Call Me Awesome

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  1. Quote:
    Originally Posted by Kyle_Al_Mordu View Post
    And a <ARRRRGGGHHHH> is for the ambush you didn't see until it was too late...
    Let's not forget the always popular wwwwwwaaaaaaaaasssssssssddddddddd when you're in chat mode and have that sudden urge to run away
  2. Quote:
    Originally Posted by Anaku View Post
    Endurance === Decent...dont want to eat Blues like candy

    Defense/Resist ---Very important

    Toon Usage == Teams/TF's. Not looking for a farmer

    Balance between Damage and Recharge....

    Mainly want to see ideas and I can kinda piece things together..... I get bored with Mids fast
    You can get a few basic ideas on slotting from my Invuln tanker soft cap guide; obviously a scrapper will need more work to reach the soft cap than a tanker but if you're willing to spend the inf it's doable.

    For your sets remember that with Invuln you want TYPED defense bonuses, not positional ones, and S/L defense is what you'll want first and foremost. Single target attacks will use Smashing Haymaker or if you've the inf Kinetic Combat. Slot your armors with 4 Reactive Armor pieces... all of the ones that have resistance. Ranged attacks like Impale work well with the full Thunderstrike set and grant decent E/N defense.

    Your AOE's are a bit tricky since there's not a lot of choice for typed defenses... you can 3 slot Eradication for bonus endurance and a nice 3.13% E/N defense; the rest you could fill out from other sets. S/L defense is hard to come by in AOE sets... the only one that comes to mind is Obliteration for 6 slots... it's primarily positional but it does grant 1.88% S/L defense.

    You can get three sets of Doctored Wounds into Recon, Dull Pain & Instant Healing for a 15% recharge bonus... slotting 5 of them is all you'll need; that will save you a slot in Recon & Dull Pain for other things.

    Obviously if you're going for durability you want Boxing/Tough/Weave. Tough is another place for Reactive Armor (assuming you're skipping Resist Elements... which I would recommend) and Weave can slot several things; Gift of the Ancients for bonus endurance and recovery is probably your best choice.

    I look at defenses like this:
    First and most important is S/L; it applies to the vast majority of enemy attacks.

    Second, E/N defense... most E/N also have S/L components but there's a fair amount of pure E/N attacks that require this type of defense.

    Third, and least important are F/C defenses... very few mobs use pure fire/cold attacks, and the ones that do generally don't hit very hard. Therefore this type is low priority.
  3. Call Me Awesome

    Not impressed

    Quote:
    Originally Posted by mad briar View Post
    So far Defiant server seems empty. I've seen one other player.
    Most players will be in instanced missions at any given time instead of out wandering around; the trick would be going to a level-appropriate zone, putting up your "looking for team" flag (a drop down menu in the "team" tab, by default above your chat window) and asking in Broadcast (uh, I forget, do trial accounts have access to Broadcast?).

    Have you finished the tutorial? There's never many people in the Tutorial at a given time... and once you finish I'd suggest going to Atlas Park instead of Galaxy... it's much more popular. While in the Tutorial zone make sure you read everything, it actually does a decent job explaining the basics of the game.

    I fully understand the problems inherent in a trial account; some of them were necessary thanks to the endless RMT spammers but some went a bit too far.

    I can't speak for Defiant since I'm on the NA servers but by being in a level appropriate area with your flag up you'll probably be picked up before too long. I'd put in your looking for team message that you're on a trial account and want to experience the game... veteran players are usually very willing to help you out and show you the ropes. Something like "New player on Trial looking for team"

    That's the nice thing about this game, we tend to attract a mature, friendly and generally helpful playerbase. Obviously there are occasional exceptions but as a rule you'll find your fellow players polite, helpful and friendly.

