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Koopak

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  1. This also assumed having the passive accolades. If you find you just hate revive or need the end its easy to swap revive for quick recovery and move a slot from stamina to it for power transfer and performance shifter procs
  2. Koopak

    Regen 3.0?

    I'm pretty sure we understand, and I get what yer going for but the problem is it doesnt actually solve the issue. So if the power doesnt turn off on its own like Hybrid Slot Incarnates, its a toggle, theres no choice, this is only using it as a toggle. Unless the end cost is made absurd which would be a whole other discussion, people would just build to keep it on all the time. If it DOES turn off on its own like Hybrid Slot Incarnates, its got some value in your suggestion that it can be detoggled early to recharge sooner, but that wont make people who want Instant Healing to be a toggle happy, itll just make it a marginally more flexible power. People want Instant Healing to be a toggle because they don't want to manage the power. If they have to keep reactivating the power then they still have the same complaint. Now Arcadio proposed a cycling rate like many phasing powers where youd toggle it and get say 90 seconds of Instant Healing and then 90 seconds of little to nothing and itd just cycle between the two with no player input. That has merit if combined with the recharge changes you are suggesting but its still a really janky solution.
  3. Alright here is what I put together @Deadfear4, note this wont be a cheap build, and id recommend something closer to @DocMidknight's suggestion if you prefer a safer, more relaxed build, but this should be able to really push the sets. Its probably not perfect, but I was able to apply a lot of the lessons iv learned tweaking my own. Some notes on the build. The HamiOs in Shadow Meld can be replaced by defense/recharge IOs with only a little loss if they are pricey (53 Hamios require 4 50 Hamios each so that been 120 mil per enhancement for me before) The main loss there is even if you +5 those IOs you'll be 2 seconds short of a perfect Meld -> MoG -> Meld rotation. Open fights with Shadow Meld and you should be fine for eating Alphas. Make sure to +5 the enhancements in Dull Pain so as to make it perma. I recommend that for everything but if you prefer to Attune for more power while exemplar then just make sure you +5 that and Hasten and any enhancements that don't scale down like purples. This will keep double Follow Up rolling of course, and proc rates on Gaussian's and Critical Strikes should be fairly high ( 16.89% ( better than a toggle still ) and 67.56% respectively ) Ideal single target rotation will be something like ( Follow Up --> Focus --> Slash --> Shockwave --> Focus ) Though add Moonbeam in instead of Shockwave periodically to fish for Decimate procs. This will pull something around 350 dps before factoring everything in so id expect 400-450 in a pylon test with these incarnates. Endurance should be able to handle around a minute of that rotation with perfect execution, longer with gaps. Ageless and MoG will solve any end problems, (Yes MoG is an end tool, yes its weird.) Incarnates, you are good for what i have here, Musculature Core Alpha, Reactive Radial Interface (or any moderate dot, the damage beats the other options), Assault Core Hybrid. Make sure to take Ageless Radial Destiny for the debuff resist, debuffs are what will kill you the most, hence why i jammed so much slow resist. Judgment and Lore are up to you, though Vorpal Radial or better Void Radial Judgments are my preferences. Also if you pick up Melee Radial Hybrid, since you already have provoke, you can do a DAMNED convincing job pretending to be a tank with it. Anyways here the build feel free to poke me if you have questions, its similar to my build live save it skips my teleport powers for more passive durability. This Hero build was built using Mids Reborn 3.0.5.5 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Talon X: Level 50 Technology Scrapper Primary Power Set: Claws Secondary Power Set: Regeneration Power Pool: Fighting Power Pool: Presence Power Pool: Leadership Power Pool: Speed Ancillary Pool: Soul Mastery Hero Profile: Level 1: Strike (A) Superior Scrapper's Strike - Damage/Recharge (7) Superior Scrapper's Strike - Accuracy/Damage/Recharge (7) Superior Scrapper's Strike - Recharge/Critical Hit Bonus (48) Touch of Death - Chance of Damage(Negative) Level 1: Fast Healing (A) Preventive Medicine - Heal (5) Preventive Medicine - Heal/Endurance Level 2: Reconstruction (A) Preventive Medicine - Heal (5) Preventive Medicine - Heal/RechargeTime Level 4: Kick (A) Force Feedback - Chance for +Recharge Level 6: Provoke (A) Accuracy IO Level 8: Follow Up (A) Superior Blistering Cold - Accuracy/Damage (9) Superior Blistering Cold - Accuracy/Damage/Endurance (9) Touch of Death - Damage/Endurance (11) Touch of Death - Chance of Damage(Negative) (11) Superior Critical Strikes - RechargeTime/+50% Crit Proc (13) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 