Adeon Hawkwood

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  1. Quote:
    Originally Posted by UberGuy View Post
    It's not for only the best players. Trapdoor doesn't require the best players. He requires any one of the following.
    • A character that's got some strong DPS (which to me means a reasonably slotted Scrapper, Blaster, Brute, or Stalker). If you have one of these and it can't DPS him, you may not be one of the best players.
    • A character that's got -regen or mezzes.
    • The ability to find and obtain temp powers from one of at least three different sources we've frequently discussed.
    • A team.
    If you want to solo him with your Defender, you may need to be a better player. If you aren't that fancy, get team. Why are we blowing the requirements for this out of proportion?
    You forgot Inspirations. I honestly have a hard time believing any moderately well build character (i.e. one who has attacks and has slotted them for damage) cannot solo him with intelligent inspiration usage. I solo'd him on a TA/A Defender with minimal IOs (I had a kismet to hit IO and a -kb IO) without using my primary at all just to see if it could be done.
  2. Adeon Hawkwood

    Leadership pool

    Quote:
    Originally Posted by Zanthar View Post
    I went to pick up some leadership powers for my Demons/dark character and noticed that many of them were 2% (or around there), i thought they were highest on a MM? Them being this low should i still get them?
    Actually Masterminds have lag behind 7 other ATs in terms of Leadership values. It depends a bit on which toggle you're looking at but basically it's:
    Defenders > VEATs > Controller/Corruptor > HEATs > Mastermind/Dominator > Everyone Else

    As for whether they are worth taking, my personal opinion is:

    Maneuvers: A nice way to stack some extra defense, unless I'm using a set that already provides strong defense buffs or to hit debuffs or I'm doing a high defense IO build this is probably the least useful toggle on it's own, still if a couple of people on the team are packing it the effects add up so I try to fit it in when possible

    Assault: An excellent power, a damage buff is always useful and it's really easy to slot (one end reducer and it's done). Particularly useful for Masterminds as it's one of the few ways to increase pet damage. Unless you are teamed with a Kin you will probably not hit the max for damage so it's a boost that almost always helps.

    Tactics: With the exception of a /Devices Blaster this is the best way to increase accuracy against higher con enemies. It is particularly important for a Mastermind as the tier 3 pets have an awful to hit change against higher level enemies even with ED capped accuracy slotting. If you don't have Tactics your lower level pets will have a very hard time hitting +3s and +4s, YMMV on whether this is important to you.
  3. Quote:
    Originally Posted by Bad_Influence View Post
    Wrong! People who like to solo run TFs all the time. I sure do. One must team for a TF, that's how the rewards are gated.

    However we have many, many many mission arcs which are fine for soloers. The expectation is that a single mission is going to be completable by a solo player. Every now and then one runs across one which IS NOT completable by a solo player, and then it usually gets dropped if that is an option.
    But Trapdoor IS completable by a solo player. I was able to complete it using a primary-less Defender without temp powers. If I can do that I fail to see how it's not completable solo, especially if the player is willing to get some temporary powers.
  4. Quote:
    Originally Posted by Bright Shadow View Post
    Everything you said, I pretty much agree with. But here what I'm trying to pin point...

    Right -now- a solid IO build is well within the reach of anyone who plays normally. Right -now- I can get a cheap Frankenslotted IO build in the mid-30s with only the money I earned up to that part. My concern is that in future, this won't be that easy anymore. Then you will HAVE to to start using market efficiently and get some know-how in how to use your resources and make very smart choices. I'm not complaining about "now" at all! And again, you could argue that maybe nudging the players into using the market more efficiently and make smart decisions on their money is a good thing. It could very well be true! But I'm just unsure of that.

    The is a valid concern but in general the trend has been that while the price on the very good IOs (defined as purples, PvPIOs and the better rares such as Kinetic Combat) goes up the price on the "average" IOs remains the same or drops. We seem to be getting a higher percentage of the total wealth chasing a few specific recipes rather than a general increase in prices. For example Positron's Blast (a solid set favored by anyone with a targeted AoE) has held pretty steady in price for the last 6 issues or so (the recipes are generally <10 million each while the crafted IOs tend to go for <20 million).

