Hart

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  1. Depends on what you want to do with the set.

    Energy is melee range single target damage with short range single target blasts, and effectively no secondary effect - once you immobilize them your primary negates the secondary effect unless you're Grav/. Good single target damage, highly resisted damage types (smashing and energy). Energy also gets Power Boost, which can make it attractive to PVPers or people who plan to mez AVs during the LRSF.

    Psi is neither bird nor beast. It's got weak single target melee, weak single target ranged, and weak aoe now that PSW was nerfed. However, it pierces through the armor of pretty much everything that isn't a robot, so the damage is more consistent regardless of what you're fighting. The secondary effect is -recharge, which can be powerful; an immobilized enemy with a lot of -recharge stacked on them will end up attacking with only their ranged weapon and only about half as often. It's also got Drain Psyche, which is very nice for boosting your regen and recovery, as well as powerful for draining an AVs regen.

    If I were rolling another mind/, I'd go Mind/Fire. Skip Combustion, and you don't have to run into range; the fire ticks mess up Terrify, but you can slot it for damage anyway. This gives you a couple of the least resisted damage types on the same character, which helps avoid the robot problem.
  2. Perma-Hasten is actually counterproductive for some builds, like Super Strength characters with their rage crash. It's also relatively pointless for some builds, like toggle heavy bubble defenders.

    I find that around 90-100% recharge I start to feel like I don't need any extra. On a full team I can usually rely on one of my teammates to provide SB, AM, etc to push me to perma.

    The issue is that pushing past about 100% you start having to either buy purple sets and LotGs or select @#$% powers and slot them with snipe and KB sets for big bonuses. You can get 93.75% recharge with 5 sets each of 5%, 6.25%, and 7.5%. That represents 15 powers, at least 60 slots, and probably a few build compromises to get all the 7.5% bonuses.

    For most characters to reach 100% without big build compromises, they'll need 2-3 LotG or 2-3 sets of purples. Why 2-3 sets? Most purples replace existing 6.25% bonuses, so they're really a 3.75% increase.
  3. Quote:
    Originally Posted by ClawsandEffect View Post
    And scrappers received nothing in return for that.
    That's because scrappers were already fun to play and welcome in teams.

    Honestly, even with this buff I rarely see stalkers get team invites from players who know their way around redside.
  4. So I did some experiments in Boldly Standing Around and the survival part needs a lot of work. I've got maybe.. 30 generic IOs to spread between all my powers right now, so I think tonight I'll drag Grace over to Atlas and see if I can get myself into an unsuspecting AE farm team.

    Thing is, she's really got zero attacks now. Beyond providing bubbles, immobilize, flaming angry monkeys, and the occasional Flashfire or hold I'm not sure what I'm going to do with my time in an AE mission.

    I guess tonight's experiment is Boldly Standing Around Next to Folks!
  5. Hart

    Salvage Issues

    Quote:
    Originally Posted by Panzerwaffen View Post
    The only people paying 100K for common salvage are players who have so much inf they don't care, impatient players that can't wait even 5 minutes for a reasonable bid to fill, and players who just look at the last 5 sales and bid whatever the highest price was.
    Well, I think that covers just about everyone who's buying salvage. For that matter, anyone who patient enough to wait 5 minutes for a common salvage piece probably already has enough inf they don't care.

    Another alternative is to play AE instead of 'real' content, at least for an arc or two. You'll end up with a handful of AE tickets that you can use to get whatever salvage you need. They don't take up salvage space, so you can have the security of guaranteed access to whatever salvage bit you may want at no infamy cost. Then you can sell it all on the AH without worrying whether you'll get ripped off on it later - 8 tickets is 8 tickets.
  6. Hart

    can my corr tank

    I'd say a corr can tank as well as a tank right up until you hit AVs. At that point it's going to take a lot of IOs or a lot of outside buffs.

    Why? Agro cap. If the absolute maximum number of things you can hold agro on regardless of AT is 16, then the definition of a tank is someone who can:

    Hold agro on 16 targets indefinitely
    Survive return fire from 16 targets indefinitely

    My corrupter does this, and she's not even built or IOed for it. As Rad/Kin I eat a purple and pop Fulcrum Shift, Irradiate, and Nuclear Bomb. That's enough damage to keep agro attached to me for a good long time. Transfusion is powerful enough to keep me alive, and that's with all of 10% ranged and 3% melee defense plus my resist shield.

