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Quote:I think you'll find that TA is a bit of a disappointment; it's considerably slower setup than Dark. I've a friend with a 50 TA/A defender and he's not been very sold on it. TA is a set that looks good on paper and works well on a slow paced team, it's not going to move as fast as a Dark will though.Man, these are all good suggestions, but then I was thinking... what if I want some more utility? What if I went Trick arrow/AR defender, the goal being to light up the night with oil slick and Blazing Arrow? Here's a build I came up with for that as well.
But heck, if it looks interesting go for it; maybe it'll be just what you're looking for and you'll enjoy the set. For me, and for my buddy, it was too slow and cumbersome. -
I've gone with Rebirth +regen on both of my characters who've gone far enough on Incarnate. The reason is it gives me a massive heal and a minimum of +200% regeneration... it's also perma at tier 3 with a 120 second duration/recharge. Rebirth is interesting in that the Radial line is vastly superior to the Core line; the +HP only gives you about an 8% boost for much of it's duration and a ~30% boost at it's maximum. Radial gives you a 1,600% regen boost to start out and never drops below 200%.
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Quote:The first 10 levels are intentionally designed to be easy. It ramps up slowly in the teens and 20's and does get progressively harder as you go along.I just started playing the game a couple weeks ago. I got a buddy who started the game as well, but he already wants to quit because he says it's just too easy, which is making it boring for him and his girlfriend.
I love the game myself, but I don't really know what to tell him, seeing as my highest level toon is level 9, and I just started doing the Hollows. But he does have a point, it has been pretty darn easy so far...any advice for some noobs who want more of a challenge?
I assume like all MMO's that it gets more difficult later...right?
You also have the Hero Corps people in various zones who can adjust the difficulty for you; you can make it anywhere from easy mode (enemies -1 level to you, no bosses) to ridiculous (enemies +4 levels to you and spawns sized for an 8 man team). You can easily find a difficulty level that challenges you without being so brutal you can't take two steps in a mission without faceplanting. Max difficulty is something even long time vets playing fully mature and min/max optimized characters treat with extreme caution.
Right now, assuming you haven't changed your difficulty level, you're going to be facing mobs of your level to +1 of your level; bosses will spawn as LT class (if you're solo) and the spawn sizes will be appropriate to your team size. Also some mobs are harder than others... Skuls, Hellions and Outcasts are intentionally easy, beginning mobs while Circle of Thorns and Vahzilok are a good bit nastier.
I'd suggest ramping your difficulty level to +1 or +2 and see if that's about right for your buddy. If that's still too easy set the "I think I'm as good as x heroes" to x4 or x5. Take things a bit slow until you find the setting that offers you a challenge without getting to a frustrating debt fest. As you're still very low level I wouldn't suggest setting the mobs to more than +2 of your level and you may well want to tailor your settings for the mobs you're facing. Outcasts are a lot easier than CoT for example, and those Igneous mobs can be brutal. I can guarantee that if you were to set +4/x8 (max difficulty) at your current level you'll get your butts handed to you. Later on you may want to raise it a bit more as your characters mature.
Another thought is that you could roll new characters in Praetoria (requires the Going Rogue expansion); the mobs there are a noticeable step up in difficulty over the standard CoH/CoV low level mobs. -
Well, an Arch/Dark corruptor should be a great choice for your preferred style and unquestionably it'll output a lot more damage than a Dark/Archery defender.
I'd approach it like so:
Open with Fearsome Stare to cower the spawn
Drop Tar Patch
Let loose with Rain of Arrows/Fistful of Arrows/Exploding Arrow
Kill any survivors with another Fistfull & Blazing Arrow where needed.
Move on to the next spawn.
If you have a nasty baddie then drop Darkest Night on him to keep him out of trouble in addition to the above. Pet Gaze will take care of any irritating minion/LT.
I've played an Arch/EM blaster to 50 and am currently working on a Fire/Dark corruptor, 38 as of last night; that's how I'd play the Arch/Dark combination. It should kick much butt and be quite survivable once it matures. I know on my Fire/Dark the combination of Fearsome Stare, Tar Patch and Rain of Fire will by itself wipe out minions... adding Fire Ball and Fire Breath pretty much wipes the spawn.
One of the best things about Archery is how light on endurance it is... I took my Arch/EM blaster to 50 without ever taking or needing the Fitness pool. -
I believe all of the various interface effects last 10 seconds and can stack up to 4 times on a target. By the way, that isn't 4 times per caster, it's 4 times period.
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I've a few characters who fit the bill of mass carnage.
