Gospel_NA

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  1. Gospel_NA

    Stacking Rage

    Something that someone reminded me of not too long ago was the fact that if you reactivate rage just before or during the crash period you actually negate the -defense portion of the crash.
  2. Gospel_NA

    Cebr

    Quote:
    Originally Posted by Papaschtroumpf View Post
    Are you sure you're not thinking about the Merit vendor instead of the ticket vendor? that slider works as you describe.
    Eh, maybe I am.

    ((Actually, I'm still second guessing this. I've got about 7 sets of kinetic combat that I've had for a long time and I'm sure I didn't use merits to get those. I only recall using my merits for LOTG 7.5's.))
  3. DM is certainly an option for /EA

    The added -tohit is always good and the self heal in your attack chain from siphon life is very valuable.

    Plus you can never go wrong with the nice damage/tohit boost from soul drain. Consumption there for even more end recovery, but is probably overly redundant in a /EA build.
  4. Gospel_NA

    Cebr

    Quote:
    Originally Posted by magitek View Post
    I'm not very experienced at farming stuff, so forgive me if I'm asking the obvious, but why stop at 33? You can always exemp down for 33-ish TFs, and the ticket vendor has a level slider for buying enhancements/doing recipe rolls.
    Oddly, that level slider use to work where you could set it and you'd only get recipes to that maximum level. Like if you were 50 you could set to 35 and just get level 35 recipes as your max.

    They've seemed to change this at some point, no idea when, to only showing you options for the level you set. You still get recipes relative to your level. Made me sad when I realized it no longer worked this way.
  5. Quote:
    Originally Posted by War-Nugget View Post
    If you have the slots to spare - do it.

    Save yourself some influence by using the Proc instead of the triple (in brawl).
    Good advice. I've never done this and now feel silly.
  6. First, let me explain this a bit, since despite what I say there's going to be people that are going to flame me just, because I'm looking to power level a character.

    I have been working on this character for a couple of weeks, restarted him several times with different power set combinations and finally after restarting over and over, I realized that I liked the combination that I tried the second time. I'm just not certain I want to level it again on my own since the secondary was extraordinarily endurance consuming.

    I'm been playing the game on and off for many years, I've leveled dozens of characters over those years, I really don't feel like doing it with this character. I just want to start building to end results, because that's what I enjoy.

    With that said, I'm looking for a farmer who is willing to PL the character 1-50 on hero side. I've seen some experienced farmers that can do this very quickly.

    I'd like to find out how much they would like to take a character from 1-50. You can post here, you can PM, doesn't matter. Just make sure you leave your price, time estimate, and your global name. I'll pick the one that seems most reasonable by price and time estimate and contact you via your global in game or by PM.

    If I don't contant you, I apologize, but it most likely means I went with another offer.

    Thank you for your time.
  7. ((This would be on hero side))

    First, let me explain this a bit, since despite what I say there's going to be people that are going to flame me just, because I'm looking to power level a character.

    I have been working on this character for a couple of weeks, restarted him several times with different power set combinations and finally after restarting over and over, I realized that I liked the combination that I tried the second time. I'm just not certain I want to level it again on my own since the secondary was extraordinarily endurance consuming.

    I'm been playing the game on and off for many years, I've leveled dozens of characters over those years, I really don't feel like doing it with this character. I just want to start building to end results, because that's what I enjoy.

    With that said, I'm looking for a farmer who is willing to PL the character 1-50. I've seen some experienced farmers that can do this very quickly.

    I'd like to find out how much they would character from 1-50. You can post here, you can PM, doesn't matter. Just make sure you leave your price and your global name. I'll pick the one that seems most reasonable by price and time estimate and contact you via your global in game or by PM.

    If I don't contant you, I apologize, but it most likely means I went with another offer.

    Thank you for your time.
  8. Going on that criteria, Werner, the only place that /EA really falls down on is the resistance. Paired with DM it's healing would probably be ok.

    It has regen like resistance, but I would actually say that it's resistances are actually worse than regen, currently.

    If you completely IO'd for resistance on every power you could possibly do so on and use the shield wall resistance unique you can around 38% S/L, 31% Energy, 18% Negative, 4.3 fire and cold (It has no ability to provide this), 18.9 toxic, and 3% psionic.

    Eve if you took cardiac the reists only go up a few points. But taking cardiac on /EA really seems to even more pointless when you have abilities like energy drain and energize available.

    You can softcap pretty much all the typed resists, excluding psionics, but you won't get very far on positional, if you're looking to have decent defense there too.