10: Dull Pain (A) Recharge Reduction IO (37) Preventive Medicine - Heal/RechargeTime Level 12: Slash (A) Superior Scrapper's Strike - Accuracy/Damage (13) Superior Scrapper's Strike - Damage/Endurance/Recharge (36) Superior Scrapper's Strike - Accuracy/Damage/Endurance/Recharge (36) Touch of Death - Chance of Damage(Negative) (37) Hecatomb - Chance of Damage(Negative) (37) Achilles' Heel - Chance for Res Debuff Level 14: Tough (A) Reactive Armor - Resistance/Endurance (15) Reactive Armor - Endurance/Recharge (15) Reactive Armor - Resistance (17) Reactive Armor - Endurance (17) Steadfast Protection - Resistance/+Def 3% Level 16: Integration (A) Panacea - Heal/Endurance (19) Panacea - Endurance/Recharge (19) Panacea - Heal/Endurance/Recharge (34) Panacea - Heal (36) Panacea - +Hit Points/Endurance Level 18: Spin (A) Armageddon - Damage (40) Armageddon - Accuracy/Damage/Recharge (40) Armageddon - Accuracy/Recharge (42) Armageddon - Chance for Fire Damage (42) Eradication - Chance for Energy Damage (43) Fury of the Gladiator - Chance for Res Debuff Level 20: Resilience (A) Reactive Armor - Resistance/Endurance (21) Reactive Armor - Resistance/Recharge (21) Reactive Armor - Resistance/Endurance/Recharge (27) Reactive Armor - Resistance (27) Gladiator's Armor - TP Protection +3% Def (All) Level 22: Maneuvers (A) Shield Wall - Defense/Endurance (23) Shield Wall - Endurance/Recharge (23) Shield Wall - Defense/Endurance/Recharge (25) Shield Wall - +Res (Teleportation), +5% Res (All) (25) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 24: Focus (A) Superior Winter's Bite - Accuracy/Damage (39) Superior Winter's Bite - Accuracy/Damage/Endurance (39) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime (40) Force Feedback - Chance for +Recharge Level 26: Intimidate (A) Accuracy IO Level 28: Instant Healing (A) Preventive Medicine - Heal (29) Preventive Medicine - Heal/Endurance (29) Preventive Medicine - Endurance/RechargeTime (33) Preventive Medicine - Heal/RechargeTime (34) Preventive Medicine - Heal/RechargeTime/Endurance (34) Preventive Medicine - Chance for +Absorb Level 30: Weave (A) Reactive Defenses - Defense/Endurance (31) Reactive Defenses - Endurance/RechargeTime (31) Reactive Defenses - Defense/Endurance/RechargeTime (31) Reactive Defenses - Scaling Resist Damage (33) Luck of the Gambler - Defense/Increased Global Recharge Speed (33) Kismet - Accuracy +6% Level 32: Shockwave (A) Artillery - Accuracy/Damage (43) Artillery - Accuracy/Damage/Recharge (43) Artillery - Accuracy/Recharge/Range (45) Bombardment - Chance for Fire Damage (46) Annihilation - Chance for Res Debuff (46) Force Feedback - Chance for +Recharge Level 35: Revive (A) Recharge Reduction IO Level 38: Moment of Glory (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (39) Recharge Reduction IO Level 41: Hasten (A) Recharge Reduction IO (42) Recharge Reduction IO Level 44: Unrelenting (A) Preventive Medicine - Heal/RechargeTime (45) Panacea - Heal/Recharge (45) Numina's Convalesence - Heal/Recharge Level 47: Moonbeam (A) Thunderstrike - Accuracy/Damage (47) Thunderstrike - Damage/Endurance (47) Thunderstrike - Damage/Endurance/Recharge (48) Decimation - Chance of Build Up Level 49: Shadow Meld (A) HamiO:Membrane Exposure (49) HamiO:Membrane Exposure (49) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 1: Brawl (A) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime (46) Superior Blistering Cold - Recharge/Chance for Hold Level 1: Critical Hit Level 1: Sprint | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1469;712;1424;HEX;| |78DA6594CB4F135114C66F675AC69602D6824069E983378502AE0CC6B0907769422| |C0B13639A11AEA53299366D89B274E15A6334BA5017AED018FF07B73EB7FE073E79| |4413E3C6D4D37B3EE8244ED2FCCE7CE77CE79E3B73A7999BB3FE570BB76684ABF58| |265562AB9EC7AD92C9564D9B726D737EDA255CCEF08BA8C35D32ADAB14B06C5ED47| |35B98CB4A44C91F14625722CCECA6BD2AEC8D4459997B62C9BD542D1162DABC5A29| |59A2FE437AB053B1F507719D32E94B62D55D0A69415696EC87265B350F2A9FB6C49| |CA8DEEB952613D95AD9AD61675CF16B7AD5CC6AC546579A78B8619A65FA13E95BA6| |ABA78AB0B31E5154DEFC08FCC891CA587BC62B65EEB52B52EF18573EEAFCC390329| |CAB98E72DF991AE574F609FDB6A6B410691EAE179E90509A459AE1AA17D63CC65DB| |7D24EDC032FF30C3ECCE293ACFB9F73BF05F27A319B37C9FDFAB1FE75CA3573CED3| |FC8635FF7B66DF07107DFB93DCAFFF3531E8153A795BD8EB6EE975A99AD61898609| |EEC033B8911AF58244F1B3C6D61EE7F2A024699F118D68D33B7C813C08C81B33CC3| |D034788E39721EDCD7D43AA333EC5D226F10EB0531637B148C3343983574863D01F| |274C0D331CFDAE9457089D99506EB85449B3C9DECD13B77F9F90FBE005F3287F07E| |7BA8B61BEFB71BEF7799B41EECB10767248CF313FEC68CE19DC57F807B384BE48DC| |01B3960ADF710FC09FE420FCC1BFB2BD4732A91370A6F54F7A8DC68136830C734E6| |F867EE318E7DA4C99BC03E1238572BA40DE0AC0F60AD41E412941BC6391C863602D| |E2153927D5A12FB1CEB05B3DCA7FE585278C6A927EC4B3D059F31271EF359FDE317| |6212FD26A7EBFF34BA38A69ACB1061B7E39BBDEF56DAF80366B491ABAD346221E24| |2E557DDC7DFB470C558DBF339EA6A748903A7B25C3F6586D8FFAFEAB0A168E290D7| |D77E830F35C5F428ED07F35CA1FA29C4A623BEEA88571D713AD8883F39E2DD44237| |EE4D0FF016B86DD43| |-------------------------------------------------------------------|
  4. Koopak

