Call Me Awesome

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  1. Quote:
    Originally Posted by MajorDecoy View Post
    You don't really need to play the market. If you've got going rogue, you can do 20 alignment missions and 2 morality missions. The first morality mission will get you 50 merits, the second one, a hero merit. With the hero merit, you can get an enhancement. A Luck of the Gambler: Defense/ Global Recharge is still selling well, you can get around 100 million for it. And with that you can get some decent franken-slotting.
    If he hasn't already done the first morality mission to reaffirm his hero alignment he'll need to do THREE; the LotG 7.5% recharge costs 2 hero merits, not one. While he can take the 50 reward merits and convert them to a hero merit this will cost him 20 million... since his problem is a lack of funds he needs to get 2 A-Merits the cheap way.

    Ultimo, the way tips work in case you didn't know already:
    • They drop from any enemy over level 20. Yes, you can kill a level 20 in Talos with your level 50 and you DO have a chance for a tip to drop.
    • Do 5 tip missions choosing "hero" alignment the first day, then do 5 the next day and you'll get your morality mission. Do that and you'll get 50 normal reward merits.
    • On the third day do another 5 tips, then 5 more on the 4th day and the morality mission, this time you'll get a hero merit.
    • Repeat this until you have two hero merits and go to the hero base in Atlas Park... it's by the lake on the shore closest to city hall.
    • Go to the vendor, it's a box next to the robot "Bolter" and buy a level 25 Luck of the Gambler 7.5% recharge recipe.
    • Take this recipe to Wentworths and check on the price it's going for as a recipe and what it sells for as a crafted IO... it'll cost maybe 4 million to craft including salvage, probably considerably less so check if it's worth it to sell crafted or not. If the recipe sells for around 120 million and crafted it sells for 150 million that makes your decision pretty easy. If the recipe sells for 130 and crafted it's 135 then it may not be worth crafting for sale.
    • When it sells collect your inf and then start shopping
    I'd be very surprised if you couldn't buy most of the recipes I recommended in my soft cap guide and craft them for what you just made... you'll be amazed at how much tougher your tanker will be. It's almost like having Unstoppable running as a toggle.
  2. Quote:
    Originally Posted by Ultimo_ View Post
    Well, the character has only about 300k influence in four years of play, so ultra-high end IOing is likely not going to happen.
    Inf is easy to come by at 50; just running typical missions on a team should get you at least 2 million per hour not including drops. An ITF is usually worth at least 3 million inf plus whatever drops.

    As Jetpack mentioned you could run Tips and collect 2 Alignment merits in 4 days, then cash them in for a level 25 Luck of the Gambler 7.5% recharge recipe. That should sell for between 100 million and 150 million all by itself... and you should be able to complete a decent IO build for an Invuln for that much.
  3. Quote:
    Originally Posted by Angelofvalor View Post
    Title pretty much saids it all I have hasten, and any tips for getting another attack? I know I will enjoy ill/rad later but I am finding casting blind and spectral wounds very boring.

    Thanks.
    Like many sets Ill/Rad gets better as you level up and better still with IO bonuses.

    Like Local said you'll want to use your debuffs and Deceive is a great power... it's effective the entire way to 50 to "recruit" assistance and take a problematic mob out of the fight. It's also no-aggro, so you can sit there and stack it on a boss without drawing attention.

    One trick that works well is to deceive a mezzer or Malta Sapper and watch him mez/drain his buddies. I usually use a chain in the low levels of PA, Deceive, debuffs on a boss or LT... typically the one I deceived , Blind/Spectral Wounds on another handy mob until everything but the debuff anchor's dead. Then it's Blind/SW/another attack or just wait and repeat until the boss is dead.

    In order to get perma-PA you need ~206% global recharge (including Hasten and AM) and PA slotted to ED cap recharge. Obviously this gets into pretty serious IO set bonuses and isn't cheap. Still, it doesn't have to cost billions either. At a rough guess 500 million - 800 million should get it done.

    Check out Local Man's guide for more specifics, he knows far more about Ill/Rad than I do; I've picked his brain quite a bit while building my Ill/Rad.
  4. Call Me Awesome

    Inv/SS i19 build

    Quote:
    Originally Posted by Obitus View Post
    It's a nice build. Like CMA, I'm a little dubious about the Gladiator's Armor proc, though -- not because it's too expensive; obviously, you can do what you like with your play money, and the goal is certainly achievable if you really like that one character so much.
    Oh I'm not questioning that it's an effective build, just that the cost/benefit ratio is pretty bad. If the OP really wants to invest that much into the character then yes, it will work. I just think that he can get about the same result for vastly less effort and influence

    Quote:
    But Tanker Invulnerability is in an odd place with respect to that proc. On the one hand, it's easy enough to soft-cap an Invuln Tanker for S/L/N/E, which represent the bulk of the attacks you'll see in the game. On the other hand, Invuln basically has no hope of soft-capping to psionics with or without the proc (yes, I've seen builds that can do it, but they sacrifice unduly elsewhere, IMO).

