Evilmeister

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  1. Radiation emission/Electrical blast: Spiritual, want to hit perma-AM without turning my main into a Hasten-*****. The option would be Cardiac since he's always running dry on endurance through triple-slotted Stamina and all non-PvP uniques.

    Dark miasma/Sonic blast: No idea yet, I'll have to see what holes to fill once I finish the build. Probably something like Musculature.

    Storm summoning/Ice blast: Cardiac, hands down. It's built for +damage bonus, and while it's fun to run at permanent +49.5% damage on a stormie the end bar hurts.

    Trick arrow/Archery: Musculature, mostly because I built this guy for having extra range in everything.

    Cold domination/Radiation blast: Spiritual to heat loss and nuke more often!

    Sonic resonance/Psychic blast: Cardiac, always running low on endurance.

    Kinetics/Dual pistols: Nerve, probably, since it's a duo character running with a traps with both of us running near soft-cap/damage-cap most of the time. Cranking a little extra out of the defence stuff will help me hit soft-cap.

    Force fields/Energy blast: Musculature, just want to get some more mileage out of the blasts.

    Empathy/Dark blast: Spiritual to reduce downtimes on auras.
  2. I enjoy achievements unlocked by some tasks that aren't necessarily connected to character earnings, be it influence, Prestige or combat oriented. Some that comes to mind:

    Geyser Blazer: You've jumped the Shadow Shard geysers 100 times and you still feel a flushing sensation.
    Emotional: You've used emotes 1000 times - people wish you would keep all that stuff bottled up.
    Absent-minded: You've been flagged as AFK for 60 minutes.
    Holy Diver: You've spent 10 minutes falling from great heights, yet miraculously survived!
    Prune: You've spent 30 minutes swimming, it's time to get out of the pool.
    Gently down the stream: You've taken the ferry 50 times. After getting familiar with the ferry's captain Sharon, you always bring a couple of coins - just in case.
    Chopper hopper: You've hitched a ride on the Black Helicopter Line 50 times - mostly hanging from the landing gear.
    Glam Tram: After 50 rides on the tram you've gotten a V.I.P.-card. Not there are any V.I.P.-seats...
    Muckraker: After reading 100 player biographies, you've found some dirt on almost everyone you've met.
    Pill popper: You have become slightly addicted to inspirations after using 500 of the tasty little suckers.

    I'd also like to see badges for using powers from primaries/secondaries where the tier would be number of points counted toward the badge. Some obvious other badges are defeat badges for Rularuu and perhaps a Monster Masher badge for fighting a certain number of giant monsters.
  3. I want to say my Archetype would be Defenders with all powersets covered. If I have to pick one it'll be my main, Radiation emission/Electrical Blast/Electricity Mastery.
  4. Keep in mind that the Force Feedback: Chance for +Recharge-proc has a suppression period; slotting several may cause you to trigger it so fast that you will suppress the effect more than you would like. Paragonwiki has a nice explanation of it. I still find it worth slotting, personally, but it's definitely something to consider when planning a build.
  5. Pro-fits? I thought this was a game about smashing stuff! Shows what I know...
  6. Quote:
    Originally Posted by Nethergoat View Post
    As mentioned, nobody wastes tickets on common salvage, so......
    It's not a waste when you stock up the base with 25-40 stuff by spending 10 minutes in AE once a month so your two SG-buddies can craft stuff, right?
  7. Thanks for clearing that up Nordblast, I seemed to recall I got those 1.30x Acc from a minion. My memory is clearly affected when surfing the boards after a bar round, it seems. I wasn't paying attention to the ToHit-numbers when using the analyzer, I think, hard to tell when it's more than a month ago.
  8. Quote:
    Originally Posted by Ms. Mesmer View Post
    The other thing that someone brought up somewhere, and that I've confirmed as being odd from the combat logs, is that these DE Devoureds tend to have much greater chance to hit than they should. something on the order of 75% or so, which is EB/AV territory. I'm wondering if they maybe were supposed to be EBs initially, then got scaled back, but not quite all the way to normal Boss.
    Checking with the power analyzer Mk III, Devouring Earth seems to have a base buff to their accuracy (not ToHit) of 30%. Add in level modifiers and/or lieutenants and you'll end up in the 65%+ area. It's very noticable for Super Reflexes characters that doesn't carry any additional resistance with their secondary, for instance. Disregarding easymode archetypes, it's quite troublesome when you have every other minion tossing mezzes with very high accuracy even before a lieut drop a Quartz and all Devouring Earth ends up at 95% final ToHit. Devouring Earth modifiers has probably needed an overhaul ever since I5, but I doubt it'll happen.

