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Zect
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Inv is hard to get wrong in the sense that even badly built invulns are still pretty tough in the easy content frequented by most players. A set with 90% SL res out of the gate and good defense is going to do well when most of what you fight are council, cims and farms. But inv is also hard to get right, in the sense of constructing a well-rounded build that leverages all of inv's strengths and patches up its weaknesses. Making an inv with permanently softcapped defenses, hardcapped resistances, perma-dull pain, high debuff resists, and strong rech and dps to make up for its lack of dps is a very technical endeavor. Most builds are only able to achieve a handful, or even as little as one, of these build goals. Soul is a really good epic (good damtype, good proc opportunities and good debuffs) but DN is not good vs AV's despite fender numbers because of the way -dmg works. Most AV's have strong resistance to their own damtype which means they get debuffed less by -dmg. DN is good for the -tohit against exotic critters and especially ones that debuff you, like vanguard. In the case of LR, and I assume the MLTF version, foe debuffs are weak against him because the orange tower phases him and the red tower gives him 100% SLE resist. So DN does nothing to him during the period when he actually has a chance of tickling you. The most critical tool for tanking this LR is ageless radial to ensure you don't get drained and detoggled by his channelgun which he can use from range. If you're really unlucky he will decide to zap you with it when you are not in melee with anything and have no def from invincibility. Your build spends nearly all build capacity on def and res. And while it does this quite efficiently, there are other things to defend against when turtling up. For example, Debuffs - usually debuffs are what kills tanks, not raw damage. You're already softcapped with 1 in range without barrier, so you can take ageless radial instead of piling on more def that changes very little. Instead of spending slots and a destiny on more def, you can get -def resist to help keep the def you've already got. Spending just 1 slot in SL for a +5 boosted healing common increases its lifesteal by a little over 100. At your present levels of rech, this is a pretty significant +20 hps. More dps would paradoxically increase survivability by killing off troublesome foes your mitigation doesn't protect against. You get the point. Basically, once you are within reach of the caps, you can gain a lot by looking beyond def and res to diversify defenses.
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Can someone explain Enhancement Diversification to me here?
Zect replied to Black Gryphon's topic in General Discussion
Any discussion involving Jack is obviously going to be very polarized, because of the strong negative feelings some people have against him. However, without ED there would be no IO system. And for all its flaws, the IO system is one of the more unique things that modern Coh has to offer players. Sure, there's a meta, but MMO's where you have this degree of freedom over character design are very rare (I'd say only DDO and maybe EVE come close - lmk if you know of more). I credit the IO system for being responsible for the immensely fun game we all enjoy today. FFXIV and WoW (and especially the former) have made entire endgames out of this kind of challenge, and both are far more successful, critically and commercially, than Coh ever was. This kind of content is still challenging because even after the solution is known, being able to execute it is not always easy for the average player, since MMO's usually demand elements of situational awareness, some twitch skills, managing the mental stack, or coordination and teamwork, unlike purely intellectual/logical puzzles. (Furthermore, even after discovering one viable solution you can go further and optimize for better ones, which is its own challenge.) You can enjoy playing music, even if you don't have the skills to compose. For players who truly want the challenge of solving the puzzle, nothing stops them from avoiding spoilers. I had a blast solving all the investigation missions in TSW myself and I never allowed the notion that the answer is a google search away to get in the way of fun. -
The reason is you can't use footstomp when flying (technically you can, but you have to be basically glued to the ground to do so, which most players can't be bothered to do). Therefore, taking fly on inv/ss effectively means -1 defense powers (no hover). For the case of inv/ss specifically, if you are trying to balance mitigation (and I include debuff res in here) and dps to any degree, it's very hard to beat agility + ageless. (Also, Malewys builds are usually very sensible, but I react strongly to the idea of 5x Underwhelming Farce in boxing.)
