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Errants

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Everything posted by Errants

  1. I played Kat/Regen extensively on Legacy, and Crushing Impact was one of my go-to sets... the 5th slot provides 5% global recharge. So, seeing Slash with only 4 was one of the first things I noticed. Follow Up can't be maxed for damage with only 2 lvl 30's in it. CJ six slotted, Boxing slotted with anything... There's many interesting things I see there. If you could export the chunk/slotting, it would be imported, and better feedback might be delivered. Note: If you're having fun, you're not doing it "wrong", just different. Since you're asking if it could use anything else, here is a similar build I whipped up, just slotting level 30 Commons (about even with +1 SO's). Looking at the differences, how much did you gain by going IO's? If wanted, I can look into a IO kit out later (There's ways for little slot/influence/merit tax to amp a build quickly... without going all purples everywhere), I need to sleep, now.
  2. The game is balanced around SO usage for most content, and that is with the assumption of powers being enhanced to ~+95% of their core attribute: Damage for attacks, Heal/Def/Res for defensive powers, etc. Multi-aspect IO's are either a way to get "extra" slots - being more efficient than SO's: By level 50, Dual/Tri/Quad IO's enhance a greater percentage than a single SO would. This is where people go with FrankenSlotting, using Dual/Triple/Quads from multiple sets so that they get 4-5 slots of enhancement out of 3-4 slots - Saving slots for elsewhere in the build. Slotting for set bonuses is ON TOP of this. Hence, bonus. Slot the primary aspects of the power using an appropriate set, and using enough pieces to also pick up desirable bonuses. Each bonus might be small, but they aggregate into something larger. Lastly, you've got the edge-case builds, or Proc monsters - These combine aspects from frankenslotting, set bonuses, and traditional power selection - while maximizing possible proc damage through attacks. While VERY effective at what they do, they are also a lot of effort to create/play. TLDR: Slot the powers with IO's to get similar enhancement as if slotting with SO's 1-2 Acc if it can miss 3 Dam if it hurts things 3 Heal/Def/Res if it saves things 3 Rech if it takes forever to come back Sprinkle EndRed on clicks and toggles Sparse Rech on long recharge attacks E.g. 33% Acc, 95% (ED'd from 100%) Dam, 33% EndRed in each of your attacks is a good goal.
  3. I feel as though some of your slotting choices are... interesting. Chasing set bonuses instead of slotting the primary aspects of the powers.
  4. RASSET! I remember you, I think! I DO remember PUAD - and my Earth/Sonic Troller - Good Vibrations
  5. Granted, I've just rolled a Staff/Stone Scrapper, so I get to see what it is like, again...
  6. I haven't ran numbers, but I've adopted this stance on my Staff/SR Stalker (locked into Body). I don't have Sky Splitter due to the DPA (same as Serpent's Reach and worse than Precise Strike), and so only expend stacks when I use the PBAoE. Seems to work fantastically. Granted, on a Stalker, I have AS to supplement on ST damage.
  7. BINGO, that's it. Have it off, due to smol one also using the computer.
  8. So, due to circumstances, I'm currently playing on 3 different installs (Main PC, laptop, and kiddo's PC/common PC). On my main and laptop, I can shift my characters on the login interface and they stay, but on the common PC, the order keeps scrambling. I attempted to both clear and/or delete the "playerslots" text file, with no change... Any better solution?
  9. Oh, I know... Mained one for years. Kat/Regen/Soul as well... Have since found others that I didn't have to fight the secondary to get performance out of.
  10. Can't perma it, and expends the +Damage stacks. Staff almost perversely works better if you stay at max stacks and don't expend them... Hence, best use, IMO, is Mind for +Recharge. Again, Staff feels as though it is trying to be too much, and winds up spread too thin as a result.
