Da_Captain

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  1. zeldo, you took the words right out of my mouth.

    The Fire and Electric secondaries are meant for melee, they both come with atleast one damage aura, a couple PBAoE attacks, and PBAoE mitigation, trying to make a ranged build with these two secondaries means that you would only take the initial immob and build up.

    Ice is also melee, but more melee mitigation than damage.

    Mental would have been a good ranged choice, an extra cone is real nice to have and comes with a KB power like mentioned about Energy

    I believe Energy was covered well

    And personally I think that Devices will always be one of the best ranged secondaries, caltrops does a good job at keeping enemies at range (except those dang werewolves), cloaking device for some defense, smoke grenade for more defense, targeting drone can have built in build up, and gun drone for extra ranged damage (the cast time and duration of that can be dissapointing though)


    Overall though, I like how the guide described the powers and your personal reasons for taking the power and the base suggested slotting were well written except this part that I caught...

    Quote:
    5. Aim
    Offical Description: Greatly increases the chance to hit of your attacks for a few seconds. Slightly increases damage. Recharge: Long

    Level Available: 8
    Damage: n/a
    Activation: 1.17sec
    Recharge: 90 Sec
    End Cost: 5.2
    Acc: n/a
    Range: Self
    Effect: Self Buff
    Damge Types: n/a
    Special: Gives yourself a 37.5% to Hit and a 62.5% Damage Boost for 10 Sec

    Personal Opinion: Take it, it's a self buff for accuracy and defense.

    I think you meant damage there.


    Also, if you have the time, I would try to suggest some slotting with IOs that could help ranged defense. Thunderstrikes in the ranged attacks are a great start.
  2. Quote:
    Originally Posted by Kelenar View Post
    But Neutron Bomb's animation is so sexy! Rad Blast's real secondary effect is sheer style.

    Yeah, I love that animation, it's kinda like making a Spirit Bomb. (Sorry for the poor DBZ reference)
  3. Quote:
    Originally Posted by vinque View Post
    I appreciate the replies. I think next time (if there is one) I'll have to team with a blaster, seems like my best option. Also, as a side note, I do have quickness but it does next to nothing. I'm guessing that's because I'm running x8 and there's just too much -speed for 40% res to do anything.
    Why? Just curious, I mean, my MA/WP was able to do Malta, but KoA seems a bit like suicide for a scrapper.
  4. Quote:
    Originally Posted by Negate View Post
    I'm a sucker for Taking Maneuvers the SOA Version and maneuvers the Leadership pool version.
    Very Wise decision for a Bane Spider, don't let anyone tell you differently.
  5. Quote:
    Originally Posted by Gearford View Post
    however WP is definately more wolverine, wolverine is tough and nimble (res/def) too, not just regen.
    Yeah, I would have to agree wolverine seems more like a willpower, he could heal and take a couple of punches. Also Ninja Run would probably be the perfect Wolverine travel power.

    Quote:
    how could i combine this with the wolverine thing this char has?
    Wolverine was trained in many different types of martial arts on top of that he has been in like every war. Taking MoG or Tough and Weave could be just natural training, he knew how to dodge and take hits.
  6. Quote:
    Originally Posted by spiritfox View Post
    OP, I want to call your attention to something using the post above as an example. This build is objectively terrible. Its expensive as hell with 4 LOTGs, it requires you to take both fighting and leadership to softcap (missing hasten or aid self, which increase the AoE damage or make you immortal respectively), it has terrible recharges on several key powers (43 second shield charge, 10 second fire sword circle). The build has **** for both haste and global accuracy, and has about half of the defense debuff resistance /SD can have.

    Thats what taking patrons can cost you. No travel power, sub par damage from everything in your primary, forced to take two power pools exclusively to add to defense numbers, and hoping that the patron powers fill the holes.

    They don't.
    1. Don't ever down my build like that ever, don't ever put me down like that for my opinion. I respect criticism, but I will not let you ridicule my work. I would never say anything anyone did is stupid or terrible, that is just showing others respect, for the time that they take out to help others, there is always a right way to say something.

