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Posts
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Just remembered the reduced rewards for all-boss groups. That may put an end to boss farming in AE, but I somehow doubt it.
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Quote:I do think it will reduce level 50 farming in AE, since purple drops are by far the most profound source of income for level 50 farmers, and there are no purple drops in AE.Just curious... how are rec/salv drops on solo 8-man missions, and how does it compare to ticket farming on AE? Do you think it will have any chilling effect on AE farming, which is what some people have hoped?
Also, do you think that the diff settings may have any negative impact on teaming, by promoting solo/duo/small teams as opposed to larger?
I'm not a farmer, and would love if regular mission teaming became more popular, but these are the things I am a bit worried about.
For powerleveling, I imagine boss farming in AE will remain the hot ticket. It'll be less effective than it is presently due to supersidekicking, but it should still be the fastest way to gain xp. -
Quote:DDR is valuable. Picking up every bit that's possible isn't necessary, though. You can live without Grant Cover.I've been working on a FM/SD build, and have to chose between Grant Cover for the DDR bonus, or Stealth for concept.
Is the DDR from Grant Cover necessary to really shine in the end game? I'll be Def capped in all positions, but that means nothing if 2 gunners can shred my def in a couple of shots while I take out their Boss/LT's.
Thanks!
Having said that though, I'd find GC more useful than Stealth. If I wanted to be stealthy for concept reasons, I'd slot a Celerity or Unbounded Leap +stealth IO in Sprint, and then use that when I want to sneak around. -
Quote:That's right, yes.So if I have all my passives on 95% heal enhancement it doesn't matter? Because I sloted fast healing, health and physical perfection with 4 numinas each (for the bonus healing, regen and +hp). All 3 powers have 97.49% heal enhancement, in this case doesn't matter where I put the uniques then?
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Quote:While the regen values of the uniques won't change, I'm guessing the issue is enhancement values of the powers themselves. For example: if I only have base slots in Health and Fast Healing, which one do I put the Regenerative Tissue unique in? Well, I'll slot it in Health, and slot a heal IO in FH, because FH has a higher base value than Health, so the heal IO will do more there than it would in Health.
I saw some posts lately with people saying to switch the numina and the regen tissue uniques from one power to another but I didn't see any logic on that. -
Quote:Your Phantasm will spawn a Decoy Phantasm on one enemy, and it will behave much like Phantom Army (it's indestructible, and its attacks have a taunt element). But when Phantom Army drops, the Decoy Phantasm will need to score a hit on the AV in order to draw its aggro. This means that if you're just standing there when PA drops, the AV will get one or two attacks on you before the Decoy Phantasm is able to pick up the AV.
I'm thinking of attempting to solo AVs with this build, but not sure if that downtime will hurt my chances or if the phantasm will take aggro and be able to survive that long, so any input on this and illusion AV soloing in general would be nice (is it worth it to go out and confuse random enemies to aid in dps or better to just attack with blind/spec wounds/ice blast/ice storm).
Remedy this problem by watching the Phantom Army icon, and when it starts to flash, get ready to duck behind an obstacle or around a corner and break LoS (line of sight) to the AV. This will ensure that the Decoy Phantasm has a chance to draw AV aggro before the AV murderizes you. That will give you ample time to get another Phantom Army out.
Note that when PToD are down, the AV will likely be held, so you won't need to break LoS.
Re: confusing enemies, while this can be a useful tactic, there are two major drawbacks. First, you have no control over the random enemies, so they're as likely to attack one another as they are to attack the AV. Second, you have little control over your pets, so adding random enemies to the mix can divert PA and Phantasm from attacking the AV as they attack the confused foes instead. Worst of all, if Phantasm spawns his Decoy Phantasm on a random, confused foe, the Decoy Phantasm won't draw AV aggro during PA's downtime. So confusing foes may sometimes be a useful tactic, but it can sometimes do more harm than good.
As for DPS, your best chain will likely be Blind > SW > Ice Blast > SW. Forget Ice Storm.