    Can I main tank Statesman? No, I go all chunky salsa when he hits me. I can't even solo +4 rikti bosses without a little help; but I can hold agro on 16 +3 bosses and survive. That's not me theorycrafting - I often run with teams that end up overpulling and my /kin ends up tanking the second pack.

    If I actually set out to build a character for this, I'm sure I could tank 'normal' stuff without the occasional deaths I deal with now - just like a well built tank.
  7. AlienOne, you're under arrest for cruelty to the common "quotation mark" and menacing innocent *asterisks*.

    Other than that, good guide! Might have to roll one of these soon, though I'll probably take dwarf just for double mire.
  8. Quote:
    Originally Posted by perwira View Post
    Not sure about red side, but blue side I recently acquired 3 LotG recipes for less than 70m each.
    Oh, my bad, perspective issue, I'm red only.
  9. Quote:
    Originally Posted by perwira View Post
    ..with a LotG or two thrown in.
    Last I checked, those were going for about 200m, so that seems unlikely.
  10. The problem I see is that the build Milady proposes is at least a billion inf, probably closer to 2 billion. I'd be looking at the better part of a month, even with aggressive marketeering.

    I'm hesitant to put that kind of effort into the character just to get her back to 'okay'; it feels like I could make just about any character play okay for that amount of cash.

    I might try taking those power selections and reslotting them with things I can attain right now. The LotGs, Numinas, Miracle, and Zephyr are pretty much out of the question. The Basilisk's Gaze are probably going to be a late acquisition since they'll require about a day of work apiece to get.

    I guess I'll start by using up my freespec and grinding for some Red Fortune set pieces.

    Edit: Wait, wait, wait.. fire cages, ring of fire, hot feet... and that's it? You -stand- things to death? o.O
  11. Hart

    can my corr tank

    A single hecatomb in brawl.. wow, epic build failure that'll require Smurphish levels of cash and still suck.

    I'd start completely from scratch, figure out what stats you want to focus on, learn which sets provide those stats, and determine how to put those sets into your powers in an effective way.
  12. I skipped it on my Earth/Fire because I hate running in for combustion, standing still for a few seconds while it goes off, and running back out for fire breath. Instead, I slotted Fire Breath with 5 Positron's and 1 generic recharge. This gives me a standing still attack chain of flares, fire blast, fire breath, ST hold.

    I could see taking it with other primaries though, especially Fire or Ice. If you're standing around using Arctic Air or Hot Feet on stuff anyway, it's just gravy. I'd really rather have Fire Sword Circle in that slot instead - more damage on a longer recharge would make it more worth the fiddly nature of the power.
  13. Hart

    AE Farm Review?

    Quote:
    Originally Posted by MrCaptainMan View Post
    Perhaps you could elaborate on the story a bit? There's a sort of standard form for arc info.
    Oh, okay, sure thing.

    Name: Rick Lime's Mission Mishaps
    Arc ID: 322261
    Lvl range: 53-53. Autosidekicks to 50.
    Keywords: Comedy
    Length: Short. (Single mission with one 'click glowie' objective)
    Description: Assist Rick Lime in regaining control of his vandalized Architect Entertainment mission. Warning: Contains Limericks, Pharmacology, and metasyntactical humour.


    Quote:
    Originally Posted by GreenFIame View Post
    DOOOOOOOOOOMMMMMMM!!!
    As Nethergoat once said, you live under a bridge and eat sheep.
  14. Hart

    AE Farm Review?

    So I'm looking for a review in a wierd enough sort of way that I thought I should start a thread.

    I like AE farming. However, most AE farm maps are just terrifically bad. No story, bad / minimal writing, overall just low production quality that comes with rushing something out the door so you can farm it.

    I think I can make a more entertaining farm mission, so I've given it a shot. I'm looking for people who're willing to review the mission with the understanding that it's a farm and tell me whether I've provided an improvement over the usual farming experience. If your comments are going to be limited to "the AE isn't for farming" and "you're abusing the system", you won't be helping much.

    The arc in question is currently 322261. It's pretty much a standard slammers map with an attempt at curing boredom added in; I snagged a handful of limericks from an online database and plan to rotate new ones in daily to keep the other farmers entertained.
  15. My first character, back in prehistory when Regen Scrappers roamed the earth, was a Fire/FF Controller. I swept through Bricks with many swarms of Fire Imps following me, six-slotted bubbles allowing them to rend through anything in my way unimpeded. These were the carefree days of flame and soap, and eventually I was fifty and a taskforce commander.

    Time passed, and ED happened. Time passed, and the pet nerf happened. Time passed, and my controller became a shadow of her former self. Nostalgia and the vague notion that I may want to make another Kheldian one day are the only reasons the character still exists.

