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Posts
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Quote:This is even stranger. Whatever it is, it seems to be not working as intended: it does not match the intent stated in the patch note, nor does it confine itself to the allies that might be considered an exploit.No. I'm still testing, but what counts vs what doesn't count is strange:
- Ally objectives count
- Escort objectives count
- Release Captive objectives count
- Defend an Object objectives count
- Allied patrols do not count.
- Allies in a "battle" objective do not count.
- Allied bosses do not count.
My personal style in AE arcs involves getting the text needed to follow the story in front of all the players. Reliance on mission briefings, clues, and other less obvious text results in a random sequence of instructions --- go here, defeat this, collect that --- that seems to make no sense to anyone but the team leader. I try to put all of my story into NPC chatter of some sort. This means using a lot of allies, patrols, and unessential boss fights, often set to single. -
Quote:This would appear to have broken three quarters of the available story telling tools in AE.the AE change made it so any critter considered an ally (ie blue box) will decrease rewards
this includes:
- allies
- escorts
- captives
- ally bosses
- allies in a battle
- basically anything that has a blue box that does not attack you
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From the patch notes:Quote:Problem is, I am noticing sharply reduced ticket and inf rewards on a variety of missions that do not even feature allies, which makes me wonder whether this is unintentionally nerfing the rewards of all missions that even feature hostages.
Rewards in Mission Architect missions that contain more than one allied critters will give progressively lower rewards for each additional allied critter in the mission.
This evening, I played "Freakout" by 3Deviant, not sure what the number is, on a team. The arc is story based and is intended to be a team challenge, with large ambushes and multiple archvillains in each mission. There are also a fairly large number of hostages in each mission, but no actual allies. Rewards when played were noticeably substandard compared to previous runs of the story. With the exception of a couple of the archvillains, the enemies fought in the arc are standard, and include Freakshows, Family, Crey, Council, and Arachnos. All seemed to be giving less than a quarter of full rewards.
One possible explanation would seem to be that the presence of the hostages, as non-combat characters, is invoking the nerf. There are no allies in any of these missions.
I use friendly and non-combat mobs in a variety of ways. In some, friendly ambushes spawn to bestow congratulations on the players when a foe has been defeated, for story reasons. In another, friendly patrols spawn when objectives are completed to depict a revolt in a prison camp. Some of my allies are deliberately weak but combative, meant to be defeated rather than helpful, because that's part of the story. I've added friendly bosses to depict characters making speeches to the player. None of these allies are expected to follow players passing out buffs, and combat-effective allies already eroded rewards, potentially to zero, by the damage they did. I am going to have to test each of these scenarios, but if hostages are invoking the code here they likely are too. I already know the patrol spawning mission is affected, even if the patrols do not buff the players and are not controlled by them.
If every hostage, friendly, or non-combat NPC is invoking this code regardless of their combat ability, it seems to have misfired and is interfering with story telling as well as exploits. If this is the case I'd ask this to be rolled back. -
This is an Inv/EM build. I gather that this is a respec build, and that you never intend to face anything lower than level 27. Otherwise, you need Stamina at 20 instead of 30.
I think you'd be getting a bit more mileage out of a build like this, and skipping the Leadership pool, although I still would prefer to put a damage set into Total Focus. But if you're going exotic there Stun is more worthwhile than Taunt.
