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Quote:Little of both actually. In the trials you get Astral merits for completing phases, you get Emp merits for completing the whole thing, and you get a random component table (be it common/uncommon/rare/very rare) for completing as well. it takes 8 Emp merits to craft a rare component, and 30 emp merits to craft a very rare. You can earn 2 emp merits a day (18 or 20 hour timer per trial)I'm still confused about the....way the new incarnate slot will be upgraded though, will we have to wait an entire month just to get one to T-4 like alpha? or will we be able to just constantly run the new TFs for the 'incarnate exp'
*scratches chin*
So if you VERY VERY VERY unlucky on the component tables drops, you are going to get your t4 in about 15-ish days (30 merits, 2 a day) but you can get them sooner via the component table drops.
Hope that makes sense. You also get threads from normal kills, which you can convert into components (all the way up to very rare) but that option can cost you inf (for the rare and very rare conversions) -
Today is issue 20. last week was a mistake, and we got the Halloween event over the weekend to make up for it.
Keep in mind that the bigger the game gets, the longer the downtime is needed to make sure they didnt break stuff when adding more updates to it. Its just a fact of life when it comes to programming. The bigger your program, the more places it can break. -
I'd lean on Gravity control, or any of the energy powers (energy melee, Energy blast, Kinetic melee, etc) or really anything recolored to match the energy she uses (you mentioned void crystals for example, so ice melee, or even sonic recolored could work best)
Her secondary to vary (atlest from what i'm imagining) to include: willpower (she has to be able to survive the 'planeswalking') Energy aura (recolored to make a 'void' armor) Dark armor (for the same reason has energy aura) or Ice manipluation, energy manipluation, things like that.
Gravity/energy may work out best. Playstyle wise, its a late bloomer, but once you get wormhole and total focus you can kill things pretty quickly, and do it pretty save like. Plus i see propel working out a both an attack, and a concept (while shes traveling, random object become stuck in her travel with her, thus propel is those objects flying from her 'portal' when she teleports) -
My character: Arbegla 2.0 http://s115.photobucket.com/albums/n...1/For%20Alpha/
Your character: Gorm Diabhal http://kaemgen.deviantart.com/gallery/25961894#/d31y0fc
Background: The park in Atlas, where all those hellions like to hang out in, i can get a reference picture for ya once the servers come back up.
Scene: From the description of Gorm Diabhal I figure she'll be bouncing on (or around) the Assault bot (again, i can provide reference if needed, but i think http://paragonwiki.com/wiki/File:Mas...AssaultBot.jpg will work just fine) while Arbegla 2.0 is minding her own business on a bench creating a new device she (a magical flower that causing plants to grow at unnatural speeds) -
Here's Arbegla 2.0, currently without her pets.
http://s115.photobucket.com/albums/n...1/For%20Alpha/
If you need a closer image let me know and i'll work something up. Shes a bot/traps MM with a pretty big lust for power. -
Well, I've been itching for some art of my mastermind since the day i made her, so here ya go.
http://s115.photobucket.com/albums/n...1/For%20Alpha/
Shes a robotics/traps Mastermind, of the magic origin, and here is her backstory:
Quote:I don't really mind how you draw her, and if you need anything about what her robots look like, let me knowArbegla 2.0 is a Clone.
It all seemed simple really, capture a cocky arrogant 'Mastermind' then clone her and give her powers she never had before, and use it to take out the original. Once the original is gone, use the clone to take out the other 'do-gooders' and the villain scum so the true power of the Circle of Thorn can finally be released.
