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Posts
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Joined
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Confirming Union being down too, got "kicked off" as i was alting and can't get back on at all.. someone must've tripped over a cable while robbing the vending-machine :P
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another happy customer
very trustworthy seller right here.. Panacea Proc bought via global emails, barely had the last inf-mail been sent before i had recieved the IO. will very happily do business with @Cornerstone again -
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i just must say... bravo... not only did the servers get taken down smack in the middle of EU Primetime AS USUAL, it also took over 9hrs to get them back up... well done...
i'm not even gonna try to be constructive in my criticism here... it's just plain horrible that this happens as often as it does... -
Quote:The main reason i didnt take Mass Confuse is that i dont really like confuse powers (took the ST one for the IO set), when i'm teaming there's really nothing dislike more than someone confusing an entire mob making them go all honkadory :P my plan is to mainly use Total Domination backed up by Mesmerize and Domination, and Terrify as soft-control while TD is recharging..You didn't take Mass Confuse. That makes me a sad sad person. Is that because you don't like the power or for a concept reason?
I find TK of marginal use most of the time and easily to skip. At the levels of recharge your have in that build Terrify can be skipped also
If you want +Def and more AOE dip into the Ice epic. I find it to be the best all around epic pool. Two Aoe's, one of which is a nice debuff, a plus hp power and a +Def shield. The only downside is the ice shield annoys some people as it can obscure your costume.
What i may have failed to point out is that i aim for this to be mostly for solo-use (with exception of Trials and maybe a TF here or there) and as such i probably wont be aiming for huge mobs (i have other toons for that :P), and as such i wont often find myself heavily dependent on AoE control/confuse.
As for Ice Epic, i just plain dont like it :P and it takes up far more power-slots than i feel that i can spare.
I'll have a peek at your build, see if there's any idea's that can be incorporated to improve mine
Quote:i personally like terrify because it doesnt just add some soft control its also a great dmg power and does a good amount of -tohit
now i also ask why you skipped mass confuse because its a great control power (one of the few hard controls that mind has)
if you want another suggestion i can post the build i have for my mind/fireand i along with you really like Terrify
if you wouldnt mind posting the build i would certainly appreciate having a look, i find looking at others builds really help my creativity to find alternate solutions to my own creations -
Noticed i'd missed a small but slightly important thing, so here's a repost with that change
S/L Def is now 42%
Villain Plan by Mids' Villain Designer 1,942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Dominator
Primary Power Set: Mind Control
Secondary Power Set: Fiery Assault
Power Pool: Speed
Power Pool: Leaping
Power Pool: Concealment
Power Pool: Fighting
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Mesmerize- (A) Fortunata Hypnosis - Sleep
- (3) Fortunata Hypnosis - Sleep/Recharge
- (27) Fortunata Hypnosis - Accuracy/Sleep/Recharge
- (27) Fortunata Hypnosis - Accuracy/Recharge
- (48) Fortunata Hypnosis - Sleep/Endurance
- (A) Decimation - Accuracy/Damage
- (9) Decimation - Damage/Endurance
- (15) Decimation - Damage/Recharge
- (17) Decimation - Accuracy/Endurance/Recharge
- (46) Decimation - Accuracy/Damage/Recharge
- (A) Unbreakable Constraint - Hold
- (3) Unbreakable Constraint - Hold/Recharge
- (7) Unbreakable Constraint - Accuracy/Hold/Recharge
- (7) Unbreakable Constraint - Accuracy/Recharge
- (33) Unbreakable Constraint - Endurance/Hold
- (A) Kinetic Combat - Accuracy/Damage
- (5) Kinetic Combat - Damage/Endurance
- (5) Kinetic Combat - Damage/Recharge
- (9) Kinetic Combat - Damage/Endurance/Recharge
- (A) Recharge Reduction IO
- (13) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (A) Decimation - Accuracy/Damage/Recharge
