
archgemini24
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From what I have experienced playing Regen versus other sets (Shield, Fire, WP, and PB's Luminous Aura. Yes, I'll get to that.), I agree that Regen has come to lag a bit since its IH-toggle heyday. Its lack of mitigation diversity means it does not have as many I/O options as other sets, and its dependence on clicks eats into a character's offensive output to such a degree that it should provide better mitigation in return for that loss. My aim would be to leave the nature of the set alone, so that Regen is more like "Self-Empathy" versus the "classic" Regen (which is now WP). The current passives (Fast Healing, Quick Recovery, and Resilience) could receive debuff resistance. Which ones in which powers are debatable, but I was thinking give each passive a bit of all of them, meaning you have to take all 3 to have the full scope of debuff resistances. Sentinel Revive would just be a straight upgrade, and I don't know why every other Regen didn't get it. I am of several minds on Instant Healing, so let me know what you think of these options I have seen scattered around. Most of these would make IH the capstone of the set, IMO, so it could also be moved to 38: - A toggle version of "Instantly healing Y percentage of damage on impact (where Y is slottable to heal more per hit)"... this one has already been mentioned to much acclaim - A click version of the above, where recharge is either unenhanceable in return for greater value (better Y), or a lesser base heal and the recharge on the power makes it capable of being made permanent. As a precedent, Peacebringers can get Perma-Lightform, on top of all the other heals and buffs that come with Luminous Aura. Lightform (which has endurance recovery to help match QR), Essence Boost (Dull Pain), and Restore Essence (Reconstruction) brings PBs within a few points of mez protection of Regen if you consider capped resistance close to parity with the regeneration part of Regen. Light Form is 90/300. Let's go with that. Still needs some work to make perma, but doable: 233% additional recharge needed. - A click Heal with an instant or short recharge, but a very heavy endurance cost and/or Recovery Debuff (like an Overclock). - Return of Toggle IH with adjusted values. Probably down, but as a t9 could it be potentially left alone. I would like to see MoG get better uptime via reduced recharge rather than increased duration and moved up in the selection to make room for a better IH at 38. I like the Defensive Build-up style of "new" MoG, but it is not available often enough to warrant the pick outside of a LotG mule unless you are playing with some hyper recharge build that is trying to shuffle between MoG, Shadow Meld, and Barrier Destiny perpetually.
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You also do not mind a little more KB, which helps you get more of the 6-slot bonuses, whereas if I don't slot Sudden Accelerations everywhere (I would love a switch where I could flip all my KB to KD or even just remove it entirely), I might as well roll something else for as little as I am going to enjoy it. Carrying Medium Lucks instead of Smalls is not that big a loss when I need a "Survive all the Things" moment, I suppose. I just wanted to see how far I could push the Defense because misses help avoid mezzes and slows (the bane of Perma-Light). I am going to have to see if I can't mock something I might like for Dual-Forming in a similar manner you did: Human/Nova with Dwarf to mule. For me, though, it's more Sudden Accelerations on a build that is already going to be hurting for slots even more than normal. Thank you for all of this, though. I have been trying to figure out something for my PB for years that could not be simply replicated by one of my Brutes or Scrappers with a couple ranged abilities from an Epic Pool.
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I believe Glinting Eye is the extra attack usable for Nova. Gleaming Bolt is the extra for Dwarf, which it looks like you did not pick. Patch notes in the Linky.
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I am thinking this may be the first character in which I fully utilize two builds: one for Human-only (although I am struggling a bit to put together a build that has 32.5% Defense to M/R/AoE and enough recharge for Perma-Light Form if not Perma-Hasten, and decent Psi resistance: I can get in the 20s for Defense and mid 50s for Psi), and one for Form-utilization (where I pretty much give up on the Defense part due to not caring for toggles). I like the forms, but being one small Luck away from the Defense softcap and the Resistance Hard-cap to all but Psi is damn tempting, even if I give up a bit of utility in the Forms.
