BTW, the Locus and Glory effect is for any AoE not just melee AoE's and has no time limit between stacks. With 5 targets max type AoE at 0.5 sec per tick, you can get Locus and Glory in 3.0 sec for 15 sec which doesn't seem bad at all. (With Mini Gun, you could get it in 1.5 sec if you aim well LOL!)
I had a quick look on test and found that "Reverence" does indeed proc the healing shields.
I do have another question though; I use Presence Mastery, and whenever I hit Unbreakable I also get an icon and message pop-up, here's a picture of it: Presence Mastery - Resistance. You wouldn't happen to know what this is about? Nothing I've read about Presence Mastery suggests it gives resistance, it only lasts for about six seconds as well.
I had a quick look on test and found that "Reverence" does indeed proc the healing shields.
I do have another question though; I use Presence Mastery, and whenever I hit Unbreakable I also get an icon and message pop-up, here's a picture of it: Presence Mastery - Resistance. You wouldn't happen to know what this is about? Nothing I've read about Presence Mastery suggests it gives resistance, it only lasts for about six seconds as well.
There's a bit about "Direct Shields grant a healing buff", and I think that healing buff may be mistagged as "resistance".
And thank you for testing that, the current PTS build got me kinda sidetracked.
Well Rounded makes it so your Secondary Superstats give you max energy/health. The scaling on this is pretty terrible, and being tied to Secondary Superstats only makes it moreso. 10 HP and 1 Energy per 5 points of Secondary Superstat, after spending 2 rank points? Not that interested.
I believe this might have been changed when it hit live or something of the sort, the Well-Rounded spec currently in-game says "Your non-Super Stats increase your Max Health by 1 and Max Energy by 0.1" instead of secondary SS scaling. Thanks for the guide, Doc. Sage. It was very helpful reworking my (few) characters following the On Alert patch.:)
I believe this might have been changed when it hit live or something of the sort, the Well-Rounded spec currently in-game says "Your non-Super Stats increase your Max Health by 1 and Max Energy by 0.1" instead of secondary SS scaling. Thanks for the guide, Doc. Sage. It was very helpful reworking my (few) characters following the On Alert patch.:)
It's entirely possible I misread, too. Thanks for the catch!
First, awesome guide Sage. Second, a request: Can you incorporate the full descriptions of each item? It's a little tedious having to refer to two guides when you could put all of the info in one place.
Dr.Sage, this is such a great resource! I use it constantly!
I have a question... Does anyone know if Overseer's Honor gets triggered by passive heals to others from Sentinel Aura, Seraphim, or Illumination's foe Mend debuff?
Edit: I can confirm Aoi's answer - Honor is triggered by passive heals. Very useful!
Yes, when I was running it, passive heals, at least group ones, like seraphim or the sentinel aura make honor work, well one of those two was doing it for me, I imagine either one could do it, since its the same thing happening either way, but you never know.
I've been using this spec tree setup for my Scourge/Cursed AT:
Recovery: Gear Utilization 3, Rapid Recovery 3, Super Charged 3, Efficient 1 Overseer: Administer 3, Ruthless 2, Impact 2, Enhanced Gear 3 Avenger: Ruthless 2, Round 'Em Up 3, Surprise Attack 2, Relentless Assault 3
Along with the Overseer Mastery for extra damage on enemies with less than 20% Health.
The build has worked quite well for me, but any suggestions would be welcome.
Overseer
I hated this tree on PTS, but its starting to grow on me. Its a ranged-damage version of Arbiter, with the same caveat that Blasts are usually worse than Combos.
Trapped
If you use Paralyze-type Holds or Sleeps, take this. Your team will thank you.
Sentinel Aura
This is...amazing. Its probably going to see some time with the nerfbat, but its still awesome. Heal over time that scales with heal buffs. If youre a healer? Take this, your entire team has Regen. Including you. Even if you arent a healer, you can still get almost-regen numbers out of this. Any squishy that needs a self-heal and that can use ANYTHING else from the Sentinel tree should probably start here. Though it does eat up one of your trees for one ability, which may not be worth it to you.