    With Going Rogue in the works, I'm curious to know whether I can salvage the character into something worth playing. She's currently Fire/FF/Fire, and despite my efforts in Mid's, I can't come up with anything that looks like it would be fun to play. I enjoyed Fire/FF because it provided a combination of extremely high survivability and moderate damage. With no debuffs and half a dozen weak 'filler' powers, FF doesn't seem to fill either of these niches, and with the changes to AOE controls I don't expect I can permanently lock my targets down any more.

    I'm obviously not going to be as useful as a fire/kin or fire/rad or fire/storm or.. well, really fire/anything, but I'm curious whether anyone can see something here that I've missed.

    Here's the best build I've been able to come up with, assuming I can't afford purples, numina's, miracle, lotg, or other 100m+ pieces since I'm not playing very actively.



    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Level 50 Magic Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Force Field
    Power Pool: Fitness
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Ice Mastery

    Hero Profile:
    ------------
    Level 1: Char BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5)
    Level 1: Personal Force Field RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(40), RedFtn-EndRdx/Rchg(40), RedFtn-Def/EndRdx/Rchg(40), RedFtn-Def(43)
    Level 2: Deflection Shield RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(5), RedFtn-EndRdx/Rchg(7), RedFtn-Def/EndRdx/Rchg(7), RedFtn-Def(9)
    Level 4: Fire Cages Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(9), Enf'dOp-Acc/EndRdx(11), Enf'dOp-Immob/Rng(11), Enf'dOp-Acc/Immob/Rchg(13)
    Level 6: Hurdle Jump-I(A)
    Level 8: Maneuvers RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(13), RedFtn-EndRdx/Rchg(15), RedFtn-Def/EndRdx/Rchg(15), RedFtn-Def(17)
    Level 10: Assault EndRdx-I(A)
    Level 12: Hasten RechRdx-I(A), RechRdx-I(17), RechRdx-I(19)
    Level 14: Health Heal-I(A), Heal-I(23), Heal-I(25)
    Level 16: Tactics EndRdx-I(A), ToHit-I(19), ToHit-I(23)
    Level 18: Super Speed EndRdx-I(A)
    Level 20: Stamina EndMod-I(A), EndMod-I(21), EndMod-I(21)
    Level 22: Insulation Shield RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(25), RedFtn-EndRdx/Rchg(27), RedFtn-Def/EndRdx/Rchg(27), RedFtn-Def(29)
    Level 24: Dispersion Bubble RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(29), RedFtn-EndRdx/Rchg(31), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(31)
    Level 26: Flashfire Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(33), Stpfy-Acc/EndRdx(33), Stpfy-Stun/Rng(33), Stpfy-Acc/Stun/Rchg(34)
    Level 28: Cinders BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(34), BasGaze-Rchg/Hold(34), BasGaze-EndRdx/Rchg/Hold(36)
    Level 30: Force Bolt Acc-I(A)
    Level 32: Fire Imps C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(36), C'Arms-Dmg/EndRdx(36), C'Arms-Acc/Dmg/Rchg(37), C'Arms-EndRdx/Dmg/Rchg(46), C'Arms-+Def(Pets)(46)
    Level 35: Repulsion Bomb Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(37), Stpfy-Acc/EndRdx(37), Stpfy-Stun/Rng(39), Stpfy-Acc/Stun/Rchg(39)
    Level 38: Force Bubble EndRdx-I(A), EndRdx-I(39)
    Level 41: Ice Blast Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
    Level 44: Frost Breath Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
    Level 47: Ice Storm Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
    Level 49: Frozen Armor HO:Enzym(A), HO:Enzym(50), HO:Enzym(50)
    ------------
    Level 1: Brawl Empty(A)
    Level 1: Sprint Empty(A)
    Level 2: Rest Empty(A)
    Level 1: Containment
    ------------
    Set Bonus Totals:
    10% DamageBuff(Smashing)
    10% DamageBuff(Lethal)
    10% DamageBuff(Fire)
    10% DamageBuff(Cold)
    10% DamageBuff(Energy)
    10% DamageBuff(Negative)
    10% DamageBuff(Toxic)
    10% DamageBuff(Psionic)
    5% Defense
    2.5% Defense(Smashing)
    2.5% Defense(Lethal)
    1.25% Defense(Fire)
    1.25% Defense(Cold)
    8.75% Defense(Energy)
    8.75% Defense(Negative)
    1.25% Defense(Melee)
    6.25% Defense(Ranged)
    2.5% Defense(AoE)
    25% Enhancement(Accuracy)
    3% Enhancement(Immobilize)
    6% Enhancement(Stun)
    75% Enhancement(RechargeTime)
    4% FlySpeed
    53.4 HP (5.25%) HitPoints
    4% JumpHeight
    4% JumpSpeed
    MezResist(Immobilize) 11%
    18.5% (0.31 End/sec) Recovery
    1.89% Resistance(Smashing)
    1.89% Resistance(Lethal)
    9.45% Resistance(Fire)
    9.45% Resistance(Cold)
    1.88% Resistance(Negative)
    4% RunSpeed
  16. Quote:
    Originally Posted by oriand View Post
    The conceptual limits are: Magic origin, should feel gang/paramilitary, no outlandish-looking powers like spines or ice or whatever.
    This is probably the part that's making things hardest for you. Magic usually isn't synonymous with gang or paramilitary; pretty much any -other- origin fits better. Magic -is- pretty much synonymous with outlandish-looking powers.

