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archgemini24

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Everything posted by archgemini24

  1. A Bad Build Decision within a Bad Build Decision: I like building for Positional Defense more than Typed if I have to start from scratch (the first Bad: building for S/L/E seems to be more popular) . I further compound it by not building one of the positions to the soft-cap, but I admit to running a base-form-only Peacebringer with 32.5% M/R/AoE Defense and I enjoy the bejeezus out of him. If I need to truly crank his survivability, a Luck gets him to 45% and a Good Luck gets him to 57.5%, just short of the Incarnate Soft-Cap.
  2. Add HEATs and VEATs to that list either above or below Sentinels, and that list reflects mine. When people have been consistently talking about entire ATs needing love, a look seems warranted. Similar but smaller scale for powersets (Regen and Kinetic Melee). Smaller may not be right, though: Regen seemingly gets a post with considerations for adjustments every other week. That said, I admit to a personal desire for HEATs and Regen to get a review: I am not a big badger, but two of the characters I actually try to run story arcs with are my /Regen Brute and my Peacebringer.
  3. Didn't look over all the pages, but I read enough to share most of the sentiments here. If I cannot blindly walk into any +4/x8 mission (save AVs) and make good time on it (my caveats include trips back from the Hospital or using whatever pops up in my "burn" column of Inspirations) while occasionally surviving the times I aggro the group slightly down the hall, the character does not get the label. I have a bunch of +3/x8s who can +4/x8 the easy stuff and go into Dark Astoria at +4/x8 (which is a bit misleading since they walk around at 53 in there), and probably have some among those that could get the label with a better driver. The only character I have that can get the label in spite of me is my Shield/Dark Tank.
  4. Funny you mention -tohit, lol! My Primary is Dark and I run Soul for Darkest Night, so I am stacking -ToHit and some mid-chain healing, as well. Admittedly, the -tohit is reduced in strength, but I manage to get out enough debuffs to prevent the same from happening to me.
  5. All fair points. I always figured all the Heal Procs firing could be a huge boon to SR, but hopefully not so much that it made the set too... yo-yo-like above and below the health values needed for bonus Resistance. My Regener built for Defense after Recharge and Recharge Resistance hoping I could avoid most of the initial salvo of attacks and some of debuffs, and then defeat a significant portion of the group and have any debuffs worn off by the second salvo. I'll have to DM you to talk shop, because I would have liked to build for Resistance since I feel it plays better with Regen, but I did manage to get 40% S/L Defense (45 with the Amplifier, but only because the build isn't finished) and damn does it make me almost feel like I have a solid secondary.
  6. I think the rationalization for SR was that when they are closer to defeat, they enter something like bullet-time where they turn the full impact of attacks into glancing blows and blows at less vital points. As far as Regen getting near-defeat bonuses, I do not think you need to break the Cottage rule for that: the powers would still perform the functionality that they started with and have the slotting options. It would just be an unenhanceable add-on similar to SR's passives. At this point, cascading defensive failure might have already set in due to debuffs the character has already been hit with (could these be coded to be debuff immune?), but this could also have the side-effect of acting as debuff avoidance (debuffs can't affect what they don't hit). The only issue would be if the character regenerated or healed enough to shed the defense bonuses, then immediately ate a follow-up wave of attacks. SR has the same problem to a lesser degree, but they do not have an in-set way to heal themselves out of losing that Resistance the way Regens can.
  7. I often wondered if that -ToHit was tacked onto RttC just to make it drop when mez-overwhelmed. How critical is it to the set's toughness, really?
  8. That is the method I used since I came back. The first email I sent had an attachment with something I know I put in (like an inf amount that has meaning to me or specific messaging; i forget off-hand) as a check. That was a few years ago. Everything since has been replies to that message.
  9. I would argue both human-only Kheldians benefit from the Defensive Amplifier even if only for the extra mez protection, but the Warshade definitely benefits from the Amplifier since Eclipse does not provide any Mez protection, which is still kind of sad since it would have made perfect sense to give it 1 point per enemy hit.
  10. I completely understand. Powers and adjustments are the reasons I pick one server over another for certain builds. Kheldians and /Regen got a lot of the TLC that have been discussed at length (several times, in Regen's case) never got the go-ahead here. That said, the pendulum swings both ways. I could not imagine rolling my Shield/Dark Tank anyplace other than HC with the current changes to Dark Melee (even if they were the pared down changes) and the Tanker AT as a whole.
