DirtyDan

Apprentice
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  1. Quote:
    Originally Posted by The Grim Heaper View Post
    If the decimation proc enhancement is labled "unique", you can only slot 1 "decimation: chance for BU" enhancement per build. (In case you are wondering, if you like the set bonuses from the set, you can still slot the other 5 enhancements as many times as you have powers with available slots that take ranged damage sets)

    The build up has a chance to proc only when the power it is slotted in is used.
    What about when you slot a Dmg Proc in DOT attack. Does it check when the attack is first launched, or with every attack check of the DOT. Specifically I am thinking of the Ignite power, or Caltrop for that matter. Both power set up "zones" that make individual attacks every "X" period of time.
  2. I appreciate the feedback. It has given me food for thought.

    Quote:
    Originally Posted by BlackSly View Post
    Level 4: Buckshot -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(7), KinCrsh-Rchg/KB(7), KinCrsh-Rechg/EndRdx(9), KinCrsh-Dmg/EndRdx/KB(17), KinCrsh-Acc/Dmg/KB(43)
    I don't like this. Buckshot is an excellent source of AoE damage and mitigation with KB, but you don't want more KB. You want it up faster, for less Endurance, and doing more damage. Also, without enhancing, the KB turns to KD vs higher level foes (+2? +3?), and that's GOOD. So do not EVER enhance the KB aspect of Buckshot. This should get the same slotting as Flamethrower (see later).
    I am on the fence with this idea. I was actually planning on using Buckshot BECAUSE of the knockback (defensively). Also, 6-slot KinCrsh provides a Recharge bonus.

    Quote:
    So I'd never slot damage procs in direct attacks... maybe in Caltrops. Drop the damage proc from here and save a slot.

    Level 18: Flamethrower -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(23), Posi-Acc/Dmg/EndRdx(23), Posi-Dam%(25)
    The 6th slot bonus for Posi is not worth it. As discussed above, the Dam Proc is not worth it, and it's really expensive (leave it for the Controllers in their AoE Immobs). Save the slot.
    Don't DMG Procs get a chance to fire off with every tic of a DOT attack? If that is the case, then attacks like Flamethrower, Full Auto and especially Ignite would have a higher benefit from Procs, wouldn't they?
  3. Quote:
    Originally Posted by plainguy View Post
    There are so many blaster sets that are better off then AR Device. AR / anything else would be better..
    I am aware of this sentiment, and I am not looking to make the best blaster possible. I am looking to make the best AR/DEV blaster I can.

    Quote:
    I would like to see your Set build. I'm not loving this build atm.. I would want to know where your going with the set build.
    It is included in my initial post. I will add some spaces so it easier to see.
  4. I am finally getting around to re-tooling my Ar/Dev build, currently languishing at level 42. I haven't really worked on his build since I6. After searching through the various builds here, I have a preliminary build for comment. Primarily this will be a solo build, but should be viable in a team/TF setting. Have I made any major mistakes? I have an IO build, then a Set build as I build up the cash for it.

    IO BUILD
    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Necron999: Level 50 Natural Blaster
    Primary Power Set: Assault Rifle
    Secondary Power Set: Devices
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Teleportation
    Ancillary Pool: Munitions Mastery