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
inv/em: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Resist Physical Damage -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(3), RctvArm-ResDam/EndRdx/Rchg:40(3), RctvArm-ResDam/Rchg:40(5), S'fstPrt-ResDam/Def+:30(5)
Level 1: Barrage -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(9), Rope-Acc/Rchg:50(9)
Level 2: Temp Invulnerability -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(11), RctvArm-ResDam/Rchg:40(13), RctvArm-ResDam/EndRdx/Rchg:40(13)
Level 4: Dull Pain -- Dct'dW-Heal/EndRdx/Rchg:50(A), Dct'dW-Heal:50(11), Dct'dW-Heal/Rchg:50(25), Dct'dW-Rchg:50(37)
Level 6: Resist Elements -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(15), Aegis-ResDam/EndRdx/Rchg:50(15)
Level 8: Swift -- Run-I:50(A)
Level 10: Bone Smasher -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(17), KntkC'bat-Dmg/Rchg:35(17), KntkC'bat-Dmg/EndRdx/Rchg:35(19), Rope-Acc/Rchg:50(19), Rope-Acc/EndRdx:50(21)
Level 12: Taunt -- Mocking-Taunt/Rchg/Rng:50(A), Mocking-Taunt/Rchg:50(21), Mocking-Rchg:50(23), Mocking-Acc/Rchg:50(23), Mocking-Taunt:50(25)
Level 14: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(27), RctvArm-ResDam/Rchg:40(27), RctvArm-ResDam/EndRdx/Rchg:40(29)
Level 16: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(29), Numna-Heal:50(31), Numna-Heal/EndRdx:50(31)
Level 18: Boxing -- Acc-I:50(A)
Level 20: Tough -- Aegis-EndRdx/Rchg:50(A), Aegis-ResDam/EndRdx:50(31), Aegis-ResDam/EndRdx/Rchg:50(33)
Level 22: Whirling Hands -- C'ngBlow-Acc/Dmg:50(A), C'ngBlow-Dmg/Rchg:50(33), C'ngBlow-Acc/Rchg:50(33), Erad-%Dam:30(34), Erad-Acc/Rchg:30(34), Erad-Acc/Dmg/EndRdx/Rchg:30(34)
Level 24: Invincibility -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(36), LkGmblr-Def/EndRdx:50(36), LkGmblr-Def/Rchg:50(36)
Level 26: Resist Energies -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(37), Aegis-ResDam/Rchg:50(37)
Level 28: Build Up -- GSFC-Rchg/EndRdx:50(A), GSFC-ToHit/Rchg/EndRdx:50(39), GSFC-ToHit/Rchg:50(39), GSFC-ToHit:50(39), GSFC-Build%:50(40), GSFC-ToHit/EndRdx:50(40)
Level 30: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod/Acc:50(40), P'Shift-EndMod:50(42), P'Shift-EndMod/Rchg:50(42)
Level 32: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(42), LkGmblr-Def:50(43), LkGmblr-EndRdx/Rchg:50(43)
Level 35: Tough Hide -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(43), LkGmblr-Def/EndRdx:50(45), LkGmblr-EndRdx/Rchg:50(45)
Level 38: Energy Transfer -- Mako-Acc/Dmg:35(A), Mako-Acc/Dmg/EndRdx/Rchg:35(45), Mako-Dam%:35(46), Mako-Dmg/Rchg:35(46), Mako-Dmg/EndRdx:50(46), Mako-Acc/EndRdx/Rchg:50(48)
Level 41: Total Focus -- RzDz-Acc/Rchg:30(A), RzDz-EndRdx/Stun:30(48), RzDz-Acc/EndRdx:30(48), RzDz-Stun/Rng:30(50), RzDz-Acc/Stun/Rchg:30(50), RzDz-Immob%:30(50)
Level 44: Conserve Power -- RechRdx-I:50(A)
Level 47: Physical Perfection -- P'Shift-End%:50(A)
Level 49: Hasten -- RechRdx-I:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
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Quote:I'm assuming this only applies to allies set to follow you and assist you, rather than freed hostages that remain on the field as friendlies, or friendly patrols.Does this work for all allied critters or just allied critters that are killable? Presently one of the easy farm exploits is to have hostages follow you around and heal/buff or use knockdown powers such as ice slick or debuff powers such as anguishing cry.
There's one mission I've made that involves a simulated mass uprising; you free friendly hostages, who go their own way and spawn a variety of friendly patrols, in an attempt to create an atmosphere of encouraging an uprising at a prison camp. The freed hostages do not buff the team or follow the team, but will attack enemies they see. They're supposed to wander continually, but when the team leaves their LOS they tend to stand stock still. This may require revision. -
I suppose it's too late to ask for William Shakespeare. OK....
