GavinRuneblade

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  1. Quote:
    Originally Posted by Inno View Post
    Thanks for taking the time to post that.

    How much would something like that cost? Just curious.

    Also, I notice a couple of things, I would like some context on

    1) You take swipe over strike, and I am curious because most guides (they could be old) indicate the opposite.

    2) You do not take Eviscerate? Is there a particular reason? Wouldn't that hurt AOE damage, or is it crappier in reality than on paper?

    3) You do not take Power Surge. I am reluctant to skip a T9 without reason. What gives with that one?

    Thanks!!!
    1. Per Billz's The Results Are In thread, unless you go for the insane recharge, your top DPS chain will be Followup-focus-slash-swipe-strike-swipe for roughly 149 damage per second under the pre i18 fury rules.

    But at the time claws didn't exist for brutes so that was an estimate based on the scrapper powers.

    The top scrapper chain is/was follow up-slash-focus-strike

    Would love to know what is top for brutes right now myself. =)

    2. The only AoE you need is Spin. It's not that Eviscerate is bad, but it is slow and not even close to as good as Spin. Think of it this way, Super Strength is considered one of the top AoE sets on the strength of only one attack: the tier 9 footstomp. Spin is almost as good and we get it at level 6. F$%^& Eviscerate.

    3. Many people skip Power Surge for two reasons: first, the crash will kill you. It not only drops your endurance, but sets your HP to 1% or something close to that. So a fly could sneeze and you die. Second, it is not needed. With a well built /elec, if you pop a medium orange you have almost the same numbers as if power surge was running, but no crash.

    As far as cost, rough estimate is 6-7 billion.

    The gladiator's armor 3% def regularly moves for 3 to 4 billion all by itself and you have to be lucky to find one available at all. Do note that one character cannot hold more than 2 billion inf at a time. Yes It really is that expensive. If you put a bid into the market for 2 billion you will join a line of over 200 other bids for 2 billion. They get filled in a semi-random order. Less than 3 of the recipe show up per week, so good luck getting one "on the cheap".

    10 other IOs (Gambler recharge, Kinetic combat triples, numina, miracle) are in the 150 to 250 million range so that's another 1.5 to 2.5 billion. I recommend getting these via hero/villain merits.

    The Full Oblit sets will run you about 200 to 300 million each and the build uses two sets there, we'll call it half a billion.

    The other 3 pieces of kinetic combat will cost you 40 to 80 million if you're patient (each) and you need 5 full sets = total 1.8 billion.

    The rest is not that bad. Assuming you skip the gladiator's armor and use villain merits for the 10 most expensive, the only hard part is the kinetic combats.
  2. Quote:
    Originally Posted by GreenFIame View Post
    DO Brutes even get Acess to Gloom form Ghost Widow Patron Pool, I No Stalkers get it but Brutes not so Sure?
    Yes we do, and on most builds it is the best single-target attack we have access to. There are a few that top it, but not many.
  3. Quote:
    Originally Posted by HardRider View Post
    I want his recharge
    Screw recharge, I want the activation time reducing enhancements he's been slotting! My AS takes a lot more than 1 second. =)
  4. Quote:
    Originally Posted by RedSwitchblade View Post
    Stone/Elec is not hard to softcap and has ridiculously good mitigation in the form of Fault, which together with Tremor, can take a FF +Rech proc. So not only can you softcap, but you can easily run 150%+ recharge without really trying, and you don't need Hasten for it.
    Softcapping a farming build seems like an extreme waste of time and money. You get so many insps that you can't possibly use them all as fast as they drop. You only need about 25% to all positions to "effectively" softcap while farming by using the purples. Hell, on my elec/elec brute I'm usually in the 80s to all positions and capped on resistance just using inspirations.
  5. Quote:
    Originally Posted by Soulwind View Post
    In fact, if I had to point to a single example of the "things are just too tough" argument, the only thing I could really come up with is that there are a lot more instances of Elite Boss encounters at the end of the various arcs in Praetoria (as opposed to ?what? just FrostFire and Dr. Vhaz in Paragon 1-20 arcs).

    The higher instances of EBs is a bit rougher on the squishy ATs, but that's really the only big difficulty increase in general.
    More than Paragon, but fewer or the same as in the Rogue Isles. In the Isles you get level 4 Elite Bosses in Port Oaks. One story arc has two in it.