- (11) Decimation - Accuracy/Damage
- (11) Decimation - Damage/Endurance
- (15) Decimation - Damage/Recharge
- (29) Decimation - Accuracy/Endurance/Recharge
- (A) Endurance Reduction IO
- (13) Endurance Reduction IO
- (34) Endurance Reduction IO
- (A) Quickfoot - Endurance/RunSpeed
- (A) Recharge Reduction IO
- (A) Basilisk's Gaze - Endurance/Recharge/Hold
- (19) Basilisk's Gaze - Accuracy/Hold
- (19) Basilisk's Gaze - Accuracy/Recharge
- (21) Basilisk's Gaze - Recharge/Hold
- (A) Luck of the Gambler - Recharge Speed
- (A) Positron's Blast - Accuracy/Damage
- (23) Positron's Blast - Damage/Endurance
- (23) Positron's Blast - Damage/Recharge
- (25) Positron's Blast - Damage/Range
- (25) Positron's Blast - Accuracy/Damage/Endurance
- (A) Empty
- (A) Glimpse of the Abyss - Accuracy/Recharge
- (31) Glimpse of the Abyss - Accuracy/Fear/Recharge
- (33) Glimpse of the Abyss - Fear/Range
- (34) Glimpse of the Abyss - Accuracy/Endurance
- (50) Glimpse of the Abyss - Endurance/Fear
- (A) Efficacy Adaptor - EndMod
- (31) Efficacy Adaptor - EndMod/Recharge
- (33) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (34) Efficacy Adaptor - Accuracy/Recharge
- (43) Efficacy Adaptor - EndMod/Accuracy
- (46) Efficacy Adaptor - EndMod/Endurance
- (A) Steadfast Protection - Resistance/+Def 3%
- (A) Coercive Persuasion - Confused
- (37) Coercive Persuasion - Confused/Recharge
- (37) Coercive Persuasion - Accuracy/Confused/Recharge
- (40) Coercive Persuasion - Accuracy/Recharge
- (40) Coercive Persuasion - Confused/Endurance
- (A) Sting of the Manticore - Accuracy/Damage
- (36) Sting of the Manticore - Damage/Endurance
- (36) Sting of the Manticore - Accuracy/Interrupt/Range
- (36) Sting of the Manticore - Damage/Interrupt/Recharge
- (37) Sting of the Manticore - Damage/Endurance/Recharge
- (A) Apocalypse - Damage
- (39) Apocalypse - Damage/Recharge
- (39) Apocalypse - Accuracy/Damage/Recharge
- (39) Apocalypse - Accuracy/Recharge
- (40) Apocalypse - Damage/Endurance
- (A) Kinetic Crash - Damage/Knockback
- (42) Kinetic Crash - Accuracy/Knockback
- (42) Kinetic Crash - Recharge/Knockback
- (42) Kinetic Crash - Recharge/Endurance
- (43) Kinetic Crash - Damage/Endurance/Knockback
- (43) Kinetic Crash - Accuracy/Damage/Knockback
- (A) Luck of the Gambler - Defense/Endurance
- (45) Luck of the Gambler - Defense
- (45) Luck of the Gambler - Defense/Endurance/Recharge
- (45) Luck of the Gambler - Recharge Speed
- (A) Luck of the Gambler - Defense/Endurance
- (48) Luck of the Gambler - Defense
- (48) Luck of the Gambler - Defense/Endurance/Recharge
- (50) Luck of the Gambler - Recharge Speed
- (A) Luck of the Gambler - Recharge Speed
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Level 1: Brawl- (A) Kinetic Combat - Accuracy/Damage
- (31) Kinetic Combat - Damage/Endurance
- (46) Kinetic Combat - Damage/Recharge
- (50) Kinetic Combat - Damage/Endurance/Recharge
Level 1: Sprint- (A) Unbounded Leap - +Stealth
- (A) Empty
Level 2: Swift- (A) Run Speed IO
- (A) Miracle - +Recovery
- (29) Numina's Convalescence - +Regeneration/+Recovery
- (A) Jumping IO
- (A) Endurance Modification IO
- (17) Endurance Modification IO
- (21) Endurance Modification IO
Set Bonus Totals:- 13,5% DamageBuff(Smashing)
- 13,5% DamageBuff(Lethal)
- 13,5% DamageBuff(Fire)
- 13,5% DamageBuff(Cold)
- 13,5% DamageBuff(Energy)
- 13,5% DamageBuff(Negative)
- 13,5% DamageBuff(Toxic)
- 13,5% DamageBuff(Psionic)
- 10,5% Defense(Smashing)
- 10,5% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 6,44% Defense(Energy)
- 6,44% Defense(Negative)
- 3% Defense(Psionic)
- 6,75% Defense(Melee)
- 6,13% Defense(Ranged)
- 3% Defense(AoE)
- 4,5% Max End
- 4% Enhancement(Confused)
- 66% Enhancement(Accuracy)
- 130% Enhancement(RechargeTime)
- 2,75% Enhancement(Terrorized)
- 137,3 HP (13,5%) HitPoints
- Knockback (Mag -3)
- Knockup (Mag -3)
- MezResist(Immobilize) 11%
- 18% (0,3 End/sec) Recovery
- 64% (2,71 HP/sec) Regeneration
- 2,5% Resistance(Smashing)
- 6,62% Resistance(Fire)
- 6,62% Resistance(Cold)
- 3% RunSpeed
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I've played some domi's before, but i've mainly kept them the "teamy AoE" types :P so now i'm looking at maybe going for a more solo-ish damage type and am therefor mucking about in mids to check out what can be done..