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Let's take a look at my original assertion: Inflation is the broad and sustained rise in prices over time. The HC market does not generally have inflation, as I observed. However, that does not change the fact that flipping causes prices to increase, for - and this is the key part - at least some market participants some of the time. Items have two prices, a lowest sell price (ask) and highest buy price (bid). Let's say an item has an ask of 5000 and a buy of 3000. A marketeer who knows the bid and ask accurately can put in a bid for 3100, and when it fills, list it at 4900, for a profit of 1800 inf sans fees. A buyer previously need bid at least 3000 to have their order filled. Now it is 3100. They pay a higher cost. A seller previous need ask for at most 5000 to sell their item. Now it is 4900. They too pay a higher cost because they earn less from the same sale. (Notice that the simultaneity of the buy and sell transactions is irrelevant: they could be 10 years apart, and it wouldn't matter. Any market participant who interacts with the flipper's bid and ask pays the price.) This is where people start getting confused, because some might say, "I don't have to adjust my bid/ask to match the flipper; I can just wait them out." (This is your simultaneity argument.) However, the fact that it is possible for some players to take advantage of price volatility to avoid paying the costs listed above does not change the fact someone else may pay them. If, for example, I pass a law that says seatbelts are no longer mandatory in cars, some people will choose to install and wear seatbelts nonetheless, and be unaffected by this law. However, it would still be correct to say that my law will increase accident fatality rates, because it is the driving population as a whole we look at. "If the bid has gone up but the ask has fallen by the same amount, does it make sense to say that prices have increased". Ans: yes as a whole. We see that the buyer and seller in my example above are both paying a price. A different buyer who is willing to pay the ask (the buy-it-nao price in oldschool marketeer terminology) pays a lower ask. However, everyone else is paying more. If a minority pays less but most people pay more, it would still be correct to say that prices in general have increased. Let's say you aren't convinced by any of this. The clearest indication that flipping causes prices to be higher than they are otherwise (for at least some participants some of the time; I hate sounding like a broken record but this is necessary to avoid being nitpicked to death) is to look at the flipper's account, which consistently gets money without producing goods. The market does not create inf, the HC economy pays no interest, and there is no inflation, so where does that inf come from? It is paid by buyers and sellers in the market. Ergo, the market as a whole (but not necessarily any one player individually) is paying more than it otherwise would have to. Arguing otherwise violates every rule of accounting. Marketeers, since the era of live, have been very hesitant to acknowledge the fact that flipping takes money from the market without producing goods. The reason is probably that people, and this frequently includes marketeers themselves, conflate any mention of "higher price" with "inflation"; and the word "inflation" has a severely negative perception among non-economists, so marketeers have been keen to avoid it. Getting $ out of the market without producing goods also strikes some players as parasitic. However, as I previously noted, flipping is not necessarily a bad thing. Flippers likely do help the market function more efficiently by constantly keeping bids and asks listed. In other words, they provide liquidity, and are being compensated for that value they bring (even if it doesn't create goods). -- A trillionaire marketeer
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Given ED-capped D/A/E and no 6th slot bonus (btw I extremely love it when people are so specific about the optimization parameters), buff procs. These at least take advantage of the aura's ability to roll against multiple foes at once to cheat the PPM formula. Offensive procs have shit procrate so do not confer significant benefit. That said, you will occasionally see things like glad fury and achilles' in damage procs if they cannot be fit anywhere else, because -res is damage with more steps, and damage is king in the modern coh meta.
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These days it sees most of its use in hami raids. Everywhere else, the critters don't do enough damage or stay alive long enough for it to be worth anything.
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This build is pretty good. This is literally the first time I have seen an invuln tanker advice thread not plagued by terribly slot-inefficient builds with very questionable design choices, or worse, builds with invulnerability toggled to 10 and ageless plus an FF proc in kick toggled on. The main thing this build lacks is perma-dull pain, and I also prefer better hasten uptime, but that's me. I have only 1 suggestion. Invuln has a lot of def, so you can build around having 2 stacks of ATIO1 +res proc, which you will consistently have after the first few seconds of combat when the proc is slotted in your filler attack (it's a 6ppm proc, the rates are very high even in a power that's shit for procs otherwise). There is no need to cap with 1 stack of +res proc considering you have 2 mit layers backed up by capped maxhp. So my suggestion is to trim back to 74-76% EN res, and then you can invest more in other areas.