Fire/EM blaster - massive damage and good survivability since Boost Range allows you to stay out of melee. This is the character I grab when I'm in the mood to just kill things without any other concerns. I've built to near the soft cap in Ranged defense and have little trouble with mobs. The DE Quartz pets are a PITA though.
BS/Shield scrapper - not really what you're talking about but it puts out massive damage while maintaining mid level tanker durability. It's probably second to my blaster for raw damage output and far more durable.
Fortunata spec'd Widow - loads of AOE Psi damage, decent control and status protection with soft capped defense. With double leadership this character doesn't miss and hits hard. It's basically a def capped blaster with status protection. The downside is nearly all the damage is Psi... heavily resisted by several mob types.
I've others that are quite capable of considerable damage output; my Spine/Electric scrapper is an AOE machine and excels at quickly killing large groups of minions/LT's but is less effective against bosses.
If you're building a team of characters there's always the old standby Fire/Rad controller; one of them is very good and adding more of them gets into the range of "game breakingly good".
A Fire/Dark corrupter is also a good choice and does a fantastic job of melting the mobs.
I've a young Fire/Fire dominator that shows promise but is incredibly squishy although at 24 he's a long ways from being mature. -
I'd consider just rolling a new character on your target server at least to start out; just email yourself some starter cash. It doesn't take very long to get to a decent level anymore.
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Quote:I have to call this one a miss - by a country mile. While the costumes are indeed awesome, they scream "21ST CENTURY" and "GENERIC BAD FANTASY ART" rather than whisper "ancient mystic group". You haven't (in Posi's words) made them "feel more magical, spiritual, thorny, spiky, and most of all, evil", you've just made them look silly and generic.
I don't think you understood the nature of the playerbase's complaints at all. You took a few bullet points, but you missed the underlying themes and contexts altogether.Quote:Still comes across as being over the top and and too flashy for my own personal taste, but I don't think I'm going to win this argument either.
They're closer than the first attempt but still oh so far away. Lose most of the spikes and those layered thigh armor plates; extend the robe to close to the knee and lose the body builder muscle definition and you're most of the way there. -
Quote:You will no longer be in your SG when you transfer and you'll have to start from scratch on your new server or join an established SG there. If there are no other members in your old SG it will disband.I own a Supergroup on Liberty. I want to change to a more populated server because Liberty feels kind of empty. (No, I haven't made everyone upset with me.) The only time I've ever seen it in yellow is when we had the Praetorian Invasion live event.
Anyways, I wanted to know what all will happen to my supergroup. Will I be able to make another one and keep the prestige? Will it transfer with me? What will happen?
SG's do not transfer, nor do any items in base storage or prestige (although your Vault and Market inventory will go with you). Prestige is owned by the SG, not the character who earns it and stays there when a character leaves. Once the last member of an SG leaves the group that SG, it's base and all items and prestige vanish.
Do you have other characters in your old SG? If so it'll still be there if you decide to transfer back... you'll need to have a buddy re-invite your toon to the SG though. -
I'm going to have to disagree; while this is considerably better than the first revamp it's still not up with the original. The mobs are way too buff, the spiky bit is overdone and the armored tutu just looks silly IMO. Still, it's unquestionably better than the first new look and at least it looks "mystical" now, if not CoT.
Cut down on the spikes, lower the muscular definition and loose the armor in favor of loose clothes and you've got something. That spiky tutu just really doesn't work. A thigh length robe similar to but slightly longer than the martial arts robe would work much better. They're mages, not warriors so they use their magic instead of their muscles. They'll be slender or slightly overweight but they aren't going to be ripped and cut. -
It really depends on what you're looking for. My understanding is that the Warworks are the most damaging... that Vicky is really nasty, particularly at tier 4. I believe that most if not all of them have at least one "damage" tree and one "support" tree, you'll need to weigh the pros and cons of each and make your own decision.
I haven't made a study of the new pets but they're supposed to be pretty equal one to another with different pluses and minuses. So far I have the Warworks on CMA and the Seers on my Fire/EM blaster; both at tier 4. I find the Warworks are considerably better at damage output while the Seer buff pet is quite useful on my blaster. -
Quote:In and of themselves they aren't dangerous as they don't do any damage. When you get that 3rd ring you and everyone nearby on your team (note, not league) will get hit by a MAG 5,000 hold. That will leave you powerless to protect yourself from incoming aggro.Resurrecting this thread because I have a couple of questions about the Sequestration Rings:
1) How dangerous are they to squishes? I got kicked from a BAF the other night because I had 2 rings*.
