Deevian

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  1. Just taking a glance at the 2nd build, it looks like you don't need that many slots in hasten to perma with, but I'm not sure since mids is being weird, whenever I do anything to change the recharge of the build slot wise your reported recharge jumps down significantly.
    Funny enough I was just building my own build and I like yours much better. Although I would like to know whats going on with the recharge, because I had a ton of purples to get that type of recharge rate.

    To detail exactly what I'm talking about when I load your build on mids it reports a global recharge of 223%? That looks very high and I can't seem to account for it.
    But, for instance if you take 2 slots out of hasten and put them into buckshot then slot buckshot with 5 posiblast your global recharge drops to 123%. Must be some bug with mids.

    I think there is some room for improvement if you want to spend money on purps if indeed your build is only at 123% recharge
  2. I'm sorry that I offended you. But I did speak the truth and can back it up with all sorts of empirical, anecdotal and logical evidence.

    Blasters are a broken archetype in terms of parity with other classes, does that make them broken in general? Well Kinda, but does it make them not fun? Not always. The fact that I want to play an energy blaster should speak to that fact. I'm just going into it with realistic expectations. With my goal set not to be the best but to be the best I can be.
  3. After spending more time in mids I came up with this ridiculously expensive yet seemingly awesome build:


    Gone are kinetic combat, enter the purps

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  4. Hey guys. I have always held much love for the sheer graphical beauty that is energy. But it always seemed like a bad idea to pick a substandard set of a substandard archetype.
    However, now that I have a competent farming brute and thus a large amount of inf to burn, I want my energy blaster!
    My goal here is build the best energy blaster I can. I define best as the most efficient balance of versatility and sheer power.


    Looking at energy blast weaknesses, it looks like that lack of AE damage is the most serious, so fire and ment my two secondary choices. I really don't fire that much so I'm leaning to ment. Ment also has the awesome DP and PSW. I also like the flavor possibilities of energy/ment. After saying that, if there is a another secondary with powerful synergies with energy, I'd love to hear it.



    As far as an EPP/PPP. I like Ice. It's S/L def is equal to scorp shield but lacks the energy from what I can tell. Hoarfrost seems awesome. hibernate also seems useful. Flash freeze looks like it can also be a great lead in to get DP off safely.




    This is a build I came up with, I think there are probably a lot of little things wrong with it but I also think its on the right track.

    first some notes:

    I will admit to putting kinetic crashes in my single target blasts, and although I'm not sure about this, it seems like a good idea as if I'm chain single target blasting something, I don't want to it hit me back and kinetic crash has some awesome set bonuses and are dirt cheap. I also did not take the really bad KB AE power -> explosive blast nor slot any KB in energy torrent as it's KB lvl is nearly a KD and I certainly wouldn't want to screw that up. So the end result I'm hoping for is to have the peudo-hold effect that is constant knockback in my single target attack chain thus gaining the advantage of energy blast in general while patching up my AE attack chain with the team friendly ment AE's.

    I also tried my best to patch up the blasters defense with weave/tough/acrobatics/etc. I would certainly like more advice on how to be even more tough.

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    Any advice or criticism is welcome.

    Thanks!
  5. Quote:
    Originally Posted by ultrawatt View Post
    You could try mocking beratment in the attacks. Those are also uber cheap and would give the same +rech as well as +end, and fire def.
    I think that is a valid point. But the fact is I do need to use this attacks if I'm fighting bosses. I have the 3 sets and the kb isn't such a problem to stop me from using these attacks. Taking all damage and end reduct out I think would not be an improvement. Trust me when I say I'm am the first to rail on how stupid KB can be. But in this case it doesn't seem to be greatly affecting me. And it is a totally moot point on KOB, they bounce off roof and come back down quickly. When they do go off, it knocks them back a few feet. I retarget if I have to and he is immediately replaced.
  6. Quote:
    Originally Posted by ultrawatt View Post
    Thank you for the data chunk

    Ah, yes it does. I still think you wanna try and get that miracle proc into health though. And i HIGHLY recomend you DONT slot your ST attacks with that Kb, even though the +rech is nice, becuase they will now do actual KB not just KD. If you dont plan on EVER using them then slot it i guess, but that would only work in farming.
    I have mixed feelings about it as well, but here are the facts:

    There are cheap, DIRT cheap, I picked up 3 full lvl 50 sets for about 40 mil.
    They have Excellent set bonuses.
    If I REALLY want to avoid kb, I can root with electrifying cages.
    I can have a secondary build for non-farm
    Even with the ridiculous KB bonus from the set, they are only 1.8 mag KB
    Have you experienced the unmitigated joy of a 50 ft knockup on KOB? =P
  7. I've been reading around and have found into more information.