    As for the Malta mission, the only issues I personally have is the everlasting stun grenades and gunslinger insane ToHit-rates. Sappers are just minions and even if you get hit, there are blue insps. While the game still doesn't give more than one sapper per ambush spawn, the waves comes extremely close to eachother. In the post that colour-coded some NPC chat yellow, my experience is that all of those messages are attached to a single ambush wave. Looking at the time in between them, it seems to be evident that at least one string of ambushes is redundant.
  9. Are you monitoring the correct channel? Several of the procs send their message in the Healing delivered-channel - I have this slotted myself and I see it go off regularly on that tab. I use it in a click-power, but it doesn't seem bugged to me.
  10. The boob slider was unfortunately unaffected by ED, making female chests totally unbalanced.

    On a more serious note, the default settings make the breasts a bit ridiculous in size, not to speak of anything made larger that seem to defy gravity. I wouldn't mind the far left of the current scale coming closer to the middle, either by "adding" more of the lesser chest sizes or removing some of the right-wing choices.
  11. I did a similar analysis of reward merits need to complete a 50 build earlier, just a regular blaster build with exemplaring in mind - that came out as roughly repeating all heroside content through Ouroboros 7.5 times. Just as in the example presented by the OP, the amount of time you'd have to invest to reach a single build goal on a single character in this alt-friendly game is quite obscene. With A-merits, it's less so for regular set IO's. A finished build in this case means a character that'll be an incentive to keep the subscription active rather than a project that can't be finished within any reasonable time frame giving another reason to quit the game.

    Since there is no real difference in actual enhancement values between PvP-IO's of the same type I can't see the logic behind PvP-IO's costing more than purple sets in terms of A-merits. A bit more than regular set-IO's, perhaps, but still.

    The "Use the market" cop-out is mentioned earlier - there is no guarantee there is a supply, or you have the sufficient funding to compete there. The irony is that actually spending time playing the game (PvP or PvE) comes out as a huge loss when having a specific build goal in mind compared to ******* the market. It is a pretty poor reward design when the difference is several orders of magnitude in time invested (i.e. years when playing, weeks to possibly months through the market).

    TL;DR-version - OP has a valid point. A-merits costs for PvP-IO's needs to be looked at again, they shouldn't force more PvE onto PvP-oriented players than getting a purple does.
  12. Evilmeister

    Rad/Dark How to?

    The title seems correct, even if OP initially switched primary secondary in the actual post judging by Life Drain being mentioned.

    Other than that, a properly slotted Radiation infection together with the inherent -Tohit in your blasts should take care of defences pretty much, perhaps with some bonuses filling in. A hoverblasting ranged/AoE-defence playstyle/build will work out nicely - the loss of not being able to utilize choking cloud for hard control is compensated by the readily available immobilization with Tenebrous Tentacles.

    In my opinion it boils down to playstyle, though. I mostly solo, and with inspirations rolling in at /x8 defence is rarely a problem while set bonuses like +rech/+hp always helps. In teams, you can say the same - while your debuffs and damage easily pulls aggro off of some meatshields, it's easy to keep inspirations (or accolades) saved up for those specific instances.
  13. In my experience, they've never merged unless they originated from the exact same spawn. On the tip mission with way too many Malta ambushes there were Hercules joining up as late as yesterday - but only from within the same waves. If say, there was a Gunslinger and a Hercules Titan in one wave and the same in another, bringing down the two Titans to merge-levels simultaneously wouldn't make them combine. When a wave held two Hercules, however, they did combine.
  14. Evilmeister

    IO Sets

    It's a pity there aren't more Targetted AoE-sets, I usually end up going with five Positron's and a PvP triple/quad. I'd like to see Recharge-intensive slow sets similarily with what happened to pet sets. A lot of the slows available do not benefit from the damage-components while it would be great with larger recharge-components than are currently available. Also, it'd be nice to see the mez resist-numbers go up on set bonuses and possibly on powers that provide them in general to make those type of bonuses seem useful. I highly doubt we'll see straight up status protection in IO's, the status protection easy-mode will probably not leave actual powers.
  15. The Warburg nuke discussion sparked my interest - that particular temp power has been bothering me since they were introduced, pretty much. Why should orbiting nukes around Primal Earth work anywhere but there, on outdoor maps in present and future? Any such limitation would have them make sense - just restricting it to Citadel of Pain does not besides for the whole deity thing deciding rules there.

