AnElfCalledMack

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  1. Quote:
    Originally Posted by TheUnnamedOne View Post
    How would you know that?
    Because Blizzard e-mails you when they lock your account, with a reason for the ban and actions you may be able to take to recover it. Happened to me, too, and the account had been inactive for over 12 months - WoW isn't even installed on my current computer.

    No problems with NCSoft, though. I'm sorry to hear some of you are having issues here as well.
  2. Quote:
    Originally Posted by Mega_Jamie View Post
    Since at the moment level 50s only get shards, and level 50s have no concern for debt and could just build it up at the start of their play session and whenever they got low on it to increase the drop rate, I highly doubt its anything more than perception.
    50s do care about debt. It cuts into influence gains.

    Not that that stops me tackling hard spawns by rushing a couple of troublesome enemies, dropping, and RotPing for a nice big stun and a few dead troublemakers.
  3. Quote:
    Originally Posted by _BAS_ View Post
    I'm a little confused; so I should start at 25 to get IOs to frankenslot my build, and just keep working at accumulating more and more enhancements over the levels until 50? But wouldn't that leave most of my build enhancement-less? Or should I slot everything with SOs, then fill them in with IOs as I go, only upgrading the SOs that haven't already been replaced?


    And thanks for the feedback about LotG; I didn't realize it was so expensive! Does that mean I should single-slot Hover, and if so, what should I put the slot into? I really don't have an idea of what needs it... Maybe adding it to Chilblain and frankenslotting that?
    The key thing about frankenslotting is that it is cheap. The market forum has dozens of was to make a million influence in a couple of minutes, and a million influence will get you a lot of cheap recipes and underpriced salvage. It wouldn't surprise me that you could get a frankenslot build (shopping a little carefully to avoid rare or high-demand salvage) for less than a store-bought SO build. The basic idea of frankenslotting is "slot whatever you can afford that helps" - if that's a damage SO or common IO, then so be it.

    And I'm not recommending you run around with empty slots. My Fire/Earth Dominator is about two-thirds frankenslotted. I still need some enhancements to finish it all off, and there are SOs in those powers. It's still cheaper to not need to replace the enhancements until I start trying to assemble a final IO build, and I was able to grab some cut-price Basilisk's Gaze sets for the holds and a Stupefy set for Flashfire, because I knew I'd need 'em eventually.

    As far as hover goes, I'd consider a second "luxury" IO - the Karma Knockback Protection IO. It gives you a little KB protection while domination's down, which will be a while for a SO build. And being KBed when you need Ice Slick or Drain Psyche *right now* isn't fun.
  4. I can't really add much to the Sheild/Fire/Leviathan Tanker idea, but I did play FFTA (although I haven't played FFT), and it was fantastic. Can't say I was a huge fan of dragoons mechanically, though - Monk with a sideline in Gladiator seemed to do everything a Dragoon was supposed to do, only better.

    Frankly, that game really lent itself to silly power combinations. Ever try a ninja/paladin hybrid? Dual-wielding Knightswords is kind of wrong, especially when it makes your normal attacks hit harder than the Paladin's ultimate attack spell. Oh, and when you counterattack any melee attack, too. Still, a lot of fun overall.
  5. With the new animal pack, I'm surprised I was able to get (The) Culture Vulture, now bringing fiery death and witty banter to Victory.

    Yeah, I know, Victory. But I was still surprised.
  6. Quote:
    Originally Posted by Aneurysmo View Post
    Thanks a lot guys, very helpful posts there.

    It seems my quest for the ultimate solo build must strive onwards.

    I have a question, I teamed with a Spines/Dark scrapper a few nights ago on an ITF who took almost no damage almost the entire way throughout the TF, yet from reading both of your posts and playing with Mids I don't really understand why this would be the case. Given that the mez toggles do not stack from the same caster (thanks for that), surely a 2 mag mez would be too low to actually mez mobs into being unable to damage you? Or is mob mez resistance/protection a lot lower than I'd presumed?

    She also had no endurance issues, but given that she was a scrapper with the body mastery APP that's unsurprising.
    Actually, many high-end Dark Armor builds skip both mez toggles. Cloak of Fear is a massive endurance drain, and if you're soft-capped, Oppressive Gloom does more damage to you over time than just letting them attack. What makes the set so spectacular is strong resistances to everything but Toxic damage and the game's largest, and one of the fastest recharging, self-heals.

