Gospel_NA

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  1. Ok, just wanted to ask advice on how to gather these efficently.

    My time is pretty limited to play, so I do TFs whenever I can for shards, and MSRs, but between 21 credit hours at college, working at night, Kempo, and the gym days a week, and preperation for the police academy in the spring I find myself ending up playing on my own during my play time.

    I've been doing ok with my characters and I seem to be able to get my T3s fine when I get lucky and am around when there are iTrials going, but after this point I just can't seem to get to my T4s.

    I'm trying to do weekly strike targets whenever I can, now that I know how to figure out what they are, but other than that I'm just having a heck of a time accumulating enough shards and threads for the very rare components I need.

    So, I was curious as to what the typical strategies are that people use to collect shards efficently? Especially, when you are solo (Though not exclusively). Thanks.
  2. The way I leveled my stalker and did so rather quickly was pretty much from radio missions. Run them long enough and you memorize every map. You begin to know where the bosses are and where the glowies are.

    I typically went for "Kill leader and his crew missions". If one didn't come up I'd zone and look again. I was getting to the point where I could run a radio mission in just a couple minutes. I would set the difficulty to +3/+4 depending on my accuracy tools (Such as build up) and then use AS and my second biggest attack to take out the boss.

    Placate one of the lts. or minions with the boss, take that out with a crit, and then scrap down the other. If it was a particularly large group, I'd smoke flash and let them reset before finishing them off the same way I started.

    During and between missions I'd keep my eyes open for any TF, especially the ITF, that I could get in on and join that. The leveling was actually pretty quick and I was at 50 in just a few days.
  3. Quote:
    Originally Posted by Mr. DJ View Post
    I consider no knockback protection as a pretty big hole.
    Probably, other than the intense endurance consumption of DA, the lack of KB protection is annoying. I like hover with DA and of course I make room for KB protection IOs.

    I think, overall, that problem is pretty easily rectified.
  4. Gospel_NA

    No Headsplitter?

    I'd say it completely depends on whether or not you feel headsplitter's damage is signifcant enough to include in your chain over slash.

    The fact of the matter is that you simply do not have to take it if you do not wish too. Slash would certainly be a more effective AoE ability more often simply, because mobs tend to fan out rather than line up. The AoE portion of headsplitter is so small it shouldn't be refered to as AoE or even a cone. It's essential a line. You can hit two, maybe (rarely) hit three mobs if they are lined up front to back or a middle mob is slight off center from one in the front in back.

    Frankly, I typically look at it as a strong single target attack with incidental area damage. The latter is not something I plan for or concern myself with.
  5. Gospel_NA

    The future sets

    As long as these new sets come with a preview period, it'd be enough to make me happy.
  6. I can understand the OP's point of view. I have no particular comment on the objective evaluation of the set, but I do say that I would have been very appreciative if there would have been a public preview of sets when they are released.

    Having an opprotunity to at least try the set before having to spend points to purchase would be a nice gesture. I know some people have had the opprotunity in beta, but beta isn't for everyone.

    It would be neat if you could preview new sets for a predetermined period of time and then when that time is up the character that you made would be locked until you either purchased the set or deleted the character (to free up the slot).

    I did purchase beam and didn't really enjoy it. That's approximately $7 (I've found it effective to view all points, whether free or not, in terms of dollars. It helps me keep in prespective exactly what the cost really is since "points" can be deceiving if this isn't kept in mind) that I wasted. I'm now going to be less likely to purchase new sets as they're released, because of that experience.
  7. Trying to finish off a build for one of my characters.

    I'd like to trade someone an Armageddon: Damage and an Unbreak Constraint: Chance for smashing damage for an Armageddon: Acc/Rech.

    Thanks.
  8. Since I'm pretty interested in the Storm set, I'll give Earth/Storm/Fire a try. I think if I work at it I can make a pretty neat themed build.

    Edit:

    Good grief....there's too many good powers in earth and storm!
  9. What's affordable for you, two? Got an idea, but want to see what your spending limit is before I put it together.

    Two, since /DA has such a great balance as far as defenses and resists, I find that cardiac + barrier to be a great combination. Cardiac actually gives you a very nice resist boost across the board along with the much needed end reduction.

    Barrier, even at it's lowest point, will give you a nice overall buff, which I feel you get much more out of because of the balance in the DA set.

    Recharge shouldn't be an excessive issue for claws/da for a couple of reasons. Claws is already pretty fast. You should be able to achieve a great attack chain without too much recharge. (Depending on your spending limit you may be able to reach that with just slotting recharge bonuses). Plus, dark regernation recharges pretty quickly on it's own. Without spiritual or ageless my DR recharges in around 12 seconds. Frankly, with how well built DA can become I find I really don't use DR that much. It's an invaluable life saver though.
  10. Does enhanced healing have an effect on regeneration? I ask this, because mids seems to show that regenration is improved with enhanced healing, yet I've seen a couple of discussions which mentioned that this doesn't actually increase regeneration at all.

    So, I'm confused between what mids is saying and what some other people are saying. I trust mids and I can't judge the validity of the statements I've seen refuting it.

