Call Me Awesome

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  1. Newegg is the best computer parts dealer I know of. For some ideas check out Father Xmas' build guides; he has one for around $700 and one for around $1,200.

    Ah, just noticed that you've already bought the parts (reading comprehension, I apparently lack it).

    Here's a decent guide with pictures on the basic "tab A into slot B" stuff for putting together a machine.

    Modern PC's are pretty simple to put together, there's only a few "gotchas". Forgetting thermal paste when you mount the CPU heat sink is a bad thing that can melt your CPU. On the other hand it's extremely easy to apply, just get a thin coating on the heat spreader (silver top) of the CPU. Make sure when you mount the motherboard in the case that the standoffs (the posts you screw the motherboard onto) match up with the holes in the board so you don't short anything out.

    Make sure you don't have a static charge; one of the cheapie anti static wristbands are good here. Alternately you can rest a bare foot against a metal chair leg or the computer case

    Other than those potential problems it's hard to screw up too badly as long as you don't do something stupid like force a RAM stick into the slot backwards (I had a friend who did just that... it was sticking up on one side because it didn't match up and the idiot powered the machine up anyway. Can you say zap?)
  2. Call Me Awesome

    Spines/Regen

    Quote:
    Originally Posted by Storm-Daughter View Post
    Is the Fitness power pool really necessary on a regen? I'm really not good with numbers and stats, but I'm trying to learn. And if it is necessary, would it be better to get it at the earliest level it is available, or is it better to wait longer?
    Necessary? No, you can do without it since Regen has Quick Recovery. Still, Spines is a pretty high end set... I found Stamina nice to have once I reached 30 with my Spine/Regen. That was in the SO days though pre-invention... with IO attack slotting giving you basically free endred in your attacks it becomes much less necessary.

    What I'd do leveling up a new Spine/Regen would be to skip Stamina for now and evaluate your end use when you get into the 30's... if you're having problems by then you can always respec and pick up Fitness. Yes Health is useful for a regen but it isn't essential.
  3. It's good depending on the mobs; it'll plow through most mobs with ease but there's several out there that will hand a regen it's butt.

    A 50 Fire/Shield, Elec/Shield or BS/Shield scrapper will be better, but you already have the Spine/Regen at 50 and it's far from useless at mowing down most mobs. Things like Malta, Nemesis, Carnies and the like will be harder but most mobs are easy.

    I've a BS/Regen, Spine/Regen and BS/Shield all at 50 and all are quite capable. Regen's a bit squishy at times but it's still a capable scrapper and Spine is really good at AOE. For your Spine/Regen there's two choices in your build decision... go for defense or go for recharge. Either approach is viable. Heck, you'll be fine with a semi-decent SO build for basic farming; after all farming isn't particularly demanding since the idea is killing mass numbers of easy mobs.

    I don't really have a build for Spine/Regen I'm happy with; mine hit 50 quite a while ago and isn't played all that much; I think it's mostly SO's and HO's right now. Some general ideas:
    From Spines I'd get everything but Barb Swipe and Confront.

    From Regen you've a little slack... one thing you'll find is that the old dog of the set, Moment of Glory, is now quite useful as it gives you massive defense and capped resist for 15 seconds... with no crash or HP loss. It's a defensive build up now and just the thing for soaking a problematic alpha strike.

    I like the additional AOE potential of getting either Energy Torrent or Fire Ball in the APP; I haven't respec'd my Spine/Regen since the Fire APP came available so I have Energy Torrent on my build. I'd go with Char/Fire Blast/Fireball for the APP powers.

    On your slotting, if you go for a recharge build the Crushing Impact set is nice for single target attacks, Doctored Wounds is always nice for Recon, Dull Pain and Instant Healing for cheap 5% recharge bonuses. Impale can take the Decimation set for recharge but it ain't cheap. You'll also obviously want Hasten.
  4. Local, there's also the pairing of Elec/Rad with an aoe /Rad corrupter. We pretty well cleaned up Praetoria with your Elec/Rad 'troller and my Ice/Rad corrupter along with Thorny's Electric dominator.

