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I have a Willpower character with three Numina's Convalescence IOs in Rise to the Challenge, and a chance to add a fourth Numina there.
The four set bonus is "Improved healing".
Does this do diddly for a Willpower character with no self heal, only +HP and +regeneration powers? Or do I pass it along to a character who might actually have a healing power? -
Quote:On the most valuable defense bonus sets like Kinetic Combat and Eradication, my banker characters keep reasonable bids for them open for weeks at a time; if one fills it's banked for future use. The rest get bought with merits or rolled at.Yeah, I remember building for softcap 6~8 months ago spending laughably low prices and outperforming most purp'ed out builds (which themselves were relatively cheap back then). Good thing I stocked up on a lot of the now silly expensive IOs (which are still well worth it) back then.
Looking to "exotics" is another way to get defense bonuses. The taunt sets Mocking Beratement and Perfect Zinger are obvious choices for tankers. Electric Melee players can slot for accuracy, recharge, and endurance in the sleep set Lethargic Repose for some of their attacks, and then add regular damage buttons when they get the bonuses they want. If your attacks have stuns, there's Razzle Dazzle. If you have slows, there's Curtail Speed. All of these sets give you some defense bonuses at fewer than six slots and allow you to choose them for other desirables like accuracy, endurance, and recharge; you can then slot generic SOs or IOs or frankenslot other sets for any defects in damage.
Tankers for solo and farming generally do not need to approach softcapped defenses; they're tankers. Team build tankers that benefit most from softcapping do not need to be ED-capped for damage on their attacks. I have a big stable of tankers, so I can build both ways; if you have only one tanker, you can use a second build for the two approaches. -
Quote:No --- this is what caught my attention in the first place. Unless the custom critters you tested on are set to have two Hard power sets, they should only be giving 75% of the XP and inf of a standard (1.0 multiplier) Council critter. If they are not doing that, the standard custom critter nerf has indeed been reversed. That would be good news, not bad, but it remains an unannounced change.The custom critters are giving out 274 XP, 96 inf, and 13 Prestige. Freaks between 20 and 40 have a 5% reduction in rewards, and the higher levels have a greater reduction.
Edit: Just to be super ultra mega sure, I tested on a Council paper mission as well. 274 XP, 96 inf, 13 Prestige. -
The character has no patrol XP to speak of; was also running radio missions on that character today, and she finished a long SF yesterday. And patrol XP, even if it were a factor, should not affect the fact that standard critters are supposed to be awarding full XP in MA while custom critters are not. That difference should still be obvious; but they are in fact the same.
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I can now also confirm that flagging "spawn bosses when solo" to on has no effect on XP for non-boss critters.
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I can confirm that all Mission Architect XP has been set to 2/3 of standard XP. These results are from fighting system standard Warriors, set as the base enemy group as a standard selection.
You have defeated Warrior Bruiser
You earned 3 architect tickets!
You gain 72 experience and 50 infamy.
The Worshipful Company of Blackguards gains 12 prestige.
You have defeated Warrior Bruiser
You gain 72 experience and 50 infamy.
The Worshipful Company of Blackguards gains 12 prestige.
You have defeated Warrior Chopper
You gain 72 experience and 50 infamy.
The Worshipful Company of Blackguards gains 12 prestige.
Test mission is 346047, "Warrior's Test". I also included a custom group made of Warriors and the Amazons on the map, for test purposes.
Edit:
I also gave some, but not all, of the Amazons a hard secondary. I can confirm that those critters now give more XP than do the system standard Warriors simply added to the map as the default spawns. I do suspect that something is not working as intended here. All MA critters, custom or standard, in custom groups or in standard groups, are giving out the same XP. That XP level is 2/3 of standard. The only critters in MA that give more XP are custom critters with one power set raised to Hard or Extreme. -
It does look like everything in Mission Architect has been nerfed so that it only gives as much XP and inf as custom critters. This is from a newspaper mission played on the same character, again fighting even level mobs:
You have defeated Warrior Slicer
You gain 108 experience and 50 infamy.
The Worshipful Company of Blackguards gains 12 prestige.
You have defeated Warrior Slammer
You gain 108 experience and 50 infamy.
The Worshipful Company of Blackguards gains 12 prestige.
You have defeated Warrior Slammer
You gain 108 experience and 50 infamy.
The Worshipful Company of Blackguards gains 12 prestige.
You have defeated Warrior Slammer
You gain 108 experience and 50 infamy.
The Worshipful Company of Blackguards gains 12 prestige.
The infamy is the same; the XP substantially above. I do not off the top of my head recall whether Warriors get an XP bonus; was unable to draw a Council mission.
