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Hero Star

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Posts posted by Hero Star

  1. 1 hour ago, hejtmane said:

    My favorite has become Ice/EA a softcap on most then ice patch + caltrops keep a lot of things from attacking you

     

    I do have a claws/ea to 42 it's good but I still prefer ice patch now if I could just get the devs to fix greater ice sword

    Ice Patch is one of my favorite utility powers, and it makes exemplaring to lower levels more fun and is so helpful on lower level teams.

  2. I finally started mine. I'm at lvl 32 and already like it better than my lvl 50 Axe/Bio. The knockdown are so helpful for Bio and being able to Lightning Rod into a mob and use Parasitic Aura is a great set up for a fight. I wish Axe Cyclone's knock down was immediate rather than an "after effect". Electric is truly the knockdown king.

     

    Level 32 is normally when I start diving into power pools for more survivability, but the toon is doing decent in that area so I just took CJ as a LotG mule and better mobility.

     

    I built my Axe/Bio with IOs to get my defenses higher, but he still gets shredded too much for my liking. I always wanted to try building Bio for resistance so I'll likely try that with this toon.

     

    Someone else mentioned putting in the knockdown in Chain Induction, which I tried on my EleM tank. I'm kinda 50/50 on it and will have to test more if the level of mitigation is worth it, or if a particular set bonus is better. I played around with KD in damage auras and it rarely goes off.

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  3. Energy Absorption is nice in that you gain most of the benefit (about 6% defense) with just one foe, but you only gain about an additional 2-3% for having 10 foes in range. At least with my build. The defense is still helpful, but equally beneficial is the +End.

     

    I don't really get why Wet Ice even has defense. Its only +1% defense. Can anyone tell me why they even bothered?

     

    For me, the defining features of Ice Armor are:

     

    - 100% resistance to slow

    - Hoarfrost (easy to hit max HP)

    - Chilling Embrace (reduces damage by 15% and prevents runners)

    - Icy Bastion (can increase resistances to all but Psi by 60%, potentially up close to half the time)

     

    At the end of the day against to hardest content, Ice Armor on scrapper to me is a resistance set with Icy Bastion. Ice Armor does not have enough Defense Debuff Resistance to prevent cascade failure. I also highly recommend getting 75% psionic resistance from set bonuses, Defense amplifier, base buff, etc. 

     

  4. 4 hours ago, Uun said:

    You're misunderstanding the ATOs. The Superior Scrapper's Strike global increases your crit chance by 3% against minions and 6% against higher ranked foes. (Regular Scrapper's Strike is 2% / 4%). 

     

    No, Golden Dragonfly has the 15% base crit chance. Soaring Dragon is 5% against minions and pets and 10% for higher ranked foes.

     

    https://cod.uberguy.net/html/power.html?power=scrapper_melee.katana.head_splitter&at=scrapper

    That's right, I got my attacks mixed up, thanks.

  5. 3 minutes ago, SableShrike said:

    So 15% Soaring, 65% Shinobi, and 8% from the global ATO.  88% chance to crit from stealth with Soaring aint bad.

    I don't think Shinobi ignores other crit % increases, but maybe someone can confirm.

     

    I believe Seismic Smash has the highest base crit chance at 20%.

  6. 28 minutes ago, SableShrike said:

    So I rolled a Katana/Ninjitsu and have been messing around with Shinobi’s +crit.  I immediately took Combat Jumping with a +stealth IO after it for “full” stealth.

     

    It isn’t guaranteed, but from what I’ve read crits from Shinobi are: +30% if AoE, and +65% single-target.

     

    So with the global +crit IO, that’d mean my Soaring Dragon is +73% or more to crit from Stealth.

     

    What I can’t seem to find is how much is the extra crit bonus for Golden Dragonfly?

     

    Pretty sure Soaring Dragon is still the better strike for leveraging the Shinobi crit.

     

    Conversely, The Lotus Drops from Shinobi is pretty great in a full mob spawn.  Usually see 4-5 crits.

     

    P.S.  I was messing about with Street Justice:  Muscular Core, Assault Radial, Combo 3, the Build Up proc in Combat Readiness, and two purple damage procs you can clear 2000 damage with a Crushing Uppercut from Shinobi when it crits.  Sheer brutality.

     

     

    CoD is showing 15% base crit for Soaring Dragon.