    Now, without a lot of work, the endurance cost in Dark Regeneration and your extra toggles, along with the heavy costs of Spines, are going to cause massive endurance problems, even with the Body epic. The Theft of Essence: Chance for +Endurance proc can entirely negate the endurance cost of Dark Regeneration (if it's saturated and slotted to the ED cap for endurance reduction). The Cardiac alpha slot can be a huge help. Combined with the Body pool and the +MaxEnd accolades (Atlas Medallion, Portal Jockey), you can achieve endurance sustainability. Combine with a soft-capped IO build, and you enter god-mode. You avoid 95% of attacks, take half damage from the ones that get through, if they can't kill you in 20 seconds you're back at full health, and if they can, then they have to do it twice.

    Before all this investment, though, Spines/Dark is going to suck a lot of wind, and without a taunt component to your damage auras you're going to chase a lot of runners.

    The day we get Spines/ Brutes, though, we might just be looking at the ultimate solo character. Spines/Dark with two taunting damage auras would be kind of crazy, as would Superior Conditioning.
  7. Quote:
    Originally Posted by DarkGob View Post
    the endgame does though
    No, the endgame requires running raids, and may require grinding some level 50 content (which doesn't have to be raids). One ITF is always one Ancient Nictus Fragment, and it's not like you need twenty of them to forge into the Ancient Nictus Hammer. You really only need two or three for a Very Rare alpha boost.

    Now, grinding up the shards for a Favor of the Well, that takes some doing. But that can be any level 50 content, so it's not like you're forced to run STFs in the hope that one of your pieces will drop and none of the other players will need it - and that Kahn that's forming is useless to you, because you already have as good or better stuff than what it drops.

    We have it good here.
  8. Too early to say. We're barely working out the actual drop rate, let alone which variables are statistically significant.

    Seems unlikely, though.
  9. Now, I wouldn't go ignoring that */kin Controller for two important reasons. One is that Kinetics has Speed Boost and Transfusion, so your Dark tank could be a little trigger-happy with Dark Regeneration and still have the endurance to cover it. The other is that on non-archvillain encounters, the troller is breaking up a lot of the alpha strike, which means health bars are going to move a lot less than if the tank had to take the entire alpha. Still impressive that he can tank Recluse without his health budging or his end crashing - my fire tank has a bit of a problem with the -End/-recovery in LR's ranged attack.

    All the same, DA is crazy awesome, and I'm glad you've come to realise this.
  10. Quote:
    Originally Posted by sturm375 View Post
    10,000% Resistance does not give you immunity to KB. It only reduces the mag of the KB. Most status protection armors have both Mag and Resistance to KB, thus are nearly immune to KB. Those that don't rely on IOs and powers like Combat Jumping which if I am not mistaken do not have resistance, and thus will from time to time get KB'd by PvE Mobs.
    Just to confirm, the -KB IOs and Acrobatics do not bestow knockback resistance, just protection. My Fire tanker gets knocked back by Lord Recluse's cone attack through Acrobatics and one such IO, which together are mag 13 protection. On the other hand, she barely flew a couple of feet before she got back up again, which helped a lot with keeping aggro.
  11. I though mez resistance used the recharge formula? MezTime = BaseDuration / (1 + MezResistance), with the resistance expressed as a percentage. Also, the powers with KB resist usually give 10,000% resistance. For some reason, just 1000% resistane to repel, though...

    I'm not sure how that interacts with KB, with its resistance applying to magnitude, but if the formula is similar, then it should reduce your magnitude by a factor of 101. If you can get your KB power up to Mag 203, you should knock down that Big Dog. Unfortunately, I think players can't realistically get KB much above Mag 50, so it's still not really worth trying.
  12. Quote:
    Originally Posted by sturm375 View Post
    There's an awful lot of Smashing Res on Mobs out there, which is why Fire gets my vote, plus the synergy (damn corporate speak) of Fire/Fire/Pyre and FE+BU.
    Depends what you're farming. Fire/Fire/Pyre is a great all-around farmer - I run mine on x8 and just do whatever I feel like, and it usually works out. IF you're going to farm specific missions, though, Fiery Aura's best farm map is the Demon farm, but the demons resist Fiery Melee pretty heavily, so SS or Mace are better options. SS has Rage, of course, but if you don't like Rage crashes in your farming, War Mace has plenty of AoE and doesn't do Fire damage or crawl against bosses.
  13. AnElfCalledMack

    Shield weakness?

    Quote:
    Originally Posted by Deathstroke33 View Post
    Isn't that why a tank should run with a friend that does heal?

