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Koopak

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Everything posted by Koopak

  1. 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.
  2. 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.
  3. 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
  4. 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
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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
  14. 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
  15. 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.
  16. 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.
  17. 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
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. If you want to 100% put a stop to people being assholes about other people using knockback, then the only solution is to not allow people to play with knockback. You cant make people be nicer, only make it harder for them to justify to themselves being mean. Personally? I prefer the IO solution as is, it allows granular, per power choice on where to convert KB to KD, its an excellent tool and allows you to remove components you don't like. I assume you and most others here realize that there will always be 'that guy' in varying amounts unless you physically remove the ability for 'that guy' to complain. So my point here is: I believe any change that makes it easier to convert KB to KD will only make 'that guy' worse and more common until we outright forcibly convert all KB to KD. I hope that is clear, and I hope everyone here can agree that removing KB entirely from the game is just not an acceptable answer. Thus, i propose that the current system is the best we can reasonably ask for at this time baring one of the devs drinking their body weight in coffee and licking timespace until the code produces a superior form of KB that magically always goes in just the right direction and just the right distance.
  23. They are, but there only two ways to stop that and they both blow. Remove the IO, or remove all KB in the game. The first one STILL leaves room because of "i don't team with EB blasters because of KB". The current solution allows people to resolve the issue, only on powers where its an issue for them specifically, grants significant build decisions, AND keeps the 'barrier' to 'fixing' the KB 'issue' those sets have vague and significant enough to quiet some people down. I feel that the amount of harassment on this topic is largely overblown, but maybe that's just Everlasting being more chill. As Player-1 said though KB can be just as much a boon as a curse, its a tool, and seeing excellent use of it is one of the things that made me dive into a huge Warshade build that i am so happy to have and play now.
  24. Koopak

    Regen 3.0?

    At risk of repeating myself, i very much don't feel regen suffers in raw performance when discussing incoming damage survived assuming you use your active powers well. I believe its the vulnerability to debuffs and lack of compensation for time spent using actives that holds the set back. Other sets getting 2/3s of the passive regen of Regen isn't that big a deal because the resulting hp/s is much higher on Regen when you finish factoring everything. Conceptually i get your opinion about wanting a more passive set, but no, god no, please no, not now, not ever. Regen is unique in how active it is, Bio is the only thing even close, and while sure Wolvy isn't exactly focusing to regenerate, he is pushing through pain and such and clicking powers just in time to survive feels much more like a visceral "fuck you" to the mobs. You are actively pushing through and putting effort into your survival in a way other sets physically cant, and that feels GREAT Absorb is constantly suggested and i still hate it, dont get me wrong it does help with the alpha issue, but resistance would do that too and as it is Regen's resistances are VERY low, so buffing them isnt going to step on any resist sets toes.
  25. That is an equally if not MORE loaded poll. PF's asks if people fell it needs to be changed or removed and their general opinion on it as a mechanic. Yourse proposes which mechanic they "prefer" you can EASILY prefer Knockdown while enjoying Knockback and wanting it kept in the game. In fact one could argue thats EXACTLY the opinion held by everyone in this thread who says the current IO solution is fine and uses them. I think arguing over poll data is a huge mistake in this discussion anyways, how people feel about the mechanic is only one component of the argument, and an extremely difficult to quantify one at that. Let alone with polls that don't even represent a significant portion of the actual active, player base.
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