so far i've gotten to having perma-dom without the -need- for hasten, and hasten itself is perma (with overlap) on 2 regular IO recharges.. so i tried to balance it out with some Def and reached about 38-39% S/L and Muscular Alpha to top it all off...
I did kinda want to go Fire Ball for epics for -some- extra AoE damage, but at the same time i felt that Def would benefit me more in the long run..
Is there any other things that i should maybe take into consideration here? perhaps someone more "seasoned" in the playing of doms could make it even better
(and yes, i do have the funds for a build of this caliber so dont worry :P) *Build below*
Villain Plan by Mids' Villain Designer 1,942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Dominator
Primary Power Set: Mind Control
Secondary Power Set: Fiery Assault
Power Pool: Speed
Power Pool: Leaping
Power Pool: Concealment
Power Pool: Fighting
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Mesmerize- (A) Fortunata Hypnosis - Sleep
- (3) Fortunata Hypnosis - Sleep/Recharge
- (27) Fortunata Hypnosis - Accuracy/Sleep/Recharge
- (27) Fortunata Hypnosis - Accuracy/Recharge
- (48) Fortunata Hypnosis - Sleep/Endurance
- (A) Decimation - Accuracy/Damage
- (9) Decimation - Damage/Endurance
- (15) Decimation - Damage/Recharge
- (17) Decimation - Accuracy/Endurance/Recharge
- (46) Decimation - Accuracy/Damage/Recharge
- (A) Unbreakable Constraint - Hold
- (3) Unbreakable Constraint - Hold/Recharge
- (7) Unbreakable Constraint - Accuracy/Hold/Recharge
- (7) Unbreakable Constraint - Accuracy/Recharge
- (33) Unbreakable Constraint - Endurance/Hold
- (A) Crushing Impact - Accuracy/Damage
- (5) Crushing Impact - Damage/Endurance
- (5) Crushing Impact - Damage/Recharge
- (9) Crushing Impact - Accuracy/Damage/Recharge
- (29) Crushing Impact - Accuracy/Damage/Endurance
- (A) Recharge Reduction IO
- (13) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (A) Decimation - Accuracy/Damage/Recharge
- (11) Decimation - Accuracy/Damage
- (11) Decimation - Damage/Endurance
- (15) Decimation - Damage/Recharge
- (29) Decimation - Accuracy/Endurance/Recharge
- (A) Endurance Reduction IO
- (13) Endurance Reduction IO
- (A) Quickfoot - Endurance/RunSpeed
- (A) Recharge Reduction IO
- (A) Basilisk's Gaze - Endurance/Recharge/Hold
- (19) Basilisk's Gaze - Accuracy/Hold
- (19) Basilisk's Gaze - Accuracy/Recharge
- (21) Basilisk's Gaze - Recharge/Hold
- (A) Luck of the Gambler - Recharge Speed
- (A) Positron's Blast - Accuracy/Damage
- (23) Positron's Blast - Damage/Endurance
- (23) Positron's Blast - Damage/Recharge
- (25) Positron's Blast - Damage/Range
- (25) Positron's Blast - Accuracy/Damage/Endurance
- (A) Empty
- (A) Glimpse of the Abyss - Accuracy/Recharge
- (31) Glimpse of the Abyss - Accuracy/Fear/Recharge
- (33) Glimpse of the Abyss - Fear/Range
- (34) Glimpse of the Abyss - Accuracy/Endurance
- (50) Glimpse of the Abyss - Endurance/Fear
- (A) Efficacy Adaptor - EndMod
- (31) Efficacy Adaptor - EndMod/Recharge
- (33) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (34) Efficacy Adaptor - Accuracy/Recharge