    Thanks for the input, I appreciate it.
    That's certainly an option, and most teams will have at least a little healing available. But it's far from essential, and "healing" isn't really something you need to look for in teams. Support is far more useful for its range of long-duration or permanent buffs, and several powerful debuffs. And running a team with no real support is not just viable - it's the entire point of Tanker Tuesdays, an all-Tanker teaming event. Not many friends who can heal here,

    Tanks make some of the best soloists around thanks to sheer durability. A high-end build can run spawns scaled for 8 people by themselves; the really hardcore can run +4/x8. And Shield Defense is a great solo set thanks to the huge damage buff and extra AoE attack, along with being easy to softcap.

    As far as weaknesses go, Shields has the classic defense set problem at low levels. A small amount of defense is very unreliable mitigation, so spikes of damage will kill or nearly kill you fairly often on the road to the low 20s, and you don't have a heal to protect yourself like Ice or Stone (which both have Dull Pain clones). Once you get it softcapped it stops being squishy, but still lacks the heal - one of the reasons SD/DM (and the Scrapper cousin DM/SD) is so popular. And an Invulnerability tanker, built to the softcap, is flat-out going to be tougher - but Shields should be tough enough for almost any content currently in the game, and has more damage through AAO.
  14. You know, you could probably frankenslot an entire build for the cost of that one Luck of the Gambler proc. It really doesn't come cheap, and like you noticed with DP there are powers that you really can't enhance properly in 6 SOs. Several of your attacks could really benefit, maintaining similar accuracy and damage and picking up more recharge and endurance reduction.

    And yes, you could get the LotG with alignment merits, but you could also get the LotG proc, sell it for well over a hundred million, and fund an entire build. And LotGs, while great, don't quite make a build in itself - they're at their best stacked with other recharge bonuses to gain some specific advantage, like perma-dom or perma-hasten.
  15. The Force Field enthusiasts would be out for your blood, though. And really, it's an okay fit - FF gives you lots of time to blast, and Repulsion Bomb does do a bit of damage. It also makes the Fire/FF combination possible.

    Also, Scourging Force Bolt would be amusing.
  16. Quote:
    Originally Posted by Rhysem View Post
    */Shield can perform really well without purples. In fact you're encouraged to avoid them to hit softcap. You will need steadfast +3% def and to pick up some somewhat-expensive 6-sets (oblit, mako's) but all in all it is a fairly cheap build compared to a 5x purlet-set character. Still probably in the neighborhood of 2 billion, but... that's less than a single purple set which can go north of that mark in 4-5 IOs.
    I'll take issue with this. I've been trying a positional defense build for my Fire/Fire tank, and I've bought a lot of Obliterations, Mako's Bites, and Scirocco's Dervish sets. Obliterations are moderately pricey, but I can comfortably assemble one for under 60 million, over half of which is the quad recipe and the rare salvage. Scirocco's and Mako's are dirt cheap - you'll spend more on the salvage than you will on the recipes, comfortably under 40 million a set. The Steadfast Res/Def seems to be going on a huge price spike right now (50 mil or more for one IO), but it's only 125 merits, and the WST means a lot of characters have merits even if they're aiming for incarnate content.

    The big-ticket items, as always, are the +recovery procs and the Luck of the Gambler +recharge - and it's my own fault for planning a build with all three procs and three LotGs, so I'm not going to complain about sinking over a billion inf into the character. The results (one small purple to a full positional softcap, almost 300% regen and 45% global recharge on a resistance/burst heal primary) should be worth it.
  17. AnElfCalledMack

    Brute vs Tank

    Quote:
    Originally Posted by GATE-keeper View Post
    I'm guessing he means that after the rest of the team left (ie, after defeating Honoree, the Rikti AV and the Pylons) he stayed behind to clear the rest of the map so HE could get shards.

    I do that a lot, too.
    Is Hro'Dtohz really that hard to spell? Also, they're generators. Pylons are much, much tougher.
  18. Quote:
    Originally Posted by Ogi View Post
    Isn't 60% the new 45% with some Praetorian mobs and tip DE?
    59%. And relying on just defense against DE is always a bad idea, because a Quartz you don't notice/drop immediately will ruin your day.

    And for the Apex/Tin Mage/Trials, I'd say it's probably not essential to softcap yourself against them unless you're planning a solo Apex. You can probably get some defense buffs, even if it's just Maneuvers from the Scrappers and VEATs. And if you're already at 45%, picking up 14% in team buffsis very, very possible.
  19. AnElfCalledMack

    At a dilemma...

    Quote:
    Originally Posted by Syntax42 View Post
    I will review the defense sets in more detail, then. Shield Defense can get 25% F/C/E/N resistance, just like Invulnerability. It would be difficult to reach the HP cap through set bonuses, but I'm sure it can get over 3000 HPs easily. Ice Armor does not get resistance in as many categories, but can reach the HP cap easier than Shield Defense. My point still stands that Invulnerability is comparable to the other defense sets when dealing with non-S/L damage.