     

    https://cod.uberguy.net/html/power.html?power=scrapper_melee.katana.head_splitter&at=scrapper

  7. On 1/2/2025 at 9:22 AM, Meknomancer said:

     

    It is a ton of fun. Its still an end hog and i wish i had more slots and recharge for energy absorption. I was originally running with frigid wind, straight swap out for cross punch. Ran out of slots i would like to have a fury of the glad/sandman heal in frozen aura. Levelling up ice patch is great when your solo and have time to herd stuff up with chilling embrace, in teams especially later on by the time you drop it someones nuked the mob. Frozen Spear hits like a truck but so do all the snipes procced out.

     

    Havent tried the - recharge proc in chilling i'm not sure how often it'd fire off and i do like stacked slows, its also an end heavy toggle.

     

    Pretty sure its gonna get yet another respec, i can't run all those toggles, leadership has to go. I couldn't keep them up on a Market Crash vs +4 Freak rezzers who were dropping drain patches and energy absorb wasn't recharging fast enough for me to fill up the blue bar.

    Do you have any tips on dealing with Psi damage? I had my first encounter with Arachnos and the Psi bosses tore me apart lol. I'll have to see how high I can get Psi Resists from set bonuses, but I'm thinking my best bet would be taking Shadowmeld and hopefully killing fast enough.

  8. I haven't done Market Crash or and have only done +2 Freaks, but I use Icy Bastion especially for Stunners and kill as fast as possible lol. I have nothing against base buffs or amplifiers, so I'll definitely be grabbing the Endurance Protection one.

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  9. I just made one and I'm at lvl 34 now. I'm sure you have more experience with ice melee than me. I'm currently built for survival while solo leveling, so I put -recharge proc in Chilling Embrace, and a -recharge and chance for heal procs in Frozen Aura. I also took Ice Patch which has been great. Is Ice Patch not as beneficial at high level content? I can also see taking Cross Punch since Ice Melee can be damage lacking when not critting. I also planned on taking Frozen Spear as well.

     

    This has been one of my favorite characters to play in a while.

  10. One thing I hadn't considered was access to powers above your level when exemplared. (powers +5 your level I think?).

     

    Also, do unique enhancements such as Winters Gift (slow resist) and Kinesmet (+ to hit) apply to level 1? I thought I read that Steadfast and Shield Wall do.

     

    Is there a way in mids to set your enhancements to Attuned and also your character level to see where I'd be at with stats? Thanks for all the help!

  11. 2 hours ago, Nemu said:

     

    You don't need cross punch when you have procced out rad therapy and ground zero. They are available every encounter if you don't build tanks like a brick with no recharge and all defense/resist.

     

    If you want to try something completely different than the "must build for 90% resist cap and def softcap when applicable" mentality that floods tanker forums take a look at this thread:
     

     

     

    I was more thinking of covering bases from lvl 1-30. Would it make sense then to have a 3rd build for content before rage and GZ?

     

    Give me a bit to go over the builds you guys provided. Thank you!

  12. I already have a level 50 build for this combo. I'm looking to have a separate build for when exemplaring(sp?) under level 30. My main focus is being able to provide enough AoE at lower levels, so definitely Crosspunch at lvl 14. Also considering proc bombing Radiation Therapy for damage and a Theft Of Essence +End.

     

    TIA!

  13. As far as armors go Electric is one of my favorites. You get resistance to all types, an early dmg Aura for your ATO, a heal, an endurance replenish, resistance to slow, and the only one to get recovery debuff resistance? If it had any sort of +Dmg buff it might be #1. 

     

    I've paired it with both Electric Melee and Super Strength. I'd give Electric the edge for AoE dmg and SS for the edge for ST and the ability to pierce through tohit debuffs. 

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  14. On 10/5/2024 at 4:09 PM, ZemX said:

     

    It doesn't really.  Yes, it appears to jump the timer back upward when the FF proc expires, but it does not really jump all the way back up to where it would have been had the FF proc never fired.  If that were the case, the proc would be almost entirely useless.

    I finally tested this out today. I set a timer on my phone for 1min 30s. Once Hasten hit 1min 30s of recharge left, I started the timer. I had the FF proc fire off, let it run out, and then compared the recharge time on Hasten to my timer. It always reverted back in sync with my timer. I had the FF proc fire off around 4-5 times during that 1min 30s. By the end of it It they were both the same. Maybe I am misunderstanding what you meant.

     

    I don't think its useless, but I still have a lot to learn with the Battle Axe/Bio I'm leveling. It definitely helps to chain my attacks faster until I get set bonuses. On my ST chain I can get almost perma-FF. On my AOE chain, its less, since I still have lots on recharge slotted in those attacks. I'm still working out what kind of benefit it has I longer recharge powers, like the ones in Bio, but I think @Sovera touched on this in his above post.

