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Quote:No. With eclipse, if you are not the first one to every spawn, you're doing it wrong.I a team situation like a task force you better off staying in nova for over 90% of it.
In fact, on TFs, I stealth to the back to start there and work my way forward. The rest of the team can meet me in the middle. -
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Took my second look, as promised, and I see you went for a bunch of defense bonuses. That'll really compound on the resistance bonuses you already have, as well as help you avoid mez.
If you don't mind a long-ish read, check out the guide in my sig. It'll explain thereabouts how much the defense does for you.
One other thing I see is your accuracy bonuses are off the charts. Most of your attacks are 200% or better final tohit percentage, which means even +4s should be capped at the 95% tohit chance. You could afford to lose a few of those bonuses and not even notice a difference.
Other than that, it looks great. Like I said, Gravity Well will do a ton more damage if it's enhanced. Remember that enhancements are a percentage of the base damage, so the higher the base damage, the more it adds to your orange numbers. -
Quote:RWZ missions, -1/x8.when on a farming MM, what are you guys usually farming? the standard nem map? AE?
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Hey, thanks for the shout out!
I'm at work and can't open the build to look at the numbers, but I like what I see.
I notice you changed just about every IO that was a level 40. I don't know if you've noticed this, but the difference between a level 40 set and a level 50 set is negligible. Since there was no difference in effectiveness, I chose sets based on the bonuses I wanted.
I've also learned that frankenslotting can save you slots while still managing to maximize the effectiveness of the abilities. When a power only has three or four slots, you can max out the attributes with IOs from different sets. Usually the first through third set bonus isn't really worth it anyway.
I'd try to find two more slots to put in gravity well, if I were you. Straight damage common IOs. It's usually enough to one shot minions for an unchain essence.
I think you picked orbiting death instead of inky aspect. To be honest, I don't use inky aspect often, but the times I have, it's been worth having. If you're worrying about the HP penalty, don't. The damage you take from inky is very minimal, and the minions it hits can't hit you back. Orbiting death, however, has a much larger radius, generating more aggro and resulting in more damage to you. Again, I don't really use it that often, and as a tri-former, you probably won't use it either. I just believe that orbiting death has far fewer uses than inky aspect.
Last bit of advice I have is for Stygian Return. It doesn't need accuracy, I'm pretty sure it auto-hits. Its damage is piddly too, so I think you're better just slotting for straight recharge.
Later tonight, I'll have a look at this in Mids and give you some better advice. -
Quote:Grab the Steadfast KB prot and throw it in Absorption. If you've done a few TFs, you should have the merits to buy one and then only spend inf on the salvage.Do I invest in a knockback proc for KB? Do I have to buy IO sets for mez protection? or do I just need to adjust my tactics? What are my options?
For mezzes, you'll need break frees, plain and simple. I happen to use dwarf form, but if you're following AlienOne's guide, you don't have it. -
Quote:Except when you are already running forward with superspeed and then jump. Somehow the game adds that momentum to your jump forward.When you leave the ground, if you have a jump speed, the jump speed takes over. This is why when you have Super Speed and you plunge off the side of a building, street, or such, you'll suddenly slow down and won't travel as far as you think you would. The effect gets worse if you try to change direction as you are falling and you cancel out the momentum calculations.
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I'm not worried about having an optimal DPS chain, and I'm not adding hasten to this build. Perma-hasten, recharge builds, gimmick builds, or whatever you want to call them, they really only work for something like perma-PA or Eclipse. Outside of that, adding recharge has a kind of diminishing returns. The more you add, the less effect each addition has.
I just tried making a build to cram in as much recharge as I could fit without changing the powers... Incandescent Strike and Solar Flare go from 9 second recharge to 8. Whoopie. I'm convinced that it's not worth it to go for a recharge build.
Maybe +HP and +regen isn't the way to go. Are there any other suggestions?
