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Quote:Heh, I've done that with a level 42 Shield/Fire tank and a 45 BS/Shield scrapper.I looked at the title, and the first words that came to mind were "Well, this guy's never seen me tank an ITF..."
High levels of defense really are a game changing thing; a character who's at 45% def to a damage type is as durable as one with 90% resistance to that damage type. Sets that combine defense (first line) with resistance (second line) and a bit of regeneration (third line) are incredibly tough, nearly on the order of issue 4 Invulnerability tanker tough.
In case anyone wasn't around then, in issue 3-4 an Invulnerability tanker could easily reach 90% resistance to all damage but psi and also had massive amounts of defense to all damage. I could, at that time, herd up 200+ mobs (no aggro cap then) and go AFK for several hours and when I came back I still had 200+ mobs beating on me and my health was full.
Back then defense was figured differently as well and wasn't as effective as it is now, many players looked at defense sets as gimped and squishy. It wasn't until issue 7 that we got the defense system we have today that suddenly made previously under performing sets like SR become godlike. -
Quote:Oh my is that ever one awful build. Going down the list your power selection itself isn't horrible, but it could certainly be improved. Your slotting though is just about as bad as I've ever seen. Even leaving aside gross mistakes like leaving Dull Pain & Unyielding unslotted your IO choices don't make sense.Did I do it right?
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You're an Invuln tanker, as such you have a hefty amount of typed defense already. That being the case, why are you slotting for Positional defenses with Touch of Death, Titanium Coating, Gausian's, Obliteration and, of all things, Induced Coma? This doesn't even go into the massive expense of this build, that Gladiator's Armor 3% def unique will cost you 2 BILLION inf all by itself if you can even get it at all. All told you're spending something south of 3 billion influence on this thing to gain a fraction of the effectiveness you could get for 50-100 million.
I'd highly recommend you read my first 20 levels guide for Invuln followed by my soft cap guide and then start your build over from scratch. I hope this isn't anything like your current live build. -
Quote:NEUT! Welcome back, long time no see.I remember being involved in the Hami Raids and learning to lead the Drop Team.
I remember the entire team making up costumes that spelled out Drop Team. LOL
I remember the fun we had poking fun at Severe.
I remember wonderful costume contests held at the Atlas Park Plaza.
I remember playing this game and laughing so hard I was crying when with my good friends.
I remember tanking with my emp healer. >.<
I remember Mr U showing me how to be a blaster tank. (and he was damn good too =) )
I remember the toon auctions held in King's Row. -
- I hit 50 on CMA and went to my very first Hami Raid and how completely lost and confused by everything that went on.
- How much fun the social event of the old time issue 4-8 Hami Raids were; leading the Taunt team; providing Group Fly for the Drop team and the carnage of the Mito ball.
- Herding up the entire main island of the Drek map in one pull, stacking them all around a corner and wiping out 200+ with one Seismic Smash loaded with 6 Nucleous HO's.
- Running my very first TV trial and trying to figure out how to find the red shield.
- The GDN and the meltdown of the boards and game chat in the aftermath, followed by Statesman's comment that no more power adjustments were planned... shortly before ED hit.
- Trying to get back on the train and thinking it must be broken, not realizing that I was madly clicking on the "exit".
- Getting my first character to 20, thinking about just how much it sucked always being faceplanted (Fire/EM blaster) and rolling up a tanker so I wouldn't die (CMA)
- The stores only sold the "power 10" enhancements and you had to wait until 30 for all the DO's to be available in a store and all SO's weren't available until 40. You had to pick a contact of your origin and do a ton of missions for them before they'd sell you that Fly SO you needed.
- All the friends I've made in the game, and the few who are still playing. -
I'll offer my $0.02 on KM based on some (admittedly limited) testing with a level bumped 41 KM/SD scrapper loaded with level 40 SO's and a level bumped 41 BS/SD scrapper also loaded with level 40 SO's. Both scrappers had identical secondary builds and power pools.