    2. You talk about terrible recharges, but yours aren't better by that much, wow 3 secs on Fire Sword Circle, after SC and the initial FSC most minions should be dead and you can work on the LT's and bosses with ST attacks while FSC recharges and SC should be up for the next group.

    Also faster attacks means using more end and Hasten comes with a crash, just an FYI

    3. Travel powers are overrated. I would say more but I feel that is enough

    4. You talk about price and you have a purple set and hami's, at least everything I have up there can be purchased with merits and not cost a dime. Also you can easily take out that recharge in Active Defense and put that hami in there for more def debuff resistance easily.

    5. You talk about subpar damage and yours isn't that much greater than mine plus most of my procs are energy based (less resisted) and your are S/L (Heavily resisted).

    6. The build is not forced to take maneuvers (This is how I can tell you didn't take your time to look at my build)
    Phalanx Fighting was not turned on, with Phalanx Fighting on and without maneuvers I still get well above the softcap in all areas and you aren't even reaching in ranged and AoE

    7. I'm going to do you one better here is the revised build with Phalanx Fighing on, Ball of lightning for more AoE and a pet to set back and shoot, while going above softcap in all areas, with good accuracy, decent global recharge, and here's the best part I left one open power choice and 2 slots.



    Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Fiery Melee
    Secondary Power Set: Shield Defense
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Fire Sword -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(9), T'Death-Dmg/Rchg(11), T'Death-Acc/Dmg/EndRdx(11), T'Death-Dmg/EndRdx/Rchg(15), T'Death-Dam%(15)
    Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3)
    Level 2: Cremate -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(17), Mako-Dmg/Rchg(17), Mako-Acc/EndRdx/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(19), Mako-Dam%(21)
    Level 4: True Grit -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(5), Aegis-ResDam(5), Mrcl-Heal(7), Mrcl-Rcvry+(7), Heal-I(9)
    Level 6: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(21), GSFC-ToHit/Rchg/EndRdx(25), GSFC-Rchg/EndRdx(25), GSFC-ToHit/EndRdx(27), GSFC-Build%(27)
    Level 8: Incinerate -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(29), T'Death-Dmg/Rchg(29), T'Death-Acc/Dmg/EndRdx(31), T'Death-Dmg/EndRdx/Rchg(33), T'Death-Dam%(33)
    Level 10: Active Defense -- RechRdx-I(A)
    Level 12: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(13), LkGmblr-Def/EndRdx(13)
    Level 14: Swift -- Empty(A)
    Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(46)
    Level 18: Against All Odds -- EndRdx-I(A)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(46)
    Level 22: Phalanx Fighting -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23)
    Level 24: Boxing -- Empty(A)
    Level 26: Fire Sword Circle -- Erad-Dmg(A), Erad-Acc/Rchg(33), Erad-Dmg/Rchg(34), Erad-Acc/Dmg/Rchg(34), Erad-Acc/Dmg/EndRdx/Rchg(34), Erad-%Dam(36)
    Level 28: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
    Level 32: Greater Fire Sword -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(39), T'Death-Dmg/Rchg(40), T'Death-Acc/Dmg/EndRdx(40), T'Death-Dmg/EndRdx/Rchg(40), T'Death-Dam%(43)
    Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
    Level 38: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(39), Zephyr-ResKB(39)
    Level 41: Mu Lightning -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
    Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
    Level 47: Summon Striker -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(48), BldM'dt-Acc/EndRdx(48), BldM'dt-Acc/Dmg/EndRdx(48), BldM'dt-Acc(50)
    Level 49: [Empty]
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    ------------
    Set Bonus Totals:
    • 16% DamageBuff(Smashing)
    • 16% DamageBuff(Lethal)
    • 16% DamageBuff(Fire)
    • 16% DamageBuff(Cold)
    • 16% DamageBuff(Energy)
    • 16% DamageBuff(Negative)
    • 16% DamageBuff(Toxic)
    • 16% DamageBuff(Psionic)
    • 11.8% Defense(Smashing)
    • 11.8% Defense(Lethal)
    • 14.3% Defense(Fire)
    • 14.3% Defense(Cold)
    • 14.6% Defense(Energy)
    • 14.6% Defense(Negative)
    • 3% Defense(Psionic)
    • 20.5% Defense(Melee)
    • 17.7% Defense(Ranged)
    • 18% Defense(AoE)
    • 1.8% Max End
    • 25% Enhancement(Accuracy)
    • 41.3% Enhancement(RechargeTime)
    • 9% FlySpeed
    • 219.3 HP (14.6%) HitPoints
    • 9% JumpHeight
    • 9% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Held) 11.6%
    • MezResist(Immobilize) 11.6%
    • MezResist(Stun) 3.85%
    • 11% (0.18 End/sec) Recovery
    • 52% (3.25 HP/sec) Regeneration
    • 1.58% Resistance(Fire)
    • 1.58% Resistance(Cold)
    • 14% RunSpeed
    • 2% XPDebtProtection

