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Posts
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This badge can be earned without nukes, but it is difficult. You need alot of support (colds doms are fantastic) and strong immobilization for Director 11. We had:
- Perma Fire/Psi Dom
- Another Perma Dom with aoe immob.
- 2 Cold Domination Corrs
- Ice/Rad troller
- Fire/Kin Corr (with BS aoe immob)
- Me (DM/Inv scrapper)
- An Emp defender
We shielded up before entering the warehouse, then blitzed the comps. Doms and anyone with an immob power, spammed it until D11 was locked down. We stayed at range and blasted him to oblivion. I used 10 charges of a fresh envenomed dagger and blackwand. I also engaged the ambushes when they got close to our pack.
I believe the minelayers are tied to his movement. We did not kite or run around after he was immobilized. It is one of the few encounters where the single target immob. power in most control sets is practically necessary. -
SemperF1
AR/Traps Corruptor
Looks like Arnold Schwarzenegger in Commando.
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Morsel III
Elec/Rad controller
Look like Charles Dickens's Tiny Tim, ask for alms outside of WW. -
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Quote:I'd like to join the ITF. I also need STF...but it may have to wait for another day. Sounds like its going to be an awesome event. Bringing my DM/Invul Scrapper (@Carnal).Marathon Master stuff...Or insert your own cute name..
Starting at 1:00 EST I am going to be running through the Master TFs in order. If anyone needs the badges or just wants to help please let me know. Obviously other than the first one I don't know what time we will be starting, but there will be minimal breaks in between.
ITF
Kahn
LGTF
( No STF, unless for some reason folks want/need to)
Barracuda
LRSF
In case of failure on any TF we will start over or complete whichever makes more sense.
(You don't have to sign up for all of them any help is appreciated.) -
Working as intended now (don't know why).
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Quote:I don't see the price dropping...well, at all, without a large increase in supply and large decrease in demand. Neither of those two are likely to be satiated, so we can expect prices to stay very high.I don't know if the 3-billion price for the PVP 3% Def is stable, though.
Per your earlier points, there will likely always be some value bounding: that is, an absolute low point and high point. The average value can be expressed as a weighted average of those two points; the weights will change, of course, to reflect the interaction between buyers and suppliers (aka the market). -
Quote:If 75 mil is the value, then saving A-merits for a GA proc is best. Now, marketeering is another way to purchase a GA proc...but spending 3 B inf is a hard proposition for most people on a single item.At 75 mil sustainable, it would take 40 A-Merits to obtain the 3 billion you'd need for the money to buy a GA proc.
Until I see some data, I think conventional wisdom (i.e. random roll and sell) is wrong on this one. -
Howdy ebil marketeers,
The conventional notion on the boards, with regards to obtaining the Glad Armor 3% defense proc, has been to:
1) Earn A-merits;
2) Exchange A-merits for random rolls or 1 merit recipes;
3) Craft, sell, profit;
4) Buy GA proc
The underlying assumption is that 30 A-Merits > 3 B inf (or the prevailing market cost for the GA proc). For that expression to be true, each A-merit must be valued at over 100 M inf...
Now, here is my challenge: is that assumption valid? After salvage costs and the listing and selling fees, does each A-Merit consistently yield over 100 M inf?
I have turned an A-merit into 150 M inf from a single recipe exchange, but that result was not sustainable. Random rolls can produce alot of vendor trash, so I'd expect the estimated value to be lower than 100 M inf.
I have no empirical data to support my claim, but I'd venture that under certain conditions, the random roll/craft/profit method would be a better way to obtain a Glad Armor proc (i.e. lvl 40 locked character performing rolls).
On the whole however, I believe that exchanging 30 A-Merits for the Glad Armor proc is the optimal approach. The question boils down to this: what is the "true" value of an A-Merit? -
I'm having a hard time seeing it, so perhaps someone could explain:
Why is Blaze > Flares > Blast better than Blaze > Flares > Flares?
If you have the recharge, it seems like the Blaze > Flares chain is better. More benefit from damage and BU procs, in addition to better DPS.
Just leave Flares on auto for tough single targets (AVs, GM). -
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How do gremlins compare to imps with regards to damage? Are they less, similar, or more damaging? Are they the most damaging pet?
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How do gremlins compare to imps? Less, similar, or more damage?
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Howdy all,
My SS/Fire is 45 and fast approaching lvl 50. The combo is pure win. I am looking for an all purpose build: SF/TF (all lvl ranges, but especially end game stuff like STF, LRSF, and ITF) and farming (not one particular group or map, but a diversity).
Here is my attempt to balance S/L defense and recharge. Please provide lots of feedback! Thanks in advance.
