Call Me Awesome

Renowned
  • Posts

    2491
  • Joined

  1. Quote:
    Originally Posted by _Psi_ View Post
    Because that's garnering fantastic results?

    Sorry, but this needs to be EVERYWHERE until they fix it.

    I can't even stay logged in for more than five minutes.
    Indeed, the Tech issues post is a complete waste of time. ONE FULL YEAR of posts on this very problem and it's no better... in fact it's gotten much WORSE than it was last year.
  2. Quote:
    Originally Posted by Captain_Photon View Post
    Technically I think it's $9.99, but close enough. Same as in town - er - for a name change.
    threadjack

    You know, I've an expansion SG named "Nymphs of the Pavement" on another server... our motto is "20 inf, same as downtown". I believe Local Man has the big red star with You Bawdy Bimbo.

    /threadjack
  3. Call Me Awesome

    Updated Guides

    As a general rule most guides newer than issue 9 are still applicable. Several sets got a significant buff in issue 13, since then the only really major change that comes to mind is the inherent fitness with issue 19 and it didn't change powers, it just opened up more room in your build.

    As an example my Invuln soft cap guide dates from issue 13 but everything in it still applies today; you just have room for 3 more powers nowadays. My first 20 levels Invuln guide on the other hand did change dramatically so I've updated it with the issue 19 changes.
  4. Quote:
    Originally Posted by Stone Daemon View Post
    Before getting tier 4 for auction house, and tier 7 for inventions, the best you can do is buy the limited time access to them.
    Or simply pony up the $15/month and get it all of course.

    I think I'll be tier 8 if I were to drop my sub on my main account and my second, dropped several months ago, will be around tier 6.
  5. Quote:
    Originally Posted by Dromio View Post
    I think Interface: Reactive is a much better way to get more damage than adding Musculature or Judgement.
    Musculature I agree, but Judgement is a NUKE... it's damage with a capitol D. For that matter I think I remember that Interface also applies to Judgement.
  6. Quote:
    Originally Posted by Frostburnt View Post
    Ok so once i at least get something slotted into the first slot I can do the Apex/ Tin Mage TFs right w/o being penalized? And where do I find out the weekly strike target?
    You'll need 12 shards (or 3 components) to craft a tier 1 Alpha enhancement. Each Alpha has different requirements; doing one of the level 50 TF's will drop one component so depending on which Alpha you want to craft you can probably run say the ITF which drops an Ancient Nictus Fragment component and it's likely you'll also get 8 shards that you can convert into the other two components... the ITF is probably the best "shard dropping" TF and usually drops 6-8 shards on a normal run, the most I've had drop was 14 in that TF.

    I don't recall offhand what components the various Alphas need, but pick a TF that drops one of the ones you need and plan on using shards to make the other two. By the way, Grai Matter is a component that's crafted in the RWZ base from 150? Vanguard Merits and it's in several Alpha slot recipes. It's also craftable from 4 shards, but if you have V-Merits that's a better choice.

    The WTF (Weekly Task Force) is given in the Announcements section in this thread, for this week (Aug 16-22) it's the Lady Grey Task Force in the RWZ. Next week it's Sister Psyche blueside and Silver Mantis redside.
  7. One thing to consider is that while as Elec you may not have end issues Cardiac also on a couple of trees offers you damage resistance, and as you go up the tree increasing amounts of it bypass ED. At Tier 3 it's giving you the equivalent of another DO of resistance in all your armors, at Tier 4 you'll get about another 15% of resistance enhancement... it's enough to bring your S/L to almost the 90% cap with Tough.

    Spiritual will give you more recharge, the other effects are generally less useful for a tanker. Still, since very few of your powers will be ED capped for recharge it does provide a lot of bang for the buck since you'll get full value for almost all the boost.

    Nerve's primary boost of accuracy I generally think is more or less a waste of time on a level 50, you should have all those issues long squared away. On the other hand it does have that secondary defense buff that could be helpful with Weave... considering you're starting from scratch though and probably working with set bonuses to build defense I'd think it's less useful to you.

    Musculature I generally don't consider all that useful; first off your attacks are likely already at ED cap damage so that portion isn't getting you much until you get to Tier 4 and secondly because it lacks secondary effects that really help a tanker all that much. The secondaries seem more tuned to a control/debuff character in my opinion.

    On the higher tier incarnate abilities I've found Ion Judgement to be the most useful... it has by far the widest area of effect. I'll admit I find this somewhat frustrating as 3 of my characters have already invested in tier 3 Pyronic

    For Destiny it's hard to beat the Rebirth Radial (+Regen) tree; first you have a massive heal followed by a brief Instant Healing level regen tapering off to a minimum of +200% regeneration at the tail end.