    <edit>
    Just wanted to correct a misunderstanding; since you're on Defiant you have the European version of the game... therefore you only have the option of playing on the EU servers. Freedom, Virtue etc are all North American servers and with a EU account you won't have access to them, just like my NA account doesn't have access to the EU servers.
  4. Quote:
    Originally Posted by HavocX10 View Post
    I have an evga 9800GTX+ and in preparation for GR I have been considering an upgrade. However, money is tight so I am leaning towards going SLI, which i have never done, over buying a higher end single gpu. Per the charts at Toms Hardware, for the 1680x1050 res comparisons,

    http://www.tomshardware.co.uk/charts...1050,1699.html

    it seems that it would be best economically since the next jump up, nvidia or ati, are cards that are about triple the cost of a 9800 gt. My question is, not being a sli user, does the second card need to be as close as possible to the main card manufacture and performance wise? Newegg atm does not even have a 9800GTX+ choice and the 9800GT's are clocked lower than my factory oc'd card. Will the overall performance be pulled down to the lower card I presume? I'm sure I can find a 9800GTX+ somewhere, just trying to gather info on the way sli works so I get it right the first time around. Or, is there some reason my game plan is flawed to go sli. Thanks.
    Does the new Ultra Mode support SLI? Currently the game won't use more than one GPU so as things sit now a second vid card is wasted. That's a question I'd look into before dropping the cash on another 9800.
  5. Call Me Awesome

    My ill/rad build

    Holy cow that's one expensive build; you can easily get perma-PA MUCH cheaper than that. There are a few things I'd question on the build.

    First, Blind is very poorly slotted... scrap the purple sleep set there and toss in another 5 Decimation. I'd toss in a 6th slot for a common hold IO. Alternately slot 4 Basilisk Gaze and a couple of Acc/Dam.

    Second, AM REALLY needs to be rethought... at the least slot 3 rchg/3 endmod. The Efficacy Adapter set works very well here as well. With a high recharge build you're going to need all the recovery you can get.

    Superior Invisibility is better slotted with 5 Red Fortune and the LotG 7.5% recharge.

    Enervating Field needs 2 endurance reducers... forget about anything else.

    PA isn't perma yet, slot 4 Expedient Reinforcement and 2 Call to Arms... focusing on Acc/Dam/Recharge.

    Spectral Terror doesn't really benefit strongly from slotting; move those slots elsewhere for more benefit. You're also going to want to slot several sets of Decimation so you may well go over the rule of 5 on 6.25% recharge bonuses.

    Flash works quite well with 4 Basilisk Gaze and an Acc/Hold/Recharge or two.

    No EMP???? This is much more useful than Choking Cloud and it can be slotted the same as Flash.

    I'm not a fan of the Stone epic myself but it's not a huge deal. I like the Fire APP on my Ill/Rad for Fire Blast & Fire Ball slotted with Decimation & Positron's Blast respectively.

    Those are the real problems I see with your build; a perma-Phantom Army Ill/Rad is a great thing and it does cost a bit... but it doesn't have to cost anything like what your build would... did you realize that as you've slotted your character it would cost (conservatively) 3-4 BILLION influence? I've put together a perma-PA Ill/Rad with 206% recharge for under 500 million.
  6. If I were rolling up a Dark Armor tanker I'd probably look to Stone Melee as my first choice for a secondary; /SM has a ton of mitigation in the knockdown of both hammers, Fault & Tremor... and the MAG 4 hold of Seismic to top it all off. Fault's stun is just gravy.

    Dark Armor is a set that really benefits from a secondary with strong mitigation; Stone Melee also couples that mitigation with solid damage.
  7. Quote:
    Originally Posted by jacktar View Post
    Hi,

    also known as "Blood Porting".