    Regen 3.0?

    It took till the end of the post to piece together what the hell you meant. You are suggesting IH work like a hybrid incarnate where you toggle it on and it auto detoggles at the end of its duration. I have no problems with that in concept but it wont make togglers happy, togglers want IH toto be a toggle either because it was stupid strong when it was, or because they want it to be set and forget. A timed shutdown is different from a click power solely in that its end cost is ongoing and it can be ended earlier, nome of which are things anyone cares much for it seems? But im with ya for some of the end notes more debuff resist please
  5. Ill try to put an example together tomorrow after work. Meld can be combined with high recharge and MoG to create a 45 second period of defnese caps. If you get s/l and energy caped without it it loses value. However it makes a great Alpha soak due to being a fast recharge and having no rooting so you use it as you run in. It also works well to stop defense cascades. Unrelenting when properly slotted is identical to Instant healing in hp/s but because its healing and not regen it punches through -regen which can be valuable due to many sources of -regen being -1000%. With high enough recharge all your clicks together can layer into an endless cycle and can be stacked when needed. Its a very active playstyle but the net result is much stronger if you play it well. That said many people dont want to put that much effort into surviving which is why a more passive build is hardly a bad thing.
  6. Definitely a solid build, I think you can get more out of the damage side with minimal loses but that likely woudl require dropping the defense cap in favor of Unrelenting and Shadow Meld to give bursts. This will do great for a more relaxed passive play style where you can just sit back and go burr on mobs. End is still a bit more than id personally recommend but not vastly so and you seem to have good enhancing for it. I use this for refrence to help keep track of optimal end slotting @Deadfear4 My only real complaint about the build is the Critical Strikes proc could be better placed, Spin is actually a great place for it in PvE content since the proc will check on every target hit reducing the proc rate loss from being in an AoE. Claws in general suffers from how to place that proc though.
  7. I should also add that the Sudden Accelerations are unneeded, those attacks wont be launching any mobs anywhere unless they are below your level and subject to the purple patch modifiers. https://hcwiki.cityofheroes.dev/wiki/Knockback https://hcwiki.cityofheroes.dev/wiki/Purple_Patch
  8. You are very over invested in endurance, i see a lot of Regen builds go strait for Physical Perfection, but if you look at its benefits they are very minor. Your endurance income is so high here that before factoring in Performance Shifter or Panacea you are at a net positive while cranking out your optimal dps rotation. Realistically being able to go for 2 minutes non stop is a very end efficient build so you ultimately are leaving value on the table. Keep in mind its rare you wont have a few seconds of down time regualrly. Superior Critical Strikes in Spin isnt a bad idea but the massive recharge slotting s holding it back, that proc rate will be slow. I often only use the proc itself from that set, and you could double up on two sets of 3 of Scrapper's Strike for defense. As for regen itself slotting +resist into Moment of Glory is a waste, MoG will take you to resistance caps all on its own, the only thing it needs is recharge. You are also missing Gladiator's Armor, and both Shield Wall and Reactive Defenses which give global defense and resistances for a single slot each. I wish I had a claws/regen build on hand but i don't, i could sort something for you if you don't mind the wait. In the mean time ill post my current Katana/Regen build which can handle basically anything. Its sub optimal since i jamed so many flavor powers in but replace the teleport powers with the usual kick/tough/weave and you are good to go Also ill link mid's reborn's site as you appear to be using an outdated version? https://midsreborn.com/ This Hero build was built using Mids Reborn 3.0.5.5 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Final Glint Revision 9.1: Level 50 Technology Scrapper Primary Power Set: Katana Secondary Power Set: Regeneration Power Pool: Teleportation