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The Camel build is definitely the best one of the ones posted. Beats the JJDraken one in maxhp and def, moderately behind in res, while featuring almost twice the rech and superior buff, debuff, supportive and damage output. It runs gloom moonbeam lifedrain, allowing it to increase dps and self-heal while cutting 1 attack power (and save a lot of slots in the process). There are optimizations to be made, like going 6x cloud senses in fluffy instead of 4x basilisks + 4x eradications. The best part of fluffy is the -tohit aura, as any master illusionist worth her salt will tell you in-between making PI radio teams cry; but overall it is very competently made. Note that it is an endgame (incarnate) build because it will not function without ageless core, but it should not be too hard to adapt it for leveling, before respecing into the final build at 50. You can drop fighting and pick up dark blast, for example (dropping leadership is not recommended because leveling teams always struggle to hit). The reason why JJDraken is not a fan of your build is because conventional wisdom on d3 is not to over-invest in defense. After all, you already debuff enemies tohit, so a heavy investment in defense is overkill. The approach of building res and maybe maxhp instead has merit, but maybe do so in a more slot-efficient way (3x freebird, just lmao). Dark vs soul mastery Dark: Opp gloom (stacks with other stuns you may take) Soul transfer (useful in 4*) Soul: Power boost Do not underestimate power boost. It boosts all your tohit debuffs, including the ones in your dark blasts. It boosts your heals considerably; a powerboosted twilight grasp can easily turn around a bad situation. It even boosts def from toggles, though only when the power boost effect is active. The version in soul also has extremely high uptime, potentially almost 50% on a permahasten+ build. Soul drain gives more potential damage buff than spirit drain (Same bonus per target, but 10 targets vs 5. They have the same uptime ratio). However from my experience it is much, much easier to saturate spirit drain than soul drain and spirit drain works even on corpses. How many melee powers do you have? You can improve your movement and positioning so that when you go into range to use your powers, only a few critters are in range to hit you. Remember that TT immobilizes, so critters cannot crowd around you. By the time you move in, they are all glued to the floor and debuffed into the 9th circle of hell, which will help you avoid getting grouped up on. So melee def is pointless. (In general well-played ranged toons do not need melee def. This is why you will see even kins that only have ranged def.) Rech/slows in tar patch are cute but remember that tar patch does movement slow not recharge reduction (which is never enhanceable, even if it was present) and TT immobilizes. So there is little point in the slow because TT will stop critters from moving and you can just go with commons (boost to +5). Yes, putting ATIO2 +end proc in an aoe will proc it like mad. Buff procs are mad overpowered in aoes. It's why toe +end in rad therapy, or FF + rech in foot stop, are so imbalanced. Exploit ruthlessly. Note that dark consumption is extremely weak. It has 3x the base rech, 360s, than the version in DM. Grass grows faster than this thing recharges. Even blaster nukes only have 145s base rech. Dark consumption will not significantly impact your endurance situation however you slot it so you should avoid heavily investing in it.
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Medicine generally, because it has higher availability. Unleash is too slow (when you need HP you tend to need it now) and has too much downtime: it is still only available once every 2 mins at +400% rech. Aid self is actually more hps than healing flames if you spam it (17.0% heal every 24.5s, vs 21.7% heal every 40.9s - unenhanced numbers). But the catch is it's interruptible, so it's harder to kite while healing like melee toons do when forced onto the defensive and you have to beware of dots; and it's a very long animation, so using it will tank your dps. All good shield builds are softcapped without shadowmeld anyway, so you are unlikely to be interrupted. Shadowmeld mainly has value as an additional buffer against high tohit enemies or heavy incoming -def debuff. The reality is more nuanced. A power transfer proc is about +3.35 hps (doesn't scale with maxhp). Panacea on scrappers is slightly weaker at +3.29 hps (ditto). Every 100% of regeneration is about +9.17 hps.* Aid self slotted for heal at 95% ED without field medic is about +21.0 hps. It takes a significant investment to match or beat aid self, especially considering panaceas and numinas are default on most builds. My shield scraps that don't build for passive hps still get 20 hps. The real advantages of the hps procs and regen over aid self are that they do not cost animation time (= no dps loss), are passive (= less human error) and do not cost power slots (= more investment in epics, +def all powers). Even when you do match/beat aid self in terms of hps, this is a pure mathematical analysis that only works out if incoming damage is consistent and even. In real combat conditions against challenging foes (the situation where heals actually matter), incoming damage is spiky and unpredictable. If you are soloing a +3 AV and it lands 2 big hits in short succession that chop off 70% of the green bar, you do not necessarily have the leeway to hang out and wait for procs or regen to kick in. That