  11. My thoughts... Battle Axe Benefits from high Recharge, has some soft control through KU/D Broad Sword Parry for +Def, not much else. Claws LOVES stupid amounts of Recharge, minimal KD/B Dark Melee -ToHit and supplemental healing synergy Dual Blades Claws, but less mitigation - Also, Combo gimmick for set, which is entirely ignored on the tuned DPS chain Electric Melee Minimal mitigation, and likes large mobs... which seems less than ideal for Regen Energy Melee Soft control through stuns, huge DPS potential with Recharge Fiery Melee No mitigation, and no extra damage over other sets... Ice Melee Ice Slick, passive mitigation through slows Katana Parr...Divine Avalanche for +Def, likes +Recharge better than Broadsword due to DPA of attacks Kinetic Melee -Dam passive mitigation, boost power likes Recharge but still can't be perma'd Martial Arts Soft Controls - Stun, KD/B - only one AoE, so doesn't thrive on being surrounded Psionic Melee Mix of soft controls (Stun and KU) with hard controls (Hold/Confuse+) Radiation Melee Stun in top attacks - wants to be surrounded for AoE/Aura Savage Melee Actually gives Recharge with Blood Thirst stacks, but only some soft control with KD Spines KD in Ripper, passive mitigation through slows - wants to be surrounded for AoE/Aura Staff Fighting Form of the Mind for Recharge, a Stun, +Def Power, and a mix of KD/U - many AoE's and feels like it spreads to thin to be focused Stone Melee Hold, Stun, KB/U, high DPA attacks with long timers also craving moar Recharge Street Justice Stun and KD/U, high DPA attacks which would like QR and Recharge Titan Weapons +Def, high DPA in Momentum - Momentum window can and will get screwed by Regen clicks War Mace Stun and KD/U - would rather play with Nrg to be strong and pretty
  12. So, here's the query: /Regeneration wants MASSIVE +Recharge, plus some sort of secondary mitigation... Which primary(s) is the best option for that? Discuss?
  13. I grab one of the runs from a START vendor on all my toons... Guess it'll just be assigned Athletic (And stance swapped via Tailor to the right one) now, thanks to the NPE changes. That+Sprint works pretty damn well in most zones. I also abuse base teleporters in my cottage SG (Note, need to add Striga to the Co-Op portal), and the ferry/train/portal systems in the maps. Eventually, I'll buy the Mission/Base/Team Teleporters on a toon... but they're very much an afterthought. My line of thinking - travel powers are dead power picks/mules. I take them for concept builds only... They do nothing to help me do anything to progress in the game, because they're non-viable in combat scenarios. So, I'd rather take a combat power. Edit: Also, specifically on this toon - I've extra movement speeds from several sources... I'm almost as fast as travel-powered toons. Essentially, it doesn't add up to enough of a detriment to take a few seconds longer to get to a mission.
  14. This is my current list of rolled/projects... Aiming to get one of each Primary to 50. Only Spines and TW are complete. Elm, Rad, Stone, and WM are locked in/rolled. The rest need names/concepts/outfits... and could be juggled on secondaries/epics.
  15. Be nice if they scaled to 30%, to mimic the other SR sets... Also, it'd be nice if they capped out before 0%... Maybe max effect at 10%? Also, does it go offa base HP for level/class, or actual max HP, taking into account +HP buffs. I could see trying to jigger in more +HP to get closer to cap to take advantage of the greater regen/resistance window.
  16. 1) Top Tier Name 2) I have a TW/Nin - She is absurdly fun. And a magical girl. Who uses her powers for profit.
  17. Agile shows Kismet on my end. Health gets the globals for exempting purposes... IIRC, you lose the globals if you lose the power, right? If not, 100% makes sense, due to this being a 50 respec, not a leveling build. Guarded Spin is slow and cone... Ew. But I get the logic. Not sure it'll make the cut... also PBAoE sets are jank. Gaussians' in Build Up was extra slots (a build with EXTRA!?) and extra Def insurance for higher level foes. Gonna put together a new build, with some tweaking. Matrim Revised - Stalker (Staff Fighting - Super Reflexes).mbd Matrim - Stalker (Staff Fighting - Super Reflexes).mbd
  18. Interesting... so integrating Exploding Shuriken for additional AoE and BU resets, and maintaining stacks of Physical, versus spending them on Sky Splitter? (obviously, using Eye of the Storm will do so...) Makes me want to consider holding onto Weapon Mastery (bonus, more in line with character concept) and potentially even DROPPING Sky Splitter from the rotation and/or build. Time to play City of Theory, again.