The capture was the easiest part. All that was needed was a 'lead' in the local newspaper, to call out the original "Aldegeron vs. Arbegla" as a local headline was used, and it worked rather well. The 'Mastermind' came directly into the trap that was set. It was a tough battle, with many of the chosen slain by energy blasts, and an entire section of the cavern collapsed due to rocket blasts, but in the end the Circle prevailed and captured the over-zealous villain
A ritual was performed on the still unconscious mastermind, and part of her soul was extracted, and then implanted into another, an exact physical clone made prior to the capture. Once the ritual was complete, the body was awakened and 'mastermind' ignored as everyone watched in awe to see how the clone would react. As she opened her eyes, a deathly silence went over the crowd. Almost out of second nature, the clone raised her hands, and 6 magically created robots appeared, and began to lay waste to the entire group. The original woke up due to the noise and began to piece together her robots. The chaos that issued from now a dozen robots was too much for the ambushed Mages to handle. The Arch-Mage of Agony presents a quick solution, and began to weave a complex spell. Once the spell was cast, both the clone and the original were teleported out of the caverns, and the mages were able to get back on their feet.
To this day the Circle continues to plot ways to recapture the clone, and find a method to control her. They have yet to find a solution to the problem they created. -
How can you have saved the salvage up, when the servers aren't even active yet? You need upwards of 390 threads to unlock and slot t1 boosts in all the new slots... Even if you have 770 shards (which is how much it would take to be able to convert your way into unlocking everything) and oh about 1 or so billion inf, there is so way to actually get on live and be able to get it.
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Quote:Do you honestly believe 'flippers' are ruining the market, when the BUYERS make the prices? I can buy things at 10 inf, and list them at 1000 inf, and probably sell them pretty easily, but there is not a whole lot of money to be made in that. Heck, i poured about 3 billion inf into controlling regenerating fleshes one day, and i couldn't keep my high prices for longer then an hour. And i made 0 profit doing it.Let me just say this, many of the folks here like the market pvp and the ideas you are wanting would put a stop to their fun. So you are not going to get much support for these ideas. Its always been my belief that this double blind system is what has made this market into a ceasepool of greed that has spawned the ebil marketeers. Had safe guards been in place prices on stuff would never get so high unless there was really true demand for the item instead of manipulated demand. Its also the reason why they devs had to impliment ways around the market (merits/EA Tickets) since some players hate to use it due to the greed aspect of it all.
That being said what I would have done is make the market time sentive, giving you 2 weeks to sell stuff. You would see the actual sales price of said item, and the seller, and when it was last bought for last and by whom with globals. You as the buyer can pick who you are going to buy from since you can see the buyers and sellers. Once an item is bought it is tagged as non-sellable on the market for 2 weeks. The only way to remove this tag is to convert the item to something else like say a recipe to an enhancement. This would pretty much slow down the massive amount of flipping going on and such. True enough this makes it easier to do but with the 2 week limit its delayed money that they would be getting unless they choose to invest in the recipe to enhancement, in that case they are adding value to the item which I have no problem with since they are contributing at this point.
While there are concerns that folks would get your globals and harrass you but from my experience in other games that list the sellers and the prices this simply doesnt happen in a negative way. Often times if I am selling something in other games I might get a tell or email asking if I have more of the product and that they would be willing to buy from me directly instead of waiting for the market.
Well at this point in the game its way too late for them to add or change it to this but maybe when they are doing COH 2 or something they might consider this.
The money isn't made in flippers. its made in converting recipes to enhancements, and taking advantage of the rich and lazy. Recipe goes for 100k, crafting fees are about 500k, and salvage runs you another 200k. so 800k, and you can easily craft and list that recipes for over 8 million. Now that's some profit. multiply that by 10, or 20 or 30 and now your rolling in it.
The market is just fine, just because YOU can't use it like a store, doesn't mean its not working correctly. -
Heyo.
I figure this is the best place as any to post this, but I'm looking for 6 level 51 or higher Acc/Dam Hami (the Nuci's) for my mastermind. I would prefer level 52s, but a level 51 can turn into a 53 via converting, so 51s are ok too. Please either post in this thread, or send a PM with your asking price and we can work something out -
I list at 75% the average of the standard rate no matter what the profit margin is. More often then not it sells, and sells fast, and sells for a lot, but sometimes, just sometimes i take a HUGE hit (purples are my only exception to that rule, as 75% of 500 million is a HUGE drop in profit and people tend to low ball purples a lot, for those i usually just average the standard rate, and list at that.)