Well, Dr. Sage, you were right. Sentinel Aura did get beat down pretty hard by ye'ole Nerfbat. Last week's patch reduced it's effect 70%. My support toon's Aura went from a ~600-something HP heal to ~200-something HP heal. I confess, I felt that the original number was too insanely high, and the new number, seems acceptable and is still reasonably good. Especially considering this is a free/passive heal to every member of my team...
Question: Are all the aura's (overseer, arbiter, sentry) multiplicative buffs?
Also, what is the difference between these if any?
Penetrating Strikes
Melee Crits debuff the victim causing further attacks to ignore a % of their Defense
*Unknown Duriation*
5% / 10% Resist Ignored
*Wither*
Holds cause target to take more damage
*Doesn't seem to be working*
5% / 10% Less Damage Resistance
Impact
Upon Crit, lower Target Damage for 5 seconds
4% / 8% Less Damage Resistance
Rend
Lowers the Damage Resistance of a foe that is Crit for 5 seconds
2% / 4% Damage Resist Debuff[
Initiative
Energy Builder now debuffs Damage Resistance for 12 seconds
2% / 4% Damage Resist Debuff
There are some others in the stat trees, but the key words are less resistance, resist debuff, resist ignored, and defense penetration. Based on how they are worded, you would think less damage resistance and resist debuff would both be something that everybody can take advantage of, while resist ignored and defense penetration affect only yourself.
Very informative and a wonderful addition to the GUIDES available here and elsewhere. Most useful, and I thank you a Mill..Bill...TRILLION! A lot of work but the benefits to the community will be great. Thank you for all your hard work and time.
You are a true Hero!
Fully upgraded, that's a 9% chance to both Crit and Dodge with just 3 hits of an Energy Builder. Can keep this fully buffed by just smacking someone every few seconds.
Most importantly, this is a hard bonus. It is one of the precious few bonuses that doesn't get gobbled by diminishing returns, which makes this frighteningly powerful on dodge builds, and can easily pave the way to sustainable 100%+ dodge with Lightning Reflexes builds.
As you can see, you only require a rank 3 quarry, dodge gear, (insignificant bonus from flippin'), and a rank 1 evasive maneuvers in order to reach near-100% dodge chance. Then you can 2-stack evasive maneuvers or even rank it up and two-stack it for a silly bonus of over 100%.
Critical Chance. 9%. 9%. Hmm..9% for having my energy builder on for a few ticks...meh..Seems like a waste of points in my honest opinion.
Critical Strike & Dexterity
*214 Dexterity with 0 Critical Strike(no items boosting it) grants 28% critical chance from dexterity. Overall Critical Chance is 27.8%
*214 Dexterity with 198 Critical Strike(If I remembered correctly..) grants 22% critical chance from dexterity. Overall Critical Chance is 42.1%
"Base" critical chance is 0 BUT because you MUST have 10 dex it turns into 0.13%
47 Critical Strike grants 3.9%
95 Critical Strike grants 11.2%
103 Critical Strike grants 12.7%
198 Critical Strike grants 27%
245 Critical Strike grants 32.2%
At the end of the day it is YOUR character. However you wish to build it is up to you and you alone. If my numbers and words influence you(or not) to change yourself(or not) then that is your prerogative. But me? I'll pass on Twist of Fate.
In the grand scheme of things Twist of Fate has a poor dodge chance bonus.
It adds a hard 9% to dodge and to crit, not Dodge Chance and Critical Strike.
Also, those numbers you have on Quarry require Legion Gear, no? Two-stacking Evasive Maneuvers doesn't seem very viable. The animation is almost 2 seconds and the overlap would only be a little under twice that if you hard-stacked toward cooldown.
Additionally, what kind of avoidance do you manage with Quarry-dodging? Roughly 250 avoidance would grant about 70%
Rank 3 LR at 600Superstat + 256 Dodge Chance (Champs Gear with R4 Core) + R3 Thundering Kicks +9% Twist gives 93% dodge and 80% avoid for significantly less investment.