Edit: Regular Warrior minions are not reported as giving more than simple full XP.
Therefore:
- The XP given by Mission Architect critters has been further nerfed, from 75% to 66.6%; and
- The XP nerf applies system wide, to standard critters in MA as well as to custom critters. There is no longer a difference between standard critters and custom critters (with standard powersets) in MA missions.
- The inf awarded has been apparently equalized, though, and all mobs in MA now give full inf awards.
None of these significant changes would appear to have been documented anywhere. -
Quote:Both are effective, but the +def bonuses tend to be a bit harder to come by; the sets that add major defense bonuses at less than 5 or 6 slots are often insanely overpriced for their level on the auction house. Boosting hit points and regen is going to be much easier and cheaper.I've been wanting to IO my WP/WM, but I'm not sure which route I should take. It seems that I can either go for max HP and regen bonuses or maybe try to soft-cap def. Which is more important? Is it possible to do both? Anyone have a good build in Mids?
Achieving soft caps for defense is rather hard to do on a WP tanker without serious misplacement of slots for set bonus pursuit as well. I'd go with some easy +defense (the Steadfast global, and defense bonuses from Mocking Beratement or Perfect Zinger - as a WP you will be slotting up Taunt anyways) but go for HP and regen overall. A little bit of defense is better than a little bit of resistance. -
Quote:Yes. The Amazon faction contains all three levels. So do the ICF faction.Okay, for those of us who have a hard time with reading comprehension
, we have:
Custom Faction One (Amazons), containing:
1. Amazon Warrior (Stand/Stand) minion? - 75.0% nml XP
2. Amazon LT (Stand/Stand) - 75.0% nml XP
3. Amazon Boss (Stand/Stand) - 75.0% nml XP
And Custom Faction Two (Ice Cream Fascists)
1. ICF Minion (standard critter recolor)
2. ICF LT (standard critter recolor)
3. ICF Boss (standard critter recolor)
Yes?
The Amazon faction also contains standard critters, but none at the minion level. I filled them out by borrowing the female Cimeroran Centurion and a Battle Maiden Follower boss. The custom critters in the Amazon faction also include custom Lieutenants and Bosses that can spawn at any level. None of these appeared in that encounter though.
The Amazons also appear in the arc "Death by Snoo-Snoo", published as 247372. If I remember right, "Welcome to the Future" is 326680, but you can find it by searching for Heraclea. The arc was in fact designed to test the i16 changes, and demonstrate that they did not work as planned: so each faction contains all levels. -
Quote:I think that came in with i16. I originally created the custom Council/5th faction on Test, IIRC.Recoloring existing enemies has been in for a while I believe.
Regardless of which it is, the custom critter ought to be giving only 75% of the Council critter; or, the Council critter should give 133% of the custom rewards; fairly sure that Council/5th have an XP scale of 100%. This should be true even if the rewards for either group were reduced because of lack of all three tiers, which I was careful to include. -
The custom critters are all set to Standard difficulty and have no custom powers. I don't believe that it's possible to go beyond 100% XP for custom critters by setting them to Hard.
There are all three levels in both the custom group of standard critters, and the custom group. The custom-standard group is essentially made up of Council and 5th Column soldiers, minus the Marksmen/Rifle, Galaxy, and robot types; their costumes have all been re-colored and named after ice cream flavors. The mission was set to spawn for 3 players / +0, no bosses when solo. -
UPDATE
It may be the case that the custom critter nerf has either been reversed or has spread. This thread contains evidence. -
This bit of message feedback is from a recent run through of an arc called "Welcome To the Future", which I wrote. Player character was a level 23 brute.
You have defeated Amazon Warrior
You gain 72 experience and 50 infamy.
The Worshipful Company of Blackguards gains 12 prestige.
You have defeated Liquorice Meanie
You earned 2 architect tickets!
You gain 72 experience and 50 infamy.
The Worshipful Company of Blackguards gains 12 prestige.
You have defeated Blueberry Meanie
You earned 2 architect tickets!
You gain 72 experience and 50 infamy.
The Worshipful Company of Blackguards gains 12 prestige.
"Amazon Warrior" is a custom critter. I included that custom faction in the mission for comparison. The arc is a proof-of-concept arc that seeks to show that the custom critter nerf achieved nothing worth doing.
"Liquorice Meanie" and "Blueberry Meanie" are renamed and re-colored 5th Column or Council soldiers in a custom faction. Since they are standard critters, they ought to be giving standard XP and rewards.
As this dialog makes clear, they are now giving exactly the same rewards in XP and inf as the custom critter does.