Power Pool: Presence Power Pool: Leadership Power Pool: Speed Ancillary Pool: Soul Mastery Hero Profile: Level 1: Gambler's Cut (A) Superior Scrapper's Strike - Accuracy/Damage (7) Superior Scrapper's Strike - Damage/Endurance/Recharge (9) Superior Scrapper's Strike - Recharge/Critical Hit Bonus Level 1: Fast Healing (A) Preventive Medicine - Heal (7) Preventive Medicine - Heal/Endurance Level 2: Reconstruction (A) Preventive Medicine - Heal (3) Preventive Medicine - Heal/RechargeTime Level 4: Teleport (A) Winter's Gift - Slow Resistance (20%) Level 6: Provoke (A) Accuracy IO Level 8: Divine Avalanche (A) Superior Scrapper's Strike - Damage/Recharge (15) Superior Scrapper's Strike - Accuracy/Damage/Recharge (9) Superior Scrapper's Strike - Accuracy/Damage/Endurance/Recharge (11) Reactive Defenses - Defense (11) Reactive Defenses - Scaling Resist Damage (15) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 10: Dull Pain (A) Recharge Reduction IO (39) Preventive Medicine - Endurance/RechargeTime (48) Preventive Medicine - Heal/RechargeTime Level 12: Build Up (A) Gaussian's Synchronized Fire-Control - To Hit Buff (13) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance (27) Gaussian's Synchronized Fire-Control - Recharge/Endurance (27) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance (29) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 14: Combat Teleport (A) Endurance Reduction IO Level 16: Integration (A) Panacea - Heal/Endurance (17) Panacea - Endurance/Recharge (17) Panacea - Heal/Endurance/Recharge (45) Panacea - Heal (46) Panacea - +Hit Points/Endurance Level 18: The Lotus Drops (A) Superior Avalanche - Accuracy/Damage (19) Superior Avalanche - Damage/Endurance (19) Superior Avalanche - Recharge/Chance for Knockdown (43) Fury of the Gladiator - Chance for Res Debuff (45) Superior Critical Strikes - RechargeTime/+50% Crit Proc (45) Eradication - Chance for Energy Damage Level 20: Resilience (A) Reactive Armor - Resistance/Endurance (21) Reactive Armor - Resistance/Recharge (21) Reactive Armor - Resistance/Endurance/Recharge (23) Reactive Armor - Resistance (23) Gladiator's Armor - TP Protection +3% Def (All) (29) Aegis - Psionic/Status Resistance Level 22: Maneuvers (A) Shield Wall - Defense/Endurance (31) Shield Wall - Endurance/Recharge (31) Shield Wall - Defense/Endurance/Recharge (33) Shield Wall - +Res (Teleportation), +5% Res (All) (33) Luck of the Gambler - Defense/Increased Global Recharge Speed (49) Kismet - Accuracy +6% Level 24: Intimidate (A) Nightmare - Accuracy/Fear (25) Accuracy IO Level 26: Soaring Dragon (A) Hecatomb - Accuracy/Damage/Recharge (40) Hecatomb - Accuracy/Recharge (40) Hecatomb - Damage/Endurance (42) Hecatomb - Chance of Damage(Negative) (43) Touch of Lady Grey - Chance for Negative Damage (43) Force Feedback - Chance for +Recharge Level 28: Instant Healing (A) Preventive Medicine - Heal (33) Preventive Medicine - Heal/Endurance (34) Preventive Medicine - Endurance/RechargeTime (34) Preventive Medicine - Heal/RechargeTime (34) Preventive Medicine - Heal/RechargeTime/Endurance (36) Preventive Medicine - Chance for +Absorb Level 30: Hasten (A) Recharge Reduction IO (31) Recharge Reduction IO Level 32: Golden Dragonfly (A) Armageddon - Accuracy/Damage/Recharge (37) Armageddon - Damage/Endurance (37) Armageddon - Chance for Fire Damage (37) Armageddon - Damage (39) Achilles' Heel - Chance for Res Debuff (40) Force Feedback - Chance for +Recharge Level 35: Moonbeam (A) Thunderstrike - Accuracy/Damage (36) Thunderstrike - Damage/Endurance (36) Thunderstrike - Damage/Recharge (50) Thunderstrike - Accuracy/Damage/Endurance Level 38: Moment of Glory (A) Steadfast Protection - Resistance/+Def 3% (46) Luck of the Gambler - Defense/Increased Global Recharge Speed (39) Recharge Reduction IO Level 41: Shadow Meld (A) HamiO:Membrane Exposure (42) HamiO:Membrane Exposure (42) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 44: Revive (A) Recharge Reduction IO Level 47: Unrelenting (A) Preventive Medicine - Heal/RechargeTime (47) Panacea - Heal/Recharge (47) Numina's Convalesence - Heal/Recharge Level 49: Teleport Target (A) Range IO Level 1: Critical Hit Level 1: Brawl
  9. My thoughts for the most part minus some of the sass. I really don't think KB is that big an issue and the current "solution" is fine. Any other option, save maybe Teirusu's suggestion of kb damage, threatens to make what few issues there are much worse.
  10. Koopak