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Reimagining one my mains as a Brute, and stumbling over how to get to 32.5% to all positions outside of using a Barrier Destiny. I was thinking if any would be left behind, it could be Range, but I figured I should submit the build to the wolves before I commit. Darkest Night will help, but any ways to improve the build are welcome. I would certainly not being able to pull the Numina unique out of Reconstruction, but I needed the 3.75% to Range. I am also not married to position-defense, but would getting the equivalent in S/L, E/N, and F/C require giving up too much in the way of other bonuses? I plan to play him like a Bulky Scrapper rather than a full on point-Brute, thus the lack of Taunt. Hero Plan by Mids' Hero Designer 2.22 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Magic Brute Primary Power Set: Dark Melee Secondary Power Set: Regeneration Power Pool: Speed Power Pool: Leaping Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Soul Mastery Hero Profile: Level 1: Smite -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(23), SprBrtFur-Acc/Dmg/Rchg(23), SprBrtFur-Dmg/EndRdx/Rchg(27), SprBrtFur-Acc/Dmg/EndRdx/Rchg(27), SprBrtFur-Rech/Fury(29) Level 1: Fast Healing -- Heal-I(A), Heal-I(7) Level 2: Reconstruction -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(3), NmnCnv-Heal/Rchg(29), NmnCnv-Heal/EndRdx/Rchg(33), NmnCnv-Heal(34), NmnCnv-Regen/Rcvry+(36) Level 4: Quick Recovery -- PrfShf-End%(A), PrfShf-EndMod(5) Level 6: Hasten -- RechRdx-I(A), RechRdx-I(21) Level 8: Siphon Life -- HO:Nucle(A), HO:Nucle(9), HO:Nucle(9), HO:Golgi(11), HO:Golgi(11), HO:Golgi(13) Level 10: Dull Pain -- HrmHln-Heal/EndRdx(A), HrmHln-EndRdx/Rchg(34), HrmHln-Heal/Rchg(34), HrmHln-Heal/EndRdx/Rchg(36), HrmHln-Heal(36) Level 12: Combat Jumping -- LucoftheG-Rchg+(A), LucoftheG-Def(13), ShlWal-ResDam/Re TP(15), Rct-ResDam%(15) Level 14: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def(19), LucoftheG-Def/EndRdx(19) Level 16: Integration -- NmnCnv-Heal(A), NmnCnv-Heal/EndRdx(17), Heal-I(17) Level 18: Boxing -- Empty(A) Level 20: Resilience -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(21) Level 22: Tough -- ResDam-I(A) Level 24: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(25), LucoftheG-Def/EndRdx(25) Level 26: Soul Drain -- Erd-Dmg(A), Erd-Acc/Rchg(43), Erd-Dmg/Rchg(43), Erd-Acc/Dmg/Rchg(43), Erd-Acc/Dmg/EndRdx/Rchg(46), Erd-%Dam(50) Level 28: Instant Healing -- RechRdx-I(A), RechRdx-I(42) Level 30: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(31), GssSynFr--ToHit/Rchg/EndRdx(31), GssSynFr--Rchg/EndRdx(31), GssSynFr--ToHit/EndRdx(33), GssSynFr--Build%(33) Level 32: Midnight Grasp -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(37), SprUnrFur-Acc/Dmg/Rchg(37), SprUnrFur-Dmg/EndRdx/Rchg(37), SprUnrFur-Acc/Dmg/EndRdx/Rchg(39), SprUnrFur-Rchg/+Regen/+End(39) Level 35: Gloom -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(39), Thn-Dmg/Rchg(40), Thn-Acc/Dmg/Rchg(40), Thn-Acc/Dmg/EndRdx(40), Thn-Dmg/EndRdx/Rchg(42) Level 38: Moment of Glory -- LucoftheG-Rchg+(A), RechRdx-I(42) Level 41: Darkest Night -- EndRdx-I(A) Level 44: Dark Obliteration -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(45), SprFrzBls-Acc/Dmg/EndRdx(45), SprFrzBls-Acc/Dmg/Rchg(45), SprFrzBls-Dmg/EndRdx/Acc/Rchg(46), SprFrzBls-Rchg/ImmobProc(46) Level 47: Shadow Maul -- Obl-Dmg(A), Obl-Acc/Rchg(48), Obl-Dmg/Rchg(48), Obl-Acc/Dmg/Rchg(48), Obl-Acc/Dmg/EndRdx/Rchg(50), Obl-%Dam(50) Level 49: Vengeance -- LucoftheG-Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Fury Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(5), Prv-Absorb%(7) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3) Level 50: Agility Core Paragon ------------
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Let's talk about the Knockdown Proc.