First the subjective on KM/SD. It really does feel slow, slow to attack, slow to kill and generally the animations (and the Nascar sounds) really bothered me. I felt like I'd make an attack, wait a while as my character conjured the ghost of Dale Ernhardt and finally decided to hit the mob then repeat the process.
Performance wise I was fairly underwhelmed, it was, of course, capable of soloing radio missions at base difficulty but it still seemed very slow. The animations are pretty, but they take all day and the damage seemed lacking. As a test I ran both scrappers through several radio missions facing the same type of mobs in similar missions. I ran Carnies, Council and Nemesis, all missions were the typical "kill boss x" and I ran them as kill-all.
In every test the BS/SD was considerably faster killing the mobs than the KM/SD. According to my stopwatch it usually took the BS/SD about 2/3 the time to clear each mission as the KM/SD with both facing 0/0 mobs, or base difficulty. Ramping things up to +2/4 it got much worse with the KM/SD taking twice as long on average as the BS/SD.
I ran each scrapper through 3 radio missions at 0/0; once vs Carnies, once vs Council and once vs Nemesis. I then ran 3 more radio missions with each against the same mobs set to +2/4.
Based on my experience I'd have to say that KM/SD is certainly playable, but it's far from optimal. It's capable of running +2/4 with rather a lot of care (both had roughly 24% def... the BS/SD pushed the Melee to ~43% with Parry, over the soft cap with it stacked) but KM really was outperformed by Broadsword.
As things stand right now I have no intention of rolling a KM on live, if the set gets some changes I may change my mind later. Unfortunately in it's current state it doesn't interest me. -
In looking over your build I have to ask, do you have the 60 month veteran badge? If you don't your build will not work as you've picked Teleport without any prereq at a level before it's available.
Have you already bought the Kinetic Combat IO's? They're very expensive and hard to come by; some of them I've seen in the 100 million or more price range. Frankly on a Stone tanker I prefer slotting Crushing Impact for the recharge bonus than working on more defense.
For another thing, I would strongly suggest different slotting for Earth's Embrace... my favorite slotting for all powers of that type is 5 Doctored Wounds.
Stone Skin works just fine with a single slot, I toss the Steadfast Res/Def unique in there and call it good. I also delay Stone Skin until later in the build but that can be argued either way.
In my opinion you're probably overslotting Health; the uniques are nice but I'm unsure just how useful they are to you.
Uh, Rooted at 22? I'd really suggest moving that MUCH earlier; I've never delayed a mez shield on a tanker past level 10.
I'd change your power order around some and get Fire Sword Circle much earlier... I'd slot it up better as well. My personal feeling is that as a tanker there's always better powers available than Build Up; I never spec it in a tanker build.
Brimstone and Crystal armor I've found to be entirely skippable in leveling two Stone tanks to 50... I never had either power and never had need for either power. Minerals has it's place, but I don't see a lot of use for it below level 41... there's not a lot of primarily Psi baddies out there and nearly all of them are in the 40+ game.
My Stone/Fire tanker's been mostly retired for the last several issues and I built him with a somewhat different build philosophy. As I look over my build there's things I'd change now but it's already extremely capable as a tanker and practically unkillable... if Lord Recluse buffed by his towers can't do it in 10 minutes (unassisted by the team and only using 4-5 inspirations) I see no reason to build for more durability
Just for comparison here's Granite Flame's current build:
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Quote:If you build and slot well there's no need for any recovery powers beyond Stamina... for example my 50 BS/Shield scrapper runs SEVEN toggles including Sprint and has virtually unlimited endurance... it takes 5 minutes of solid nonstop combat to drop my blue bar to 50%. No, this isn't a billion inf build either... most of that comes from slotting the Gift of the Ancients set into my shields and a byproduct of my attack slotting.I see a lot of people suggesting pairing KM with Shield. My concern with this is Endurance. I generally like keeping to sets with some kind of Endurance recovery power, like Electric Armor's Power Sink or Willpower's Quick Recovery. How do you keep from running yourself dry with a combo like Shields/Kinetic Melee?