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Quote:My build runs +2/8 for tips all the time, and while i can run at +4, its just not worth the time and effort for little gain in drops. Its not that it can't handle the higher difficulty, its just that i don't enjoy doing it.I'm just asking, have you tried running your build on some higher settings ?
Another comment I think any Defense cap player will agree Cots and Freakshow are easy to deal with. I hate Malta and Longbow nullifiers. It would be insane and painful for me to run 4/8 setting vs those mobs.
Apex and Tin Mage are both +4, and my build runs just fine in both situations without any problems at all. Heck, i can dive head first into those spawns of clockwork and survive just as long as any brute can. The debuffs make that much of a difference. -
Quote:The 3 KB IOs are the BoTZ, the steadfast, and the karma. BoTZ and Karma are probably the most common and easiest to slot, as there are a lot of powers that can slot universal travel, and defense. Steadfast can only be slotted in resistance powers, but that means that fire armor and dark armor can slot them pretty easily.I give up. Knockback is TOO annoying even for me to deal with. I thought I could deal with it by taking Hover and such, but far too many things have far too much knockback far too frequently, and it's starting to make Fiery Aura and Dark Armour unplayably annoying. I didn't delete a level 50 Fire/Fire/Flame Blaster so that I could remake her as ANOTHER character I didn't want to play, after all.
So I come begging for forgiveness and asking what one might look for in terms of Inventions to fix this. Many people have touted those "special" Set Inventions enhancements that have Knockback protection, but what exactly are they? Here's what I know so far:
A cursory search of ParagonWiki revealed three enhancements - Blessing of the Zephyr (the "BOTZ" I still snicker at), Karma and Stadfast Protection. Two points to make here: 1) Are there others I'm forgetting about and 2) Which of these are easiest to get and make without turning this into a multi-character project? That's including getting the recipe AND getting the salvage.
I noticed "BotZ" is obtainable via Alignment Merits (listed at 2) or "a whole lot of" Reward Merits, while the other two are not purchasable via Alignment Merits but cost 75 Reward Merits a piece, which shouldn't be all that much considering I have a grand total of four characters that need these and a grand total of ~50 who can help get them.
Furthermore, "BotZ" appears in level 50 format, which is very pleasing to the eye for someone who insists all of his enhancements be level 50, whereas both of the other two only show up for Defence and Resistance, respectively. And why is Steadfast Protection unique while Karma is not? Is there something inherently BETTER about knockback protection put in resistance-based powers over defence-based ones that necessitates this? Pure curiosity here.
Finally, all three are listed as "Global," but will these really work for the character at all times even if I, say, slap a "BotZ" on Sprint, or will I have to sprint all the time? The characters in question are universally Hoverers, so Hover might be the right place for it, but the question remains - how global are these things?
tl;dr version:
1. What knockback protection enhancements are there?
2. Which ones are the easiest to get for Fire and Dark armours?
3. Will they work even if the toggles they're put in are disabled?
None of the KB IOs are unique. Your looking at the steadfast resistance/+def IO, which gives 3% def, and is unique, but the steadfast that gives KB protection is not.
Just about any of those IOs go between 5 million, and 50 million inf, depending on level (lower levels IOs are worth more, due to them working at lower levels) but they are ALL ALWAYS active, assuming you are within 3 levels of the IO (even if you don't actually have the power its supposed to be in.. its still active) but getting them via reward merits would probably be the easiest route, especially if you want a lower level IO (say, level 10 or so)
hope that answers your questions. -
If you really want a build that you can throw into any /traps AT, here's one for ya. it gives ya 32.3% def to AoE, 33.2% range, and 34.5% melee, plus 14.42% -tohit from seeker drones, so you can effectively softcap yourself.