    Regen 3.0?

    As an aside, the more i experiment with Second Wind in particular the more i hate it. The requirement to be low health to get a real benefit from it means you have to be super risky with it to get optimal use, which while i in theory should love, the pay off just isn't worth it. At best it works as your priority heal that you use instead of reconstruction when its available to get a little durability boost. The actual raw +HP given isn't worth the risk because its not enough to vastly boost you hp total even when nearly dead, and the additional hp/s gained from the +hp is similarly unimpressive. This is made MUCH worse by the fact that Instant Regeneration has no max hp scaling the way Instant Healing does. Seriously i actually think Sentinals got boned with their regen and i don't understand why its always pointed to as a positive. The only thing its got going for it is you can, with optimal slotting get something like 2500 absorb+hp with a perfect Second Wind, which would translate to something like 3k on a Scrapper ideally. But realistically closed to ~2200 for sent and like ~2600 scrapper. At best this lessons the "regen cant take alpha strikes" issue which iv yapped on plenty about how thats really a tiny issue compared to the rest of the problems the set has as its solved by poping a fast cooldown.
  11. I WANT to support this wholeheartedly, but this actually exasperates one of the primary complaints. With KB made demonstratively better than KB->KD due to damage you set up a fight between two metas. The solo optimal damage meta, and the group AoE meta. This change, as much as I LOVE it, would encourage more strife between KB users and KB haters, not less. Now i don't think that issue is THAT bad, but i primarily play on Everlasting where this sort of thing seems to be less important to the playerbase than their next costume change sooooo.... If people are more chill on other servers than some of these threads have implied, then pack it, ship it. Otherwise yeah, issue.
  12. You've picked solid sets across the board. None of them have special interactions of any kind either. if there are ranked by your prefrence? Go right for that Claw/EA, youll do great.
  13. Koopak

    Regen 3.0?