    As for the Citadel of Pain-issue brought up here, before speculating about anything being made harder for Incarnate content, I'd consider it an attempt to bring in the extreme endpoint (hyper-coordinated teams with nukes) in line with the rest for data-mining completions (and/or attempt track records). Without the "crutch" it can be easier to see how to actually change the AV's to be a challenge to most, without trivializing them as soon as you bring the nuke hammer down. This line of thought may be totally wrong, but I wouldn't be surprised if there was a patch a couple of weeks from now tinkering with the AV regeneration rates, for instance, after there has been some data-mining done.
  16. Code:
    The Vet pets don't heal. Your friend meant that if you use a heal on one of those pets, it grants you extremely large credit toward the healing badge. Even though they only have 10hp, you can heal them for thousands, and it all counts.
    
    If you get a small group of people together with their pets and start running a healing aura, you can get the badges much faster than the standard Gladiator Heal farm.
    It's one a "regular" base hit point that counts, according to the progress on the characters I've been using this mechanism on for SG healing badges. As in, my defenders got their unmodified base hp at the level they were at even if the green number appearing over the veteran pet was a lot larger. I have no idea whether it is AT-specific base hit point or the "normal" base of (at 50) 1070.8970 hit points - I just know that set bonuses or accolades didn't change the amount received. I would lean towards the latter since I doubt AT hp-modifiers would matter. A bunch of veterans with AoE-heals could quickly accumulate both Empath and SG-healing badges using this method. It's fairly fast solo, even.

    Also, in response to where the healing comes from, I know for a fact that self-healing mastermind pets accumulate healing towards this badge (well, they did when I was playing that Necromancy/FF that got healing badges). Since Ravenstorm is Dark melee/Dark Armor, both of which include self-heals, I expect that those may count based on previous experience.
  17. Quote:
    Originally Posted by Arcanaville View Post
    Not to mention all those poor SR players that committed suicide between I4 and I6.
    Hehe... That line describes how it was levelling a /Super Reflexes scrapper as well as an Ice Armor/ tanker during I5/I6.

    For the OP, I don't see any sets with so blatantly out-of-line set bonuses as the Blessing of the Zephyr was. Kinetic combat tradeoff is not only that the 2/3 slot set bonuses aren't great, but even fourslotting that set in an attack means you'll need to top if off with something else to make the power useful in offense - meaning at least five or even six slots total.
  18. Spending A-merits on direct purchases on 50's and using a 33-locked char to roll here. Direct purchases are reliable at least, 20 recipes through rolls on the 33 (30-34 range) have yielded two recipes worthwhile for any of the exemplaring builds I'm looking for (yes, that's plural). For the randoms; 6 snipe recipes of those 20, stuff like Stupefy: Chance for Knockback or the sandman chance for self heal. Neat stuff, but not something I'll be using. Recipe weights are probably WAI but with my luck, that doesn't matter much.

    If you're not specifically looking to fit out characters with rolls, I'd expect randoms to do better for you than what I'm seeing though. For the intent of playing the market mini-game they're good. If you want to finish builds, well... In my experience it's a total waste to roll randomly opposed to buying stuff. Then again, I prefer to get the guaranteed recipe I can use instead of things that get vendored since using the market would be a waste of my in-game time.
  19. I just realized this change will improve more of my characters than I thought - apparently I have nine 50's without Stamina and a couple on their way up. That's roughly a third of my characters at max level with completed/almost completed builds - it'll be interesting to see what changes it'll mean in gameplay.

    So, as a general question - how large portion of your characters will get Fitness for the first time?
  20. Evilmeister

    2 ?s

    32 characters currently in play of which 27 are 50's, predominantly completed builds. Two out of those utilize a second build, in both cases it's for farming PvP-IO's and reputation - i.e. to fit in a recharge-slotted self-rez.

