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Posts
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Joined
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Thank you for running this raid last Saturday night. It seems we maxxed out the zone. I saw some typing that there were 5 full teams running. Yeah, the raid itself wasn't hard, but it seems like the "real" arch-villains most were fighting against were Lag and DC. I even DC'd once, near the end, and that hasn't happened to me since the I3 days.
Still, epic and crazy stuff - thanks again! -
Right now, it's my Elec/SM Tanker. I like to be in the midst of the mobs, smacking them down, and never stopping to rest - and both my kids (who watch me play sometimes) and I smile and chuckle when he's so thick in the middle of multiple spawns we can't see him, yet the enemies just keep getting KD'd and defeated. Other than a SS/WP Brute, he's the only toon I've played straight from 1-50.
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Throwing out some considerations for data-gathering I can think of:
1. What powers are used by each mob type, what is each power's effect, and what endurance each power costs to use.
2. What innate resistances etc. each mob type has.
3. What could be considered a "mean average" (if this term could be mutated a bit and applied here) spawn, and what are the outliers for spawn composition, by level range.
4. What difference team size and difficulty settings will have on spawn composition.
My guess is that #1 and #2 would be the most time-consuming to compile and keep up-to-date, although some sources have a very good head start on this. A guesstimate of CoX's spawning code might be discoverable through *enough* mission/zone runs, with good player logs of those activities.
I'm absolutely sure I'm missing some data considerations, though. -
One possibility is use numpad# for one shield/buff, Shift+numpad# for another.
On my MMs, I use Shift+numpad# to select pets by pet#, and Ctrl+numpad# to select teammates by teammate#.
A rotating bindfile would work well too, and save keys for other items. -
Quote:Well, if the repeatable missions were coded in a controlled, randomized way (other than spawns/maps) then they would feel more like "never ending content" than farmable content. I know that practically all content ends up falling into "ad nauseum" mode sooner or later, however after going through each repeatable mission about 4 times on the same toon, it doesn't feel like never ending content any more.How peculiar.... I would think people who actually play through the content (many people don't) would be happy to know that there's a never ending source of content out there should they want to keep playing their toons. It's not like completing all the story arcs means you win.
Speaking more generally on that: I'm greatly encouraged by the additional coding of the Going Rogue mission content, including the repeatable tip missions. I sincerely hope the mission-writing developers eventually put into place ways to automate content generation across a wider set of parameters so that it feels less repetitive - given what they've recently done, I think they can do exactly that. -
Especially where Borea is concerned, where Incarnates can use her repeatable missions for both Vanguard Merits and Incarnate Shards, along with the standard Influence and Purple Drops, I'm beginning to realize this:
FARM is nothing more than an acronym for "Fulfill A Repeatable Mission."
Yet I'm still glad they're there, because I remember having to street-sweep back in the old days when I was out of contacts, and because they are the easy ways for soloers to grab Incarnate shards other than street-sweep now. -
Honestly, my question is an over-thinking one, but I'm still curious. Either I will logoff alive, or I could say in broadcast: "I'm at X spot, detoggled, logging off - come get me if you want an easy defeat!" and see whether anyone is close by.
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Aracanaville, thank you for spending so much time on this. A request for the next iteration of the workbook: include a section where we can enter our own "spread of incoming damage types" across all of them (please don't pair En/Neg, especially for us Elecs/). Please include your default values for shared comparisons. With those input cells, we could compare builds for ourselves based on our own perceptions of the content we plan to face and such.
If I wanted to really spend the time on this, I'd whip up a script/program to cull attack/damage/debuff values from a database of critters and such, with a front-end to read Mid's build info and spit out some survivability numbers based on some user input and DPS/A/E based on a user-input chain, but I'm just not going to spend that time on it. Well, at least not until this Summer and not unless someone else already has a fairly-accurate and up-to-date db of the critter values. -
I did a PvP forum search, and did not find the answer to the below question. According to ParagonWiki, Day Job badges are really awarded based on where a character logs on, not off. It also states "Day Jobs are designed to be mutually exclusive, which means when standing in an area where two or more badges could be earned at a time, only one will be earned."