I did play around with a level bumped 41 Kinetic/Shield scrapper in closed beta; I was fairly underwhelmed with it's performance. It was, of course, capable of soloing radio missions at base difficulty but it's very slow. The animations are pretty, but they take all day and the damage is lacking. As things stand now I won't be rolling any flavor of Kinetic Melee on Live... maybe somewhere down the line if it's problems get addressed.
Just for giggles I also rolled up a new BS/Shield during CB for comparison... with that character also level bumped to 41 and also slotted with level 40 SO's I had a basis for comparison. Frankly there wasn't any real contest, the BS/SD plowed through radio missions set to +2/4 faster than the KM/SD ran through 0/0 radio missions... vs the same mobs. I tried Council, Carnies and Nemesis. In all cases the BS/SD was faster than the KM/SD in killing mobs. It was even faster facing +2 mobs than the KM/SD was facing +0 mobs. Both were level 41 slotted with SO's and both had identical power selection and slotting on the Shield half. -
Quote:Personally, I couldn't agree more. I never said *I* would risk my own IP here. But then, architectural plans don't really translate to this environment so I really have nothing to risk.Quote:Yeah, I've seen the office building maps, and they have nothing to do with any kind of plan.
You two owe me a new monitor, the old one just got covered with Pepsi. That stuff smarts coming out your nose you know
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Quote:You're thinking of another Proc, the Zinger is Psi damage. It does work in Invincibility but as Rangle mentioned it will only check every 10 seconds (Invincibility pulses every second BTW). Personally I think there's better places to put the proc but it will work, and I believe that Taunt sets are once again allowed to be slotted in auras.Interesting... Did they change the bug that was causing the self stunning? Or, am I think of a different Proc? I'll check to see if I can slot one. Last time I tried I thought it was grayed out (Not allowed).
On CMA I have two Zinger procs slotted, one in Fault (5 Stupefy and the Zinger Proc) and the full Zinger set in Taunt. It is kind of fun killing a mob by taunting it; and it's a way to nail that MoG'd Paragon Protector. -
If you soft cap it any Shield combination is capable of handling high level TF's... my 42 Shield/Fire tanker had no problems at all tanking the ITF a couple days ago, and I was the lowest level character on the team.
Like all defense based sets it struggles early; it will be very squishy until your defenses climb into the 25% range (around level 22 and SO's) and you won't feel like a tank until they get into the 35% range. As it approaches the 45% soft cap it suddenly becomes godlike.
That Shield/Fire tanker actually kills at a near-scrapper speed... he doesn't kill as fast as my 50 BS/Shield scrapper but he's not far off of the rate of my 50 BS/Regen scrapper. It's certainly far faster than any other tanker I've leveled including a mid-30's Fire/Fire I abandoned back in issue 7. -
Quote:It does indeed, with super sidekicking there's no more "mentor tetris" as everyone on the team is sidekicked/exemplared to the team leader's level, or the level of the mission the team has selected.Thank you everyone for taking the time to reply. I will be joining that global Champion channel and be on the lookout for activities run by others. I honestly appreciate the time spent in replying, maybe I just wasn't looking in the right way / style.
Exemplar is the system where a player levels down to do content with others of lower levels correct? That works for Task Forces as well?
Several of the lower level TF's are a lot of fun and popular, one of my favorites is Sister Psyche at 20-25; it's freakshow, flows decently, can be done with a competent team in around 2 hours or less and gives 50 merits.
If you've been away long enough you may not know about merits and the entire Invention System... I'd suggest checking out Paragon Wiki for some information; it gets complicated in a hurry.
