Catwhoorg

Forum Cartel
  • Posts

    3744
  • Joined

  1. I tend to go the other way, 2 heals first, then recharge (2) then fill out the last heal and recharge.

    The thought is that if I need a heal, I want the biggest heal possible at that moment.

    The 2/2 initial goal slotting is to avoid ED effects on the 3rd SO.
  2. Simple answer:

    Lower level IOs in every instance (of comparable % total) will be equivalent or more friendly for an exemplar build than higher level ones.
  3. People playing 50s for incarnate stuff will be adding far more to the inf supply than any amount of levelling inside the AE building.
  4. Quote:
    Originally Posted by Reiska View Post
    That's little comfort for the poor Assault Rifle/Devices blaster, who doesn't have the option of taking either one.
    .
    Any reasonably slotted /devices blaster can pull him onto a stack of trip mines to blow him away in a single big boom. Lay them before he aggros. Pull to the mines. Mission complete.
  5. Point of order.

    Selling stuff on the market is one of the few actual influence sinks in the game.

    the 10% fee adds up.
    I may sell X for 3 million, but I only get 2.7 million. 300 000 inf is lost to fees.

    Market activity is to be encouraged. Selling to Vendors however, increases the net inf in game.
  6. You are talking about schedule A enhancements from what I can tell.

    The key thing that make a difference between these case will be

    Minor bonus threshold, specifically
    Any individual benefits of 20% or less are unaffected by Exemplaring down as far as level 21. This applies the two 19.2 % enhancements, the single 38.4% enhancement will scale at all levels
  7. An Ar/Dev can still pull to a bunch of tripmines.

    With adequate slotting enough to blow him in one big boom.
  8. Yellows - melee damage

    How I tend to run this is dive in and out. Let the debuffs that land on you wear off in between each mito.

    Then I hit the blues -ranged damage
    Same plan, in defeat one then out.

    Greens -hold them until their shield drops, then they go down fast. Once on the greens there normally isn't a great need to dive in and out.

    If I had a team with a lot of trollers, and not much ranged damage I'll do greens before blues. diving in for a green then out again.
  9. I have been wondering a lot about how to respec my sonic/sonic defender, she badly needs one anyway, but the addition of the alpha slot has thrown another little spammer in the works.

    Then last night (literally as i was brushing my teeth) I had a bit of a realization. The Devs really did give us the 3rd build for a reason. If I am slot starved and want to replace fitness with powers than need slots, how can I save slots over all.

    I fiddled with my spreadsheets, and using the rare/Very rare info from the Going Rogue site to account for what portion will bypass the ED calculations. Using both the 3 Dam resists commonly slotted into the buff shields, and then the idea of slotting just 2 level 50s into them.



    Is the basic numbers after accounting for ED. The difference is noticeable with the common Cardiac boost slotted (well that is endrec only, no dam resist), but at the uncommon and higher levels the difference becomes much less. At best 5% for the very rare, but that's the 5% of the base 20% (for the shields) for a actual damage resist difference of 1% in game. A single suitable set-bonus more than makes up the difference.

    (for the graphically minded here is a bar chart of the buff)


    Right now I have the fairly typical endrec + 3 damres. (level 35s actually right now).
    Putting a 2nd/3rd build together once I have the uncommon, and replacing those 4 slots with just 2 damres, is going to free up 4 slots from the 2 buff shields, plus another 1-2 from the toggle shield. (depending if I drop the 2nd endrec I have in there)

    Swapping the 35s for 50s admittedly gives a big portion of this help, but after the uncommon is bought and my build adjusted, I'll be 5 slots to the good and with actually higher buff values (31.38% now to 32.66% after).

    I'm not a huge fan of any of the damage resist sets, my fire tank who was the other character I was scratching my head over a respec with has a bit of frankenslotting for better endrec, but is Very slot starved. 4 slots for her would allow much more interesting additions for survivability, 6 slots if you account for tough in the same manner.

