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Everything posted by cohRock
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This is best demonstrated during a respec. The process allows you to slot any power in any order, which would make it impossible to somehow backtrack exemplarred stats to match "exactly" what they would have been if you were say, 19, again. I will admit, though, for a long time on Live I believed the backtrack theory. But as Greycat says, it is all or nothing. If you have a power active, you have all of its slots. That said, the enhancements might well be weaker that what you actually have slotted. For example, if you are a level 44 character exemplarred to 19, the enhancements will be about as strong as DOs. You will still have any set bonuses in available powers however, and, I'm pretty sure at their full strength.
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@PatriotMusic, I have never heard that slotting order would make a difference. My assumption has always been that the various components are added together, with ED being applied to the sum. I do not know if this assumption is correct, however.
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@Frostbiter, Thank you. So it only applies to powers that have slottable resist? As a stoner, that would be Brimstone and Granite Armors, and Stone Skin. I was hoping it would be 20% resist to all powers, but that was probably unrealistic. At least it is still useful to him, unlike, say, an SR tank who doesn't even have any resist. (Well except for the unslottable scaling resist as health goes down, and possibly Tough.)
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My stone tank just reached his Alpha tier 4 (Cardiac Core Paragon), which is documented as adding 20% resist to the benefits he had at tier 3. But when I look at the resistance values shown in the Combat Attributes window, it shows no extra resistance. Is this just an oversight in Combat Attributes or do I misunderstand what actually happened? I relogged and rechecked, thinking that maybe the new value had to clock in. It didn't help. Also, the new tier 4 alpha is equipped.
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@You, this isn't the one you asked for, but it might still be useful: * Armor & Archetype Cross Reference It compares all of the major armor sets with each archetype that can use them, as level 1 values. It also shows which archetypes can use which armors.
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You are welcome. Keep in mind I am referring to base (unslotted) damage. So an attack may do 60 points of damage with no enhancements and 115 when slotted. A 3% bonus would be 1.8 (60 * 3%) more damage, not 3.45 (115 * 3%).
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Sets are limited by the same diminishing returns as regular enhancements (aka Enhancement Diversification, or ED). If you look at the elements of a set and add up its various characteristics, you can see that this was taken into account in the design. For example, a set might contain 4 enhancements with damage: damage only damage/accuracy damage/accuracy/endurance damage/recharge/endurance If you add up the damage components of each, you will see that they don't push the ED limits. That all said, set bonuses are fully additive. For example, if a set bonus offers 3% damage, that is a true 3% more base damage to all your attacks, bypassing ED limitations. If an element of the set is a damage proc (5% extra fire damage, for example), that also bypasses ED and adds 5% to the base damage of the power, in this case expressed as fire.
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Yes, as an Empath I have felt that. To be a buff-only defender, on a high-level team when buffs are rarely needed, can feel pretty lonely. Other defender sets offer both buffs and debuffs. (Or wait, is Poison debuff only?) That's why I still like playing support characters -- just not Empath ones.
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( and @Crimsonpyre ) I believe the reason shards may seem extraneous now is Homecoming "streamlined" the original design, making part of it (the shards) seem confusing. IIRC, shards used to drop in non-incarnate content, while threads and incarnate components would drop only during incarnate content. Shards were the gateway to the new end-game content system. The Homecoming mods seem to have crippled the end-game system. No one seems to be running incarnate missions any more. They'd rather just keep running AE farms or PI scanner missions over and over and over... In making threads drop anywhere, many assume now that shards are close to worthless. That's a silly thought, IMO. You can still use shards to build alpha-slot abilities. Think of them as extra freebies. 1 shard is equal to 5 threads in building components, so their relative rarity makes sense.
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@Lex Talion and @srmalloy , thank you for the information. I appreciate learning stuff I didn't know enough to ask about.
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If one is trying to get incarnate shards and threads, does mission level make a difference? For example, would a +3*4 mission yield more incarnate salvage than a +1*4 mission?