might mean risking a death resulting in encounter reset. Analysis of risk must consider not only the likelihood of adverse events, but also when those adverse events are likely to happen**. Taking aid self means paying extra for the insurance that you will have hps when you need it most and when its value is highest. * this does scale with maxhp. I have assumed 2200hp, which is at the high end of what accoladed shield scraps will achieve without owts or other buffs active. The AT cap is 2409. ** this is the reason why junk bonds are almost never worth it in your portfolio despite the higher yield, because they tend to be correlated with stocks and crash at the same time stocks do. Why buy bonds that don't do the job bonds are supposed to do, which is reduce volatility and diversify risk? Just buy stocks if you want yield and don't mislead yourself about the amount of risk you're taking. Scrapper shield only has ~70% DDR with 2x AD, so many shield builds are pigeonholed into ageless radial (the other bonuses are generally a good deal for them too). You can keep a rebirth around for when you're not fighting -def critters though. Generally agreed, but who knows? Some people still put stock in being able to do things no insps no temps style, even though I gave it up as suboptimal long ago.
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Which is to slot your shield wall +5 res unique. I want to talk about 2 things now that OP changed their epic. Firstly, shadow meld has a very long animation lock at 3.168s. You can move (i.e. you are not rooted) while using it, but attacks will only queue and not execute until it is done animating. Using it in the middle of combat is a dps loss. You usually want to pop it when you are moving in-between spawns, but hold off on refreshing it in-combat unless necessary. This adds a fun element of active play to your more passive 2ndary. Secondly, epic snipes are good but endurance-costly. Moonbeam for example has a base cost of almost 18 end. Your build will not be eps stable with only net +2 eps (since you are a leadership build) and no panacea proc. That's okay however because moonbeam only becomes available at endgame and you will have access to incarnate end management tools. It just means you're more pushed towards taking musc radial (instead of core) for alpha and maybe ageless radial instead of barrier for destiny. Experiment and adjust as necessary based on the severity of end issues you experience.
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You can try blowing up teammates with the crystals (they stun, to help you kill your team) and then blowing up the dead teammates with fallout. PvPvE baby!
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Ideal rotation is hack disembowel hack headsplitter, requiring +304% rech in hack (replace a hack or disembowel with epic snipe when available). Low rech builds, especially you with no haste and no rech boost from your armor, can mix in parries e.g. hack disembowel parry hack headsplitter, or even hack disembowel hack (small gap) headsplitter depending on rech and procs. Most BS builds fit double -res procs in the single target rotation (achilles in hack or disembowel, gladiator's fury in headsplitter). Your problems with endurance drain are because you have shit energy def. Energy def is really hard to get on melee toons. Slot EN def and start dodging them elec attacks. Try 3x eradications in your aoes (boost to +5, it's a level 30 set so it has weak enhancement values), 3-4x reactive armor in your res toggles No steadfast +3% def to all - also gives res enhancement Combat jumping 3 slotted and heightened senses 1 slotted. Classic case of throwing away pounds to chase pennies 6x makos. Usually slotting positional def (melee, ranged, aoe) def on a typed defense (fire, cold, energy, etc) toon like your WP is a mistake. Positional def bonuses only give half the value in typed def, see. But 1 set of 6x mako's in a ST attack is not bad because EN def is so rare it sometimes is worth it even at half value, and you get SL res and a damage proc to boot. 5-6x winter's bite or 3x thunderstrike muled in an epic blast, 5x manticore's in an epic snipe, 4x basilisk's in an epic hold are also potential options depending on what epic you're willing to go with. Most builds don't need to go that far though. Panacea can go in health, perf shifter/ptransfer can go in stamina respectively to save a slot each Hack and parry are attacks. Slot them like attacks. All the strongest set bonuses come from attack IO sets, so it is rarely worth it to slot them as anything else. You can take 1 slot in parry to use as an lotg mule though. 3x impervium armor for psi def is useless, you will never accumulate enough psi def to be worth it. Aegis, reactive armor and unbreakable guards are the way to go. Kismet is permanently on if you put it in a toggle instead of in parry Good epics, assuming you have no strong ties to energy: Soul - moonbeam (snipe) and shadowmeld (+def all, short recharge). Mu - zapp (snipe) and ball lightning. Notably the only pick that lets you get both a snipe and an epic taoe for those who dislike melee cones. Psi - psi lance (snipe) and harmonic mind (regen, recov, endrdx). Ice - frozen spear (snipe) Snipes are overpowered, and one of many reasons scrappers are so high on ST damage compared to blasters. When you are in combat, snipes do less damage but are uninterruptible, becoming just another epic blast, albeit an extremely powerful one. Snipes gain bonus damage based on your +tohit buff so they gain damage from your kismet and tactics.