    I swapped out oblit for multi-strike on blazing for endurance issues + procs suck on auras.

    took change for end out of rotp, put in stam, that works right?


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  8. Ok so I haven't found any builds I liked, so I took a stab at it myself. Feedback / criticism welcome!

    Villain Plan by Mids' Villain Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Fiery Aura
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Punch
    • (A) Kinetic Crash - Damage/Knockback
    • (3) Kinetic Crash - Accuracy/Knockback
    • (3) Kinetic Crash - Recharge/Knockback
    • (5) Kinetic Crash - Recharge/Endurance
    • (5) Kinetic Crash - Damage/Endurance/Knockback
    • (7) Kinetic Crash - Accuracy/Damage/Knockback
    Level 1: Fire Shield
    • (A) Titanium Coating - Resistance/Endurance
    • (7) Titanium Coating - Resistance/Recharge
    • (9) Titanium Coating - Endurance/Recharge
    • (9) Titanium Coating - Resistance/Endurance/Recharge
    • (11) Titanium Coating - Resistance
    • (11) Titanium Coating - Endurance
    Level 2: Haymaker
    • (A) Kinetic Crash - Damage/Knockback
    • (13) Kinetic Crash - Accuracy/Knockback
    • (13) Kinetic Crash - Recharge/Knockback
    • (15) Kinetic Crash - Recharge/Endurance
    • (15) Kinetic Crash - Damage/Endurance/Knockback
    • (17) Kinetic Crash - Accuracy/Damage/Knockback
    Level 4: Blazing Aura
    • (A) Obliteration - Damage
    • (17) Obliteration - Chance for Smashing Damage
    • (19) Obliteration - Accuracy/Recharge
    • (42) Obliteration - Damage/Recharge
    • (42) Obliteration - Accuracy/Damage/Recharge
    • (43) Obliteration - Accuracy/Damage/Endurance/Recharge
    Level 6: Healing Flames
    • (A) Doctored Wounds - Heal/Endurance
    • (19) Doctored Wounds - Endurance/Recharge
    • (21) Doctored Wounds - Heal/Recharge
    • (21) Doctored Wounds - Heal/Endurance/Recharge
    • (43) Doctored Wounds - Heal
    • (43) Doctored Wounds - Recharge
    Level 8: Knockout Blow
    • (A) Kinetic Crash - Damage/Knockback
    • (23) Kinetic Crash - Accuracy/Knockback
    • (23) Kinetic Crash - Recharge/Knockback
    • (25) Kinetic Crash - Recharge/Endurance
    • (25) Kinetic Crash - Damage/Endurance/Knockback
    • (27) Kinetic Crash - Accuracy/Damage/Knockback
    Level 10: Temperature Protection
    • (A) Resist Damage IO
    Level 12: Hasten
    • (A) Recharge Reduction IO
    • (27) Recharge Reduction IO
    • (29) Recharge Reduction IO
    Level 14: Kick
    • (A) Accuracy IO
    Level 16: Tough
    • (A) Titanium Coating - Resistance
    • (29) Titanium Coating - Resistance/Endurance
    • (31) Titanium Coating - Resistance/Endurance/Recharge
    Level 18: Rage
    • (A) Adjusted Targeting - To Hit Buff/Recharge
    • (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (31) Recharge Reduction IO
    Level 20: Plasma Shield
    • (A) Titanium Coating - Resistance/Endurance
    • (33) Titanium Coating - Resistance/Recharge
    • (33) Titanium Coating - Resistance
    • (33) Titanium Coating - Endurance
    • (34) Titanium Coating - Endurance/Recharge
    • (34) Titanium Coating - Resistance/Endurance/Recharge
    Level 22: Consume
    • (A) Efficacy Adaptor - EndMod/Accuracy/Recharge