Alternatively, tag Thundering Kicks for R3 EM for 99% dodge, 80% avoid, if you don't mind the higher downtime. These are numbers that only get better for people that push above 600SS and this doesn't factor in bonuses from secondaries, which would only improve on these numbers. Again, nowhere near as heavy an investment as Legon Gear + forced mediocre travel power + rare and expensive avoidance cores.
63.2% Avoidance + 0% Defense
[Combat (Self)] You lose 69 (188) Fire Damage from an unknown ability.
[Combat (Self)] You lose 138 (375) Fire Damage from Yellow Beam.
[Combat (Self)] You lose 276 (750) Fire Damage from Green Beam.
[Combat (Self)] You lose 553 (1500) Fire Damage from Blue Beam.
[Combat (Self)] Mega-Destroid Terminator deals 5115 (13888) Particle Damage to you with an unknown ability.
[Combat (Self)] Mega-Destroid Terminator deals 7206 (19565) Particle Damage to you with Eye Beams.
88.9% Avoidance + 19% Defense
[Combat (Self)] You lose 16 (188) Fire Damage from Red Beam.
[Combat (Self)] You lose 32 (375) Fire Damage from an unknown ability.
[Combat (Self)] You lose 65 (750) Fire Damage from an unknown ability.
[Combat (Self)] You lose 129 (1500) Fire Damage from Blue Beam.
90.2% Avoidance + 19% Defense
[Combat (Self)] You lose 14 (188) Fire Damage from Red Beam.
[Combat (Self)] You lose 28 (375) Fire Damage from Yellow Beam.
[Combat (Self)] You lose 57 (750) Fire Damage from Green Beam.
[Combat (Self)] You lose 113 (1500) Fire Damage from Blue Beam.
[Combat (Self)] Mega-Destroid Terminator deals 2026 (20776) Particle Damage to you with Eye Beams.
Edit: Might as well toss this in here too.
Floating Lotus Blossom lasts 2 seconds(but it stacks until you dodge).
Twist Fate lasts 5 seconds.
Evasive Maneuvers lasts 12 seconds.
Thundering Kicks lasts 15 seconds.
Twist Fate has an activation time that varies between your EB
Evasive Maneuvers has an activation time of .67 seconds
Thundering Kicks has an activation time of .3 + .4 + .5 seconds
Evasive Maneuvers has a recharge of 15 seconds that can be lowered significantly to even below 7 seconds.
The 150SS difference alone, not to mention increased stat values across the board, make a world of difference between Heroic and Legion. Equating the two is misleading.
Speaking of misleading, do a bit of playing around with Evasive Maneuvers. The 'activation time' (actual period of movement) is less than a second. However there is a half-second hang after landing before you can fire anything. This doesn't really cramp the utility of EM much, but it's something to consider for people that plan on spamming it. It gets to you.
Twist of Fate lasts 5 seconds, but it's constantly refreshed depending on how often you tap with your EB
Thundering Kicks lasts 15 seconds, but it also refreshes based upon how often it is used - not to mention the other utilities of that power, being one of the best T1 melee abilities.
With EM's hanging factored in, combined with it's locked-in movement, you're left with a precious small uptime window (period where you can do stuff before having to fire off EM again - god forbid you are melee).
The 150SS difference alone, not to mention increased stat values across the board, make a world of difference between Heroic and Legion. Equating the two is misleading.
I do not understand this part. You get the same amount of stats using the same stat mods inside of heroic and legion. Each gear has the same amount of stat-mod slots (2) each rank 9 stat mod has the same 66.X bonus to that specific stat at level 40. Two of the same rank 9 stat mods inside of one type of gear at level 40 yields 133 in that specific stat.
The only difference is that all heroic offense gears have an innate 68 offense where all legion gear trade the innate 68 offense(even the offense gear) for a free slot.
The difference between heroic and legion defense gear is 10 defense.
Legion utility gear is the only gear-type that doesn't follow this rule. You keep the 93/93 on all legion utility gear in addition to the free slot.