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Alpha Cardic vs Conserve Power + Physical Perfection
cohRock replied to cohRock's topic in General Discussion
Probably. Of course he might also exemp below a level where Physical Perfection becomes inactive. 🙂 -
Alpha Cardic vs Conserve Power + Physical Perfection
cohRock replied to cohRock's topic in General Discussion
He is a fairly new character, and has just started slotting sets in the past week. Eventually all the attacks and armors will be slotted with various sets, adding native endReduc to each. With the -65% recharge penalty of Granite armor, he doesn't swing that quickly, even when Hasten is active. Thank you for suggesting the +End procs. -
Alpha Cardic vs Conserve Power + Physical Perfection
cohRock replied to cohRock's topic in General Discussion
With the addition of level 1 Alpha:Cardiac, here is his current build: Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Glowie Me: Level 50 Natural Tanker Primary Power Set: Stone Armor Secondary Power Set: Radiation Melee Power Pool: Fighting Power Pool: Teleportation Power Pool: Leadership Power Pool: Speed Ancillary Pool: Energy Mastery Hero Profile: Level 1: Rock Armor -- GifoftheA-Def/EndRdx(A), GifoftheA-Def/EndRdx/Rchg(13), GifoftheA-Def(13), GifoftheA-Run+(17) Level 1: Contaminated Strike -- Acc-I(A), Dmg-I(3), DefDeb-I(5) Level 2: Earth's Embrace -- RechRdx(A), Heal(3), Heal(5), Heal(21) Level 4: Kick -- Acc(A), Dmg(23), Dmg(40), Dmg(46) Level 6: Stone Skin -- ResDam-I(A), ResDam-I(7), ResDam-I(7) Level 8: Rooted -- EndRdx-I(A), Heal-I(9), Heal-I(9), Heal-I(23) Level 10: Teleport -- EndRdx-I(A), Range-I(31) Level 12: Brimstone Armor -- EndRdx-I(A), ResDam-I(17), ResDam-I(21), ResDam-I(27) Level 14: Taunt -- Acc-I(A) Level 16: Recall Friend -- Range-I(A) Level 18: Mud Pots -- Acc-I(A), EndRdx-I(19), EndRdx-I(19), Dmg-I(37), Dmg-I(39), Dmg-I(40) Level 20: Crystal Armor -- GifoftheA-Def/EndRdx(A), GifoftheA-Def/EndRdx/Rchg(25), GifoftheA-Def(25), GifoftheA-Run+(34) Level 22: Assault -- EndRdx-I(A) Level 24: Tactics -- EndRdx-I(A), ToHit-I(43) Level 26: Minerals -- EndRdx-I(A), DefBuff-I(27), DefBuff-I(40), DefBuff-I(42) Level 28: Irradiated Ground -- Acc-I(A), EndRdx-I(29), Dmg-I(29), DefDeb-I(37) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31) Level 32: Granite Armor -- EndRdx-I(A), ResDam-I(33), DefBuff-I(33), ResDam-I(33), DefBuff-I(34), ResDam-I(34) Level 35: Devastating Blow -- Acc-I(A), EndRdx-I(36), Dmg-I(36), Dmg-I(36), Dmg-I(37) Level 38: Conserve Power -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39) Level 41: Physical Perfection -- EndMod-I(A), Heal-I(42), EndMod-I(42), Heal-I(43), EndMod-I(43), Heal-I(45) Level 44: Atom Smasher -- Arm-Dmg/EndRdx(A), Arm-Dmg(45), Arm-Dmg/Rchg(45), Arm-Acc/Dmg/Rchg(46), Arm-Acc/Rchg(46), Arm-Dam%(48) Level 47: Boxing -- Acc(A), Dmg(48), Dsrnt(48) Level 49: Weave -- GifoftheA-Def/EndRdx(A), GifoftheA-Def/EndRdx/Rchg(50), GifoftheA-Def(50), GifoftheA-Run+(50) Level 2: Swift -- Run-I(A) Level 2: Health -- Heal-I(A), Heal-I(11), Heal-I(15) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(11), EndMod-I(15) Level 1: Brawl -- Acc-I(A) Level 1: Gauntlet Level 1: Prestige Power Slide -- Empty(A) Level 1: Sprint -- Run-I(A) Level 2: Rest -- IntRdx-I(A) Level 4: Ninja Run ------------ If Cardiac and potentially Ageless alleviate the need for Conserve Power and Physical Perfection, I plan to swap them out for Cross Punch, taking full advantage of both a tank's larger area for melee cones as well as maximizing Fighting Synergy. -
Alpha Cardic vs Conserve Power + Physical Perfection
cohRock replied to cohRock's topic in General Discussion