    • (34) Performance Shifter - EndMod/Accuracy/Recharge
    • (36) Efficacy Adaptor - EndMod/Recharge
    • (36) Recharge Reduction IO
    Level 24: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    Level 26: Jump Kick
    • (A) Damage Increase IO
    Level 28: Burn
    • (A) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (36) Obliteration - Damage
    • (37) Obliteration - Accuracy/Recharge
    • (37) Obliteration - Chance for Smashing Damage
    • (37) Obliteration - Damage/Recharge
    • (39) Obliteration - Accuracy/Damage/Recharge
    Level 30: Acrobatics
    • (A) Endurance Reduction IO
    Level 32: Foot Stomp
    • (A) Obliteration - Damage
    • (39) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (39) Obliteration - Chance for Smashing Damage
    • (40) Obliteration - Accuracy/Recharge
    • (40) Obliteration - Damage/Recharge
    • (40) Obliteration - Accuracy/Damage/Recharge
    Level 35: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    Level 38: Fiery Embrace
    • (A) Recharge Reduction IO
    • (42) Recharge Reduction IO
    Level 41: Rise of the Phoenix
    • (A) Miracle - +Recovery
    Level 44: Electrifying Fences
    • (A) Positron's Blast - Accuracy/Damage/Endurance
    • (45) Positron's Blast - Chance of Damage(Energy)
    • (45) Positron's Blast - Accuracy/Damage
    • (45) Positron's Blast - Damage/Recharge
    • (46) Positron's Blast - Damage/Endurance
    • (46) Recharge Reduction IO
    Level 47: Ball Lightning
    • (A) Positron's Blast - Accuracy/Damage
    • (48) Positron's Blast - Damage/Recharge
    • (48) Positron's Blast - Accuracy/Damage/Endurance
    • (48) Positron's Blast - Chance of Damage(Energy)
    • (50) Positron's Blast - Damage/Endurance
    • (50) Recharge Reduction IO
    Level 49: Super Jump
    • (A) Unbounded Leap - +Stealth
    Level 50: Spiritual Core Paragon
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Fury
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Recharge Reduction IO
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Run Speed IO
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    Level 2: Hurdle
    • (A) Jumping IO
    Level 2: Stamina
    • (A) Efficacy Adaptor - EndMod
    • (46) Efficacy Adaptor - EndMod/Accuracy
    • (50) Efficacy Adaptor - EndMod/Endurance
    ------------
    Set Bonus Totals:
    • 9% DamageBuff(Smashing)
    • 9% DamageBuff(Lethal)
    • 9% DamageBuff(Fire)
    • 9% DamageBuff(Cold)
    • 9% DamageBuff(Energy)
    • 9% DamageBuff(Negative)
    • 9% DamageBuff(Toxic)
    • 9% DamageBuff(Psionic)
    • 8.125% Defense(Smashing)
    • 8.125% Defense(Lethal)
    • 16.25% Defense(Melee)
    • 70% Enhancement(RechargeTime)
    • 4% Enhancement(Heal)
    • 45% Enhancement(Accuracy)
    • 101.2 HP (6.751%) HitPoints
    • Knockback (Mag -9)
    • Knockup (Mag -9)
    • MezResist(Held) 5.5%
    • MezResist(Sleep) 6.6%
    • MezResist(Stun) 11%
    • MezResist(Terrorized) 2.2%
    • 6.5% (0.109 End/sec) Recovery
    • 18% (1.126 HP/sec) Regeneration
    • 7.5% Resistance(Smashing)
    • 4.41% Resistance(Fire)
    • 4.41% Resistance(Cold)
    • 1.26% Resistance(Toxic)
    • 1.26% Resistance(Psionic)
    • 9% RunSpeed
  9. Question about IO slotting