The rest of your post in meaningless to me. Half-second "animation lag" for someone living in an area that is dominated by poor ISPs crippled by the fact that they live so far away from the server makes no difference between any powers being used and they can't 'upgrade' their ISP because of where they live.
Like I said in my first post:
At the end of the day it is YOUR character. However you wish to build it is up to you and you alone. If my numbers and words influence you(or not) to change yourself(or not) then that is your prerogative. But me? I'll pass on Twist of Fate.
I, myself, do not get an energy builder on any of my builds because I want my energy and flow to be efficient enough to where I do not require such a 'crutch'. Getting annoyed by the train button and the fact that I can't use the slot for anything else but aside -- Learn to live with the stool you have made for yourself.
I do not understand this part. You get the same amount of stats using the same stat mods inside of heroic and legion. Each gear has the same amount of stat-mod slots (2) each rank 9 stat mod has the same 66.X bonus to that specific stat at level 40. Two of the same rank 9 stat mods inside of one type of gear at level 40 yields 133 in that specific stat.
The only difference is that all heroic offense gears have an innate 68 offense where all legion gear trade the innate 68 offense(even the offense gear) for a free slot.
The difference between heroic and legion defense gear is 10 defense.
Legion utility gear is the only gear-type that doesn't follow this rule. You keep the 93/93 on all legion utility gear in addition to the free slot.
I suspect that he's talking about Superstat Cores/Growth Amulets.
_________________________________________________ @flamingbunnyman in game. Formerly @Roderick in City of Heroes.
I suspect that he's talking about Superstat Cores/Growth Amulets.
You'd only gain a bonus of 78 stats using all vet cores in all core mod slots of heroic gear. Using legion gives you 78 more of the same stats than heroic but requiring 3 more vet cores.
78 + 78 = 156 - 78 = 78
Stat mods are the same potency between both types of gears. Bonuses for core mods are the same between both types of gears.
You'd only gain a bonus of 78 stats using all vet cores in all core mod slots of heroic gear. Using legion gives you 78 more of the same stats than heroic but requiring 3 more vet cores.
78 + 78 = 156 - 78 = 78
Stat mods are the same potency between both types of gears. Bonuses for core mods are the same between both types of gears.
Where is the 150 SS difference coming from?
Wait, he's kinda right on this one. Or rather, I have alot to explain on this.
Hard Difference in SS is only ~60+ assuming the extra slot is dedicated to SS, yes. However: Dodge Chance, Critical Chance, Cooldown, and Cost Reduction all scale additively. Having +100 Critical Chance is the same as having +100 Dexterity for the purposes of determining Critical. Cooldown and Cost both scale additively with Int.
Not to mention what it means to have room for an additional Avoidance core in defense, given how Avoidance scales. Even the additional 100+ Dodge Chance is nothing to sneeze at.
It was at the end of another numbers discussion long ago that the 150 number came up, representing the average difference in scale between Heroic and Legion due to the gamechanging potential of those extra slots. Not to mention the higher base stats of the equipment itself across the board.
Fault on the analogy is my own, however my point still stands. Legion Gear is head and shoulders above Heroic Gear, no question about that.
The rest of your post in meaningless to me. Half-second "animation lag" for someone living in an area that is dominated by poor ISPs crippled by the fact that they live so far away from the server makes no difference between any powers being used and they can't 'upgrade' their ISP because of where they live.
I, myself, do not get an energy builder on any of my builds because I want my energy and flow to be efficient enough to where I do not require such a 'crutch'. Getting annoyed by the train button and the fact that I can't use the slot for anything else but aside -- Learn to live with the stool you have made for yourself.
The hang after EM isn't a latency issue, it's a quirk of the power. More of an issue for melee than anything. Ranged guys don't need to move much.
Not having an energy builder is all sorts of cool story bro, I guess. If eschewing the free energy/damage/buff of an Energy Builder occasionally firing between your attack strings makes you feel that much more 'efficient', then more power to you. Whatever floats your boat.