    It's a good feature, but I have no interest in piling up the in-game resources required to get more than one build per character. Apparently it's a feature aimed at those who market-PvP and sometimes take it into the arena or zones, I suppose.
  21. This is great news! Personally I'll have to change quite a few builds. With the whole span from Stamina-less builds running Leadership and Fighting to characters with Fitness who can't move slots to the power choices opening up I'm still very pleased that we're getting just that - power choices. I can't remember the first time this was brought up, but it probably dates back to the initial beta - choices feeling "mandatory" for a primary/secondary combination aren't really choices.
  22. Thank you for the input, Gruumch. I'll try skipping Blinding Feint, I just hope that loss of +ToHit won't affect the attacks much - with the low accuracy from Kinetic combat I might miss it in the end. The fire/cold defence is lower in your build than the one I posted, how will that affect survivability against things like behemoths? Most ice attacks have a smash/lethal component, so I'm not too worried about those.
  23. Evilmeister

    New Merit System

    Quote:
    Originally Posted by Neuronia View Post
    While I'll never use this new system for Purples or PvPIOs, it will awesome in outfitting my new Electric Control/Psionic Assault Dominator at around level 30-35 once purples are slotted at 50. I'll be well past perma for Operative Renault and Ice Mistral runs...level 20 Miracle in a matter of days? Pure awesome.

    My friend and I are using the new Merits likeso:

    He cycles Morality missions/Infamy on 3-4 alts.
    I cycle on two alts. One of them produces 5 rare recipes per few days, which get crafted and sold or stored.
    He buys stuff for my future Dominator, I get stuff for his Spider.

    We both get our stuff at the levels we want with minimal marketing, still need those purples somewhow!
    This sounds roughly like what I'll be doing, with AE for salvage and playing the game with task forces and tips for the stuff I need as usual - only difference is that the gameplay will be a tad more goal-oriented. Not having to waste time on the market to get stuff is definitely a boon to me, the extra weeks that I'll need to finish a build compared to those who like the market mini-game aren't a big deal. A character parked at 33 will probably be used for some A-merits occasionally, generating recipes through random rolls for exemplaring builds over several alts.

    For the purples/PvP-IO's, it's stuff that I regularly don't use. I have my eye on one of the PvP-IO-sets for my main but it's about 120 A-merits away for the pieces I'd like - and that'd only net a very small change global recharge, so there's definitely no rush getting it. Overall, it's a nice addition that places an alternative method to completing builds on a fairly reasonable time-scale compared to playing the market. A whole lot slower with the A-merit currency, but still reasonable - which regular merits weren't.
  24. I've been fooling around on this brute for a bit, and I'm looking to make him a bit sturdier, even when exemplaring down. As it is now, Ninja run covers travel which there is very little of in the Rogue Isles anyway. The only caveat is that I'm not a Hasten-***** determined to force into any build I make, concept goes before fugly so that's out.

    I'm looking to keep the Attack Vitals and Sweep combo. If either has to go in order to make the build more sturdy, I suppose Attack vitals loses to the benefit of Sweep's AoE capability. Blinding feint is nice, but not a must if it'll free up slots for more accuracy in the other single target attacks. Any input is appreciated.