  15. 5 hours ago, ZemX said:

     

    Not true.  Think of Hasten's recharge timer like an hourglass with sand running through it.  And you've got a control knob that can widen or narrow the "waist" in the middle of the hourglass.   FF:rech is like twisting that knob to widen that waist, at a random moment, and leaving it that way for 5 seconds, then putting it back where it was.  That sand does not run back up the hourglass.  While it was open wider, more sand ran through it.  That's all.  You are, for a short five seconds, speeding up that clock so that it runs down faster.  There is now less sand in the top of the hourglass than there would have been if you hadn't turned that knob briefly.

     

    But I see where you're coming from.  In game what you might see if you've changed your recharge timers to show numbers on each power, is that when FF:rech pops, that number changes suddenly to a lower number.  Then when FF:rech drops, it might even appear to go up to a higher number.   But here's what is happening: The recharge timers just show how much time is left to recharge that timer based on your total recharge buffs right now.  There's no way for the timer to  know that two seconds from now a +100% recharge buff will hit and last for 5 seconds.  When it does happen, the game recalculates assuming that +100% buff is going to last forever.  Key point here is that yes, the timer appears to jump back upwards, but it is not going back up to where it would have been at this moment, if the FF:rech had not fired off.  It's still a lower timer value than it would have been without the proc firing 5 seconds ago.  To put it another way, if you kept counting down in your head for those 5 seconds, you'd find that more than 5 seconds had been removed from the clock because the FF:rech fired.

     

    Mid's is the same way. If you check the little yellow bubble that says the proc is active, it adds +100% recharge and calculates all recharge times as if you had that +100% for the entire time the power was recharging.  If you look at the window that shows totals for "misc buffs" you'll see you have an absurdly high global recharge rate.  If you want to look at your real recharge rate, you have to uncheck all the proc bubbles for powers where you have FF:rech slotted.  Mid's can't tell you how much benefit FF:Rech actually provides because it depends on too many variables.: How often will you activate that power during Hasten's effect?  How many enemies will you hit with it each time so we can calculate how many procs to expect?  What if one proc overlaps with itself, cancelling out some of its 5 second duration.  This is why I said the math was a bit maddening before. 

     

    What Mid's could do is ask you how many times per minute you expect all your FF:rech procs to fire and then calculate the effective constant rech boost just like I mentioned in previous posts.  It still wouldn't be exact, but it would be more useful.

     

     

    This is why I say treat it like it's a rather decent but much smaller +recharge.  Like 10% or 15% maybe.  And then forget that it's even in there.  Stop watching your buff bar like a hawk to see when it's icon is popping up there (I am guilty of this myself btw).   Hasten's recharge will vary exactly by how successfully it procs, but it's not important WHEN it procs.  It matters how many times and, like you said, whether it procs 3 times or 4 while Hasten is recharging has little practical effect except occasionally noticing a few seconds more gap in Hasten's uptime.  There's nothing wrong with that.  You still got the benefit of Hasten's boosted recharge for the last two minutes.   

    Thank you for your time in explaining this. I didn't actually calculate if it reverted the timer back to where it would be. I just assumed since it went back up. I'll have to play around with it.

     

    I understand some builds not needing permaHasten, and if I get to that point with mine, great! I'm running a Stone Melee scrapper right now who's only level 30 so I still have time to build and experiment. Stone Melee has fairly long recharge times compared to some sets, so recharge is important to me to get a good chain down.

     

    Thanks everyone! I'll let you all know what I end up figure out when I build it out!

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  16. 53 minutes ago, ZemX said:

     

    Yes. 100% chance and stacks with existing effect.  Have a look here for the RechargeTime effect on the right side of the page.

    https://cod.uberguy.net./html/power.html?power=pool.fighting.cross_punch

     

     

    FF:rech is a small burst of speed whereas LotG:rech is a constant speed increase.   But what we know is the total amount of constant speed improvement we need to make Hasten recharge in 120s thus making it "perma".   So converting FF:rech's small speed bursts into the equivalent long-term constant speed  boost lets us add it together with all other sources of +recharge to arrive at the required amount of recharge you need.

     

    But it's tricky.  Think of your base 100% recharge speed then assume you get one FF:recharge every minute.   It lasts for 5 seconds.  So now, instead of a constant 100% recharge over that minute you now have 5 seconds of 200% recharge followed by 55 seconds of normal 100% recharge.  (5x200 + 55x100) / 60 gives us the weighted average of 108.33.  In other words, that one proc was the same as a +8.3% constant recharge boost would be over the same one minute time period.  So 1ppm for FF:Recharge is slightly better than a single LotG:+rech IO.  