In any case welcome back! -
Quote:I'll agree with Resist Energies taken late in the build (in the 40's usually... CMA has it at 49) but Resist Elements is still highly skippable even with the (minor) slow resistance. Sure it can be useful, but a high end Invuln build now is so tight that there really isn't room for it without sacrificing something that's more useful.Some general advice regarding invuln
If you don't plan on taking Resist Elements or Resist Energies, reconsider doing so. Last year they were both given a substantial buff, both in numbers and functionality. In addition to higher Res numbers, Resist Elements now gives you Slow protection, and Res En gives you End Drain protection. Not 100% worth but a good deal of resistance against things like Carnie death auras, Caltrops, and a few other things you see late-game.
Quote:Also, if you want to plug your Psi-hole (hehehe), you need to invest a lot more energy into it. One IO for 3% isn't enough. But if you're willing to make some slotting sacrifices, you can achieve set bonuses get about 25-30% Psi res, which is quite respectable. Pop an orange or two before going up against psi foes and you'll be all set.
Psi resistance bonuses are worthless in my opinion for two reasons. First, you really can't get enough to be worthwhile without sacrificing other aspects of your build. Second, Psi is very rare in the game as it stands right now so I question just how much of it you'll face. I've never found Psi to be all that dangerous to an Invuln outside of maybe 6 missions in the entire game. -
Ooo, I know. NickOfTime! You can then be Justin the NickOfTime
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Quote:Your video driver is way out of date; try upgrading to the latest ATI driver. Your audio drivers are dated as well so you may want to look for new ones there also but the video is what seems to cause problems more often than not, particularly since it looks like it's the ATI driver that's crashing (aticfx32.dll sounds like an ATI driver to me anyway)
Video Device Name: ATI Radeon HD 4800 Series (Microsoft Corporation WDDM 1.1)
Manufacturer / Chip: ATI Technologies Inc. / ATI Radeon Graphics Processor (0x9442)
Video Memory: 2293 MB
Driver Version: 8.56.1.15
Driver Date: 7/13/2009 9:40:02 PM -
Quote:This is correct, Fault is knockDOWN for even level or above mobs unless they're weak to KB (clockwork come to mind here).Thanks for your thoughts on the recharge. I am looking at my build wondering if it's worth it or whether I would be better off getting a little damage out of the slot.
I believe the mag of the Knockback in Fault is only .67 which results in all knockdown for opponents hit, so that shouldn't be a problem.
Quote:I was wondering if anyone had tried using a damage proc in Fault versus the +recharge from Force Feedback proc, which only last 5 seconds if it does happen to fire on one of the foes in range.
Cheers
On the other hand a damage proc is nice... if you have a nice group around you and you hit Fault you're almost guaranteed to hit something and usually you'll hit more than one with it. My slotting for Fault on my Inv/Stone is 5 Stupefy (DON'T slot the KB proc!) and the Perfect Zinger psi damage proc. -
Even if it DOES work you're asking for trouble reusing a Windows install from another machine; you're very likely to find something working strangely or corrupted registry entries on something else.
Every time I've ever tried to shortcut an install by reusing or upgrading I've had problems... I always just make a fresh clean install of Windows and start over. I haven't tried with Vista (the only machine I had with Vista got upgraded to XP right away) or Win7 but it's been problematic on every OS I've run since Windows 95 (95, 98, NT, 2k, XP) -
We had the same happen on an ITF last night, nobody was able to call in the TF. Everyone on the team got "I must speak with the leader", then as people quit one at a time each new leader got the same thing.
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Well, your build so far doesn't look too bad at a glance, what are you wanting to do with it? Rival a Granite tanker's durability without any of the negatives? It can be done by building for the soft cap as explained in my guide.
20 million won't go all that far in today's market unfortunately, at the time I wrote my guide you could soft cap an Invuln tanker for little over 10 million... nowadays it would probably take on the order of 50-70 million. I can make a few suggestions for priorities though.
First, the Reactive Armor sets will offer you decent bang for the buck... don't feel you NEED the highest level IO's either, slotting 25's is only 0.2% less resistance than slotting 40's and they're considerably cheaper.