All my level 41+ powers are kind of suprufulous. I expect to use Dawn Strike once in a blue moon, but I don't think the others will find much use. What are some good alternatives (pools or otherwise, but not hasten)? -
Quote:Thanks for the correction. I'm still not very familiar with tanks or brutes.Originally Posted by SarrateActually, Brutes' base damage is lower than Tanks. Tanker base damage is 0.8 while a Brute sits at 0.75. Pretty minor, but it is indeed lower. A Brute needs ~6.5% Fury to equal Tanker base damage.
Quote:True.
But Dechs' point still stands, the Brute soaks up Fulcrum/Painbringer/Forge better than the Tanker ever could.
Besides, my Brute get's 6.5% fury when someone Farts in his general direction.
My point was that there exists no set of circumstances where will a tank do more damage than a brute, all other things being equal. -
...but it is built to survive.
This is my human-only peacebringer. I was not aiming for recharge bonuses and I did not take hasten. I want to have at least one character not gimmick'd around recharge. Anyway, this PB is part of a static team of sorts, so I don't expect to solo him anywhere.
Instead, the build focused on grabbing +HP and +Regen everywhere I could, as well as +damage and mez resists. In my AoE attacks I was sure to slot the -res proc (I don't think they'd be as effective in single target attacks).
What are your thoughts?
If there's anything wrong, tell me now before I start spending inf on it.
Random side question: Does Light Form act like a break free?
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Quote:Probably because you can Fulcrum/Painbringer/Forge the brute to even higher levels of damage? They do have a 750% damage bonus cap, as opposed to the 300% on a tank, in addition to the higher base damage.This works both ways though. Why take a Brute when you have a Kin, Pain, or Thermal along who can Fulcrum/Painbringer/Forge a Tank. Certainly, there's a very large difference in damage cap, but I thought I'd just lay that out there <3
No matter how you slice it, the brute will always do more damage than the tank in the same situation. -
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Quote:I wanted to parse this out as a separate reply, because I think I have valid reasoning for why it has to be so much slower than the others.And really, noones telling me WHY a bump in maximue speed to say, 65 MPH, still leaving it in 3rd place by.... 12, 13 MPH would brake ANYTHING? Why shouldn't they speed it up? Why does it have to be that slow?
The shortest distance between two points is always a straight line. The farther you veer from a straight line, the faster you must go to keep your travel time down. Simple math/physics here.
Fly allows you to follow that straight line closest and therefor has a high relative speed. If all the travel powers were balanced so that they always get from point A to point B in the same time based on the obstacles they must circumvent, then fly would be slowest, superjump a good deal faster, and superspeed faster than that. Said another way, balanced solely around travel time, fly would have to be the slowest moving. I'll call this the travel time balance point.
Now take into account the other drawbacks. Superspeed has to go around enemies. Superjump can go over most enemies, but still gets placed in harms way periodically. Fly has no such drawback. Balance again occurs. Superspeed gets stealth as a balance against jump, and fly suffers more speed penalties. I'll call this the travel risk balance point.
As you can see, fly has its speed reduced twice as a result of balance. If you increase its speed, even to 65 as suggested, you negate one of the two balance points I mentioned and fly becomes the clear best choice.
I'll also argue against the fact that "everyone can fly now." The jet packs that are purchasable/earn-able are much slower than fly is. Just because everyone can fly, doesn't mean they're not being penalized for the means by which they fly. -
Quote:U MAD!My argument is that superspeed and superjump useing people are benefited more by the massive availiablity of tempery travel powers then flyers are. And it's still very much valid. The very REASON superspeed is as fast as it is, is it's lack of vertical movement. The temp travel powers totally negate that. As in, completely not an issue ANYMORE, EVER so long as you don't waste it, that is, until you can just buy it. LOL. Superjump needs very little beneft anyways as, IMO of course, it's the best all around travel power, hands down. But in the rare instences superjump isn't good enough, say, in the sharde (which, if you learn the shard, it's plenty) the flight pack makes up for it's weakness. Or even if you need to go afk for a sec, you have a flight pack to, to simulate the benefit of a flyers ability to set a course and go get a drink.