    Cheers
    We always called it the death train.
  8. Quote:
    Originally Posted by Aggelakis View Post
    Looking over the Wiki it lacks Tanker Stealth!
    (Using a tanker to "stealth" a mission to the end by simply ignoring the mobs attacking you and walking past while they try to stop you with their puny attacks)

    Ok, it calls that "Ghetto Ghosting", still I think Tanker Stealth is a better term
  9. Quote:
    Originally Posted by Xamzax3 View Post
    Hello gang, Xammy here ftw! After months of inactivity I've gone all crazy with the postin' last few days. I have been reading posts here for a great long time but now and again I feel somewhat noobish when I see Acronym after Acronym that I can't define. I can remember how silly it felt the first time I typed the entire "On my way" only to realize that omw meant the same thing all along.

    There's a communication trouble occuring whenever I pass by an Acronym such as QOL or IIRC here and was wondering if there was a guide to commonly used Acronym's or phrases.

    Also, what Acronym's have puzzled ya'll in the past?
    Well, QOL = Quality of Life, typically a change that makes something easier.
    IIRC = If I Remember Correctly
    IMO = In My Opinion
    AFK = Away from Keyboard
    BRB = Be Right Back, see AFK
    OMW = On My Way
    TLA = Three Letter Acronym . (Not COH related, I just couldn't resist)
    COH = City of Heroes
    CoX = City of Heroes/City of Villains
    COV = City of Villains

    Here's a few COH specific ones you'll encounter
    IP = Independence Port
    PI = Perigrine Island
    PP = Perez Park
    Sky = Skyway City
    Steel = Steel Canyon, sometimes referred to as SC
    DA = Dark Astoria, or in reference to character sets it means Dark Armor.
    FF = Founder's Falls
    Brick = Brickstown
    CF = Crey's Folly
    Boom = Boomtown
    TF = Task Force
    ITF = Imperious Task Force, taking place in Cimerora. One of the most popular TF's for level 35-50
    STF = Statesman's Task Force - a high level task force for levels 45-50 commonly acknowledged as the toughest TF in the heroside game.
    Shard = Shadow Shard
    Green, Blue, Yellow, Purple etc = an inspiration of that type.
    WW = Wentworth's, the auction house.
    Oro = Oroborus portal, frequently referred to as an O-Portal. Teleports you to the Oroborus time fortress from where you can then teleport to several different zones.

    There's lots more, those are just the ones that come to mind right now.
  10. Quote:
    Originally Posted by Sing_Me View Post
    Hey all.

    Just posted to EvilGeko on his BS/Reg build, asking him if he has any sort of current framework for it. So, thought to post about it here as well as I don't know how well the actual guide pages are viewed anymore.

    Was hoping to find something on Broadsword/Regeneration. New. Well.. newer then the i11 version I found which is the newest guide I could come across here. I am not gifted building a IO'd character on my own, so have need of help from the pro's, please.

    My Norse Goddess, Vhalla, looks awesome with the set, so I want to try to take her to the next level and keep her active.

    Any assistance would be appreciated!
    Thanks.
    To me there's two choices for building set bonuses; either focus on recharge or focus on +defense. For my BS/Regen I went for defense and ended up with soft capped Melee (including Parry) and 28% Ranged/21% AOE. That couples with ~600% regen to give you a character you can be pretty sure will survive. In that build I've managed 25% recharge as a byproduct... there's lots more you could squeeze out if you were looking for a recharge-centric build.

    I could have found a bit more defense in that build by shuffling things slightly but it seems to be plenty survivable. Also, it's an alt that doesn't get a lot of play anymore... I really only changed him from an exclusive Hami-O build to an IO build as an experiment. He's a great killing machine and very survivable... he's just one of 14 level 50's in my stable and has to compete for "scrapper time" with my BS/Shield and Spine/Regen.
  11. Call Me Awesome

    Elite Four

    Quote:
    Originally Posted by Zamuel View Post
    Somewhat intentional to be honest :P

    I almost have to wonder what would theoretically buff Scorpion. I do have a question, does his Taunt thave the -range component Tankers have?
    Hmm, frankly I have no idea; the times I've tanked multiple patrons at once I don't seem to recall him using it on me. Even if it did, well, I'm already in melee so it wouldn't matter
  12. Call Me Awesome

    Elite Four

    Without any question it's Black Scorpion... a while back we were running the STF and ended up with all 4 patrons, something that occasionally happens if you get a bad pull. Well, we took down GW followed by Scirocco and then Mako. By the time Mako fell we discovered that somewhere along the line without realizing it we'd taken Scorpion out with the AOE splash damage.