    I'd probably go with a brute with Super Strength, Mace, Axe, or Stone Melee as primary and Willpower as secondary. Pretty easy to play, gets an early start on survivability, and doesn't mess up her early controls. As long as you're not facing large numbers of enemies, Willpower can take an alpha fine even without much defensive slotting, and her AOE sleep actually helps once you get Rise to the Challenge. Later on you'll be able to tank Elite Bosses while she slows them and the two of you whittle them down.

    Shield Defense is more large group oriented, and relies on multiple allies being in melee range with you for it's scaling defense buff, so I'd steer clear of it for duoing.
  17. Just to cut directly to the chase, the easiest way I've found to gain an appreciation for being a low-level corrupter is to try and get an invitation to a team as a low level character that isn't a corrupter.

    Alternatively, you could consider the optimal number of each AT on a team. You don't need a stalker or a mastermind. A single brute is enough to absorb alphas. A single dominator can keep a pack under control. Any number of corruptors continue to provide additional buffs and additional damage, up to and including an all-corrupter team.

    I'd say that the problem is that you're trying to play with a Mind/Psi that's being played badly. Between Confuse and Dominate, she should be able to take two targets out of the fight with hard controls. Mesmerize can instantly remove the threat from any boss that's not on fire. A little planning and learning how to use the skills in her primary should let the two of you handle Villainous difficulty pretty easily.

    If you're planning to duo exclusively, you may wish to think about taking a set that's more single-target focused - AR has 2 single target attacks, 5 AOEs, a snipe and a control power. Something like Ice or Sonic could be a lot more helpful on a very small team.
  18. Quote:
    Originally Posted by Mind Forever Burning View Post
    Can't you just fight in Warburg?
    I was under the impression these only dropped from blue vs red? If we can just fight in Warburg I guess I'll have to see whether it works solo. Might end up being too much time spent per drop, but I'll give it a shot.

    Thanks for the suggestion!
  19. Quote:
    Originally Posted by Miladys_Knight View Post
    Most people will realize early on in I16 Live that AE is pretty much dead for farming and will now only really be useful for the originally intended purpose, letting the players tell their own stories. That means that the AE buildings will be pretty much ghost towns frequented by only those who were all ready only using it for its intended purpose, which according to my empirical data is about 1% of the game's population.
    I'd say it's dead if you're farming for profit, but it's still better than the alternative for farming for xp. No caves, no missing glowies, no hostages, no caves, no kill all on arachnos base maps, no caves.. it's a more streamlined and predictable experience. It's also more profitable at low levels - 540 tickets = 1m infamy, which is disproportionately higher than what you'd get on a toon pre-30.
  20. If anyone with a few blueside 50s on Virtue wants to try and farm these, drop me a PM

    I play redside exclusively, but IIRC the timer's 5 minutes and just cycling through the alts I can get into RV would pretty much cover that.

    I thought about trying this with the wife's account, but since we only play redside it'd be a ton of work to set up.
  21. Quote:
    Originally Posted by Garielle View Post
    You do realize that the use of these services actually violates the EULA, right?
    Yes. I used that example to illustrate how ludicrous the cost of a cash respec is compared to the value of a respec recipe in in-game currency. I'd never actually buy infamy myself, but then again I'd delete my badge toon before I paid cash to respec.

    Someone who's desperate enough to spend cash on a respec could easily see a 3rd party site as a better deal, and that's a problem. The cost of a cash respec is so high it's a punishment compared to the market price, and the goods provided cost nothing.
  22. Once per target.