     

    But you can almost certainly do better than one FF:Rech per minute, even in one power and especially in an AoE.  The proc doesn't stack, ever, but it replaces itself if it occurs while already in effect refreshing the duration.   So that makes it tricky again to precisely calculate its overall effect.  But you don't really need to be that precise.   So thinking of a single FF:rech as being close to a single LotG:Rech is probably underestimating its effects by quite a bit.  The key really is trying to determine how many times in the two minutes Hasten is up and running, do you get those 5 second bursts of speed from FF:rech.  Then yoiu can calculate how much those FF:Rech procs are "worth" compared to all the other recharge you need to make Hasten perma.

     

    Hopefully that made more sense.  It's not all that straightforward, I'm afraid.

    I see where you're coming from I think. However, unless the power you're wanting to benefit from FF completes recharge within FF's proc, it reverts the timer back to where it would be without the proc. 

     

    In Mids, I see that if I get Hasten down to 163s (175% recharge from bonuses without FF) and then activate FF its at 120s (275% recharge). So would that mean if I proc FF when Hasten has 43s left it will get Hasten to recharge itself full? I feel like I'm missing something else.

  17. 1 hour ago, ZemX said:

    Without delving too deep into maddening math, the short answer you can find with a little searching for perma-hasten is that you need +275% recharge to make Hasten permanent.  70% of that can come from Hasten itself IF it is perma, so let's just assume that and work from there.   You now need +205%.   If you slot roughly 100% recharge enhancement in Hasten, then this number drops to 105%.  That's the amount you need to add to your build with global recharge via set bonuses, Incarnates, buffs, whatever.

     

    Force Feedback is an odd duck to account for though because of its unreliable nature.  But I recall seeing someone once claim that you can use, as a rule of thumb, the notion that a single FF:Recharge IO is often about equivalent to a single LotG:+recharge IO.   In other words, about 7.5% global recharge, give or take.  That's assuming you regularly use in an attack chain, whatever power you have the FF:rech IO (or IOs) slotted in.  

     

    So tally each FF:rech and multiply by 7.5%.  Same for each LotG:+rech.  Then all your set bonuses.  

     

    As for Cross Punch, yes, it's +10% for 6 seconds.  While it CAN self-stack, you have to ask yourself how much you're really going to be using it.  Are you even going to be able to use it once per 6 seconds?  Then count it as a +10% global recharge.    Once per 12 seconds?  Figure just 5% then towards your perma-hasten goal.

     

    This is rough, but it will get you close enough to take it for a spin and see how you are doing.

    Does Cross Punch always trigger +Recharge when using it?

     

    I guess I'm not wrapping my head around how FF can be compared to LotG. I guess what I'm wanting to find out is: what do I need to have my Hasten recharge at (in seconds) + how many seconds before Hasten deactivates do I need FF to pop off in order to have its recharge reset. 

     

    Sorry if that's confusing lol. And maybe I'm not thinking about it the right way.

  18. Yeah, the incarnate stuff made a world of difference for me. Even the End Mod version of Musculature is extremely helpful. Agility is even more helpful, but with Ageless(includes End Debuff Res) I'm golden so I opted for Musculature. It'll be fun to make another build for pre incarnate levels.

  19. 18 hours ago, Hew said:

    image.png.f8d44548011d77f085e4a090f023ba3d.png

     

    It would be nice for 90% cold, you know, for cold. This is pretty nasty, and as long as I pop consume before dealing with sappers, it is immensely hard to take down. Cold moves to 87%, toxic to 67, and psi to 47 with saturated melee core. 

     

    This is with _agility_ core, not any alpha that provides resist. 

     

    PLEASE do not go messing around with fire armor. Thank you.

     

    (edit: this is with no tanker proc stacks, and with ageless (not barrier) as my destiny)

    How do you do against +4 mobs with Mu Guardians? It can be pretty rough depending how many other Mu there are. Carnies aren't too bad as long as I go for the Ring Mistresses. I also havent tried it with any incarnates abilities. I ended up taking conserve power and victory rush, and rotating the 2. The amplifiers from P2W get me to like 4 more end/s than my end use(without victory rush) . Conserve Power seems to have more benefit than recovery powers.

     

    I'll have to slot some incarnates and see what's up.

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