    Personally, I wasn't going for a personal build, I just wanted to get what the OP wanted, and that was softcap with patron powers, just letting the OP know that they can have their cake and eat it too.
  7. Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Fiery Melee
    Secondary Power Set: Shield Defense
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Fire Sword -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(9), T'Death-Dmg/Rchg(11), T'Death-Acc/Dmg/EndRdx(11), T'Death-Dmg/EndRdx/Rchg(15), T'Death-Dam%(15)
    Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3)
    Level 2: Cremate -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(17), Mako-Dmg/Rchg(17), Mako-Acc/EndRdx/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(19), Mako-Dam%(21)
    Level 4: True Grit -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(5), Aegis-ResDam(5), Mrcl-Rcvry+(7), Mrcl-Heal(7), Heal-I(9)
    Level 6: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(21), GSFC-ToHit/Rchg/EndRdx(25), GSFC-Rchg/EndRdx(25), GSFC-ToHit/EndRdx(27), GSFC-Build%(27)
    Level 8: Incinerate -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(29), T'Death-Dmg/Rchg(29), T'Death-Acc/Dmg/EndRdx(31), T'Death-Dmg/EndRdx/Rchg(33), T'Death-Dam%(33)
    Level 10: Active Defense -- RechRdx-I(A)
    Level 12: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(13), LkGmblr-Def/EndRdx(13)
    Level 14: Swift -- Empty(A)
    Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(46)
    Level 18: Against All Odds -- EndRdx-I(A)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(50)
    Level 22: Phalanx Fighting -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23)
    Level 24: Boxing -- Empty(A)
    Level 26: Fire Sword Circle -- Erad-Dmg(A), Erad-Acc/Rchg(33), Erad-Dmg/Rchg(34), Erad-Acc/Dmg/Rchg(34), Erad-Acc/Dmg/EndRdx/Rchg(34), Erad-%Dam(36)
    Level 28: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
    Level 32: Greater Fire Sword -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(39), T'Death-Dmg/Rchg(40), T'Death-Acc/Dmg/EndRdx(40), T'Death-Dmg/EndRdx/Rchg(40), T'Death-Dam%(43)
    Level 35: Shield Charge -- Erad-Dmg(A), Erad-Acc/Rchg(36), Erad-Dmg/Rchg(36), Erad-Acc/Dmg/Rchg(37), Erad-Acc/Dmg/EndRdx/Rchg(37), Erad-%Dam(37)
    Level 38: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(39), Zephyr-ResKB(39)
    Level 41: Mu Lightning -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
    Level 44: Electrifying Fences -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(45), Enf'dOp-Acc/EndRdx(45), Enf'dOp-Immob/Rng(45), Enf'dOp-Acc/Immob(46), Enf'dOp-Acc/Immob/Rchg(46)
    Level 47: Summon Striker -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(48), BldM'dt-Acc/EndRdx(48), BldM'dt-Acc/Dmg/EndRdx(48), BldM'dt-Acc(50)
    Level 49: Maneuvers -- Empty(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    ------------
    Set Bonus Totals:
    • 13% DamageBuff(Smashing)
    • 13% DamageBuff(Lethal)
    • 13% DamageBuff(Fire)
    • 13% DamageBuff(Cold)
    • 13% DamageBuff(Energy)
    • 13% DamageBuff(Negative)
    • 13% DamageBuff(Toxic)
    • 13% DamageBuff(Psionic)
    • 13.9% Defense(Smashing)
    • 13.9% Defense(Lethal)
    • 15.8% Defense(Fire)
    • 15.8% Defense(Cold)
    • 17.7% Defense(Energy)
    • 17.7% Defense(Negative)
    • 3% Defense(Psionic)
    • 21.1% Defense(Melee)
    • 19.3% Defense(Ranged)
    • 21.1% Defense(AoE)
    • 3.6% Max End
    • 33.8% Enhancement(RechargeTime)
    • 7% Enhancement(Accuracy)
    • 3% Enhancement(Immobilize)
    • 9% FlySpeed
    • 253 HP (16.9%) HitPoints
    • 9% JumpHeight
    • 9% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Held) 11.6%
    • MezResist(Immobilize) 11.6%
    • MezResist(Stun) 1.65%
    • 8.5% (0.14 End/sec) Recovery
    • 52% (3.25 HP/sec) Regeneration
    • 1.88% Resistance(Negative)
    • 14% RunSpeed
    • 4% XPDebtProtection
  8. For blasters weave is not worth it. Now on a brute or Scrapper, it can be the difference maker of barely surviving to tanking.