So, let's say I go to logoff in RV, but allow my toon to get defeated before he exits, meaning he'll logoff/on at the medbay there. If I already have the Caregiver badge, will the timed logged off go to the Predator badge, or will it just count towards Caregiver's +Reg bonus?
I'm thinking it would count towards Predator, but I'm just not sure on this. -
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Unfortunately, it seems Elec/SS wins out over Elec/KM in every meaningful way I can come up with. I tried an Elec/KM for a little bit, but deleted him in his mid-20s to start my current Elec/SM... and even then, sometimes I cast jealous eyes at Elec/SS - but I've already done a SS/WP Brute to 50, and wanted to try something a little different this time.
Well, for discussion's sake, I re-did your Elec/KM build going for softcap S/L Def, with the same powers you chose, the same accolades, no Purps/PvPs, and no Incarnate. The absolute Rech sacrifice is not much, however the Regen and Damage are definitely lower.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Kinetic Melee
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Mu Mastery
Hero Profile:
Level 1: Charged Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(43)
Level 1: Quick Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(40)
Level 2: Body Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(40)
Level 4: Smashing Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(40)
Level 6: Static Shield -- ResDam-I(A)
Level 8: Grounded -- S'fstPrt-ResDam/Def+(A)
Level 10: Conductive Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(46)
Level 12: Energize -- Dct'dW-Heal(A), Dct'dW-Rchg(13), Dct'dW-Heal/EndRdx(13), Dct'dW-EndRdx/Rchg(34), Dct'dW-Heal/Rchg(34)
Level 14: Lightning Field -- Oblit-Dmg(A), Oblit-Acc/Rchg(15), Oblit-Dmg/Rchg(15), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(36)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 18: Lightning Reflexes -- Run-I(A)
Level 20: Power Siphon -- GSFC-ToHit(A), GSFC-ToHit/Rchg(21), GSFC-ToHit/Rchg/EndRdx(21), GSFC-Rchg/EndRdx(37), GSFC-Build%(37), GSFC-ToHit/EndRdx(48)
Level 22: Boxing -- Acc-I(A)
Level 24: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(46)
Level 26: Power Sink -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(27), Efficacy-EndMod/Rchg(27), Efficacy-EndMod/Acc/Rchg(31)
Level 28: Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37)
Level 30: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def/Rchg(31), LkGmblr-Rchg+(33), Ksmt-ToHit+(50)
Level 32: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(33), LkGmblr-Def/Rchg(33), LkGmblr-Rchg+(50)
Level 35: Combat Jumping -- LkGmblr-Rchg+(A)
Level 38: Concentrated Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39)
Level 41: Electrifying Fences -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(42), Enf'dOp-Acc/Immob/Rchg(43), Enf'dOp-Acc/Immob(43)
Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
Level 47: Tactics -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit(50)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
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Level 1: Brawl -- Acc-I(A)
Level 1: Gauntlet
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Heal(A), Numna-Heal/EndRdx(23), Numna-Heal/Rchg(23), Numna-Regen/Rcvry+(48)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(17), P'Shift-EndMod/Rchg(17), P'Shift-End%(48)
Level 4: Ninja Run -
Now for some on the levelling part of my build: I used this exact build, and I consider it "fine" for exemplaring - tested this in Orobouros with no issues. I slotted TOs as they dropped until level 22, then began crafting common IOs which I used permanently until I got set IOs. This way, I got out of the DO/SO constant replacement treadmill. I've read some who say wait until level 27 or 32 for common IOs, but level 22 worked for me. I never bought even one TO/DO/SO, ever.
If, unlike me, you don't have access to loads of SuperGroup base storage for your salvage, you may have to plan and store specific salvage to make the common IOs work, or may need to have access to more inf than I did or wait longer to get some common IOs slotted. I still don't see this being much of an issue though.