    Villain Plan by Mids' Villain Designer 1,803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Starfollower: Level 50 Natural Brute
    Primary Power Set: Dual Blades
    Secondary Power Set: Invulnerability
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Power Slice -- KntkC'bat-Acc/Dmg:32(A), KntkC'bat-Dmg/EndRdx:32(3), KntkC'bat-Dmg/Rchg:32(5), KntkC'bat-Dmg/EndRdx/Rchg:32(21), Mako-Acc/Dmg/EndRdx/Rchg:32(21)
    Level 1: Resist Physical Damage -- Aegis-ResDam:32(A), Aegis-Psi/Status:32(11), Aegis-ResDam/Rchg:32(11), RctvArm-ResDam:32(15), RctvArm-ResDam/EndRdx:32(23), RctvArm-ResDam/Rchg:32(37)
    Level 2: Ablating Strike -- KntkC'bat-Acc/Dmg:32(A), KntkC'bat-Dmg/EndRdx:32(3), KntkC'bat-Dmg/Rchg:32(5), KntkC'bat-Dmg/EndRdx/Rchg:32(9), Mako-Acc/Dmg/EndRdx/Rchg:32(15)
    Level 4: Dull Pain -- Mrcl-Heal/EndRdx/Rchg:32(A), Mrcl-Heal/EndRdx:32(46), Mrcl-EndRdx/Rchg:32(48), Mrcl-Heal/Rchg:32(48), Mrcl-Heal:32(50)
    Level 6: Typhoon's Edge -- Erad-Dmg:30(A), Erad-Acc/Rchg:30(7), Erad-Acc/Dmg/Rchg:30(7), Erad-Acc/Dmg/EndRdx/Rchg:30(9), Sciroc-Dmg/EndRdx:32(13), Sciroc-Acc/Dmg/EndRdx:32(48)
    Level 8: Combat Jumping -- LkGmblr-Def:32(A), LkGmblr-Def/EndRdx:32(50), LkGmblr-Rchg+:32(50)
    Level 10: Resist Elements -- Aegis-ResDam/EndRdx:32(A), Aegis-ResDam:32(13), Aegis-ResDam/Rchg:32(39), Aegis-ResDam/EndRdx/Rchg:32(39)
    Level 12: Swift -- Run-I:50(A)
    Level 14: Health -- Numna-Heal/Rchg:30(A), Numna-Heal:32(46)
    Level 16: Unyielding -- RctvArm-ResDam/EndRdx:32(A), RctvArm-ResDam/Rchg:32(17), RctvArm-ResDam:32(17), RctvArm-ResDam/EndRdx/Rchg:32(19), RctvArm-EndRdx:32(19)
    Level 18: Vengeful Slice -- KntkC'bat-Acc/Dmg:32(A), KntkC'bat-Dmg/EndRdx:32(23), KntkC'bat-Dmg/Rchg:32(25), KntkC'bat-Dmg/EndRdx/Rchg:32(25), Mako-Acc/Dmg/EndRdx/Rchg:32(31)
    Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(40)
    Level 22: Resist Energies -- Aegis-ResDam:32(A), Aegis-ResDam/EndRdx:32(39), Aegis-ResDam/Rchg:32(40), Aegis-ResDam/EndRdx/Rchg:32(40)
    Level 24: Blinding Feint -- KntkC'bat-Acc/Dmg:32(A), KntkC'bat-Dmg/EndRdx:32(31), KntkC'bat-Dmg/Rchg:32(34), KntkC'bat-Dmg/EndRdx/Rchg:32(37), Mako-Acc/Dmg/EndRdx/Rchg:32(37)
    Level 26: Sweeping Strike -- Erad-Dmg:30(A), Erad-Acc/Rchg:30(27), Erad-Acc/Dmg/Rchg:30(27), Erad-Acc/Dmg/EndRdx/Rchg:30(29), Sciroc-Dmg/EndRdx:32(29), Sciroc-Acc/Dmg/EndRdx:32(31)
    Level 28: Invincibility -- LkGmblr-Def/EndRdx:32(A), LkGmblr-Def:32(43), LkGmblr-Def/EndRdx/Rchg:32(45), LkGmblr-Def/Rchg:32(45)
    Level 30: Boxing -- Empty(A)
    Level 32: One Thousand Cuts -- Erad-Dmg:30(A), Erad-Acc/Rchg:30(33), Erad-Acc/Dmg/Rchg:30(33), Erad-Acc/Dmg/EndRdx/Rchg:30(33), Sciroc-Acc/Dmg/EndRdx:32(34), Sciroc-Dmg/EndRdx:32(34)
    Level 35: Tough Hide -- LkGmblr-Def:32(A), LkGmblr-Def/EndRdx:32(36), LkGmblr-Def/Rchg:32(36), LkGmblr-Def/EndRdx/Rchg:32(36)
    Level 38: Tough -- S'fstPrt-ResDam/Def+:30(A)
    Level 41: Weave -- RedFtn-Def/EndRdx:32(A), RedFtn-Def/Rchg:32(42), RedFtn-EndRdx/Rchg:32(42), RedFtn-Def/EndRdx/Rchg:32(42), RedFtn-Def:32(43), RedFtn-EndRdx:32(43)
    Level 44: Temp Invulnerability -- Aegis-ResDam:32(A), Aegis-ResDam/EndRdx:32(45), Aegis-ResDam/EndRdx/Rchg:32(46)
    Level 47: Superior Conditioning -- P'Shift-End%:30(A)
    Level 49: Unstoppable -- GA-3defTpProc:32(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 12: Ninja Run



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  25. Rearranging characters with server transfers to keep Virtue as my hero-server, Justice for villains and random assortments spread across most of the rest even with the side-switching taken into account. Using the server transfers to change a couple of character names, too.

    After that, it's time to find some tips. Starting with my main character, then going through the sideswitchers, jumping on any Citadel of Pain-attempt I can try. Not expecting it to be successful, but still.

    Then it'll be back to the last defender primary I haven't played to 50, get a decent build together... I19 will probably hit before that's done, which means more time on the main and other 50's. I'll roll something in Praetoria before I18 is a year old I reckon, if the other alts won't take up too much time.