    Unless something changes we're actually looking at a situation where the buying power of a new player looking at the low or medium desirability sets is increasing, not decreasing. Even if they act as a consumer only (vendoring their drops) there are plenty of vendor-trash recipes to use in Frankenslotting (especially if they stick to uncommons which don't need rare salvage). If they are willing to buy and sell then A-Merits allow them to take advantage of the increasing price gap between "excellent" IOs and merely "good" IOs

    Quote:
    How many methods of destroying inf. is there right now, anyways?

    There is the conversion to Prestige. There are market transaction fees. I think tailor costs would count too...wouldn't they? What else?
    There are, pretty much, five inf sinks in the game (in order of how much I think they sink:
    1. Market Fees
    2. A-Merit Conversion fees
    3. Crafting Fees
    4. Prestige Conversion
    5. Purchasing Inspirations/SOs or paying the Tailor

    In general I think Market fees make up the vast majority of inf destroyed in game, the others are all small fry compared to that. A-Merits conversions does sink some Inf and it's hard to say exactly how much, still at 20 million a pop and only doing it once per day it's probably not sinking a huge amount. Crafting fees are even less, outfitting a character with a complete set of of level 50 IOs will destroy less than 50 million Inf, the market destroys almost as much on a single purple recipe sale. Prestige conversion is similarly hard to quantify, I put it in 4th but that's just my gut feeling, it could well be higher (especially given recent events). The last one, vendor and tailor costs is pretty much negligible in terms of Inf destroyed, tailor fees are negligible (even ignoring all the free costume tokens people have) and the cost of a full set of level 50 SOs is less than 6 million IIRC.
  5. You are basically correct, Cardiac and Nerve are the ones that are less critical to a build however there are reasons to use both of them.

    In the case of Cardiac it comes down to toggles. With Inherent Fitness I've added Fighting and/or Leadership toggles to several characters. In some cases this means I have a character running 6 toggles (fighting, leadership and epic shield) all of which have a base drain of 0.325 or 0.39 end/sec. I can manage without the Cardiac boost but it requires careful endurance management (such as turning off tough or going a bit slower than I could). The Cardiac boost allows me to go flat out all the time with all toggles running and not have to worry about endurance. So it is increasing my power, just in a round-about way.

    As for Nerve, I don't think it's that useful on an IO'd build (since most IO builds pick up a decent amount of +accuracy by accident) but for a SO'd build doing the new TFs it is an excellent choice. Assuming only a single accuracy SO in the power a character needs 32% To Hit buff or defense debuff to get a 95% change to hit +4s which means you're relying on the rest of the team providing some. Taking the Nerve boost means with a single SO + Nerve you only need an extra 18% (or just over half). And this completely neglects the fact that several of the enemies there have quite strong defense buffs. So while I wouldn't recommend the Nerve boost for normal play in the new TFs it's a good choice, especially for an SO'd build.
  6. Quote:
    Originally Posted by theduke24 View Post
    What is the highest damaging solo build for a defender?
    Probably Traps/Sonic or Rad/Sonic. Traps is a little bit tougher due to having built in mez protection but Rad is slightly stronger set overall.

    Quote:
    Is there a defender build that can farm?
    Yes, but it's not going to farm as fast as other ATs.

    Quote:
    Best AOE blast set for defenders?
    Probably Archery with Assault Rifle and Sonic coming in second.
  7. I'd like to see two accolades, one for killing all the GMs hero side and one Villain side. That way people can switch sides and get both . In terms of accolade powers I would say no, there is already precedent for Accolade badges without powers and I don't feel more powers are needed.

    Another passive +HP power would be particularly bad IMHO. Blasters and Stalkers can already get about 60% of the way to their HP cap just using accolades, and I think further increases would be a bad idea since it decreases the value of non-accolade HP boosts for those classes (especially for Regeneration Stalkers).