I slotted set IOs as they dropped (I did actually find around 10 IOs used in my build) until level 47, which is when I began using my saved Merits to get others, and level 49, which is when I began spending inf for other IOs - funded mostly by purple IO recipe drops which I sold at Wentworth's. -
My first piece of advice, from my own recent experience: don't be put off any longer by expensive builds. Research paragonwiki.com for Alignment Merits and Reward Merits. They're the way to cut down on the cost of the expensive builds.
Also be sure to check out the new Incarnate system.
Below is my Elec/SM Tanker, started last November, played mostly casually been 50 for a few weeks now, got my tier-2 Incarnate slot, almost to tier-3 (I may stop there), and ALL IOs except the two most expensive (Gladiator's Amor: +3 Def, and Shield Wall: +3 Res), and all listed accolades* except Task Force Commander (working on that now). He was fun to level up - at no time did I feel he was underpowered nor starved for end, and he could both solo and team very well. His only solo troubles were with Ghost Widow (due to her hold; I needed more lucks in my tray or a team), Siege (in the Praetorian arc, due to his heal/regen; cured with some temporary summons powers), and Trapdoor (due to his regen; cured with some temporary summons powers, but I learned later other ways to take him).
*I also grabbed Eye of the Magus accolade, and keep a Wedding Band around to help against Toxic damage, especialy since I skipped Power Surge.
Welcome back and have fun with all the changes to CoX!
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
The Amber Fist: Level 50 Mutation Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Stone Melee
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Hero Profile:
Level 1: Charged Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(43)
Level 1: Stone Fist -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(40)
Level 2: Stone Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(45)
Level 4: Heavy Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(46)
Level 6: Static Shield -- S'fstPrt-ResDam/Def+(A), ResDam-I(40)
Level 8: Grounded -- GA-3defTpProc(A)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 12: Energize -- Dct'dW-Rchg(A), Dct'dW-EndRdx/Rchg(13), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx(29), Dct'dW-Heal(33)
Level 14: Super Speed -- Winter-ResSlow(A)
Level 16: Conductive Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(46)
Level 18: Lightning Reflexes -- Run-I(A)
Level 20: Fault -- Zinger-Dam%(A), Zinger-Taunt/Rng(21), Zinger-Taunt(21), Zinger-Taunt/Rchg(37), Zinger-Taunt/Rchg/Rng(40), Zinger-Acc/Rchg(43)
Level 22: Lightning Field -- Oblit-Dmg(A), Oblit-Acc/Rchg(23), Oblit-Dmg/Rchg(23), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 24: Build Up -- GSFC-Build%(A), GSFC-ToHit/EndRdx(25), GSFC-ToHit(25), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(31)
Level 26: Power Sink -- P'Shift-EndMod/Acc/Rchg(A), P'Shift-EndMod/Rchg(27), Efficacy-EndMod/Acc/Rchg(27), Efficacy-EndMod/Rchg(29)
Level 28: Taunt -- Zinger-Dam%(A)
Level 30: Boxing -- Acc-I(A)
Level 32: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(33), TtmC'tng-ResDam/Rchg(33)
Level 35: Tremor -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(36), Armgdn-Acc/Rchg(36), Armgdn-Dmg/EndRdx(36), Armgdn-Dam%(37), FrcFbk-Rechg%(37)
Level 38: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39)
Level 41: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(42), LkGmblr-Def/Rchg(42), LkGmblr-Rchg+(42), Ksmt-ToHit+(46), SW-ResDam/Re TP(50)
Level 44: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def/Rchg(45), LkGmblr-Rchg+(50)
Level 47: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def/Rchg(48), LkGmblr-Rchg+(50)
Level 49: Tactics -- Rec'dRet-Pcptn(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Cardiac Core Boost
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Jump-I(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(19), Numna-Heal/EndRdx(19), Numna-Heal/Rchg(43)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(15), P'Shift-EndMod/Rchg(15), P'Shift-End%(48) -
Thanks everyone for running this event - it was nice to see tankers just smashing everything in sight. Sailboat's Inv/Ax, based on CMA's builds, has made me to decide one day - one day - to revamp my old Inv/Ax with IOs and give him another try. I'm especially pleased that due to the Manticore TF we mauled (on default settings), I got my first Notice of the Well - that and the 2 incarnate shards I picked up means I'm getting close to my Cardiac Partial Core Revamp! After that, all I'll need to call my Elec/SM build "done" are the two PvP IOs (+Def and +Res).
