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Posts
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Joined
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Quote:Inexplicable porn faces and characters morphing into likenesses of random celebrities (BABs is looking more than a little Batista there) are also Land trademarks. This in addition to being bad qualities in an image on their own.For all my issues with the pic, I certainly wouldn't compare it to Greg Land. Bare minimum, it doesn't look like a photocopy.
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Augh, that cover is awful. It's ugly and overcrowded, and White Alley Brawler and whatever it is that's going on with Sister Psyche both make me feel vaguely queasy. I don't mean to get all scans_daily, but I'd really rather avoid any sort of art that reminds me of Greg Land.
I realize these are the official forums, so you're going to get a certain amount of "Yay, my favorite characters from the greatest developers ever" noise, but I really don't think this is putting the best foot forward. -
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You can farm with SOs. Just use purple insps to help your survivability.
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Will First Ward have contacts/missions for heroes and villains, or will it be limited to use by Praetorians?
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Quote:Mm, needs rewriting.Power Sink is not necessarily inferior to Ice or Dark's soft control.
Other sets have 10000% Knockback resist before the Knockback protection is even counted. There's no PVE KB or KU effect that will work on them. -
Working on an introduction/overview:
Electric Armor is a resistance/healing-based defensive armor set for brutes, scrappers, and tankers. (Also stalkers, but they aren't covered here.) It offers a nice mix of extra damage, soft control, and well-balanced resists, and can support the appetite of a high-endurance offensive set with its endurance-management tools.
Electric Armor is second only to Fiery Aura for increasing your offense, and is arguably on par with Shield Defense (albeit in a completely different way). Like Super Reflexes, Electric Armor gives you a substantial recharge boost (20%, the same as two full Epic/purple IO sets), smoothing out attack chains, giving you better uptime on clicky buffs, and making AOE and utility powers more effective. It also has a damage aura similar to those in Dark Armor and Fiery Aura. Damage auras aren't as flashy as big attacks, but since they're always on and ticking away, they do a great deal of damage over time.
Electric Aura also gives you a bit of soft control, similar (but inferior) to Ice Armor or Dark Armor. Power Sink and Lightning Field combined can help keep weaker enemies drained of endurance, reducing their attack rate significantly. This is even more effective when combined with other sources of endurance drain, such as Electric Melee or Mu Mastery attacks or support from endurance-draining allies.
Power Sink not only saps enemies of endurance, but also refills the user's endurance. Properly slotted and used on cooldown with only one enemy nearby, Power Sink more than offsets the endurance cost of every toggle in the entire set. In addition to Power Sink, Electric Armor has Energize. While Energize is chiefly used as a heal, it also grants a Conserve-Power-like buff that reduces the cost of all powers (both toggle and activated) by about 60% for 30 seconds. (In fact, Electric Armor once had Conserve Power instead of Energize.)
Electric Armor also has some of the best-balanced typed resistances of the various resistance-based sets. An ElA character is particularly well-protected against the most common damage types. With properly slotted shield powers, that character will have more smashing/lethal resistance than any other save Invulnerability, and hardcapped resistance to energy attacks (75% for scrappers, 90% for brutes and tanks). The remainder of the resistances are well-balanced, with respectable resistances to fire and cold (~40% for scrappers and brutes, ~55% for tankers) and passable resistance to negative energy (~30% for scrappers and brutes, ~40% for tankers). Electric Armor characters also have respectable psychic resistance (~40% for scrappers and brutes, ~55% for tankers) unlike most sets; instead, they are vulnerable to toxic damage, with no toxic resistance outside Power Surge's limited duration.
These well-balanced resistances are important, because ElA does not come with any defense, to avoid attacks. Any defense to layer on top of its resistances and healing must come from inspirations, invention sets, pool powers, incarnate abilities, or outside buffs. It also lacks any Defense Debuff Resistance, or DDR, so enemies which debuff defense (such as Cimerorans, Syndicate, Paragon Police, or Knives of Artemis) can stack debuffs to get a very high chance to hit.