    In my experience it's awesome in Foot Stomp, but terrible in Lift.
  23. Thanks for all the feedback everyone! Sorry for the wall of text, but it beats multiple posts..

    Quote:
    Originally Posted by Tokyo View Post
    Hey, Ex GuildWars ladder member here too. Pirates of BBQ bay and Death by Snu Snu.
    Think my ladder time was before BBQ really took off - I led Or Die Trying [ODT], and after half of us came here the rest formed [GLUG]. Usually played as H A R T or Ahyh Asr Ahyh, but you're more likely to know Crest or Northern since they still play.

    Quote:
    Originally Posted by Tokyo View Post
    If you do go therm (which I suspect you will) I Wouldn't bother with shields unless you are using them as placeholders for IO bonuses, with the current rules in place, shields are unnecessarily redundant.
    Okay.. why are shields redundant? I mean, I get why shields -after the first- are redundant thanks to the bizarre implementation of diminishing returns. On the other hand, because of diminishing returns gutting heals very quickly and not affecting damage at all, I would think that a reliable way to reduce incoming damage would be almost necessary in order to keep a team up through the whole fight.

    Quote:
    Originally Posted by Feugan View Post
    Pain MMs have a harder time keeping up with the team than a Pain corrupter, works fine though if you camp somewhere and let it be a healing base for vills to run to.
    So.. in other PVP games, I tend to want my entire team in approximately the same location so we can focus fire on individual targets and have healers in range for countering opposing spikes. Is there some reason that doesn't work in CoX? I guess the 'hit once and run like hell' nature of Stalkers kicks in here? Is there something that stops me from having the stalkers queue up AS, TPFoeing the enemy to the still-hidden stalkers, and plinking them with brawl to kill their travel powers?

    Quote:
    Originally Posted by Feugan View Post
    Sonic hits harder, fires decent, even rad shapes up when slotted well... A good elec/therm corrupter can wreck havoc on an enemies endurance and have them helpless all to fast... Unless of course the hero brings blues of has geas...
    I'm guessing that's through Heat Exhaustion? So far I've heard that the bubbles aren't very good, and it looks like heals get nerfed really fast, so it seems like my best bet is to end drain the opposing team or spike them down. Endurance drain and damage aren't effected by diminishing returns, and end drain should drop tanker/scrapper toggles which holds apparently don't do anymore. If I'm trying to end drain people and the bubbles suck, wouldn't I be better off with an elec/kin than an elec/thermal?

    Quote:
    Originally Posted by Warhamster View Post
    IMO, the biggest demoralizer is a brute webnading double taunt bot. I get more complaints in zone broadcast from my 3200 hit point phasing brute who does this than any of my other toons. It does however get old listening to people gripe, so it's best to have a fallback toon.
    Winning is winning. Does this work against good teams or just scrubs, though? I'd think that a brute would be pretty easy to either ignore or kill outright, since movement nerf kicks in whenever you swing and brutes need a bunch of swings to get Fury up.

    Quote:
    Originally Posted by Warhamster View Post
    I'll take the other side of the coin and tell you to definetly take the therm shields. Considering most serious pvp doms take scorpion (for good reason), you will get alot of range out of the resist buff to their base resist even with DR. Also quite a bit of the stalker population still run defense based toons, so they will greatly benefit from the shield as well.

    If for no other reason, sonic is useful just because it has access to the dreaded stun. All the squishies who know what's going on have acro, so holds are pretty pointless. Having access to another control tool, even if its only 2 seconds longer, is pretty handy. Not to mention when you do damage you're lowering the targets resist and helping your team do more.
    Oh? Maybe my AR/Cold would be worth taking on a run or two. It's the toon with all my money in it, and Absolute Amazement in the disorient. Is Mag3 really enough to be worthwhile though?
  24. Quote:
    Originally Posted by Westley View Post
    For me, $10 is a LOT cheaper and easier than earning 20 million influence.
    Actually, if you're going to spend real world money anyway, you're better off buying influence / infamy from one of the dozens of companies that spam your email box. At $20-30 per billion, you could get a heck of a lot of respec recipes for the same $10 - about 50 respecs for what you've paid so far if you bought them at 20m apiece.

    I'm not saying that's the way it should be, but it is the way it is. I'd never consider paying $10 for something I could get in game through infamy.

    Edit: ..and my rep went irrecoverably negative over one post. Paragon Studios needs to fix this by either eliminating the farmers or bringing the price of a respec down to something remotely reasonable. Have fun shooting the messenger.
  25. If I taunt, then phase out, does the opponent stay taunted to me?