    Course not, I'm saying i don't trust their applicability without looking at a built atm, particularly as they are inherently not 1 to 1 as regen is based on reducing the time it takes to go from 1hp to full, which means your hp/s is vastly different between the two ATs. That said none of my points are affected by it one way or the other.
  14. Koopak

    Regen 3.0?

    First, I dont trust those numbers, no offense. Second doing flat number comparisons is a bad idea since as different ATs the values wouldnt match when ported. Thirdly 31% regen is barely more than a numinas, I won't lose any sleep and you wont be appreciably more durable. And again this doesnt address ANY of regens issues except the minor Alpha one. Lastly, Instant Healing's duration ensures its pretty rare that itll be down when you need it. More often deaths are caused by not using it when its available than because it wasnt. I was there when IH was a toggle and I actually prefer the click now because ita an active choice on when I need it. Which is not even most fights on +4x8 And again instant regen is an absorb not effected by current max hp and Dismiss Pain cannot reach the sentinal, much less a scrappers hp cap. Infact sentinal regen still is expected to maintain Dull Pain, its just called Last Wind. Now yer welcome to continue to disagree, opinions are opinions, bit i really do hate this suggestion because it does not solve the problems I see with the set while undermining the things I like about it. P.S. If ya need numbers ill abliage after iv had time, IRL is a pain lately.
  15. Koopak

    Regen 3.0?

    Absolutely not for several reasons. Ill assume they are scaled up for melees for these. Firstly, Dismiss Pain due to being a passive is MASSIVELY weaker, and if we were to take the values of Dull Pain and just make it a passive we don't gain anything, we actually LOSE a healing tool. As it is, it is very easy to perma Dull Pain, to the point you do not need hasten and can be accomplished with minimal slotting. Additionally its +hp is so significant that most builds i do for anything other than Brute hit the HP cap with no +healing slotted in Dull Pain, even though I'm not intentionally building for +hp sets. Secondly, Instant Regeneration cannot be scaled to Instant Healing, it has to be weaker both due to it being a toggle and because due to it being absorb it boosts the build's Effective HP when Instant Healing does not. This GREATLY complicates balancing the power on top of the much more minor fact that i don't like Absorb as a solution for Regen aesthetically, but that's a minor quibble. As it is Instant Regeneration would be much weaker and gives up the ability to be much stronger for a period of time allowing you to make meaningful choices in a fight. Additionally as it is absorb it is not effected by max hp buffs which means you get less out of Dismiss Pain and Instant Regeneration together, there is no synergy while Dull Pain and Instant Healing have direct synergy. Thirdly, The only way to hit HP cap which effects the regeneration of all other powers as previously stated is to use Second Wind, which while a valiant attempt to make Revive more appealing, suffers from being a bit of a false choice between being more durable by permaing it, or being available to get back up. If this was more of an active decision than it is it would be more appealing. **EDIT** Additionally i forgot to include that the only problem the set has that is solved by the Sentinal version is taking Alpha strikes, a problem easily compensated for by proactive use of other defensive cooldowns. Sentinal version just takes it without having to think or prepare. The Alpha issue is by far the smallest of Regen's problems, such as they are.
  16. Koopak

    Regen 3.0?