    The question is whether you gain enough in terms of unique build opportunities through use of the proc. In my view, the answer is no. Fire/Cold is flat-out not worth soft-capping unless you're just obsessive-compulsive about seeing pretty numbers on your display. Psionics would be worthwhile, but it's practically unachievable.

    If you're dead-set on the Gladiator's Armor proc, I'd recommend buying up LoTGs with A-Merits instead, because they give you roughly the same influence value per unit time, and they allow you to cash out a lot faster if you change your mind. That once-per-day limit on A-Merit spending is a real bizatch if you have more than a couple saved up, and especially if you decide you want to switch alignment in the middle. (You lose all banked A-Merits when you switch alignments.)
    Yes, I'd agree here. I've been stockpiling LotG 7.5% IO's for some time now... admittedly also slotting them on other characters. Each one only represents 4 days of work, typically about 40 minutes per day. You can also accumulate them with multiple characters, something you can't do for the PvP IO's since you can't trade or email A-Merits... you have to accumulate all of them on a single character.

    I think we mostly agree Obitus; the build the OP had is effective, but that 99.99% of that effectiveness can be had for VASTLY less effort.
  5. Quote:
    Originally Posted by Syntax42 View Post
    Going past 45% does not help, unless you aren't at the DDR cap and you get debuffed often. Perma Hasten and Active Defense help to ensure you aren't affected by defense debuffs.

    The great thing about SD tankers is how easy it is to reach their maximum defensive potential. A SD Scrapper has to devote almost all of their set bonuses just to soft cap, but a SD tanker can do it with one set bonus. That leaves the rest of their slots and powers for enhancing offense through recharge bonuses. If you choose to manage your endurance through set bonuses, you tend to miss out on recharge bonuses.
    Quite so, the extra defense was mainly incidental in my slotting, not really what I was going after.

    I've put in a few recharge bonuses, as I mentioned the 4 LotG 7.5% and a few others but I wasn't really after huge recharge. I'm hardly saying that "Thou Shalt Always Build Thy Shield Tanker This Way", just that it's a way I found effective. I may well end up revising things somewhat, in fact that's a given with issue 19, and that will probably end up giving me a bit more recharge.

    The bottom line with a Shield tank is you have lots of options since you don't need to devote as much effort to defense.
  6. Quote:
    Originally Posted by je_saist View Post
    Quote:
    Originally Posted by Schismatrix View Post
    Actually, yes. There are players who have done solo and duo Mothership raids.
    You also skip over a pretty important "fact" in those events. They were players with heavily tweaked and "time expensive" or "farm expensive" or "auction house expensive" IO builds.

    Players who have accomplished such events were not casual players with Single Origin builds, mixed SO/IO builds, or casual IO builds.

    The reality is, not everybody in the game has Perma Phantom Army. Not everybody in the game has perma-AM. Not everybody in the game has Perma-Hasten, Soft-capped defenses, high regeneration, and high recovery.
    Now really where did this come from? There are always top end players and builds, and there always will be. Just because person "x" can't do something doesn't mean person "y" also can't. The game mechanics work just the same for everyone. A casual player on straight SO enhancements deals with the precise same tohit and accuracy mechanics that an optimized extreme IO build character does.

    I guess the thread's drifting from incorrect assumptions on the part of the OP into irrelevancies of what high end players can do. A very few select players have managed to solo virtually everything in the game short of Hamidon. Heck, I've soloed a lot of content with some of my more powerful characters; I do have a perma-PA Ill/Rad as well as numerous soft capped high damage characters. I wouldn't try some of the things others have pulled off though, primarily because it isn't worth the time and effort to me... not because they're impossible. I'll also freely admit that there are players more skilled than I am, and I can respect that.

    Knowing that a very few dedicated players can pull off amazing things gives others something to shoot for and in my opinion is a good thing; but the rest of the players are still capable of managing nearly anything in the game if they play well and have a decent team; they don't even need to have an uber-fantastic build.