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Cleanser: Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Fiery Aura
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(9)
Level 1: Fire Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(19), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(40), S'fstPrt-ResKB(40), S'fstPrt-ResDam/Def+(43)
Level 2: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(11), Mako-Acc/Dmg/EndRdx/Rchg(25)
Level 4: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(5), Dct'dW-Heal(7), Dct'dW-Rchg(7)
Level 6: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(17)
Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(25)
Level 10: Swift -- Run-I(A)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
Level 14: Super Jump -- Zephyr-ResKB(A)
Level 16: Plasma Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx/Rchg(39), RctvArm-ResDam/EndRdx(43)
Level 18: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(19)
Level 20: Stamina -- EndMod-I(A), P'Shift-End%(21), P'Shift-EndMod(21)
Level 22: Rage -- HO:Membr(A), HO:Membr(23), HO:Membr(23)
Level 24: Consume -- P'Shift-EndMod/Rchg(A), Efficacy-EndMod/Rchg(31), Efficacy-EndMod/Acc/Rchg(34), P'Shift-EndMod/Acc/Rchg(34)
Level 26: Blazing Aura -- M'Strk-Dmg/EndRdx(A), M'Strk-Acc/Dmg/EndRdx(27), Sciroc-Dmg/EndRdx(31), Sciroc-Acc/Dmg/EndRdx(31)
Level 28: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/Rchg(36), RctvArm-ResDam/EndRdx(39), RctvArm-ResDam/EndRdx/Rchg(39)
Level 30: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(40)
Level 32: Foot Stomp -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(33), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(34), FrcFbk-Rechg%(46)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36)
Level 38: Combat Jumping -- LkGmblr-Rchg+(A)
Level 41: Gloom -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(42), Apoc-Dmg/Rchg(42), Apoc-Acc/Dmg/Rchg(42), Apoc-Acc/Rchg(43), Decim-Build%(45)
Level 44: Dark Obliteration -- Ragnrk-Knock%(A), Ragnrk-Dmg/Rchg(45), Ragnrk-Dmg/EndRdx(45), Ragnrk-Acc/Rchg(46), Ragnrk-Acc/Dmg/Rchg(46), EndRdx-I(48)
Level 47: Darkest Night -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(48), DarkWD-Rchg/EndRdx(48), DarkWD-ToHitDeb(50)
Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), LkGmblr-Def/EndRdx/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 6: Ninja Run
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Set Bonus Totals:- 7% DamageBuff(Smashing)
- 7% DamageBuff(Lethal)
- 7% DamageBuff(Fire)
- 7% DamageBuff(Cold)
- 7% DamageBuff(Energy)
- 7% DamageBuff(Negative)
- 7% DamageBuff(Toxic)
- 7% DamageBuff(Psionic)
- 22.4% Defense(Smashing)
- 22.4% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 6.75% Defense(Energy)
- 6.75% Defense(Negative)
- 3% Defense(Psionic)
- 15.5% Defense(Melee)
- 4.88% Defense(Ranged)
- 3% Defense(AoE)
- 60% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 39% Enhancement(Accuracy)
- 10% FlySpeed
- 191.2 HP (12.8%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Immobilize) 14.3%
- MezResist(Sleep) 1.65%
- MezResist(Stun) 2.2%
- MezResist(Terrorized) 2.2%
- 12% (0.2 End/sec) Recovery
- 36% (2.25 HP/sec) Regeneration
- 6.3% Resistance(Fire)
- 6.3% Resistance(Cold)
- 10% RunSpeed
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How does FE actually work now? I know it is affected by other effects/powers (rage, fury, etc.), but what about +damage % bonuses from IOs?
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DM/FA will definitely do better on a Blueside Scrapper: the AT mods make a Burn and BA, with FE and fully saturated soul drain, melt mobs in record time. Also, Redside content is harder, so /FA is very squishy without significant IO investment.
That said, /FA really benefits from an active mitigation primary. I have a DM/FA brute who has become an IO mule because he was too squishy. Even with the buffs, he just doesn't do it for me. On the other hand, my SS/FA brute is AMAZING. Bar-none, the most fun brute I've ever had and he melts groups in record time.
Rage + FE + Burn + Footstomp is a beautiful combo to behold. I can't wait to add Dark Obliteration to the mix (currently lvl 41.9). Footstomp also makes him less squishy because everyone is on their backs
You can make a Fire/SS tank if you want to stay Blueside. Another option would be to make a praetorian SS/Fire brute and go blue. You will not be disappointed with that combo! -
A couple of questions:
1) What happens to my 1-man SG base if I transfer? Keep it or lose it?
2) What server(s) have equally active Red & Blue sides?
3) What server(s) is big enough for weekday/weekend teaming (abundant) WITHOUT blackouts on 2x XP weekend?
Thanks! -
Quote:Thanks for that list! One big question though: conserve power is no longer listed under the body pool for Scrappers/Tankers. Is it grandfathered in for existing toons? What is superior conditioning?Snow Globe pointed me in the right direction and I found the list of APP/PPP proliferation. I threw it up in a quick Wiki page here:
- APP/PPP Proliferation: Archetypes have been given access to the other side's APP/PPPs. For a list of who gets what, see here: http://paragonwiki.com/wiki/APP_Proliferation
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Soft-capped Invul laughs at Romans too. Just yesterday, I was on the wall with a few platoons and I never dropped below 90% health.