The main things to remember for AV soloing will be keeping an eye on PA so you know when to break LoS, and keeping Benumb perma on the AV. Oh, and using Heat Loss as much as humanly possible (don't know if it can be made perma, but if it can, then by all means keep it perma). The rest should be a cakewalk. -
Quote:It's one thing to look at "View Totals" to check and see whether a build is softcapped to all positions, how many HP it has with accolades, what the passive regen is, etc; and quite another to accurately estimate a build's maximum single-target DPS or AoE DPS. And yet another thing to take stock of a build's "intangible" mitigation through knockup, knockdown, ToHit debuffs, etc.Guy has a point.
On the other hand, someone can load up a build and look at the numbers being spit out by the build and tell it's going to be at least somewhat effective and still have no idea which sets are there and why they were chosen. One's lack of knowledge of sets and the bonuses attached does not make them unable to sort out a good build when they see one.
Those with knowledge and experience will still be making their own builds, and those without it will still defer to those made by luminaries such as Umbral. Not that I blame them; Umbral's clearly an intelligent guy with an extensive knowledge of the game.
But frankly I think repuation would have more to do with name recognition and general fanboiism than efficacy of builds, simply because few people have a sound grasp of the latter. -
Quote:If more people could judge a build's ability to perform just by looking at it; if the average forumite were qualified to separate worthwhile, effective builds from the duds out there, then:The hope would be that the only thing that matters is a build's ability to perform and a contributor's reputation is based solely on his or her ability to generate worthwhile, effective builds.
a) they wouldn't need builds spoon-fed to them, and
b) they wouldn't care if a build came from Umbral or J_Blow, as long as it works.
But I doubt that's the case. -
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Quote:Most people running around softcapped to all positions or types are melee types with debuff resistance, and for the most part they don't need the defense at all.I am making an ice defender and was thinking about how many slots for the shields. I was going to put 3 slots in the shields. That puts it to about 22% def buff. Is that ovekilll in todays builds running around soft capped? Is it worth putting slots in it? Do you use the as IO mules?
Curious.
For everybody else, the better you slot them for defense, the more useful they'll be.
I'd say go ahead and slot the defense up to the ED cap. -
Ah, yes. Fire melee. For the silent, unseen killer.
Let's see. Produces bright light? Check.
Makes a very noticible sound? Check.
And wait, what's this? It also emits a very noticible amount of heat?
It's brilliant! And I thought Energy Melee was good. -
Quote:You're forgetting about Acid Mortar and Seeker Drones, which are also useful on teams (for the -def, -res, -dam debuffs, as well as the fact that they take some aggro).As I see it, a Traps Defender will bring a little mitigation to the team from Force Field Generator, a little Force Multiplier (but less than all sets but Force Field and not much more than Empathy) and a little control in Web Grenade, Caltrops, Poison Trap (nerfed). For solo purposes I'm sure it's a decent set (won't come close to Rad, Dark and Storm though) but for teams I can't see it touching most/all other sets. Or am I missing something again? I would love to hear from someone with hands on experience of the set.
Poison Trap was nerfed, but it still provides some intermittant control; but more importantly it's the most powerful -regen debuff in the game (-1000%, perma out-of-box).
Some people seem to get some mileage out of Triage Beacon, too, although I personally think the power's a dog.
It'll be a decent set for defenders, though it's doubtful it'll ever become FotM. -
Nice. When you get the LotGs upgraded you'll be able to run GD > GC > SD > GC gapless for a lot of damage.
I seriously doubt you need the third recharge in CP though (esp. once you get the LotGs; the uptime will be better than 50% with just 2 rech). I'd stick that extra slot in SD and slot a damage proc, personally.
Good revision. -
I'd envisioned shriek-scream-shriek-shout, but shout is pretty slow. DPS might be better without it, I dunno. Kinda too lazy to check right now, as well.
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Also in i16 PvP will be reduced to a simple game of rock, paper, scissors.
No, really. Just a game of rock, paper, scissors. -
Quote:You could manage more DPS with Hasten. But with Katana you can do some pretty spectacular DPS without it (my Kat/WP is close to 200dps without Hasten). The attack chain I posted is gapless and sound at 175+ DPS. And since you wanted to solo AVs without temps/insps if possible, I thought I'd put in Aid Self.but dropping Hasten I find a bit surprising. Though I suppose if I had 4 LotG global recharges (30%), 25% IO haste, 20% Quickness, thats pretty much perma-hasten without the power.