    Barrier offers nice resist/defense at the start but it drops off rapidly and you really don't need the resist buff while the majority of the defense buff isn't enough to help you much. Ageless gives a nice utility of +recharge & recovery, I'm not sure it's as useful as the Rebirth though. Clarion is basically mez protection... something I wouldn't consider on a tanker.

    For Interface I don't look any further than Reactive; all the debuffs are very low % even stacked to the cap, therefore I go for the added damage proc.

    Lore is a big question mark; of the original 4 choices the Warworks had the best damage while the Seers had the best buff. I haven't studied it since all the new pets were added to know what the situation is now.
  8. Quote:
    Originally Posted by TheOOB View Post
    I'd agree the power isn't all that great, but I'm thinking of the image of having conductive aura, static field, choking cloud, and world of confusion all active at once. Maybe not effective, but certainly fun.
    It'll suck down your end, that's for sure.

    The single biggest problem with WoC is it's absurdly tiny AOE; unless you're literally touching a mob then that mob is out of it's range.
  9. Quote:
    Originally Posted by ClawsandEffect View Post
    Eh, not really. It's about middle of the pack these days. Pinnacle hits yellow during peak hours before at least 6 other servers do. (There are a couple that never hit yellow)
    I stand corrected, back when I was playing there regularly it tended to be in the bottom 3-4 servers. I've a bunch of characters there I really ought to dust off... most of them opened up and slotted the Alpha when it first came in but haven't been touched since.

    Heh, I just looked at one of my old characters there; 53 Hami-O's slotted on a Broadsword/Regen. That's going to take some time to change over; the last time he was played regularly was issue 8
  10. While Pinnacle is one of the smaller servers it's hardly "dead". Admittedly I haven't played much there in a few months but I do have a number of characters there I occasionally play; I haven't had a lot of trouble getting something going anytime I've wanted.

    Back about 8 months ago I was spending the majority of my time on Pin and I doubt much has changed. Like any server the key is using the popular global channels for that server. You're unlikely to get much action by simply standing around and waiting for someone to swoop down and invite you but a shout out on the global to the effect of "Hey, we're putting together a ____ with 5 open slots, who wants in?" will do wonders. Even a "Is anyone starting something a level ____ can get in on?" will usually do the trick.

    I generally play on Guardian, Pinnacle and Infinity and I find it's not all that hard to find something to do at most any time. On the other hand if you're always going to be on in very off peak times you may want to consider one of our two English speaking European servers; with many of the players on them being on the other side of the world their peak times will be at times when the NA servers are off peak.
  11. Quote:
    Originally Posted by Recon-022 View Post
    Ok, we bumped up the level at which we fight enemies to +1. That worked out great, and was just what we were looking for!

    After a few trips to the hospital I was having a blast. Playing solo with my Blaster is even harder at that difficulty, lol. Loving the game even more now. Thanks for all the advice, much appreciated!!
    Glad you're having fun; that is the whole point of the game after all

    A little down the road as your characters mature you may well want to revisit your difficulty settings; that's the great benefit... you can tailor your difficulty to your abilities. Something that's over the top hard now may be a sleepwalk once you get into the 30-40 range, and vice versa as some mobs are just plain brutal.

    Check out the Faultline arc in the 15-25 level range for several AV/EB class enemies (depending on team size and difficulty the AV's downgrade to EB status). The Croatoa arcs in the 25-35 range are also tougher than average, they have some really mean enemies for their level range... Redcaps can be truly nasty and the Tuatha and Cabal aren't anything to take lightly.
  12. As has been mentioned the revamped Faultline is worth doing from 15-25 or so; I personally like Strigga Island (20-30) and it has some really nice temp powers in several of the arcs. Croatoa is an interesting zone (25-35), the mobs are different than you'll find elsewhere and can be really dangerous.

    Freakolympics in the 20-25 (or is it 25-30?) range is a fun story arc... I forget who gives it out offhand but the contact's in Independence Port. Montague whatsisname in the Steel Canyon University has the entrance arc that'll allow you access to the Midnighter Club and Cimerora (35-50). You'll certainly want access to Cimerora for the Imperious Task Force, one of the most popular TF's in the 35+ game.

    The Devouring Earth "Terra" arc in Founder's Falls is worth doing; the zone's 30-40 but I forget offhand if the arc is 30-35 or 35-40. Actually all the arcs in Founder's Falls are worth doing at least once, some are a lot of fun.