    The good thing about energy drain, assuming you are using it just for it's defense boost is that it doesn't take much recharge to get it to a permanent use. You can even get it to double stack fairly easily for a decent duration. Well slotted for defense this can provide another 6% defense to all types (Except psi, again) when full saturated. It's an auto hit power as well so you don't have to worry about missing your targets. Unfortunately, without at least 5 targets you'll see less than 3% defense boosts per stack.

    It's endurance efficency is amazing though, especially if you can get energize to a permanent level. I've gotten it down to around 32 seconds with a 30 second duration just using regular IO sets and spirit incarnate. That doesn't include the recharge bonus from entropic aura during regular use.

    So, I think if you really take a look at the set you'll find that healing can be there, softcap is there (If you aren't worried about positional attacks), but resists certainly aren't there.

    I'd put more stock in /Inv or /DA than I would /EA with this criteria.

    Edit:
    Definitely take a look at /Elec. DM/Elec could probably do some amazing things. You can easily cap energy resist, get smashing and lethal to ~60 or so, fire and cold in the mid 40's, psi and negative energy resists around the 40% mark too. No toxic resists, but very few sets have the capability to have that anyhow.

    The extra 20% recharge from lightning reflexes is a boon too. Lots you can probably manage to do with that. Defense is rough on /Elec though. Since it has no native defense powers you have to rely on power pools, incarnates, and set bonuses. You can still soft cap it against S/L, but it'll take a lot of slotting to do.

    However, it definitely needs to be supported by some outside healing, whether it's aid self, rebirth, or siphon life. I don't think a 50% heal every 30 seconds is enough.

    Kat/Elec might be interesting with a little work.
  9. I started on exalted, because it was a chance for me to get a name or two that I actually liked for my characters.
  10. Quote:
    Originally Posted by SimonSayz View Post
    I love my bots/traps and bots/dark, but I hate how the pets feel that they must go into melee range to use the 100ft range laser beam on the target's face...

    Several months ago (maybe even all the way before GR was released) they were fine. It's funny how some things become broken and never get fixed.

    Oh well, I still mow through stuff even if I have to resummon a Jihad-o-Bot every now and again.

    -Simon
    Almost makes you glad there's the option to have a detonator power.
  11. What is ridiculous is that the MM I started yesterday is level 18 and already has around ~30% defenses.

    What is neat, however, is the little shield drone veteran pet that gives another 2.5% defense and some recovery when it's active benefits from the force field generator and the shields from the protector bots.

    Even though that shield drone has -75% resists to everything, it stays alive quite a bit longer when it has a decent amount of defense. Doesn't hurt that most of the time you can get another 2.5% defense out of it.
  12. Quote:
    Originally Posted by Vinceq1980 View Post
    game was not balanced around IOs, incarnates, blah blah blah.

    stop being lazy and learn to plug in whatever deficiencies your powerset has with the tools that are available in the game.

    Mezz? get clarion. dont want clarion? buy break frees. dont want to keep going to the vendor for BFs? make a macro to constantly combine the insp that DO drop from all the x8 spawns you are clearing b/c you are a mastermind.

    etc etc etc. stop being lazy learn the game and learn to make your favorite toon a +4x8 malta/longbow/devouring earth destroyer. Teaming in fun but roflstomping b/c you built a powerhouse character is even more fun.

    and yes /time is ezmode. you dont need provoke when you can softcap yourself and your pets as well as debuff your enemies to hit/damage/defense/resistance/recharge/regen in a matter of seconds.
    Yup, any solution is a good solution as long as it provides the desired results when you needed them.
  13. Quote:
    Originally Posted by Dechs Kaison View Post
    I do have a guide in the works for that.

    I'm stuck at the beginning.

    The rest of it is mostly done or very easy to write. I just never know how to start these things.
    Your guides have been pretty good, so I'm looking forward to reading it.
  14. I've been trying to find out the one combination in the game that really seems like it can do it all.

    Dechs Kaison points out Bot/Traps almost immediately. I've been avoiding it and avoiding it, because I really really hate managing pets in any game.

    But, I'm going to have to break down and give it a try.

    Then, since I don't doub thim, I'll have to give Dechs the "I told you so" award.

    ((Of course I have to stop being a baby about pets and learn how to play a MM well first))
  15. Quote:
    Originally Posted by Shadey_NA View Post
    I almost went brute on the build, but I figured it would be better on a scrapper since there's no rage/ire/angry/whatevertheycallit to build up.
    As to my original question, did you find that CoF helped stop the stunned mobs from wandering off? I swear I've seen that before, but I can't really remember and I've never taken a /Dark high enough to know on my own.