Lots of people fight AVs without a self-heal, though. So it's really up to you. -
Well, the good news is that your positional defenses are already where they need to be: at or above 45%. That's great; you don't need to shore it up. In fact, with defense numbers like that, clicking Elude will do absolutely nothing to help your survival in the great majority of situations.
So, what you need is more damage output and endurance sustainability. Those are relatively simple fixes.
Here's my take on tweaking your build. I put the AH proc in GC where it will help most. I worked a couple damage procs in elsewhere. I slotted the Miracle unique into Health (not cheap, but can be bought with merits) and replaced the LotG def/rech in Weave and Agile with 2 LotG +rech (also not cheap, but can be bought with merits, too) to tighten up the attack chain. I got rid of Hasten and Elude and replaced them with Aid Other and Aid Self. I replaced Web Grenade with Conserve Power. I upslotted Build Up.
These changes will give you the damage output you need, chaining GD > GC > SD > GC > FS > GC for 175ish dps (factoring 28% Build Up uptime, 65% AH proc uptime, and 95% hit chance). That's enough damage output for most AVs. You'll also have sustainable endurance and an emergency self-heal.
So with those changes, you'll be able to solo AVs with no temps/insps.
I could post you a completely revised build that's much more optimal (Edit: as Umbral has no doubt done already), but this one makes use of most of what you already have, with just a few unintrusive changes.
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Quote:Absolutely untrue if you're talking about a lvl 52 boss farm.A good tank is an ABSOLUTE NECESSITY if you want to do a good AE farm.
Quote:Also, I seriously doubt your scrapper is built to hold and keep threat beyond just doing a lot of damage praying they stay angry with you. In that situation you will be damn thankful you have a good healer on board because everyone else is the group will need the healing.
I take no issue with elitist views; I would be pretty hypocritical to do so. Instead, I take issue with you being arrogant and self-important while posessing a very weak grasp of what you're talking about. -
Quote:I will never see a 52 boss farm fall apart, period--because I can bloody well solo them on any of a half dozen toons.You will never see a 52 boss farm fall apart because the scrapper left. While having a great scrapper is a boon, it definitely isn't required. If you have a solid tank you won't even need a healer.
And yeah, my BS/SD scrapper can step in for a tank on such a farm, and prove it's the tank who isn't required.
On a lvl 54 boss farm I can *sort of* see a tank having the attitude of "you guys need me." But not on a lvl 52 farm. No way. You're not needed. -
I for one am hoping that EA doesn't get Energize to replace Conserve Power. And therefore I suppose I'm hoping that CP doesn't become the 5th power in the Mu PPP.
I'm sure I'm in the minority, but I have a dog in the race.
It's a lvl 50 DM/EA brute, a highly-tuned, 4.5 billion infamy build which can solo multiple AVs simultaneously, herd multiple-boss spawns of lvl 54 rikti to a pylon, destroy the pylon while ignoring the rikti, and then defeat the rikti. And it does this with only minimal risk of dying. Defense is airtight, passive regen is very high, hit points are significantly augmented, and self-healing is huge.
But the way I've got everything slotted, I depend on the full efficacy of Conserve Power to meet my endurance needs without having to rely on Energy Drain except in emergencies. (Because ED is a long animation that eats into DPS.) And frankly I get more mileage out of the minor heal than the endurance reduction, because I typically surround myself with lots of fodder for Soul Drain, anyhow.
For me, an extra self-heal and some more regen would contribute to survivability, but frankly that's survivability I don't need; whereas losing half the efficacy of Conserve Power would force me to dump Gloom (my highest DPA attack) to respec into Mu Mastery (assuming CP was relocated there), or alternatively, to reslot all my powers for better endurance management at the expense of some damage output.
I can't help but guess that it would be a losing proposition for my /EA brute.
I reckon it would be a big buff to most others, though. -
Well, in the end, you're the team leader; the responsibility to make decisions is yours. You must do what you feel is right, and then feel ok having done it. However:
1) It's probably best not to give directions in team chat using all caps. It sounds childish, like you're yelling, and maybe like you're a little desperate to exert control. Nobody likes or respects that in a leader. It's better simply to be direct and courteous, like this: "Everyone stay on point, please. Let's follow the tank and avoid excess aggro."
