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Well my TA/A recently hit 50 and as is my habit I'm planning to respec and IO him in an attempt to at least somewhat optimize him. I'm not looking to spend a huge amount so no purples (except for the Chance for Knockback Proc which is reasonably cheap) although I do have the Inf to afford a few shinnies like the LotGs.
I'm comfortable with the Thunderstrikes and Positrons in the blast powers. It works for my Blaster and I see no reason to change it on a defender but I am interested in people's opinions on the slotting of the Trick Arrow powers. I'm currently running about 35% ranged defense so with Flash Arrow I'm almost at the soft cap. As a note the four slot Dark Watcher's in Flash Arrow is mostly a case of having the slots available, it's a nice set but I wouldn't object to moving the slots if they'd be more useful elsewhere.
Also, regarding the last four powers. They kinda feel tacked on to me, they're nice to have but I'm not sure if there's something that would be better (especially Aim). Also while two recharge IOs seems optimal for most of the powers there I'm wondering if it's worth slotting them differently. I did consider using Dark Mastery instead of Power Mastery since Soul Drain recharges faster and is significantly more powerful than Power Build Up. I ended up sticking with PBU because I can forsee situations when I'll want to use my build up power without drawing aggro.
Thanks
Adeon
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Marcus Taldari: Level 50 Magic Defender
Primary Power Set: Trick Arrow
Secondary Power Set: Archery
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Flash Arrow -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(17), DarkWD-ToHitdeb/Rchg/EndRdx(19), DarkWD-ToHitDeb/EndRdx(19)
Level 1: Snap Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
Level 2: Glue Arrow -- Slow-I(A), RechRdx-I(46), RechRdx-I(48)
Level 4: Aimed Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(11)
Level 6: Ice Arrow -- Lock-Acc/Hold(A), Lock-Acc/Rchg(40), Lock-Rchg/Hold(42), Lock-EndRdx/Rchg/Hold(42), Lock-Acc/EndRdx/Rchg/Hold(43), Lock-%Hold(43)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(34), Zephyr-Travel(34), Zephyr-ResKB(36)
Level 10: Blazing Arrow -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(13), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(17)
Level 12: Acid Arrow -- HO:Lyso(A), HO:Lyso(45), RechRdx-I(45), RechRdx-I(46), Achilles-ResDeb%(46)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(33), Winter-ResSlow(34)
Level 16: Swift -- Run-I(A)
Level 18: Health -- Heal-I(A)
Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(21), EndMod-I(21)
Level 22: Fistful of Arrows -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(23), Posi-Dmg/Rchg(23), Posi-Dmg/Rng(25), Posi-Acc/Dmg/EndRdx(25), Ragnrk-Knock%(50)
Level 24: Explosive Arrow -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(29), Posi-Acc/Dmg/EndRdx(29)
Level 26: Oil Slick Arrow -- Posi-Dmg/Rchg(A), Det'tn-Dmg/Rchg(31), AirB'st-Dmg/Rchg(31), TmpRdns-Dmg/Slow(31), UndDef-DefDeb/Rchg(33), Achilles-ResDeb%(33)
Level 28: Assault -- EndRdx-I(A)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), DefBuff-I(43), EndRdx-I(50)
Level 32: EMP Arrow -- Lock-Acc/Hold(A), Lock-Acc/Rchg(36), Lock-Rchg/Hold(37), Lock-EndRdx/Rchg/Hold(37), Lock-Acc/EndRdx/Rchg/Hold(37), Lock-%Hold(40)
Level 35: Disruption Arrow -- RechRdx-I(A), RechRdx-I(36)
Level 38: Rain of Arrows -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(39), Posi-Acc/Dmg/EndRdx(40)
Level 41: Poison Gas Arrow -- RechRdx-I(A), RechRdx-I(42)
Level 44: Power Build Up -- RechRdx-I(A), RechRdx-I(45)
Level 47: Temp Invulnerability -- S'fstPrt-ResDam/Def+(A), ResDam-I(48), EndRdx-I(48)
Level 49: Aim -- RechRdx-I(A), RechRdx-I(50)
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Level 1: Brawl -- Dmg-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Vigilance -
Quote:Nope, one of my alts has exactly 9 badges plus the exploration badge and his progress bar for 10 says that it's at 7/10 for some reason. I'm going to grab a few more of the badges with him and see what happens.Are you including the dayjob and/or the exploration badge when you do that? If you somehow avoid those 2 badges, would you still earn #25? To make things easy, what if you start a new character and see if #10 dings on 10, or if it dings on 9+explore (for example).
EDIT; I went and grabbed 5 of the test mode badges. This also got me the Architect X badge. However the progress bar for Architect XXV shows 13/25 when I clearly have 15/25.
