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Here's that set of build tweaks I promised. I tried to keep it not too pricey and went for 1 non-respec small edit and 1 big jump but there's lots of other possibilities as I note below.
Notes On /Will
1) Strength of Will can't be recharged faster with IOs and with a 2.6 end cost it doesn't need end reducers.
2) The -To Hit of RTTC is not much (-3.75%) so most argue to save the slots for other powers or 3-slot Discouraging words if going for capped Smash/Leth Def.
3) Annoyingly /Will's Heightened Senses doesn't give enough Smash/Leth def to get excited about (2.5% base) and this is the most common damage types in the game. So you can bump up defense for less used types (negative, energy, etc) where you have a good base, or start at almost nothing and build up Smash/Leth and/or Melee Def which you'll encounter a lot more. As a non-farming brute I went with bumping Melee mostly with Smash/Leth 2ndarily but you could easily swap the Touch of Deaths for Kinetic Combat. This gives 24-30% def for these things which will help some. However, with a Def insp or two, this becomes very good defense.
Notes on DB:
1) You do need to hit more often than most to get those combos going. However, with enough funds to get sets, you'll have +50 or more acc. So set bonuses and careful slotting means you almost never miss anyway. I suggest a Kismet +Acc IO in a defense power before slotting say Gaussianin an attack. Note Kismet has a typo and actually gives +To Hit (which is better than +acc.) Gaussian buffs To hit about 55%, and BF has a 10% base so you only get 5.5% bonus from the full Gauss set vs 6% from the 1 Kismet IO. Note hero builder mistakenly shows a +60% to hit in the totals area with Gauss slotted but shows the correct buff under power info.
2) The Empower and Weaken combos are considered to be not as good as attack vitals and sweep. So if you don't want to have the full set of attacks, maybe skip Nimble Slash, and you could skip Blinding Feint (tho this one is nice for the +dam bonus.)
Notes on Enhances:
1) Always take procs at somewhat lower levels. Their buffs are the same at any level, but they don't work below the level you could slot them (I often show them as lvl 40s, but lower is better.)
2) You can only have up to 5x of the same set bonus - so for instance LOTG gives 1.13 health bonus and Crush Imp gives the same boost (both at 3 of the set) so you lost 1 set bonus with the number of sets you had.
3) Tough and Weave are bigger End suckers than your other toggles, so more end redux here is a good thing. If you have the cash, 2x Cytoskeleton or Ribosome SHOs and 1 that does 1/2 dam res or def and 1/2 something else like LOTG +recharge or Steadfast +Def proc give all the def you need, with great end redux with only 3 slots used. I assumed this is too pricey ATM.
4) While Perform Shift +End is skippable and a little pricey with /Will, but... There's 2 reasons why you might take it - It gives +End, not +Recovery, so unlike for regular stamina/QR, things like Sappers -Recovery effects don't stop it working. Second is, that 3rd IO at level 50 has minimal value so I'd either suggest 2-slotting stamina if your end isn't a problem (and possibly QR also), or 3-slotting with Perform Shift (or Miracle if you have money to burn.) Here's the breakdown:
Perform Shifter proc: .2 end/sec (average - it has a % chance of firing)
Stamina: LVL 50 IO #1 = 0.176 end/sec
LVL 50 IO #2 = 0.17 end/sec
LVL 50 IO #3 = 0.06 end/sec
QR: LVL 50 IO #1 = 0.2112 end/sec
LVL 50 IO #2 = 0.204 end/sec
LVL 50 IO #3 = 0.072 end/sec
So The perform shifter gives about 3x the end of that 3rd IO.
Builds - Here are the builds. 1 needs a respec, 1 doesn't.
1st build, no respec needed - so here we just replace some relatively cheap IOs with some that should work a little better. It'll reduce end use, increase damage a little, increase regen
Global buffs:
Acc - 67% (same now)
To Hit - 6% (vs 0% now)
Recharge - 47.5% (currently 42.5%)
Regen (vs 1 enemy) - 692% (currently 677%)
Max HP - 160% (vs 155.8% now)
Toggle End use: 1.17 end/sec (vs 1.29 now)
End recovery: 3.99/sec (plus 2 perform shift) (vs 4.15% now no perform shift)
Defenses: Sm/L = 19.5%, Melee = 19.5%, En/Neg = 26.9%, Psi = 22.3%, Fire/Cold = 30%
(vs Def now): Sm/L = 15.1%, Melee = 14.5%, En/Neg = 24.4%, Psi = 22.9%, Fire/Cold = 32.2%)
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Character: Level 50 Magic Brute
Primary Power Set: Dual Blades
Secondary Power Set: Willpower
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Villain Profile:
Level 1: Nimble Slash- (A) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
- (3) Mako's Bite - Accuracy/Damage: Level 50
- (3) Mako's Bite - Damage/Recharge: Level 50
- (A) Healing IO: Level 50
- (5) Numina's Convalescence - Heal: Level 50
- (5) Numina's Convalescence - Heal/Endurance: Level 40
- (9) Aegis - Resistance: Level 50
- (13) Aegis - Resistance/Endurance: Level 50
- (13) Resist Damage IO: Level 50
- (A) Crushing Impact - Accuracy/Damage: Level 50
- (7) Crushing Impact - Damage/Endurance: Level 50
- (7) Crushing Impact - Accuracy/Damage/Endurance: Level 50
- (11) Crushing Impact - Damage/Endurance/Recharge: Level 50
- (A) Titanium Coating - Resistance/Endurance: Level 50
- (9) Resist Damage IO: Level 50
- (15) Resist Damage IO: Level 50
- (A) Analyze Weakness - Defense Debuff: Level 50
- (11) Analyze Weakness - Accuracy/Defense Debuff: Level 50
- (15) Analyze Weakness - Defense Debuff/Endurance/Recharge: Level 50
- (17) Analyze Weakness - Accuracy/Recharge: Level 50
- (17) Analyze Weakness - Accuracy/Endurance/Recharge: Level 50
- (31) Analyze Weakness - Chance for +ToHit: Level 50
- (A) Run Speed IO: Level 50
- (A) Healing IO: Level 50
- (19) Numina's Convalescence - Heal/Endurance: Level 50
- (19) Numina's Convalescence - Heal: Level 50
- (A) Luck of the Gambler - Defense/Endurance: Level 50
- (37) Luck of the Gambler - Recharge Speed: Level 50