    Anytime you can take out a level 54 AV without even REALIZING it that AV's obviously fairly weak.

    In order from most dangerous to least the Patron's rank like this:
    1. Ghost Widow... she's the most dangerous AV in the mission, Lord Recluse included. MAG 100 cone hold that can one shot a tank, immense Dark Regeneration heal and another sizeable Siphon Life heal along with fear, dimension shift and tohit debuffs make her nothing to take lightly.
    2. Scirocco... his Dust Devils are nasty energy damage capable of hurting most tankers and one shotting squishies. That combined with his nuke make him a definite threat to anyone in the team. He's fairly easy to kill but he packs a lot of AOE damage.
    3. Mako... more annoying generally than anything else with his hide/placate and elude... his cone attacks can be dangerous to less durable teammates. As long as everyone carries a couple of yellow inspirations for his elude you shouldn't have any problem.
    4. Black Scorpion... no real threat to any decent team; his main challenge is simply chewing your way through his hit points. A few AOE's but with a competent tanker to keep him pointed away from the team he's an easy kill.
    Anytime I'm running the STF I like to take the patrons in order of danger... first GW, then Scirocco followed by Mako & Scorpion. I much prefer getting GW out of the way at the start... she's less dangerous if you're prepared for her. If she arrives unexpectedly a team wipe isn't at all unusual.
  13. Quote:
    Originally Posted by Father Xmas View Post
    If you are talking jump speed, Hurdle. Even with Super Jump, Hurdle is as good as a couple of jump SOs.
    Absolutely. I've found Hurdle to be much more useful than Swift on nearly any character I've played with the exception of a Stone tank. Even most of my Fliers use Hurdle for ground mobility instead of the minor flyspeed buff that Swift provides.

    Oh, and to the OP's question about slotting; if you're going to add a slot to anything put it in Sprint; you'll get much more mileage out of it. Personally I doubt I'd bother adding a slot myself but that's the place to put it if you do.
  14. Quote:
    Originally Posted by Pixels_EU View Post
    I don't like Fire so much. So it's either Stone or Elec. Though I'm not sure about it since in Granite I'll get -66% Recharge that means Lightning Rod will take 150~ seconds without Hasten with Hasten it will be prolly ~50 seconds. For Stone Melee I would pick Tremor and/or Fault for AoE crowd control though KB is always a bad thing when you're trying to herd mobs. I don't want to mess up a nice herd :3 So any suggestions ? Think I'm going for Elec unless someone says that it doesn't do well with Stone Armour.
    Whichever you choose will do the job. You do seem to have an incorrect idea on Fault & Tremor however... they will NOT knockback even level or above mobs, they're knockDOWN powers. They'll knock a spawn onto their butts, but unless you're facing mobs weak to KB (Clockwork mainly come to mind here) or you're facing -2 mobs you won't have to worry; they won't go flying.

    That being said I'd probably choose /Electric myself over /Stone; mainly because I've already leveled a Stone/Fire... which is a fantastic combination. The only downer I can think of with Elec is that several of the attacks are cones... a Stone tanker is somewhat lacking in mobility to make maximum use of a cone attack. Still, it should make for a competent tanker.

    The three Tanker secondaries I've played to 50 are Stone Melee (Inv/Stone), Fire Melee (Stone/Fire) & Energy Melee (Stone/EM)... of those Fire offers the best damage and AOE and Stone offers the best control. EM USED to be... adequate. It never was any better than mediocre; now I'd take any other secondary in preference.
  15. The "detailed info" tab on individual powers is mostly worthless, however you can bring up the combat stats and look at your recharge, defense, accuracy and so forth; that keeps accurate track of your global bonuses. Mid's appears to be pretty accurate on all the power stats as well; of course if your live build differs any from the Mids build obviously the numbers will be different.