    A couple of seconds to drain the spawn's end dry then drop the rain and debuffs.
  5. Quote:
    Originally Posted by EvilGeko View Post
    Loses too much damage and survivability. Rad controllers are awesome but controls and debuffs have to be applied first.
    Quote:
    Originally Posted by Deacon_NA View Post
    Just curious, have you any hands-on experience with fire/rad teams? Stacking all of AM + Assault + Enervating Field enhances Fire Controls impressive damage massively. Survivability is more than sufficient given -dmg from EF and heals.

    This is not advice for OP, I'm in the "run what sounds good to you" camp. It's just to counter that Fire/Rad trollers will have more than enough damage and survivability and will take down mobs much faster than 2 scrappers + troller.
    I'd guess that Geko hasn't experienced just what a team of mature Fire/Rad controllers can do; the stacking of AM/Assault/EF along with Flashfire/Fire Cages/Hot Feet/Choking Cloud/monkeys can do truly astonishing things.

    Fire/Shield scrappers are incredibly effective characters no question and they do start at a higher level than a controller does. They don't stack as well however... each additional one only brings his own abilities to the party. Each Fire/Rad not only brings his abilities but also brings buffs/debuffs to increase the abilities of all of his teammates.

    I've played on Fire/Rad teams and I've played on Shield scrapper superteams and a group of Fire/Rad 'trollers will kill faster than a group of Shield scrappers. Solo it's a different story as the Fire/Shield scrapper will outpace a solo Fire/Rad controller. It's as you add more Fire/Rad controllers to the mix that they really take off.

    At the bottom though as long as your team has damage output and some means for surviving a spawn's return fire any combination of characters is viable.
  6. Quote:
    Originally Posted by BunnyAnomaly View Post
    The tick speed is further irrelevant when you should be taunting/attacking with range on the way in, preferably mid jump and use the momentum to land you in amongst the crowd, so that they are taunted before you even arrive.

    ...

    Absolutely and completely disagree with this.

    All taunting and attacking from range before you jump into melee will do is spread out the mob, slow down your speed of acquiring aggro and cause the alpha strike to be directed towards your team.

    It's MUCH faster to lock down a spawn by jumping into the middle (if it's tightly bunched) or by making a fast circuit around the group and ending up behind them. This tends to bunch them up for aggro and team AOE's and it ensures that any AOE's that the mobs throw are directed AWAY from the team.

    Taunting first then running into melee is an absolutely terrible way to gather aggro and endangers the team. A tanker with a good aura can have a spawn's aggro locked down and pointed away from the team in about 2 seconds; taunting first and then attacking from range before you run in will take FAR longer and will only grab aggro of a few of the mobs.
  7. Quote:
    Originally Posted by RemusShepherd View Post
    With all the talk about Shield in this thread, I'm surprised no one has mentioned Ice at all. Ice has all the defense Shield does, plus a 'reset combat' power in Hibernate. Ice trades away Shield's damage boosts for crowd control -- which helps survivability even more. An angry mob that attacks slower and with no endurance is a less dangerous mob.

    I also don't like Shield because of its click toggle protection. That can lead to situations where a hold slips in, leading you to defeat where any other set would have survived easily.

    But when it comes down to it, both Ice and Shield are tricky sets to play well. Invuln and Willpower (and Stone, after level 32) are easy powersets for someone new to tanks to play.
    Well, I haven't mentioned Ice simply because I haven't played one to significant level.

    I do know that a couple friends of mine have leveled Ice tanks and found them to be somewhat squishy compared to Shield and certainly compared to Invuln however since I don't know exact builds and I have no personal experience with the set I didn't comment.

    I do know that my Shield/Fire tanker at 45 is tougher than my buddie's 50 Ice tanker... I've teamed with him enough to know what his tank can take and what my Shield/Fire can take.

    One thing Ice absolutely excels at is aggro control though; Chilling Embrace is incredibly effective at getting aggro instantly with it's 0.5 second tic rate and it holds it very well.