- (43) Efficacy Adaptor - EndMod/Accuracy
- (46) Efficacy Adaptor - EndMod/Endurance
- (A) Steadfast Protection - Resistance/+Def 3%
- (A) Coercive Persuasion - Confused
- (37) Coercive Persuasion - Confused/Recharge
- (37) Coercive Persuasion - Accuracy/Confused/Recharge
- (40) Coercive Persuasion - Accuracy/Recharge
- (40) Coercive Persuasion - Confused/Endurance
- (A) Sting of the Manticore - Accuracy/Damage
- (36) Sting of the Manticore - Damage/Endurance
- (36) Sting of the Manticore - Accuracy/Interrupt/Range
- (36) Sting of the Manticore - Damage/Interrupt/Recharge
- (37) Sting of the Manticore - Damage/Endurance/Recharge
- (A) Apocalypse - Damage
- (39) Apocalypse - Damage/Recharge
- (39) Apocalypse - Accuracy/Damage/Recharge
- (39) Apocalypse - Accuracy/Recharge
- (40) Apocalypse - Damage/Endurance
- (A) Kinetic Crash - Damage/Knockback
- (42) Kinetic Crash - Accuracy/Knockback
- (42) Kinetic Crash - Recharge/Knockback
- (42) Kinetic Crash - Recharge/Endurance
- (43) Kinetic Crash - Damage/Endurance/Knockback
- (43) Kinetic Crash - Accuracy/Damage/Knockback
- (A) Luck of the Gambler - Defense/Endurance
- (45) Luck of the Gambler - Defense
- (45) Luck of the Gambler - Defense/Endurance/Recharge
- (45) Luck of the Gambler - Recharge Speed
- (A) Luck of the Gambler - Defense/Endurance
- (48) Luck of the Gambler - Defense
- (48) Luck of the Gambler - Defense/Endurance/Recharge
- (50) Luck of the Gambler - Recharge Speed
- (A) Luck of the Gambler - Recharge Speed
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Level 1: Brawl- (A) Kinetic Combat - Accuracy/Damage
- (31) Kinetic Combat - Damage/Endurance
- (46) Kinetic Combat - Damage/Recharge
- (50) Kinetic Combat - Damage/Endurance/Recharge
Level 1: Sprint- (A) Unbounded Leap - +Stealth
- (A) Empty
Level 2: Swift- (A) Run Speed IO
- (A) Miracle - +Recovery
- (34) Numina's Convalescence - +Regeneration/+Recovery
- (A) Jumping IO
- (A) Endurance Modification IO
- (17) Endurance Modification IO
- (21) Endurance Modification IO
Set Bonus Totals:- 13,5% DamageBuff(Smashing)
- 13,5% DamageBuff(Lethal)
- 13,5% DamageBuff(Fire)
- 13,5% DamageBuff(Cold)
- 13,5% DamageBuff(Energy)
- 13,5% DamageBuff(Negative)
- 13,5% DamageBuff(Toxic)
- 13,5% DamageBuff(Psionic)
- 4,88% Defense(Melee)
- 6,75% Defense(Smashing)
- 6,75% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 6,44% Defense(Energy)
- 6,44% Defense(Negative)
- 3% Defense(Psionic)
- 6,13% Defense(Ranged)
- 3% Defense(AoE)
- 4,5% Max End
- 73% Enhancement(Accuracy)
- 135% Enhancement(RechargeTime)
- 4% Enhancement(Confused)
- 2,75% Enhancement(Terrorized)
- 122,1 HP (12%) HitPoints
- Knockback (Mag -3)
- Knockup (Mag -3)
- MezResist(Immobilize) 10,5%
- 18% (0,3 End/sec) Recovery
- 64% (2,71 HP/sec) Regeneration
- 2,5% Resistance(Smashing)
- 6,62% Resistance(Fire)
- 6,62% Resistance(Cold)
- 3% RunSpeed
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Going by past "emergency downtime" procedure, they wont "update when they do".. they very rarely keep us in the loop unless there's a uStream going (which there isnt)..