    Also, 25% resistance is not very significant. It won't make or break your power set. If you are only living through encounters with 20% HP left (due to 25% resistance) there is probably more you can do to make your build more survivable.
    More hit points than Shields. More resistance than Ice (even accounting for the -dam in Chilling Embrace). You know, it sounds to me that Invulnerability is tougher than the other defense sets. Not by a huge amount, no, but genuinely harder to kill.

    And yeah, if you're just scraping through encounters then you might want to make your build a little tougher. But we're talking layered mitigation here - being at the HP cap, then only taking 10% as many hits as a no-defense tanker, then only taking 70-75% of the damage from the hits that do land. Layer on a bit of regeneration from sets and procs, which leverage your high HP, and you have something that is very, very tough - mitigating 92.5% of the damage they'd do to a defenseless squishy (even against pure F/C/E/N) before it even lands, then recovering that 7.5% that got through very quickly. Yeah, Invuln doesn't get that capped resistance against Praetorian Clockworks like it does against Romans, but at least Clocks don't debuff defense.


    Quote:
    I abandoned my Dark Tanker when I saw how much energy damage was in I19. I only had around 30% resistance and felt like I struggled to stay alive. Besides, I wasn't trying to review all sets. I was trying to point out the most powerful and most popular.
    "Most powerful and most popular", and you call out Electric Armor? I abandoned both my Elec tanks in the teens (Elec/DB and Elec/Stone) because they kept running out of endurance, and never running out of end is kind of Elec's thing. And is "A well-build Elec is one of the toughest tankers around" practically a truism on these boards?

    Maybe it deserves to be, but it isn't yet. And honestly, unless something's draining Endurance or throwing out heavy Psi, I'd rather have a Fire than an Elec, Yes, Elec is a little tougher, but Healing Flames is up a lot more than Energize. On a long, drawn-out fight the Elec has better survival, but Fire has tools to make sure the fight isn't so drawn out and is great at mitigating an alpha or similar damage spike.

    Anyway, I'm not trying to belittle Shield Defense, Ice Armor and Electric Armor. They're great sets. But as Sailboat put it, Invulnerability is tough - it gives up any offensive boosts or utility powers in return for great survivability against nearly anything. And Dark Armor, as many people have shown us, is stupidly hard to kill and even harder to kill twice. If you're avoiding 90% of what would otherwise hit you, resisting even 30% of what lands, and have a full heal on a base 30 second recharge, as well as a rez on a 5 minute timer, they have to be putting out a huge amount of damage before you stay down.
  20. AnElfCalledMack

    Brute vs Tank

    Quote:
    Originally Posted by Infernus_Hades View Post
    I was teamed with a couple Fire Tanks this week during the LGTF's on my BS/WP scrapper.

    The Fire tanks repeatedly died and I just kept rolling. It took only a couple of mobs and I took over as the one accepting the alphas. They just dropped too fast.

    They are great for damage but honestly I am leveling a Fire/Electric tank and he is FAR more survivable than my SS/Fire Brute. Both are in their mid-30's and with only a few IO's. The Electric knockdown really helps to mitigate the alphas. I really love fire armor but is so weak as to not be in the same coversation as many of the other armors.

    Unless you really work hard to close the gaping defense hole its a tough road. I tried to advocate that Temperature protection have a 5% + def to all but Psi added - but that didn't work out :P
    I run a Fire/Fire tank. No mitigation whatsoever in primary or secondary. And I can tank Lord Recluse with a little support. So if your fire tankers couldn't take the alphas on a LGTF, that's either their fault or the Riders fights - Fiery Aura has no fear protection, so you sould really avoid Pestilence if there's no mez protection from the support.

    Yeah, a Fire tanker can't stand in the midle of a spawn and let their aura do the killing. That's why you get tools like Burn and Fiery Embrace. They're improtant tanking tools - an enemy you defeat is dealing no damage and causing no buffs, debuffs or mezzes. And soft-capping a Fiery Aura tanker is hard, but applying 20-30 points of defense isn't out of the question, and it's still a big boost to survivability, especially if you happen to run into a Cold, Emp, FF, Shield Defense, or random melee type running Maneuvers. Or, y'know, eat one or two purples before a big spawn.

    I run +0/x8 on a Fire/Fire tanker without the Fighting pool. I need special tactics for Carnies, Arachnos, and I occasionally corner-pull DE if they get a bunch of Cairns and a Quartz in one place. Everything else, I dive in. Can I sustain the damage of an 8-man spawn? Not for very long. But with Burn, FSC and Fireball, I don't need to. Dead mobs do no damage, and I'm very quickly fighting a couple of bosses, rather than a massive mob. It even leverages Healing Flames - it's at its best overcoming burst damage. If mobs make one attack and then die, they're effectively burst damage, not sustained.