  11. Posting in response to lots of various good ideas presented in the thread so far. A submission that reflects a rebuild I am considering for my DM/Shield Scrapper, for review. A few points of interest: - 47% + to M/R/AoE, so there is some buffer. - Gapless Smite/Siphon Life/Smite/Midnight Grasp with full damage and heal slotting for Siphon Life. - Shadow Maul and Touch of Fear (Proc Bomb) instead of Spring Attack, which will see more use over time than Spring Attack would, and ToF can slot a -Res Proc. If you really want Spring Attack, you could sub it for one of the two. You could also go with one +5 Acc IO and 5 Procs in ToF. Pity they don't have the range of the Tanker versions... - Victory Rush to help with Endurance. If I understand Mids correctly, a Boss is a "3" on the Rank slider. You could also just go with Ageless Destiny if you want to grab different filler powers. This Hero build was built using Mids Reborn 3.0.5.9 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Level 50 Magic Scrapper Primary Power Set: Dark Melee Secondary Power Set: Shield Defense Power Pool: Leaping Power Pool: Leadership Power Pool: Speed Power Pool: Fighting Hero Profile: Level 1: Smite -- SprCrtStr-Acc/Dmg:50(A), SprCrtStr-Dmg/Rchg:50(19), SprCrtStr-Acc/Dmg/Rchg:50(21), SprCrtStr-Dmg/EndRdx/Rchg:50(21), SprCrtStr-Acc/Dmg/EndRdx/Rchg:50(23), SprCrtStr-Rchg/+50% Crit:50(25) Level 1: Deflection -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def:50(3), LucoftheG-Def/EndRdx:50(3) Level 2: Battle Agility -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def:50(5), LucoftheG-Def/EndRdx:50(5) Level 4: Shadow Maul -- Erd-Acc/Dmg/Rchg:30(A), Erd-Acc/Dmg/EndRdx/Rchg:30(25), Erd-%Dam:30(27), ClvBlo-Acc/Dmg:50(27), ClvBlo-Dmg/EndRdx:50(29), ClvBlo-Dmg/Rchg:50(29) Level 6: True Grit -- NmnCnv-Heal:50(A), NmnCnv-Heal/EndRdx:50(40), NmnCnv-Heal/Rchg:50(40), ImpArm-ResPsi:40(40), ImpArm-ResDam:40(43), ImpArm-ResDam/EndRdx:40(46) Level 8: Siphon Life -- HO:Nucle(A), HO:Nucle(11), HO:Nucle(11), HO:Golgi(17), HO:Golgi(17), HO:Golgi(19) Level 10: Active Defense -- RechRdx-I:50(A), RechRdx-I:50(39) Level 12: Combat Jumping -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def:50(13), LucoftheG-Def/EndRdx:50(13) Level 14: Maneuvers -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def:50(15), LucoftheG-Def/EndRdx:50(15) Level 16: Against All Odds -- EndRdx-I:50(A) Level 18: Super Jump -- Jump-I:50(A) Level 20: Phalanx Fighting -- ShlWal-ResDam/Re TP:50(A) Level 22: Hasten -- RechRdx-I:50(A), RechRdx-I:50(23) Level 24: Boxing -- Empty(A) Level 26: Soul Drain -- Obl-Acc/Rchg:50(A), Obl-Dmg/Rchg:50(31), Obl-Acc/Dmg/Rchg:50(31), Obl-Acc/Dmg/EndRdx/Rchg:50(31), Obl-%Dam:50(33), ScrDrv-Acc/Rchg:50(33) Level 28: Grant Cover -- Rct-ResDam%:50(A) Level 30: Tough -- GldArm-3defTpProc:50(A), RctArm-ResDam:40(48), RctArm-ResDam/EndRdx:40(48), RctArm-ResDam/EndRdx/Rchg:40(49) Level 32: Midnight Grasp -- SprScrStr-Acc/Dmg:50(A), SprScrStr-Dmg/Rchg:50(33), SprScrStr-Acc/Dmg/Rchg:50(34), SprScrStr-Dmg/EndRdx/Rchg:50(34), SprScrStr-Acc/Dmg/EndRdx/Rchg:50(34), SprScrStr-Rchg/+Crit:50(36) Level 35: Shield Charge -- Arm-Dmg:50(A), Arm-Dmg/Rchg:50(36), Arm-Acc/Dmg/Rchg:50(36), Arm-Acc/Rchg:50(37), Arm-Dmg/EndRdx:50(37), Obl-Acc/Dmg/EndRdx/Rchg:50(37) Level 38: Weave -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def:50(39), LucoftheG-Def/EndRdx:50(39) Level 41: Touch of Fear -- Mlt-Acc/Dmg:50(A), ScrDrv-Acc/Dmg:50(42), Arm-Dam%:50(42), FuroftheG-ResDeb%:50(42), Erd-%Dam:30(43), GlmoftheA-Dam%:50(43) Level 44: Tactics -- GssSynFr--ToHit:50(A), GssSynFr--ToHit/Rchg:50(45), GssSynFr--ToHit/Rchg/EndRdx:50(45), GssSynFr--Rchg/EndRdx:50(45), GssSynFr--ToHit/EndRdx:50(46), GssSynFr--Build%:50(46) Level 47: One with the Shield -- StdPrt-ResDam/Def+:30(A), StdPrt-ResDam/EndRdx:30(47), EndMod-I:50(47), EndMod-I:50(48) Level 49: Victory Rush -- EndMod-I:50(A) Level 1: Brawl -- Empty(A) Level 1: Critical Hit Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Empty(A) Level 1: Health -- Pnc-Heal/+End:50(A), NmnCnv-Regen/Rcvry+:50(7), Mrc-Rcvry+:40(7) Level 1: Hurdle -- Empty(A) Level 1: Stamina -- PwrTrns-+Heal:50(A), PwrTrns-EndMod:50(9), PrfShf-End%:50(9) Level 18: Double Jump Level 50: Agility Core Paragon ------------
  12. Light Form. PBs don't have whole lot to hang their hats on, but the linchpin of almost any PB playstyle is a good one.
  13. You either remember correctly or we both don't, lol! Sudden Acceleration only converts KB to KD. It does not add a chance to KB. Possibly why it is not unique?
  14. I don't export enough, so I had to figure out some Mids stuff, but maybe you can work from this as a template based on your posted build: It has Touch of Fear and Cross Punch for Melee AoE instead of Spring Attack, but should see far more use. Still has Super Jump at 14. Runs minimum 46% Defense to M/R/AoE without any set bonuses that might come from slotted attacks. I will echo Doomguide's suggestion to run 47-48%, but that should be fairly easy to get. A bit end-hungry, but can either be filled by Incarnate powers or Dark Consumption (with this slotting, 2 enemies will refill the bar every 70 seconds, at worst). Also has the Performance Shifter proc in Stamina and Physical Perfection. A ranged option for runners is lacking, but that was lacking before, so leaving that out doesn't feel like a big issue. Could swap in Laser Beam Eyes for Cross Punch if you wanted something, though. This Hero build was built using Mids Reborn 3.0.5.6 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Level 50 Magic Brute Primary Power Set: Dark Melee Secondary Power Set: Super Reflexes Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Ancillary Pool: Energy Mastery Hero Profile: Level 1: Smite -- Empty(A), Empty(7), Empty(7), Empty(9), Empty(9), Empty(11) Level 1: Focused Fighting -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def:50(3), LucoftheG-Def/EndRdx:50(3) Level 2: Shadow Maul -- Empty(A), Empty(11), Empty(15), Empty(15), Empty(19), Empty(19) Level 4: Focused Senses -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def:50(5), LucoftheG-Def/EndRdx:50(5) Level 6: Touch of Fear -- Empty(A), Empty(21), Empty(21), Empty(25), Empty(25), Empty(27) Level 8: Siphon Life -- Empty(A), Empty(27), Empty(31), Empty(31), Empty(31), Empty(33) Level 10: Practiced Brawler -- RechRdx-I:50(A) Level 12: Agile -- ShlWal-ResDam/Re TP:50(A), ShlWal-Def:50(13), ShlWal-Def/EndRdx:50(13) Level 14: Super Jump -- Empty(A) Level 16: Dodge -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def:50(17), LucoftheG-Def/EndRdx:50(17) Level 18: Dark Consumption -- PreOptmz-Acc/Rech:50(A), PreOptmz-EndMod/Acc/Rech:50(33), PrfShf-EndMod/Acc/Rchg:50(33), PrfShf-Acc/Rchg:50(34), PrfShf-EndMod/Rchg:50(34), PrfShf-EndMod/Acc:50(34) Level 20: Evasion -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def:50(36), LucoftheG-Def/EndRdx:50(37) Level 22: Combat