Gail Simone
Robert Rodi
Kurt Busiek
Phil Austin / Peter Bergman / David Ossman / Philip Proctor
Jello Biafra -
There are, I suppose different definitions of "farming". I suppose I'm farming when I play a task force on a level 50 character that's achieved all of her IO build goals, and who will pass any rewards used to other characters that can use them. It's the same way with all of my characters; it's always from each according to her ability or luck, to each according to her needs, just like the Bible says.
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The "procs" may actually be the Numina, Miracle, and Regenerative Tissue uniques. Miracle and Numina have fairly attractive 2 slot bonuses, so slotting the uniques and generic Heals from all of those sets for five slots in Health might be an attractive frankenslot strategy.
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Quote:I use mine for those things, and before I got it I routinely used the numbered key pad for binds.Like I said, though, all I'm really intending on doing is mapping a few simple /team shouts, like "$target sighted!" or "Gather for Auras!", stuff like that; putting a sequence of emotes to one key and/or mapping something like Build Up to a delayed costume change to time it right.
I've never really attempted to bind attack chains onto macro keys on my g11, for one simple reason: each character's attack chains are different and have different timings and are bound to different keys. There's no key press and timing sequence that's going to work right for everyone.
I have a number of macros to turn toggles on when I log into a character, but that isn't really automating the earning of any game reward. -
And this would be a starter build for a Fire/SS tanker. This is a lot freer and easier than the spines/SR build, with more room for pool powers. You could easily skip both Burn and Rise of the Phoenix, swapping Temperature Protection, a travel power, or something else you might want.
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Super Strength
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Fire Shield -- EndRdx-I:50(A), ResDam-I:50(13), ResDam-I:50(45), S'fstPrt-ResKB:30(45)
Level 1: Jab -- Acc-I:50(A), Acc-I:50(3), Dmg-I:50(3), Dmg-I:50(11), Dmg-I:50(39), EndRdx-I:50(50)
Level 2: Healing Flames -- RechRdx-I:50(A), RechRdx-I:50(5), RechRdx-I:50(15), Heal-I:50(43), Heal-I:50(43), Heal-I:50(43)
Level 4: Haymaker -- Acc-I:50(A), Acc-I:50(5), Dmg-I:50(7), Dmg-I:50(7), Dmg-I:50(11), EndRdx-I:50(17)
Level 6: Hurdle -- Jump-I:50(A)
Level 8: Consume -- Acc-I:50(A), RechRdx-I:50(9), RechRdx-I:50(9), RechRdx-I:50(17), Acc-I:50(42), EndMod-I:50(42)
Level 10: Taunt -- Taunt-I:50(A)
Level 12: Plasma Shield -- EndRdx-I:50(A), ResDam-I:50(13), ResDam-I:50(45), S'fstPrt-ResKB:30(46)
Level 14: Health -- Heal-I:50(A), Heal-I:50(15)
Level 16: Boxing -- Acc-I:50(A)
Level 18: Tough -- EndRdx-I:50(A), EndRdx-I:50(19), ResDam-I:50(19), ResDam-I:50(46), ResDam-I:50(46)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Knockout Blow -- Acc-I:50(A), Acc-I:50(23), Dmg-I:50(23), Dmg-I:50(31), Dmg-I:50(31), RechRdx-I:50(31)
Level 24: Blazing Aura -- EndRdx-I:50(A), EndRdx-I:50(25), Acc-I:50(25), Dmg-I:50(34), Dmg-I:50(37), Dmg-I:50(37)
Level 26: Punch -- Acc-I:50(A), Acc-I:50(27), Dmg-I:50(27), Dmg-I:50(34), Dmg-I:50(36), EndRdx-I:50(37)
Level 28: Rage -- RechRdx-I:50(A), RechRdx-I:50(29), RechRdx-I:50(29)
Level 30: Combat Jumping -- DefBuff-I:50(A)
Level 32: Weave -- EndRdx-I:50(A), EndRdx-I:50(33), DefBuff-I:50(33), DefBuff-I:50(33), DefBuff-I:50(34)
Level 35: Hasten -- RechRdx-I:50(A), RechRdx-I:50(36), RechRdx-I:50(36)
Level 38: Foot Stomp -- Acc-I:50(A), Acc-I:50(39), Dmg-I:50(39), Dmg-I:50(40), Dmg-I:50(40), RechRdx-I:50(40)
Level 41: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(42)
Level 44: Physical Perfection -- EndMod-I:50(A), EndMod-I:50(50), EndMod-I:50(50)
Level 47: Burn -- Dmg-I:50(A), Dmg-I:50(48), EndRdx-I:50(48), RechRdx-I:50(48)
Level 49: Rise of the Phoenix -- Heal-I:50(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
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Quote:Either will work, really, but it depends on where you are with your farming program, and what you want to farm.I have a level 50 spines/sr and a level 50 fire/ss. I want to use one of these to start farming with. Which would you guys recommend. Any builds would be most appreciated.