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The tank I'll bring is 50, so I can "lead" a team, but as I haven't done most of the TFs, would appreciate someone experienced in the TF run to actually call the shots .
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slainsteel, while I'm a fan of Elec/ over Inv/, I admit that's colored by my own Inv/Ax Endurance issues in ancient content, and I plan to level up an Inv/ after I've played my current Elec/SM to my fill, just to experience for myself how Inv/ performs now.
Even so, one thing I think you should add to your "most survivable" checklist: DDR. Others have mentioned this, but it looks like it needs to be highlighted again. While Inv/ can suffer "cascading" defense failures, Elec/ will do so sooner in the same circumstances.
Something else mentioned as a sideline by a few, that might be hard to quantify: the extra offensive mitigation available in Elec/ over Inv/, both via Power Sink and Lightning Field. Just from offhand judgment, I don't think that provides much extra to Elec/ in the situations where it really matters (only seems to help a lot against crowds of minions after their alpha), but it might - I haven't done many TFs, and have only run lvl 50 missions at +0/x8/bosses/EBs max so far. -
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I'm in a Bots/Traps MM level-pacted duo right now, just hit lvl 30 - they're beasts, no doubt. Two Thug/Traps might be even better, however my final vote for best all-round would actually be one Bots/Traps MM (tankermind-style) and one Fire/Dark Corr. Both have support secondaries with plenty of control/buffs/etc, Fire/ brings crazy damage, and Bots/ MM brings plenty of damage-soaking capabilities.
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My Elec/Stone is a recent lvl 50, got most of the IOs in the build below (except for the PvP IOs), and is handling +0/x8/bosses/EBs (even Devouring Earth) just fine. In fact, I managed 4 lvl 50 Greater Devoured with assorted hanger-ons just this morning - that's something to me since they have a good pure Toxic attack.
My build goes for S/L softcap, +Rech, and +HP. Syntax42 (if I remember correctly) has an excellent Elec/ build going for 32.5 positional defense (one small purple insp away from softcap) - you may want to search and look for that too.
My advice so far?
1. Once you get the Force Feedback: Chance for Recharge in Tremor, you're good to go in crowds. Fault, Tremor, Power Sink, and even a Perfect Zinger in Taunt will make it happen. But watch out in heavy Toxic, that animation in Tremor seems loooong.
2. Stone Fist and Seismic Smash will be your pesky minion killers, and will help you keep Bosses swaying until they're down.
3. With a few enemies and Hasten up, my attack chain is Stone Fist alternating with Seismic Smash, Stone Mallet, Heavy Mallet, Stone Mallet. I can keep that up forever.
4. Turn off Tough, Weave, Manuevers when you don't need the extra def/res, otherwise you'll depend upon the +Rech in Tremor to get Power Sink back up in time. Keep Tactics on when fighting higher-levels and such.
5. Make sure you get the Wedding Band temp power, and later try to get the Eye of the Magus accolade for Toxic times, or swap out a power in my build with Power Surge.
6. Kinetic Dampener can help with +Def as well.
7. You still won't be able to defeat Siege by yourself, and Trapdoor can surprise you. In other words, you have wonderful single-target damage - for a Tanker - but it still won't be enough solo at times. Get some temporary summon powers or help from friends or red inspirations for those times.