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Quote:I've actually been thinking in those lines, maybe do something like Sals lambda badge-runs, but being a uni-student and all it's hard for me to nail down a specific time every day/week since my "busy time" goes up and down like a rollercoaster :PDo you want to pick a specific time in the evening and get them going? I'd be on for running/helping/participating in a daily run or three to at least get them up and going again. I reckon I've at least 3 friends who I can count on to join then too.
I'm sure that the motd in various chans can carry a notice about it. Or if there isn't enough interest for daily, we could go weekly like CoP/MSR or maybe Thur & Sun or the like. -
Quote:It may well be that my luck is running low. I could list like 5-10 names of organizers that cares f-all about sharing i-exp, but the "name and shame" game has never been something i fancy so i shall refrain from such action.When I run BAFs I always ensure a nomination from the Siege+Nightstar team for the Incarnate XP - it is only fair after all. Every BAF I have been on otherwise has done so too, you must be a little unlucky in the PuGs Brimmy.
Fury
Yesterday (as per usual) the BAF runs seems to come to a complete halt after I stopped my own runs, managed to get on a single run of Lambda the entire evening (not many of those around yesterday either apart from Sals badge-runs). Oh well, it got me the last step to T3 Alpha and levelshift so i guess i can't complain, and I did get like 57% Interface progress from that run alone. -
Quote:It would seem that you have ^^a good leader asks who needs ixp, thats what i have found, even making sure they switch people around for the next run, maybe i have just been lucky with raid leaders.
95% of the BAF runs I've joined (rather than lead) on Union has resulted in the leaders team being the only ones allowed on Adds and the other two teams being "balanced" in a way that they HAVE to all be at AV in order to take him/her down at all. -
Quote:This being the main point of it all tbhFinally though it is very nice to see Bafs running again. They seemed to be slacking off. So hopefully this keeps going and maybe we can get a balance of TC and Mo runs going often enough
What I've been picking up on Union is that BAF's started to bore ppl and Lambdas are sooo much faster to run, a mix of TC and Mo tactics could really liven up BAF
Just to add, I'm not at all against doing Mo-runs on occasion (especially since i'll want the badges), but as far as speed, simplicity and i-exp goes i personally prefer the TC -
Right, so the BAF runs on Union seems to have fallen into near non-existance now..
I wanna start by saying that i am NOT surprised, given the tactics that have been applied (or rather how oraganizers have chosen to apply it).
Doing full 24man runs is quite fine, wanting all the badges is also quite fine, but only letting 1 team deal with Adds and have monopoly of the i-exp? not cool folks...
So, after some time over on Freedom, here's the FAIR and quite simple "Tennis Court" tactics (works for 16man leagues and up).
Stage 1, Defeat 40 enemies:
Nothing changes here, smash their roboty heads in
Stage 2, Nightstar fight:
EVERYONE gathers at the tennis courts (inbetween the chokepoints mid-map), a sturdy tank/brute (or a scrapper if he/she can manage) pulls Nightstar to the tennis court and she is engaged as near the middle of the courts as possible.
Stage 3, Escapee's:
Regular Choke-Point tactics apply. If it's a 16man run S-team will probably need 1 or 2 members of the N-team to help out (leaders shall balance as necessary).
Stage 4, Siege fight:
Again everyone gathers at the tennis courts, this time -behind- Nightstars body!
Siege is then pulled to the tennis courts and engaged as close to dead-NS as possible.
Stage 5, Double-AV fight:
Here's the good part about this tactics, once Siege is defeated both him and Nighstar will rez, at the same place (just where you left them), meaning everyone gets to fight both AV's AND the adds as they come along.
16man league: Each team beats on one specific AV, use of AoE's will make sure that both AV's will give i-exp to both teams. Targets will be switched as the fight goes along to keep their HP bars nice and even.