The spines/SR could probably face almost all of the content in the game (assuming we're talking about a scrapper) and work it. But I had endurance issues on my /SR scrapper, and found the character hard to play until that was brought under control.
The fire/SS tanker has an endurance recovery power available in the primary, very early, and may be easier to run non-stop. But you're strengths are fire, smashing, and lethal damage out of the box. If you're farming demons or Circle of Thorns you'll do fine. You will need to be a bit selective until you get some defense sets working to cover your weaknesses.
If you are working AE, you can select custom groups of custom mobs to cater to each of these characters' strengths, so the character you should work there is the character you like best.
A very basic starter build for Spines/SR would look something like this to me. This will perform reasonably nicely out of the box, and will softcap with a very few IO sets.
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Scrapper
Primary Power Set: Spines
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Lunge -- Acc-I:50(A), Acc-I:50(3), Dmg-I:50(3), Dmg-I:50(15), Dmg-I:50(40), EndRdx-I:50(40)
Level 1: Focused Fighting -- EndRdx-I:50(A), DefBuff-I:50(7), DefBuff-I:50(17), DefBuff-I:50(34)
Level 2: Spine Burst -- Acc-I:50(A), Acc-I:50(5), Dmg-I:50(5), Dmg-I:50(13), Dmg-I:50(46), RechRdx-I:50(48)
Level 4: Agile -- DefBuff-I:50(A), DefBuff-I:50(7), DefBuff-I:50(46)
Level 6: Swift -- Run-I:50(A)
Level 8: Impale -- Acc-I:50(A), Acc-I:50(9), Dmg-I:50(9), Dmg-I:50(15), Dmg-I:50(37), EndRdx-I:50(37)
Level 10: Practiced Brawler -- RechRdx-I:50(A), RechRdx-I:50(11), RechRdx-I:50(11)
Level 12: Focused Senses -- EndRdx-I:50(A), DefBuff-I:50(13), DefBuff-I:50(31), DefBuff-I:50(36)
Level 14: Health -- Heal-I:50(A), Heal-I:50(17), Heal-I:50(46)
Level 16: Dodge -- DefBuff-I:50(A), DefBuff-I:50(43), DefBuff-I:50(45)
Level 18: Quills -- Acc-I:50(A), EndRdx-I:50(19), EndRdx-I:50(19), Dmg-I:50(23), Dmg-I:50(23), Dmg-I:50(25)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Build Up -- RechRdx-I:50(A), RechRdx-I:50(25), RechRdx-I:50(31)
Level 24: Boxing -- Acc-I:50(A)
Level 26: Ripper -- Acc-I:50(A), Acc-I:50(27), Dmg-I:50(27), Dmg-I:50(29), Dmg-I:50(29), EndRdx-I:50(31)
Level 28: Lucky -- DefBuff-I:50(A), DefBuff-I:50(43), DefBuff-I:50(45)
Level 30: Quickness -- Run-I:50(A)
Level 32: Throw Spines -- Acc-I:50(A), Acc-I:50(33), Dmg-I:50(33), Dmg-I:50(33), Dmg-I:50(34), RechRdx-I:50(34)
Level 35: Evasion -- EndRdx-I:50(A), DefBuff-I:50(36), DefBuff-I:50(36), DefBuff-I:50(37)
Level 38: Tough -- EndRdx-I:50(A), EndRdx-I:50(39), ResDam-I:50(39), ResDam-I:50(39), ResDam-I:50(40)
Level 41: Weave -- EndRdx-I:50(A), EndRdx-I:50(42), DefBuff-I:50(42), DefBuff-I:50(42), DefBuff-I:50(43)
Level 44: Combat Jumping -- DefBuff-I:50(A), DefBuff-I:50(45), DefBuff-I:50(50)
Level 47: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(48), RechRdx-I:50(48)
Level 49: Physical Perfection -- EndMod-I:50(A), EndMod-I:50(50), EndMod-I:50(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run
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Quote:Ironically, this isn't going to hurt me that much because I was not softcapped to ranged or AoE to begin with. I will go from around 39 to 37% defense to ranged attacks, but ironically that's not as big a deal as going from 45 to 43%.I've been playing an elec/sheild scrapper and have gotten him to 41.