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Against pure damage, and in the absence of external buffs, it is generally better to have 1 kind of mit (either def or res) capped rather than to have both halfway capped. The reason is mitigation in this game shows increasing, not diminishing, returns - against all principles of game balance and common sense. Going from 0% to 10% def is barely any difference. Go from 35% to 45% and you can afk in mobs. Brutes are not good at building for resists, so focus on def unless you are a res set or you are within easy reach of the res hardcap. Invuln for example will always hardcap SL res. I can tell you have energy drain toggled to the max and invincibility at 1, so you can't compare these builds anyway.
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Tick 'show enhancement relative levels' (and below it is also your 'show damage per activation'). They are always taken into account in ED calculations and in damage, res etc. numbers, even if the +5 signs do not show. This back and forth makes me realize how so much of build design skills are taken for granted by veteran builders. Basics such as animation time and DPA, the PPM system and what affects procrate, how to calculate recharge time under the effect of varying recharge buffs, are probably already a lot to grasp for the average player. Then you get all the quirks of mids' and its interface, like what it does and does not calculate accurately. What does and does not stack from the same caster, and whether it stacks from a pseudopet. Weird and unexpected interactions (if I slot panacea chance for +HP/end in nature's lifegiving spores and put the patch under a teammate, who gets the proc?). Things like the heatloss-burnout interaction, 4* infiltration aggro radius, etc. Not even I know everything at the bottom of the iceberg.
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Options > config > effects & maths Chance of damage: select 'average' View > tick 'show damage per activation'
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Fightingless, 100% slow res, near permahasten, alpha only, 1 stack hardcap: 1.mbd Unbreakable guard is in static shield. If you need to unslot the adj targetings, e.g. because your 2ndary has feint instead of BU or you want gaussian's in the 6th slot, there are a couple ways to make up the missing res. You can replace some unbreakable guards with 4x titanium coatings for the SL res and split up ATIO2 into two sets of 3x for the EN res, for example. You can do the prestige sprint trick (all 4 prestige sprints plus normal sprint accept 2x celerity for 2.25 SL res).