Quote:2) Do rings from Siege and Nightstar stack together? Because currently when I get 2 from 1, I swap to the other. Is that a reasonable strategy or just my imagination?
Quote:3) If you get 3 rings is it worth popping breakfrees? Did so the other other night and could move, again could be imagination
Quote:4) I think I get lesser rewards if I back off. I've done 5 BAFs and the time I got a Very Rare reward I had 2 rings most of the time. Is that selfish or being effective?
I've found that some of my characters tend to get Rare/V-Rare about 50% of the time while others get Uncommon 95% of the time. I haven't found any correlation with their activity and rewards other than CMA and my Fortunata tend strongly to the Rare table (The Fort hasn't even unlocked Lore/Destiny yet and has 5 rares and 1 V-Rare) while my Fire/EM blaster and Ill/Rad controller tend very strongly to the Uncommon table, particularly the 'troller with NO Rare/V-Rare, 1 Common and all the rest Uncommon in about 30 trials. -
Quote:In that case I guess I'm mistaken there; I'd been under the impression that it handled debuffs differently than DOT.Actually, the DoT has a stack limit as well. I am pretty sure the limit is 6, but my testing was not definitive enough to rule out the possibility of the limit being 5. It is actually pretty easy to test if you can get multiple people to attack the same target (the dummies in the RWZ are good for this).
Get 3 or 4 people with reactive to non-stop attack a dummy. Then make an attack yourself. Unless you attack just as one stack goes away, your DoT will not fire off. And all the Reactive DoTs are treated as the same power for this purpose. This means a bunch of people with the 25% chance DoT Reactive can prevent the much better 75% chance DoT from applying. It is kind of an odd situation.
Here is a link to my post regarding the tests I did. -
Quote:Per player or total doesn't matter, any Interface debuff can only stack 4 times on a given target no matter how many players are stacking it. That's another reason why Reactive is so good since extra damage will always stack with the only limit being the target's hit points.In addition to stacking only four times per player, there is also a hard cap of how many total Reactives can be stacked on one enemy. If I am not mistaken that cap is only ten Reactives (for a total of -25% res).
The reason the debuffs only stack 4 times is that what you're doing is giving the target a temporary power that debuffs them... and it's coded so that a target can only have 4 of the same "power" on them at once. -
Quote:Here's some numbers on my Inv/Stone build, discounting a small set bonus to Fire/Cold resistance from purple sets.Really? So going with a level 30 IO build is really not much different than getting a level 47+ IO build? Because if that's the case, doing it this way is going to save me a HELL of a lot of influence.
Max level IO's (level 40 Reactive)
S/L res - 90% (capped)
E/N/F/C res - 31.2%
Level 30 IO's
S/L res - 90% (still capped)
E/N/F/C res - 30.8%
Loss of 0.4% E/N/F/C resistance
Level 25 IO's
S/L res - 90% (still capped)
E/N/F/C res - 30.2%
Loss of 1% E/N/F/C resistance
Level 20 IO's
S/L res - 85.3%
E/N/F/C res - 28.4%
Loss of 2.8% E/N/F/C, 4.7% S/L resistance
As you can see there's not a lot of change until you drop all the way to level 20 IO's... level 25 isn't much different than level 40 (cap for Reactive) From those numbers I can't really see any point in the premium for level 40's. -
The last time I started a new character I simply played as normal, sold my salvage/recipe drops at the auction house (drop in, put everything up for a minimal amount and leave... total time to unload my inventory ~2 minutes) and just bought DO's at 12 & 17, SO's at 22 and started IO's at 27. By the time I hit 22 I had about 30 million inf from that strategy; by the time I'd basically finished a mid-level set IO build at 35 I had about 150 million on hand... after buying all the IO's I needed.
If you want an easy, guaranteed way to make a nest egg all you need to do is go to the auction house and bid 100-500 inf on some of the undesirable level 50 recipes, then sell those to the vendor. A vendor pays 5,000 for uncommon and 10,000 for rare level 50 recipes and lots of the "junk" can be had for virtually nothing. Snipe sets, sleep sets, some of the taunt sets and hold sets are good choices for this. -
In looking over your build it looks pretty good, albeit expensive. I would reorganize things a bit though, I don't really like the power order. Not a problem at 50 but it'll cause you some issues if you exemp.
First, and I realize that this doesn't really change anything to any level you're likely to exemp to, I'd certainly move Unyielding up to 8. I would also swap Taunt and Resist Elements... Res Elements is your least valuable passive power. In my builds if I take Res Elements at all I get it late, in my current build it's my 49 power.