    Please dear gods in the dev studio let this never happen. I don't think I will ever articulate how much i hate that idea, i would be fine with literally nearly anything else but not this.
  17. Id also note the reason for the penalty if you dont do damage to the mobs is thinks like the other night where I had a Dominator save a 3 man recluse TF by perma confusing Yin who easly murdered the rest of the Phalanx. Hell our first pull we didnt target Positron and he just fuckin died next to me. Put simply the penalty is there solely so you don't let them do ALL the fighting. As others have said, lobg as you are doing damage the net result is a positive
  18. I mean then itd be more consistent and controlable add a tiny damage buff to compensate for the chase and positioning time and I'll roll a new energy blaster soon as the patch drops
  19. First. I got that and I didnt hate it on its face, I peraonally think the IO is fine as is. In theory we are on the same side I just cant stand your "way of arguing" its rude, dismissive, and completely unhelpful to the conversation. Second. If you followed Sunsette and Super Atom's conversation to this point youd see their issues are predominantly with Energy Blast and those issues are justified, and while your suggestion MIGHT help, it wont make a real difference, so their disagreement is reasonable. Lastly. You KEEP making false equialance arguments that wanting a better solution so an entire powerset is not forced to choose between optimal slottingin its ST attacks or not shoving an enemy out of range with any and all possible attack chains is the same as power creep demands for more damage. Wanting your powerset to keep pace with the others is not unreasonable, seriously. And youve been in the threads on Regen with me, you have seen me argue vehemently that the widely considered underpowered armor is not and doesnt need huge raw buffs even though mained the set since day one of this game. So I hope that lends some credence to my argument that wanting EB to suck a little less is a reasonable desire.
  20. Your assertion that damage procs are to small to matter is provably false. Procs often offer significant damage improvement else you wouldnt see hasten global recharge proc monster meta. As for your p2w suggestion, see ALL my critique of OPs idea.
  21. Naraka who are you even talking to anymore? I feel like you are projecting ALOT of pent up frustration with the 'meta people' onto something just... Not even related. The fact is energy blast is uniquely overloaded with KB and that KB as a mechanic is inconsistent due to how the games animations work. The set does not have any other benefits and Sunsette and Super Atom are highlighting that compared to other sets this is a performance issue, one made even worse by the negative side of KB being only mitigatable by an IO that deprives them of optimal slotting further pushing the set behind. None of this thread is even related to low level content as IOs are not commonly slotted in low level characters. Even if they were I dont think its mad for people who love a set that underperforms to want to see improvement. I outright oppose the OPs proposition, but thats because EBs issue SHOULD be resolved by a balance pass, not an enhancement change, and I believe @Sunsette and @Super Atom agree but really just want an improvement, any improvement, to their issue wbich is REASONABLE
  22. Knews flash, being pedantic and dismissive os considered rude in polite society. You also regularly ignore or dimiss arguments without a counter arguement which is neither constructive nor polite.
  23. I dont personally think the fact one, very old, powerset being poorly designed is much of a reason for the proppsed changes though. Energy Blast needs a balancing pass, not a new kb toggle io. Also this is not equivalent to not sending food to starving people because you cant feed them all and that insinuation is just dumb. We HAVE a working solution, and I dont think anyone is opposing this change because it isnt perfect. Im opposing it because I believe it is actively harmful. To use that obsurd analogy, id say this proposal is like replacing said food with week old mcdonalds. Thats not an improvement and is likely worse than continuing to do what we already are.
  24. This poll has issues, in particular the option: "Players should be able to toggle it as wanted/needed." is extremely vague and could be read as exactly how things are now, which may or may not be your intent but given your expressed opinions elsewhere i assume its not. As SwitchFade mentioned, this questionnaire needs more refinement to be useful and in the end you will only get the small subset of people who read the forums and specifically the suggestions sub forum so that needs to be considered.
  25. I believe you may have misunderstood on a "magic fix" as you are reiterating my intended point. There is no magic fix, and even in a new game it would still be an issue unless the rest of the game changed around it, but thats neither here nor there. My core thesis is the existing solution as is, is the closest we will get as it empowers the player, but provides a cost for removing the need to think about positioning or the risk of breaking up AoEs. That the issue of harassment and outcasting is something that cannot be solved by anything less than changes we all agree would be unacceptable. And lastly that any changes that make the first part easier and less costly will not only have sweeping balance effects but also make the harassment and outcasting issue exponentially worse. Maybe I am also misunderstanding you as well, but i don't think we disagree on the problem, we disagree on the solution, because I believe that the existing KB->KD IO is well worth its cost in most powers where it is a significant issue baring unique exceptions, and because I am very certain that a single global IO, or toggle will result in more harassment, not less. That is not to say that there are not powers, like Nova, that should get a look.
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