I was wondering if the benefits from the specialization trees stack. For instance, if I took 'Gear Specialization' from the Guardian tree, if I also took 'Gear Specialization' from the Protector tree, would I get double the benefit?
Does the Warden and the Guardian trees stack for example if you take both The Best Defense, Fortified Gear and Ruthless. Will they stack?
Yes.
Hell, tenacious even stacks! You gain two stacks every second and it caps at 5 but it counts as two separate bonuses from the 5 meaning you get two 50s/25s/WhateverCombinationYouHave for a grand total of up to 100 offense.
Tenacious isn't a good pick over some of the other specs, however.
The current Offense in Live is additive meaning that it won't do a whole lot of good for you even if you stack it through the roof. Offense is only good if you have some other spec that utilizes its easily stack-able number for some other 'more beneficial' attribute such as Combat Training or even the more widely used Aggressive Stance.
As for retribution it is too specific and too low of a chance for it to be beneficial whatsoever. I also never tested to see if it was additive or not so..let's just hope that it isn't!~
Oh btw, arbiter aura and overseer aura are both additive...so the hope for retribution is rather low..
Comments
Glad it got stickied!
Does Anguish from the Avenger tree stack?
I'm pretty sure a new crit just refreshes the duration, but I need to double-check.
I'll have to check.
Last I looked it did not.
Thanks. And that's sad
I had a quick look on test and found that "Reverence" does indeed proc the healing shields.
I do have another question though; I use Presence Mastery, and whenever I hit Unbreakable I also get an icon and message pop-up, here's a picture of it: Presence Mastery - Resistance. You wouldn't happen to know what this is about? Nothing I've read about Presence Mastery suggests it gives resistance, it only lasts for about six seconds as well.
There's a bit about "Direct Shields grant a healing buff", and I think that healing buff may be mistagged as "resistance".
And thank you for testing that, the current PTS build got me kinda sidetracked.
Oh right, I thought that meant stuff like Protection Field, Mindful Reinforcement and such.
It does, but for some reason it also seems to be applying to Unbreakable.
It's the same type of thing - application of a buffer of temporary HP - just self-only. Seems natural to me.
I wonder if it does the same for Field Surge? I'll have to check later and see.
It's entirely possible I misread, too. Thanks for the catch!
I have a question... Does anyone know if Overseer's Honor gets triggered by passive heals to others from Sentinel Aura, Seraphim, or Illumination's foe Mend debuff?
Edit: I can confirm Aoi's answer - Honor is triggered by passive heals. Very useful!
Recovery: Gear Utilization 3, Rapid Recovery 3, Super Charged 3, Efficient 1
Overseer: Administer 3, Ruthless 2, Impact 2, Enhanced Gear 3
Avenger: Ruthless 2, Round 'Em Up 3, Surprise Attack 2, Relentless Assault 3
Along with the Overseer Mastery for extra damage on enemies with less than 20% Health.
The build has worked quite well for me, but any suggestions would be welcome.
Ego Sleep does not appear to trigger Trapped.
Also, what is the difference between these if any?
Penetrating Strikes
Melee Crits debuff the victim causing further attacks to ignore a % of their Defense
*Unknown Duriation*
5% / 10% Resist Ignored
*Wither*
Holds cause target to take more damage
*Doesn't seem to be working*
5% / 10% Less Damage Resistance
Impact
Upon Crit, lower Target Damage for 5 seconds
4% / 8% Less Damage Resistance
Rend
Lowers the Damage Resistance of a foe that is Crit for 5 seconds
2% / 4% Damage Resist Debuff[
Initiative
Energy Builder now debuffs Damage Resistance for 12 seconds
2% / 4% Damage Resist Debuff
There are some others in the stat trees, but the key words are less resistance, resist debuff, resist ignored, and defense penetration. Based on how they are worded, you would think less damage resistance and resist debuff would both be something that everybody can take advantage of, while resist ignored and defense penetration affect only yourself.
You are a true Hero!
I don't think I'll be updating this for a bit.