- (43) Luck of the Gambler - Defense: Level 50
- (A) Obliteration - Damage: Level 50
- (31) Obliteration - Accuracy/Recharge: Level 50
- (40) Obliteration - Damage/Recharge: Level 50
- (40) Obliteration - Accuracy/Damage/Recharge: Level 50
- (40) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
- (46) Obliteration - Chance for Smashing Damage: Level 50
- (A) Healing IO: Level 50
- (23) Numina's Convalescence - +Regeneration/+Recovery: Level 50
- (23) Numina's Convalescence - Heal: Level 50
- (A) Kismet - Accuracy +6%: Level 30
- (A) Endurance Modification IO: Level 50
- (21) Performance Shifter - EndMod: Level 50
- (21) Performance Shifter - Chance for +End: Level 40
- (A) Accuracy IO: Level 50
- (A) Dark Watcher's Despair - To Hit Debuff/Endurance: Level 50
- (25) Dark Watcher's Despair - To Hit Debuff: Level 50
- (25) To Hit Debuff IO: Level 50
- (33) Healing IO: Level 50
- (33) Numina's Convalescence - Heal/Endurance: Level 50
- (39) Numina's Convalescence - Heal: Level 50
- (A) Resist Damage IO: Level 50
- (27) Aegis - Psionic/Status Resistance: Level 40
- (27) Aegis - Resistance/Endurance: Level 50
- (31) Aegis - Resistance: Level 50
- (A) Endurance Modification IO: Level 50
- (29) Performance Shifter - EndMod: Level 50
- (29) Performance Shifter - Chance for +End: Level 40
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50
- (33) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50
- (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
- (37) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50
- (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
- (46) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50
- (A) Crushing Impact - Accuracy/Damage: Level 50
- (34) Crushing Impact - Damage/Endurance: Level 50
- (34) Crushing Impact - Damage/Recharge: Level 50
- (34) Crushing Impact - Accuracy/Damage/Recharge: Level 50
- (36) Crushing Impact - Accuracy/Damage/Endurance: Level 50
- (36) Crushing Impact - Damage/Endurance/Recharge: Level 50
- (A) Jumping IO: Level 50
- (A) Luck of the Gambler - Defense/Endurance: Level 50
- (39) Luck of the Gambler - Defense: Level 50
- (39) Luck of the Gambler - Recharge Speed: Level 35
- (A) Obliteration - Damage: Level 50
- (42) Obliteration - Accuracy/Recharge: Level 50
- (42) Obliteration - Damage/Recharge: Level 50
- (42) Obliteration - Accuracy/Damage/Recharge: Level 50
- (43) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
- (43) Obliteration - Chance for Smashing Damage: Level 40
- (A) Scirocco's Dervish - Damage/Endurance: Level 50
- (45) Armageddon - Damage: Level 50
- (45) Armageddon - Damage/Recharge: Level 50
- (45) Armageddon - Accuracy/Damage/Recharge: Level 50
- (46) Armageddon - Accuracy/Recharge: Level 50
- (48) Armageddon - Chance for Fire Damage: Level 50
- (A) Luck of the Gambler - Defense: Level 50
- (48) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
- (48) Luck of the Gambler - Recharge Speed: Level 34
- (50) Luck of the Gambler - Defense/Endurance: Level 50
- (A) Resist Damage IO: Level 50
- (50) Resist Damage IO: Level 50
- (50) Steadfast Protection - Resistance/+Def 3%: Level 30
2nd build with respec: - The big changes are better recharge and melee Defense while your attacks do significantly more damage and use less end.
Global buffs:
Acc - 56%
To Hit - 6%
Recharge - 60%
Regen (vs 1 enemy) - 682%
Max HP - 159.8%
Toggle End use: 1.2 end/sec
End recovery: 3.95/sec (plus 1 perform shift)
Defenses: Sm/L = 24.2%, Melee = 29.8%, En/Neg = 25.9%, Psi = 22.6%, Fire/Cold = 29.1%
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Character: Level 50 Magic Brute
Primary Power Set: Dual Blades
Secondary Power Set: Willpower
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Villain Profile:
Level 1: Nimble Slash- (A) Crushing Impact - Accuracy/Damage: Level 50
- (3) Crushing Impact - Accuracy/Damage/Recharge: Level 50
- (3) Crushing Impact - Accuracy/Damage/Endurance: Level 50
- (25) Crushing Impact - Damage/Recharge: Level 50
- (25) Crushing Impact - Damage/Endurance: Level 50
- (A) Healing IO: Level 50
- (5) Numina's Convalescence - Heal: Level 50
- (5) Numina's Convalescence - Heal/Endurance: Level 50
- (9) Aegis - Resistance: Level 50
- (13) Aegis - Resistance/Endurance: Level 50
- (13) Resist Damage IO: Level 50
- (A) Touch of Death - Accuracy/Damage: Level 40
- (7) Touch of Death - Damage/Endurance: Level 40
- (7) Touch of Death - Damage/Recharge: Level 40
- (11) Touch of Death - Accuracy/Damage/Endurance: Level 40
- (21) Touch of Death - Chance of Damage(Negative): Level 40
- (33) Touch of Death - Damage/Endurance/Recharge: Level 40
- (A) Titanium Coating - Resistance/Endurance: Level 50
- (9) Resist Damage IO: Level 50
- (15) Resist Damage IO: Level 50
- (A) Touch of Death - Accuracy/Damage: Level 40
- (11) Touch of Death - Damage/Endurance: Level 40
- (15) Touch of Death - Damage/Recharge: Level 40
- (17) Touch of Death - Accuracy/Damage/Endurance: Level 40
- (17) Touch of Death - Damage/Endurance/Recharge: Level 40
- (31) Touch of Death - Chance of Damage(Negative): Level 40
- (A) Run Speed IO: Level 50
- (A) Healing IO: Level 50
- (19) Numina's Convalescence - Heal/Recharge: Level 50
- (19) Numina's Convalescence - Heal: Level 50
- (A) Luck of the Gambler - Defense/Endurance: Level 50
- (37) Luck of the Gambler - Recharge Speed: Level 50
- (43) Luck of the Gambler - Defense: Level 50
- (A) Obliteration - Damage: Level 50
- (31) Obliteration - Accuracy/Recharge: Level 50
- (40) Obliteration - Damage/Recharge: Level 50
- (40) Obliteration - Accuracy/Damage/Recharge: Level 50
- (40) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
- (46) Obliteration - Chance for Smashing Damage: Level 40
- (A) Healing IO: Level 50
- (23) Numina's Convalescence - Heal/Recharge: Level 50
- (23) Numina's Convalescence - +Regeneration/+Recovery: Level 50
- (A) Kismet - Accuracy +6%: Level 30
- (34) Luck of the Gambler - Recharge Speed: Level 50
- (A) Endurance Modification IO: Level 50
- (21) Endurance Modification IO: Level 50