    I wouldn't mind another click accolade but I don't think that there's anything particularly useful to add there. We've got (using the Hero names):
    Geas of the Kind Ones: Recharge bonus
    Archmage: Non-psionic defensive bonus
    Watchman: Psionic defensive bonus
    Vanguard Medallion: Mez duration boost
    Crey CBX-9 Pistol: Pretty much useless (a single target immobilize on a 25 minute recharge timer, I mean really)
    Portable Workbench: Utility Power

    I could see four possible options for new click accolades (assuming 25minute recharge times):
    1. A "power boost" type power without the mez duration increase (essentially the portion of power boost that isn't in Vanguard Medallion)
    2. A damage/to-hit Build Up type buff
    3. A self-heal (equal in magnitude to a Tier 3 Inspiration)
    4. Another utility power

    Of those 3 is the only one that might work. The first I think would be either to good or useless depending on the character (Power Boost is very useful). The second is pretty much superfluous since Heroes and Villains already get a similar effect through their alignment power (ok, I guess Rogues and Vigilantes would get some benefit from it). For the fouth one I can't think of a decent option . The third one I could see being useful, it follows the basic trend used by Archmage, being essentially a T3 inspiration on a 25minute timer, useful to have but not game breaking.
  8. Quote:
    Originally Posted by Ironblade View Post
    Was does "O & M" stand for?
    Operations and Maintainance
  9. Quote:
    Originally Posted by Flarstux View Post
    Well, gosh, maybe if they had included the pretty decent story arc as an alternative to the old unlocks instead of using it to replace them more people would be happy and content with the new content, eh?
    Some people would have been happy but given the general tone of the complaints in this thread I think we'd have still gotten complaints that the solo option was to hard. In general I would think that people who don't want to team to do Trapdoor aren't going to want to do a TF to unlock the slot either.
  10. Quote:
    Originally Posted by SwellGuy View Post
    Nope. That was in the closed I18 beta but it has not been part of I19.
    To be honest I find the whole Alpha Slot unlock issue hilarious, the poor devs can't win. First they made it unlockable for either merits or completion of a TF, people complained it didn't feel "epic" enough. Then they replaced the old unlock with a pretty decent story arc, and people complain it's to hard.
  11. Quote:
    Originally Posted by plainguy View Post
    I concur that protector bots will get you where you need to be defense wise. But that means you need to make sure you summon the protector bots first and wait until they buff you with a bubble before summoning the other bots.

    I really am not a bit fan of relying on something else unless I have no other way around it.
    It's a trade off, in order to soft-cap without relying on the protector bots you've pretty much gotta take weave and slot for about 6% more defense in other places (you might be able to do it without weave, but it's going to be expensive). Relying on the bots means you have three extra power choices to play around with which depending on your style can be useful.

    Personally I'm happy to rely on my Protector Bots for softcapping, I'm not interested in being able to do things bot-less and in the rare situations where that happens (due to deaths and no time to resummon) I've got enough defense that a single small purple softcaps me for a minute which should be enough to either finish it or get enough breathing room to resummon. In exchange I have have a an extra personal attack (good for generating threat), Repair and Assault (for more damage). Still, to each their own.
  12. My only real issue with this is that IO sets in general seem to be designed to have limited utility in toggles, probably because most people don't specifically slot up toggles. I would definetly like to see more slow sets and I'd like to more toggle-friendly IOs in those sets but I think a no-damage slow set would be a better option than a no-damage, no-accuracy slow set.

    Something like:
    Acc/Slow
    Acc/Rech
    Slow/End
    Slow/Rech
    Slow/End/Rech
    Slow/End/Acc

    That provides IOs that would be useful (either as a set or Frankslotted) both for toggles and all patch powers (including the ones like Freezing Rain which need accuracy)
  13. Adeon Hawkwood

    Traps/Archery

    My first thought looking at that is that I do not like the slotting in Acid Mortar and Seeker Drones. In both cases they are severely under-slotted for Recharge and Seekers is slotted for Stun which is the weakest of the slotting options for seekers (due to the low chance to stun).