You also need to be aware that the proc in Foot Stomp isn't going to be running all the time... the rules for it are complicated but there's a period after it fires where it will not fire again. Because of that you'll have occasional 10 second bursts of increased recharge, not anything you could count on being continuous.
I'd be tempted to move Combat Jumping earlier in the build and I'd definitely get Weave before Res Energies.
Some of your slotting is unusual but it does look effective. Oh, I just checked the set bonuses; you're 3 over the "rule of 5" cap on the 1.125% HP bonus with your last 3 sets of Luck of the Gambler. Cut out the Defense IO in those sets and substitute a common Defense IO... it'll save you a lot of inf and you aren't getting the 3 slot bonus anyway. Alternately toss in a Def/End from another set for more endred at the cost of a little less def. On Combat Jumping pull that extra slot entirely; it's really not worth it for the def the power grants and it uses virtually no endurance.
On your quandary of what to take in place of Unstoppable if you're sticking with the Energy Mastery pool I'd get Laser Beam Eyes and toss a couple of Nucleous HO's into it. A ranged attack is highly useful as another attention getter.
I hope you've a pretty good bankroll because this build isn't going to come cheap. The 5 LotG +recharge IO's alone will be close to a billion inf and there's several other 100 million plus items. Also, and this is just a suggestion, but I'd slot lower level IO's so everything doesn't go poof below level 47. I always design my builds around level 30-35 IO's so I keep my bonuses down to those levels. The small loss of enhancement value is really negligible. Take the Reactive Armor for example. Dropping from level 40 to level 30 costs you a bit over 1% in resistance yet it will cut the cost by 2/3 at a minimum and you'll keep the bonuses to level 27.
In any case enjoy your tanker! -
I've had an off/on/off relationship with Unstoppable; back in issue 3-4 when I was leveling CMA it was pretty much a complete waste of a power since Invuln in those days could easily hit 90% resist to all but psi with perma hasten and perma Dull Pain. Well, nerf-a-geddon hit with issue 5 & 6 and left in it's wake a powerset that was a bare shadow of it's former glory... most players dumped the passive resists for Aid Self and Unstoppable was a very useful thing to have.
Then we got issue 9 and IO's; at that point things started to shift back. With issue 13 when Invuln and IO's were buffed it became practical to soft cap your defenses Unstoppable once again became an optional power. When I first worked out and respecced into my soft capped S/L/E/N build I kept Unstoppable in the build as an insurance policy. Well, after 6 months of time and innumerable high level TF's tanked having never once used the power it was dumped on my next respec.
As a leveling build there's a decent reason to have Unstoppable, prior to reaching high defense levels (up to the 45% soft cap) Unstoppable is a useful power to have. Once you get your defenses into the high 30% range it looses it's luster and by the time you reach the soft cap it's going to be pointless in 99.99% of the game. An inspiration or two will do the same job without the drawbacks by that time. -
It's varied pretty drastically on my characters. My first in issue 4 was roughly 250 hours (CMA)... my latest several have been in the 80 hour range. Of course the game has changed considerably since I started 7 years ago.
My fastest time was probably around 3 hours to level 40 (I leveled normally from that point on), but that was during the Monkey Ambush farm madness in AE last year so it really doesn't count.
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Quote:My first suggestion is that while an Inv tanker can be an unkillable brick wall shielding your team it really isn't at it's best killing large numbers of mobs quickly... which is more or less the purpose of farming. As Inv/SS you have one source of AOE damage (apart from your APP AOE attack if you took one) in Foot Stomp. Admittedly it's a good one, but it'll still take you considerably longer to kill a group with that character than with something AOE focused and with higher base damage.I'm dusting off my level 50 invul/ss tank so that I can run some S/L farms. I have a couple of questions that I hope I can get some help answering.
1) Can someone point me in the direction of the optimal build that I should have in order to run these farms? Not necessarily all of the enhancements I need because it's going to take some time to acquire the expensive stuff, but just the powers and the slotting.
2) Is there a particular AE mission that is best suited for the kind of tank that I am?
3) Anything else you think could be useful knowledge for me!
Thanks in advance for the help guys
For a farming character you're better off with a Scrapper or Brute; they do considerably more damage while having more than enough durability for the job. Because of that they'll clear maps quicker, and if you choose high damage AOE sets they'll do it MUCH quicker.