    I agree that Shield's clickie mez protection doesn't thrill me; but the upside is that with some recharge you can double stack it increasing your debuff resistance by a substantial amount. The click nature of it is a problem before level 22 but once you get 2+ SO recharge into it it'll be perma.
  8. There's lots of possibilities, from the standard Fire/Rad controllers (awesome stacking buff/debuff and a TON of damage as they mature) to a group of Shield scrappers (soft capped defenses at 28 with Grant Cover and nice damage output)

    I've leveled several combinations of 3-4 players over the years with SG buddies and we've found a lot of effective choices. Actually we haven't found anything yet that wasn't at least somewhat effective.

    Let's see, various superteams we've played...
    Fire/Rad controllers - one is nice, two is more than twice as good, three is even better. They multiply each other's effectiveness as you add more to the team.

    Rad/Sonic defenders - they work nicely together, the only drawback is a lack of control keeping mobs from rushing into your face. On the other hand with all the debuffs they won't accomplish much.

    BS/Shield and Dark/Shield scrappers - we had two of each and they made a quite effective team. Very tough, lots of damage output. Slower than Fire/Rad controllers but tougher and safer.

    Fire/Dark corrupters - one of our current projects and amazingly powerful once they reach the mid-20's. Alternating tar patch and everyone tossing out rain of fire and fireball tends to melt everything but bosses. Open up with Fearsome Stare and mobs don't fire back much and are under enough -tohit that they can't hit if they do.

    We tried a new combination in Praetoria, two electric/rad controllers and an ice/rad corrupter. Amazing even in low levels, the two electric's patch would literally drain a spawn dry of end in seconds for the ice/rad to drop ice storm and frost breath on. As you probably have discovered the Praetorian mobs are a bit... overpowered for a beginner zone. That combination made them a cakewalk.

    I wouldn't suggest a melee team for Praetoria though; our team of scrappers (2 KM/WP and 1 Fire/Shield) had a really tough time of it... and all of us are quite competent players. Praetoria is just really unfriendly for most melee characters; we wiped more times in the first 10 levels with that team than we usually do in the first 30 levels in Paragon/RI.

    You could also go with a more traditional team with an aggro monkey (tank or scrapper usually) and plenty of damage & support to back him up.

    It's actually fairly hard to come up with a 4 man team that would be bad although something like 4 Earth/* or Ice/* controllers would have a tough time with damage output. Nothing would hurt them but unfortunately the reverse would also be true.
  9. I'm going to say it's an interesting idea, but the problem with mobs scaling makes it impractical.

    Now something like Sister Psyche that's all Freakshow could work since they exist as level 50 mobs but Synapse? Clockwork stop at level 20 unless you'd substitute the Psychic Clocks in the upper 40's arcs.

    So interesting, but without revamping all the villain groups to span all levels it'd lead to several TF's being cakewalks thanks to weak enemies.
  10. There's benefit in 4 cores over a 2 core CPU in that Windows and whatever other programs you may run (Ventrilo, Herostats, web browser etc) can use two cores while COH uses the other two.

    I really doubt you'd get any use out of 6 cores unless you were trying to run some processor hungry aps at the same time; you aren't trying to encode video, apply Photoshop filters or the like while playing I assume?

    Short answer is to go with the higher clocked quad core over a hex core CPU. It'll actually save you money and it's faster for what you want.
  11. Quote:
    Originally Posted by RiggsMcClane View Post
    Well, I got lucky and happened across IOs for the majority of the build. I immediately went out in search of a mob. Even being lvl 35 I still took out eight lvl 38 crey crisis units and only lost a quarter of my health bar. If that. Wow! However I wasn't able to take on a lvl 40 paragon protector. I did get in a few good hits though. Hehe. With the main three toggles on and using the majority of my SS powers I did however plow through my end. Nothing some blues won't take care of.

    So how should I go about slotting powers like invincibility, tough hide, handclap, rage and hurl? I'll look around and see what I can find anyway.

