the top 3 armor sets for Scrapper, probably the best set that doesn't have built in damage.
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