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Posts
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Quote:I need to get in and rescue the fortune teller on all the characters that need it, it looks like.I did one before the servers went down, and have just completed one now, and all the enemies were of the minimum level (5) available to the arc, not the usual lvl 14/15.
No XP was awarded, but merits and fb badge was awarded.
EDIT: Bug confirmed here. All enemies that spawned in an Ouro mission in the 5-15 band were level 5. Player character entered at level 15 with powers to 20. No XP awarded for defeats. -
Quote:Well, that'll put a dent in it.He's level 10. So, first, he should do the Positron TF for 66 merits.
MUAHAHAHAHAHA
And if (hint, hint) he runs Positron with a full team of 8, he may leave the TF within striking range of Citadel. Rollister just isn't as much fun without a full team of 8.
If not, a Sister Psyche will get him there. -
My unscientific impression of the purple sets is that they're all of a kind. In no particular order, they offer regeneration, recovery, hit point, endurance, and recharge bonuses. The only difference between one set and the next is the order in which these several bonuses are acquired.
I don't believe there are any purple set defense bonus; there is a PvP IO that offers global defense that I am aware of. It's unlikely I will ever own one, because I don't do the sorts of things that drop them, and if I did I'd just be letting them drop for others rather than getting them myself; nor will I ever have the kind of inf needed to buy them.
The purple sets generally do not interest me. Only a few of the bonuses they offer are things that I prioritize, and I generally take care of those things in other ways. -
Quote:You can't change the powers of standard enemies. You can, however, see the powers standard enemies get, and pick and choose the ones that only have powers that don't annoy you.I just discovered this post, and I was curious as to where you were finding the ability to change their powers. I can't seem to find anything that will let me modify anything other than their outfits.
There are many, many standard groups that have multiple instances of the same mob with different powers. Look at the "Air Thorn Casters" and "Possessed Scientists" in the Circle of Thorns, for example. You get whole spawns of Air Thorn Casters in standard content because there are more versions of that mob than there are of other minions, and they have slightly different power selections. -
Quote:The Steadfast Protection Knockback Protection IO can be bought for 75 merits. 2 Citadel TFs buy you the recipe, no matter what the market is doing. It goes into any damage resistance power, of which you have several. It is not unique, and you can slot them in several damage resistance powers.Hello, I have not played very much since the arrival of IOs. I have just recently created a Fire Aura Tanker and I wish to know the best way to plug the holes of lack of Knockback resistance and Immobilization resistance outside of Burn.
Immobilization protection can still be had in Combat Jumping, which also adds a paltry amount of defense. -
Quote:My one entry was for enemy group - I nominated the Satyri from my Latin language arc. I suspect that the arc itself was probably unintelligible for any devs who took a look at it, as it will be for most players. I was rather proud of those enemies, though.I'd kind of doubt the devs had any sort of list-able criteria they could tell us about. I'm guessing they just sat down and fired up the arcs and then wrote down how they felt about it afterward, noting the obvious errors (grammar, etc) that might disqualify them. Other than that, we were all prey to their very personal and subject feelings at the time they played them. If RednameX had an upset stomach the day he played your arc, then it might not go so well for you.
You know, the way it always goes for arc ratings.
The sorts of things I write won't get awards. When was the last time a farce, a science fiction film, or an action picture won Best Picture at the Oscars? I don't expect to see that happen very often, and the sorts of fiction that get considered for things like the Booker Prize are even more constricted and dull. I accept that. -
Almost all of the best defense bonus sets, and especially the ones that that offer the bonuses with less than 6 slots, fall within the "buy with merits" category now. I'm even having trouble finding Multi-Strikes on the market now.
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Quote:No, not really. The things I notice about single target fights that go on "forever" are when I am on a Super Strength tanker attacking something like a Freakshow or Rikti boss. These things do not take significantly longer than anything else for a Dark Melee tanker to kill. And the Dark Melee has more time, since she has a regularly firing self healDo you find yourself sitting there attacking the target "forever"?