But fly, it has no real way to over come it's one limiting factor, like the others, that being speed.
And really, noones telling me WHY a bump in maximue speed to say, 65 MPH, still leaving it in 3rd place by.... 12, 13 MPH would brake ANYTHING? Why shouldn't they speed it up? Why does it have to be that slow? It's vertical reach is no longer and exclusive perk of flying... EVERYONE CAN FLY NOW. For the WHOLE GAME if they wanted too, in some shape or another. So why can't the people who accually still train fly be thrown a bone, since everyone else has been thrown flight packs in large numbers???
Seriously, don't let someone's opinion work you up so bad that you can't type coherently. -
Quote:Why do people insist that superjump is fastest overall?I can't count the number of times I have died by monster ambush on landing in super jump. Superjump is fastest overall and uses little endurance, but by far the most dangerous.
My favorite is hover/transport combo. I don't bother with fly on most toons.
Teleport, unenhanced, allows for faster travel than superspeed at the hard cap. Once it's enhanced, nothing can keep up. Add boost range... *phew*
Ok, lag does kill teleport. And it is a pain to use until you learn the shift+click bind. If you run a good connection, know the bind, and want to move fast, then teleport should be a no brainer. -
Quote:I completely understand you. From my experience, half the people who didn't like MMs was because they didn't feel "active." The other half, like you, just don't have fun with it.As I said above, I have a Thugs/Traps. I do have plenty to keep me busy. However I just don't like the feel of the class. I grasp the immense power, but it doesn't do it for me.
And yes, I know traps quite well since in addition to my 45 thugs/traps I have a 50 AR/Traps Corrupter.
I just wanted to make sure you had gotten the "full experience." -
Quote:Most likely, you're either playing the wrong kind, or not living up to its potential. Anything /FF is not fun. With /traps and /dark, if you don't constantly have something to do, then you can be fighting more and tougher targets.Shame I find playing a MM about as fun as watching paint peel no matter how powerful they are.
If, however, you just doing like having a bunch of robots follow you around, there's nothing that will make it fun. -
Put me down for the 26/27th on Champion.
I'll bring my TriFormShade in all his perma-eclipsed glory and be completely outshined by people who actually know what they're doing... -
Yes, if we all played based on sheer power and capability of the maximum build, this would be City of Warshades and Bots/Traps MMs.
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Quote:Originally Posted by +repmy laughed came out like a bark and startled my co-workers.
Thank you, thank you! I'll be here all week. -
Quote:Oh yes, even enemies as low as level 47 will drop purples. The beautiful thing is that the frequency of the drop doesn't even change. The only thing that affects frequency is rank (minion, LT, boss). To farm purples, -1/x8 is definitely the best setting. I'm not sure if bosses are good or bad. They have a higher drop rate, but take longer to kill... Debatable.This is something I have been wondering for some time now. Are you saying -1/x8 does or does not drop purples with a lvl50 character? If they do still drop, then I will be running RWZ mishes like crazy at -1/x8 on my /elec brute.
What I really should have done was keep a mission from when I was 47 (set at +0/x8) or 48 (set at -1/x8) to do my farming. As it stands, my MM is stuck farming level 49 mobs. -
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Quote:Not always true.I just wanted to comment you should never, ever, be taking the alpha as bots/traps. I got seekers down to 45 second recharge by level 35, thats what they're there for and they're ******* amazing at it.
I jump in to take the alpha, taunt, and get them close to me. Then I drop caltrops with knockdown proc and the AoE immob. Now the burn patches land. Nothing moves and everything dies.
Quote:If you're killing mobs in less than 45 seconds, your difficulty is not high enough.
Farming is typically done at level 50, therefor you want the difficulty at +0/x8 to kill fast and get all level 50 recipes. Or you want them at -1/x8 to kill even faster and get a few level 49 recipes, but the purples will still drop as 50 (that's all they can drop as).
If you're not a level 50, you're not farming, but you are trying to maximize your rewards. In that case, yes, you want to up the difficulty.