    I may actually have fun with my first tank build now. lol Thanks for the help guys.
    Invincibility should be slotted for defense first, then end reduction and tohit buff. At 35 I'd probably go with a set of Gift of the Ancients. The best slotting you can't use yet; it's 3 Cytoskeleton Hamidon enhancements. You need to be 47+ for that but it maxes out defense, tohit AND endred all in 3 slots.

    Tough Hide is fine with 3 defense in it; for a late game build it's a nice place to 4 slot Gift of the Ancients for bonus endurance and recovery.

    Handclap is actually fairly universally regarded as THE dog of the SS set, it's counterproductive to get all the mobs clustered nice and tight around you and then send them flying to the four corners of the map. I do not recommend this power.

    Rage needs primarily recharge with a bit of tohit buff... not having played SS I don't have the optimal slotting offhand but I'd probably use something like I have on my Scrappers for Build Up... Adjusted Targeting recharge, tohit/recharge and a common recharge. There's better options if you want to devote more slots but that'll get you bonus damage, some tohit and ED capped recharge.

    Hurl is another power I generally would find questionable due to it's somewhat lengthy animation. If you're taking it good slotting is the Thunderstrike set for a nice chunk of E/N defense.
  12. Call Me Awesome

    RTTC - Change?

    Quote:
    Originally Posted by Sailboat View Post
    Fiery Aura Tankers get knocked back, which can be counterproductive to people's ideas of fun. Invulnerability Tankers have trouble with Psi (and sometimes even other exotic damage types), which can be counterproductive to people's ideas of fun. Dark Tankers can have stunned foes wander off, which can be counterproductive to people's ideas of fun. And so on.

    I'm trying to understand why Willpower should get special treatment.
    Maybe because a tanker's primary purpose is to gain and hold aggro and it's an order of magnitude worse at it than any other tanker set? As things stand I have no interest in playing a WP tank and I certainly won't trust one to hold aggro on a team.

    I firmly believe that if a tanker can't hold aggro that it's worthless. All the durability in the world is pointless if you can't hold aggro and in the vast majority of player's hands a WP tanker can't hold aggro. I've only played with 1 WP tanker who could do an adequate job of aggro control, and even he had considerable difficulty.

    When I'm playing a tanker if there's loose aggro I feel that it's my fault, baring something stupid like one teammate running into a different mob than the one we're currently working on. A good aura means that my other tools are available to handle anything that gets loose; I can count on my aura keeping the interest of the mobs nearby. Yes, I'm sure I could play a WP and do a "decent" job. I don't look for "decent" when I'm tanking though; I work for total aggro control.

    Yeah, I'm a perfectionist, if there's anything I could have done to prevent a faceplant I take it as a failure on my part. It's for this reason that I have no interest in WP as it currently exists, it gives me no advantages in durability over my Stone, Invuln or Shield tankers and it can't do the job of aggro control anywhere NEAR as well. Let's face it, if you aren't holding the aggro what's the point in durability?
  13. Quote:
    Originally Posted by Sharker_Quint View Post
    first off, update vista to service pack 2.
    This is a good idea, although I somehow doubt it's the culprit but it never hurts.

    Quote:
    second, update your video drivers by going to the maufacturers website and downloading the newest driver for you video card. also, try updating your sound drivers.
    He has relatively current video drivers (June 2010) and since it's a laptop chances are good that Nvidia won't have newer ones for him. They tend to force you to go to the laptop manufacturer for new drivers, and manufacturers are notorious for being very slow with driver updates.

    Quote:
    third, clean out some of the stuff on your hard drive. if it is music and videos, burn them to a disc or put them on a flash drive.

    then do a disc clean up and defrag.
    This is good general advise but since he does have over 10% free on both drives it's not likely to be the issue. He's installed the game on his C drive and it's at 25% free space. A defrag on the other hand is always in order, particularly on a relatively full drive.

    Wow, looking at the drive list that's a bunch of CD drives; I assume the laptop is plugged into a bunch of USB drives. I've seen interesting things happen with a laptop that's plugged into a bunch of external drives. Give it a try after unplugging all the external drives and reducing your game settings (safe mode)

    Quote:
    also, you may not be able to run ultra mode with your laptop. do as Panthera suggests and start in safe mode and turn up the settings slowly from there.
    Almost certainly this is the root of his problem; my desktop would have some difficulty running at those settings and I've a heck of a lot more graphics card. He'll easily be able to run at a decent non-ultra mode level but his current settings are WAY too high for his hardware.