    Yes, dedicated players will have better characters than casual ones, that's the nature of every game out there. Even back when SO's were the best there was a dedicated player simply built and played his character better than a casual player did.
  7. Quote:
    Originally Posted by Ultimo_ View Post
    With Issue 17 coming up and the change to Fitness, I have been tinkering with my Tanker, the Canadian Shield, looking for ways to improve on his performance. Here's a build I've put together. Note that the slots in brawl and sprint represent slots reserved for Health and Stamina.

    What are your thoughts on this build? Any suggestions about slotting? That's the area I was having the greatest difficulty with. Any thoughts about IO sets?
    Well, for slotting you could do something like in my soft cap guide; while things have gone up in price since I wrote it most of the items are still relatively affordable. You can't do it for 20 million anymore, but with some patience you could probably do it for around 100.

    I'm still pondering the changes with i19 (I assume that's what you meant, not i17), one of the things that comes to mind is that it's going to open up my build rather dramatically.

    Looking over your basic slotting you certainly need to make some changes; at the least Dull Pain needs recharge, your attacks need accuracy and Fly only needs a single slot now to hit the speed cap. I'm really not a fan of Hand Clap; it's always struck me that the last thing I want is to send all the mobs bunched close around me flying to the 4 corners of the map.
  8. Call Me Awesome

    Inv/SS i19 build

    Quote:
    Originally Posted by Ideon View Post
    Here's my standard stereotype Superman build for i19. :3 This build uses the 60 month vet badge allowing me to take Fly on its own.

    Reserved slots for Health and Stamina have been placed into Sprint and Rest as always. Build makes use of a Gladiator's Armor which although expensive, is affordable if you're willing to put in the time to get it via Alignment Merits (yay).
    You do know that you'll need 35 A-merits for that Glad Armor? And that you can earn ONE every two days? 70 days is one helluva lot of work to fall under the category of "affordable". Even if you do the "convert merits + 20 million inf route you're only cutting that time in half and still spending 250 million in conversion costs. I do use A-merits for things like LotG 7.5% recharge and a few other very expensive normal IO's but those only cost 2 A-merits.

    I think you'll do better to swap some things around and accept a lower defense to the very rare F/C damage types. Slotting the full Mocking Beratement set in Taunt for example will gain you 2.5% S/L and 3.125% F/C defense along with another 7.5% recharge... and it's dirt cheap. You can pick up significant E/N defense with a full set of Thunderstrike... 3.75% worth of it.

    Personally I just can't see using the Glad Armor proc; it's way too expensive in terms of either influence or time for the amount of benefit it provides. I always look at that and think "I can fully slot out 5-10 level 50 characters with optimal IO builds for what that one IO costs". I seldom have more than 300 million - 500 million in a complete build.
  9. Quote:
    Originally Posted by Syntax42 View Post
    I would suggest looking at other Shield Defense builds. Possibly, copy one and and adapt it to your requirements. Figure out your goals for your build, first. Something every Shield Defense Tanker should have is 45% defense to Melee, Ranged, and AoE. This can be done very easily with only Weave and Combat Jumping taken for defensive pool powers. I explained how to do this in another Shield Defense Tanker thread.

    Here are some helpful suggestions for building a Shield Defense tanker, as well as builds in general:

    Slot Deflection for defense bonuses. Try hard to slot it for resistance as well, but it isn't the end of the world if you run out of slots first.
    Minor quibble here, you don't really need defense bonuses in your shields; a SD tanker is close enough to the soft cap on SO's that you can focus on other bonuses instead. I would most definitely save two slots for resistance; it provides a significant boost to S/L resistance.

    Quote:
    Mako's Bite is not a very good set to use unless you go all the way to the 6th slot for the melee defense.
    Agreed

    Quote:
    Gift of the Ancients is not a good set to use for Shield Defense.
    Um, I have to disagree with this, the GotA set gives you recovery and bonus endurance... two things I find HIGHLY useful in completely eliminating all endurance problems. A SD tanker's defense is high enough just slotting your shields to ED caps that you'll only need a few extra % in bonuses... they're easily and fairly cheaply gotten with your attacks.

    Quote:
    Turn on Hasten so you can see how close you are to perma-Hasten. You generally don't need more recharge than what it takes to get perma-Hasten.
    If that's your build goal then by all means. I didn't get Hasten in my i18 SD/Fire tanker's build but I'll be considering it for i19. I did toss 4 LotG +rchg IO's in, and I've a few other recharge bonuses amounting to a bit under 40%.