This general lack of defense means that attacks with debuffs attached with hit more often, so Electric Armor relies even more heavily than some sets on its debuff protection and debuff resistance. This is a mixed bag. Electric Armor has the high protection against hold, stun, and sleep attacks typical to armor sets. Where it's unusual is that Electric Armor is nearly immune to endurance drain or recovery debuffs, common on enemies with electric attacks. It also has better than average resistance to recharge and runspeed debuffs, common on enemies with ice or psychic attacks. (It also has very high resistance to teleport attacks, but that's more of a PVP concern.)
Where ElA is chiefly deficient is in its knockback/repel protection. While most armor sets are nearly immune to knockback and repel through a combination of protection and resistance, Electric Armor characters can be knocked back by high-magnitude knockback effects and have no protection against repel effects. (The only common repel effect in PVE is exploding objectives.) In addition, this knockback protection doesn't work at all while the character is flying or jumping. ElA also has no particular protection against confusion, fear, or blind effects, as well. -
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Quote:So do you want a farming build, or a general-purpose build? If the latter, Electric Fences is junk, your shields are overslotted and Weave/Maneuvers are underslotted, your attacks are mostly underslotted, Armageddon in Lightning Rod is a waste, and Chain Induction is completely mis-slotted.well i slot for S/L b/c this has been my main toon for a while, he doesnt just chill in AE... so it helps with survival out of AE, the 5 slots on the shields were for the IO set bonuses for +Def , on the procs in healing, yeah, i was still looking into that, gonna shift them to heal, and figure out what to move around... in terms of actually using the heal in the farming times, the only time i ever use the heal is for if i need to go AFK, or if my dumb *** endurance drops the toggles.
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If you're building a pure farmer, don't build for SL defense but do slot Fences for damage. Also, your shields are overslotted, you're slotting the pure damage purples over the procs, and Healing Flames is underslotted (and the procs will have terrible uptime).
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Quote:Remember that defense helps you avoid defense debuffs, both in the way that Syntax42 mentions, and also in that it helps you avoid attacks with debuffs attached in the first place.I thought Defense but is it pointless because Elec armor has NO def debuff resistance? All it takes is a whack from a Cimeroran or countless other mobs and my IO bonuses may as well not exist. I can get about 30% smash/lethal defense, 22% in others through creative slotting. But with no def debuff resist, should I even bother?
Here's a pre-incarnate build with a G-HM-KO-P-G-HM-P attack chain (which isn't perfect but is decently close) and all the AOE offensive niceties. Defensively, you've got softcapped SL defense and 58% SL resist, capped energy resist, and a decent 15-20% defense and 30-40% resist to everything else.
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I did post a SL-capped version of your build that only gave up some of the overkill end.
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Quote:You're not racing other players; you're racing your inspiration durations. You need to kill as fast as possible before your inspirations wear off, and ideally you'll be killing fast enough to get enough inspirations to keep you alive for more inspirations to drop. If you're not killing fast enough, you'll get overwhelmed quickly.Really, if the intent is levelling, it seems like comparing across ATs is meaningless. It doesn't matter how fast you can level a brute if you want to level a corrupter. For Warshade... I could see this being a workable way to get past a hard level or two.
I keep rolling little brutes to play with this. It kind of feels like COH: Arcade Edition. -
Quote:I can try. This build, running T4 Cardiac, can run G>HM>KO>G>HM>B seamlessly. Recharge isn't absolutely perfect; you'll have to run one cycle of G>HM>KO>filler>G>HM>KO>filler after Hasten ends and the Rage crash wears off before Hasten comes back up. Endurance is pretty good; my napkin math for platonic ideal play puts you out of end at the 3:30 mark, so I'd expect to last at least three if you don't downshift your attack chain ever.Hitting 32.5% in one category is possible, but you would probably have to give up the mentioned attack chain to hit 32.5% in two categories (S/L and E/N preferably). If you manage to pull off that kind of build and still run the top attack chain seamlessly, I would love to see it.
With a single stack of Rage, 75% average Fury, and an enemy polite enough to stand still for a full Burn, more napkin math puts it at ~188 single-target DPS, before Reactive or the Widow.