    I'd start the game in safe mode with the checkbox on the updater and make a character then load into the game. Yes, it's going to be ugly on minimal settings. Once you're in the game you can turn up the various video settings until you find a happy medium between performance and quality.

    As a tip once you're in the game type in the chatbar /showfps 1

    That will put up your current frames per second in the upper right hand side of your screen; that gives you a reference as you play with your settings. I personally am bothered by framerates lower than 30 and prefer to be in the 50 range, other players seem happy as long as they're above 10.

    I'd first raise your resolution to equal your desktop and then slowly raise the settings until you've reached your desired eye candy/performance ratio. Shadows, FSAA, Water and World Detail are all performance hogs and I recommend turning depth of field and bloom OFF. Both DoF and Bloom in my opinion are really ugly in addition to being performance robbers.
  14. Quote:
    Originally Posted by SlewofScorpions View Post
    Thank you everyone very much for all of the responses. Very interesting stuff and a lot to consider. In response to the one comment. I have been away from the game for 4-5 years. Played some near the start of the game and then took a break for quite awhile. I am on a new account and just pretty much started over. Thank you for the welcome though!

    I went ahead and went with a Dark melee/ Invuln tank. The only thing that bugs me is no psy resistance. Is there any secondary set or any way to add psy resistance at all?? I also might try a willpower tank in the future as I originally had a kinetic melee/ willpower tank and liked the willpower . The kinetic definitely did not work well though with it. So now I am on the Dark Melee/ Invuln!
    Truthfully the situations where Psi resistance might be useful are really rare in the game; I haven't ever run across anything that my Inv/Stone Melee tanker can't handle. For the very few missions, and I can only think of maybe 7-8 in the whole blueside game offhand all in the 40's, where psi predominates you can rely on your team, your inspiration tray and Dull Pain.

    A high level Invuln tanker built to the defense soft cap will also possess over 20% defense to ranged/aoe attacks as a byproduct and that applies to all but a tiny portion of psi attacks.

    With an Invuln/Dark tanker you'll also have siphon life as an attack with a decent heal attached so you'll have even fewer issues.
  15. Call Me Awesome

    Best team AT

    Quote:
    Originally Posted by Duncan_Frost View Post
    I recommend a Stalker, they add a huge amount to the team, and they can serve many useful purposes such as scouting ahead on the map (this is extremely important!) and attacking the boss while the rest of the team are still fighting. If you die, you can rely on your teammates to catch up to you and give you a wakie, and they'll be sure to thank you for all your help in getting the HP of the boss down - those critters are tough!
    Quote:
    Originally Posted by doomrider View Post
    So straying from the group, faceplanting and relying on your team to come pick your *** up because you decided to "scout ahead" is beneficial for your team? Unless you plan on taking team tp, scouting ahead does very little for the team as does straying and eating dirt shortly their after. Besides, stealthing is not exclusive to Stalkers just because their first tier power is an inherent +stealth toggle. As much as the Stalker AT is geared towards a more burst damage specialist approach, don't sell the AT short, you'll do far more for the group by sticking around and scrapping after you've AS'd that boss.

    Infact its those very tactics of scouting (and I'm assuming the ole "AS Boss, placate, AS repeat") that gives stalkers that undeserved reputation that they can be dead weight on teams.

    To the OP, any defender, corruptor or controller combo will bring plenty of support to the team and there are plently of combos that do this whilst still being able to solo and take out spawns on their own.
    I would assume that the stalker comment is tongue in cheek because deservedly or not stalkers are generally thought to be dead weight on most teams.

    A stalker CAN be an asset if well played but the "scout the map, attack a boss away from the team" playstyle is counterproductive in the extreme.
  16. Take a look at my first 20 levels guide for a template to build your tanker to. Once you're ready for a more advanced build you can look at the soft cap guide.