Either the custom critter nerf has been partially reversed, or it has spread to all custom factions of standard critters. The first was what needed to be done. The second is a further deterioration of the creative possibilities of the MA, since it not only hurts critter creators, but also those who want to rename and recolor standard critters.
I don't recall seeing a patch note about this. Which is it? -
Maybe, if they added a slow movement and recharge debuff to Burn, Fire's stock would rise a bit too. I've tried to use Burn similarly, but feared mobs move out of the area too quickly to have much of an effect.
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Quote:I haven't played through Electric on a tanker yet - I did roll an electric armor Scrapper - but a lot of the resistance based sets get good early. One advantage of Fire is that everything in the primary that directly contributes to your survival is available by level 12.This is a great TF for an Electric/___ tanker, even one still in the teens. I think my electric/ice went in at around level 16 and came out level 21. Only one minor problem: in the fight with Babbage, a scrapper held onto the aggro through the whole fight (as was discussed in another thread here).
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Quote:The answer to the first question is "yes".So these are my (honest) questions:
- Can a WP tanker with high to capped HP & massive regen survive once their defenses have crashed?
- Can they do it without SoW, without Inspirations?
I expect the answer to number 2 to be no, but if it's yes I'll be pleased.
As to the second question, the answer is "maybe". WP's resistance blunts a good deal of physical damage, and incoming physical damage may not be enough to overcome regen, especially if the WP's regen is being buffed by surrounding enemies. Non physical damage or ranged damage may require Inspirations or SoW. Then again, that's what they're for.
My WP scrappers get off even easier. The Caltrops power from Weapon Mastery can do wonders for an overwhelmed scrapper. I use it regularly while working the Roman wall, where it is possible for your defenses to crash hard. It makes an even handier panic button than SoW or most inspirations. -
True. But I'd much rather be a Willpower or Dark Armor tanker than an Ice tanker on a Rularuu task force, so unless I am badging that's what I will bring. And there are some task forces, like Kahn, that benefit a whole lot from having two tankers with different builds.
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Quote:Since you and I have a fairly large roster of tankers to choose from, one thought for organizing this would be:About a year ago I started a little personal project. I wanted to level every tank primary and secondary to 50 using as wide a variety of content as possible.
I am now about 24 levels from reaching my goal. I will then have a total of 500 levels of tanking, covering every shred of blue side content, every possible team composition, and nearly every power available to a tank.
I intend to start composing a tanker guide soon to catalog my experience and share what I have learned along the way.
Which Tanker should I take to:
- Positron
- Synapse
- Katie Hannon
- Imperious
- Statesman's
- Kahn
- Lady Grey
- Rularuu TFs
- Ship raid
- Hami raid
- Solo farm
- Team farm
- Praetorian AVs
- Mission Architect?
and so forth.... -
I would not choose the luxury of two travel powers. If you also want Super Jump, I'd take them instead of Resist Energies and Elements, though only Combat Jumping really helps you stay alive.
I wouldn't throw slots at the passives either. This build is based on yours, but slotted differently. I also filled in the empties.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Big Bad Biker Boy's Big Bad Build: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Electrical Melee
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Hero Profile:
Level 1: Resist Physical Damage -- ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx:40(48)
Level 1: Charged Brawl -- CSndmn-Heal%:50(A), KntkC'bat-Acc/Dmg:35(3), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(15), KntkC'bat-Dmg/EndRdx/Rchg:35(17), Acc-I:50(17)
Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(5), RctvArm-ResDam/EndRdx/Rchg:40(5), RctvArm-ResDam:40(7), RctvArm-EndRdx:40(50)
Level 4: Jacobs Ladder -- Erad-Acc/Dmg/Rchg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(34), Erad-Acc/Rchg:30(34), C'ngBlow-Acc/Dmg:50(34), C'ngBlow-Dmg/EndRdx:50(39), C'ngBlow-Dmg/Rchg:50(39)
Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(7), RechRdx-I:50(9)
Level 8: Unyielding -- TtmC'tng-ResDam:50(A), TtmC'tng-EndRdx:50(9), TtmC'tng-ResDam/EndRdx:50(11), TtmC'tng-ResDam/EndRdx/Rchg:50(11)
Level 10: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(13), Mocking-Taunt/Rchg/Rng:50(13), Mocking-Taunt/Rng:50(15)