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The first thing that strikes me is why you are not using the ATIO1 proc to cap your resistances. You have procs turned off in punch, though that could be due to not wanting FF proc to show in mids. Might of the tanker proc is worth 6.7% res to all, which is a significant amount. (Note: one of the recent builds of mids does not apply the might of the tanker +res proc even if you turn it on, but it will work fine in game.) Secondly, while procs are generally good, some of your attacks might gain from slotting partial or full sets. For example, this is your KO blow. You could instead try this. Triple hec triple proc is a classic that many fenders/corrs/blasters will be familiar with. hecatomb proc, D, D/E This gives slightly more damage, and also grants 6% FC res, which will allow you to cut the winter's gift pieces. While slotting a damage proc usually beats slotting a damage enhancement, high damage attacks lose less from slotting enhancements over procs, and may even gain overall. It is always worth testing enhancements vs procs on high damage attacks to see what is a gain. Aoes are another example where the advantage of procs is much lessened, because procrate often gets shit on by area factor. This is how you slotted your foot stomp. (Last slot reserved for FF proc) Let's compare this with a set IO slotting (last slot ditto): all but D/R At first, it seems like a clear win for the procs, gaining 55.6, or +20.9% damage. However, note the lower recharge time on the 2nd footstomp. The 2nd slotting allows +30% more footstomps over the same period of time. Consider that the 2nd slotting means more knockdowns from foot stomp (= mitigation), more FF procs, less end cost, higher acc, and +15% acc, +10% rech and +6% of that FC res you seem to be slotting for, and the advantage of the procs is less clear-cut. No. Gamma boost gives end drain resistance, 86.5% of it. Always check your powers for important resists and other effects. Apart from pyronic and ionic the only really notable one is void radial. 30s of -50% damage. Note however that it's not as strong vs AV's as it looks on paper, because of how damage debuffs interact with resistance and how AV's usually have high res to their own damtype. Probably. FF procs have the best value when put in fast recharging aoes. A high chance to get a 5s proc every 9s when you foot stomp is pretty good. Change it to a 22s psinado, and it starts getting less hot. Napkin math suggests the one in punch has its procrate floored, so that's not going to be very good. It also depends on what you want the rech for. Results are more consistent with long-recharge powers than fast-recharging ones, like filler attacks. I am running out of time, but think about dropping your +3 def uniques and unslot some slots from weave, if you're truly all-in on res as you say. I wouldn't be comfortable with 65% slow res. And maybe optimize a little more for rech. If you can get to around 150-160% rech that will bring your rage close to double-rage territory, 65s recharge time. (5% from completing your adj targeting, 7.5% lotg, 10% 5x armageddon, 10% ageless radial, 110% existing global rech = 142.5%, and you have FF procs to help it along.) Finally, this is a personal thing but I like to slot rad therapy 5x panaceas instead. The meta is procs, but really, how many nukes do you need with GZ, footstomp and an epic aoe. I find the heal useful when soloing against stuff like vanguard or going full rambo on the ITF mission 1 stairs ambush.
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This discussion gives me fond memories of the dawn of the IO era, when people were just figuring out how to softcap and get permahasten. Back then, the state of the art was dropping DA from your kat rotation to increase dps (procs were vastly weaker in that era so dps optimization was mostly DPA optimization), and SR was moderately meta because you could aid self uninterrupted with it to solo an AV for e-cock points. Good times, good times.
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You will commonly see cardiac, musc and agility on shield tankers. If you are new to shield, I recommend cardiac. Shield is one of only 3 tanker armors that offer no support for the blue bar, and it has 4 toggles to the usual 3. Cardiac will solve most end problems and helps cut back on resistance slotting: cardiac core paragon is worth approximately 5% SL res and 2.5% ENFC res. The more of the following are true for you, the more cardiac is favored: you are not getting eps from your epic (no phys perfection or harmonic mind), not taking ageless of either flavor, are procbombing heavily and/or are taking renowned blue bar guzzlers like leadership. Musc (usually radial, since the endmod part can be used to wring more eps out of stamina and epic recovery powers) is not a bad choice either, though even on a shield, you may still be able to get better dps overall by trading cardiac's res for procs. I do not recommend agility, since the recharge counts as enhancement recharge (unlike rech that comes from set bonuses and buffs); it tanks your procrates and that hampers your ability to claw back dps. It's unlikely that you need to take vigor for the healing boost. Dark regen is already among the strongest heals in the game. To illustrate, unslotted against a single target: Dark regen: 30% of base hp, 30s rech Healing flames: 25% of base hp, 40s rech Dark regen is about 60% more hps than healing flames when both heals are used on cooldown. Not that vigor is bad, but my