    In general if you follow the beginning guide and pick up Tough Hide at around 26 you'll be on the right track. I suggest getting RPD sometime in the 20's and the fighting pool for Tough/Weave helps a bunch... typically I get Tough at 30 and Weave at 32.

    Your most skippable powers in Invuln are Resist Elements, Unstoppable and Resist Energies. On SO enhancements you may find use for Unstoppable but once you approach the defense soft cap (see my soft cap guide) you won't need it. I would get Resist Energies but it can wait until late; Resist Elements is, in my opinion, quite skippable.

    If you have any further questions we'll be happy to help.
  17. Quote:
    Originally Posted by PerfectStorm View Post
    Yeah - lapping my heatsink is not something I'm able to do. I do have a good heatsink, I think. I've never had an issue with a Zalman product.
    I've used that unit in a couple of builds including my current personal machine. It works well, it's quiet and keeps things cool. The only drawback is that it's rather large, and sometimes that's an issue in smaller cases.


    Quote:
    Originally Posted by Starcloud View Post
    I vote for eVga. They build durable, highly capable cards, and have a very good reputation. They're also easy to deal with.
    I've had several eVGA cards over the years and they've been good performers. The only one to die actually had a good excuse; a nearby lightning strike coupled with a partially blocked fan. Unfortunately it was going on 3 years old and long out of warranty; it had moved down to my 15 year old cousin's machine a year earlier.
  18. Quote:
    Originally Posted by streetlight View Post
    If more people knew about it, it would stop a lot of confusion. I thought Taunt stacked up until a few weeks ago and at one time believed Magnitude mattered in the calc. I wondered how aggro could ever be lost. Then someone posted the calc and cleared up stacking for me, which was nice.

    I do wish we had more info on how debuffs factor in, though.



    That only matters for the first 0-2.0 seconds before any taunt aura ticks. Fire could tick immediately upon contact or just a hair less than 2 seconds later, depending on when the toggle was activated.

    Taunt the back of a spawn, move to the front of a spawn (or vice versa) and you'll have it taunted within 0-2.0 seconds. You'll also get the "first available target" moment regardless of primary (or AT, for that matter), which isn't technically Taunt, but works just as well for that first round of attacks, each of which will have an animation between 0.75 and 4 seconds. After that, Taunt should be working into the equation.
    As I said, CE tics every 0.5 seconds so it will grab aggro faster. That's indisputable, it applies it's effects twice per second while Invuln applies it's effects only once per second. Because of this Ice will grab aggro faster than Invuln, and Invuln will grab aggro faster than Fire, Stone and possibly others that have an aura that tics once every two seconds.

    I don't in any case mean that there's anything at all wrong with Invuln's aggro generation... it works fine and holds aggro very well. Ice IS better at it though; I've played opposite Ice tankers enough to know that. The Ice will grab aggro instantly and I can't get it away from him even by taunting and attacking.

    One thing to consider here is that in order to steal aggro you must generate TWICE the aggro (via taunt, attacks and so forth) of the character who currently possesses that aggro. The Ice tanker's aura pulses twice as fast, therefore he will tend to gain aggro first, and his Icicles will lock that aggro down with damage.

    It's fair that Ice has superior aggro ability; Ice lacks the level of durability of Invuln. No one set has all the best toys after all... Stone has unrivaled durability, Ice has the aggro management and Invuln is probably the best all around. Just shy of Stone's durability and just shy of Ice's aggro ability. That sounds like a nice place to me
  19. Call Me Awesome

    Question!

    Corrupter or Blaster... well, out of the box the Blaster wins. However depending on the secondary a Corrupter may catch up and surpass the Blaster in damage output.