    Hero Profile:
    Level 1: Slug -- Acc-I(A), Acc-I(3), Dmg-I(5), Dmg-I(11), Dmg-I(11), EndRdx-I(17)
    Level 1: Web Grenade -- Acc-I(A)
    Level 2: Burst -- Acc-I(A), Acc-I(3), Dmg-I(5), Dmg-I(9), Dmg-I(15), EndRdx-I(25)
    Level 4: Buckshot -- Acc-I(A), Dmg-I(7), Dmg-I(7), EndRdx-I(9), Range-I(17), KBDist-I(43)
    Level 6: Hurdle -- Jump-I(A)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
    Level 10: Targeting Drone -- EndRdx-I(A), EndRdx-I(39), EndRdx-I(39), ToHit-I(39), ToHit-I(40), ToHit-I(40)
    Level 12: Sniper Rifle -- Acc-I(A), Dmg-I(13), Dmg-I(13), Dmg-I(15), EndRdx-I(37), RechRdx-I(37)
    Level 14: Health -- Heal-I(A), Heal-I(40), Heal-I(42)
    Level 16: Combat Jumping -- DefBuff-I(A)
    Level 18: Flamethrower -- Acc-I(A), Dmg-I(19), Dmg-I(19), Dmg-I(23), EndRdx-I(23), RechRdx-I(25)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
    Level 22: Cloaking Device -- EndRdx-I(A), EndRdx-I(43)
    Level 24: Super Speed -- EndRdx-I(A)
    Level 26: Ignite -- Acc-I(A), Acc-I(27), Dmg-I(27), Dmg-I(36), Dmg-I(36), RechRdx-I(37)
    Level 28: Trip Mine -- Acc-I(A), Acc-I(29), Dmg-I(29), Dmg-I(31), Dmg-I(34), RechRdx-I(36)
    Level 30: Caltrops -- RechRdx-I(A), RechRdx-I(31), Slow-I(31)
    Level 32: Full Auto -- Acc-I(A), Dmg-I(33), Dmg-I(33), Dmg-I(33), EndRdx-I(34), RechRdx-I(34)
    Level 35: Recall Friend -- EndRdx-I(A), RechRdx-I(46)
    Level 38: Super Jump -- Jump-I(A)
    Level 41: Body Armor -- ResDam-I(A), ResDam-I(43)
    Level 44: Cryo Freeze Ray -- Acc-I(A), Acc-I(45), Hold-I(45), Hold-I(45), EndRdx-I(46), RechRdx-I(46)
    Level 47: LRM Rocket -- Acc-I(A), Acc-I(48), Dmg-I(48), Dmg-I(48), RechRdx-I(50), RechRdx-I(50)
    Level 49: Surveillance -- DefDeb-I(A), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    Level 1: Ninja Run



    SET BUILD

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Necron999: Level 50 Natural Blaster
    Primary Power Set: Assault Rifle
    Secondary Power Set: Devices
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Teleportation
    Ancillary Pool: Munitions Mastery

    Hero Profile:
    Level 1: Slug -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(17)
    Level 1: Web Grenade -- Enf'dOp-Acc/Immob(A)
    Level 2: Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(25)
    Level 4: Buckshot -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(7), KinCrsh-Rchg/KB(7), KinCrsh-Rechg/EndRdx(9), KinCrsh-Dmg/EndRdx/KB(17), KinCrsh-Acc/Dmg/KB(43)
    Level 6: Hurdle -- Jump-I(A)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
    Level 10: Targeting Drone -- GSFC-ToHit(A), GSFC-ToHit/Rchg(39), GSFC-ToHit/Rchg/EndRdx(39), GSFC-Rchg/EndRdx(39), GSFC-ToHit/EndRdx(40), GSFC-Build%(40)
    Level 12: Sniper Rifle -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(13), Mantic-Acc/ActRdx/Rng(13), Mantic-Dmg/ActRdx/Rchg(15), Mantic-Dmg/EndRdx/Rchg(37), Mantic-Dam%(37)
    Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(40), RgnTis-Regen+(42)
    Level 16: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 18: Flamethrower -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(23), Posi-Acc/Dmg/EndRdx(23), Posi-Dam%(25)
    Level 20: Stamina -- P'Shift-EndMod(A), EndMod-I(21), P'Shift-End%(21)
    Level 22: Cloaking Device -- LkGmblr-Rchg+(A), EndRdx-I(43)
    Level 24: Super Speed -- EndRdx-I(A)
    Level 26: Ignite -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(36), Posi-Dam%(37)
    Level 28: Trip Mine -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(36)
    Level 30: Caltrops -- P'ngTtl--Rchg%(A), P'ngTtl-Acc/Slow(31), P'ngTtl-EndRdx/Rchg/Slow(31)
    Level 32: Full Auto -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(34), Posi-Dam%(34)
    Level 35: Recall Friend -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(46)
    Level 38: Super Jump -- Jump-I(A)
    Level 41: Body Armor -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(43)
    Level 44: Cryo Freeze Ray -- Lock-Acc/Hold(A), Lock-Acc/Rchg(45), Lock-Rchg/Hold(45), Lock-EndRdx/Rchg/Hold(45), Lock-Acc/EndRdx/Rchg/Hold(46), Lock-%Hold(46)
    Level 47: LRM Rocket -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50), Posi-Dam%(50)
    Level 49: Surveillance -- HO:Enzym(A), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    Level 1: Ninja Run
  5. Quote:
    Originally Posted by Adeon Hawkwood View Post
    The advantage of PvP IO farming is that you can do it while AFK. Basically they set one character with an attack on autofire and one with a self rez on autofire and leave. They generally aim for a kill cycle of just over 5minutes for the reason you specified. So no one chance evbery 5 minutes isn't great until you realize they can easily do it for 16+ hours a day.
    A reasonable plan, but how would you get around the AFK time limit?
  6. Quote:
    Originally Posted by ORACLE View Post
    Question- Not an exploit, but I am a reasonably fast farmer and able to get 1500 tickets (ticket cap for 1 run) with my fire/rad or fire/kin in about 15-20 mins by doing solo runs. That ticket average drops like a lead weight when I add even 1 person to my team.