    The easiest way that even identical builds can differ is by using different level IO's... it's not the easiest thing in the world to have Mids show a power slotted with a level 30, 43, 25, 44 and 50 enhancement but it's pretty common when you're slotting an IO set... you slot what you can get hold of.
  16. Call Me Awesome

    stf yellow tower

    Quote:
    Originally Posted by Kahlan_ View Post
    Not to sleep. The defense is what worries me.
    Interesting thought, but I'm not sure it's practical thanks to the huge +def bonus. I can't remember offhand if Mesmerize has a positional tag or not... the only power that immediately springs to mind is Dominate as psi only with no positional tag.

    The easy way to test this would be to run the STF as normal and try to sleep LR... if you're able to hit him reliably then your question is answered. Frankly I'd be a little surprised if it worked myself but the old saying about 10 reasoned arguments and one case of actually finding out applies here.
  17. Quote:
    Originally Posted by Pixels_EU View Post
    Thanks for the response. That's what I was thinking. Stone has some neat other defences and I like adapting to specific situations etc.
    Yup sorry for the confusion I usually say NRG for Energy and EM for Electric Melee. I like EM because it has some sort of crowd control. Not sure about the recharge on the powers but from what I've seen on my stalker it seems okay. Any suggestions ?
    Stone does benefit from relatively quick recharging powers; a cursory glance at /Fire Melee vs /Electric Melee looks to favor Fire with slightly shorter recharge on several key powers. Never having played /Electric I can't really comment on the "feel" of the set; I've a friend who just leveled up an Electric/Shield scrapper that's a highly capable killing machine so it ought to work nicely.

    I know the Stone/Fire combination works very well; even on straight SO enhancements it's up to any challenge the game can throw at you... I ran several STF's with him before I slotted my first IO. (He was rolled up in issue 6 and hit 50 long before IO's entered the game with issue 9)
  18. Quote:
    Originally Posted by Fire_Minded View Post
    Energy Melee is a bad Tanker Secondary?When did this happen?!

    I recently saw a Ivln/EM Tanker, and he hit like a Mack Truck!(recently being roughly 2 weeks ago)

    He charged up, and BLAM! Dead +2 Minion!Jumped up in the air with some hang time, comes down, and BLAP!Dead Lt.!Triggered his Hasten, then started spinning away!
    You see, that's precisely the problem with /EM... by the time you've "charged up" the rest of your team has already killed your target causing you to have wasted the attack and the endurance. Nearly all of EM's damage is concentrated in the tier 8 & 9 attacks and both of them have extremely long animations, on the order of 3 seconds each.

    Long animations really hurt a tanker... you can't react to anything for the ~3 seconds that the animation plays.
  19. Stone Armor is capable of light tanking outside of Granite but you'll certainly want Granite for tough challenges and large teams. Probably about 40% of the time I'm tanking with one of my Stone tanks I'm running Rock Armor/Rooted/Stone Skin instead of Granite. Of course that sometimes leads to my downfall when I TP into a group that was just a little nastier than I'd expected and faceplant before I can swap to Granite

    Secondaries for a Stoner... Stone Melee is the classic pairing but I'm not sure it's the ideal choice; it hits hard and has tons of soft control with all the Knockdown but it also has lengthy recharge on the attacks... something that's problematic with the -recharge debuff of Granite.

    I've leveled two Stone tanks to 50, one a Stone/Energy Melee and the other Stone/Fire Melee. Based on those experiences let me recommend that you do NOT choose /Energy Melee... it was low damage with limited AOE prior to level 35 before the nerfs but Energy Transfer as a fast activating high damage attack redeemed it somewhat. Now, with the extremely slow animation on BOTH of the heavy hitter attacks it really doesn't have anything to recommend it anymore.