- (A) Accuracy IO: Level 50
- (A) Healing IO: Level 50
- (33) Numina's Convalescence - Heal/Endurance: Level 50
- (39) Numina's Convalescence - Heal: Level 50
- (A) Resist Damage IO: Level 50
- (27) Aegis - Psionic/Status Resistance: Level 50
- (27) Titanium Coating - Resistance/Endurance: Level 50
- (31) Aegis - Resistance/Endurance: Level 50
- (A) Endurance Modification IO: Level 50
- (29) Performance Shifter - EndMod: Level 50
- (29) Performance Shifter - Chance for +End: Level 40
- (A) Crushing Impact - Accuracy/Damage: Level 50
- (33) Crushing Impact - Damage/Endurance/Recharge: Level 50
- (36) Crushing Impact - Damage/Recharge: Level 50
- (37) Crushing Impact - Accuracy/Damage/Recharge: Level 50
- (37) Crushing Impact - Accuracy/Damage/Endurance: Level 50
- (46) Recharge Reduction IO: Level 50
- (A) Crushing Impact - Accuracy/Damage: Level 50
- (34) Crushing Impact - Damage/Endurance: Level 50
- (34) Crushing Impact - Accuracy/Damage/Recharge: Level 50
- (36) Crushing Impact - Accuracy/Damage/Endurance: Level 50
- (36) Crushing Impact - Damage/Endurance/Recharge: Level 50
- (A) Jumping IO: Level 50
- (A) Luck of the Gambler - Defense/Endurance: Level 50
- (39) Luck of the Gambler - Defense: Level 50
- (39) Luck of the Gambler - Recharge Speed: Level 35
- (A) Obliteration - Damage: Level 50
- (42) Obliteration - Accuracy/Recharge: Level 50
- (42) Obliteration - Damage/Recharge: Level 50
- (42) Obliteration - Accuracy/Damage/Recharge: Level 50
- (43) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
- (43) Obliteration - Chance for Smashing Damage: Level 40
- (A) Armageddon - Damage/Endurance: Level 50
- (45) Armageddon - Damage: Level 50
- (45) Armageddon - Damage/Recharge: Level 50
- (45) Armageddon - Accuracy/Damage/Recharge: Level 50
- (46) Armageddon - Accuracy/Recharge: Level 50
- (48) Armageddon - Chance for Fire Damage: Level 50
- (A) Red Fortune - Defense/Endurance: Level 50
- (48) Luck of the Gambler - Defense: Level 40
- (48) Serendipity - Defense/Endurance: Level 40
- (50) Luck of the Gambler - Recharge Speed: Level 50
- (A) Steadfast Protection - Resistance/+Def 3%: Level 30
- (50) Resist Damage IO: Level 50
- (50) Resist Damage IO: Level 50
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I made a couple more small edits to incorporate Sailboat and Coolio's info.
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Ferro,
I might go with something like the build below. I didn't change your powers except with one noteable exception because I assumed you like them (the one different power I make a case for below.)
Some notes:
1) I assumed you have decent infamy to spend but not exhorbitant ammounts - maybe 100 mil.
2) I assumed your bots should be as powerful as possible. For Battle Drones and Assault Bots I maxed out damage, for the Protect Bots, I gave some Heal but still good damage.
3) Slotting: I left 2 unused slots. I figure you probably have different slotting than this so I wanted some flexibility. Next, the slotting of 3 pairs of powers can be swapped easily: Assault bot and Battle drones, deflection and insulation shield, and Force bolt and Pulse rifle. Also, in the build below you'll see almost every IO at their max level. Its the default of the program I used so I just left it that way - obviously you want to get close to this for all but the Proc (special) IOs but won't be slotting 50s anytime soon.
4) Defense - Aside from bots, this is the other thing that's special about this build. You have a great base of defense in your build, but it needs a little help to be truly powerful. Defense soft caps at 45%, meaning more than this does almost nothing (unless something debuffs your defense.) However, the difference between say 35% and 45% defense is huge. You'll get hit maybe 1/2 as much at 45% as 35%. I don't know /bots well but I assume your Protector bots will shield you but won't stack multiple shields on you. So your defense starts at:
7.5% defense to all from the Protector bots (I looked it up)
4% from Maneuvers (enhanced)
11.5% from Dispersion bubble (enhanced)
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23% total
So I selected Scorpion Shield for your lvl 41 power (you have something else.) This power adds about 21% defense to Smash and Lethal Def (which are the most common types) and 14% to energy (enhanced). All this combined gives you about 43.5% Smash/Lethal Def and 37.5% Energy. So I put in IOs - Rectified Reticle to cap Smash/Lethal and Thunderstrike, and Blessing of the Zephyr which caps Energy, and also pushes up Ranged Defense. This should make you very tough to hit. With these, ranged defense is at 31.5% - Ranged would be good to increase later.
For your pets Defense we have:
17% from your shields (assuming you shield them)
7.5% from the Protector Bots shields
5% from Edict of the Master
11.7% from Dispersion bubble (when they stay in it of course)
4% from Maneuvers
---------
45.2% - so they are capped in defense to EVRYTHING. Not bad!! (plus we have 10% dam resist from that other IO once you can slot it)
5) I assume you need as much End as you can get so focused on that. All MM pets and their buffs use lots of end. Scorpion Shield (or any Patron shield), maneuvers, Assault, and Tactics all use lots of End. If you use Force bubble much its painfully expensive. So I put in sets that give lots of endurance and slotted to reduce endurance use significantly.
6) This build attempts to leave "room to grow" - ie - for the extremely expensive stuff, slot something else in at the moment (like plain IOs - relatively cheap and good) and get the expensive thing later. For instance, the Luck of the Gamblers, Numia's Convalescence, and Blessing of the Zephyrs should probably wait until later. However, there was not much value in slotting more Gift of the Ancients or Kismets in your build, as you can only get 5 of any given buff and this build has 5x of the 1.5% end recovery and 5 of the 2% end recovery bonuses as is.