Conclusion: 2 of the following 9 badges are bugged with regard to the AE quantity badges:
Gamer
Ticket Taker
Early Bird
Virtual Victor
Poor Impulse Control
Energized
Payoff
Extractor
Assassin -
Quote:All of the defender APPs have a resistance based shield rather than a defense based shield so I think Body Armor would be more appropriate than Stealth Suit. Also LRM doesn't really seem appropriate for a defender APP. I'd bump Gun Drone up to the fifth slot and nick Wide Area Web Grenade from Arachnos Soldiers for the fourth slot although that might be a bit to good. Sleep Grenade would also work although I'm not a big fan of the power. It's damage and to hit boosts are smaller than Dark and Power (Gun Drone + Targeting Drone in place of Build Up) but it's control capability is higher. Similarly compared to Psychic Mastery it has more damage and less control.Cryo Freeze Ray - ST hold
Targeting Drone
Stealth Suit - Think Cloaking Device but non-suppressing defense and slightly higher values
Gun Drone
LRM Rocket
So you get:
Cryo Freeze Ray
Targeting Drone
Body Armor
Wide Area Web Grenade (maybe Sleep Grenade?)
Gun Drone
EDIT: On the actual topic I've had a thought and really I don't see a good way to make Archery Mastery work. If we assume that it should follow the rough pattern used by the existing APPs (a resistance based shield, and some mix of self buffs and controls with a bit of melee damage thrown in) but also synergize well with Trick Arrow (it should work with all sets obviously but it should be designed keeping Trick Arrow in mind). Given that I don't see any really good options for it; Trick Arrow is a set that heavy on debuffs and controls but weak on buffs so Archery Mastery should probably focus on self buffs. If you do this you basically end up with something like Dark Mastery or Power Mastery in which the bow is superflous. In order to have an APP that actually uses a bow it would need to focus on controls (like Psychic Mastery) but most of the powers you could reasonably include are already in Trick Arrow. In order to make a bow based APP that actually used the bow without ripping off Trick Arrow you would need to completely break the format for defender APPs. -
Quote:A boss gives approximately 3 times the experience of LTs so to get the same XP/minute you'd have to kill the LTs three times faster. Now the way the farms are setup the bosses spawn in basically the same quantity as LTs or minions would and with a good team you can tear through bosses extremely quickly with few, if any, deaths. Now it's important to stress that this is much more team dependent than most of the content in the game but with the right team you are maximizing XP/minute (at least from what I can see). While I dislike running boss farms it's interesting to note that it is a place where player skill does matter. For example a player who misuses knockback can wipe a team and the difference between an ok tank and a excellent tank is significantly more noticeable than normal.Here's an odd question for you number crunches with regards AE farming.
Now everyone wants to run 'boss farms' since it apparently awards the best XP.
Wouldn't lts of the same level as said bosses be better, aren't they in bigger groups and die quicker (nullifying the disadvantage inherent in not getting as much XP from a single kill) and also the group SHOULD die less (though...lets face it...not always)?
Therefore the Reward Per Minute ratio would be substantially higher than a boss farm?
It's just something I've wondered recently and not really found a topic to be able to post it in. -
Quote:Out of curiosity, does that award for everyone or just the mission leader?I think the easiest one to overlook is Among Friends as you need 8 people to test a mish together to get it.
Quote:Architect XXV is the badge for earning 25 AE badges. Thing is Architect XXV actually *is* the 25th of 25 AE badges. Without it, you can only have 24 AE badges, meaning you won't qualify for it. Lots of people, (like all my existing characters) already have Architect XXV, but that's because they had it before the badge recall. Many of them don't even qualify for it anymore. Is it actually still possible to earn this badge starting from scratch? I couldn't test this, since every character I have already has the badge from before the badge recall. -
Quote:I13 did not contain any powerset proliferation. While 5 ATs got new powersets the other 5 got nothing. I'd also be very surprised to see powerset proliferation in GR. New sets that you have to pay for are one thing since they represent a significant development effort but I think the devs will avoid powerset proliferation that you have to pay for for PR reasons.There is a strong probability that there will be Powerset proliferation for the ATs that don't actually get new powersets. This is what happened in I 13 when Villains got Pain Domination and the melee classes got Shields.
Blasters as well, -
Very nice. The only thing I'd add is to apecifically avoid level 40 IOs since their crafting cost is twice that of level 39s and level 41s.
Personally I'm to lazy to bother with IOs at all until I hit 50 so I just use SOs. I know, that they're cheaper and better I'd just rather ignore them and spend my term designing the perfect level 50 build . -
and Defenders are the little kid at the back who eggs them on?
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Quote:Except for the level 10 badges you have to craft IOs from two different levels for each badge. In your case it sounds like you need to craft some level 30 Accuracy or To Hit Buff IOs.Still don't have the lvl 25 acc crafting badge for some reason, but I estimate these IOs are worth 4-6m, so if I can move them they're another 3-5m profit. Not bad for 10 minutes work, if I say so myself. Once I get the badge, these will net around 250k profit each - but unfortunately they require a whole slot to sell and are very time-consuming to move to alts since the character switch cycle takes around a full minute.