    On blasters you kinda have to pick one area range or melee, don't see too many blasters that get the opportunity to be great at both, some opt for S/L defense which could kinda protect you from like 75% of the attacks in the game.

    But the fighting pool on a blaster, wouldn't even waste the power pick.
  9. Da_Captain

    Drop Rate

    Ok, I remember some time back there was something wrong with the drop rate and the dev's say that they fixed, if that is the case they need to up the drop rate.

    I have just completed six mission with my widow set to -1/x8 and I only got 8 recipes. I will re log and try again and post results.

    I guess would I would like to know, is if there is any certain thing preventing me from getting all the drops? Or since I am redside, do the devs really hate villains?

    Edit: Also, the mishes that I have been doing have around 8 to 12 groups per map, so no these aren't small maps.
  10. This is a personal question that you only have the answer to, and the only way you are going to answer it is by playing each AT.

    You don't have to play an AT to 50 to know if you like them a lot, but atleast getting to late 20's should let you know if it is what you are looking for.

    It took me 3 years to find out my favorite AT and honestly if I would have asked people here, it would have took me 3 more, because most say the AT sucks, but what sucks to some is golden to others, this is why I have learned that there is no AT that sucks, they just aren't for me.

    I know for a fact that I like to do damage and at the same time avoid it. So I found out that playing Doms and Scrappers fit my playstyle perfectly. Doms to me are just fun and when you learn how to fully play one PvE content is just easy (except for PToD). Personally I just got Scrapperlock after making my 2nd one and found out what I was doing.
  11. Quote:
    Originally Posted by Windenergy21 View Post
    You're also not factoring slows, the fact of what happens when SC is recharged before you need to use it again, and when going to another mob having the mob half dead before SC is recharged, meaning you wait till the next mob to use it as well. Meanwhile, BA is working 100% of the time, even for the stragglers that are still alive, its still helping out. I didn't say SC was less than a damage aura, but the difference is nowhere near as large as you "prove" it to be.

    You're also making the same mistake someone else did in your last scenario, this is regarding a damage aura, vs SC, you HAVE to have AAO boosting the damage aura as well as SC, that's what the argument is.

    As mentioned, you do need serious IO investments for shield. Its part of the game balance, with just SOs shield is seriously lacking IMO. 21.25% base defense, with 17.5% resistance and 19.5% max hp with no self heal is an extremely weak defense set. ITs only with IOs that it even becomes playable outside of teaming or wretched use of inspirations. Granted if you IO it out its pretty good, but that fact right there, is the whole reason where it gets all the publicity, AFTER its IOd out, to which many other sets can say the same thing.
    Also a major factor that is left out of the eqation is that Fire is a lot less resisted than Smashing.
  12. Quote:
    Originally Posted by NordBlast View Post
    Am I only the one who is bothered by Fly's 1.0 end/sec?
    Be glad you didn't have to experience the old fly, I could swear that just with fly on, it would drain my end to 0 without end redux in it. Not only that it was much slower than it's current form.
  13. Da_Captain

    *pokes server*

    Well, on the brightside we might get a few extra days of the winter event.
  14. Thank you all, just got the confirm email, going to check now will let you know the results
  15. How long do you think it will take them to fix it?