    Quote:
    True Grit needs to be slotted for healing. Resistance bonuses should be a secondary objective on it. Two regular healing (and resistance) IOs is fine. You don't need a set bonus in every power.

    Slot for Melee/Ranged/AoE defense, not Smashing/Lethal/Energy/etc... defenses. If you get to the end of your build and you only have a couple powers left that only accept sets that add typed defense, then its ok to use those if they will get you to the soft cap.

    Don't slot Boxing, unless you have slots left over or are looking for a bonus that only Boxing can hold.

    Gaussian's is a good set for Shield Defense, but only if you 6-slot it.

    Don't slot Phalanx Fighting with more than a Luck of the Gambler +recharge, or a Kismet +to-hit. Don't increase the nearby allies counter for it either. Defense enhancements don't increase the defense given when no allies are nearby and you need to be as self-sustaining as possible on a Tanker.

    Grant Cover is another power that should not be slotted for defense. It gives no benefit to you, other than some defense debuff resistance.
    Agreed, but if you have the slots Grant Cover increases it's debuff resistance by the amount of defense slotted into it, so it's useful to have if you have the slots. Take care of everything else first though.

    Quote:
    Conserve Power from Energy Mastery is not very useful. Between Stamina, Physical Perfection, and Miracle and Numina's uniques, you will have more endurance recovery than you need. Also, you over-slotted Stamina and Physical Perfection. I tend to not go for set bonuses in those powers because they gain very little benefit after reaching the ED cap for endurance modification.

    In general, slotting for recovery set bonuses won't get you any worthwhile endurance. Slot for reaching the defense soft cap first, then slot for recharge, then HP. Any other bonuses will have little impact on your character and should not be slotted just to obtain those other bonuses.
    I have a different approach here; on a shield character I use my shields for GotA slotting to handle all my endurance issues and use my attacks to pick up the minor additional defense needed... my SD/Fire tanker is around 46%-50% to all positions. I generally go with Pyre mastery for more damage & a ranged AOE attention-getter... therefore I solve my end issues without resorting to Physical Perfection.

    Just as an example of what the GotA set 4 slotted in all the shields will do, my BS/Shield scrapper has infinite endurance sustainability while running 9 toggles and attacking full bore. I do have the Miracle and Numina uniques but I don't have any epic pool. My SD/Fire tanker is lighter on end so I only have the Numina on him and I've yet to run my blue below 75%.

    Let's see, for defense bonuses on my SD/Fire tank I have one set of Touch of Death, one set of Mako and 3 sets of Multi Strike along with the Steadfast 3% unique... that puts me over the soft cap with Combat Jumping and Weave and leaves lots of room for other bonuses not directly related to survival.
  10. Call Me Awesome

    Question...

    Quote:
    Originally Posted by Nihilii View Post
    This man is smart, so very smart.

    Yeah you're right, I forgot about that - even though I did use that sort of strategy once myself. Duh.

    So Kat/Inv it is. Definitely.



    Last I checked a few issues ago (after the "taunt -75% range" change) his attacks still had enough range to hit at 80 feet after tanker Taunt... Weird.
    Remember AV's resist debuffs, and he's +4 so he'll resist them a lot. That's gonna make keeping out of his range pretty tough. I did try range tanking him once with CMA, he hit me with his Channelgun end drain, my blue bar went bye bye and I dropped to his feet with no end and no toggles. Needless to say it didn't take him long to introduce me to the dirty floor of his courtyard.
  11. Call Me Awesome

    007

    Quote:
    Originally Posted by _Malk_ View Post
    Skip them all, go with ninja run.
    While it's a great power and well worth the price of the MA pack I really think it's horribly out of character for a James Bond homage character. Bond's a highly cultured and sophisticated English gentleman, not a ninja.

    "Dry martini shaken, not stirred" doesn't go with ninja run.
  12. Call Me Awesome

    007

    Quote:
    Originally Posted by DreamsRazor View Post
    this is one of the reasons I would love to see a martial art themed secondary for blasters (sorry I know this is a corruptor forum)
    Bond wasn't real big on martial arts as a rule, he had all the toys instead and that little pea shooter Walther PPK. I seem to recall he spent a good bit of time getting his butt kicked when he'd get into a fight with one of the major baddies... Jaws comes to mind. Bond pounded on him for a while and Jaws just looked at him, then grabbed him and cold cocked him.

    Bond was definitely a brains character rather than a brawn one. Of course he WAS easily distracted by the girl
  13. Call Me Awesome

    First 50?