    For the record, I don't find the Praetorian missions to be any harder than equivalent missions in CoV, but that is a tad harder than CoH.

    Now if you compare the story arcs to cherry picking your newspaper/radio missions? No comparison, the stories are vastly harder. But that is just as true anywhere.

    In general, in CoH content, it seems that people do a sewer run to level 6-7, three paper missions, Atlas bank for the jet pack, few more paper missions, kings row bank, then maybe hit the hollows or steel and find more paper mission pugs.

    Story mission teams in Kings Row, Skyway and Steel are very rare. And the stories are far harder content-wise than paper missions. Try the Igneus arc in the hollows compared to even Circle of thorns paper missions. No contest the minions of igneus are rougher. They're like baby warwolves =). Or that Vahzilok arc where you get a wasting disease for multiple missions.

    I'm with Forbin, I think that people have skipped the real content so often they don't know how to play low level and they don't remember what it is like. I solo through the low levels in both hero and villain, and praetoria is only a very small bit harder. Mostly because the enemies have very cool new powers. Stealth, AoE heals, aggro auras, etc.

    Very cool stuff.
  6. GavinRuneblade

    So... Stalkers.

    Quote:
    Originally Posted by Smiling_Joe View Post
    I posted way up in this thread during the closed beta, but have since given further changes to stalkers some thought (not the least because of my recent discussions with Leo).
    I don't always agree with Leo, but his posts always make me think that is for sure. =) Yours too.

    Quote:
    First, I am going to say right off the bat that I'm skeptical of any changes that give us yet another secondary effect added to AS or any other power. With random criticals and scaling percentages on those random criticals tied to team members in range, both a fear and a to-hit effect that is applied to an unsuccessful AS, Hide-based criticals, a small chance for criticals on held/slept opponents (Still there according to city of data), and a placate in every primary, we're in danger of becoming the gimmick kings IMHO. We need improvement. Not more gimmicks.
    Solid point. I can get behind this.

    Quote:
    I also do not think stalkers need help in surviving or soloing. We have all the tools we need for that now. Teaming could use some improvement, but I don't think stalkers are far out of line there, either.
    Here I disagree, and this is why:
    Sustained damage we are behind scrappers and blasters, but after i18 I believe brutes fell just behind us (except for a very few very expensive builds). Survival wise, we are behind the scrapper and brute and ahead of the blaster. AoE wise we are dead last. We have burst, but with aim + build up + nuke, blasters have better burst in an AoE form. All we contribute to a team is damage, but there are better options. We need to contribute something more. If the brute is the survivable damage, the blaster is the aoe fragile damage, the scrapper is the balanced damage, why pick the single-target, second worst damage, second worst survivability option? We need something. We're not THAT far behind, it is true, but we are behind in several categories and that is where it hurts, and that is why the reputation exists.

    Quote:
    Bearing that in mind, make AS's demoralize power that it grants to the target a PBAoE. That way it affects surrounding mobs even if the target dies.
    I can get behind this. I am ok with it the way it is because it is a tactical decision. Kill one enemy, or temporarily demoralize all of them. I like having that choice. A straight buff I won't decline however. =)

    Quote:
    Decrease the activation to match the interrupt time. After some thought, I'll swing over to Leo's way of thinking and agree that it should be interruptible. Leo had a good point with pvp balance and the ability to interrupt an attack with unresistable critical damage, but that's not the sole reasoning. It's a melee sniper attack. It might be part of the left over thinking behind Stalkers as melee blasters with mez protection that pre-dates the I12 changes, but that interruptibility is what balances out the bonus damage.
    I agree 100% on it being interruptable, and I also like the idea and what happens with allowing sniper sets and letting the power take range enhancements. Seems like an easy fix, which also will cut prices on stalker builds since sniper sets are cheap =) Win win. heh.

    Now, on the initial interrupt, I wonder if it would be possible to make the 2 seconds start just a server tick or two AFTER you hit the power, as a kludge to compensate for the server lag? Probably too messy a solution. I think the extra range would solve it anyway.