    And yeah, end heavy is a good phrase for this build (only 22 so far). I definitely have to slot everything for end consideration at this point. I'm not even taking hasten until I respec later... just too much end usage per hit going on.
    The issue with cloak of fear is how fear works itself.

    The problem is that when a mob is affected by fear it will cower in place only some of the time. The rest of the time it actually causes them to run away. So, stunned or not they still have a 50% chance to do one or the other.

    The great thing about it though is cloak of fear debuffs their to-hit and when the fear is in effect that mob doesn't attack.

    But then you run into a second issue. The mob that is affected by fear can't attack, unless you attack them. This means ticks from death shroud or a failed stun from whirling mace gives the mob a chance to throw a single attack when they are hit.

    It's a useful ability, but with the most taking damage most of the time, you're not going to see any sort of reliability of them staying in your circle of doom when they are stunned.
  16. Quote:
    Originally Posted by Werner View Post
    Right, the buff provides more mitigation and healing over time than the heal itself. I thought you were saying that people had proved that for maximum survivability you should click it as soon as it recharged, which would have been wrong. It sounds like I just misunderstood what you were saying, though. I think we're on the same page.
    Yes, I could have worded that better, I imagine.

    Clarified my post without making signifcant changes to it.
  17. Quote:
    Originally Posted by Werner View Post
    Consider two Regen Scrappers entering a fight. The first uses Dull Pain proactively for the buff. The second waits. After both Scrappers take a bunch of damage, the second Scrapper clicks Dull Pain and heals to full. Both Scrappers are now buffed, but the second Scrapper has full health, and the buff will last a few seconds longer.

    This isn't a choice between buffing OR healing, it's a choice between buffing or buffing AND healing.

    Don't waste the heal.
    But that's a situational variance. Over normal use the buffing turns out to provide more mitigation over time.

    I agree with you 100% that there are, indeed, better times to use it.
  18. Quote:
    Originally Posted by JLane View Post
    I just don't (personally) understand the draw of mixing DM and Regen together.

    Since regen is all about healing, Siphon Life seems to be a bit redundant.

    I'd much prefer mixing DM with a set that provides superior resistance or defense to create some synergy.
    But healing is synergetic with healing. That's the idea, more of a good thing.

    Your main sources of healing are reconstruction and dull pain. The best I could do, while maintaining at least 32.5% defense, was get the recharge on reconstruction down to ~16 seconds. That's with spiritual core paragon. That means one full heal every 16 seconds or so.
    Dull pain, should already be active (To clarify this, dull pain will typically be active as this should be your first choice of which heal to use when you need one. If dull pain is up, use dull pain to heal. If not use reconstruction.) It's been tested time and time and time again that Dull pain is more effective as a mitigator overtime (More clarification) i the form of added regen/hp boost rather than a heal which I am simply going to trust their word on that.

    This means that you have one clickable heal available, you have dull pain up for the HP/regen boost (Which has already provided you a substainal heal), instant healing, you have MoG, Shadow Meld, and barrier in reserve to use as needed, but on top of all that you have siphon life plugging away at a 33% heal every three seconds (in my build). This means you can become less reliant on reconstruction and have it up more when you absolutely need it. Without siphon life there will be a lot more situations where you absolutely need reconstruction. It's really an attempt to make reconstruction more useful when you need it rather than making it a regular necessity.

    The idea is that you really do have layers of defense. The only things I see as a real differences (Without doing a point for point comparison) is that each layer of defense is of a varying size and effect between the two sets and that regen has more active mitigation tools than invulnerability. Plus when you actually look at the layers, the only thing that really changes is when and how much mitigation takes place. For example defense mitigation takes place first and is either 100% or 0% mitigation, resistance takes place next based on your % of resistance to that damage type, hit point total (Some people may look at this as a form of mitigation, I'm one of them) the amount of damage you can mitigate at this point is any amount that will leave you with one hp or more, and then healing which takes place after the fact and is a positive mitigation (which is kind of neat). When I say that healing is a form of positive mitigation, I mean that it actually increases your potential for mitigation activitely. Out of all the layers of defense it's the only one you need (If you remove the potential for 100% resistance or 100% defense, which we don't have to worry about) as long as it continues to be higher than the incoming damage.