That's what I have to share - others, more experienced than I, can likely offer better tips.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
The Amber Fist: Level 50 Mutation Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Stone Melee
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Hero Profile:
Level 1: Charged Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(43)
Level 1: Stone Fist -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(40)
Level 2: Stone Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(45)
Level 4: Heavy Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(46)
Level 6: Static Shield -- S'fstPrt-ResDam/Def+(A), ResDam-I(40)
Level 8: Grounded -- GA-3defTpProc(A)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 12: Energize -- Dct'dW-Rchg(A), Dct'dW-EndRdx/Rchg(13), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx(29), Dct'dW-Heal(33)
Level 14: Super Speed -- Winter-ResSlow(A)
Level 16: Conductive Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(46)
Level 18: Lightning Reflexes -- Run-I(A)
Level 20: Fault -- Zinger-Dam%(A), Zinger-Taunt/Rng(21), Zinger-Taunt(21), Zinger-Taunt/Rchg(37), Zinger-Taunt/Rchg/Rng(40), Zinger-Acc/Rchg(43)
Level 22: Lightning Field -- Oblit-Dmg(A), Oblit-Acc/Rchg(23), Oblit-Dmg/Rchg(23), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 24: Build Up -- GSFC-Build%(A), GSFC-ToHit/EndRdx(25), GSFC-ToHit(25), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(31)
Level 26: Power Sink -- P'Shift-EndMod/Acc/Rchg(A), P'Shift-EndMod/Rchg(27), Efficacy-EndMod/Acc/Rchg(27), Efficacy-EndMod/Rchg(29)
Level 28: Taunt -- Zinger-Dam%(A)
Level 30: Boxing -- Acc-I(A)
Level 32: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(33), TtmC'tng-ResDam/Rchg(33)
Level 35: Tremor -- Oblit-Acc/Rchg(A), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-Dmg(37), FrcFbk-Rechg%(37)
Level 38: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39)
Level 41: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(42), LkGmblr-Def/Rchg(42), LkGmblr-Rchg+(42), Ksmt-ToHit+(46), SW-ResDam/Re TP(50)
Level 44: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def/Rchg(45), LkGmblr-Rchg+(50)
Level 47: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def/Rchg(48), LkGmblr-Rchg+(50)
Level 49: Tactics -- Rec'dRet-Pcptn(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Cardiac Core Paragon
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Jump-I(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(19), Numna-Heal/EndRdx(19), Numna-Heal/Rchg(43)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(15), P'Shift-EndMod/Rchg(15), P'Shift-End%(48) -
2nd Edition? Whippersnapper. My original 1st Ed books (and bluebook basic box) are on my gaming shrine.
...and I'm sure there are those, older yet, who are part of what came before my time. -
Quote:The only reasons I had trouble with Trapdoor was the first time facing off against him and had a Tanker. With this Elec/Stone Tanker, the Honoree fight was laughable and the Vanguard EBs were nothing.TL: DR
I just don't understand why and how people have difficulty with him. I also don't know why people need to invent elaborate strategies to defeat him. Never had a problem. The harder mission is with The Honoree and the Vanguard EB. Vanguard has some really nasty debuffs, and the honoree does Total Focus on yah.
ATs/builds/experience really DO matter when saying which content is tough or not... -
Depending upon your difficulty settings, there are many ATs which can solo the Praetorian arc. I managed to do it with an Elec/Stone Tanker at +0/x1/Bosses/EBs. I had a few IOs at the time, but no sets, so an SO build should be sufficient for the same. The only real difficulty I had was overcoming Siege's heals/regen, and some temporary summon powers took care of that.
Please note these were as EBs, not AVs. AVs would narrow the field of builds (if not Powersets) which could complete this arc solo. -
If you don't have funds yet, but sure to look into Reward Merits and Alignment Merits (check http://paragonwiki.com for more info). I've funded most of a moderately expensive build without outside influence by using those two sources.
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What I did with my Elec/Stone tank was grab three summon temp powers:
1. Clockwork Connection (ran the Penelope Yin arc via Ourobouros)
2. Warwolf Whistle (ran the Tobias Hansen arc via Ourobours)
3. Backup Radio (I had this already)
Once Trapdoor summoned his first clone, I summoned these and got the clones, then back to him. Every time he cloned, I bashed the clone, leaving the others to bash Trapdoor. By the end, only the PPD and I were standing. I really don't know whether the Clockwork helped, but I was still successful. -
Thanks for the reply, Intrinsic. Now to complete the Eye of the Magus accolade (just need Banisher and Soul Binder)...