You also have 21 slots to play with (assuming you keep the same slotting health/stamina) and you can easily swap out hover/fly for combat jumping/super jump, or really just about any 2 powers that can take the universal travel power sets. 0 purples, 0 pvp IOs, so the template will probably run you about the same price tag so your build, but its far more versatile.
Oh, and your debuffs are actually slotted as such, so you benefit the team (and or your pets) in addition to benefiting yourself, and if you can't use your debuffs, a small purple will softcap you pretty nicely. If you add hasten to this template, then your seeker drones debuff is stackable, your poison trap debuff is about 4 seconds off of perma, and you can have 2 acid mortars out for about 90% of the time, your triage beacon will also become perma.
This is also using the corruptor numbers, a defender will have higher base values, and could probably get something similar to this set up far cheaper.
Villain Plan by Mids' Villain Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 48 Mutation Corruptor
Primary Power Set: Archery
Secondary Power Set: Traps
Power Pool: Flight
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: [Empty]
Level 1: Web Grenade -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(5), Enf'dOp-Acc/EndRdx(7), Enf'dOp-Immob/Rng(7), Enf'dOp-Acc/Immob/Rchg(9), Enf'dOp-Acc/Immob(9)
Level 2: Caltrops -- P'ngTtl-Acc/Slow(A), P'ngTtl-Dmg/Slow(19), P'ngTtl-Acc/EndRdx(23), P'ngTtl-Rng/Slow(25), P'ngTtl-EndRdx/Rchg/Slow(25), P'ngTtl--Rchg%(27)
Level 4: Triage Beacon -- Mrcl-Heal/EndRdx(A), Mrcl-EndRdx/Rchg(11), Mrcl-Heal/Rchg(11), Mrcl-Heal/EndRdx/Rchg(13), Mrcl-Heal(13)
Level 6: [Empty]
Level 8: [Empty] -- Empty(A)
Level 10: Acid Mortar -- ShldBrk-Acc/DefDeb(A), ShldBrk-Acc/Rchg(15), ShldBrk-DefDeb/EndRdx/Rchg(17), ShldBrk-Acc/EndRdx/Rchg(17), Achilles-ResDeb%(19)
Level 12: Hover -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(27)
Level 14: Fly -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(15)
Level 16: Force Field Generator -- S'dpty-Def/EndRdx(A), S'dpty-Def/EndRdx/Rchg(34), S'dpty-Def(37)
Level 18: [Empty]
Level 20: Poison Trap -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Rchg(21), BasGaze-Rchg/Hold(21), BasGaze-EndRdx/Rchg/Hold(23)
Level 22: [Empty]
Level 24: [Empty]
Level 26: Maneuvers -- S'dpty-Def/EndRdx(A), S'dpty-Def(39), S'dpty-Def/EndRdx/Rchg(39)
Level 28: Seeker Drones -- DarkWD-ToHitDeb/Rchg(A), DarkWD-ToHitdeb/Rchg/EndRdx(29), DarkWD-Rchg/EndRdx(29), DarkWD-ToHitDeb/EndRdx(31)
Level 30: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(33), GSFC-ToHit/EndRdx(34), GSFC-Build%(34)
Level 32: Hasten -- Empty(A)
Level 35: Trip Mine -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 38: [Empty]
Level 41: Charged Armor -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(42), Aegis-ResDam/EndRdx/Rchg(42), Aegis-ResDam(42)
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
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Level 1: Brawl -- Empty(A)
Level 1: Scourge
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(3)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(3), P'Shift-EndMod(5) -
Eh, defense doesn't hurt, And i went lethal/smash resistance, with enough defense to make things miss me more often then they hit, and enough regen to survive. Willpower is around well rounded mitigation, not just 1 pure thing.