    Regen has resists and Invul has resists. Invul simply has more resists.
    Regen has regen and Invul has regen. Regen simply has more regen.
    Invul has defense and regen can have defense. Invul simply has more defense
    Regen and Invul both have active healing abilities. Regen simply has more of them.

    Clearly there are expections and situational circumstances involved as well as variances that I didn't address (such as types of resists and defenses, etc.), but broadly they aren't different in their end, simply how they meet that end. Of course then there are variances of performance over different durations, sustainability, etc., but that's a whole different ball of wax.

    Either way more healing is great for either of them.
  19. Quote:
    Originally Posted by Arcanaville View Post
    Four discussion threads, five issues of content, a couple hundred hours of in-game testing, 350 hours of simulation time, and about nine hours to write up and proof.


    Longer.

    And the intent of the articles was actually for the reason you read it: less to offer an absolute comparison of the sets (which gets quickly dated with game changes anyway) and more to illustrate the thought process behind the current state of the art in mitigation comparison at the time, which is not too dissimilar from what it is today.
    Turn all those hours into days and you have over a month of time invested. That doesn't include all the time spend reading/participating in other resources, such as those discussion threads.
  20. Quote:
    Originally Posted by Werner View Post
    Unless something has changed, Mids' calculates DDR differently than the game. It's a little easier to hit 95% in game. I'm going to leave it at that, though. I'm not attempting to be mysterious; I just don't want to discuss what may be considered exploits.
    Dun dun dun! *Insert dramatic sting music here*

    And I don't mean the Police type of Sting either....

    Oh....geez.....I just got what it was funny that he was named Sting and part of the band Police.
  21. Quote:
    Originally Posted by TheBruteSquad View Post
    SR is a two trick pony these days (the first being ease of softcap, the second being DDR to maintain said softcap). There are dm/shield builds that steal the second trick's thunder and are also softcapped, add a large damage boost (perhaps rivaled by SRs recharge boost, but probably not), have better resistances, and more health.

    Ultimately, though, much like a brute, it's hard to go wrong with a scrapper. Sink enough time/money into any secondary and it becomes 'the most durable' (a regen/soul/barrier scrapper with a lot of recharge, for example, has high resistances and defense on a regular basis backed by three strong self heals. Hard to go wrong with soft capped defense and 130 health per second regeneration).
    I actually though DM/Regen might not be bad as well.

    Simply, because you can get your regen to a very high level, support that with dull pain as a mitigator, reconstruction as an emergency heal, siphon life as both a damage source and healing source, instant healing for tougher situations, both MoG and Shadow Meld as supports for your regen when you're facing tougher groups or other tough mob types especially when IH is down. You can also use barrier as another mitigation tool.

    My simple issue with regen has always been it's low resists, 30% S/L is a great improvement from what it use to be, but 30% is far and away from what is achieveable with a /inv 60-70+ resists in S/L is very significant and without shadow meld, MoG, or barrier active I'm personally never been able to put together a regen build that was able to reach 45% S/L defense on its own. That's probably, because I typically focus on +HP/+Regen on regen builds.

    Oh! I lost my train of thought when I was posting, so I had to come back to this. On top of that my real issue with regen is how crippling -recharge can be to the entire secondary.
  22. Quote:
    Originally Posted by Aggelakis View Post
    NCsoft has had partial interest (we've never been privy to how much) in City since it launched in 2004. NCsoft purchased Cryptic's half of City in Nov 2007.

    I have no idea what your definition of "not that long ago" is, but in the MMO world, but four years is longer than most MMOs last.
    Actually your figure for how long MMOs last has been changing quite rapidly.

    As far as my definition of "Not that long ago". Yeah, I guess you have no idea.
  23. Quote:
    Originally Posted by Father Xmas View Post
    Might as well link him to the ParagonWiki page on the subject.

    ParagonWiki: Attack Mechanics
    Oh, good link. Thank you.
  24. Even though the actual data is no longer current, I found this to be a very interesting read and could imagine the enormitiy of the task that it took to compile and relay all that information. Furthermore, I could only imagine what the data would be today with all the new secondaries.
  25. Quote:
    Originally Posted by Kitsune Knight View Post
    You can either buy them on the Paragon Market, or get them from Paragon Rewards. 2 for one slot in Tier 6, 1 in Tier 8, and in Tier 9, there's a repeatable that gives 25 Boosters.

    You can't get in from in-game action, only the Paragon Market and Paragon Rewards programs.
    It was clever for them to give us taste tests of some of these things.