    Stone/Fire on the other hand is a great combo; you have massive AOE damage AND very good single target damage at the expense of any control or damage mitigation. Since a mature Stone tank has no need of damage mitigation in the secondary this makes it an ideal pairing. As an added bonus Fire is also fairly light on endurance... much more so than Stone Melee or Energy Melee.

    If you were referring to ELECTRIC Melee with EM, and I'm assuming you were since you mentioned AOE specifically, then that should also be a valid choice, similar in performance to Fire Melee. I haven't actually played one but from seeing what it can do as a Scrapper set it ought to be a good choice.
  20. Quote:
    Originally Posted by Yunalesca View Post
    First of all thanks a lot for taking your time to reply. I am new to Tanks and that is what i really needed. Thanks for the advice for choosing powers like hasten and build up for the solo/small teams build.
    Generally I agree with Finduilas but I do think that Build Up is a low priority for any tanker. Of course that's a moot point if you're going Inv/SS... you don't get Build Up, instead you get the much superior Rage, a long duration tohit buff and damage buff that's easily made permanent. Build Up on the other hand, which you don't get with /SS anyway, is a 15 second damage & tohit buff with a long recharge... occasionally useful but not really worth the power selection on a tanker IMO.

    Hasten is useful to have sure, but I wouldn't put it as a must have by any means. If you're going with Super Speed as your travel power then of course grab Hasten... if you're going with Super Jump or Fly then Hasten's a case of "if you can fit it in good, but don't stress about it".

    Remember your key powers as an Invuln are Temp. Invulnerability, Dull Pain, Unyielding & Invincibility... these powers should be taken the instant they become available. After those powers you'll want Tough Hide when it opens up and Resist Physical Damage is helpful to pick up in the 20's. Resist Energies is useful, but it can wait until very late in your build... Resist Elements is skippable. Unstoppable has it's uses, but if you build for the defense soft cap you'll find it's also skippable.

    Pools you'll want are Boxing/Tough/Weave, Hurdle/Health/Stamina and your travel power and it's prerequisite. If you're starting to get the idea that this is a tight build then you're absolutely correct
  21. Quote:
    Originally Posted by Eiko-chan View Post
    This thread made me think of the possibility of having a Tanker - and honest-to-god Tanker, not some beefed-up wanna-be Brute - on the LRSF. It could change everything.

    Brutes are nice, but they are not now nor never will be Tankers.
    Based on my Fire/WP brute you're absolutely correct... at 50 he makes an adequate "light tank" but he's a looong way from the durability of any of my tankers. Once GR hits I may have to move one of my tanks over and see. Hmm, my best candidate would probably be that 50 Stone/EM I've been ignoring ever since the EM nerfs a while back.

    Sometime I really need to try out the LRSF... I only hit 50 on my Brute a month or so ago and don't play redside much... one 50 and a handful in the 20's redside vs 12 50's and 20 some in the 20-40 range blueside.
  22. Tankers and Brutes are actually quite different, besides the fact that one is a hero and the other a villain.

    A Tank has the highest hit points of any AT in the game, and they're the only AT with a defense primary. In practical terms while Tanks & Brutes share many of the same powersets a Tanker's armors are inherently 25% more effective by virtue of being PRIMARY sets instead of secondary. A Tank has damage as his secondary set, while a Brute had damage as his primary. As you'd expect a Brute deals more damage.

    Brutes are actually much more comparable to a Scrapper, both AT's have a damage primary and a defense secondary. Scrappers have higher damage than Brutes, but a Brute has Fury... this is a mechanic where the longer a Brute is in combat the more damage he does. Think "Hulk Smash!" with the Brute, the madder he gets (more Fury generated) the more damage he does. Brutes & Scrappers have very similar defense numbers as well; both are roughly 75% as effective as Tankers. Both Brutes & Scrappers will easily outdamage a Tanker... by a considerable margin.