    Is slotting blazing aura with a lot of chance for damage procs as good as I think it is?
  10. Update:

    Based on the advice given in this thread, I started a SS/FA brute last Friday night. As of Sunday night he is lvl 49. I was solo the whole time out of Praetoria, no PL from other players at all.

    I did team up in Praetoria and got into a few very good groups, it took me 6-7 hours to hit 20. I went straight to paragon from there( I hate CoV side), although this turned out to be a mistake, more on that later.

    At 20 I went straight into a -1/8 AE fire farm. Surprisingly enough, I was easily able to tank the damage with judicious use of purps. I think somebody said they didn't take the damage aura in their build, this is a huge mistake, I did 80% of my damage with blazing aura. Just run in group and stand there, I also bought hand grenade and tazer temp powers. I didn't get any IO's, as I leveled I just bought SO's from AE vendor using tickets, then I spent the rest of the tickets on salvage to sell at the marketplace. It only took a few hours of PL'ing myself to hit 32.


    As I level'ed I slowly started turning up difficulty and ended up on +3/8. Things started to accelerate when I got burn, then further still when I got FS. I figured it would take a week or two to get to 50 solo, it turns out 3 days. Which is a problem since I figured as I was level'ing up I'd be doing the tip/morality missions to get to red side to pick up MU. If somebody else is going to follow this path I would suggest starting on red side. None of the EPP's make any sense for a brute farmer.

    By the time I hit 49 I made somewhere around 300 mil Inf off the salvage bought with tickets and a little bit of marketeering. I didn't manage to find a good SS/FA farm build that I agreed with( I really really hate the forum search utility) so I just bought Obliterates for all my PBAE powers as they seemed like the best deal. Not long after I hit 50, I'll have 3 full sets of obliterate in burn, damage aura and foot stomp.

    I'll be grinding tip/shards on him for a bit, but when I finally get him red side with mu I'll be ready to produce some numbers.

    Could somebody post an 80/20 build(Tries to get 80% of the benefit for 20% of the cost, ie best bang for the buck) for a SS/FA/MU please? (=
  11. Quote:
    Originally Posted by Granite Agent View Post
    at the risk of sounding completely n00b, can someone explain

    1) What exactly is an ambush farm?
    2) Do you have to make them yourself in the AE creator?
    3) Everyone does this with Fire-only mobs to make running Fire Armor toons easy?
    I can field this one.



    1) What exactly is an ambush farm?

    The are farms that are basically small rooms with triggers that spawn massive numbers of mobs. There are pros and cons to this with various different powersets, most non-tank/brute/scrapper simply can not survive in such farms, as you will assuredly be at aggro cap and you better be able to take the hits. Obviously, if you can survive, there is a definitely time advantage to not having to run around to find mobs(trust me, they find you)

    2) Do you have to make them yourself in the AE creator?

    No, you can join a mission created by another.

    3) Everyone does this with Fire-only mobs to make running Fire Armor toons easy?

    Da! Fire aura gets tons of fire resist, cheaply =P Then fire also happens to be the set most able to put out the damage.
  12. Quote:
    Originally Posted by ultrawatt View Post
    I am almost always at the dmg cap for my attacks on my SS/fire/mu, as i use macros for combining and popping insp. Of course, that is after the 80%+ they have slotted in attacks, as i am not always at the actual cap for dmg in the combat numbers window. That prolly averages 590%ish(690%) . I do generally hit the cap in every mish just not the whole time.
    Macro to combine inspirations? How does that work? Wouldn't that require some sort of logic?
  13. Quote:
    Originally Posted by HelinCarnate View Post
    Brute base damage for thier big hitters like Seismic Smash and KO blow is 148.48. Slotted with 3 level 50 IOs it is 259.59. After getting to a massive 10% fury, which is equal to 1 attack with every single mob around you being held and not attacking back your damage would be 325.29.

    Tanker base damage for the same attacks is 158.53. Slotted with 3 level 50 IOs it is 315.3. The only other bonuses they can stack on are the same ones brutes can get. BU and rage and such.

    Convinced yet?


    On my SS/Fire brute, it is not uncommon to have +400 to +500 damage bonus due to double rage, fury and a fairly constant stream of insp that can be turned into reds pretty easily. You go right ahead and try to get +500% damage on a tank.
    I am now totally convinced about brutes superiority over tanks now.

    Hanging questions still linger about scrappers in particular
    Spines/Fire and
    Elec/Shield

    And Dominators/Controller
    Plant/Fire or Plant/Psi?
    The obvious Fire/Rad/Fire?

    Kitted out blaster?

    What kind of numbers can these guys put out? Until we see numbers it is only a guess as to how superior the ambush farm is. I would really like to get more information about farming in general here.
  14. Quote:
    Originally Posted by Zandock View Post
    Are you looking at the Tanker version of the power? The five targets are those affected by Gauntlet.
    That is probably what happened.

    Does anybody have solid Spines/Fire farming experience? I would love to hear their experience firsthand, and get a baseline on their approximate inf/hour ratio.

    How about blasters? My eventual goal is to use all the inf I get with this farmer to kit out the ultimate no holds barred blaster who would be suitable for farming or TF/End game. Can any amount of IO wizardry make a blaster survivable in an 4/8 ambush situation?