    Once you reach 40 you'll want to run Tina MacIntyre's arc (40-45) in Perigrine Island and Maria Jenkins' arc follows in the 45-50 range. Both arcs are what I would consider must do in the later levels. They're packed with AV's so expect a challenge.

    Along the way to 50 there's a bunch of Task Forces to run, some of them good and some of them, well, part of an accolade badge. The first you'll find is Positron in Steel Canyon, it's now split into two TF's in the 10-15 & 11-16 range and is worth doing. Synapse in Skyway (15-20) is long and all Clockwork all the time... I find it boring but relatively easy. Sister Psyche (20-25) in Independence Port is a lot of fun and Citadel (25-30) in Talos Island is decent albeit over supplied with Council cave maps. Manticore (30-35) in Brickstown is another fun one to run. Numina (35-40) in Founder's Falls is in need of a rewrite... it's a decent TF with a LOT of pointless hunt missions stuck in the middle, most of them hunting level 1-20 mobs at level 40.

    The Hess TF in Strigga Island is a good, relatively quick one (25-30) and Moonfire (also in Strigga) is another fun, quick TF. The Katie Hannon TF in Croatoa (30-35) is worth doing although the rewards on it got cut drastically some time ago.

    Moving on in your career you'll almost certainly run the Imperious TF (ITF, 35-50) in Cimerora several times as it's one of the most popular in the game. There's several 45-50 TF's also, many of them among the most challenging in the game. If you like pain then try the Quaterfield TF in the Shadow Shard (40-45) and you'll be running the longest TF in the entire game (4-8 hours to complete).

    Those are the things that I try and do while leveling up.
  13. Quote:
    Originally Posted by Microcosm View Post
    If it functions like other damage auras, it should be checking once every 2 seconds. It does not function on the 10 second rule like other procs unless I missed where that was fixed.
    That was part of the nerf to Reactive Interface a few patches ago; they work just like all other procs. A chance to fire (on everything in the AOE) when the power's activated and once every 10 seconds thereafter.

    This was done because a blaster with Reactive could drop Rain of Fire on a mob and totally wipe it out... the proc fired on nearly every tic of damage on nearly every target in the AOE making for another, higher damage, nuke. As fast as a rain power tics it was beyond awesome. All rain type powers behaved that same way. Let me tell you it was GLORIOUS! Probably overpowered, but it was truly nice while it lasted.
  14. I can't imagine that anyone might be biased towards the server they spend almost all their time on (Guardian), that's just INCONCEIVABLE.

    I'll echo what others have said about checking out several different servers and making use of the more popular global channels on each server.

    I don't think anyone's mentioned this, but the servers are listed in reverse order of their load (basically their population at that time but there are things that can affect load other than simple population) with the last server you logged into on top.

    Freedom is always either the top or 2nd server, unfortunately with the most players comes the largest number of jerks. Yes, the good players outnumber the jerks but there's just so many of them that you're certain to run into them.

    Virtue is the other server in the "top 2" and it does seem to have a smaller number of jerks... it also has a lot of very strange people who ((talk like this)) a lot of the time and play and chat in character. It's where most of the more hardcore role players have migrated to. Generally they're nice enough teammates but be warned, it can get a bit weird at times

    We also recently merged server lists with the European players so we've added Union, Defiant (both English speaking servers), Vigilance (French) and Zukunft (German). Union & Defiant both seem to be fairly active in non-prime time; which makes sense because many of the players there are on the other side of the world after all.
  15. I personally wouldn't bother with Maneuvers; you don't need it for defense and likely there's better things you could get in it's place.

    For another, you've slotted the Touch of Death set... that's primarily a positional set, not a typed set. You'll get the same amount of S/L defense for far less inf in only 4 slots with Smashing Haymaker. I would toss a Crushing Impact Acc/Dam/Rech or Acc/Dam/End into a 5th slot and call your attacks good.

    Another thing, do you already have that Glad Armor 3% def proc? It's EXTREMELY hard to come by and it'll cost you ~3 billion inf or a couple of months of grinding out hero merits.

    Don't bother with that Zephyr KB protection IO in Fly, it's completely wasted as Invuln already has all the KB protection you'll ever need in Unyielding. Likewise that Force Feedback proc in Kick is another waste of time; it's not going to fire often, chances are the power isn't going to be in your attack chain and even if it does fire it only lasts 10 seconds.

    Along those same lines Hover isn't all that useful to you, remember you can't use Foot Stomp unless you're standing on the ground. It's your prereq for Fly but don't include it in your defense figures.