[SIGPIC][/SIGPIC]
_______________________________
The user formerly known as Dr. Sage.
_______________________________
Gotta tell ya, this is not the way to keep me playing Champs once late August rolls around.
ATTN: Player previously known as DevilLordLaser, prior to Forumocalypse.
Doesn't seem to.
[SIGPIC][/SIGPIC]
_______________________________
The user formerly known as Dr. Sage.
_______________________________
Not sure, I'll try to test it tonight, if you haven't already beat me to it.
[SIGPIC][/SIGPIC]
_______________________________
The user formerly known as Dr. Sage.
_______________________________
Fully upgraded, that's a 9% chance to both Crit and Dodge with just 3 hits of an Energy Builder. Can keep this fully buffed by just smacking someone every few seconds.
Most importantly, this is a hard bonus. It is one of the precious few bonuses that doesn't get gobbled by diminishing returns, which makes this frighteningly powerful on dodge builds, and can easily pave the way to sustainable 100%+ dodge with Lightning Reflexes builds.
In the grand scheme of things Twist of Fate has a poor dodge chance bonus. As an example let me bring up my old Quarry vs LR.
153 Dodge Chance = 42.5%
306 Dodge Chance = 55.3%
445 Dodge Chance = 61.7%
Rank 3 LR (687) + 445 Dodge Chance = 73.7%
Rank 1 Quarry (12%) + 445 Dodge Chance = 74.2%
Rank 3 Quarry (18%) + 445 Dodge Chance + Flippin' = 83.1%
Rank 3 Quarry (18%) + 445 Dodge Chance + Flippin' + Rank 1 EM (17%) = 99.8%
Rank 3 Quarry (18%) + 445 Dodge Chance + Flippin' + Rank 1 EM(2-stacked) = 116.4%
Rank 3 Quarry (18%) + 445 Dodge Chance + Rank 3 EM(24%) = 103.7%
Rank 3 Quarry (18%) + 445 Dodge Chance + Flippin' + Rank 3(24%) = 107.1%
Rank 3 Quarry (18%) + 445 Dodge Chance + Flippin' + Rank 3 EM(2-stacked) = 131.1%
As you can see, you only require a rank 3 quarry, dodge gear, (insignificant bonus from flippin'), and a rank 1 evasive maneuvers in order to reach near-100% dodge chance. Then you can 2-stack evasive maneuvers or even rank it up and two-stack it for a silly bonus of over 100%.
Critical Chance. 9%. 9%. Hmm..9% for having my energy builder on for a few ticks...meh..Seems like a waste of points in my honest opinion.
Critical Strike & Dexterity
*214 Dexterity with 0 Critical Strike(no items boosting it) grants 28% critical chance from dexterity. Overall Critical Chance is 27.8%
*214 Dexterity with 198 Critical Strike(If I remembered correctly..) grants 22% critical chance from dexterity. Overall Critical Chance is 42.1%
"Base" critical chance is 0 BUT because you MUST have 10 dex it turns into 0.13%
47 Critical Strike grants 3.9%
95 Critical Strike grants 11.2%
103 Critical Strike grants 12.7%
198 Critical Strike grants 27%
245 Critical Strike grants 32.2%
At the end of the day it is YOUR character. However you wish to build it is up to you and you alone. If my numbers and words influence you(or not) to change yourself(or not) then that is your prerogative. But me? I'll pass on Twist of Fate.
It adds a hard 9% to dodge and to crit, not Dodge Chance and Critical Strike.
Also, those numbers you have on Quarry require Legion Gear, no? Two-stacking Evasive Maneuvers doesn't seem very viable. The animation is almost 2 seconds and the overlap would only be a little under twice that if you hard-stacked toward cooldown.
Additionally, what kind of avoidance do you manage with Quarry-dodging? Roughly 250 avoidance would grant about 70%
Rank 3 Quarry (18%) + 445 Dodge Chance + Flippin' + Rank 1 EM (17%) = 99.8%
Rank 3 LR at 600Superstat + 256 Dodge Chance (Champs Gear with R4 Core) + R3 Thundering Kicks +9% Twist gives 93% dodge and 80% avoid for significantly less investment.