    Are there better ticket farms? If somebody could respond or PM me I would appreciate it.
    That sounds about par for the course. I get similar numbers with my fire/kin with a very basic mission set-up.
  7. Short of maybe a large group effort, I just don't see how you could efficiently farm PVP recepies (and isn't efficiency what "farming" is all about). Two accounts alone wouldn't really do it, since there is a 5 minute limit on drops per character (i.e. with 2 accounts you could get at most 2 chances per 5 minutes, one per character, of a drop).
  8. The only one I know of that comes close to that for Merits/Hour is Division: Line (40-45, Angus McQueen). Much of it is stealthable.
  9. Quote:
    Originally Posted by Postagulous View Post
    People are saying yes, but because of the chaining you've mentioned I think the answer is no. When the leader quits the mission, the mission goes away, at least in most Radio missions.

    If you were to make a "fan" rather than a chain, where the leader stays and invites other toons, then absolutely it would work, UNLESS you finish the bank mish first. Then the mission is over.

    It has been my experience that what I've said is probably right.
    The following works (I did it just last week):

    1) Lower level character (A1) gets a Safeguard Mission.
    2) A1 invites character from second account (B1).
    3) A1 and B1 enter mission (A1 entering may not be necessary)
    4) A1 logs out
    5) Log in character A2
    6) Character B1 invites character A2 to group.
    7) Character A2 enters mission, then goes and gets exploration badge
    8) repeat steps 4 thru 7 for additional characters (A3-A"n") until mission times out

    At this point, character A1 will have filed the mission (i.e. wont get the temporary power).
  10. Quote:
    Originally Posted by Shuriken_BladeX View Post
    Hmm..this goes into another question..which I know is probably stupid but why didn't they control the market? Like placing stuff in it and setting prices and giving payouts? I was wondering that as well? Would that cause to much of certain items?
    Fixed pricing already exists in the game, with it's own currency. It's called Reward Merits.
  11. I recently started having CTD problems on my desktop. I installed the latest Windows proofed NVIDIA drivers and all has been well since then.

    YMMV
  12. LOCATION: Laurel, MD
    ISP Provider: Verizon FIOS
    Problem: Lots of red spikes, delays in animations, etc.

    Just noticed it today. Makes the game pretty, much unplayable.

    Verified I am not having local or provider related outages.

    No problems yesterday.
  13. Quote:
    Originally Posted by Honcho View Post
    With the changes coming in I16, it looks like you could level a character from 1-50 in Dark Astoria. It also looks like you can level from 10-50 doing nothing but TFs. Now I have to decide if I want to do one or the other or neither.
    Would there be any interest in a static team that does either?
    One of the advertised methods of leveling to 50 as fast as possible advises doing nothing but task forces once you hit 10, so I don't see how that is going to change. You still will need a minimum number of people to actually start the TF, won't you?
  14. Anyone found such a sheet/site with the added sets from I13. Ultimately I would just update the spreadsheet linked from Red Tomax, only it would take too long to figure out the spreadsheet logic the creator used.
  15. [ QUOTE ]
    [ QUOTE ]
    Problem is, Bug report system in game can't let me type so many words to describe what happen. That's why I post here. Is there another way to report bug?

    [/ QUOTE ]

    When you type /bug also enter a brief description of the problem and type enter. Then a box will pop up on your screen where you can add more detail to the issue. You should be able to sum up most issues in this area. The /bug tells us what missions you are currently on and what map and location you are in so it is not neccesary to put that information in the summary.

    Thank you,
    Vyvyanne

    [/ QUOTE ]

    For some problems, the amount you can type in the summary area is not near enough.