Remember, the wiki is your friend .
http://wiki.cohtitan.com/wiki/Gainin..._Crafter_Badge -
I don't actually have any scrappers (although I will start one eventually) but overall I think they do make a solid contribution to any team. They are considerably more self sufficient than most ATs which means they can counter threats that other ATs have trouble with solo.
Personally I tend to view the combat breakdown of the ATs like this:
Tankers and Controllers are the Anvil concentrating the enemies in one place
Blasters and Defenders are the Hammer smashing them to pieces
Scrappers are the Flankers dealing with runners or darting in to pick off high priority targets
I've run Scrapper heavy TFs on a few occasions and they were a blast. The scrappers invariably ended up splitting up into smaller groups to clear maps faster but as long as they were competent it doesn't matter. -
Here's the link confirming it:
http://www.mmorpg.com/gamelist.cfm/g...-Issue-16.html
No word as yet on which sets will get a fifth power (it says most which implies that some won't) or what the powers will be. -
You're probably out of luck there I'm afraid. The current APPs with 5 powers all got their fifth power added in the second tier (level 44 and one other power required) so I suspect that the sets now getting a fifth power will follow the same method.
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Ok, pretty much the responses I was expecting, it's somewhat useful solo but useless on a team.
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Eventually maybe but since we already have weapon customization for those sets I would hazard a guess that it's pretty low on thier list of priorities (although the ability for masterminds to customize their pets would be very cool).
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Quote:I agree that 35-39 is a significantly better pool than 30-34, but I thought you had to be 35 to roll in it?I disagree. Go to 35-39. 30-34 means that you have a chance at 2 different Fear sets, 2 different Sleep sets, etc., as the low-level mez sets cap at 30, and thus can hit you when you're rolling in the 30-34 range. The only things that cap at 35 are things like Kinetic Combat (which sells for decent scratch) and Entropic Chaos triples, which are less painful to get. Rolling in the 40-44 range eliminates those as well, but very little else.
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You can't do her before 20 even if you do the other two arcs first.
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Does anyone ever use Time Bomb? I have an AR/Dev blaster and with I16 I plan to make a Traps/AR Defender but I cannot see any reason to take this power on either of them. Theoretically I suppose you could sneak into the middle of a spawn while cloaked and use it but that seems to be of marginal utility solo and useless on a good team.
So, does anyone have a good reason to take time bomb? -
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Quote:I'm sorry but please read the second link that he posted. Positorn has stated they ARE removing the security level requirements for all zones except for Hamidon and PvP zones./em Samuel L. Jackson "Allow me to retort"
Well, probably not that strong. Let me just be a devil's advocate. Zone level restrictions appear to be game-play related (access to powers vs survivability).
Not that I agree with it: I don't see any real reason I shouldn't be able to take a level 2 into Perez or all the way to the Shard if I want to, but that's the system in place. Plus, if I forget to train upon reaching certain magic levels, I can't get into places like Striga and Crey's Folly even if I'm actually that level.
I would forsee, given how many zones and contacts are level-locked, that those restrictions would not be lifted. I'd be happy to be proven wrong, but I can't see them digging into the code and undoing all that. -
Rolling the Gold Roll at level 25-29 will give you the most rolls for your tickets. However you'll get a lot of vendor trash that way. Assuming that you plan to sell anything you can't use then the 35-39 range is probably your best bet.
Since any LOTG recipes you get will be level 50 regardless of the range that you roll if you want a low level one you'll have to buy it. There isn't much price difference between level 50 and level 25 so what I did was sell my level 50 and use the money to buy a level 25 (you do lose a bit because of the market's cut though).
EDIT: I see from your sig that your Shade is level 33 in that case the 30-34 range is probably your best bet since it's got several other high ticket recipes in it although I'm not 100% sure on that.
EDIT2: Also for the record you can get a LOTG from the 25-29 range but the rest of the recipes there are less valuable.
EDIT3: Also, I should clarify that the recipe is either your level or the highest possible level for that recipe whichever is lower. The always get it at level 50 comment assumed that you were level 50. -
Based on my views of the market throughout the weekend I suspect they sold in smallish quantities (i.e. 2 or 3 at a time) when the price on a particular piece spiked due to low demand.
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They do. Combined they give enough stealth to cover you against most NPCS although against some enemies with boosted perception (such as Rikti drones) you'll need a smoke grenade as well.
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Well it varies from person to person but for a lot of people it's an aspect of the game that they just don't want to have to deal with. It's like saying "I don't want to PvP" or "I don't want to do Task Forces". Of course as Laevateinn pointed out most people who say they want to avoid the market actually mean they want high end shinnies with no effort.