    Team role frequently differs with Tanks & Brutes also... a Tanker primarily protects the "squishy" members of the team by attracting and holding the attention of all the enemies so that they all shoot at the Tanker instead of the rest of the team. That's the reason a Tank has the most hit points and the best defenses... he can survive things that turn most other AT's into a grease spot on the floor.

    The Brute on the other hand is your basic melee fighter... he's capable of taking hits and protecting the team like a tanker but his primary purpose is simply to smash the enemy.

    I hope this sheds a little light on the subject for you; and remember that for now if you choose to play a Hero you can't be a Brute, and if you choose to play a villain you can't be a Tank.

    Welcome to the game, and enjoy your stay. You've 12 character slots per server available to you so by all means try out several different AT's and powersets.
  23. Quote:
    Originally Posted by SoilentGreen View Post
    Hmmm..sounds like I may not enjoy it so much. I didn't mention that Shield is my primary, and I do plan a soft cap and high recharge build, so having a big AoE to use once or twice in each encounter will come with that (Shield Charge). Will the presence of that (plus the +damage of AAO) soften the blow?
    I've a Stone/EM tanker at 50, leveled in the days after Nerf-a-gedden of issue 6. At the time the character was... adequate. Even back then EM suffered from very low damage until 35, but the quick animation and heavy damage of ET somewhat made up for it in the end game. Shortly after the EM nerfs I pulled the character out of mothballs and ran a few TF's to see just how much it affected her. Well, it was severe enough that the character's been permanently shelved ever since and likely won't be played again until the set changes again. If she wasn't already 50 she'd probably be on the chopping block for deletion if I needed the slot. Since she is I'll just let her sit waiting for the devs to un-nerf EM. If they never do, well I've a whole bunch of other characters who are still fun to play.

    There's just so many better choices for tanker secondaries that I can't see any reason to roll EM anymore. Shield should be a fantastic primary... I know already it makes for an amazing Scrapper secondary. It would pair nicely with /Electric or /Fire for fantastic AOE potential while /SS would add Rage to the buff from AAO. /Dark would add lots of utility and some decent single target damage.
  24. Quote:
    Originally Posted by Coh4Lifers View Post
    Hi guys,

    I'm Coming over from Diablo II, probably one of the most addicting games ive ever played.
    I was a runner for the game and a farmer.

    I like being smack in the middle of things, being able to take lots of damage without having to worry about a thing. I like playing and leveling solo. I was wondering if there was a build that would quench my thirst of being able to dish out tons of damage, while being able to survive without anyone else with me.

    I've looked into a couple things including:
    DM/INV Scrapper-Brute-Tank
    Spines/DA Scrapper
    ELM/SD-Brute ( i heard it was exp)
    SS/Fire- Brute/Tank

    Basically Im looking for a fun build that i can solo myself to 50 with, with very little down time, or periods where im too weak to do anything.

    Help would be appreciated.
    God bless
    Having played Tankers, Scrappers and Brutes all to 50 here's my take on your question.

    If you're really intending to solo the entire way then I'd have to suggest going with a Scrapper... while Tankers are quite capable of soloing they're much better in teams. A Tanker brings the best aggro control and survivability in the game with mediocre damage... that's the trade off for our durability.

    Solo your ability to hold aggro is a moot point; if nobody else is with you then you'll automatically have all the aggro anyway. Durability wise a Tanker is overkill for a solo character and you'll kill mobs at a reduced rate thanks to the Tanker's lower damage output... resulting in slower leveling.

    Scrappers have adequate durability (with some sets having Tanker level durability) to handle anything they're likely to encounter solo coupled with MUCH better damage output. Scrappers are the character of choice for soloing hero side.

    Where a Brute's concerned, having played one they're quite similar to a Scrapper with the exception that you'll need to be constantly running from mob to mob or your damage will drop off quickly. The Scrapper/Brute question mostly means "Do you want to play villains or heroes?"