    I tweaked a few things to get better recharge in those two powers while still remaining soft-capped and adding in a little more global recharge. I also added in a kismet IO and a kb protection IO for good luck. I put in Temp Invulnerability because having layered defenses is better than defense alone. The main downside is that it uses a Ragnarok set in RoA which is expensive, this set isn't critical but the build already has five 6.25% recharge bonuses so putting a Positron's Blast in it would be superfluous, if you don't want to spend the Inf on a Ragnarok set I'd recommend Frankenslotting RoA, you should be able to get similar enhancement values that way.

    Hero Plan by Mids' Hero Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Technology Defender
    Primary Power Set: Traps
    Secondary Power Set: Archery
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Power Mastery

    Hero Profile:
    Level 1: Web Grenade -- Acc-I(A)
    Level 1: Snap Shot -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(36), Decim-Dmg/Rchg(37), Decim-Acc/EndRdx/Rchg(40), Decim-Acc/Dmg/Rchg(43), Decim-Build%(46)
    Level 2: Aimed Shot -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(17), Decim-Acc/Dmg/Rchg(17)
    Level 4: Fistful of Arrows -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(19), Posi-Acc/Dmg/EndRdx(19)
    Level 6: Acid Mortar -- AnWeak-Acc/Rchg(A), AnWeak-Acc/Rchg/EndRdx(7), LdyGrey-DefDeb/Rchg/EndRdx(7), LdyGrey-DefDeb/Rchg(25), Dev'n-Hold%(25), Achilles-ResDeb%(31)
    Level 8: Force Field Generator -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(9), LkGmblr-Def(9)
    Level 10: Blazing Arrow -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(11), Decim-Dmg/Rchg(11), Decim-Acc/EndRdx/Rchg(29), Decim-Acc/Dmg/Rchg(29), Thundr-Dmg/EndRdx/Rchg(31)
    Level 12: Poison Trap -- Lock-Acc/Hold(A), Lock-Acc/Rchg(15), Lock-Rchg/Hold(33), Lock-EndRdx/Rchg/Hold(34), Lock-Acc/EndRdx/Rchg/Hold(34), Lock-%Hold(34)
    Level 14: Boxing -- Empty(A)
    Level 16: Aim -- GSFC-ToHit(A), GSFC-ToHit/Rchg(43), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(45), GSFC-Build%(46)
    Level 18: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 20: Explosive Arrow -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(21), Posi-Dmg/Rchg(21), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(36)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
    Level 24: Super Speed -- Clrty-Stlth(A)
    Level 26: Trip Mine -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(40)
    Level 28: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(31), Krma-ResKB(48)
    Level 30: Super Jump -- Jump-I(A)
    Level 32: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(33), LkGmblr-Def(33)
    Level 35: Seeker Drones -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(42), DarkWD-ToHitdeb/Rchg/EndRdx(42), DarkWD-Rchg/EndRdx(42), Amaze-Acc/Rchg(43)
    Level 38: Rain of Arrows -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(39), Ragnrk-Acc/Dmg/Rchg(39), Ragnrk-Acc/Rchg(39), Ragnrk-Dmg/EndRdx(40)
    Level 41: Power Build Up -- RechRdx-I(A)
    Level 44: Caltrops -- Ragnrk-Knock%(A), Slow-I(46)
    Level 47: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(48)
    Level 49: Temp Invulnerability -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(50), Aegis-ResDam(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(50)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(13), EndMod-I(13), P'Shift-End%(15)



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  14. This has been bought up a few times in the suggestions forum, in general I like the idea of a "gadget" control set (particuarly if it's accopanied by a sword and pistol set for Dominators).