24man league: 1 team on Siege, 1 team on Nightstar, 1 team on 'balance'. Otherwise same rules apply as above.
Stage 6? You win :P
Advantages with this tactics:
*Everyone gets i-exp
*Everyone gets drops
*Easier to make sure both AV's die at the same time
*Allows for 16man runs meaning less lag
*The healers (however few there might be) will be aiding the entire league not only 1 team.
*No need to split the debuffers between AV-teams when they're both at the same place.
Disadvantages:
*You "only" get 5 Astrals instead of 6, big deal? :P
I really hope to be seeing this tactics take off on Union, i'm sure it will make more people want BAF runs if they're actually fair when it comes to i-exp and drops. I for one will be organizing this type of runs from now on. -
I've heard/read this as well, but where i heard/read it is a bit foggy :P
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Well, what level is the character in question?
Because if you are, for example, lvl 44 and do a 25-29 roll, the recipe you end up with will be lvl44 unless it has a maximum level below that.
I do a lot of architect stuff, thus i get A LOT of tickets that i use up in rolls and never have i gotten any recipes at levels i shouldn't have. -
My experience is in agreement with the original poster, i've done all T3's on my elec/shield scrapper (whom i basicly tank with), currently working on them with an ss/fire brute and started (and gave up) on a Dominator..
The dominator never got anything above uncommon, ever.
The scrapper can rake up Rare's in insane amounts
The brute has so far done 2 BAF run and 4 Lambda runs, resulting in 1 Common, 1 V-Rare and 4 Rare. On the 2 BAF runs he also dropped Uncommons from the final battles.
I'm not sure what it is that affects it, but something surely is (despite what the devs/gm's say)
My record for the scrapper is, believe it or not, 6 Rare tables over 6 consecutive runs, 3 BAF and 3 Lambda back-to-back. -
They have indeed said that we will all be granted renames after the update, they have not however (as far as i am aware) specified exactly WHEN we'll get them??
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Quote:That collision isnt based on character names or global handle Vendince, it's the actual account-name that is a collision, meaning the name you type in when you log on.While I don't mind the whole combining the servers part, the part that gets on my nerves is this:
The account collision is between my own accounts. The US one is a trial that was never used. WHY is it even counted as a collision? I accidentally registered for US when I meant to go to EU, and as soon as I realized the mistake (which was when I saw the wrong server names in the server selection list), I logged out of the US account, never to touch it again. It does not even have any characters on it, as I never created any characters or indeed do anything with said account.
Why is there a collision between a trial that hasn't been logged into since February 2010 and an active account that's got up to nine month veteran rewards? That's the part that irritates me.
I contacted support and asked them to please delete that never used US account, to avoid the collision, but apparently they couldn't do anything. So right now, it feels like they're doing this in the most irritating way possible.
Account names being affected is, in my opinion, only a slight annoyance, it's global handles that makes me go "gaaaahhh!" ... -
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Adding my 2cents worth from an EU perspective:
Am I glad the integration is happening? both yes and no.
I utterly despise the WAY it's being done, the only people who stands to suffer any negative effects are us on the EU servers while the NA population get away scotch-free. This is nothing else but a big slap in the face.
While I sincerely look forward to the possibility to play on NA servers without needing another account (I originally started playing this game on an NA account) it baffles me why the negative aspects of it can't go both ways.
Hypothetical example: I've had my global handle (@Brimmy) for about 4yrs, and if that where to collide with an NA user that's had it for less than 4yrs he/she gets to take it? the very least you could do is to take things like that into consideration before you start stripping our ingame-identities away.
The one who's had the name the longest gets to keep it, no matter if they're EU or NA. Doesn't really get any fairer or simpler than that!
And something i've not seen anything about (possibly just missed it in the midst of everything else), what about character names? I for one have many toons whos stories and relationships (between eachother) is based heavily on their names (names that i've had on them for years!). Am I to loose the character names as well? Probably.. Does that make me upset? Hell yes!
Having been a paying EU-customer for half a decade and a paying customer over-all for even longer I'm APPALLED at how we're now being disregarded to favour the bigger part of the clientel. Just goes to show that PS doesnt really care about their customers, just the money...