    Now for your specific set combinations:
    • DM/INV Scrapper-Brute-Tank - Invuln is a good set now with the potential to become a great one with some investment in IO sets. Obviously the Tanker version is more durable but it's up to the task as a Scrapper/Brute secondary. DM is a very good single target set with a lot of utility; it lacks much in the way of AOE damage however. If single target DPS is your thing DM's a good choice; if you want AOE damage then you should look elsewhere.
    • Spines/DA Scrapper - an excellent AOE character with limited single target damage, the DA secondary has a few holes (no knockback protection for one) and can be squishy. It lives and dies by the Dark Regeneration heal... if this misses at a critical time you're going down. It's also quite endurance heavy... something that can be mitigated via slotting and set bonuses.
    • ELM/SD-Brute - also available as a Scrapper set, it's an extremely powerful AOE killing machine with excellent durability... Shield can reach Tanker level durability with moderate IO investment. It's a defense based set however, so until it matures it'll have growing pains... until your defense climbs above around 25% you'll feel like you don't have a secondary. The closer your defense gets to the 45% soft cap the tougher you get though... once you've reached that point you'll think nothing about jumping into an 8 man spawn of +2 mobs and killing them in 5 seconds... +4 mobs aren't out of the question either, depending on the faction.
    • SS/Fire- Brute/Tank - SS is primarily a hard hitting single target set but you'll get a very nice AOE attack as the tier 9 power. Fire on the other hand has the same holes as Dark Armor with no knockback protection and, like DA, it also can be squishy. IO sets can alleviate this somewhat but it's never going to be as durable as Invuln or Shield.
    Hopefully I've given you some things to ponder, and by all means don't be afraid to try several different characters... you have 12 character slots available to you on each server, and 11 servers to play on. Roll something up and try it out. If it isn't clicking with you then try another. I will warn you about any defense based set (Super Reflexes, Shield, Energy Armor, Ice Armor)... these are "late bloomers" that won't really show you what they can do until the mid-20's or later.

    Welcome to the game, and whatever you roll up remember the most important thing of all... have fun.
  25. Call Me Awesome

    New computer

    Quote:
    Originally Posted by Az'rial View Post
    I just got a new Alienware Area 51 computer and will be setting it up tonight. Here is what is in the system:

    Single 1.8GB NVIDIA GeForce GTX 295
    Intel Core i7 975 3.33GHz (8MB Cache)
    6GB Triple Channel 1333MHz DDR3
    1.2TB RAID 0 (2x 640GB SATA-II, 7,200 RPM, 16MB Cache HDDs)
    Genuine Windows 7 Professional, 64bit, English
    Killer Xeno Pro

    Are there any known problems that I should be aware of or tips that any of you tech savvy people might have for when I am setting this rig up?

    Thanks in advance for any help that you can give me.
    Off the top of my head the only thing that occurs to me is to watch out for your hard drives... RAID 0 is inherently much less reliable than a single drive... it uses two drives striped together as one and if either drive fails you'll loose everything on both drives. That doubles the likelyhood of a drive failure... still admittedly fairly unlikely in the near term but make sure you back up frequently.

    I never trust a RAID 0 setup for anything myself... I've seen too many of them fail. RAID 1 (mirrored, both drives are identical so the failure of one has no impact but only providing minor improvement in read speeds and only half the storage space) or RAID 5 (striped with redundant parity so the failure of one drive also has no impact, but it requires 3 or more drives. Two drives provide the storage and the third provides the parity information... any one of the three can fail without causing data loss) are the way I've gone for years. Call me paranoid but you don't have to loose a project you've been working on for a week very many times to avoid putting yourself in that situation again.

    RAID 5 is probably beyond the scope of a home machine; you'd need a hard drive controller that's designed for RAID 5 and multiple drives.

    Other than that the rest of the hardware looks good to me; one of the first things I'd do is add another hard drive for easy backups.