I just built to softcap melee defense, and then went for recharge and endurance. It's not a perfect build --- vengeanced Nemesis are annoying --- but it works well, and I'm not willing to sacrifice any of the recharge to get two-odd points of ranged defense back. -
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Technically, the return is not zero, although it is quite attenuated.
For example, according to Mids 3 slotting Stamina with generic IOs gives you 49.8% more recovery. Six slotting it the same way gives you 54.5%. This is the difference between 2.5 end/sec recovery and 2.58. Given that the Miracle +Recovery unique on top of three slotted Stamina only gets you from 2.5 to 2.75, and most recovery bonuses are smaller than that, you might want to slot Stamina this way if yours was a build where you had so many slots you didn't know what to do with. The benefit from the extra slots is comparable to the benefit given by some set bonuses.
You probably would come ahead slotting powers for endurance reduction rather than throwing slots into Stamina for these minor gains. But the comparison is not completely direct. -
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I quit playing my blueside mains after i6, and mostly abandoned the game shortly after the issue. I never let my subscription lapse, and must have played a little bit in i7, if only because my villain main was 41 when I started getting interested in this game again.
I probably did need to let my old mains sit for a while, and should have rerolled new ones; my original characters were unbearable to try to play during this period. Instead, I wasted a year and a half on some other game. Issue 9 brought me part of the way back, but really I wasn't here regularly until Issue 11. Cimerora really piqued my interest.
Still, those other games proved to be a disappointment in the end. -
Quote:Accuracy is pretty much key for DB when you are soloing, so I understand how it might be somewhat attractive. Still, you get comparable results from an IO unique without losing all of that endurance.You're right, some sets like DB and DM need accuracy in their Build Up equivalent; I had forgotten about that. That's one case where you might want to take FA as a set mule. Either that, or make sure you have *lots* of global acc and ToHit bonuses--that's the route I took on my Claws/SR scrapper.
Teamed, I don't rely on the combos nearly as much, and mostly I just spam Weaken because it ends with the full circle PBAOE. -
Maybe yes. But at least for Tough, given the way it works now, there's almost no point in taking it at its current values unless you are starting from a fairly high level of resistance for it to add to. Weave does a bit more out of the box, but given an XOR choice most non-melees would be better off with Maneuvers. Bottom line is, there's really no motive for people who aren't scrappers or tankers to take either.
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It was not common for any tankers to take Tough or Weave back then, except for Fire tankers taking Tough.
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Technically, Dual Blades doesn't get a Build Up. You get Blinding Feint instead. Not sure you'd want to slot Gaussians there, because it figures in several of the combos and as such you will want Accuracy straight up.