    Quote:
    Originally Posted by seebs View Post
    Yeah, got the defender to 37. Went running around with a DS/pain MM, we ended up at +0/x8 because there was no point in not getting extra XP. One ALMOST felt bad for the Rikti. Almost. Also got her enhancements fixed.

    Is fun, and there is something pleasant about watching spawns completely fail to do damage. And easy to get teams. So, when I feel like teaming, I think that's what I'll do.
    I'm always happy to see a good dark defender on a team; they really do bring a lot to the table. Dark's one of the two or three sets I most like to see on a team.
  14. Call Me Awesome

    First 50?

    Quote:
    Originally Posted by seebs View Post
    Of course, since I posted that, I started another toon, a BS/WP scrapper. First time I've gotten anywhere on a scrapper. Killed monkeys to get to Quick Recovery, been playing more normally since -- and it's a blast. At level 26 I was easily handling +0/x4 missions, which is better than I expected.

    I think I may narrow things down a bit. Currently leaning towards my dark/dark defender, since she's 36. Just need to drop some enhancements in her attacks and she'll be good to go. And people seem to like teaming with a dark/dark defender. Sometimes they even let me use powers other than my heal!
    A D3 well played is an asset on any team. As I'm sure you know it's hardly a damage powerhouse even under optimal conditions but it is phenomenal at neutering mob's tohit. Mine's designed as a primary debuffer and before taking Fluffy into account I can maintain something just over -100% tohit debuff on a single foe and a bit over 50% tohit debuff on a group. Add that to Fearsome Stare, Tentacles and Tar Patch keeping them in a nice tight group and you're almost as good as a Controller.

    I slot my D3 for tohit debuffs mainly, I only have damage in the ST blasts and Nightfall... Tentacles is slotted purely for debuff since it's damage stinks anyway. Fluffy is likewise slotted for debuff. My D3's pretty low damage output but I can make a huge difference on a team. Fortunately most PuG's nowadays are smart enough to know what a D3 brings to the table... and it 'ain't heals either. Debuffs, controls, some damage and defender level leadership buffs make a valuable teammate. Just look to someone else to do the killing.
  15. Call Me Awesome

    Question...

    Quote:
    Originally Posted by BrandX View Post
    Sorry.

    I of course meant some inspiration use, while the team took on the towers.

    I was able to do it with my IOed WP/ Tanker, while the team took on the towers.

    Was trying to think of a scrapper build that could that.
    Your best bet would probably be an Elec Armor with massive IO defense bonuses (and lots of insp use) or an Invuln scrapper with a lot of S/L/E/N defense and, possibly, Unstoppable. Shield might well manage with a lot of oranges/purples and big honkin' greens. You're still going to be hoping for a friendly RNG though; scrappers simply lack the hit points and resistances of tankers and damned few tankers can pull it off. You'll want to be as close to the 75% S/L/E/N resistance cap and the 45% (75% with the blue tower) defense soft cap as you can get and you're still going to take some nasty hits, just hopefully not 2 in a row.

    Three of the buffed LR's heavy attacks will drop a Granite tanker so be careful and expect to die if the RNG isn't your best friend that run.
  16. Call Me Awesome

    Question...

    Quote:
    Originally Posted by Nihilii View Post
    I can't even come up with a tanker build that can tank STF Lord Recluse without support.
    Well, I've done it many times with my Stone/Fire tank just using Granite/Rooted/Stone Skin and an occasional Earth's Embrace... usually I don't need to dip into my inspiration tray. Yes, he has dropped me twice in several dozen encounters (RNG hated me and he got me three times in a row before I could pop a green or EE). I have that tanker built primarily for recharge and runspeed instead of durability; any well built Granite tanker is such a huge overkill on the durability front already that it didn't make sense to me to go for still more. Instead I worked to fix the weaknesses.

    I've also done it a bunch with CMA, my Inv/Stone tank but I do need a particular insp. loadout... typically 5 big oranges, 10 medium purples (all I need to soft cap at 75% tohit he has while the blue tower's up is one medium so I save the big ones for other characters) and a couple of big greens for when he gets lucky. Lately though he's taken to using his end drain attack in melee which can make things sticky; it'll almost drain you dry in one hit. Melee character + no endurance + Lord Recluse = a new job as a pavement inspector.

    You could do it with a tough scrapper who had 75% defense to S/L/E/N or Melee/Range (while the blue tower's up, once the blue goes down you just need 45% like normal) and good resistances but you'd have much less margin for error than with a tanker. You're GOING to get hit by a bit over 10% of his attacks no matter what you do so you need resistance and healing in reserve. If he hits you twice with his heavier attacks before you get a chance to heal he WILL drop you.