7) Other options - Some cheaper, some more expensive, some based on taste, etc.
a) Putting in a -knockback IO could be nice. There's one in Karma you could add to any Defense power. There's also one in Blessing of the Zephyr but its VERY pricy.
b) I wouldn't bother with the "Commanding Presense" Taunt and Placate resist IO. It's rarely useful.
c) You Can put a set of 6 Gaussians in Tactics. This is quite pricey, but will improve your total endurance, Health and other defenses.
d) Force bolt could take 2 more of the Thunderstrike and get your ranged defense nearer the cap.
e) You mentioned you have a set of 6 Edicts, but actually the bonuses after the 2nd one (with 3 IOs added) aren't very useful. Instead you could slot - 4 edicts (remove the Acc/End and Acc/Dam End) and put in a lvl 50 Acc/Dam/End from Sovereing right and keep Damage capped while saving a slot for something else.
f) For the protector bots, the guides told me a Heal enhance is nice as lots of end redux to help keep them from burning through too much endurance too fast. So I slotted that way but I'm not certain this is the best slotting. Damage isn't quite capped because I heard their base damage isn't great anyway.
g) If you use Force Bubble much you might want a 3rd end reduct IO in it - that thing is an End hog.
h) The Performance shifters are expensive. Maybe just go with End Modification IOs instead for Stamina and Repair (if so only need 3 slots in stamina 2 in Repair.)
8) Other general buffs from the IOs - there's more than this but these are the important ones:
12.5% global recharge (7.5% from the Luck of the Gambler Rech Proc so maybe you won't have this
21% personal Acc buff - between this and Tactics you should rarely miss outside PvP - I didn't aim for this but if you have veteran attacks they need some Acc buffs since you can't enhance them.
5% extra Health
17% increase Endurance Recovery (not including Stamina or the special IOs (Numia, Performance shifter + End x2)
If you try the hero designer I used, you can plug this build right in. Note it won't show the Protector bot's Defense buffs in the totals.
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Ferrofield: Level 43 Technology Mastermind
Primary Power Set: Robotics
Secondary Power Set: Force Field
Power Pool: Fitness
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Battle Drones- (A) Edict of the Master - Accuracy/Damage: Level 40
- (3) Edict of the Master - Damage/Endurance: Level 40
- (3) Edict of the Master - Accuracy/Endurance: Level 40
- (5) Edict of the Master - Damage: Level 40
- (5) Edict of the Master - Accuracy/Damage/Endurance: Level 40
- (7) Edict of the Master - Defense Bonus: Level 40
- (A) Thunderstrike - Damage/Endurance: Level 50
- (7) Thunderstrike - Accuracy/Damage/Endurance: Level 50
- (9) Thunderstrike - Damage/Recharge: Level 50
- (9) Thunderstrike - Accuracy/Damage: Level 50
- (A) Red Fortune - Defense/Endurance: Level 50
- (11) Gift of the Ancients - Defense/Endurance: Level 40
- (17) Defense Buff IO: Level 50
- (A) Luck of the Gambler - Defense/Endurance: Level 50
- (15) Luck of the Gambler - Recharge Speed: Level 40
- (29) Luck of the Gambler - Defense: Level 50
- (A) Endurance Reduction IO: Level 50
- (33) Endurance Reduction IO: Level 50
- (A) Run Speed IO: Level 50
- (A) Crushing Impact - Damage/Endurance/Recharge: Level 50
- (11) Crushing Impact - Accuracy/Damage/Endurance: Level 50
- (33) Crushing Impact - Damage/Endurance: Level 50
- (34) Crushing Impact - Damage/Recharge: Level 50
- (34) Crushing Impact - Accuracy/Damage/Recharge: Level 50
- (A) Commanding Presence - Damage/Endurance: Level 30
- (13) Commanding Presence - Accuracy/Damage/Endurance: Level 30
- (13) Blood Mandate - Accuracy/Damage/Endurance: Level 50
- (15) Blood Mandate - Damage/Endurance: Level 50
- (43) Healing IO: Level 50
- (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
- (A) Endurance Reduction IO: Level 50
- (17) Endurance Reduction IO: Level 50
- (A) Rectified Reticle - To Hit Buff: Level 20
- (19) Rectified Reticle - Increased Perception: Level 20
- (19) Endurance Reduction IO: Level 50
- (25) Endurance Reduction IO: Level 50
- (A) Performance Shifter - EndMod/Recharge: Level 50
- (21) Performance Shifter - Chance for +End: Level 50
- (21) Performance Shifter - EndMod: Level 50
- (40) Performance Shifter - EndMod/Accuracy: Level 50
- (A) Gift of the Ancients - Defense/Endurance: Level 40
- (23) Gift of the Ancients - Defense: Level 40
- (23) Endurance Reduction IO: Level 50
- (25) Defense Buff IO: Level 50
- (A) Performance Shifter - Chance for +End: Level 50
- (34) Performance Shifter - EndMod/Recharge: Level 50
- (37) Recharge Reduction IO: Level 50
- (A) Commanding Presence - Damage/Endurance: Level 30
- (27) Commanding Presence - Accuracy/Damage/Endurance: Level 30
- (27) Blood Mandate - Accuracy/Damage/Endurance: Level 50
- (29) Blood Mandate - Damage: Level 50
- (40) Sovereign Right - Resistance Bonus: Level 50
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
- (39) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
- (A) Gift of the Ancients - Defense/Endurance: Level 40
- (31) Gift of the Ancients - Defense: Level 40
- (31) Kismet - Defense/Endurance: Level 30
- (31) Kismet - Defense/Endurance/Recharge: Level 30
- (39) Endurance Reduction IO: Level 50
- (A) Endurance Reduction IO: Level 50
- (33) Endurance Reduction IO: Level 50
- (A) Thunderstrike - Accuracy/Damage: Level 50
- (36) Thunderstrike - Damage/Endurance: Level 50
- (36) Thunderstrike - Damage/Recharge: Level 50
- (36) Thunderstrike - Accuracy/Damage/Recharge: Level 50
- (37) Thunderstrike - Accuracy/Damage/Endurance: Level 50
- (37) Thunderstrike - Damage/Endurance/Recharge: Level 50
- (A) Endurance Reduction IO: Level 50
- (39) Endurance Reduction IO: Level 50
- (A) Gift of the Ancients - Run Speed +7.5%: Level 40
- (42) Gift of the Ancients - Defense: Level 40
- (42) Gift of the Ancients - Defense/Endurance: Level 40
- (42) Gift of the Ancients - Defense/Endurance/Recharge: Level 40
- (43) Endurance Reduction IO: Level 50
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Nice guide. Thought about making one, but with this here there didn't seem to be much point. I'll add a few tidbits:
1)
Quote:I'd add that #5 includes being lead against AVs, in Recluse SF, etc. You can push Elec/Shield into the #5 lead tank area. The key is Soul Mastery/Darkest Night. This is an End hog of a toggle, but 3-slotted with Hamio-Enzyme brings it to .33End/sec which is manageable in the right build. This gives -16.4% To Hit which will stack with your capped Def to keep even AVs near the 5% To-Hit floor. It ALSO provides a 21% dam debuff which stacks with Against All Odds 7.5% debuff. Now you take almost 30% less damage before hitting our rather meager resists.Every brute can "farm" to some degree. Let's make a scale 1-5 of quality of brute.