    Also I am not sold on the damage different between Tanks and Brutes.

    Tanks have higher base damage, brutes get 175% from full fury bar. It seems like that is the true center of gravity in their difference in this case, who runs anywhere close to the 775% damage cap on a solo farming brute?(And are these numbers correct?)

    Could we get a couple of good numbers heavy links to differences between tanks and brutes? My forum searches never seem to find gold, or maybe I just have to high a standard.


    Dominators are my next question. I know farming dominators may have a different mission type targeted, but does anybody have any concrete numbers on their inf/time ratio?
  15. Yeah for some reason, if you look at mightnight grasp in game is says (5 targets max)
    Not sure why...

    And the timers on consumption and soul drain look bad, so I was missing something, a few somethings..


    What about about spines/fire? Spines DOES have tons of AE and all of them slow or imob which would certainly help scatter.

    However I think the scatter problem is a lot worst for blasters because they can't do ambush missions, on the fire ambush map I am thinking off, there will ALWAYS be targets in range...
  16. Quote:
    Originally Posted by ultrawatt View Post
    Informative dicussion
    TY, this is the start I was hoping to get off to. Yes Another fan, those are questions I was asking myself.

    In particular these are combinations that at least while theorycrafting look extremely promising for farming fire AE:

    Scrapper...
    Dark/Fire (Dark has at least looks like it had awesome AE damage)
    It has:

    Shadow Maul, 5 targets but does THREE times the dam of FS with -act and insanely fast recharge.

    Dark Consumption + Soul Drain, both medium damage PBAE with amazing secondary effects.

    Midnight Grasp, A RIDICULOUSLY hard hitting version of shadow maul that roots(burn baby burn?) and once again extremely fast recharge. 5 target max again but recharge in 15 sec base and more than triples the damage of similar 10 cap ae.

    I'm I missing something? 5 targets, triple damage, 10 targets 1/3rd damage? What am I missing in regards to darks AE capabilities?

    Spines/Fire (Spines has a ton of slow/imob, which would help negate the run away issue and completely synergize with burn)
  17. Quote:
    Originally Posted by Fiery-Enforcer View Post
    Scrappers without taunt aura's aren't going to beat Brutes. The only farming build Scrappers have the edge on Brutes is Shields.

    Blasters can potentially put out more damage than Brutes, but the issue is keeping mobs together to maximize your AoE's. This makes taunts and immobs invaluable.
    This is a meaningless statement and exactly what I was not hoping for. I want numbers, I want facts, I want links! There are HUNDREDS of factors involved this calculation, if you are saying that the single burn/fear effect taunt is the single most important fact in farming, I'm going to say: probably not.

    I don't want to flame, or to put your response down because you were nice enough to answer my post but I want to firmly say this type of information is not useful.

    I am hoping to draw on truly experience farmers, who are not theory-crafting but are speaking from hard won experience, people that have done it, and done it NOT with brutes but have farmed with various different builds. I am hoping to draw all sorts of information about farming builds/advice into this thread because of you use forum search for farming you get such a jumble mess of information is it all but useless.

    In short,
    CALLING ALL FARMERS.

    Come here, deposit knowledge. If the experts come and lay down their wisdom, all will benefit. If it doesn't work I'll try to start a new thread in general, but This thread already has some good information and could be a great starting point.
  18. Hey guys, long time lurker, very seldom poster here..


    I have questions. Gratitude to any who can answer them.

    The title of the thread was the Very Best Farmer, and for the most part, only brutes are mentioned. Does this mean brutes are the undisputed farming masters?
    The definition I'm using for farm isn't as narrow as "run fire AE farms" but is more like "Gain the most inf per unit time",also the cost of the build is an issue, as whats the point of a great farmer if it takes 3 bil to get him running, you would have to subtract that from your earnings, no? A caveat to this is if there is a truly Exceptional build that is more expensive but manages to pay itself off quickly with the benefit of increased earnings.

    Getting back to my original point, brutes.. A tanker can also run FA/SS, and I have seen a couple operate at such blistering speed I wonder how much a brute could beat them by.

    More questions..
    A scrapper can't do SS, but can run fire like a champ.

    What about DM/FA on a scrapper? The initial burst on burn should negate most of the problems of them running away and DM's has 3 awesome AE's one which happens to greatly increased your damage. Or for the matter a Spines/FA or elec/FA scrapper.