    Here's a little experiment team my SG rolled up: 4 Fire/Dark Corrupters. From the mid-teens this team was showing promise, now in the upper 20's it devastates everything it's come across. It goes like this...
    1. Open up with Fearsome Stare to cower the mobs and hit them with a huge tohit debuff. (15% for each Stare, all 4 gives a -60% tohit debuff. Unslotted!)
    2. Two people drop Tar Patch underneath the feared group. This slows the group to prevent them from running and hits them with a -60% resistance debuff... effectively adding 60% to your damage output.
    3. Everyone drops Rain of Fire on the group followed by Fireball. Any bosses that live get hit by Blaze.
    4. Move on to the next group and repeat the process. By alternating Tar Patch you'll always have two up for each group. Slotted for 3 recharge it's up every 45 seconds.
    This is quick, clean and very safe. If you have something dangerous you toss Darkest Night on it and it's harmless. Very little up to +3 survives 2 Tar Patch + 4 Rain of Fire + 4 Fireball... for those survivors you have Blaze & Fire Blast.
  20. Quote:
    Originally Posted by streetlight View Post
    The extra taunt duration on Invuln helps quite a bit (+25%). To my knowledge, Taunt doesn't stack. A target is either taunted or not taunted, with the highest effective duration used in the threat calc.
    Ice's Chilling Embrace tics every 0.5 seconds, twice as fast as Invuln so it grabs aggro faster.

    I've played opposite lots of tankers; the only ones I've NEVER gotten aggro away from even by trying full tilt are Ice. CE really IS that good; it instantly grabs aggro and holds it with a pair of vice grips. Invuln and Shield are fantastic at aggro but let's be honest here; Ice really does beat everything else in aggro control.

    For the record I don't have any Ice tanks of my own but I freely acknowledge that it's better at aggro.
  21. Another vote for Arctic Silver paste here; I've been using it for 10 years and have been very satisfied. One tube of it should last you a loooong time; I've put together probably 10 machines and still have about half of it left.

    From the articles I've seen though the difference between top quality thermal paste and the cheap stuff doesn't amount to much. On the other hand we're talking the difference between $5 paste and $10 paste so it isn't a big deal.

    Can't really help with the video card other than to concur that if you're planning an upgrade the time to do it is when you have the case on the table in pieces. I'm (hopefully) not looking at upgrading for a year or more unless something goes wrong; my quad core Intel from a couple years ago and a GTX 275 should do me for awhile yet.

    I am surprised by the Asus MB failing on you though... I've had probably 6-7 of them over the years and all are either still working strong or were retired in working condition.
  22. Quote:
    Originally Posted by Panzerwaffen View Post
    Depends on what powers are used.

    Deflection + Battle Agility + Phalanx Fighting (zero allies) + CJ + Weave = just over 39% defense with SO's. If you add in Maneuvers, you get almost 43% defense.

    However, without any pool powers, SD won't even hit 30% defense.
    Yeah, I was including Maneuvers in my back of the envelope figures. Pool powers are a part of the build so I think it fair to include them in calculations. I don't generally include Maneuvers though and had forgotten that it was in my theoretical SO only build or I would have mentioned it.

    Weave is almost a given on a high defense build now so I would automatically include it; any tank looking for a high defense build would in all likelihood have it.
  23. Quote:
    Originally Posted by Sailboat View Post
    Well, as long as you're waiting, you could try going even lower. I've gotten many steals by parking an absurdly low bid (I call it a sniper bid) and ignoring it for weeks at a time. It won't happen on the super-popular IOs like the Luck of the Gambler +recharge, but on most IOs, eventually somebody lists low when no one else is bidding, and the last five sales wind up looking like this:

    50 million
    51 million
    135,000 <---that one's the snipe bid
    43 million
    60 million

    It costs you nothing to bid and when you start shopping seriously after the market stabilizes, you can pull those bids, get all the money back, and use it for something else.
    This bears repeating and it really does work. I bought 5 complete sets of Soulbound Allegiance (purple pet set) for 700k per recipe simply by placing the bids on a character and letting them sit for a month. That wasn't a huge problem as it was a 50 I don't play that often... I had a pleasant surprise when I logged him in to move to another day job location.

    Oh, for the OP I listed 4 pieces of Reactive Armor, level low 20's a couple of days ago so stuff is going up... I put them up for 100k.
  24. I'll throw my $0.02 in here.