1. Wall Farming Cimerora
2. 8-man Liberate TV main tank
3. 8-man all boss lvl 52 AE main tank
4. 8-man all boss lvl 52 AE solo (or two man)
5. 8-man all boss lvl 54 AE main tank
2) Not sure why you think 2 recharges in hasten is perma. 3 gets you very close with the "very Expensive" build. (128 sec vs 120 duration.)
3) Your "Very Expensive" build has Melee D at around 49%. I prefer just over the soft cap (45%) so if I'm facing no -Def I'm still where I want to be, but yes against -DEF guys I do pop a small to Med purple. Saves you slots for other stuff.
4) My suggestion on a "Very Expensive" build below.
Notes: I have this built except I hadn't used the force Feedback Procs. Note I used many more Cytoskeleton/Ribosome Hami-O's than Thugs'. These are great for reducing slots needed in resists/defs. This combined with my End gaining Procs means my end gain to use ratio is actually better than the posted one even with Darkest Night running. Note Taunt is optional but I find it nice for pulling.
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Ginormical (new): Level 50 Technology Brute
Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Fighting
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Havoc Punch- (A) Hecatomb - Chance of Damage(Negative): Level 50
- (5) Hecatomb - Damage: Level 50
- (5) Hecatomb - Damage/Recharge: Level 50
- (9) Hecatomb - Damage/Endurance: Level 50
- (17) Hecatomb - Accuracy/Recharge: Level 50
- (A) HamiO:Cytoskeleton Exposure
- (3) Luck of the Gambler - Defense: Level 50
- (3) Gladiator's Armor - End/Resist: Level 50
- (7) Gladiator's Armor - Resistance: Level 50
- (13) Luck of the Gambler - Recharge Speed: Level 32
- (15) HamiO:Ribosome Exposure
- (A) Luck of the Gambler - Recharge Speed: Level 49
- (23) Luck of the Gambler - Defense: Level 50
- (23) HamiO:Cytoskeleton Exposure
- (A) Numina's Convalescence - Heal: Level 50
- (11) Numina's Convalescence - Heal/Endurance: Level 50
- (25) Numina's Convalescence - Heal/Recharge: Level 50
- (33) Gladiator's Armor - TP Protection +3% Def (All): Level 50
- (33) Steadfast Protection - Resistance/+Def 3%: Level 30
- (A) Touch of Death - Accuracy/Damage: Level 40
- (7) Touch of Death - Damage/Endurance: Level 40
- (13) Touch of Death - Damage/Recharge: Level 40
- (42) Touch of Death - Accuracy/Damage/Endurance: Level 40
- (43) Touch of Death - Damage/Endurance/Recharge: Level 40
- (43) Touch of Death - Chance of Damage(Negative): Level 40
- (A) Armageddon - Damage: Level 50
- (9) Armageddon - Damage/Recharge: Level 50
- (11) Armageddon - Accuracy/Damage/Recharge: Level 50
- (17) Force Feedback - Chance for +Recharge: Level 30
- (25) Armageddon - Accuracy/Recharge: Level 50
- (33) Armageddon - Damage/Endurance: Level 50
- (A) Recharge Reduction IO: Level 50
- (15) Recharge Reduction IO: Level 50
- (50) Recharge Reduction IO: Level 30
- (A) Jumping IO: Level 50
- (A) HamiO:Cytoskeleton Exposure
- (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
- (27) Miracle - Heal: Level 40
- (29) Miracle - +Recovery: Level 40
- (A) HamiO:Ribosome Exposure
- (19) HamiO:Ribosome Exposure
- (19) HamiO:Ribosome Exposure
- (A) Performance Shifter - EndMod: Level 50
- (21) Performance Shifter - Chance for +End: Level 32
- (21) Performance Shifter - EndMod/Accuracy: Level 50
- (29) Performance Shifter - EndMod/Recharge: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 34
- (A) Endurance Reduction IO: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 49
- (27) HamiO:Cytoskeleton Exposure
- (31) HamiO:Cytoskeleton Exposure
- (A) Luck of the Gambler - Recharge Speed: Level 39
- (31) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
- (31) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
- (48) Blessing of the Zephyr - Knockback Reduction (4 points): Level 30
- (A) Mocking Beratement - Taunt/Recharge/Range: Level 50
- (34) Mocking Beratement - Taunt/Range: Level 50
- (A) Eradication - Accuracy/Damage/Endurance/Recharge: Level 30
- (34) Eradication - Accuracy/Damage/Recharge: Level 30
- (34) Eradication - Damage/Recharge: Level 30
- (36) Multi Strike - Damage/Endurance/Recharge: Level 50
- (36) Multi Strike - Damage/Recharge: Level 50
- (36) Force Feedback - Chance for +Recharge: Level 40
- (A) Obliteration - Damage: Level 50
- (37) Obliteration - Damage/Recharge: Level 50
- (37) Obliteration - Accuracy/Recharge: Level 50
- (37) Obliteration - Accuracy/Damage/Recharge: Level 50
- (39) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
- (39) Obliteration - Chance for Smashing Damage: Level 32
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50
- (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50
- (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
- (40) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50
- (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
- (42) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 38
- (A) Apocalypse - Chance of Damage(Negative): Level 50
- (42) Apocalypse - Damage: Level 50
- (43) Apocalypse - Accuracy/Recharge: Level 50
- (45) Apocalypse - Damage/Endurance: Level 50
- (46) Apocalypse - Damage/Recharge: Level 50
- (A) Ragnarok - Chance for Knockdown: Level 50
- (45) Ragnarok - Damage: Level 50
- (45) Ragnarok - Damage/Endurance: Level 50
- (46) Ragnarok - Damage/Recharge: Level 50
- (46) Ragnarok - Accuracy/Recharge: Level 50
- (50) Ragnarok - Accuracy/Damage/Recharge: Level 50
- (A) HamiO:Enzyme Exposure
- (48) HamiO:Enzyme Exposure
- (48) HamiO:Enzyme Exposure
- (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
- (50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
-
Wow Nord,
Thats awsome for you. Funny though, I don't remember selecting the option "Give all my purples to NordBlast"... -
-
Quote:Lets not forget the other proposed drop rate of 1:1500 implying an expectation of: 0.7% or the fact that this is data from a single toon of mine. If I had logs on all the toons and wanted to do the math (or could get dropstats running - followed the instructions but it didn't run - running Vista - could this be the issue?) you might see 1% at 1:3000.Out of curiousity, I ran the program you linked to with some different drop rates. The results are:
Code:Drop Rate Chance of 0 Purples 1:2000 1.0% 1:2500 2.5% 1:3000 4.8% 1:4000 10.0% 1:5000 15.9%
Anyway, I sent over my 16 megs of data. Enjoy, and please send some results when you can. I would ask that you compare my sample block with those from people who got purples and see if they appear to be statistically different populations. -
Just sent 16 megs of logs, mostly soloing at +8 w/o a purple to help bring down your drop rate average.