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Quote:Since it is originally before alpha slots and inherent fitness and before APPs for villains, I was asking if there are any ways to squeeze out even more damage. As built it runs, If I recall from his tests, 400-410+ dps sustained.
Honestly, i'd swap to fire mastery, for fireball and RoF, which may not actually benefit your already high single target DPS, but it will substantially increase your AOE damage. Especially because Fiery Embrace benefits everything fire mastery has to offer. I'd also go Cardiac on the alpha boost, probably the end/range variety, so that you can cut out basically any endurance problems (and just use consume for more AOE damage) and be able to attack from further away as your closing in on your enemies. -
I think i only saw 1 LoTG +rech (which is mainly there to help out with additonal def) and 1 boTZ KB proc. everything else should be pretty cheap-ish (oblits can get expensive.. but its a very nice set) If you spend alignment merits on the expensive stuff, or even just random roll stuff, it'll be that much cheaper.
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Well, this is my idea.. its quite a bit more expensive then yours, but nothing some well spent alignment merits wont fix. its 33.8% ranged def, with about 2.0 EPS gain after toggles, plus a +end proc, and dark consumption up every 2 and a half to 3 minutes, so your end problems should be manageable. Let me know what you think
Oh, and i went for the spiritual alpha boost, but only the t3 with the +stun and +tohit, and that level shift will make things that much easier
Hero Plan by Mids' Hero Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Thirty Seven: Level 50 Science Defender
Primary Power Set: Dark Miasma
Secondary Power Set: Dark Blast
Power Pool: Flight
Power Pool: Teleportation
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Twilight Grasp -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(3), Nictus-Acc/Heal(21), Nictus-Acc/EndRdx/Heal/HP/Regen(21), Nictus-Acc/EndRdx/Rchg(23)
Level 1: Dark Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(7), Thundr-Dmg/EndRdx/Rchg(7)
Level 2: Darkest Night -- DampS-ToHitDeb(A), DampS-ToHitDeb/Rchg/EndRdx(31), DampS-Rchg/EndRdx(31), DampS-ToHitDeb/EndRdx(31)
Level 4: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(13)
Level 6: Howling Twilight -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(37)
Level 8: Tar Patch -- P'ngTtl-Acc/EndRdx(A), P'ngTtl-Rng/Slow(40), P'ngTtl-EndRdx/Rchg/Slow(40), P'ngTtl-Dmg/Slow(42)
Level 10: Dark Pit -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(15), Stpfy-Stun/Rng(15), Stpfy-Acc/Stun/Rchg(17), Stpfy-KB%(17)
Level 12: Hover -- Krma-ResKB(A)
Level 14: Fly -- Zephyr-ResKB(A)
Level 16: Fearsome Stare -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(43), Abys-Acc/EndRdx(46), Abys-Acc/Fear/Rchg(46), Abys-Dam%(46)
Level 18: Tenebrous Tentacles -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(50)
Level 20: Shadow Fall -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(25), LkGmblr-Def/EndRdx/Rchg(25)
Level 22: Night Fall -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(27), Posi-Acc/Dmg/EndRdx(27)
Level 24: Recall Friend -- RechRdx-I(A)
Level 26: Maneuvers -- RedFtn-Def(A), RedFtn-EndRdx(33), RedFtn-Def/EndRdx(33), RedFtn-Def/Rchg(33), RedFtn-EndRdx/Rchg(34)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
Level 30: Tactics -- AdjTgt-ToHit/EndRdx/Rchg(A), AdjTgt-ToHit/EndRdx(37), AdjTgt-EndRdx/Rchg(37)
Level 32: Dark Servant -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(34), DarkWD-ToHitDeb/EndRdx(34), DarkWD-ToHitdeb/Rchg/EndRdx(36)
Level 35: Life Drain -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(36), Thundr-Acc/Dmg/EndRdx(42), Thundr-Dmg/EndRdx/Rchg(42)
Level 38: Blackstar -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-Dmg/Rchg(40)
Level 41: Dark Consumption -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(43), Erad-Acc/Dmg/Rchg(43)
Level 44: Dark Embrace -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(45), ImpArm-ResDam/EndRdx(45), ImpArm-ResDam/EndRdx/Rchg(45)
Level 47: Soul Drain -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(48), AdjTgt-Rchg(48)
Level 49: Soul Transfer -- Erad-Dmg/Rchg(A), Erad-Acc/Dmg/Rchg(50), Erad-Acc/Dmg/EndRdx/Rchg(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Radial Paragon
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 1: Vigilance
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(19), P'Shift-EndMod/Acc(19) -
This is what my fire/fire/fire dom is gonna run, It is also based on Frosticus's build...