    Oh yeah, welcome to the forums.
  15. Quote:
    Originally Posted by Katie V View Post
    They didn't give us six free slots at the same time, and without decent slotting, the attacks aren't worth using.
    Some damage is better than none. Unless you're secondary keeps you constantly busy or you lack the recovery to handle it an attack slotted with an accuracy enhancement (or an Acc/Dam HO) is better than standing there whistling. Even with 1 or 2 slots an attack can be useful as a "filler" in your action chain.
  16. Well it really depends on what sets you're using and what your build goals are. When I was IO'ing my Bots/Traps I went for enough defense to hit the softcap on all three positions plus as much recharge as I could cram in.

    As for the level 50/not level 50 issues there are two general strategies most people use. The first group (which includes myself) take the lazy route and slot with max level sets since those are gneerally easier to get. The other group aims for recipes int he level 30-33 range since those allow them to keep thier set bonuses whne exemplering down.

    As a final note, depending on your sets for the pet powers HOs are often a slightly better choice than set IOs. The Pet damage sets aren't that great and there are some problems with certain pet powers not using them correctly.
  17. Quote:
    Originally Posted by ShadowsBetween View Post
    Adeon: If you have the opportunity to test it, I can think of two AT/powersets that might have significant problems with Trapdoor. I have both, but at very low levels, so testing either isn't an option for the observable future.

    In any case, the characters are a Gravity/Psi Dominator, and an Earth/Storm controller. The Gravity Dominator might be able to Hold him and push him into the lava, but dealing with the clones could be problematic. Especially since, for this encounter at least, the Singularity seems likely to be counterproductive. And while I do solo with the Earth/Storm controller, killing even a normal boss feels more like erosion than an actual fight. I can control the heck out of targets, but then finishing them off is a lot like just waiting for them to expire from boredom.
    I wouldn't have thought the Domiantor would have much trouble. He'd probably need to use inspirations for defense but if he does that he's got a pretty decent single target attack chain and that's what really matters. Additionally the ability to debuff his regen somewhat would definitely be useful.

    I'll admit Earth/Storm is probably going to be one of the harder combos to solo it with, unfortunately mine is only in the mid-30s so I can't test it at the moment. If I was doing it my strategy would be to load up on inspirations (probably the same combo I used in my previous test). Tactics-wise I'd try and lure him into the lava, and immobilize him there. Then I have my rock monster and lightning storm pound on him while I focus on taking out the clones (tossing attacks at him in between). Between Fossilize and the blast from the epic set it should be practical to take the clones down reasonably quickly. Hopefully he'd focus on the rock monster rather then me (which means I can heal him) but I'd probably bring my standard EB inspiration kit as well. Obviously this is based on the assumption that Stone Prison and Fossilize are slotted for damage, I realize some people don't do that but I figure if you're going to try and solo an EB you should probably slot your attacks for damage (as a side note the T1 and T2 controller powers are the one place I bother to slot IOs while leveling, a cheap frankenslot around level 30 makes a huge difference).

    EDIT: This is of course completely ignoring the possibility of holding him but I'm sleepy . Also number time. His base regen is 11.6 hp/sec, each clone gives him an additional 58.1 hp/sec and 10% damage resistance. The lava does at least 60hp/sec to him (it was doing 20 damage per sec with a couple of clones out and it looked like at least 3 ticks a second). So theoretically the Earth/Storm should be able to solo him simply by immobilizing him in the lava and killing the closes at least slightly faster than he spawns them and since the clones have minion level stats a basic attack chain of fossilize -> epic blast -> fossilize should do kill them.

    Quote:
    Originally Posted by UberGuy View Post
    FWIW, I don't think it's at all reasonable that he summons Bifurcations forevermore once aggro'd, even if you leave and he is no longer engaged. I could certainly be wrong, but I strongly suspect that this is some artifact of his implementation - it doesn't seem like a reasonable encounter design goal. (For that matter, I think the same thing of the eternal Rikti summons in the Weakened Honoree mission, but I personally find the implications of that summoning less drastic than those of Trapdoor with, oh, twenty active Bifurcations.)