For shame PS, for shame indeed... -
Quote:Hehe what can i say, i'm very used to SR which even with a lot of debuff resistance falls flat on when faced with it ^^50% defense debuff resistance is "little to none"? I think we have a very different definition of the phrase then. I remember very well the time when Invul literally had none, and I've found in practice that even 50% makes a huge difference. Between soft-capped S/L/E/NE defense and the 50% debuff resistance, even situations like the ITF where defense debuffs are rampant pose little threat to a Invul tanker. As a matter of fact, I did the ITF on my Invul/EM at Tanker Tuesday this week and can't remember having a single cascade defense debuff.
I have however made a testbuild, to get a feel for which changes will affect the tank in what ways. And out of the 2 BAF runs i've done so far with only 1 death in each I feel like i'm at least looking in the right direction
*Note* only some minor changes done, havent altered much pre-existing slotting yet
Hero Plan by Mids' Hero Designer 1,93
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Dark Melee
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability- (A) Aegis - Resistance/Endurance
- (5) Aegis - Resistance
- (5) Aegis - Resistance/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (3) Kinetic Combat - Damage/Endurance
- (7) Kinetic Combat - Damage/Recharge
- (29) Kinetic Combat - Damage/Endurance/Recharge
- (A) Doctored Wounds - Heal/Endurance
- (3) Doctored Wounds - Endurance/Recharge
- (7) Doctored Wounds - Heal/Recharge
- (15) Doctored Wounds - Heal/Endurance/Recharge
- (23) Doctored Wounds - Heal
- (23) Doctored Wounds - Recharge
- (A) Eradication - Damage
- (11) Eradication - Accuracy/Recharge
- (13) Eradication - Damage/Recharge
- (13) Cleaving Blow - Damage/Endurance
- (15) Cleaving Blow - Accuracy/Damage
- (25) Cleaving Blow - Damage/Recharge
- (A) Recharge Reduction IO
- (A) Aegis - Resistance/Endurance
- (9) Aegis - Resistance/Recharge
- (9) Aegis - Endurance/Recharge
- (11) Aegis - Resistance/Endurance/Recharge
- (42) Aegis - Resistance
- (A) Empty
- (A) Mocking Beratement - Taunt
- (40) Mocking Beratement - Accuracy/Recharge
- (42) Mocking Beratement - Taunt/Recharge
- (43) Mocking Beratement - Taunt/Recharge/Range
- (46) Mocking Beratement - Taunt/Range
- (50) Mocking Beratement - Recharge
- (A) Winter's Gift - Slow Resistance (20%)
- (A) Kinetic Combat - Accuracy/Damage
- (17) Kinetic Combat - Damage/Endurance
- (17) Kinetic Combat - Damage/Recharge
- (25) Kinetic Combat - Damage/Endurance/Recharge
- (31) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
- (46) Touch of the Nictus - Accuracy/Healing
- (A) Luck of the Gambler - Recharge Speed
- (19) Luck of the Gambler - Defense
- (19) Luck of the Gambler - Defense/Endurance
- (A) Reactive Armor - Resistance/Endurance
- (34) Reactive Armor - Resistance
- (37) Reactive Armor - Resistance/Recharge
- (A) Reactive Armor - Resistance
- (29) Reactive Armor - Resistance/Recharge
- (31) Reactive Armor - Resistance/Endurance
- (34) Steadfast Protection - Resistance/+Def 3%
- (A) Reactive Armor - Resistance
- (31) Reactive Armor - Resistance/Endurance
- (34) Reactive Armor - Resistance/Recharge
- (A) Luck of the Gambler - Defense
- (27) Luck of the Gambler - Defense/Endurance
- (27) Luck of the Gambler - Recharge Speed
- (A) Eradication - Accuracy/Recharge
- (43) Eradication - Damage/Recharge
- (43) Eradication - Accuracy/Damage/Recharge
- (A) Titanium Coating - Resistance/Endurance
- (33) Aegis - Resistance
- (33) Aegis - Resistance/Endurance
- (33) Aegis - Resistance/Recharge
- (A) Luck of the Gambler - Defense/Endurance
- (40) Luck of the Gambler - Defense
- (40) Luck of the Gambler - Recharge Speed
- (42) Endurance Reduction IO
- (A) Eradication - Accuracy/Recharge
- (36) Eradication - Damage/Recharge
- (36) Eradication - Accuracy/Damage/Recharge
- (36) Efficacy Adaptor - EndMod/Recharge
- (37) Efficacy Adaptor - Accuracy/Recharge
- (37) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (39) Kinetic Combat - Damage/Endurance