    If you specify no inspirations then you're pretty well limited to a Granite tanker, or an Invuln with Unstoppable provided you can kill all towers AND LR in the 3 minute window. Of course you could also get the "ethereal shift" temp power to have the 30 second phase shift period where you can wait out the crash, pop a blue and retoggle. Hmm, I may see a use for Unstoppable on CMA again after all these years. I've gotten along without it since issue 13 but now that I think of it ethereal shift does make it more attractive. Wouldn't work for a MoSTF run... though I've gotten that badge about 8 times so far on 4 characters so it's no big deal for me.

    Let's see, my Mind/Kin 'troller has it twice, my Stone/Fire tanker has it 3 times at least, my Inv/Stone tanker has it twice and I think I got it on my Dark/Dark defender once. I tried a couple of times on my Ill/Rad controller but both times we had a teammate with a death wish.

    Bottom line, there are going to be a few scrapper builds that could do the job barring a string of bad luck but it's going to be much tighter than using a tanker. LR is, outside of Hamidon, the most dangerous single mob I've faced when he's buffed by his towers. The ITF is usually a breeze by comparison and I've tanked that several times with my BS/SD scrapper. True, not as well as I could with a real tank but enough to do the job.
  17. Call Me Awesome

    clock

    Quote:
    Originally Posted by Sqeak View Post
    iv been playing this game since launch, and there is one thing iv always wanted in the game but has never been put in. that is simply a clock of some form. i like to be able to glance at the time not have to minimize the game to see what time it is.

    so i was wondering if anyone knows anything about if the devs will ever put one in the game, i know its something small, and most will say their time is better put else where but i still would like to see one.
    You could always play in windowed mode, even with the game occupying the entire screen you'll still have the taskbar and the clock on it in the lower right corner.
  18. Call Me Awesome

    007

    For a travel power you could always buy rocket boots and take Fly... maybe it's stretching the James Bond concept a bit but Q always came up with the strangest toys so it could fit.

    I'd agree with a Trap/DP defender or corrupter, Bond usually wasn't a blaster type. Of the two I think a defender fits the concept a bit better, and it'll be a bit more survivable.

    "No Mr. Bond, I expect you to DIE!"
  19. There's another method of this.

    type /buycoh
    click yes on the dialogue
    close the web browser window
    log back in

    This is MUCH faster than even the new logout to character select; it takes about 10 seconds to accomplish. Fastest way I know to swap characters.
  20. Call Me Awesome

    First 50?

    By far the best advice any of us can give is whichever character you most enjoy playing; we could give you a dozen different combinations that we've liked but this is all about what YOU enjoy playing.

    When I first started playing I, like many players, created lots of widely different characters. My first, and my first to 22 was a Fire/EM blaster. About the time I got to 22 on that character I'd become highly frustrated at constantly faceplanting... that blaster wasn't forgiving of my inexperience at the time. I'd seen what tankers were capable of surviving at the time (this was issue 3, the Golden Age of Tankers) so I created an Invulnerability/Stone Melee tanker and named him after all the purse snatching victim's... they always SAID I was Awesome after all

    Well, the tanking playstyle clicked with me and as I got more experience I actually started getting good at it... and I wasn't faceplanting 5 times a mission anymore. That tanker, my namesake, became my first level 50 character 250 hours later right at the start of issue 4.

    After several years and a number of 50's under my belt I decided to revisit my original, long since deleted, fire/em blaster. This time around I knew what I was doing and enjoyed the character immensely.

    I guess what I'm getting at is that it took me several tries to find my first 50. Since that time I've found that many of the early characters that I found lacking originally became a lot of fun later on when I understood things better.

    Right now I have all blueside AT's at 50, most multiple times. The only exception is Keldians; I have a 50 Peacebringer but my Warshade's only in the mid-40's. Most of those characters I enjoyed playing the whole way although I do have some favorites.

    My BS/Shield is my favorite Scrapper and my usual go-to character when I'm feeling antisocial. My favorite Tankers are a tossup between CMA and my Shield/Fire. My favorite Controller is my perma-PA Ill/Rad and my favorite Blaster is my Fire/EM. For Defenders my Dark/Dark is the most effective; I bring him out when something calls for extreme tohit debuffing.

    Anyway, pick your favorite 2 or 3 characters and play them. Don't feel like playing character A tonight? Play character B instead. You'll get to 50 in good time and as you play you'll find yourself tending to one character over the others... guess what, you've figured out your favorite
  21. Call Me Awesome

    Fun?