gut feeling is you are better off getting something else from the alpha, since you will already overheal a lot with dark regen. For shield, the most common way to get 45% def, 90% res is by chaining defensive clickies: melee core hybrid > rune > owts > rune on a 6 min cycle. The weakest power in this chain is melee core, worth 17% res to all with 1 target in melee. By putting ATIO1 +res proc in the filler attack, we can also maintain 2 stacks essentially permanently which adds another +13.4%. This lowers our resistance hardcap from 90% to a mere 59.6%. Then, we can afford to go another 1-2% lower: 1) the reactive defenses unique gives increased res when we take chip damage, and 2) melee core scales with foes in range, while rune and owts are stronger than it. In short, we should see res of between 57.6 to 59.6% from set bonuses alone. Here's an example of how to achieve these stats: Note deflection is slotted for res, instead of def. For tankers, it's usually better to get SL res from deflection and rely on set bonuses from unbreakable guard for melee def. Also note ATIO2 split into 2 sets of 3x, for the EN res. EN is the rarest res from set bonuses, and this is the most slot-efficient EN res in the entire IO system. While the bonuses from a set of 6x aren't bad, it's always worth considering if you would be better off splitting it up like this. Steadfast 3% should go in owts, to buff the non-SL res to be of the same strength as your other res clickies. Note that you don't need high FC res for non-farm content, so you could also trim that. You should adjust the build further depending on which alpha and destiny you take. There are three catches to this type of build. 1) This is extremely costly in terms of power choices. 4 powers spent on owts/rune means no substantial investment in epics. 2) The rech is terrible, because without epic attacks we have fewer options for rech. This is annoying when we are trying to get perma-souldrain and permahaste. Even ageless only lowers the requirement for permahasten to 158.8% global rech (incl hasten itself). It's up to you to decide how you will close the rech gap with incarnate powers, set bonuses and external resources like base empowerment buffs - the base rech buff is +20% rech. 3) Just in case you've never used it before, owts has a -60% end crash. It is unlikely that it will detoggle you since owts itself gives bonus recovery, but you should beware since it can crash at the same time as hasten. Recently I have begun experimenting with builds that replace melee/rune/owts with barrier destiny (can be considered permanent 5% def and res to all; and why not, after all you're giving the team grant cover too) and a defense amp (+7.5% res, +5% def to all). This route requires about 62.1 to 64.1% res to all plus 2 ATIO1 +res procs to hardcap res. Something like this would be almost resistance hardcapped and defense i-capped with a defense amp, for example.
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Duh. Fortunately, that is not necessary to skim money off the market. All that's needed is for there to be a gap between the highest buy order and lowest sell order (and for that gap to exceed market fees). You're using a different definition of 'flipper' than I would argue is traditional, but otherwise agreed. The HC market is extremely resistant to attempts to throttle supply. Fungible items are a big part of it, but also things like the presence of converters and the loot structure in general. I have a lot more market firepower on HC than I ever did on live, but it's not worth it to bother trying to artificially engineer shortages on items. Low-effort profiteering like making money off the bid-ask spread, 'painting' the last 5 or even just buying to craft/convert is simply far easier and more effective.
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I've installed 44% aoe def on your build while maintaining other stats as a case study of how to simultaneously build R/aoe def on a fender. This also gives you a more usable emp (-regen!) and an unbreakable guard unique. The main loss is the damage procs in the aoes. I want to highlight a few things. One, it's usually better to take musc radial over core on a fender. The small loss of damage is negligible on an AT with such a low damage scalar (screech loses only 4 damage for example) and the endmod enhancement can be used to drop a slot from stamina. If not taking musc radial, the other common option is intuition radial which buffs debuffs and damage. Two, your gaussian's proc is currently in amplify. This is perfectly fine, but you may also consider putting it in tactics - this also gives you a more usable tactics. Gaussian's rolls once for every target affected by tactics, even including pets, and the proc chance is pretty ridiculous on a team. This is considering you state you are building for a team. Finally, I actually encourage you to trim back on defense a little and build for 40% R/aoe (or only R) def. In the current meta, def is very abundant and nearly all teams will have someone else running maneuvers or other defense buffs, which will softcap you. This will free up a huge amount of build capacity (going from 40 -> 45 def is about twice as hard as 35 -> 40) and will allow you to fit more utility powers and damage procs in your build. Tweaking the build to achieve this is left as an exercise for the reader. My own rad/sonic is designed to have 40% R/aoe and run a defense amp for the last 5%. This also gives 7.5% res to all and mez protection, enabling me to carry other destinies than clarion. I also prefer to skip the 2nd filler aoe and take spirit drain instead, and I prefer to use a fly/hover toggle macro and take vengeance over evasive as the last lotg mule - vengeance is wipe prevention which I consider valuable. Defender (Radiation Emission - Sonic Attack) Edit2.mbd