Alternatively, tag Thundering Kicks for R3 EM for 99% dodge, 80% avoid, if you don't mind the higher downtime. These are numbers that only get better for people that push above 600SS and this doesn't factor in bonuses from secondaries, which would only improve on these numbers. Again, nowhere near as heavy an investment as Legon Gear + forced mediocre travel power + rare and expensive avoidance cores.
As for the avoidance question let me bring up the rest of the quarry vs LR thing.
Base Avoidance is 20%
102 Avoidance grants 52.5%
139 avoidance grants 58.7%
241 avoidance grants 69.5%
353 avoidance grants 76.3%
374 Avoidance grants 77.2%
Rank 2 Quarry ('maxed' int to boost your stats to the 'cap') 3-Stacked Audacity + 139 Avoidance = 62.2%
As you can see the avoidance stat provides more of a bonus than the avoidance percentage(for good reason). Now, onto more LR Nonsense.
Rank 3 LR(470+50%) + 139 Avoidance grants 85.4%
Rank 3 LR(470+50%) + 369 Avoidance grants 88.6%
Rank 3 LR(470+50%) + 369 Avoidance + Flippin' grants 88.9%
Rank 3 LR(470+50%) + Rank 1 MD(87%) + 369 Avoidance grants 89.7%
Rank 3 LR(470+50%) + Rank 3 MD(126%) + 369 Avoidance + Flippin' grants 90.2%
63.2% Avoidance + 0% Defense
[Combat (Self)] You lose 69 (188) Fire Damage from an unknown ability.
[Combat (Self)] You lose 138 (375) Fire Damage from Yellow Beam.
[Combat (Self)] You lose 276 (750) Fire Damage from Green Beam.
[Combat (Self)] You lose 553 (1500) Fire Damage from Blue Beam.
[Combat (Self)] Mega-Destroid Terminator deals 5115 (13888) Particle Damage to you with an unknown ability.
[Combat (Self)] Mega-Destroid Terminator deals 7206 (19565) Particle Damage to you with Eye Beams.
88.9% Avoidance + 19% Defense
[Combat (Self)] You lose 16 (188) Fire Damage from Red Beam.
[Combat (Self)] You lose 32 (375) Fire Damage from an unknown ability.
[Combat (Self)] You lose 65 (750) Fire Damage from an unknown ability.
[Combat (Self)] You lose 129 (1500) Fire Damage from Blue Beam.
90.2% Avoidance + 19% Defense
[Combat (Self)] You lose 14 (188) Fire Damage from Red Beam.
[Combat (Self)] You lose 28 (375) Fire Damage from Yellow Beam.
[Combat (Self)] You lose 57 (750) Fire Damage from Green Beam.
[Combat (Self)] You lose 113 (1500) Fire Damage from Blue Beam.
[Combat (Self)] Mega-Destroid Terminator deals 2026 (20776) Particle Damage to you with Eye Beams.
Edit: Might as well toss this in here too.
Floating Lotus Blossom lasts 2 seconds(but it stacks until you dodge).
Twist Fate lasts 5 seconds.
Evasive Maneuvers lasts 12 seconds.
Thundering Kicks lasts 15 seconds.
Twist Fate has an activation time that varies between your EB
Evasive Maneuvers has an activation time of .67 seconds
Thundering Kicks has an activation time of .3 + .4 + .5 seconds
Evasive Maneuvers has a recharge of 15 seconds that can be lowered significantly to even below 7 seconds.
Speaking of misleading, do a bit of playing around with Evasive Maneuvers. The 'activation time' (actual period of movement) is less than a second. However there is a half-second hang after landing before you can fire anything. This doesn't really cramp the utility of EM much, but it's something to consider for people that plan on spamming it. It gets to you.
Twist of Fate lasts 5 seconds, but it's constantly refreshed depending on how often you tap with your EB
Thundering Kicks lasts 15 seconds, but it also refreshes based upon how often it is used - not to mention the other utilities of that power, being one of the best T1 melee abilities.