    In short, I would like to see that changed.
    I agree with this although it's a case where SCR applies, I have no clue how practical it is to implement with current tech. The upside is that given the shape of the map you pretty much only need to kill one group if you reset (the one right outside his door) any character should be able to tank stealth past the others on +0/x1.
  18. Quote:
    Originally Posted by Ironik View Post
    There are no tactics for this encounter. There was one, but it was removed. So that insult is, you know, retarded.
    Remaining useable tactics:
    1. Kill Clones
    2. Lure Trapdoor into Lava
  19. I'd say go with Fire. Warlocks in some other game often have hellfire abilities and fire blast with a dark-ish tine to the powers should work well for that.
  20. Quote:
    Originally Posted by ShadowsBetween View Post
    He doesn't need to spawn an infinite number of clones, and he doesn't need to be spawning new ones every whatever seconds if he's not taking damage. Especially if there's no one even in the mission at the moment. As I said, my Mastermind beat him without luring him out of the room, but only because the damn clones eventually stopped spawning. IE, I had to fight it as a war of attrition, and he eventually ran out of pets before I did. That will no longer happen. Maybe my experience was unusual, but my zombies wasted an incredible amount of time in that room trying to find their way around when I sent them after a clone. By the time they'd reached it and killed it, he'd spawned the next one, every single time.
    IMHO if it has to be fought as a war of attrition that's bad design however I'm not at all convinced it does have to be fought that way. I would prefer it if he automatically reset when disengaged rather than keep spawning clones (i.e. all clones despawn and he heals to full health) to save people having to reset the mission but I don't think that's possible with the current tech.

    I don't know what to tell you about your Zombies, but I'll point out that Furio related above that he did it with a Necromancer and didn't have any issues with sending off his GKs to kill the clones so it might have been a positioning issue.
  21. Quote:
    Originally Posted by Bad_Influence View Post
    Went in with a full compliment of insps, thanks for the advice. I've been in the game since 2006 and I don't go face an EB without inspirations. Ever.

    Once again, being forced to exit a mission to get more insps is a failure of design, not least because while you're out there scrounging for inspirations, the EB is regenning back up to full health. I know a lot of you think this is the coolest thing ever, but not all of us do.
    Now if you could not defeat the EB with only one tray of inspirations then I would consider it a problem but under the circumstances I don't. Zerging an EB is sometimes an option in this game (which is unusual for an MMO) but in general I consider it bad design if an EB requires it. Trapdoor is not such an EB, it's perfectly possible to defeat him with a single tray of inspirations.

    There is a general assumption in the game that squishier characters probably will need inspirations for tough bosses, that's pretty much a given. Trapdoor is on the slightly higher end of the scale so you need a bit more care in selection of inspirations. If you have to leave the mission to restock then one of the following likely applied:
    1. You got unlucky and the RNG killed you
    2. You had a poor selection of inspirations
    3. You used poor tactics

    I don't consider any of those to be a problem with the boss. If Trapdoor was impossible to solo without tier 3 inspirations or required more than 20 tier 1 inspirations I would consider it a problem. However I was able to solo him on a Defender without using my Primary at all and only using 12 or so tier1 inspirations so that isn't the case.

    I don't see what you expect the devs to do to make it so you never have to leave to get inspirations, I guess they could add an inspiration vendor in the mission but that seems kinda silly.
  22. Quote:
    Originally Posted by Bad_Influence View Post
    Sooooo.... how many inspirations drop when you are alone in a room with an EB whose health-bar is made of solid adamantium...? I know for my Def the answer was "zero," but perhaps you have secret techniques for getting insps to drop without NPC deaths involved.

    Being forced to leave a mission multiple times to restock on insps is the definition of "failure of design" to me, but whatever.
    Or alternatively if you know you are going to face a tough EB stock up on inspirations before hand, it's not rocket science. In my testing with my no-primary TA/A (discussed above) the first time I went in with whatever inspirations I had on hand to give me a baseline (I was pretty sure I'd fail but I wanted to confirm) I gave it a good try and got him to 50% . The second time I went in with my standard "EB pack" but could not beat him down (I think missed a bifurcation somewhere). Third time I reset the mission (to give me a clean start bifurcation-wise) and my standard "EB pack" was enough to beat him with about 8 inspirations left.