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Not personally. However, the marketing forum during the days of Live sometimes had a snobbish and frequently antagonistic attitude, which you can still see for yourself if you look at archives of the forums. During live, marketeers also added far less value to the market: there was no practical converter roulette, no level arbitrage (I buy a level 10 recipe and craft it for pennies, you buy it as a level 50 enhancement, and we cheat the crafting station out of 500k in crafting fees) and nonfungible items meant certain items were perpetually in shortage. Luck charms anyone? All this led to more frustration with the market and marketeers, quite a bit of it deserved, so I'm not surprised if some people from that era still carry a lot of resentment for marketeers. Flipping undeniably causes prices of flipped items to be higher than they otherwise would be. When you buy something for X and sell it for X+Y to pocket the difference Y, the amount Y does not appear out of thin air: it's paid by someone who could've paid only X instead. This is not mutually exclusive with the observation that inflation in HC does not exist. While prices have generally remained stable or fell slightly, maybe they would fall more if flipping did not exist. Hence, lack of inflation does not change the fact that flipping skims money off the market, because many other factors also influence trends in price. Flippers do help the market function by constantly having buy orders out and stock ready to sell, however. They may be doing a very unoptimized setup, farming with other players in a 8 person team coupled with badly played/built hitters or too many leeches. The reality is that the average farmer is pretty bad at what they are doing. In fact, I would go so far as to say the average person is generally terrible at their choice of activity whatever that might be: most people are fearful of knowledge and growth, content to do the bare minimum and unwilling to change. This can be immensely empowering, if you realize that it is very possible to excel when the average person is so bad. It will change your life to realize that with effort and drive, you can reliably place yourself in the top 5% of the human species in any field or endeavor. Luck and privilege are necessary to get into the 1%, but you can make yourself the nat 20 that nature rolled.
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Ageless radial T4 gives: 42.5% -def res for 30s 21.25 -def res for 60s 21.25 -def res for 120s On a 120s cycle, and the 3 buffs stack. This means that you will have 85% DDR 1/4 of the time, 42.5% 1/4 of the time and 21.25% the remaining 1/2 of the time (which is WP levels of awful). Thinking that ageless radial will save your hide vs -def debuffs is a classic mistake. The good news is that most -def attacks are SL and Bio is designed to meet SL damage with resists, not defense (WP being the other set with similarly hybrid mitigation). Combined with tankers being grossly overpowered, most people who make this mistake don't get to deal with the consequences. A better counter to -def is to anticipate or recognize when non-SL -def attacks are incoming, and counter them appropriately with insps or non-def mitigation clicks, while outputting high dps to kill the critters in question.
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Lotg on its own is powerful, but where it gets ridiculous is 1) it being in a defense set, and 2) also buffing defense itself (it has the same amount of def enhancement as a D/E or D/R piece). This means that e.g. on a fender, CJ or hover with an lotg +rech in it is +2.9% def to all and +7.5% rech. Now consider that +3.1% def and +7.5% rech are typically 4-6 piece bonuses, count how many slots worth of set bonuses one is getting from a single power with no slot investment. This level of slot-efficiency is unprecedented outside of unique pieces. The question is then why, given the obvious balance implications, lotg was designed this way. Since there is a wide variety of pool powers that give +def, realistically any toon can get 5x lotgs; defense sets are the one class that every AT has easy access to. This avoids the much more serious balance problem of some powersets/AT's being able to cap out on lotgs while others cannot. Being able to get 5x lotgs in turn is important because the IO system was intended to allow for permahasten, responding to player uproar over ED. If you look at dev communication from that era, being able to get 5 lotg's and permahasten was widely promoted. This does not mean that the developers, both Paragon and later HC, are entirely unaware of the imbalancing effects of high rech. Since the start of the Incarnate era they have gotten better at simply not allowing powers to be permanent, either through denying recharge enhancement (rune) or properly tuning the base rech (parasitic aura). New and revamped sets are also generally designed to have fewer skippable powers, which may be an attempt at re-introducing build tension and making the choice to mule lotgs less straightforward. However, I would like to see more efforts to counter the softcap meta through autohit attacks and debuffs, critters with varying tohit, short-duration tohit buffs, etc.