    Quote:
    It might seem like a small change (then again it might not) but it would have a huge effect on a stalker's ability to get an AS off on a team.
    Set base range equal to (enlarged) range of the crit radius, then allow sniper sets? Yes? No? Maybe?
  7. Quote:
    Originally Posted by Golden_Avariel View Post
    Yeah sure, I can see that. I'm just trying to understand the ins and outs of the set and what I can do to get the most out of her despite the limitations I've put on her. My thoughts on global recharge being a great start is confirmed and I learned that I'm using the set similar to how others play it so on that level, this thread is pure win for me.

    And if I want a future uber-Jiao after she's 50 I think I can see how to do that now, probably using the second build to experiment until I get something I like.
    From what you said, I would strongly recommend dropping fitness. And I totally hear you on the boxing/kick requirement. I think we all feel that way =)

    I can say if you want to get the most out of her, then really fitness is not the way to go. The others seem like solid choices, but you'll get a lot more mileage out of tough and weave than health and stamina.

    I took focused accuracy and physical perfection so that I could slot gaussians in accuracy, and I had one power instead of swift/health/stamina as three choices. That freed up two powers for me. But if you're going with fire for your APP, hmmm. Let me think about this a bit.

    Ok, what about putting the Kinetic Combat proc into boxing? It is by far the cheapest piece in the set (I got one for 2 million not that long ago, compared to 100m+ for the triple), and gives you comparable mitigation to air superiority, but saves a power pick?

    What in Blaze Mastery do you see as the key powers for your concept? Char/blast/fireball? Melt Armor? Thinking slotting options that can maximize results.
  8. Well, so far I've seen almost nothing that is about survival out of the incarnate posts. shifting levels is a tad about survival, but more accuracy and damage really. Alpha Slot damage and recharge buffs? And from what I've seen surprisingly large buff numbers too.

    My memory is worthless so I wont quote anything but I remember thinking "wow that looks broken, I hope the numbers get smaller before going live".
  9. I would like SOME -regen resist. It really sucks to be all impressed with myself for sporting 150hp/sec regen then get flatlined to zero by two hits. I have accolades, +hp, +regen, IH and Dull pain contributing on my end, they only need two hits to take it all away completely?

    /em Sadness

    I know -recharge would be more helpful, but I'd still like something.
  10. Quote:
    Originally Posted by Terminal Velocity View Post
    I'm betting he's in Praetoria.
    How do you fight an Arachnos EB in praetoria?
  11. Quote:
    Originally Posted by Dz131 View Post
    Ok so the main ones are SS/Fire, Claws/Fire or Kin/Fire Troll?

    I'm elec WP btw
    Look for a thread called "Cat's Hour Challenge Part 2". By Catwhoorg. It is a contest to see who can farm the most efficiently. Very interesting and a good read.

    Mauk's advice is the best for you here. As al Elec/WP I recomend going after Banished Pantheon. Either in AE or go blueside and there is a great mission from Unai Kemmen if you want a shot for purples. But making a custom AE mission by replacing the shamans with family gunners will net you vastly more money. Banpan take between 5 adn 10% bonus damage from energy attacks (like lightning) and are pathetic against willpower.

    Council are ok, but the robots will resist energy. Avoid PPD at all costs.
  12. Resistance alone is ok. Resistance backed up with defense and regeneration is better. Emberly gave you some solid advice. You can also take Maneuvers and Tactics. In tactics you can slot either Gaussians 6-piece (not as useful for S/L defense but still something) or Rectified Reticle.

    Combat Jumping is another one that is handy.

    Weave is good not only for the defense, but you'll get tough on the way and that stacks very nicely with Electric and gives you a place for more reactive armor for more defense.

    On the healthy dose question, defense gets better the more you have. So if you have zero, the enemy hits you 50% of the time (simple way to think of it is in 5% chunks, so they hit 10 out of 20). When you have 25% defense they hit you 5 out of 20 attacks, you cut your damage in half. Going to 30% defense knocks another tick off, they only hit 4 out of 20 times. That is a 20% reduction in damage from only a 5% increase in defense. Going up to 35% defense they only hit you 3 out of 20 times. So that 5% increase was worth a 25% reduction in damage. See how each one is worth more than the last? Going from 35% to 40% defense reduces incoming damage by 33%. And going from 40% to the softcap at 45% cuts incoming damage in half. That last 5% is worth as much as the first 40% combined.