Villain Plan by Mids' Villain Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Mistress Ariel: Level 50 Magic Dominator
Primary Power Set: Fire Control
Secondary Power Set: Fiery Assault
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Fire Mastery
Villain Profile:
Level 1: Char -- GladNet-Acc/Hold(A), GladNet-Acc/Rchg(11), GladNet-Rchg/Hold(13), GladNet-EndRdx/Rchg/Hold(13), GladNet-Acc/EndRdx/Rchg/Hold(15)
Level 1: Flares -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(15), Dev'n-Acc/Dmg/Rchg(19), Dev'n-Acc/Dmg/EndRdx/Rchg(19)
Level 2: Incinerate -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(21), Hectmb-Acc/Rchg(21), Hectmb-Dmg/EndRdx(23), Hectmb-Dam%(23), Mako-Dam%(25)
Level 4: Fire Cages -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(5), GravAnch-Acc/Rchg(9), GravAnch-Immob/EndRdx(9), GravAnch-Hold%(11)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Hot Feet -- Armgdn-Dmg(A), Armgdn-Acc/Dmg/Rchg(25), Armgdn-Acc/Rchg(27), Armgdn-Dmg/EndRdx(27), Armgdn-Dam%(33), M'Strk-Acc/EndRdx(33)
Level 10: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/Rchg(33), Decim-Acc/EndRdx/Rchg(34), Decim-Acc/Dmg/Rchg(34), Decim-Build%(34), Apoc-Dam%(36)
Level 12: Flashfire -- Amaze-Stun/Rchg(A), Amaze-Acc/Stun/Rchg(36), Amaze-Acc/Rchg(36), Amaze-EndRdx/Stun(37), Amaze-Stun(37)
Level 14: Super Speed -- Zephyr-ResKB(A)
Level 16: Embrace of Fire -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
Level 18: Cinders -- GladNet-Acc/Hold(A), GladNet-Acc/Rchg(46), GladNet-Rchg/Hold(46), GladNet-EndRdx/Rchg/Hold(48), GladNet-Acc/EndRdx/Rchg/Hold(48)
Level 20: Combustion -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(43)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
Level 24: Assault -- EndRdx-I(A)
Level 26: Maneuvers -- LkGmblr-Rchg+(A)
Level 28: Consume -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(29), Efficacy-EndMod/Acc/Rchg(29), Efficacy-Acc/Rchg(31), Efficacy-EndMod/Acc(31), Efficacy-EndMod/EndRdx(31)
Level 30: Vengeance -- LkGmblr-Rchg+(A)
Level 32: Fire Imps -- ExRmnt-Acc/Dmg(A), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-Dmg/EndRdx(50), ExRmnt-Acc/Rchg(50), S'bndAl-Build%(50)
Level 35: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 38: Blaze -- Apoc-Dmg(A), Apoc-Dmg/Rchg(39), Apoc-Acc/Dmg/Rchg(39), Apoc-Acc/Rchg(39), Apoc-Dmg/EndRdx(40), Thundr-Acc/Dmg/EndRdx(40)
Level 41: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43)
Level 44: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
Level 47: Fire Shield -- EndRdx-I(A)
Level 49: Stealth -- LkGmblr-Rchg+(A)
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Cardiac Total Core Revamp
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Domination
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(5)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(3), P'Shift-EndMod(3) -
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Quote:Now this is going to be a good question. See, the only way to get these new inspirations is from a random table roll on the trials, and then you get 3 or 5 of them (i can't remember) They are only 1 use items (like all inspirations) but some of them, like the level shift, are so powerful that i could easily see them hitting multi million inf prices pretty quickly.So how much are the new insps going to go for? One billion? Two billion?