- (39) Kinetic Combat - Damage/Recharge
- (39) Kinetic Combat - Damage/Endurance/Recharge
- (A) Recharge Reduction IO
- (A) Decimation - Accuracy/Damage
- (45) Decimation - Damage/Endurance
- (45) Decimation - Damage/Recharge
- (45) Decimation - Accuracy/Endurance/Recharge
- (46) Decimation - Accuracy/Damage/Recharge
- (A) Performance Shifter - Chance for +End
- (48) Performance Shifter - EndMod/Accuracy
- (48) Performance Shifter - EndMod
- (48) Performance Shifter - EndMod/Recharge
- (50) Numina's Convalescence - +Regeneration/+Recovery
- (50) Regenerative Tissue - +Regeneration
- (A) Luck of the Gambler - Recharge Speed
Level 50: Nerve Total Core Revamp
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Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Ninja Run
Level 2: Swift- (A) Empty
- (A) Empty
- (A) Miracle - +Recovery
- (A) Performance Shifter - Chance for +End
- (21) Endurance Modification IO
- (21) Endurance Modification IO
Set Bonus Totals:- 16,75% Defense(Smashing)
- 16,75% Defense(Lethal)
- 17,06% Defense(Fire)
- 17,06% Defense(Cold)
- 17,38% Defense(Energy)
- 17,38% Defense(Negative)
- 3% Defense(Psionic)
- 9,875% Defense(Melee)
- 10,19% Defense(Ranged)
- 12,38% Defense(AoE)
- 9,45% Max End
- 48,75% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 5% FlySpeed
- 260,03 HP (13,88%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 2,75%
- MezResist(Immobilize) 14,3%
- MezResist(Terrorized) 2,2%
- 5% (0,083 End/sec) Recovery
- 30% (2,347 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 1,26% Resistance(Fire)
- 1,26% Resistance(Cold)
- 1,26% Resistance(Toxic)
- 1,26% Resistance(Psionic)
- 20% RunSpeed
- 2,5% XPDebtProtection
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Quote:Very true, though with Dark Consumption up ever so often it's not a huge problem, but I do see your point and accept your hypothesis
The end cost difference between both builds is 0.07 per second. Pretty much completely negligible. The loss of 1.8 total max endurance won't be noticed either. Not only that, but Findulias's build has the attacks slotted for better end management so you will find that the build will use less than you used to. When slotting always remember that attacks > toggles for end reduction.
Quote:Damage may not be the primary goal of a tanker build, but it does play a role in aggro control since it increases threat. And I honestly don't see why a tank wouldn't want to fully slot attacks for damage as long as it's not done at the expense of other important build considerations. Thnx for calling my attention to it
Quote:Lastly, of course you can keep as many KC sets as you wish, but keep in mind that you will rarely use more than 45% defense, and in cases where you do you will most likely have more available to you with the foe bonus in Invinc.
Quote:Quote:Originally Posted by UberRod View Post
Personally I never cared for Aegis as a set as I usually 3 slot my dam res powers and the set bonuses for just 3 are crap.
In terms of set bonuses for 3 slotted damage resist powers I'm not too crazy about any res set.
Building up F/C defense may not be top priority for most tanks, but I don't see how that changes the fact that slotting Aegis is an excellent way to get F/C def if you want it. -
Not bad thoughts overall Finduilas, but some of the things you've pointed out doesnt quite transfer across to the changes you've made. For instance changing slotting in Autos->Toggles doesnt lower the end-cost, it's actually higher in your build than in the one i've got, with less Recovery and Max End then what i have :P
as for the Kinetic Combat slotting, that's rather intentional, since it's hard to move slots around as it is, and i'm going for the "solid tanker" type of build, he doesnt really need to do more damage than he does (doesnt lack that much compared to one more dam-slot) and accuracy he gets from Alpha too so that's rarely a problem
Thank you very much for your input though*gives cookie* ^^