    Now, you will notice 20% defense on top of electric's resistances, it makes a bid difference. However you really want to push it to 30% if you can.
  13. Quote:
    Originally Posted by SwellGuy View Post
    Well I would assume (but am far too lazy to test it) that since we lose all our hero stuff if we go to the Rogue Isles and all our villain stuff if we go to Paragon City that you start all over and just get the 50 merits and would have to pay the 20 million again. However if they have 2 secret badges that track those rewards were already given out then it would be an a-merit.
    Eventually the badgers will do this and let us know how it works.
  14. Quote:
    Originally Posted by Fulmens View Post
    If the market system was efficient, it would have been about the same price for randoms vs. custom buying.

    If the market system was efficient, crafted IO's wouldn't cost ten to eighty million inf more than recipe + ingredients.

    Original system, randoms did in fact get you more inf. Once the weighted rolls came into play it just got more so.
    At least our market is better than many other games where the crafted items are worth vastly less than the components, because everyone wants the components to level a crafting skill and there is no demand for the resulting product. I always hated that when it happened.
  15. Quote:
    Originally Posted by Polecat7 View Post
    In Praetoria I found most Ambushes target you specifically. In one of the cases, you can avoid subsequent waves of the ambush by moving, but the first wave literally spawns around you and the guy you were talking to. Hell, they even get first strike because you have to click out of your dialog with the person in question before you can start attacking, the enemies are already attacking you during that process.

    And I'm not sure being a Resistance Stalker will help you. They were far FAR worse about giving you escort & ambush missions then the Loyalist side was.
    I'm not saying it will help any, I'm saying I am blaming Cole for it and will take it out of his hide. =)
  16. GavinRuneblade

    So... Stalkers.

    Quote:
    Originally Posted by Beelzy View Post
    Check, are we all in agreement on the following points?

    1) once you break LoS, you should be hidden
    2) aggro should not break hidden
    3) AS and Placate need to have shorter cast times
    4) a -regen proc needs to be added to AS (to allow both burst damage and AV killing capabilities)
    1. no. If the goal is teaming this is the WRONG method. This will make teams boot us. If a fight starts and we run around the corner. Kick, gone, and not invited back. We need in-melee crits. This is where WoW's rogues have an advantage, all they need is to be behind someone. You can do this in a big fight. Breaking LOS means we have to leave the fight. Great for solo, horrible for teams. horrible for our reputation.

    Many alternates are better: using followup/parry as a model, make a placating attack for all primaries that we can work into our base attack chains. Make all tier-1 attacks grant the hidden status without breaking agro. Severely reduce the recharge on placate. Give aoe placates. Allow auto crits vs Mezzed enemies exactly as if hidden (presumably on a chance to crit rather than 100%). Add a flag for an enemy hit by an ally with a melee attack, increased crit chance vs flagged enemies (easest mechanic is melee-range aura granting a power to allies melee attacks, power gives debuff to enemy).

    All of these allow us to fight in melee without pissing off the team. Nothing should be changed that will give us a reason to piss off our team (except via us doing more damage than them heh).

    2. no. hidden is fine, though a reduction to 5 or 4.5 seconds would be nice, it is ok currently.

    3. ok

    4. -regen is not useful at all except vs AVs and GMs. -Res much more helpful for burst damage. Even once a freak boss has hit a heal power, they don't regen much. -5% or -10% res would give better burst damage under all circumstances except AV fights and would be comparable even then.

    Quote:
    most seem to agree with the following

    1) increase BU buff
    2) improve group buff (range and/or value)
    3) removing interrupt time from AS
    1. yes, equal to scrapper and brute please.
    2. yes, slightly better range.
    3. No. Reduce? Ok. Remove? No. Just no. Not even worth discussing.
  17. GavinRuneblade

    Assassin strike

    One other tip: There is that pain mastery buff that causes damage. That will interrupt AS.
  18. Quote:
    Originally Posted by SwellGuy View Post
    You don't get any merits at all when you switch to an alignment the first time.

    And let me add, I don't mean the real first time either. If you go villain -> rogue (none), rogue -> hero (none), hero -> vigilante (none), vigilante -> villain (none). Rinse wash repeat.

    It is only hero->hero, villain->villain, rogue->rogue and vigilante->vigilante that you get a reward of merits.
    I think what Fulmens is asking is if you do hero-hero and pay your 20 million. then go vigilante and all the way villain. THEN do villain-villain, do you get a pure villain merit, or do you get 50 normal merits and have to pay your 20 million again?