What I can do on the Super Strength tanker more comfortably is turn my virtual team size up to 8 or 6. That's what takes forever on a Dark Melee. -
Quote:Will made-in-Prætoria characters be able to create super groups? If they do create them, who will be able to join Prætorian super groups? Prætorian natives? Rogues? Vigilantes? Heroes or Villains?[*]Praetorians do not use the normal GR system, but have points within their stories where they can choose "Loyalist (aka Villain)" or "Resistance (aka Hero)"
What zones will Prætorian SG bases be able to access? -
Quote:You will do more damage, generally, with Super Strength than with Dark Melee. Dark Melee is rather weak on the AoE front. Super Strength is better for AoE after Foot Stomp is in place and slotted.I know what the number are on paper.
I'm wondering how it plays and how it feels.
I can't decide between a Elec/DM Tank or a DM/Elec Scrapper.
I have a level 50 super strength tank.
How would the damage of Dark Melee compare to the damage of Super Strength on a Tank?
On the other hand, the single target damage of Dark Melee is not often resisted. Super Strength is annoying versus, say, Rikti bosses, who heavily resist physical damage. A Dark Melee will not find them much different than anything else.
Dark Melee is the premier utility set. It is ideal for characters that don't need AoE secondary attacks to hold aggro, and want to be tougher and have some control. This is what you get instead of damage. My Dark Melee characters generally build for survivability rather than pure DPS. I've an Inv/DM tanker, a WP/DM tanker, a DM/WP brute, and a DM/Reflex scrapper. These are the characters I prefer to take on master's runs. -
Quote:You will probably find it easier to trick out the Stone/Stone than the Inv/SS.I am trying to figure out which one of my tankers I should fully IO and spend a boat load of cash on. I like to play both of these tankers: Stone/Stone and a Inv/SS. I have been researching both of these for builds that would be the most bang-for-my-buck. I want to build the best defense tank that these perspective builds will allow me to make. Any and all suggestions are welcome, good or bad..
The Inv/SS will want defense bonuses first, recovery bonuses second. The best defense sets can be pricey if bought with inf.
Stone/Stone you will want recharge and movement speed bonuses. Those aren't in quite the same demand, although getting recharge from the Luck of the Gambler IO set is going to set you back a ways, -
Heraclea is pure hero, there to uphold the greater good. The Rogue Isles sound dismal and depressing to her, and she doesn't even have an urge to visit them. The same is true of some of my other mains, like Betsy Ross, Toxotes, Yansan, and Drusilla Claudia.
Others among my tankergals, I'm not so sure of. Androphonissa and Hypsiste in particular are rather disaffected with Paragon City society. They are moreover nonplussed by Heraclea's decision to make peace with the powers that be, rather than establishing a gynarchy and putting all the men in their proper place as second class citizens.
My brutegals also have some dissension in the ranks. Beata Beatrix has made herself a comfortable position in the Rogue Isles, and will never do anything to jeopardize that standing. But Anactoria isn't really evil, just curious and frustrated, and feeling like she burnt her bridges in leaving New Colchis; she more than anybody else found the Rogue Isles rather disappointing; rogue standing is in her future almost certainly. Ranavalona and Madame Nhu are too smart to imagine that Paragon City would ever greet them with anything but outright hostility. They are in fact quite evil to the core, and regret mostly the fact that the Rogue Isles do not give them the ability to disembowel whoever they like for their amusement.
Amir Al-Muminin, mastermind, lives in a black and white world. He is a hero in his own mind; the only people with lives worth considering are the members of his tiny sect of assassins. You are either a member of the True Faith, or you are an infidel; and the infidels of Paragon City and the infidels of the Rogue Isles are all one in his mind. -
Quote:I took it, but am considering respeccing out of it and into Havoc Punch. I usually only take two of the three beginning attacks on any tanker set, and since Charged Brawl is forced, I took Jacob's Ladder. It seems to me to be even harder to get mobs into the AoE than with Shadow Maul, which is hard enough. It is slower than Havoc Punch.So is there any big reason to take Jacob's Ladder if you don't need the AoE portion? I currently have it but the AoE is often wasted and HP does better dps. Is there something I'm missing. I will drop to 48% aoe defense but gain 2 points of melee (to 53.2%), 2.5% damage and 1.5% hp. (Multi-Strike to Touch of Death)
My scrapper skipped Havoc Punch and feels no need to have it. It isn't like you are going to be hurting for AoE without this. -
I occasionally use random rolls with spare or small accumulations (20 a shot) of merits, but seldom if ever with tickets. Those, I save and use to buy rare and uncommon salvage that I am out of stock with, so I can craft the merit rolled SOs for use or sale. I always craft them rather than selling the recipe; selling recipes scatters the inf among several characters, while crafting them lets them be sold by my banker character.