    The slots you save by moving to Smashing Haymaker & one Crushing Impact in your attacks will go nicely into Unyielding & Res Energies for two sets of Reactive Armor giving you more E/N defense at the expense of F/C defense... in my opinion a good trade. I'd also pull one slot from Invincibility; I really don't find that perception proc to be all that useful.

    Dropping Maneuvers will open up room to slot Foot Stomp in at 38; this is a power I wouldn't want to delay. With the extra slot you could always pick up Super Speed at 49. You could also snag Combat Jumping for more combat mobility and another small chunk of defense.

    There's other things I'd change, for one I don't really think it's all that useful to enhance the Hold in KoB although I see what you're going for in set bonuses. I'd also find another slot for Tough Hide; it's a nice chunk of defense equal to that of Weave at no end cost... it's deserving of another slot.

    That's a few things for you to ponder anyway.
  16. Quote:
    Originally Posted by Malice_A4Thought View Post
    Don't forget to talk to Mender Ramiel at the completion of the arc. The Alpha slot will not unlock until you do so even though you have completed the missions required.
    This is huge, and much easier to forget than you'd think. I've a friend (Local Man in fact) who made this exact mistake... he finished the arc, didn't talk to Ramiel and immediately went on an ITF. Did we give him a hard time about it? Well, you know friends would um, er, NEVER do that. Because of that mistake he missed out an any shards and the component on that ITF.
  17. Quote:
    Originally Posted by gameboy1234 View Post
    Basically you want to head to Ouroboros, talk to Mender Ramiel. Do his arc, that'll get you started.

    Then do trials, ITFs and such until you have the components and iXP for the incarnate slots and enhancements.
    I'll underline this, make sure you do Ramiel's arc to unlock your Alpha slot first; after you do everything you run has a chance to drop shards, which are used to craft your Alpha components. All of the level 50 TF's have a reward option of a different Alpha component. The STF drops Essence of the Incarnate, Lady Gray drops Hero 1 sample and so forth. The ITF is a popular choice since in addition to it's component it also tends to drop the most Shards of any of the TF's.

    You can craft your various incarnate powers by clicking on the "powers" tab and then the "incarnate abilities" tab. You'll be able to see all the possible powers you can craft for any of your incarnate buffs and what you'll need in order to craft them.

    You CAN unlock your Alpha slot on the Incarnate Trials, but it's much faster to run Ramiel's arc for the Alpha. You'll need to run quite a few Incarnate Trials to unlock and slot your higher incarnate slots (Judgement, Interface, Destiny & Lore) so there's no point in wasting trials on unlocking the Alpha... you can do that in a 15 minute arc. Run the trials for the other slots.
  18. Quote:
    Originally Posted by Flarstux View Post
    Once a night?

    Back when I was leveling my first blaster - energy/energy - I used Nova every chance I got when running with my regular 8-man team, which worked out to roughly every third group, give or take. This was before IO sets. With frankenslotting - three dam/recharge, 1 dam IO and 1 recharge IO - woo hoo!

    Devs, please don't screw up the nukes.
    As things stand I contribute considerably more damage by blasting than I do by nuking, dropping all my toggles, popping a blue and blasting a few seconds until my end bottoms again. The end crash and recovery crash severely limit the utility of a nuke... it drastically cuts my damage output for 20 seconds afterward not to mention leaving me vulnerable once my toggles drop.

    If I didn't get the set bonus from using it as a mule I'd drop the power.
  19. I tried to like it on my Fire/Rad but found it greatly disappointing. I tried it with the Contagious Confusion set, I tried it with 5 damage procs and I tried it with a Partridge in a Pear tree (well, forget that last). I found it mostly or totally useless in all cases thanks to it's extremely small AOE. The only thing I noticed it do was eat endurance.

    I dumped it for Psi Tornado and there's absolutely no question which was the superior power.
  20. What I'm seeing right off the bat is that you're chasing set bonuses that aren't helping you all that much instead of getting ones that do help your durability.

    Building a highly durable Inv tanker is quite possible, the trick is building your defenses to the 45% soft cap... primarily your S/L defense followed by your E/N defense. F/C is rare enough that it can be disregarded; you'll end up with decent levels of def there more as a byproduct than anything else. My Inv/Stone tanker is sitting at ~45% S/L/E/N defense and ~30% F/C; I also have roughly 25% defense to Melee/Range and ~20% AOE which covers most Psi... that's a byproduct of building for typed defense.

    The sets you'll want to look at are Reactive Armor (4 slots in your armors), Smashing Haymaker (4 slots in your attacks) and either Mocking Beratement or Perfect Zinger in Taunt. After that think about Eradication (3 slots) for Foot Stomp and Thunderstrike (6 slots) for a ranged attack.