    If you go back to hero, does it remember you were a hero once before and that you already paid your 20 or do you have to pay AGAIN?

    If he's not asking that, then I am. =)
  19. Quote:
    Originally Posted by KillerShrike View Post
    I think single target sets pair better with avoidance and mitigation sets. Once you can ignore mobs you can go thru targets one by one at your leisure. With a solid SR or Invul build for instance only bosses and up really matter; minions and lt's are mostly ignorable.

    If you are trying to soak damage with a heal based set you are always going to take most of the damage up front and be in a race to take out incoming damage dealers faster than they can whittle down your hit points. Your best bet is an alpha strike that can eliminate damage dealers faster, which AoE sets excel at.

    WP compensates for this with RttC; the more foes the more you soak (ie the boosted HP per second equates to damage-wipe; if you heal 75 hp and take 75 hp its like it didn't happen -- unless it happened to be your last 75 hp of course). Regen scales upward, not outward so it does better soaking larger single increments of damage from a hard target than WP.
    I found that this is not my experience at all.

    My /regen has literally stood in the middle of a pack of I think 8, 9 or 10 crey tanks while I went and made a cup of tea. I came back many minutes later and killed them all. On the other hand, one Freak Tank boss can drop me in two or three hits unless I use my clickies. The Crey Power Tanks can too if I'm not careful, but not as reliably as the freaks.

    Against nemesis it is very mixed, the dot damage that dragoons apply is very easy to ignore as it comes in many ticks of 4. The jaegers do big hits in melee, and their dots are a few ticks of 10 - 14. So just a few Jaeggers can drop me, but I can ignore up to about 12 dragoons.

    I only have 18% S/L defense, but I do sit on 114 hp/sec with IH, 46 hp/sec base, and 59 hp/sec with dull pain up.

    So I often ignore minions and only focus on the hard targets.
  20. GavinRuneblade

    Ninja Run??

    Quote:
    Originally Posted by Pseudonym1 View Post
    I believe they do, but SJ doesn't increase Run Speed, and SS doesn't increase jump height, but NJ does both.
    And that is exactly why it doesn't stack with either SS or SJ or CJ. You can only have one jump and one run power. Ninja is both. So you can't add anything else to it.
  21. Quote:
    Originally Posted by seebs View Post
    I don't see how that's supposed to be "fun". It'd be like an entire map where every single creature, even minions, was immune to mez, or had 85% resistance to any possible melee damage source.
    What sort of ambushes are they? I ask because there are variations. Some target you. Some target different team members. Some target a location. Some target your escort.

    If you break line of sight against all but one of those, they lose the immunity to stealth flag.

    Against even the ones that target you, if you move away from the location they ran to and drop, you can use a wakie or a self-rez power (don't think any are available at Praetoria's levels though) and those have lost their immunity to stealth.

    You can also abuse elevators, stairs, and multi-floor ledges against ambushes on some maps, splitting them up and getting yourself back into hidden status for the auto crit (but they will ignore stealth otherwise).

    Last, if you placate and break line of site, many enemies don't come back after you, so on a large map you can thin out the waves, then take them down at your leisure, and they will be vulnerable to stealth.

    But all in all, it is really really rough on stalkers in praetoria. Come to think of it, Emperor Cole doesn't have any stalkers among the Praetorian AVs does he? Hmmmm. It must all be his fault! That's it, all my stalkers will be resistance from here on out!
  22. Quote:
    Originally Posted by Golden_Avariel View Post
    Does all that sound about right or am I still Grasshopper with much to learn? I haven't taken Tough/Weave on any of my scrappers and don't really want to start now. It isn't like I'm trying to do +4/x8 or anything. I just want to enjoy the set combo (which usually means taking most or all of both power sets) and play the game.
    Just curious, what do you have against tough and weave? In all cases those powers are better when stacked with existing defenses than when given to someone with no defenses. Also 4 slots into tough gives you the reasonably nice bonuses from Reactive Armor. With weave you have Serendipity if you're broke, and the juicy 5% recharge from Red Fortune for a bit more money, and the very nice luck of the gambler if you have a lot of money.