Level 12: Resist Elements -- S'fstPrt-ResDam/Def+:30(A)
Level 14: Super Speed -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(19)
Level 16: Dull Pain -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(19), Numna-Heal/Rchg:50(21), Heal-I:50(21), RechRdx-I:50(23), RechRdx-I:50(23)
Level 18: Hurdle -- HO:Micro(A)
Level 20: Health -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(25), Numna-Heal/Rchg:50(25)
Level 22: Stamina -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(27), Efficacy-EndMod/EndRdx:50(27)
Level 24: Invincibility -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(29), LkGmblr-Def/EndRdx/Rchg:50(29), LkGmblr-Def/Rchg:50(31), GSFC-Build%:50(31), ToHit-I:50(31)
Level 26: Tough Hide -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(33), LkGmblr-Def/EndRdx:50(33), LkGmblr-Def/Rchg:50(33)
Level 28: Chain Induction -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(42), KntkC'bat-Dmg/Rchg:35(43), KntkC'bat-Dmg/EndRdx/Rchg:35(43), P'ngS'Fest-Acc/Dmg:30(43), P'ngS'Fest-Stun%:30(50)
Level 30: Build Up -- GSFC-ToHit/EndRdx:50(A), GSFC-ToHit:50(36), GSFC-ToHit/Rchg:50(36), GSFC-ToHit/Rchg/EndRdx:50(36)
Level 32: Unstoppable -- Aegis-Psi/Status:50(A), Aegis-ResDam:50(37), Aegis-ResDam/EndRdx:50(37), Aegis-ResDam/EndRdx/Rchg:50(37)
Level 35: Thunder Strike -- Erad-Dmg:30(A), Erad-Acc/Rchg:30(39), Erad-Acc/Dmg/Rchg:30(40), C'ngBlow-Acc/Dmg:50(40), C'ngBlow-Acc/Rchg:50(40), C'ngBlow-Dmg/Rchg:50(42)
Level 38: Boxing -- Stpfy-Acc/Rchg:50(A), Stpfy-Acc/EndRdx:50(42)
Level 41: Lightning Rod -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(45), M'Strk-Dmg/Rchg:50(45), M'Strk-Acc/EndRdx:50(45), M'Strk-Acc/Dmg/EndRdx:50(46), M'Strk-Dmg/EndRdx/Rchg:50(46)
Level 44: Tough -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam:40(46), ImpArm-ResDam/EndRdx/Rchg:40(48)
Level 47: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(48), LkGmblr-Def:50(50)
Level 49: Resist Energies -- ResDam-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 -
I have a strong tendency to give my characters mythological or historical names. Heraclea, first character I made, was a female version of Heracles. Other names in this vein are Androphonissa ("slayer of men"), Lampito (my obligatory shield Spartan), from Lysistrata, and Yansan, another name for Oyá.
Sometimes, my historical allusions relate somewhat to their corresponding figures, like Bradamante, broadsword scrapper; Giulia Tofana, a stalker; or Madame Nhu, a night widow.
Others don't bear a very obvious relationship to their counterparts. I made Betsy Ross a spines/willpower scrapper, originally made as a lark for a patriotic costume contest. She makes a little more sense now that her spines are metal needles. William Shakespeare is a rad/archery defender. -
Quote:This does not sound all that significant, especially since all of these powers can approach the ED soft cap easily with four buttons.Something to bear in mind is that there isn't actually very much difference, in terms of absolute enhancement percentages, between a level 50 LotG and a level 25 one. A level 50 one is 15.94% enhancement, while a level 25 one is 12%, so about 4% difference in enhancement strength.
On the other hand, defense sets don't exemp down well either; I doubt I will be running Positron on my dark/reflex scrapper any time soon. (This is what Regen is for.) -
These will be for a Shield/Electric scrapper. She looks like she would benefit from more recharge on top of Hasten. Right now, most of her defense toggles have standard four slots, which I have traditionally filled on most characters with Gift of the Ancients. Was considering going for a +recharge build since she benefits a lot from having Build Up/Shield Charge/Lightning Rod here.
Obviously, LotG recharge buttons will need to be bought with merits.
She is just under soft cap for Melee, and around 38% for AoE and ranged defense. Obviously I don't want to compromise that.
Should I:- buy level 50 LotGs to maximize the defense portion, or
- buy level 25s, so they will be effective should I choose to exemp down?
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Quote:Not sure you'd really like my main shield tanker. Shield/Electric, and by the time she is done going BOOM! there is maybe one or two bosses left standing.Invul tank says, "I'm gonna taunt from a distance. Then I'm gonna run around, and maybe try and pull to corner." Tight group of enemies... becomes less tight. Time is wasted. Scrapper is not happy.
Shield tank has shield charge. Rush in! No waiting! Lock and BOOM! Scrapper swoops in, blasters blast, enemies die BEFORE they can scatter! On to the next group! Scrapper is happy! -
Well, your SO level defenses will be exactly the same, but you are getting 2 nukes, either of which are capable of clearing out an entire nest of minions, as well as plenty of splash damage from your other attacks.