    Powers you want are Boxing/Tough/Weave. Dump the stealth pool!

    Looking at other areas of your build remember that Taunt is AUTOHIT in PvE; it doesn't need accuracy unless you're PvP. Also Fly is at the fly speed cap UNSLOTTED. Yank those slots. Psi damage is very rare and in almost every situation where it's encountered it's fairly minor; it isn't worth warping your build trying to go for small amounts of Psi resist and defense.

    It's easy and relatively cheap to build a very effective and survivable Inv tank without Unstoppable. Oh, take Haymaker instead of Punch; it's a much better attack.

    For a bit more detailed description check out my soft cap guide in my signature.
  21. Heck yes I'd take a crashless nuke. While I have the nuke on my Fire/EM blaster, and have it slotted up (Eradication) thanks to the crash I probably only use it once a night. Mostly it's there now as a set IO mule.

    I'd be absolutely good with moving it's damage to on par with Rain of Arrows if it became something I could actually use every time it came up.
  22. It probably averages twice a day for me; however yesterday I had it happen literally 4 times in 5 minutes.

    This is a problem that's been around for a YEAR now, come on and fix it already.

    <And there we go AGAIN when I hit submit. ALWAYS hit control+A, control+C to copy your post before you hit submit reply>
  23. Quote:
    Originally Posted by MTS View Post
    Earth Thorn Casters can be nasty at the level you first encounter them, too. Stacked quicksand and say bye bye to your defense. Pretty sure they're in about the same range as Ruin Mages, which makes for quite the combo.

    Then they kind of get wimpy around level 40+ and eventually become the Circle of Fail with nothing but ice thorn casters, behemoth Lts (not even the boss ones anymore), and death mages. Yawn.



    Not to mention phasing while held...... Dirty cheaters.
    The Earth Thorns are 30-40 mobs and yes, they are nasty. Ruin Mages first appear in the teens (possibly earlier, I haven't played that level recently but they're definitely in the Positron TF) and their earthquake is very annoying. I think the Ruin Mages do continue all the way to 50 although a high level one is far more capable than a level 10 one.

    High level CoT are still nasty, but generally players by this point have mature builds and are better able to handle them... I'd put them as a mid range challenge in the 40+ game behind Malta, Nemesis, Carnies and Knives of Artemis while Council are more the generic easy mode mob. Devouring Earth can be highly dangerous if they get that Quartz buff pet down, otherwise they're relatively easy to handle.

    If you want a challenge take on a room of +4 Nemesis and kill about 5 or 6 of the LT mobs to get Vengeance stacked nicely. Let them stack enough of that and they can kill Stone tanks.
  24. Quote:
    Originally Posted by Molehill View Post
    do you think slotting the recharge speed alpha would help the playability of TA? the end redux alpha helped immensely on other toons that i have.
    Personally I've only taken TA/A to around 20, but the problem I had was more to do with the animation time; the amount of time it took to get all the debuffs in place rather than recharge time.

    It simply went click the power, click on the location where the power should drop... click the power, click on the location where it should drop... click the power, click on the location where it should drop then start blasting. Lots of setup time and by the time the debuffs were down a good team was already moving on to the next spawn. I find Traps to be much the same but I know some players, including another good friend of mine Local Man, really like the set. I don't dispute it's power, I just don't like the extended setup time.
  25. Quote:
    Originally Posted by troubledskyy View Post
    Yeah, the TA debuff powers do seem to recharge real slow. I think it would be a fun set to run at some point, but I think i'm going to go with dark on this one. I do <3 Tar patch
    I'll have to find a way to work fearsome stare into my build. It seems like a great power.
    Fearsome stare is one of the best powers in the set IMO; it's capable of taking an entire room out of the fight and it packs a fairly hefty -tohit along with it. I wouldn't even consider rolling a Dark without this power.

    Quote:
    Question:
    Is taking both Stunning shot and Petrifying gaze worth it? I could just as well take Fearsome stare if not. I was thinking it would be a nice double stacked st hold/immob with SS and PG. I would also lose a little bit of rech if i took FS, but i could pick it up elsewhere.
    Well, one is a stun and one a hold; both will only stop minions and LT's. Of the two I'd probably give a slight nod to Pet Gaze simply because a stunned mob can still wander around while a hold locks them in place. Let me stress though that you want Fearsome Stare no matter what! It will cower an entire room and those mobs that get to shoot back will have a -15% tohit debuff on them.