    And thank you for your quick response.
  16. My toon was in the loading screen going from Talos to Croatoa, then the game shut down on me now when I try to log in and go back to that toon, it takes me back to the log in screen and says that the toon is still logging out wait a few seconds has been like this for the past 15 min.

    What do I do?
  17. Da_Captain

    New Archetypes?

    Control/Defense couple problems...

    1. Defense is a passive defense and control is active defense, pairring two defense sets would make it almost impossible to do it is almost like having a defense/buff set just almost horrid to play.

    2. Not all defense sets do damage and most control sets really don't do any damage until 32 (Mind, Plant and Ill are exceptions) So realistically speaking you couldn't think about soloing until 32 with most sets, however on the other hand, some combos you could do amiazing amounts of AoE damage just off the top of my head Plant/Dark would probably be a nice set.

    Melee/(buff/debuff)

    I think this would be an interesting set, just give them defender buff/debuff values

    Assault/Defense

    In theory most Epics are already here. This would probably be the most played AT, and with the right IO's could possibly be the perfect Tankmage.

    Henchmen/Assault

    This would probably be a nice AT.

    Henchmen/Control

    This also would be a nice AT

    This is all I could really think of without making something already made or making something origanal.
  18. post build please, I don't care if it is just powers, I would like to see what we are working with.

    I.E. also, if you build for Ranged defense, you also have to build for AoE, as ranged only covers ranged not ranged AoE's
  19. Quote:
    Originally Posted by Moonlighter View Post

    With the new difficulty settings I don't farm the wall anymore (thank goodness) but when I did do that with my /SR it was terrible. It seemed like half the spawn jumped over the edge.
    This was an answer to a lot of prayers, that wall was getting boring and reptative. I farm with my MA/WP/Flame and Dragon Tail w/ two procs, still damage and recharge capped, and Fire ball w/ damage proc puts mobs to waste.
  20. Da_Captain

    *pokes server*

    Guess it is going to be down til tomorrow eh?
  21. Quote:
    Originally Posted by Black_Sabath View Post
    Its nice to get someone else opion. So far the only lvl 50 I have is a Brute. I have a few scrappers, but the Brute seemed so much easier to play, & enjoy.

    It just seemed that the Brute feels alot more powerful than any scrapper I`ve played to date.

    Too eaches own, I have one brute that gets no play time, and a plethora of Scrappers that hardly get time to even get a day job.

    I don't like the Fury Mechanic and Brutes seem a little lackluster to me (just to me) and I am pretty sure I am not the only one that feels this way. So just because you think brutes are better doesn't mean everyone does.

    I don't think any ATs will be extinct. Defenders have the highest buff/debuff values, just because you can build for defense doesn't mean that IO's are enough, on ITF's I still perfer a FF with my softcapped WP, because def debuff is one of the most common in the game.

    Doms and Trollers are two different ATs, like trying to compare Corruptors to Blasters, yeah they have the same primary but there secondaries put them on way different playing fields

    Tanks, Blaster, MMs each have their own player base some like to live easy, some like to kill quick and die trying, some like the easy button.

    I don't like Stalkers at all, but just because I don't doesn't mean that they don't have a playerbase.

    GR will not put an end to any ATs.
  22. Quote:
    Originally Posted by Mr_Heat_Stroke View Post
    Cold Mastery's Frozen Armor gives 10.5% Def and 21% Resist according to Mids, so that may be another good choice.

    I'm just giving that as a suggestion, but I'm sure someone superior will dump all over it.
    Whoa, this is only a piece of the pie. Frozen armor only give S/L defense, which is different from ranged defense.

    There are different types of defense I am going to assume since you know what ranged is that you know the differences.