BTW - I never got dropstats to work. Not sure if its a Vista issue vs the instructions posted, or if I'm dumb or what, but I can usually get this kind of stuff to run no prob. -
Quote:I'm firmly in the "its not perception" camp. I've bumped up my data to 6000+ kills without a purple (see my post earlier). I ran the stats below assuming 1 drops per 2000 minion equivs (the rate I heard was around 1500-2000 minions). The odds of me not getting one yet are 1% or less.I'm having a perception issue in line with earlier comments about drops being 'streaky'.....
....Probably just coincidence, but it sure has my perception issue senses tingling.
Kills:
4075 Minions
2032 Lieuts at 2x
347 Bosses at 3x
-------------------
9180 Total minion equivalents
----------------
P of 0 drops = 1.0%
P of 1 drops = 4.7%
P of 2 drops = 10.7%
P of 3 drops = 16.4%
P of 4 drops = 18.8%
P of 5 drops = 17.2%
P of 6 drops = 13.2%
P of 7 drops = 8.6%
P of 8 drops = 5.0%
P of 9 drops = 2.5%
P of 10 drops = 1.2%
Sum = 99.2% (so .8% of the time I should have gotten 11+ purples)
So all I can assume is either purples do not drop as a linear function of enemies killed but through some other means (and I'm not doing whatever this is.) or maybe there's some problem where I and possibly others aren't getting Purples or at least at a much lower rate than the claimed one (note, I have no problem with regular drops.)
Until I hear otherwise I give up on running +8 missions. I'll maybe do SFs for merits, and if a purple finally drops, great, but for now I am assuming I was bad and don't get any...
BTW: I posted something similar elswhere. Maybe I shouldn't have, but I want to hear what people say. -
I posted some purple drop info before and basically heard I should be more patient. I've tried that but now have enough data to make what I think is a pretty good case.
I've gone through 30+ missions, killing over 6000 MOBs (non-AE of course) and not gotten a single purple. I've heard on this thread you get about 1 purple drop per 1500-2000 minion equivalents (lieuts drop 2x as fast, bosses 3x.) Assuming the more conservative 2000 number is correct, and converting my solo kills into minion equivalents, I've calculated the probabilities (using this calculator) of getting drops.
The data:
4075 Minions
2032 Lieuts at 2x
347 Bosses at 3x
-------------------
9180 Total minion equivalents
----------------
P of 0 drops = 1.0%
P of 1 drops = 4.7%
P of 2 drops = 10.7%
P of 3 drops = 16.4%
P of 4 drops = 18.8%
P of 5 drops = 17.2%
P of 6 drops = 13.2%
P of 7 drops = 8.6%
P of 8 drops = 5.0%
P of 9 drops = 2.5%
P of 10 drops = 1.2%
Sum = 99.2% (so .8% of the time I should have gotten 11+ purples)
In other words, assuming random chance, theres only a 1% chance I wouldn't get a purple drop. While I grant its possible I'm painfully unlucky, it is now much more likely at either that:
1) Unlike other recipes, purples do not drop as a linear function of enemies killed but through some other means that just happened to equate to some minion count (and I'm not doing whatever this is.)
2) There's some problem where I and possibly others aren't getting Purples or at least at a much lower rate than the claimed one (note, no problem with regular drops.)
Conditions: Soloing an Elec/Shield Brute at 8/0/(yes some no some)/no. 30+ total completed missions, several cycled. Includes Airlia arcs (last mish cycled, not completed), Shadow Spider (incomplete), Ghost Widow 2nd arc, paper missions, and 1 flashback arc
Please LMK if I'm missing something, have a good point, etc.
Notes:
1) I also ran ITF, LGSF and several team missions with this toon and RSF and a few other missions at +1, 5, and 8 villain equivs with other toons too that I didn't collect data for in this time (no purple drops though.)
2) I switched from boss yes to no when I heard the 1500-2000 number had come from killing primarily lieuts and minions.
3) Pre I15 I did receive 2 purple drops total (on different characters than this one I'm now running.) I didn't play a lot with my post 50s and didn't keep data, so this rate seems OK to me.
Disclaimer: I know this thread is about how purples aren't needed. I get that and agree. However, I'm a 4.5 year vet, so hunting them is my most recent activity to be entertained and post I16 seemed the ideal time to try it. I hope you'd agree that being annoyed about not getting them at the same rate as other players is different from complaining we need more of them. Also, the devs closed the previous thread on drop rate issues I used, so this seemed a reasonable forum to post on. -
Ahh life's little mysteries...