    It would help if I could get some opinions or ,if they are to be found somewhere, facts that show the effect of enhanced healing on regeneration. Thank you.
  11. Great post, Local man. Thanks, that's a lot to consider.
  12. Ah, well. That's very important information. I was undering the impression that chain fences would negate the knock back. That isn't much fun. >_<

    Ok, well I may have to think things through a bit more on what I want to do.

    Recommendations for good controller combinations would be appreciated.

    I'm always interested in most durable, most damage, most ultility, etc. Just interested in what combos people like out there, since I guess elec/storm isn't such a great idea after all

    How about elec/Kin? They seem to be both melee friendly.
  13. So, I played a fire/kin controller probably about 5 years ago and it's been on the shelf for a long time. I've been a melee player ever since. However, I'm having the itch to give another controller ago.

    I kind of wanted to give a Elec/Storm controller a try since I wanted to do something that seemed thematic to me. However, elec is a completely new set to me and I was wondering what people thought about the powers in that set. What's good, what isn't, what's a must have, and what is skippable?

    I'm working on a build, but I swear I want almost every power from my primary and secondary. Since I can't really do that, I was just curious how people have been doing with elec?
  14. The entropic chaos: Chance for heal, might be kind of neat in there. Just for giggles.
  15. I see absolutely nothing wrong with stepping up broadsword to compare with more of the other melee weapons sets. As it stands now, out of all the melee weapon sets available broadsword would be my last choice.

    Of course there's a reason I always choose katana over broadsword when I want a sword wielding character, despite the simiularities between the two sets.
  16. Quote:
    Originally Posted by Stalk_obot_EU View Post
    Just come back, made a KM/EA for conceptual reasons and its obscenely unkillable except in the sewers of the apex trial (toxic) and on the eden trial (how the eminators +tohit havent been put to reasonable levels is beyond me) shadow meld is up more often than it isnt to plug the psi hole but have psi defence at nearly 30% anyway. Who would imagine that EA could become OP after sampling it back in i6....
    You must be Omicharge.
  17. Well, I'll definitely save that for later.

    Part of the idea was to weaponize energy drain paired with lightning field to drain mobs. High resistances plus mobs that don't attack often seemed like a good way to survive. Tactics probably isn't really necessary if I don't need it for the defense bonus from slotting. However, I need vengeance as a LoTG 7.5% mule and it's fairly useful for not requiring any slotting.

    I figured tactics was a fair bit more useful than assault would have been. The confusion protection comes in handy, especially during BAFs. Though, not sure if an extra 10.5% damage would just be worth the .19 end/sec cost.

    I would have really liked to have been able to cap S/L resistance, but I just didn't see how it was possible short of going cardiac rather than spirit and that just seems silly for elec armor.

    I'm relying heavily on rage to make up any accuracy lost. Though I really don't want my attacks underslotted for damage. I think, overall, that the character will work well. It just needs more tweaking.

    I'm fairly convinced from everything that I've read that Elec/ is more than capable of being a top performing set for survivability.
  18. I figured each point of resist built upon other points become increasingly valuable so another 3% to everything couldn't hurt. I figure I'll just wait and get it with hero merits.

    But here's the build I put together.

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    ElecSS: Level 50 Science Tanker
    Primary Power Set: Electric Armor
    Secondary Power Set: Super Strength
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership

    Hero Profile:
    Level 1: Charged Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5), GA-3defTpProc(5), S'fstPrt-ResDam/Def+(39)
    Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9)
    Level 2: Conductive Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(50)
    Level 4: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(13)
    Level 6: Static Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(15), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(50)
    Level 8: Lightning Field -- Sciroc-Dam%(A), Sciroc-Dmg/EndRdx(17), Sciroc-Acc/Dmg/EndRdx(17), Erad-%Dam(19), Efficacy-EndMod(19), Efficacy-EndMod/Acc(21)
    Level 10: Grounded -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(21), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(40)
    Level 12: Energize -- Numna-Heal(A), Numna-Heal/Rchg(23), Numna-Heal/EndRdx/Rchg(25), Mrcl-Heal(25), Mrcl-Heal/Rchg(31), Mrcl-Heal/EndRdx/Rchg(31)
    Level 14: Taunt -- Mocking-Taunt/Rng(A), Mocking-Taunt(33), Mocking-Taunt/Rchg(33), Mocking-Taunt/Rchg/Rng(33), Mocking-Acc/Rchg(34), Mocking-Rchg(34)
    Level 16: Boxing -- Empty(A)
    Level 18: Lightning Reflexes -- Run-I(A)
    Level 20: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(34), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-ResDam/Rchg(39)
    Level 22: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(37)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(37), SW-ResDam/Re TP(37)
    Level 26: Power Sink -- Mocking-Rchg(A), Mocking-Acc/Rchg(27), Mocking-Taunt/Rchg(27), Mocking-Taunt/Rchg/Rng(29), EndMod-I(31), EndMod-I(46)
    Level 28: Rage -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(29)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(40)
    Level 32: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(39)
    Level 35: Hurl -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(40), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42)
    Level 38: Foot Stomp -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Dmg/EndRdx(43), Sciroc-Dam%(43), Erad-Acc/Dmg/EndRdx/Rchg(43), Erad-Acc/Dmg/Rchg(46), FrcFbk-Rechg%(48)
    Level 41: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48)
    Level 44: Tactics -- Rec'dRet-ToHit(A), AdjTgt-ToHit/EndRdx/Rchg(45), Rec'dRet-ToHit/Rchg(46)
    Level 47: Power Surge -- RechRdx-I(A)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Spiritual Core Paragon
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(48), Mrcl-Rcvry+(50)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(45), P'Shift-End%(45)
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  19. Well, I like my prospect.