    So in my case, yes I had to leave to refill but that was mostly because I screwed up. If I'd gone in with my normal EB pack from the start it wouldn't have been an issue. Inspirations in this game are like potions in a lot of other games. You can manage without them most of the time but sometimes you need them. If you know ahead of time it's not a problem but if you don't (or get the mix wrong) you might have to make a second trip. Fortunately there's a vendor right next to the mission door, isn't that convenient?
  23. Adeon Hawkwood

    EMP.NRG build

    That looks pretty good, a few comments:

    1. If you use Enzyme Exposures in Maneuvers you can save a slot (this is a bug with Hami-Os, it might get fixed one day but it's been around for so long it seems unlikely).
    2. Slotting a Stealth IO in Sprint instead of Hover will save a slot (and give you the option to use flight while stealthing)
    3. I wouldn't bother with a BotZ set in flight, you don't have a lot of defense so you could probably use more efficient slotting
    4. I wouldn't bother with two -kb IOs, I'd say got for 1 or 3, very few enemies do kb that is less than 8 but more than 4
    5. You've got to many 5% recharge bonuses, you should probably replace either one of the Doctored Wounds sets or the Efficiacy Adaptor set with something else
    6. I'd trade Conserve Energy for Temporary Invulnerability (see above for where to steal slots from).
  24. Quote:
    Originally Posted by Oedipus_Tex View Post
    I did beat him on some characters and lost on others. Unlike you, I tried it on a Force Field Defender. While I'm 100% positive someone is going to say "I did it on FF Defender with both hands tied behind my back while eating pizza and watching Dancing with the Stars" it's still not a sentiment we all need to hear.
    Ok, I've gotten fed up with people saying they can't solo him on a Defender so I decided to do a test. I have a TA/A defender I never play. He hasn't been IO'd beyond a -kb IO and a kismet IO (I tend to toss both on all my characters to aid in leveling) and has a pre-I19 build (so no inherent fitness). I decided to see if I could solo Trapdoor with no temporary powers and without using my primary at all. The answer was yes I could.

    I went in with 6 reds, 8 purples and 6 greens. I used 3 purples and 2 reds immediately and used another set of 3 and 2 when those ran out. I didn't need to use the third set. I lured him into the lava (no need for knockback, I just broke LoS and he followed me) and killed the bifurcations as he spawned them. It did take me a few goes but it wasn't particularly hard.

    Now admittedly Archery does have slightly better DPS than some secondaries but I was getting nothing from my primary at all, even the two worst soloing primaries (Empathy and Force Field) would get something (healing and defense respectively) and as such could reasonably trade in some of the inspirations I used for more reds to deal with lower damage.

    Now I don't honestly think anyone who hates the mission is going to magically change their mind but to me this closes the argument. If a Defender can solo it without using their primary there is no excuse for anyone else.
  25. Quote:
    Originally Posted by PleaseRecycle View Post
    I'm not sure why anyone would switch ammo types for a ten second -13% resistance effect when simply leaving inferno rounds on results in, as I recall, 30 extra base fire damage to the stuff that is hit? It takes more time to turn off and then turn back on inferno rounds than it does to line up two or three targets, doubling or tripling the already substantial damage (and increasing the chance of a posi's proc, no less).
    I disagree, turning off the ammo toggle is a free action (I have it macroed with PR) and turning it back on only takes 0.64 seconds. I have it bound to my move keys so my rotation is basically: Fire PR -> Fire another power -> Tap a movement key.

    Solo, it's generally not hugely important, especially when running Fire Ammo (it's more important if you're running Toxic or Cold) but in teams it is a lot more useful since the -res increases everyone's damage.