With EM's hanging factored in, combined with it's locked-in movement, you're left with a precious small uptime window (period where you can do stuff before having to fire off EM again - god forbid you are melee).
On a side note, 19% resistance is barely enough to really dent the damage you take, as you can notice in your numbers. More on that here: http://co-forum.perfectworld.com/showpost.php?p=3305041&postcount=35
The only difference is that all heroic offense gears have an innate 68 offense where all legion gear trade the innate 68 offense(even the offense gear) for a free slot.
The difference between heroic and legion defense gear is 10 defense.
Legion utility gear is the only gear-type that doesn't follow this rule. You keep the 93/93 on all legion utility gear in addition to the free slot.
The rest of your post in meaningless to me. Half-second "animation lag" for someone living in an area that is dominated by poor ISPs crippled by the fact that they live so far away from the server makes no difference between any powers being used and they can't 'upgrade' their ISP because of where they live.
Like I said in my first post:
I, myself, do not get an energy builder on any of my builds because I want my energy and flow to be efficient enough to where I do not require such a 'crutch'. Getting annoyed by the train button and the fact that I can't use the slot for anything else but aside -- Learn to live with the stool you have made for yourself.
I suspect that he's talking about Superstat Cores/Growth Amulets.
@flamingbunnyman in game. Formerly @Roderick in City of Heroes.
You'd only gain a bonus of 78 stats using all vet cores in all core mod slots of heroic gear. Using legion gives you 78 more of the same stats than heroic but requiring 3 more vet cores.
78 + 78 = 156 - 78 = 78
Stat mods are the same potency between both types of gears. Bonuses for core mods are the same between both types of gears.
Where is the 150 SS difference coming from?
Wait, he's kinda right on this one. Or rather, I have alot to explain on this.
Hard Difference in SS is only ~60+ assuming the extra slot is dedicated to SS, yes. However: Dodge Chance, Critical Chance, Cooldown, and Cost Reduction all scale additively. Having +100 Critical Chance is the same as having +100 Dexterity for the purposes of determining Critical. Cooldown and Cost both scale additively with Int.
Not to mention what it means to have room for an additional Avoidance core in defense, given how Avoidance scales. Even the additional 100+ Dodge Chance is nothing to sneeze at.
It was at the end of another numbers discussion long ago that the 150 number came up, representing the average difference in scale between Heroic and Legion due to the gamechanging potential of those extra slots. Not to mention the higher base stats of the equipment itself across the board.
Fault on the analogy is my own, however my point still stands. Legion Gear is head and shoulders above Heroic Gear, no question about that.
The hang after EM isn't a latency issue, it's a quirk of the power. More of an issue for melee than anything. Ranged guys don't need to move much.
Not having an energy builder is all sorts of cool story bro, I guess. If eschewing the free energy/damage/buff of an Energy Builder occasionally firing between your attack strings makes you feel that much more 'efficient', then more power to you. Whatever floats your boat.
Does the Warden and the Guardian trees stack for example if you take both The Best Defense, Fortified Gear and Ruthless. Will they stack?
Yes, they will.
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The user formerly known as Dr. Sage.
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Yes.
Hell, tenacious even stacks! You gain two stacks every second and it caps at 5 but it counts as two separate bonuses from the 5 meaning you get two 50s/25s/WhateverCombinationYouHave for a grand total of up to 100 offense.
Tenacious isn't a good pick over some of the other specs, however.
The current Offense in Live is additive meaning that it won't do a whole lot of good for you even if you stack it through the roof. Offense is only good if you have some other spec that utilizes its easily stack-able number for some other 'more beneficial' attribute such as Combat Training or even the more widely used Aggressive Stance.
As for retribution it is too specific and too low of a chance for it to be beneficial whatsoever. I also never tested to see if it was additive or not so..let's just hope that it isn't!~
Oh btw, arbiter aura and overseer aura are both additive...so the hope for retribution is rather low..