    Granite-level tough? Hell no. Same conversation as other tankers? Absolutely.
  21. Quote:
    Originally Posted by HwaRang View Post
    Imho, I would not slot it in Spirit Tree. Instead, slot it in your health. Generally, this is advised even more than slotting into "healing" powers such as for Emps and Regen scraps because of how the Unique works.

    Unless someone has greater knowledge, that's would I advise.
    Well, it depends if you have other goals. I have a build for my Fire/Fire tanker with the Numina's proc slotted in Healing Flames, but I needed a full set for AoE defense and was verry tight on slots, and HF is something I fire much more than once every 2 minutes. I thought being one Luck away from a full positional softcap was worth a few sacrifices.
  22. You can change that at the tailor - it has a "no pulse or fade" option that makes you stay visible without affecting the actual stealth component. And the defense and +perception is nice, but it's nicer once you're stacking it with Weave, Combat Jumping, Maneuvers and a lot of set bonuses. Steadfast Protection 3% global defense IO and a set of Gaussian's Synchronised Fire Control (2.5% to all positions) gets you around 27% to all positions, which is definitely noticeable. 5%-7% is nice, but defense gets more powerful the more of it you have.
  23. Quote:
    Originally Posted by Rajani Isa View Post
    Just checked Red Tomax, and that is interesting - the dark armor stealth does list the mission-click supression, but that's it (so even in combat you've 35 feet of stealth).

    Seems odd the left Cloaking Device with glowie-stealth.
    CoD (and EnA's Energy Cloak) aren't suppressed at all by combat, and are on much tougher archetypes than Cloaking Device. And CD loses over half its stealth when it attacks, so keeping a little when you click glowies seems fair enough to me.
  24. Endurance issues: Get the Theft of Essence: Chance for +Endurance proc and slot it in Dark Regeneration. This gives DR a chance to restore endurance when used for each enemy hit. With three endurance reduction SOs or equivalent, this proc, and ten targets, Dark Regeneration will, on average, produce a net profit of about 1.5 end, and will occasionally return much more, possibly filling both green and blue bars. Even without the heavy EndRedux slotting, the Theft of Essence proc will ease up a lot of your endurance issues.

    The other IO to look at is a Performance Shifter: Chance for +Endurance to go in Stamina. It's a great recovery boost, and much more affordable than the Miracle and Numina's Convalescence procs, both of which buff recovery, though substantially more expensive than the Theft of Essence, as characters of any archetype want one, rather than just Dark Armor users.

    It's not cheap, but the Market forum has plenty of guides to making influence fairly quickly and easily. And the ToE proc is far from a big-ticket item, especially since all levels work exactly the same, so you can pick and choose the cheapest one.

    As far as defense goes... it's not going to be cheap. I'd focus on enhancing your powers for their effects right now, maybe picking up some low-hanging +recovery/+HP/+regen/+end bonuses. The one set with substatial +def that routinely goes cheap that I know of is Smashing Haymaker, but without a full build and heavy slotting you're not going to get a whole lot of defense. So make that an end-game dream - I know I've poured hundreds of millions into getting my Fire/Fire Tanker to 32.5 to all positions, and I still don't have everything I need - and work on improving your core survivability through resistance in your toggles; accuracy, damage and endurance reduction in your attacks (Attacking is usually around 2 EPS. Your toggles shouldn't be over 1.5 unless you're running Cloak of Fear unenhanced or Super Jump); and try to hold out for level 22 and SOs. Or just start frankenslotting now - level 20 IOs aren't much worse than SOs for total enhancement, and can let you get, say, accuracy, damage, endurance reduction and recharge in three slots.
  25. Join the "Australia" channel. Midnight to 5AM Pacific Standard is 7PM to midnight Australian Eastern Standard Time right now (Daylight savings), so you're right in the Oceanic peak. And Justice happens to be the unofficial Oceanic server. You should see plenty of people around to team with. My highest villain is only 20, but I'd be happy to tank for your Crab with my ex-Praetorian Dark/Dual Blades. On blueside, though, I'm always looking for low-level teams to run my bevy of sub-30 alts (most sub-20). Send me a tell at @AnElfCalledMack with a side and level range, and odds are I'll have something to go with you.

    Also, I agree on the Warshades. Mine's at 12, and I'm having fun already. But soloing Quantums hurts. A lot.