2) Whomever (I presume the fire/kin or his imps) aggroed the adds and caused team deaths needed to get a tell from you reinforcing the directions you already gave. Not to be upbraided in team chat, where you're just chewing him out, but reminded in a tell to get with the program (and that you're in charge). Like this: "Hey, your imps are drawing aggro that we can't handle. Either keep them under control or dismiss them." Then, if he keeps screwing up, or if he (oh no he didn't...) argues back to you, kick him. Boom. Don't ask questions, don't debate the issue, don't threaten, don't take a vote. Just kick.
3) Then, if the tank starts to upbraid the fire/kin in team chat, you send him a tell saying, "I already sent Kinetic Scorcher a tell. If he keeps screwing up I'll kick him. Now let's get back to the mission, please." And then if the tank continues to be disruptive, or if he cops attitude with you, or if he refuses to budge, or whatever, you Johnny kick him on the spot.
Now, you're right: the game is for fun, and I don't blame you for trying to be really affable and easygoing in team chat and remind everyone that it's a game and to enjoy it. It's probably easiest to enjoy yourself that way. But sadly, that kind of affable, laissez-faire attitude commands very little respect, and sometimes you need to put all 8 people on the same page, following the same game plan.
To that end, being intelligent, fair, polite, and considerate, while at the same time tolerating no nonsense, does command respect. And people will generally follow your lead if you can pull it off.
So yeah, you were justified kicking the tank. It's your team, and your responsibility to kick players who are disruptive or those who leech. But you probably could have handled the problem that led to the conflict in a much firmer way, and that probably would have kept the team together.
That's my .02inf, anyway. -
Well, I'm in.
Look forward to chatting with you guys in game. You're all bloody brilliant. -
Quote:No, Ill/Rad isn't the fastest; it's not even the fastest that *I've* got. But mine does have a freakishly high win-to-faceplant ratio, having died 3 or 4 times in his entire AV/GM soloing career, and he's done everything at this point--literally everything--except Lusca, The Honoree, Reichsman, and of course the Hamidon.Same have said Ill/Rad, but I don't think that it is FASTER than others metnioned. That is what I was after, the FASTEST Soloer, no outside buffs, no inspirations, no temp powers. Just the powers the AT comes with and that is it + IO's of course. So, the FASTEST not Safest.
Most AV soloists who depend on IO set bonuses for defense would have a hard time soloing Ghost Widow and Silver Mantis together, I suspect. But it was just plain easy on my Ill/Rad.
My fire/rad corruptor is faster, though, and a sonic/rad would likely be faster still.
(Assuming no trip back from the hospital.) -
Quote:AM down for almost a minute? No. That isn't how it works, I promise you, and I'm speaking from experience.On the topic of CJ and hover I have to agree with your reasoning.
However, the "minimal" downtime on hasten actually is more than it seems. This is because as soon as hasten wears off, so does the recharge bonus it gives. That in turn makes AM non perma, which removes its recharge bonus for a while. with those 2 major recharge buffs gone, the downtime on each power becomes near 50 seconds. That is 50 seconds without AMs recovery, causing a net decrease in my recovery rate, which is not good for long fights like AVs. Not to mention that is 50 seconds without that net 100% recharge bonus and 20% dmg bonus, severely reducing my dps for almost a minute every 3 minutes. Due to the high amount of defense, I don't think the 2 hp per second regeneration is all that diminishing. And with that AM downtime, my recovery is actually better off with the perma hasten route.
I'm sorry if it sounds like I am trashing your build, that was not the intention of this post, because your build was very good and very helpful. I just personally think that with the difference in keeping AM up all the time and having it down for almost a minute is major enough to slow down my overall DPS and cause the character to not finish off an AV.
What'll happen is, Hasten will drop, but it'll be 3.6sec from being recharged. You lose the recharge bonus from Hasten, so the last 3.6sec of its recharge will actually become 4.59sec. (120/123.6=0.97 ; 153*.03=4.59) This means Hasten is up 120sec, and then down 5.32sec (accounting for its 0.73sec activation time). That's 96% uptime.
As for AM, Hasten being up 96% of the time, you'll never lose it. It'll actually recharge, on average, in 119.45sec. Since the two cycles aren't exactly the same, you might lose AM for literally a split second now and then. But never for more than one second.
EDIT: fixed my math in this post for accuracy.