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Quote:I have cheerfully skipped Unstoppable on my two level 50 Invulnerability tankers, and likely will never take it in its current form. I have never had it, avoided it on Heraclea back when it was possible to skip lots of stuff for concept reasons. Since I knew I could make a perfectly well performing Invuln tanker without it, when I rolled another (Inv/Dark Melee) I skipped it there too.So, as much as I love Invul, the tier nine (for me) makes it unplayable.
(Memories..... back in i3 I never took Dull Pain, and levelled to 50 without it, because I thought it had a hitpoint crash when it wore off. I got this misconception from the forums, from tales of tankers dying when both Unstoppable and Dull Pain wore off in short succession.)
I agree that it isn't a particularly valuable power. An Inv or WP tanker with Tough and Weave on is unlikely to ever need it. A fight where you need that kind of resistance is going to outlast its duration, which likely will leave you dead. On the other hand, the set works just fine in its absence. -
Quote:I see "we need a kin" fairly often, but far more frequently than that is "we need a rad". This might have just enough truth in it, for at least some TF content, to be worth discussing.To be honest, these days I see more "we need a kin". And it's just as wrong.
I doubt that a rad is needed for anything specifically, but some encounters are much less tiresome when you have one, and there are some encounters that are much more fun when you have any kind of toggled anchor debuff.
Kinetics is the only time I deleted a character (fire/kin) because I absolutely hated that power set. I could not play the power set on teams, even when hiding from tells. -
Quote:You do know about the enemy accuracy changes in Issue 7, don't you? Then, in Issue 13, all defense bonuses were turned into two bonuses, one typed and one positional. I tend to think that defense is in a good place, but that resistance is a bit undervalued currently.Been waiting since i6 to revamp to defense to work correctly, just drop the attribute already and replace it with % for block,parry and dodge. Certainly with current system it is doable.
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Quote:While GP and I disagree on the need for Stamina on a Willpower tanker, I suspect we'd both agree that Physical Perfection is gilding the lily. Physical Perfection is essentially a mini Health and Stamina in one power, with the values for both regeneration and recovery halved. Taking two powers to achieve this is probably not worth the bother, especially on an extremely tight build like WP/DB.Thanks for suggestions. Just curious, why didn't anyone pick Energy Mastery? I figured Focused Accuracy and Physical Perfection would be good powers to take.
Focused Accuracy has a prodigious endurance cost (.78 end/sec; your regular toggles cost .21 end/sec). Definitely want Stamina and maybe also Physical Perfection if you take this. It adds a base 5% to hit, and you could do better than that just by adding the Kismet 6% "accuracy" (to hit, actually) IO to a defensive power. My Fire/DB has one in Combat Jumping. Its other effects are perception and resist to-hit debuffs, which may have some value in PvP or if you fight a lot of Arachnos. Not worth it IMO. -
Quote:It is true, the people I usually run the late game task forces with tend to run either master or efficiency runs. On the STF scrappers are seen as too easy to kill and inefficient against the most difficult of the patrons. There's also a perception that scrappers are more inclined to go rogue and break from the team. I don't play mine that way, but I've seen it happen often. So I end up running the STF on characters I care less about than my scrappers, characters that cannot function well without a team.I see and agree with this, but I also get what the OP is saying.
There is, in some quarters, an expectation that certain missions and TFs should be done one way. I am sure that is generally the way that most people have found to be successful but it is not the only way nor is it guaranteed to be the easiest.
Apparently my experience is not widely shared. It nevertheless concerns me. During the dark ages of this game, from i5 to i9, I was mostly elsewhere. I wanted to play a DPS fighter type, a character with above average armor and damage. I found that there was no place for such a character in that other game's endgame. Melee DPS was the function of another class, stealth based and more delicate and fussy than I was interested in. Players of my class were expected to build for tanking, a build that made non-teamed play unbearably tedious. The content was "challenging": entire raids were expected to wipe and wipe again until they got the dance steps exactly right.
I took more than a year off from CoH to play this other game. There were other reasons why I left it --- loot and guild politics had even more to do with it --- but the fact that I saw that much of the content made the character I wanted to play more a liability than an asset was part of it.
Very simply, I don't want to see that experience repeated here.