(also @kiramon ) His build originally did not have Weave. I was remembering my stone tank on Live standing in the shadow shard in Granite armor and Rooted, surrounded by +8 foes and barely getting scratched. Of course he couldn't do much damage to them either. That must have been pre-ED though. On Glowie Me (current stoner) he could do a +4*8 smash/lethal farm (due to the help of the Stone Skin passive resistance being active alongside Granite), but he had to really tone down the level to like +2*6 for Fire or Energy farms. A tanker forum thread suggested adding Weave. Adding it allowed him to handle +4*8 mobs on both Fire and Energy farms. Outside of farming, he probably wouldn't need it, but now he is pretty much a universal farmer. Well except for psi, where is only defense is about 7.5% from Weave and I think 7.5% from Armegeddon. His Granite form is currently slotted with an endReduc, 3 resist, and 2 defense. Now that he has Cardiac, he might replace the endReduc with a 3rd defense, though. Even with Weave, the +4*8 farms get a little hairy if they have wandering mobs and you end up fighting 2 or 3 large groups at once. -
Alpha Cardic vs Conserve Power + Physical Perfection
cohRock replied to cohRock's topic in General Discussion
Currently the tank ("Glowie Me") has the Atlas Medallion, three minor recovery and +maxEndurance buffs via Gift of the Ancients, a 4% recovery bonus via Armegeddon, and he is working toward Portal Jockey. Besides the current 4 sets, his enhancements are at least level 35 vanilla IOs. He got Cardiac slotted yesterday, but I haven't really tested out the effect on his sustained endurance stamina. -
I have an alt with end problems. He has taken the Epic pool powers Conserve Power and Physical Perfection. He is 50+ now, and almost ready to slot his Alpha with Cardiac. What I wonder is after he gets the 33% - 45% end reduction on all powers due to Cardiac, will the two Epic Pool powers still be necessary? Note he is also slowly buffing up max endurance and recovery via Accolades and sets. The alt is a stone/rad tank. In his Granite form he will typically have 7 toggles on -- Granite, Rooted, Mudpots, Irradiated Ground, Weave, Tactics, and Assault. They all have at least one end reduction already (Mudpots has two). I don't want to respec out of the epic pool powers (replacing with two attacks) unless the endurance load is low enough that he can continuously fight in an extended battle. When Granite is not on, the situation is even worse. Its single toggle is replaced by up to four others -- the individual armors for smash/lethal, fire/ice, energy/negative, and psi+perception.
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@Omega-202 and @Luminara , thank you for the information and experience. I guess Atom Smasher gets to be the one to receive Armageddon.
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My stone/rad tank has reached 50, and I plan to have him 6-slot the Armageddon set. He can place it in Mudpots (currently 6-slotted), Irradiated Ground (currently 4-slotted), or Atom Smasher (currently 6-slotted). None seem a particularly good fit for Armeaeddon. Why this isn't posted in the Tanker forum is my general question about Armageddon and endurance cost. The set seems to be designed for a direct attack. Three of its elements include recharge, but only one reduces endurance cost. That is great for an attack, but backwards for a damage aura. Mudpots in particular is quite expensive (.78 end/sec unslotted), and is a major factor why the tank has endurance problems. Currently I have it slotted with two vanilla end-reduc IOs. Confusingly the set's proc is extra fire damage 4 to 5 times a minute. This is a great addition to a damage aura, but he may not even get the chance to use Atom Smasher near that often. Thus the set feels sort of schizophrenic in design, sort of an odd fit for either an attack or an aura. Am I missing something?