    Just some food for thought
  10. Quote:
    Originally Posted by The_Larker View Post
    Wait what I didn't hear about this.
    they used to do it in the 'State of the game' annual reports.
    Or occasionally in press releases outside of the time frame

    I haven't seen one in a long while
  11. You guys and gals have really achieved something here.

    To go from zero to #1 spot in that short amount of time, by burning inf is really amazing.

    I wonder if the Ocho reads this, if he could chime in with a comment about the global inf in game. I know the Devs have posted this figure in the past. Has this done anything noticeable the influence in game, a little dip, even just a slowing of the gain ?
  12. Most of my characters who have the alpha slot filled got there with a single late game TF, ITF, Khan or Lady Grey, sometimes with the V Merits for a Grai Matter.

    One of them, got 6 shards from the TF (plus the component) and didn't have enough for a Grai matter. (he is one shard shy of what he wants counting the one for the Ramiel Arc.)
  13. Catwhoorg

    "Best" buffer

    Quote:
    Originally Posted by ketch View Post
    Especially an emp with Power Boost and Vengeance.
    This.

    My emp with a fairly high recharge build and powerboost hardly needs to use his heals.

    Fortitude and regen aura look after the teams green bar.
  14. Checked my brute as well



    I'm not seeing an issue here
  15. For my tank


    Cold Resistance showing correctly


    Slow resistance showing correctly
  16. *Big Sad Kitty eyes*

    So long Castle. It has been a great ride.
  17. Catwhoorg

    Super Strength

    I spent the afternoon playing my SS brute today. (yay for time off work).

    I certainly felt super strong the afternoon.

    As far as the set goes, The only thing I would like is for handclap to gain a significant damage component (probably medium damage like claws/spin).

    However I don't see this as something likely to occur without a balancing ie reduction of another power(s).
  18. Generally there are of little use.

    A couple which I use periodically are the knockback protection and the +end drain resistance one (maybe if I was thinking of a synapse on a lowbie rather than an exemped character).
  19. There are 4 ways to generate candy canes

    1) defeat winter mobs
    2) complete the Lord on Winter instance
    3) Complete a Baby New Year/Lady winter misson
    4) click presents

    Additionally you can buy them from the market

    There are no short cuts. You have to do some combination of those 4 to earn the canes
  20. Thats certainly possible.

    All I can report is my own experiences, which are kill the clones as they appear and its no issue. Teamed or solo. That works for me.

    I also can report reading in a global channel of a player who has recently returned, not realizing the clones gave regen and he was surprised he just could not out do the regen of an EB.
  21. Catwhoorg

    Archer Advice

    Acid arrow - Should be taken much earlier (ideally at 12)

    The -damres debuff is important for boost your and your team offensive potential

    Same with disruption arrow, you take it late (24) you should take it at 18

    Personally, I don't slot PGA for sleep duration, as I view the sleep chance purely as a mechanism to break up the alpha strike. Its not going to last on a team, or even solo the way I play it.

    I tend to have enhanced the recharge of the TA debuffs rather than their effects.

    Glue arrow up every mob is more important to me than the mobs being slowed longer than they usually survive.

    TA/Archery is definitely a fun combination for me.

    It does take some practice to be useful solo. You have to balance out when to debuff and when to damage.

    In general terms grabbing thunderstrikes into the ranged attacks is going to help (with the +ranged def)
  22. the shards aren't going anywhere.

    Save em until the later tiers actually appear
  23. *shrug*
    ran this solo with my AR/Dev blaster

    No prep work, only isnps where what I got from the mobs on the map

    Got to his room. Layed out my Auto Turret. Popped a small red, plus force of nature.
    Killed his bifurcations as they came, popped a small green when he hit me down to below half health
    He was defeated just as the 3rd was summed.

    No use of lava
    2 insps used total.
  24. I don't know about that.

    Last night I was putting together a team, mainly of vent folks.

    One of the first people I invited was afk, and folks got their invites during the time she wasn't accepting or declining.