Should we even put them on the market?
Now, once people start getting t3-ed and t4-ed up, and start actually wanting the inspirations instead of components, i see the prices kinda dropping down, except on that level shift on.. as being +2 on normal content (as that level shift is a regular shift, not an incarnate one) is just too powerful to pass up. -
Depending on what purples you have to trade, i might have one of those hecatombs to spare.. I need quite a few purples for some pet alts of mine, but i can't get into game until either much later tonight, or early tomorrow. Send me a PM via the forums and we may be able to work something out, assuming the hecatombs i have are ones you need. (i could also have that armageddon, though i might be thing apocalypse.. again i'll have to check in game first)
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well, refrain from calling yourself a 'healer' Your a buffer. with some abilities that cause green numbers that you really should use as a last resort. If you can keep fortitude up on atlest 6 other players, and AB on the 7th, you wont actually have to use your heals very much at all.
You want maximum recharge to benefit both ill/ and /emp, ill/ so you can get perma PA (or close to it) which will allow you to off tank, and /emp so you can keep all your buffs up as much as possible. Nothing beats perma AB, and fortitude, especially power boosted, can mean your blaster buddy is now able to steam roll that entire group of mobs solo.
I'd honestly go for primal forces on any /emp just due to the fact that power boost is just THAT nice. a power boosted fully slotted fortitude can softcap someone that doesn't have any base defense, and allow them to hit +4s without any other acc or tohit bonuses. Its just that nice. -
Quote:While i can see your point, i think you were being the jerk, as you gave no indication that you weren't able to look in game (or even on red tomax) to look up said powers yourself. Heck, even mids can tell you the answer to both of your questions.]Thanks for being a jerk!
First of all it's not a crazy question to ask about Concentrated Strike and Fury given all the quirks that power has with different ATs, like no Crits (for dmg) for Scraps and Stalkers. Just like other powers work differenlty with different ATs.
Secondly I am on vacation and don't have access to play the game so I can't very well see the in-game info, now can I?
So thanks again for answering like a total DB.
Brutes and tankers get the odd end of the stick when it comes to Concentrated Strike as while the power itself doesn't 'crit' for extra damage, if it does 'crit' it refreshes the cooldown on power siphon, allowing you to maintain the extra +tohit and +damage bonuses for longer amounts of time *and much better uptime, depending on how often you use CS* -
Quote:Quoted for Truth. This is exactly the point I'm trying to makeAnd you become a defender with even worse damage and equally terrible debuff/buff numbers during team content if you you don't build with pet survivability in mind and only for the MM himself. Debuffs help your pets, set bonuses only help you.
The best builds of anything are the ones that find a balanced between chasing set bonuses and maintaining good slotting of the actual powers themselves. This is especially true considering that a MM's primary receives almost nothing from set bonuses, baring the pet uniques. -
Especially AoE defense. Hide gives a TON of AoE defense while unsuppressed and most of the time if something has lots of AoEs, and you know about it before hand, you can AS it pretty quick like. I'd say if you can cut back AoE to about 40% (but not much lower) and slot up some purples for additonal recharge (as thats the only reason to really use purples) then go for it. Looking over your build though, I'm not really sure if purples are the best option, you already seem to have decent amounts of recharge from all your LoTGs, so an extra 5 - 10% may not really translate into much.