    Fun is subjective but I find the most fun in teaming with friends and occasionally doing really silly things.

    Level 12 is just a couple of hours of play with a good team; even level 20 usually only takes an experienced player about 5 hours. I find that the lower levels tend to be a drag; for me a character starts getting fun sometime in the mid-20's and becomes more so as I level up.

    Honestly though it's the friends I've made in the game that keep me playing.
  22. Try as I may I can't come up with any use at all, even a highly situational one, for Shadowy Presence.

    It works like so:
    You're standing absolutely motionless.
    You activate the power.
    You wait out a several (5?) second interruptable activation time.
    You turn solid coal black and are invisible!
    Someone bumps into you and you're visible again!
    A power autofires and you're visible again!
    You as much as change facing and you're visible again!
    A mob wanders by and you're visible again!
    5 minutes passes and you're visible again! *note that I've NEVER seen this power last that long without getting interrupted.

    As has been said it's the single most useless power in the game as you can do literally NOTHING while it's up. Wandering patrols will bump into you and turn it off, you breath on your keyboard or move your mouse and you can turn it off. Even taking a character into a back room of my SG, disabling all autofire powers and moving away from the keyboard it still turns off after a minute or two at the most.
  23. Call Me Awesome

    Lucky with CoH ?

    I can't recall ever having a major issue although I have experienced quite a few bugs like invisible enemies back a few years ago (it happened if you entered a mission and hit a lag spike while loading, to the best of my knowledge that bug was eradicated long ago).

    I've also on rare occasions had a crash to desktop; it was always an isolated incident and didn't reoccur when I logged back in. I've had a couple of instances of component failure; the last was shortly before Ultra Mode launched and my 8800GTX decided to pack in. Good news in that I replaced it with a UM capable card, bad news in that I'd wanted to get another year out of the old one.

    All in all though I can't think of any real problems I've had with the game running. Bugs in plenty of course but that's inescapable. I have no doubt that CoH is incredibly poorly optimized in it's graphics; it requires more horsepower for less effect than any other game I've played... it's a great component stress test.
  24. Quote:
    Originally Posted by EpicFlame View Post
    As you can see from my join date I haven't been playing for long and while I appreciate the information your post came off as a bit harsh.

    How will the glad armor cost 3 billion if I get the recipe with a-merits? The most I've ever seen a rare go for is 1 million and there can't be that many of them to push it up that high.

    As for the rest thanks for the info.
    If I came off that way I apologize, it wasn't my intention. Addressing your question about A Merits you get them by doing 10 tip missions over 2 days time then doing an alignment mission to reinforce your alignment, either hero or villain. The first time you do this you get 50 reward merits (which are different than alignment or A Merits). Each subsequent time you do an alignment mission, which you can do every two days, you will get one A Merit. A Merits can be traded in for either specific recipes or random rolls for 5 rare recipes. Most of the expensive recipes cost two A Merits... things like Luck of the Gambler 7.5% recharge, Miracle Recovery and the like. That Gladiator's Armor proc is a PvP IO and it costs 35 A Merits; it would take you 60 days of work to buy it that way.

    The Gladiator's Armor 3% defense proc is so very rare that it almost never appears on the market and in fact usually sells person to person for more than the maximum influence that one character can hold. It's by far the most valuable IO in the game; there's only two others that occasionally sell off market for over the influence cap while the Glad Armor proc almost always does.

    Rare recipes on the market can go for 1 inf for the worthless ones (Calibrated Accuracy snipe and a few others) to 200 million for the valuable ones like the aforementioned Luck of the Gambler 7.5% recharge and the Miracle Recovery unique. Purples are the very rare sets and they can go as high as 500 million per recipe although some are much cheaper.

    Quote:
    While what you say is true considering how unreasonably expensive some IO's are using A-merits is really the only way to get them. Even if I had the money I wouldn't flush it on the market in that way.

    For what it's worth I would dump it if I could come up with a way to softcap without it.

    Which brings to me to may latest build:
    It's actually fairly easy to soft cap an Invuln without spending a fortune; my guide in my signature tells you the ingredients. I'd guess that you could soft cap with the IO's I suggest in my guide for around 100 million or less; the only really expensive item is the Steadfast 3% defense and you can get that with AE tickets rolling bronze recipes in the 15-20 range. Yeah, there's lots of junk there but there's several winners as well and the rolls only cost 60 tickets.