    Broadsword is really hard to beat for heavy hitting attacks; I've leveled two of them to 50, one BS/Regen back long before IO's entered the game and a BS/Shield that hit 50 last year. Of the two unquestionably the BS/Shield is the tougher character... by a pretty healthy amount actually.

    BS/WP will work fine for a scrapper... the only serious drawback is that you'll have problems trying to play tanker with it due to a very poor aggro aura. On the other hand many scrapper secondaries completely lack an aggro aura so you're better than, say, Regen in that role. Shield is an oddball in that it has a full Tanker strength aggro aura; it's capable of holding aggro nearly as well as most tankers.

    You'll probably find WP to be a bit smoother to level, particularly in the low levels than a Shield. It won't reach the same level of damage output though... Shield's aura is a fantastic damage buff and it comes with a mini-nuke called Shield Charge that hits a WIDE AOE for more damage than Headsplitter every 30 seconds or so (with full recharge slotting).

    Shield is a defense based set however, those tend to struggle early as defense starts out very weak and gets progressively more and more effective as you approach the 45% soft cap; until you climb above 20% you'll sometimes wonder if you even have your shields toggled on and it won't start feeling really good until you get above 30%. At the 45% soft cap though you're a force of nature and can move through the battlefield ignoring the puny enemies who are trying to hurt you with their feeble attacks. Expect a Shield to struggle until the mid-20's and to start getting good in the 30's. By the time you get Shield Charge at 35 you should be becoming a very solid damage dealer.

    I'd say it's a tossup right now; I can say I wasn't all that thrilled with my Fire/WP brute though. It was ok and decently survivable; it just didn't have any real zing to me. I took it to 50 and enjoyed the ride but I always felt that WP was lacking. Durability was ok, it's endurance was fine it just didn't really click with me.

    My BS/Shield wasn't very cheap to outfit; I have roughly 300 million in the build as of now and I could rely on Parry to softcap melee defense and only had to worry about ranged & AOE. Come to think of it Parry makes up for a LOT in early game durability as it'll come fairly close to soft capping you for Melee with two stacks and it recharges fast enough to double stack out of the box.

    One thing to be aware of is that BS is moderately end heavy; this is an area where WP will work to your advantage. A BS/Shield can be built to have zero endurance issues though, it just takes choosing the right sets. Gift of the Ancients is nice for this.

    Well, I seem to have navigated a full circle here and come back to the start; either BS/WP or BS/Shield will be capable. One will peak considerably higher and the other will cost less. Heck, go ahead and try both; all the cool kids have a bunch of characters
  25. You're over the soft cap for S/L defense yet well under it for E/N. You're also overslotting Smashing Blow for damage; at least one of those Nucs should be removed... it isn't buying you anything valuable.

    Unyielding is 5 slotted but you missed the Res/End/Recharge IO... I'd drop a slot and put the triple in place of the End/Recharge and drop the Endurance IO completely. The extra slot isn't doing much for you and missing the triple is hurting your resistance numbers.

    Invincibility does not need another defense IO, 3 Cytos will ED cap all aspects of the power. You can toss a taunt in the 4th slot if you like or you can move it elsewhere.

    RPD should be considerably earlier, trade it with Res Energies.

    I'd dump Unstoppable and move Weave up to 32; a soft capped Invuln won't need it.

    Frankly I think you'd do much better to just go with something like my first 20 levels build for now and not worry about the final build until you've gotten some levels under your belt and more experience with your powers. It looks to me like you're still uncertain about your tanker; I think you'd be better off not worrying about an uber build just yet. Several of your choices in slotting and power order strike me as odd but I know very little about the Kinetic Melee set.

    One example of what I'm talking about is your placement and slotting of Focused Burst; it looks like it deserves more slots and a full set of Thunderstrike will help your E/N defense quite a bit. I also wouldn't slot Perfect Zinger into Power Siphon; it appears to want recharge and tohit buff enhancement. From reading the Mid's description of the power I don't think it even has any taunt component... the ability to slot Zinger is probably either a Mid's bug or a game bug.

    One question, do you have a ton of inf? Kinetic Combat is very expensive with at least one IO costing over 100 million.