Nemu Posted December 15 Posted December 15 1 hour ago, Eric the Red said: Looking at just these stats, Hover + Evasive Maneuvers would you have spending 50% more endurance, but getting 250% more defense. I find that...attractive. Sometimes reading the power explains the power, sometimes, not always. This kind of defense loss also applies to stealth from the concealment pool although stealth retains a little bit of it. This is how you can see combat defense in mids Go to Options - Configuration - effects and maths and check the "attacked" box on the right. 1 1 Liberty, Torchbearer, Excelsior, Everlasting Jezebel Delias Level 50 Fire/Elec/Mace Blaster I am the Inner Circle!
Eric the Red Posted December 15 Posted December 15 27 minutes ago, Nemu said: Sometimes reading the power explains the power, sometimes, not always. This kind of defense loss also applies to stealth from the concealment pool although stealth retains a little bit of it. This is how you can see combat defense in mids Go to Options - Configuration - effects and maths and check the "attacked" box on the right. That would explain it; many thanks! That means my blaster needs attention, too.
Gobbledigook Posted December 15 Posted December 15 12 hours ago, Nemu said: Sometimes reading the power explains the power, sometimes, not always. This kind of defense loss also applies to stealth from the concealment pool although stealth retains a little bit of it. This is how you can see combat defense in mids Go to Options - Configuration - effects and maths and check the "attacked" box on the right. A regular font of knowledge in this thread Nemu 🤓
Cyri Posted 11 hours ago Posted 11 hours ago On 12/15/2024 at 12:24 AM, Gobbledigook said: You could go agility with that much resists in the build to increase the +recharge which it lacks, boost defense and recovery. It would still leave you with good resists that SMotT will cover. Still needs a Panacea proc in health. Replace the numina heal with it. I would take a couple slots from physical perfection and drop them into dull pain personally. Thank you. The recharge is not my play style. I prefer to have all the resists. Next year I may have a different design or build philosophy, but relatively recently (10 months ago) I started adjusting the builds on my tanks to really lean into durability as opposed to being a sturdy damage dealer (which I could not achieve to my satisfaction). On the Panacea proc...It simply did not seem reasonable, to my way of thinking, to include the Panacea proc at the expense of the Regeneration set bonus (which accounts for 4 HP/s). Panacea procs for 65 for my tanks. Proccing roughly x3 each minute (195) and dividing by 60 seconds is only 3.25 health per second. The first Numina set bonus (12% Regeneration), according to MIDs is 4 HP/s for my tanks. At worst it's a wash. At best, it seems better to keep the Numina 12% regeneration set bonus. Now, I know Panacea provides some endurance, however, it is not enough for me to want it in place of the Numina set bonus...but I understand others might. For me, and me alone, this is the build I would want for Invulnerability/SS were I were to make one. Have made builds Invulnerability/Energy Melee, Invulnerability/Electric Melee, and Invulnerability/Psionic Melee in which the Panacea proc is included. When it comes to a trade between the Power Transfer proc and the Panacea proc, I prefer the Power Transfer. I may be abnormal...I tend to do things very differently than others do. For instance in WoW - Burning Crusade, I played MS with dual wield and two slow single hand weapons with Mongoose enchantment as opposed to slow main hand and fast off-hand...and it was surprisingly effective for BGs...even got rating in arena with it. However, I recognize that was NOT optimal and I was not a very competitive player. But it's what I liked. It was fun for me. In CoH I have found that for healing the Power Transfer proc is significantly better. For my tanks, Power Transfer heals for 94 each proc. In my most recent build made for Invulnerability/Energy Melee, November 16, 2024, I have 2 Power Transfer Chance for Heal procs (94) and 1 Panacea proc (65). On review, I placed the Panacea in PP and changed a slot from Resist Elements to Physical Perfection because I could do so with only a 1.5% drop in S/L defense by breaking the third Unbreakable Guard set bonus that I had in Resist Elements. The slot now in PP gave me Numina x2, Power Transfer Chance for Heal and the Panacea Proc. Ultimately, there is no wrong answer, and this is what makes the theory crafting so fun...and part of why the game remains relevant. What works for one may not work as well for another. But, now it occurs to me that I should not offer builds because my design philosophy is so consistently divergent from everyone else. C'est la vie. Happy Gaming. Torchbearer
Zect Posted 1 hour ago Posted 1 hour ago 8 hours ago, Cyri said: On the Panacea proc...It simply did not seem reasonable, to my way of thinking, to include the Panacea proc at the expense of the Regeneration set bonus (which accounts for 4 HP/s). Panacea procs for 65 for my tanks. Proccing roughly x3 each minute (195) and dividing by 60 seconds is only 3.25 health per second. The first Numina set bonus (12% Regeneration), according to MIDs is 4 HP/s for my tanks. At worst it's a wash. At best, it seems better to keep the Numina 12% regeneration set bonus. Now, I know Panacea provides some endurance, however, it is not enough for me to want it in place of the Numina set bonus...but I understand others might. For me, and me alone, this is the build I would want for Invulnerability/SS were I were to make one. You can get a panacea proc in there while keeping the bonuses you want; drop a piece of perfshifter in stamina (but why do you have the e/r piece instead of e) and put the slot in health to slot a panacea. The lost endmod from stamina should be made up for by the panacea's endurance proc. There is usually a way in coh to eat your cake and still have it, or get very close. Trying to discover how is always worthwhile, even if your ultimate goal is to build for survivability only, as it reveals synergies and build design techniques that might be undiscovered with a single-minded focus on a narrow build goal. To demonstrate, and also to give you some food for thought about recharge, getting enough recharge to achieve perma-dullpain (DP) indirectly boosts regen, because regen increases with max hp. (A regen tick is always 5% of whatever your current max hp is, with regen% increasing the tick frequency.) DP itself is also a pretty beefy heal and can contribute a modest amount of hps. I fired up your build on the previous page and it has 40.15 hps regen without DP on, 51.48 hps regen with it on, with another flat 3.17 hps from the direct heal portion of using dull pain from cooldown. Considering it's active for every 120s out of 236, this gives an average of 49.08 hps from regen and direct heals. I compared this with my most recent invuln/ss, which makes not even a passing attempt at building for regen. It has 25.72 hps regen, with another 14.47 hps from using dull pain from cooldown - a total of 40.19 hps from regen and direct heals. We have the same number of pshifter and panacea procs (assuming you take my advice above), so those are equal. This means that all the heavy investment in regen nets only a +8.89hps delta over a dps-oriented, double-rage build that is softcapped with 3 in range (instead of 6) and has 90% resist to all except psi/tox. The magic responsible for this? Permahasten, perma-dull pain, and dull pain slotted for heal.
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