Jumping -- Rct-Def:50(A), Rct-Def/EndRdx:50(23), Rct-ResDam%:50(23) Level 24: Boxing -- Empty(A) Level 26: Soul Drain -- Empty(A), Empty(37), Empty(37), Empty(39), Empty(39), Empty(39) Level 28: Lucky -- GifoftheA-Run+:40(A), GifoftheA-Def:40(29), GifoftheA-Def/EndRdx:40(29) Level 30: Tough -- StdPrt-ResDam/Def+:30(A), GldArm-3defTpProc:50(46) Level 32: Midnight Grasp -- Empty(A), Empty(40), Empty(40), Empty(40), Empty(42), Empty(42) Level 35: Weave -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def:50(36), LucoftheG-Def/EndRdx:50(36) Level 38: Quickness -- Run-I:50(A) Level 41: Focused Accuracy -- GssSynFr--ToHit:50(A), GssSynFr--ToHit/Rchg:50(42), GssSynFr--ToHit/Rchg/EndRdx:50(43), GssSynFr--Rchg/EndRdx:50(43), GssSynFr--ToHit/EndRdx:50(43), GssSynFr--Build%:50(45) Level 44: Physical Perfection -- PwrTrns-+Heal:50(A), PrfShf-End%:50(49) Level 47: Cross Punch -- Empty(A), Empty(47), Empty(47), Empty(48), Empty(48), FrcFdb-Rechg%:50(48) Level 49: Hasten -- RechRdx-I:50(A) Level 1: Fury Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Run-I:50(A) Level 1: Hurdle -- Jump-I:50(A) Level 1: Health -- Pnc-Heal/+End:50(A), Mrc-Rcvry+:40(45), NmnCnv-Regen/Rcvry+:50(45) Level 1: Stamina -- PwrTrns-+Heal:50(A), PwrTrns-EndMod:50(46), PrfShf-End%:50(46) Level 14: Double Jump Level 50: Freedom Phalanx Reserve Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion ------------
  15. Maybe take two of the slots from Superior Conditioning and put them into Focused Accuracy, and shift the Adjusted Targeting set to Gaussian's? The set has some pretty good bonuses throughout, and has 2.5% Def to M/R/AoE at 6-slots. Maybe it frees up some other slotting options or gets you some Debuff padding? It will take some savings, but I like Siphon Life with 3 Nucleolus (Acc/Dam) and 3 Golgi (Heal/End Redux), but you'd need to find a power for the Brute's Fury set you have there.
  16. Hyrule Warriors: Age of Calamity with one of my minions, a collection of various Sonic the Hedgehog games with the other, and moving my house around as part of a remodel for the wife. ... I don't get to play as much as I would have liked to begin with.
  17. And now I am wondering what a Light or Umbral Mastery pool would look like with Sunstorm and Shadowstar as Patrons (and Light/Umbral Mastery APPs, or are those covered under Energy and Dark?). Which AT would the pools most resemble, if any? Or do Kheldians get something entirely different as a bone thrown to them? I would certainly not be opposed to a few buffs or tweaks to current powers and the Inherent in lieu of not getting a pool (Conserve Power can become an Energize clone anytime, for example).
  18. My Shield/Dark/Soul Tanker is just about everything I expected she would be. The AoE changes to Dark Melee and Tankers combined to make it a go-to secondary. Siphon Life fills the Healing gap, Dark Consumption (Still needs love, but it's there as an option) or Ageless Destiny fills the Recovery portion, and even the T9 is complementary to the set if you mess with T9s like that. And on the Tanker, I can get the combination to 59%. Given the level shifts, it actually feels equally difficult at times to run missions in Dark Astoria as PI, which means I get a nice change in pace from what enemies groups I fight. It does not the have the sometimes very big crunchy numbers of my DM/Shield/Fire Scrapper, but I am happy to leave that for other team members should it ever be necessary.