  19. Round 2: thanks for the feedback that it is broken... using 2023.9.605 myself. Which export option should I be using, because BBC seems to have some format errors. Matrim - Stalker (Staff Fighting - Super Reflexes).mbd
  20. So, rolled Staff/SR, been leveling him solo through TF's and Ouros and whatnot. Up to 48 with mostly commons. Currently have Weapons Mastery for concept... but the pain of using any attack outside of Staff and missing both Staff and Assassin's Focus stacks means I'm swapping over to Body Mastery. No need for Guarded Spin/Elude, since I'm 49%+ to all. Lastly, Eye of the Storm, Serpent's Strike, and Sky Splitter are placeholder sets, which will be replaced by the appropriate 5 slot of purples (not using Dam/Rech), once I get to 50. Currently have 2 wasted bonuses, will have only 1 extra 10% Regen when I get the purples. How can I make this better? Matrim - Hero Stalker Build plan made with Mids' Reborn v3.6.6 rev. 3 ────────────────────────────── Primary powerset: Staff FightingSecondary powerset: Super ReflexesPool powerset (#1): FightingPool powerset (#2): SpeedPool powerset (#3): LeapingPool powerset (#4): LeadershipAncillary powerset: Body Mastery ────────────────────────────── Powers taken: Level 1: Precise Strike A: Superior Assassin's Mark: Accuracy/Damage3: Superior Assassin's Mark: Damage/RechargeTime3: Superior Assassin's Mark: Accuracy/Damage/RechargeTime5: Superior Assassin's Mark: Damage/Endurance/RechargeTime5: Superior Assassin's Mark: Accuracy/Damage/Endurance/RechargeTime7: Superior Assassin's Mark: RechargeTime/Rchg Build Up Level 1: Hide A: Luck of the Gambler: Defense/Increased Global Recharge Speed7: Shield Wall: Defense9: Shield Wall: +Res (Teleportation), +5% Res (All)9: Shield Wall: Defense/Recharge11: Gift of the Ancients: Defense/Increased Run Speed Level 2: Mercurial Blow A: Overwhelming Force: Accuracy/Damage15: Overwhelming Force: Accuracy/Damage/Endurance17: Overwhelming Force: Damage/Endurance/Recharge17: Overwhelming Force: Accuracy/Damage/Endurance/Recharge19: Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown19: Achilles' Heel: Chance for Res Debuff Level 4: Focused Senses A: Luck of the Gambler: Defense/Increased Global Recharge Speed21: Luck of the Gambler: Defense/Endurance21: Luck of the Gambler: Defense Level 6: Assassin's Staff A: Superior Stalker's Guile: Accuracy/Damage23: Superior Stalker's Guile: Accuracy/Damage/Recharge23: Superior Stalker's Guile: Damage/Endurance/Recharge25: Superior Stalker's Guile: Accuracy/Damage/Endurance/Recharge25: Superior Stalker's Guile: Recharge/Chance to Hide27: Touch of Death: Chance of Damage(Negative) Level 8: Build Up A: Gaussian's Synchronized Fire-Control: Chance for Build Up27: Gaussian's Synchronized Fire-Control: To Hit Buff29: Gaussian's Synchronized Fire-Control: To Hit Buff/Recharge29: Gaussian's Synchronized Fire-Control: To Hit Buff/Recharge/Endurance31: Gaussian's Synchronized Fire-Control: Recharge/Endurance31: Gaussian's Synchronized Fire-Control: To Hit Buff/Endurance Level 10: Focused Fighting A: Luck of the Gambler: Defense/Increased Global Recharge Speed31: Luck of the Gambler: Defense/Endurance33: Luck of the Gambler: Defense Level 12: Placate A: Invention: Recharge Reduction Level 14: Agile A: Gift of the Ancients: Defense/Increased Run Speed33: Gift of the Ancients: Defense33: Kismet: Accuracy +6% Level 16: Practiced Brawler A: Invention: Recharge Reduction Level 18: Eye of the Storm A: Obliteration: Damage34: Obliteration: Damage/Recharge34: Obliteration: Accuracy/Damage/Recharge34: Obliteration: Accuracy/Damage/Endurance/Recharge36: Obliteration: Chance for Smashing Damage36: Fury of the Gladiator: Chance for Res Debuff Level 20: Dodge A: Gift of the Ancients: Defense/Increased Run Speed36: Gift of the Ancients: Defense37: Reactive Defenses: Scaling Resist Damage Level 22: Serpent's Reach A: Decimation: Accuracy/Damage37: Decimation: Damage/Endurance37: Decimation: Damage/Recharge39: Decimation: Accuracy/Damage/Recharge39: Decimation: Chance of Build Up39: Devastation: Accuracy/Damage/Endurance/Recharge Level 24: Quickness A: Invention: Run Speed Level 26: Sky Splitter A: Crushing Impact: Accuracy/Damage40: Crushing Impact: Damage/Endurance40: Crushing Impact: Accuracy/Damage/Recharge40: Crushing Impact: Accuracy/Damage/Endurance42: Crushing Impact: Damage/Endurance/Recharge Level 28: Evasion A: Luck of the Gambler: Defense/Increased Global Recharge Speed42: Luck of the Gambler: Defense/Endurance42: Luck of the Gambler: Defense Level 30: Kick A: Invention: Accuracy Level 32: Tough A: Unbreakable Guard: +Max HP43: Steadfast Protection: Resistance/Endurance43: Steadfast Protection: Resistance/+Def 3%43: Unbreakable Guard: Resistance45: Gladiator's Armor: TP Protection +3% Def (All)45: Impervious Skin: Status Resistance/Regeneration Level 35: Weave A: Luck of the Gambler: Defense/Increased Global Recharge Speed45: Luck of the Gambler: Defense/Endurance46: Luck of the Gambler: Defense Level 38: Superior Conditioning A: Power Transfer: Chance to Heal Self46: Power Transfer: EndMod Level 41: Physical Perfection A: Power Transfer: Chance to Heal Self46: Panacea: +Hit Points/Endurance47: Panacea: Heal/Endurance47: Panacea: Heal/Recharge47: Panacea: Heal/Endurance/Recharge48: Panacea: Heal Level 44: Hasten A: Invention: Recharge Reduction48: Invention: Recharge Reduction Level 47: Combat Jumping A: Winter's Gift: Slow Resistance (20%)48: Launch: Jumping / Increased Jump Height Level 49: Assault A: Invention: Endurance Reduction ────────────────────────────── Inherents: Level 1: Assassination Level 1: Brawl A: Invention: Accuracy Level 1: Sprint A: Unbounded Leap: +Stealth Level 2: Rest A: Invention: Healing Level 1: Swift A: Invention: Run Speed Level 1: Hurdle A: Invention: Jumping Level 1: Health A: Numina's Convalesence: +Regeneration/+Recovery11: Miracle: +Recovery13: Preventive Medicine: Chance for +Absorb13: Regenerative Tissue: +Regeneration Level 1: Stamina A: Power Transfer: Chance to Heal Self15: Power Transfer: EndMod Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 ────────────────────────────── Accolades: Born In BattleHigh Pain ThresholdInvaderMarshal ────────────────────────────── Stats Breakdown: - Defense - Smashing: 22.86%Lethal: 22.86%Fire: 20.36%Cold: 20.36%Energy: 20.36%Negative: 20.36%Toxic: 16.61%Psionic: 16.61%Melee: 50.75%Ranged: 49.5%AoE: 57.07% - Resistance - Smashing: -946.35%Lethal: -946.35%Fire: -967%Cold: -967%Energy: -965.5%Negative: -965.5%Toxic: -992%Psionic: -992% - HP & Endurance - Regeneration: 3000%Max HP: 1688.92 | (Absorb: 337.78 -- 28.06% of base HP)End Recovery: 9.95/sEnd Use: 1.72/s End. (Net gain: 8.23/s)Max End: 119.37 - Movement - Run Speed: 47.74 mphJump Speed: 40.96 mphJump Height: 28.06 ftFly Speed: 0 mph - Stealth & Perception - Stealth (PvE): 0 ftStealth (PvP): 0 ftPerception: 800 ft - Misc - Haste: 271.25%ToHit: 46%Accuracy: 46%Damage: 231%End Rdx: 2.5%Threat: 200 - Status Protection - Held: 10.38Stunned: 10.38Sleep: 10.38Immobilized: 79.24Knockback: 10Repel: 0Confused: 10.38Terrorized: 0Taunt: 0Placate: 0Teleport: 100 - Status Resistance - Held: 16.25%Stunned: 16.25%Sleep: 76.8%Immobilized: 76.8%Knockback: 10000%Repel: 0%Confused: 16.25%Terrorized: 16.25%Taunt: 42.39%Placate: 42.39%Teleport: 200% - Debuff Resistance - Defense: 83.07%Endurance: 0%Recovery: 0%PerceptionRadius: 60%ToHit: 0%RechargeTime: 60%SpeedRunning: 60%Regeneration: 0% 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
  21. Yup, specifically a stalker... Okay, so it doesn't kick in until I go below 60% max HP... Current (level, any+HP from sets/accolades/buffs), class max, base (no enhancement/powers/accolades) max? I feel as tho I should start wanting to hit a green when I'm about 1/3-1/4 of my health bar left... to max resistances without getting gibbed by chips.
  22. Stupid question of the night: How do I read the kHitPoints variable for checking on powers - SR's passives, Radiation, et alia... Is it the difference from max, amount remaining? Does it matter if there are buffs to the base numbers via sets/accolades/powers? Trying to more accurately understand SR and how to play it...
  23. Crap, more dUmb folks? Maybe I shoUld move back to IndUmbitable... Welcome! <---Eran Rist - Kat/Reg Scrap on Legacy
  24. Came back to the game after a hiatus. Found a random pile of influence in my mail from Yomo... Went back and looked at this thread... Damn, nostalgia. Where is that "Final Thread"? Disregard, found it!
  25. Errants

    Too strong

    *gasp* Balance-herding!?
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