I suddenly coundn't find my edit. I saw Agge's response here and a note for me from Agge, but my edit seemed to have just dissapeared with no sign of what Agge did either. It turns out there's 2 dark watcher pages.
There's:
Dark Watcher - which I edited and says "redirected from The Dark Watcher" in little type underneath, and
The Dark Watcher, which is the entry that comes up first in many google searches and doesn't seem to redirect you to the other page.
Anyway, I'm fine with you moving it to the main page. You obviously have a better feel for what should and shouldn't be on these pages than I do. -
Quote:Sigh... Good idea but...
I don't suppose there are clues listed that you can highlight, like with safeguard/mayhem side missions.
The "clues" were actually misleading.
1st: "You destroy the imposter automaton, and gather its remains as proof of Captain Sherman's words." This combined with the mission detail: "There may be more than one way to find the information you're looking for, so keep your eyes open. All you will need is one solid piece of proof or evidence, but get more if you can find it." indicated maybe the 1st Automation was it. Of course 1 solid piece of evidence wasn't enough even though the clue actaully says you have "proof". So I wasted time trying to kill all, listen for glowies throughout the map, etc.
2nd clue: "Alarms sound. Maybe interrupting the troop review wasn't such a good idea" - Which I thought might have been nothing but made me wonder if attacking the nem groups on the base would make the mish fail or change something. This was part of why I cycled the mission. The second time I carefully avoided the troops at the base. Nope, didn't matter, just another misleading clue, lol. -
I just completed this 3rd mission in the Horror of War arc. Its been a great arc until this mission. I just couldn't find this safe and 2nd automation it listed. So here's what you need to know...
(SPOILER COMING)
Its behind the base area, about as far directly opposite from the entrance as you can go (on the main floating island area.) Exact /loc coordinates at the bottom of the post.
Care to feel my pain? Read below. Otherwise enjoy the info.
I thought the mish was bugged so I cycled it. Nope, couldn't find the 2nd automation. Tried every door on the base twice (which is the logical place and where it should have been), searched all over this huge zone, nothing. In frustration I searched the guides and on Google. Finally found some links from google, they led to the forums but gave... "invalid thread ID" or "Page Not Found." Finally, getting desperate I went through all of Google's "More like these" and in one snippit of text that Google includes to give you some feel for the page I saw something about a cave door. So I finally found the thing after a 2nd laborious search. Can you make the door make noise like a glowey at least? Put 2 guards out front that say "I hate guarding this cave!"? Maybe at least some "intel" that its not at the base but in a cave near it in the mission text? Something! Instead the mission text says you only need 1 solid piece of evidence, which of course made me wonder if the Manticore Automation was enough, so I spent more time clearing the level.
Gah, what a waste of 2+ hours!
/end Rant
In trying to keep a positive side to this: I ran this at +8/0/N/N so had tons of lieuts to kill. At one point I had at least 7 vengances up against me. Its my PvP brute, so already have build up, Kismet Proc, and Tactics to counter heavy Def. With a couple insps, I just kept dropping lieuts until the Vengances cycled down as fast as they started up.
Exact coordinates: -3908.8 1326.5 833.5 -
Thanks again for the edits and additions. I've tried to incorporate them into the guide.
-
Hi. Here's an advanced travel guide to hopefully include in future editions of the guide to guides.
Link: Traveling in Style - A guide for getting to those hard to reach places -
Thanks Luminara!
Those were some great suggestions.
I added all the "semi-permenant" powers to the list. I didn't add the teleport power or 30 day jet packs because those only last for a defined period of real time, whereas 60 min or more of use in game generally lasts longer than a month (at least from my experience). -
Traveling in Style - A guide for getting to those hard to reach places
I've seen guides on travel powers, but theres a lot more to getting around than just taking a pool travel power. This guide attempts to provide the next step in getting there quickly. The idea is there's lots of situations where traditional travel is slow, or maybe you want to skip on travel powers in your build. There are now many options making these situations better. So I've come up with my top ways to get around faster. If you want a standard travel powers guide, I suggest you go here. I'm also not including any power that goes away after a period of real or game time (like the holiday jet pack) because I feel they have much more limited usefulness (they often wear out sooner or can't be regained quickly.)
Order of importance I loosely ranked as:
1) How soon you can get them
2) How broadly they can be used
3) How fast they actually are.
Here goes:
1) Supergroup Teleporters
First Level Available: 1
Location/Way to get it: Join a Supergroup (SG) that has them, then go to a supergroup portal or use the supergroup teleportation vet power to get in the SG base.
2) Raptor Pack
First Level Available: 1
Location/Way to get it: Jetpack Vendor - Grandville Near Arbitor Apolis at a cost of 10,000 infamy, or in the Shadow Shard zones at a cost of 10,000 infamy see this Wiki for exact locations.
Travel Ability: Flight for 2 hours of continuous use
3) Market Teleporters
First Level Available: 1
Location/Way to get it: a) Marketeer badge - for being logged off near a market. You build up charges the longer you're logged off at the market b) Buy a 1-time use black market teleporter for 10,000 inf. Can only have 1 at a time
Travel Ability: a) Gives teleportation to the market of your choice once every 5 or 15 minutes depending on how long you've been offline near the markets. b) Teleportation to the markets usable every 30 min.
4) Raptor Pack
First Level Available: 5
Location/Way to get it: Mayhem Mission/Safeguard Mission
Travel Ability: Flight for 2 hours of continuous use
5) Good vs. Evil Powers
First Level Available: 1
Location/Way to get it: Buy the Good vs. Evil Booster for $9.99
Travel Ability: There are 2: a) Jump pack b) Pocket D VIP pass
Usability: a) The jump pack lets you jump high with minimal lateral movement, so is more for going over things or breaking your fall, but not covering distances. Combines well with Super Speed (or Jump abilities when you need extra height.) It only works for 30 seconds before a cooldown. b) The Pocket D pass lets you teleport to a special room within the club every 30 minutes.
Note: I feel these packs are "harder to get" than the Raptor pack because going from lvl 1 to 5 takes a few minutes, but it takes both a few minutes and $10 to get this and the next pack.
6) Mission Transporter
First Level Available: 3
Location/Way to get it: Buy the special edition game, or the Super Booster pack for $9.99
Travel Ability: You teleport within 120 feet of a mission door, even across zones.