The Taunt sets Mocking Beratement and Perfect Zinger are EXTREMELY inexpensive... Zinger does use some pricey salvage but Beratement even uses cheap salvage.
Smashing Haymaker is inexpensive and offers a nice boost to your S/L defense.
The Steadfast Resistance/3% defense unique is expensive... but it's also a common low level drop. I'd run a few Architect missions to gather up a couple thousand tickets and roll Bronze recipes in the 10-14 range... they're CHEAP and there's several winners there including the Steadfast. Vendor the trash and craft & sell the good ones. I typically get a winner out of roughly every 6 rolls. Steadfast Res/Def unique, Steadfast KB protection, Karma KB protection, Regen Tissue Unique... these are some of the winners in that range. Toss the junk and keep the good stuff. -
Quote:Mainly by playing the market; you can make a ton by buying recipes and crafting & selling the IO's.Nope, very good guide in fact. Thanks for your help guys. I think i'll do a respec today.
I have no idea how people get the billions needed to IO set their builds. Even farming solo with my fire/kin on a demon farm +2s I get maybe a million a run.
A perma-PA Ill/Rad isn't cheap, but it doesn't need to cost a billion. -
Quote:Hey, he just got past my Invuln softcap guide in views... booI think Local Man is just trying to get his guide to be the most read thread on the forums... "I have a question about illu/rad" "read my guide"
"I have a question about Phantom army..." "Read my guide"
"I'm a Defender rolling a Rad/ , any advice?" "Read my guide"
"Hey, I have a Fire/Storm..." "Roll an Ill/Rad and read my guide!"
=P -
Quote:Good question, I know it works that way for damage badges.More specifically, it's the points below the base HP level, isn't it?
In other words, if someone has an IO that gives them 50 more points over their base, you would need to heal 51 points or more & the 50 wouldn't count.
Or am I thinking of a different badge?
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For difficulty it'd be hard to beat Nosferatu, his regen is pumped up to 11. I doubt you'd have a lot of trouble surviving, but killing him is another thing altogether. Madam of Mystery is another with the regen turned to "stupid", and she's psi.
Easy ones would be ones like Battle Maiden, Bobcat (but if she connects it tends to smart) and other fairly vanilla AV's. -
Quote:It is indeed, most of my characters have builds in the 50-100 million range because I'm cheapThat's more or less the boat my Kin/Sonic was in when I started slotting her. Thus far I've spent maybe 500mil on her build and she's about 6 seconds short of perma. That last little bit will probably be expensive though since I'm out of places to slot cheaper sets for recharge, heh.
To some people though even 500-750mil is a lot of Infamy/Influence. I remember my first 6 months in game I was stoked just to have 20 or 30mil in my mains wallet. XD
I only have 4 characters with builds over 150 million and that Ill/Rad is the most expensive. If I ever get to steal the IO's I'm bidding on for my BS/Shield scrapper he may pass that... I've a bunch of lowball bids on Armageddon and Hecatomb recipes. -
Quote:If you get a good team the Sister Psyche TF can be done in a little over an hour for 50 merits; all TF's don't need to take a long time. It's Freakshow too, everyone's favorite mobs. This assumes an experienced team and stealthing where possible.I can't commit to doing many TF's so I want to run my 50 scrapper in ouro to accumulate merits.....but which arcs offer the best merit to time ratio.....i will be running on minimum difficulty settings
Citadel can be crushed in 1.5 hours for 40? merits as well. You'll need a lot of damage though... there's a bunch of kill-alls. I've done it in just under an hour with a team of 6 scrappers using a divide and conquer approach splitting up into 2 man groups and each taking an area of the map.
For arcs Unai's arc gives quite a lot of merits, 40 some odd if memory serves. It's fairly long, but it can be solo'd. You could also Oro the old Positron TF, it's a BUNCH of merits but very long... there's no AV so it should be solo able.