    That would get us back to Elec/FA.. The difference was said to be somewhat small between elec/ and SS/, but what about a scrapper that packs inherently stronger damage packing elec/fa?

    What about various other builds? Can any archetypes come close to the inf/time ratios of ss/fa? Obviously controllers can, but what is the take from a Fire/Kin or Fire/Rad comparatively. What about Stalkers/Dominators/Corruptors/MM etc?

    Now after going through all that, I know I started with the "very best farmer" idea, but really want I want is to compile more information on farming in general. There is no home forum sub-area for farming, so the information is scattered throughout all the different sub-areas and is frustrating difficult to collect, collate and let alone analyze. I think it would be awesome and greatly beneficially to all if we could use this thread to start collecting and concentrating farming info(Or start a new thread if need be). Links, personal insight, cold hard facts, etc Please leave flaming and opinion out though!

    Anyways, like everything I do, this post has is running in a thousand different directions at once and if somebody out there can actually follow it and provide some assistance, that would be awesome!


    ps.

    As far as the information collection request, I would not ask somebody to do a whole lot of work for me without anything in return. I am more than willing to collect links and setup a google docs center, analyze numbers, create spreadsheets, forms, whatever(Math/CS Dual Major).

    pps.

    TL;DR version: If we could turn this into a version of the scapper pylon thread(ie. analytical numbers based in fact), but for farmers, that would be awesome.
  19. [ QUOTE ]
    "ThatÂ’s left players sitting on pins and needles"

    Um, no it hasn't. But then again, it isn't a problem for me, I don't exploit, I actually enjoy the experience itself, not power leveling.


    [/ QUOTE ]

    Wow, you must be some sort of saint and be better than nearly EVERYBODY else in the world. If only the world had more people like you, it would instantly turn into a fun-having utopia.
  20. Deevian

    The mood on MA

    [ QUOTE ]

    Also priceless - not having to turn Broadcast off so you can ignore the Meow farm team calls.

    [/ QUOTE ]

    Yes, now that those people have quit the game and are no longer contributing to the financial success of the game we will have less developers and less work put into the game. WIN! ()=
  21. Here is the real problem: MA absolute needs to give control of the difficulty to the mission level designer in order to be a successful. MA designers need to have flexibility and control over there missions. Some fights should be hard, others less so, and so on in accordance with their mission design.

    However, now that the devs have declared war on farmers, they immediately started taking away control and options away from the MA designers. Custom mobs, once the centerpiece of the MA process will be avoided in many cases because they are supermobs with annoying and game balance breaking abilities.

    While screaming the motto of "Risk vs Reward, RISK VS REWARD" they then go on take away the reward and add risk. There is no more reward for AE anymore.

    Then the legion of closed-minded individuals come in screaming "YOU SHOULD DO IT BECAUSE ITS FUN", suggesting risk vs reward is not at all a concept that applies to video games, because if its a video game, its fun no matter what! Of course, as soon as you try to shine even the slightest bit of reason at these individuals, they'll throw a tantrum and demand you leave the game, but they really care about the game. They care enough to tell anybody that doesn't think like them, which is obviously the only and correct way to think, to LEAVE THE GAME.

    And these are the people that the devs respond to and that is why CoX is and probably always will be a fringe MMO rather then the first class game it could be.
  22. [ QUOTE ]
    You know, the constant acerbic, insulting spew about the developers is really tiring and dull.

    [/ QUOTE ]

    Its almost as tiring as the mindless zombies the would support the Devs regardless of reason, thought, or validity.

    The fact of the matter is the Dev's screwed up a lot in this game. They also did many many many things well. The forum brown nosing elite here will only talk about the good things, at the expense of having any meaningful discussion on how to make this a better game.

    Don't get my wrong, CoH was groundbreaking game with tons of potential, but the Devs have been unable to capitalize on it. In this modern very comic friendly time we live in now, CoX should be cleaning house. But its not because the devs do not know why it is successful. Hint: it is not because devs made a great game, its because they almost have.

    Right now, the game is a boring grindfest filled with mindless repetition that's constantly shoved down our throat as "content". Why don't I quit and leave you intellectually unchallenged and blissfully unaware, you might ask? Because I see the potential this game has, and I want to do whatever I can to help the game reach it.