    Looking at your latest build it's better, but you're still slotting several powers sub-optimally. One thing is that you want to 4 slot Reactive Armor in TI, Unyielding, Tough, RPD and one of the passives (By the rule of 5 you can only get a given bonus 5 times). Slot the Resistance, Resistance/Endurance, Resistance/Recharge and Resistance/Endurance/Recharge IO's from the set.

    The Serendipity IO's you've slotted aren't giving you worthwhile bonuses; I'd suggest the Gift of the Ancients instead, it helps immensely in solving your endurance problems.

    The Multi Strike set is cheap and it's great for some things but it doesn't have much recharge and it's bonuses aren't really ones you particularly need as an Invuln tanker. The Eradication set will work better... I know it's more expensive but it provides an endurance bonus and 3.125% E/N defense for slotting 3... just skip the quad (acc/dam/end/rech) as it's the most expensive. I'd suggest finishing out with something else, perhaps the Scirocco's Dervish for the regen bonus. Remember that you don't want to cheat your power's attributes when chasing bonuses so make sure you get 90%+ damage, at least 40% accuracy and endred along with good recharge. When I'm doing that I'll figure "I want set x and set y in this power, which IO's from these two sets give me the best enhancement?"

    An Invuln tanker built to the guidelines in my soft cap guide won't need Maneuvers to soft cap S/L/E/N defense. F/C is a rare enough damage type that I don't worry about it; almost everywhere you encounter it it's also not very hard hitting.

    Again if I was too critical in my first post I apologize; looking it over again I can see how you might have taken it that way. That wasn't my intent.
  25. Quote:
    Originally Posted by EpicFlame View Post
    For all the non-yellow stuff I was going to use a-merits to get the recipe and craft the IO's myself.

    As you can see from the build there are a total of seven purple IO's.

    As for dull-pain. I'm have no idea what would be a good recharge. If it needs to be below 2 minutes then that will mean completely redoing the entire build.
    Um, just what are you going for here? On one hand it looks like you're going for cheap frankenslotting then you put in a 3 BILLION inf IO like the Glad Armor.

    You're well short of the S/L resistance cap due to some... questionable slotting of your armors. Your slotting is all over the place and frankly doesn't make sense in a lot of places.

    Looking at things from the top:
    • Temporary Invuln really should be the first choice and should be slotted to ED cap resist, I recommend slotting all 4 resistance IO's in the Reactive Armor set.
    • Resist Phys. Damage can delay until later and depending on need for a mule can stay with 1 slot or go with 4 Reactive Armor.
    • Your single target attacks should get 4 Smashing Haymaker and fill out with other IO's, I usually use Pounding Slugfest Acc/Dam and Dam/End. Either that or go with a cheap frankenslot.
    • Dull Pain really needs to be slotted to ED cap recharge and heal... 5 Doctored Wounds will do that nicely.
    • Resist Elements is the single most skippable power in the entire set, put it off until later if you want it. Use it as a set mule for 4 Reactive Armor or leave it at the base slot.
    • Unyielding needs 4 slots for Reactive Armor.
    • Resist Energies is more valuable than Res Elements but the same comments apply.
    • I would get Combustion earlier. I'd also get some recharge in it... I like to frankenslot Cleaving Blow and Eradication.
    • Invincibility at level 47+ is best with 3 Cytoskeleton HO's; prior to that you could slot 4 Gift of the Ancients for more endurance or frankenslot.
    • You're slotting Boxing? I'd use those slots elsewhere to better effect. Scorch, Fire Sword and Combustion could put them to better use.
    • Tough I'd use 4 Reactive Armor in.
    • Weave I'd put 4 Gift of the Ancients for more endurance.
    • Tough Hide I'd either put 3 common defense IO's in or slot 4 Gift of the Ancients.
    • Fire Sword Circle could, like Combustion, use more recharge. See my slotting suggestions earlier.
    • Level 30 seems a long time to delay a travel power but that's up to you.
    • Incinerate and GFS I'd slot like the other single target attacks.
    • Maneuvers I'm not really a huge fan of but if you're taking it I'd either leave it at a base slot or slot 4 Gift of the Ancients.
    • Fire Ball I'd 6 slot with Positron's Blast and a recharge... I'd do this by either removing Maneuvers or delaying it until 49.
    So yeah, I'd say you need to start over from scratch on your build and forget about that Glad Armor proc; it's pure unobtanium. For the cost of that one IO I could completely slot out at least TEN invuln tankers.

    <edit>
    Actually you have zero purples on the build I'm looking at from your first post. In general purples aren't an ideal choice for an Invuln because their bonuses don't really do what you need done.