    I'm level 18 with 82% energy resist and 50% smashing/lethal resist.

    I'm looking forward to seeing what happens on the high end.
  20. All of the subject lines being uniform made looking for what I was trying to find seemingly more difficult.

    There was something about it that seemed disorienting. Not to mention it seems nearly all the of the build critques have been ignored.
  21. I've really been looking at the mids on Elec/SS and I'm having a tough time with feeling comfortable with what I came up with.

    The highlights of the build that I came up with is softcapped S/L defense, 82% S/L resistance, capped energy resistance, and 56-57% resistance to everything else, except toxic.

    I've worked energize and hasten to nearly perma with spiritual incarnate. Energize is about 3 seconds off and hasten is about 5 seconds off. But with the force feedback proc in footstomp it really will make up the difference when fightning large groups of mobs. If I'm not fighting large groups, the few seconds of delay on the powers shouldn't make that much of a difference.

    I've slotted both lightning field and power sink to optmize endurance drain the best I could with power sink at -73.33% and lightning field at -5.07%. I figure it won't be too hard to keep most mobs low on end with power sink at ~16.5 second recharge.

    The end usage seems pretty high without energize on 2.11/s out of 3.33/s. At lower levels I'd pretty much not run a few of my toggles, like tactics, weave, etc. It's what I do on my Kat/Dark scrapper to many his endurance when he doesn't have cardiac available to him and that works fine.

    My biggest concern is that his defense is only softcapped to S/L. With only around 22.7% Fire/cold and 25.8% negative energy defense I kind of worry about how he'll fair when faced with large groups of fire/cold/neg energy/psi mobs. 56.2-57.8% resists against them isn't bad, but not sure how long that'll sustain him when he's getting hit a lot. His HP seems pretty low at around 2500 too.

    However, the build seem relatively cheap to put together minus the glad +3% def and shield wall 3% res that I put in there.

    I'd post the build here, but I figure the mods might be picky now that they opened that new build forums. Frankly it just looks like all the builds are pretty much being ignored in that folder. Something about all the subject lines looking the same in that form disorients me, seems odd.
  22. Quote:
    Originally Posted by Emberly View Post
    Came here to post this. Dark Armor is kind of a deceptive set. You start out with it, maybe you don't have an IO plan, or you heard bad things. You have the idea that it's not that great, it's hard to level, you are going to suck wind all the time, but maybe your theme or concept demands it.

    Soon, you start seeing that you have good resistances to weird stuff, and you find that Dark Regeneration with a ToE proc sometimes results in a net end gain. Carnies and Malta are a joke. End drain? That's that thing that happens to other people. You forget that minions even exist, because whenever they get close enough to smell your farts, they are stunned and staggering around like drunken nuns or wetting their pants and cowering like beaten stepchildren.

    After awhile, you are running around balls-deep in mobs that you thought you had no business even looking at, let alone soloing, you have no end issues, stuff is stunned, feared or melting from a damage aura, and you realize
    Then you roll up a willpower or maybe a super reflexes, and you get the strange feeling that you should have never left the dark side.

    At least, this is how it was for me.
    Haha, this about sums up my experience with my Kat/Dark scrapper.
  23. Quote:
    Originally Posted by ClawsandEffect View Post
    A soft-capped Electric Armor with Phase Shift and Hibernate.

    I know it doesn't help much, but if you want to be technical, that probably would be the most durable scrapper. Wouldn't kill much if you spend too much time phased, but you're unlikely to be getting killed anytime soon.
    Yeah, not much of a scrapper, in the functional sense, that way.
  24. So, I use to be a nearly exclusive player of brutes. I eventually got a little burnt out on the fury mechanics and switched up to scrappers. I love the damage on scrappers, but still want that extra degree of "indestructableness".

    So, I've seen what can happen when you have really high resists (WS with fully saturated eclipse) and I was thinking elec might be pretty good just, because of the high resist capabilites.

    I also chose it, because I figure the extra damage from lightning field can't hurt, a free 20% recharge (well a power choice cost), and a pretty decent heal on a relatively short recharge, with nearly unlimited endurance with energy drain on a short recharge.

    But really, what am I in for with this combination? How does it perform, where does it falter? How is in in incarnate trials?

    Just curious to see what the concensus is before I invest my short amount of weekly play time in this character. Thank you.