archgemini24 replied to Galaxy Brain's topic in Suggestions & Feedback
Checked out your primer on options, and I would love a Null the Gull option to just turn all my KB into KD. I think your suggestion would be the easiest way to go about it: a global setting for the character that drops KB mag on every power on said character to 0.67. -
Unfortunately not. You eat the full 20% for 10 seconds. As has been mentioned, there are ways to offset that portion, but the -Def was enough to push me to other sets to use with Shield, because if I need inspirations/overbuilding to fix that hole, I might as well run an entirely different melee set and not worry about any part of the crash at all, and use said inspirations/overbuilding to drive me further up.
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Let's talk about the Knockdown Proc.
archgemini24 replied to Galaxy Brain's topic in Suggestions & Feedback
I feel like Peacebringers are the big winners and losers of the KB->KD enhancement. Energy Blast users, too. Runner-up winners are Fire Controllers and Storm Summoners (Fire/Storm together lumps them in with PBs and Energy Blast). Winners in that it makes their sets play better together (all that AoE in Luminous Detonation, Solar Flare, Dawn Strike, and Photon Seekers, and only the first attack launched is usable). For Fire controllers, Bonfire is amazing with the conversion to KD. I might lose some damage, but I can open with Bonfire or Flashfire + Fire Cages and go to work. At worst, the enhancement makes Bonfire a "power-tax" in that it goes from an almost skippable power to a must-have. PBs are losers in that it really does feel like an IO tax on an AT that already finds itself starving for slots (Tri-form, in particular). My human-form only PB uses 6 Sudden Accelerations in his build (Gleaming Blast, Radiant Strike, and the 4 AoEs previously mentioned). That is 5 6-slot bonuses I am potentially missing and a 5-slot bonus (I have a FF proc in Solar Flare). Energy Blast and Fire/Storm would be in a similar boat. -
Please revert the Rage change.
archgemini24 replied to MalphiteMeIRL's topic in Suggestions & Feedback
Good thing I looked into this before I rolled out this awesome idea I had in my head for a SS/Shield Brute or Shield/SS Tank: that level of unresistable -Def would have broken the combo if I planned on playing it to be the point for top-tier content (perhaps even for any content where a +Def power was not available). A few points: If the -Def cannot be removed, can it be offset by adding an offsetting amount of +Def in the same bucket of Crash effects? If the idea is that -Mitigation must be included as part of the crash (I believe the -Dmg and -End are enough), it should affect secondaries equally, at least on paper, so if the -Def must stay, add an equal amount of -Res (but doesn't Resistance inherently reduce the effects of Resistance debuffs?). I don't want to see -40% Res added to the Crash, though, as that would make the set unplayable for everyone... I really like the combined ideas of: - Removing the -Def portion of the Crash so that no Mitigation set is so distinctly impacted versus any other, - Lowering the values of Rage's +ToHit/+Dmg (+10/+50) so that double stacking (+20/+100) only marginally eclipse's today's single-cast values. This means the -Dmg and -End penalty stay in place in exchange for the periods where the player effectively has Build-up, and, - Adding a close-range "Collateral" AoE to some of SS's powers (all except Footstomp, maybe?) to make up for the loss of +40/+160 that double stacking gained. The hope being this would make the rest of the set more palatable to play, and less reliant on Rage and Footstomp. Mostly, I just want to play the combo I had in mind without having to worry about if critters are going to drop the right inspirations so I'm not flirting with Death every two minutes simply because I chose a Defense set.