    You get 24 powers, even if you take all from both sets you still have 6 left over, that's enough for two pools, or one pool and one epic. With regen and willpower you don't need fitness. These days with temp powers and ninja run you don't need a travel power (90% of my characters buy/craft jet packs). So you really have the room for fighting, and it will benefit nearly all scrappers greatly.

    So, just curious why you would specifically avoid it?

    Also, it is not needed. My BS/Regen made it to 50 and solo'd all the praetorians (as EBs not AVs) with a totally messed up build, using fitness, leadership, and flight pools with several very important powers from both bs and regen lacking. Also notice that I didn't mention speed. That's right my build was so gimp that I even forgot haste on the two sets that most benefit from it.

    But I have taken fighting on a respec, and it is definitely more fun now that I have that extra defense and resistance both. Previously there were some specific enemies that were very common who just ravaged me. Freak Tanks, for instance, have enormous lethal resistance (and as I mentioned I use a broadsword) and deal a lot of smashing or lethal damage. Adding toughness made all the difference in being able to outlast them. And lets face it, there are a LOT of freaks out there =). It also drastically changed my survival rates in Cimerora. Nearly all gunners (Malta, Knives, Council, Nemesis, even the thorn crossbowmen and cim spears) do lethal damage. Toughness applies very often.

    So it is absolutely not needed, but I would be hard pressed to recommend any other pools over fighting. It's a shame you gotta waste a slot on boxing, but if you have 4 slots dropping in a kinetic combat is like making lemonaid (or smashing haymaker if you don't have a lot of money).

    I know that your 6 non-primary powers are precious, what are you using them for? Maybe we can help you find a way to fit fighting in that still leaves you what you want out of those 6 choices?
  23. Two or three lucks, one red, focus on dealing damage and not trying to contain him.

    Hold or immob the drones. If only immob, then move out of los, and he won't summon more but they aren't shooting you.

    Alternatively, there are a lot of mobs scattered around the room (assuming you're in the first fight with him in the submarine chamber) so build up domination fighting them and save it for when you face him.

    Also, he won't chase you particularly far. If you run back into the tunnels, he'll go back up top on his ledge, you can rest and come back for him before he heals to full and wear him down over time.

    My defender had to use that last strategy.
  24. as stated the answer is "sometimes".

    In general, slot for pure damage first. If you are over 80% damage and have a spare slot, then yes a proc is going to give you more bang than getting that last 15-20% damage.

    If the aura in question is particulalrly low damage, then the proc will be better because a fixed 72 damage every now and then is probably higher than 100% increase on 4 damage =).

    The bits the above posters didn't mention:

    If you regularly team with a kinetics then damage enhancement is less useful and procs win out much sooner (this is why fire/kins don't bother with damage enhancements in hot feet, they self-buff to the ED cap so anything put into the power is wasted and only the procs provide any damage).

    If you exemplar a lot, then the decision gets more complicated depending on your slotting. If you have slotted all level 50 IOs, dropping down to do a low-level strikeforce (or task force if you swapped over to paragon) your 100% damage enhancement might get gutted down to 26% or even lower. While the proc will drop in damage as well (they scale to your level), I have found that compared to what happens to level 50 IOs the procs hold their damage a little better. On the other hand, if you used lower than level 50 IOs, you might be able to keep the entirety of your enhancement down to level 21, but the proc will still drop since it is fixed to your level. So level 50 quads, 43 triples, and 24 duals will not be impacted by exemplaring down to level 21.

    Also, the touch of death proc is vastly weaker than any other damage proc in the game. For absolutely no good reason it only has a 15% chance to fire, while all the rest have a 20% or 33% for the purples. Some have theorized that it is because negative energy is less resisted, but in my opinion the eradication and posi procs prove that wrong as both are 20%. So I dunno, but it is important to keep in mind. That is single target anyway so not relevant to your aura, but still worth mentioning.

    Finally, in PvP, you want both. But the odds are you don't care about that =).

    A couple things that the wiki and Red Tomax don't say are needed to know for sure which is better under what circumstances:

    In an Aura, does a proc hit 20% of the targets every 10 seconds? Or does it make an accuracy check against each and only roll the 20% against each that are hit?

    How often does the damage of each specific aura tick? Let's keep it simple, how often are the ticks for Blazing Aura from /FA ? I know it does 9 damage base per tick, but how often do those ticks come?