Usability: Every 2 hours. Does not work in Pocket D or missions with jails
7) Jump Pack
First Level Available: 10
Location/Way to get it: Mayhem Mission/Safeguard Mission
Travel Ability: Super Jump usable for 2 hours of continuous use
8) Goldbricker Jet Pack
First Level Available: 15 - for Villains only
Location/Way to get it: Cap Au Diablo - Marshall Brass Mission
Travel Ability: Flight for 90 minutes of continuous use
9) Antigravity Matrix
First Level Available: 20 - for Heroes only
Location/Way to get it: Independance Port - Oswald Cuthbert
Travel Ability: Flight for 90 minutes of continuous use
10) SkyRaider Jet Pack
First Level Available: 20 - for Villains only
Location/Way to get it: Sharkhead - Lt Chalmers Mission
Travel Ability: Flight for 60 minutes of continuous use
Note: Its a timed mission for getting this, so be ready
11) Ouroboros
First Level Available: 25
Location/Way to get it: a) Ask a lvl 25+ to drop an oro portal, go in, and go to the top of the building's spire to get the "Chrononaut" badge there to get the power, b) go to your Super Group's Pillar of Ice and Flame and run a mission there, or c) Complete a time traveling mission that grants the "Entrusted with the Secret" badge.
Travel Ability: Using the portal, you enter the Oroboros zone (fast loading small zone.) Once there, just click back on the Oroboros portal thats sitting open next to you to transport to any of 5 zones (and train missions blue side.)
12) Pillar of Ice and Flame
First Level Available: 25
Location/Way to get it: Get to a pillar of Ice and Flame, either using the Oroboros temp power (see Oroboros travel power) or just go to the one your Supergroup hopefully has in their base.
Travel Ability: Select a story arc with a contact in the zone you want to go to. Once you've accepted the arc, re-click on the pillar, and it takes you directly to the contact. Handy ones include Sister Airlia(CoV) or Deadalus(CoH) in Cimerora and Tina McIntire in Peregrine (she's near Portal Corp so you skip traversing the island.) You can cancel the strike force/task force once you enter the zone. Of course this wont work if youre already on a Strike Force or aren't the leader of your team as you can't select the mission.
Note: This was actually my inspiration for making this guide. I know lots of veteran players who want to get to "out there" zones faster. This is especially handy for zones that take some effort to get to like Cimerora and I think the Shadow Shard or if you don't have easy access to all the SG teleporters.
13) Emergency Base Teleporter
First Level Available: 1
Location/Way to get it: after 24 months of game membership you get the "Devoted" vet badge. With it is the option to claim this power. Find it in your badge list.
Travel Ability: You teleport to the Supergroup base.
Usability: Every 30 minutes.
14) Assemble the Team
First Level Available: 1
Location/Way to get it: after 42 months of game membership you get the "Fervent" vet badge. With it is the option to claim this power.
Travel Ability: You teleport your whole team to your location.
Usability: Every 30 minutes.
Note: This one doesn't get YOU around but can be very handy for helping teams stealth missions (great in Ice Minstral SF and CoV respec SF last mission), and its nice for getting the team across a huge zone.
Additional tools: People requested maps or lists of the connections between zones. Here's two links to maps zombie man provided (note level restrictions no longer apply), or if you prefer, EmperorSteele posted a list below for Heroes.
1) Heroes Zoning Map
2) Villains Zoning Map
Notes: Please keep posting additional options! Id love to hear of other ways to get there from here.
Also, some of the information was easier to steal than rewrite myself, so thanks to Direwolf21's thread on villain temp travel powers and the Paragon Wikis. Also thanks to the people who posted below to turn this into a more powerful guide than I had planned on -
Quote:I'm all for being nice people. Ask my SG, whom I've leveled up, given rare IOs to, etc. or check the boards for the guides I've made (not lots but I've done some work for the community.)Respec recipes are rarer than purples, how often you see people getting them?
There is no variable for recipe drops, if you are a good person . . . . they will come. So be nice people
Anyway, believe me, I get its not a guarantee to get them every 1500-2000. I've taken classes in statistical probability. The fact that drops aren't guaranteed is why I've been trying to get a multiple of 2000 kills so I can get so outside likely statistical variance that it can be viewed as an actual problem (or disproved, hopefully with a 4x purple dropHowever, because of the very infrequent drop rate, I'd rather not do all the work myself and was hoping other people would chime in with similar issues. So far no luck. Maybe that's just it. No luck for me... At least not yet
-
Since the fix I've seen the correct number of standard IO set drops. However, I have data mined extensively because I'm concerned about Purple drop rates (because I've received 0 after a ton of kills), which are MUCH harder to test. So here's what I have found. I hope this helps you, even if it might not be what you wanted to hear.
Testing: Lvl 50 Elec/Shield Brute at +8/0/(some yes some no)/no. Ran patron 2nd arc some, Sister Airlia arc completely, and a couple other random missions, 21 in all.
Kills:
Minions: 2470
Lieuts: 1167
Bosses: 329
Expected recipe drops: 154 (not including mission complete drops or purples.)
Recipes received: 160 total (including mission complete drops) - 43 uncommons/rares, 117 commons
So this was pretty much dead on.
Expected Purple drops: about 3
Purples dropped: 0
Reading posts from people who've farmed purples, the expected drop rate is around 1 per 1500 or 2000 minion equivalents (just like the regular recipes, bosses drop recipies 3x as often as minons, and lieuts drop 2x as often as minions.)
As this toon has NEVER gotten a purple drop, I have to wonder if there's something wrong here. However, my patience for testing is running out. Adding insult to my dearth of purples, I got on an ITF team, and as we were still filling it, I killed maybe 50 cim wall mobs (no one else was fighting.) Someone ELSE on the team showed off their purple drop from those kills... -
Nice guide.
I've been around for a while so 10 mil wasn't a big deal for me, but I wondered who bought all those recipes. I assumed it was ppl wanting the crafting recipes. This does drive up prices of recipes some, but it also creates a nice market for those who want to get the BM sell badges for recipes (and possibly enhances) like me who have excess inf so don't care much what a lvl 50 generic recipe sells for.
BTW: For one toon on a new server I cleaned up when AE was going strong by buying random common salvage for 6 tickets and selling it for 10-100K apiece. Made at least 100 Mil from it.