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Quote:That's not strictly a legal build unless you have City Traveler.And the winner is PBaRmy!
Highlights of his build, which he PM'd me:
40.6% def to s/l. Notr soft cap, but close, and only one purple more than softcaps if things get rough.
4.82% recovery with only 1.55% consumption.
1221% regeneration with RttC.
42.5% global rech bonus, 112.5% with hasten active.
He took the body mastery pool. It's less offence -but with zero endurance issues, almost capped defence, and lots of regeneration, it was what I was looking for. Here is the build:
In any case, it's easy to softcap, if you don't mind dropping .23 end/s overall. You'd still be clearing more than 3 end/s, which is more than plenty since you don't have a fully saturated attack chain anyway.
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Quote:No it hasn't. It's been number crunched to be better than SS in ambush maps assuming every attack can targetcap and you're constantly damage capped from reds. Any time Foot Stomp's extra larger area matters or you're under damage cap (and that is quite a lot of the time when farming), Super Strength is superior.But, yes, if you want a farmer, claws/fire is the way to go. It's been number crunched to beat out ss/fire in ambush maps due to how close enemies consistently are.
That said, Claws/Fire is a fine farmer and won't do you wrong. Just don't spread misinformation, okay? -
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Quote:Before level 10, even Fiery Aura has the same fire resist as SL resist, and Fiery Melee/Assault/Blast do more damage than Dual Blades. So you take more damage even if you're /Fiery Aura, and you take significantly more damage if you're /Electric Armor or /Dark Armor. There's no reason at all to go with fire damage on these lowbie maps.I tried it out on my claws/ fire grak some but my slotting wasn't prepared for it. I had the diff at +1/x8 of course with TOs. I faired better with the other one: 503858 (?) since it was all fire. I think had I built for res it would've went better. I'll have to try it with my claws/sr and see how he does.
True, I hadn't researched that properly.
Quote:the lowbie one i designed doesnt require inspiration crunching, but can be run at +3 extremely easy, has a elec control pain dom ally to buff you and sap the baddy
if you want to give it a try its 489291, doesnt need any customs except for the ally and can fairly easily be run with any character
the yield may not be as high as a frontloaded ambush farm, but its definitely good way to get through low lvls faster solo
Quote:Is this jut for XP? Or does it dish out a great deal of INF too?
Also is it still doable with a non-damage aura Brute?
I tested it on a claws/inv. Faceplant city. Spin just doesn't recharge fast enough to work on its own. However, when I tried AOE-free sets (or running with Claws/ or DB/ before I got Spin/Typhoon's Edge), I did just fine. As it turns out...
Quote:Just because I know this will eventually be asked, this is only truly effective on a Brute. Why? Two reasons: [...]
Quote:There are a bunch of these on AE right now with varying effectiveness. I made an optimized version for max XP/inf capped at level 1: try arc 504915 if you're looking to do this. (Ambushes triggered off of enemies rather than objects work better, as you can lure both ambush triggers to the same spot so they all congregate in the same area. You also want an open map, otherwise you get shoved against a wall and that limits your AoEs and you waste time repositioning yourself)
You're right about bosses. Less about the ability to move them (although that is handy), but more because they also contribute rewards and don't get in the way as much. I'm updating the map right now to use bosses. -
No, mez protection buffs aren't being made into AOE effects.
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Your attacks should be properly slotted for accuracy by 28. It's only helping you against the occasional high-def enemy or against to-hit debuffs, and at that point you can argue that Ice Armor's resistance to slow helps your damage, Elec's resistance to end drain helps you continue attacking, or that defense sets' tendency to avoid miscellaneous debuffs helps your damage, etc. Technically true, but not a noticeable contributor to damage in the vast majority of situations and not what most people would think of when they read "more damage".
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Quote:This is not good advice.Well first off you went Fiery which is more Squshie then Invul and Wp, when I farm I go with Wp and Invul any day man. Also Incarnate powers might be handy like Pyronic or Ion and maybe Barrier form Destiny or Some other buff. in all my years of playing I would never pick Fiery for Farming, It's just not as good.