  19. To add: could the heal from Reconstruction and Dull Pain were based around a percent of max HP (whatever it is at the time) instead of being based on the base HP of the AT? So, my 2 inf for suggestions this time around: - Recharge, Heal/Regen, and Recovery debuff resistance in a combination of Fast Healing, Quick Recovery, Resilience, and Integration. Maybe Reconstruction, too? - Base recharge for Reconstruction reduced to 40 seconds (matches Healing Flames). - Instant Healing has a minor-to-moderate instant heal before the standard regen portion. Also, shameless plug for a 90-second duration/300-second duration even if there is a 15-30 second Recovery crash afterwards. - All the heal portions from powers with a Heal (Reconstruction, Dull Pain, and now Instant Healing) heal for a percentage of current Max HP instead of baseline Max HP. This way, a 50% heal is always 50%, even if the character has Dull Pain and +HP buffs running. - Revive gets X seconds of +recharge, +regen, and +recovery if used while alive (like an Overclock), and Y seconds of the same buff if used while defeated after the untouchable period. The +Recharge would be time to get the other clicks back online if they were used before being defeated, and acts as an offensive buff (outside of the Recovery from QR) that the set lacks. - 5 more seconds on Moment of Glory. I freely acknowledge that if all this were to be implemented that Regen might be one of the hardier sets if played well (certainly back into parity) and, honestly, that's kind of the point. In my opinion, the sets that require more attention, aren't available all the time because of cooldowns, and reduce DPS to use should be more rewarding from a survival standpoint if played well.
  20. Too true on the slot-crunch! But a Kheldian taking the forms is less likely to take the combination of potential "gamebreaking" pools (my guess on this set is Hasten, Combat Jumping, Leadership, Fighting, and Hover: which are admittedly the combination I have on my Human-only PB, lol!) since it is dependent on a lot of toggles that get turned off during the shuffle. My Tri-form build runs Hasten, Stealth for the LotG Uniques, and Force of Will (Unleash Potential). Khelds just came to mind because they do effectively get a "travel-only, but at the cost of an Epic" 5th pool (a 6th and 7th if you include the Forms), and I was wondering how much of a difference it would make if they effectively got their choice of Travel and Supplement. I'd prefer Hover and Fly on my Warshade as a matter of convenience and theme, but I imagine there are some PBs for whom Recall and Teleport would match for them, or Combat Jumping and Super Jump. I'd say Hasten and SS, but there is no way in hell that's happening: it would be Flurry and SS or, at best, something on the order of Quickness from SR: the slow resistance would be nice, though.
  21. Is it reasonable to look at Kheldians as a sample of how this already works? They get a forced Travel at lv1 and a supplement from the same pool at lv10, but they do not count among pools (or even powers) taken (so it kind of aligns with a suggestion that a travel pool not cost a pool pick), and it hasn't broken them. They could still just have other issues keeping from from brokenness, though. Flipside of those freebies is they don't get EPPs/APPs, and they don't get the option of all the powers from their forced Travel pool (I wouldn't mind getting an Air Superiority-like power on my PB), so I guess its not entirely free.
  22. A classic attack chain for Scrapper Dark Melee is Smite-Siphon Life-Smite-Midnight Grasp (Tanks and Brutes slide Gloom in there somewhere). As for Cross Punch, I honestly don't know. To theorycraft, if you need potential recharge buffing, it can hold a FF proc and it's a quick cone AoE, so it can supplement Shadow Maul and Touch of Fear. From a power investment standpoint, if you already took the Fighting Pool it's only 1 more power, but it might be a matter if you can spare the slots to make it serviceable.
  23. I don't run Dwarf Form to know if Dwarf Flare works while not on the ground, but Solar Flare does work while airborne. The animation I use (and maybe is the new default) is a hand-clap.
  24. <Dons flamesuit> Toggle Instant Healing and Rage Defense crashes that could be worked around.
  25. This is the part that sticks with me the most about Regen, and not just on the "back-end" where a player uses said clicks. There is also more attention on the "front-end" that has to be paid to that Green bar to help make the best use of the clicks, whereas other mitigation sets either have one click to manage (Dark Regen, Dull Pain, Healing* Flames) or said click acts as an attack (Burn, Shield Charge), further reducing overall risk. I am also going to bring up a power that is probably beneath most of the people reading this, but does Rest also deserve a mention, especially since it is a now a zero-recharge power rather than the 10-minute, then 3-minute cooldown it used to have? Only asking because with that power always available, sets that do not have to manage clicks/cooldowns have a power that can effectively "erase" the damage inflicted between spawns, so their mitigation only has to hold up for one mob at a time, whereas if Regen got caught with a problematic spawn, their powers may not be available for the next.
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