    Here is the break down, there is no real epic that will give you any ranged defense. Your best bet on getting ranged defense is to get Thunderstrike sets, Couple of Zypher's, some Mako Bites, and a Gaussian's set. That is if you wanted to go ranged

    Going S/L is not so bad either more than likely, going the S/L defense route you will have more defense than if you were trying to IO for one of the positionals (like Ranged) since a lot of the moves in the game contain S/L damage (i.e. most energy have energy/smash cold have cold/lethal etc.) very few powers in the game contain a direct portion of its element, some fire, radiation (very few enemies have), electric, and a couple more.

    Not superior or trying to Dump, just let them know that it is not ranged defense that Frozen Armor offers, it is S/L and it only offer resists to cold and I think a little to fire.
  23. Quote:
    Originally Posted by FireWyvern View Post
    I'm not. You value more slots, i value more the cost. If i say it's easier, that means with MY standards, not yours.
    The biggest difference between them both is that in this game money is an easy unlimited resource, you can earn 2 bil spend it and earn it again, however, slots my friend are limited and I am getting more defense for my money in the long run. Me saving 2 slots on 3 powers is a total of 6 extra slots I can use elsewhere for more defense.




    If you aren't comparing the same thing as me, then don't come saying what i said is untrue. I stated M vs s/l/f/c/e/n , i made absolutly not comments on M vs s/l alone, and never mentioned R and AOE

    Quote:
    As for being superior to be, you still have to prove that in game, doing the kind of things i do. Because from the beginning, i mentionned for my playstyle. You're free on virtue with an SS/invuln or DM/invuln? =P
    I don't have any brutes, just tanks/scraps, I have a Inv/SS tank, but I am sure as far as survivablity goes, he has no trouble. So far I tested him on +2/x8 solo with bosses just to see what he could do. Surviving is little issue, it is killing that is his current problem.
  24. Quote:
    Originally Posted by FireWyvern View Post
    It's a subjective anaswer, you can't say it's untrue. For you it might be easier to slot 4 IOs that costed around 250 mil. For me, it's way easier and quicker to slots 6 IOs that costed around 60 mil.
    Some people might think 6 slots is a waste, but that's what i always do for my attacks, even if i only use SOs.
    If you can get a better bonus for less slots, why not? Or else you are defeating you own purpose.

    Quote:
    And you keep comparing M to s/l, then M to f/c then M to e/n.
    Two things

    1.) I compared M to s/l, I compared AoE to f/c, and I compared range to e/n because they each come from the same set, and I was showing you how it was easier to build for s/l/f/c than it is to build for melee and AoE. I said Range and e/n are pretty even.

    2.) You can build for all the M defense you want but you still have 2 other postions you need to cover, whereas with typed such as s/l you cover all aspect of it a Melee s/l, range s/l, and AoE s/l

    Quote:
    My statement was that M is easier to get then s/l/f/c/e/n, wich i'd very like to be proven wrong about. =P

    exemple: To get a bonus on M, you need 6 slots in an attack or resist power.
    To get a bonus to s/l, you need 4 slots, and f/c 3 slots. So that's already 7 slots (5 paid, exactly like for M), and e/n isn't boosted yet.
    but guess what, while you just have M covered, I have the M, R, and AoE aspect of s/l/f/c, thus with one extra slot I am far superior to you.
  25. Quote:
    Yeah, but i already made my point that M is easier to boost then s/l/nrg/neg/cold/fire. Invincibility only gives ~7-8% with one enemy. For my build, if you factor in IOs and all the other powers, Melee is higher then the small fire def i'd have other-wise. (specialy if i fallow your s/l approche)
    Very untrue. It is so much easier to build for types. Again as it was explained to you, for most melee defense bonuses you need 6 slots, for S/L you only need four, it maybe more expensive, but that is only due to the nature that they are high in demand and 50's can't farm them.

    As for F/C Aegis gives you 3.13% for 3 slots not only that but it is a resistance set can't get any easier.

    1. That doesn't conflict with getting S/L
    2. Almost all of Inv is resistance based getting 5 of them would not be an issue

    Range is probably the only position easier to build for than E/N

    but depending on your epic you could get some pretty high E/N with no sacrifice.

    Overall it is so much easier building for types.