I once ran the same AE farm mission on my Inv/Stone tanker and on my BS/Shield scrapper... the scrapper was almost 4 times faster clearing the map. It wasn't any problem clearing it with the tanker, it just took MUCH longer thanks to it's lower damage and limited AOE. Both had no problems with +0 x8 setting but a spawn that would take the tanker over a minute to kill the scrapper took out in 10 seconds and was moving on to the next group.
Inv can excel at a lot of things, but farming really isn't one of them. -
Quote:A big endorsement on this. For KB protection either stop at -4 (1 KB IO) or take it all the way to -12 (3 KB IO's)... I don't think there's anything in the game with a KB MAG between 4 and 8 so two IO's is no more useful than one. Three IO's will cover 99% of all KB in the game.I'll agree with this. I went with 8 points on my fire tank and didn't notice any difference between this and the 4 points I had on my squishies. I upped it to 12 after a respec and the very few KB attacks that did affect him (RWZ Pylons, Jack in Irons, Nemesis Staff blasts) stopped doing so.
The way KB mag works is a bit different that most other mez in that it doesn't have any duration... in order for two attacks to stack KB on you they'd have to connect within a fraction of a second of each other. Yeah, it's possible but it won't happen very often.
My thumb rule is MAG 3-4 (set bonus or KB IO) protection is plenty for anything that isn't intending to gather large amounts of aggro. For a Tank or a Brute looking to fill that role I'd go with MAG 12. -
Well, first off this is a bit beyond the scope of this guide and more in line with my Soft Cap one but there's some things that jump out at me in a cursory look.
First, dump that Impervious Skin Status Resistance IO... it's a total waste because you already have all the status PROTECTION, which prevents a mez from occurring that you'll need in Unyielding. All status resistance does is slightly reduce the length of the mez effect. As an example of just how slightly we're talking you need 100% status resistance to cut a mez effect in half, for example from 8 seconds to 4 seconds. That proc provides 7.5% resistance, in other words completely worthless even to a blaster. You'd never notice the tenth of a second difference it made.
Also you've greatly over slotted for S/L defense; outside of a very few situations 45% (the soft cap) is as good as having 200%. At the same time your E/N defense is only 35%; focus some of those extraneous bonuses for that instead of excess S/L. The Kinetic Combat set is good (if VERY expensive) but with leaving your attacks 4 slotted you're considerably shortchanging yourself in accuracy, damage and recharge. Add a 5th slot for an Acc/Dam/Recharge IO to frankenslot.
I recommend getting RPD prior to Res Energies but it's not a huge deal. Your slotting of Resist Elements is again a waste of IO's... status resistance is useless to you as is knockback protection... anything that knocks you through Unyielding isn't going to be affected by another 4 points of protection. The only thing I can think of offhand that's capable of that are the bombs from the Rikti raids and their KB is unresistable. Cut your slotting to only the Steadfast 3% defense unique or use a set of 3 Aegis for a F/C defense bonus.
Why are you slotting Rage with 5 Gaussian's? The set bonus you want is the 6 slot one for the defense bonuses... either stick with 3 common recharge or, if you're using Gaussian, take it to 6 slots.
Do you realize that the Obliteration set is a MELEE defense set? Dump it for 3-4 Eradication and finish with Scirocco's Dervish.
Your APP slotting is rather unusual, and your power choices don't really make sense. The gems in the Pyre APP set are Fire Blast and Fire Ball; Melt Armor is the turkey and Ring of Fire is less useful than Char. I would 6 slot Thunderstrike into Fire Blast for another 3.75% E/N defense; your Fire Ball slotting is good.
As another thought you're going to have considerable endurance problems with this build... you have little end reduction in your heavy cost attacks and with only the Performance Shifter proc in Stamina your recovery is only half of what it should be. You WILL want to invest a couple of slots into Stamina; Invuln is moderately end heavy to start with since you'll be running SIX toggles plus dealing with the Rage crash and the Hasten crash. At a guess this build is good for 3 - 4 attack chains before it's dry on endurance and the crash of Rage or Hasten takes down your toggles.
All in all you've some considerable rethinking to do with your slotting and while your power order will work it isn't what I'd do... it's your character though. Some things, like your slotting of Kick I disagree with; I dislike expending slots on a power that isn't going to be used and Kick certainly should be in that category on a mature character. Use the slots elsewhere, particularly since the set bonus is highly extraneous. -
It's not unheard of for a PSU to take other things with it when it finally bites the dust either; I'd suggest replacing that sucker. I've had good luck with Antec PSU's and they've a new budget line that seems pretty solid without a lot of frills like modular cables.
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