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Thank you, @Unknown AT . I am the "Glowie Me" you made this example build for. @Gobbledegook , he made this build for me in game. My tank was about to hit 50 and we had been discussing various sets. We share the Radiation Melee attack set, but he was on a Fire brute. We were actually in a Fire farm. Glowie died a couple times when not paying attention to the battle. He correctly ascertained that my fire defense was not what it could be. (Granite with two defense IOs gives him over 28% defense to everything except psi and toxic.) AT seemed to freeze at a calm point for 10 or so minutes. Next thing I know, he told me that he had a first pass at a build, and here it is. 🙂 One thing I find funny is that AT thought I want a "fire farmer build". Glowie is a stone tank -- he can be an "everything but psi" farmer. Granite form gives him 78% resistance to all but psi, and the auto set Stone Skin caps smash/lethal resistance at 90. He has already brought fire/cold resist up to about 80.5 with the one set he does have now, 4 of Gift of Ancients. I'll be replicating that in two more defense powers, bringing fire/cold resist to 85, and greatly mitigating the slow effects of Granite and Rooted. I'm considering the other ideas, but in the context of my first character on Live being a stone/stone tank. Thank you, AT for taking the time to do this.
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I think both are great sets. To me, the factor that has me choose one over the other boils down to two powers. Ninjitsu Shinobi-Iri (available level 6) some positional defense to all stealth run speed boost jump boost (speed and height) Super Reflexes Quickness (available level 28) +recharge run speed boost fly speed boost resist(slow) One other factor to consider is knockback protection. SR gets it at level 10, whereas Ninjitsu does not get it until level 28. What factors are more important to your character concept?
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Thank you for the feedback, guys. @oldskool I especially appreciate the time and analysis you gave to my idea. I will continue to pursue the copper cannon idea for a while, knowing I can always respec later.
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I have made a new Sentinel as a sort of thought experiment. It is the "copper cannon" -- more robust than a blaster but less than a full sentinel. I know he starts out as a less offensively powerful blaster. The copper cannon's secondary is Regeneration, and he only takes its auto-powers and Integration, granting him mez and knockback protection as well as additional regeneration. The other powers taken from the set are Fast Healing, Quick Recovery, Dismiss Pain (increases max hit points), and Resilience (providing a little resistance to all damage). The experiment allows for any primary, but my guy chose Dark Blast, eventually taking all powers except its tier 1. I know Life Drain will not make up for the active healing powers not taken, but it is something. His pool powers will be: Combat Jumping Boxing, Tough, Weave Assault, Tactics, Manuevers Hasten And from Soul Mastery Soul Tentacles Soul Storm Summon Mistress I know this is a crazy thing to do on a character I would solo regularly. But he is in an active SG with a lot of opportunities for teaming with friends. His damage potential is as strong as any Sentinel, and his Leadership skills will improve the team overall. (Not by a lot, admittedly, but some.) Yes, teammates may have to keep him alive from time to time, just as they would a blaster -- but not as often. Would you be okay with teaming with someone with such a build, or think he's some dumba** who has no idea what he is doing? Any optimization suggestions within the copper cannon concept?
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Thank you for the analysis and testing, folks. So gauntlet extends radial powers by 50%. Nice! I still kinda think defenders should get the same Leadership range bonus, but I'll gladly accept what we have. Hmm, I wonder if a tank with Ice Melee has his Ice Patch radius extended from 10 to 15 feet. A controller's Ice Slick would still beat it, at 25 ft., but 15 ain't nuthin' to sneeze at. And a fire tank's Blazing Aura would expand from 8 to 12 feet. -- same with Spines:Quills and Stone:Mud_Pots. I think if I were to build a farmer knowing this, he'd be a tank, not a brute. Irradiated Ground (Radiation Melee) seems to have a different, non-radial mechanic. I wonder if its effective thickness is also affected by gauntlet.
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Today my level 33 tank was teamed with two brutes. I noticed that my Assault and Tactics showed up for them before their Maneuvers and Tactics would buff me. The detailed info for all our leadership powers said that they all have a radius of 60 feet, which was probably right for the brutes. But my tank seemed to buff them at about 100 feet. Does anyone know if this is a bug or simply incorrectly documented behavior? It would make sense to me that leadership on tanks and defenders would have a larger range than other archetypes. Their primary job is to protect teammates (though in different ways). So giving them a larger range would be one way to accomplish this. BTW, one of the brutes was level 50 and the other was 36. This wold seem to eliminate a mechanic where range gets larger with character level.