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Quote:This is why I'm reluctant to just post builds without knowing the player's priorities.What exactly are you aiming for with the build? Defense cap (See Call_Me_Awesome's guide)?
Defense capping is good, and can be done easily on a Shield tanker and with slightly more effort on an Invulnerability tanker. But you hardly need to do it to farm with on either.
Endurance and sustainability are my big focuses. Others have different priorities; but for farming they are important.
Other focuses are possible: health, hit points, and regeneration; even movement speed. I've built for all of these things. It's easier now to build for survivability through health, HP, and regen than through defense, because defense is the in thing right now. -
Never tried the combo - not a huge fan of Dark Armor - but it doesn't seem there would be serious issues with the combo. The slight endurance return you get from some of the attacks is noticeable, and may help with DA's biggest problem. You are going to get more multi-target splash and AoE attacks, but DA doesn't need help there. Knockback is focused on Lightning Rod, and it's unlikely you will be using that attack in the same situation that you will be needing the self-heal.
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Quote:There aren't any really bad secondaries to play with Invulnerability. Invulnerability is a very basic toolkit, focused on keeping you alive via strong resistance to physical damage, and scaling defense based on the number of mobs that surround you. No tanker secondary is "stupid" to pair with it, and no tanker secondary is brilliant with it either. It doesn't have specific demands like Fire or Willpower, that make some secondaries much stronger than others.Hey there, I recently started my first tank and got him to level 20. He is an Invulnerability tank with Electric melee attacks.
I was wondering:
1) Is this a completely stupid build? Is this like one of those classes that no matter how good your toon is, your toon sucks?
2) What are the strengths/weaknesses of playing such a class? Am I a good AoE DPS, can I tank huge mobs?
3) How should I play this class, and what recommended specs would you suggest?
Thanks a bunch, so far I'm having alot of fun playing this guy!
With Electric Melee, you will get minor help with the chief issue of Invulnerability, which is endurance, especially in the low levels. This will not be enough to keep you going nonstop once you get Tough and Weave; you will still look to slotting, IO set bonuses and uniques for more endurance help.
You will make a quite adequate team tanker - your aura and your Electric multi-target attacks will let you easily hold aggro - and you will farm well enough when you get the sustainability needed to take out large spawns. -
Quote:Perhaps the issue is that a lot of people rolled up shiny new traps defenders, and they got themselves a situational power that they want to use. They see it's a debuff, and debuffing mobs is what defenders do, so they toss around the caltrops.I would just let the person do whatever. It's something that the player won't understand completely till he/she plays a tanker. And actually, you should play a traps defender and try your best to contribute, you might be tempted to throw caltrops on the ground too.
Caltrops can be used as an adjunct to herding, to concentrate mobs. My herding scrappers usually take the power. The ITF is rich in examples: there are plenty of ambushes in the missions, and sowing the ground in the path of the ambush with Caltrops slows them down and creates a traffic jam at the edge of the 'trops field, which is what you want. I do often throw Caltrops at the feet of the tanker during the Nictus Romulus fight. Since AVs don't run from them, the effect is to make the summoned nictuses and Roman ambushes clear the area, so Rommie's healer Nictus can't work off them.
I do slot for slow rather than damage in the caltrops; for me it's a control and debuff power and not a damage power. -
Quote:All of those are quite playable. If farming interests you, consider /Fire; that and Electric are the top drawer AoE sets.I Cant Decide, i have a Level 23 Ice/Ele and friends say i should try a Shield/Ele Tank, but what r other possible good combos for farming? besides /SS too, i as thinking BA or WM..something i havent tried before...
The weapon sets are also both fine choices, depending on what you want to farm. They wouldn't be my first choice if you like to farm by grinding Borea missions. Demon farming and working the Wall, they'll do just fine. -
Quote:What we have here is a failure to communicate. My herding scrapper has Caltrops, and uses them liberally while herding. When you've made a long distance pull, a pile of Caltrops can stop the mobs from queuing up single file and gather up into a ball where they can be AoE'd to death.Why do people do this? And why do they throw tantrums when you ask (politely!) for them to stop.
I'm usually team leader when I play, but when I'm not, something like this inevitably happens and I'm stuck with a team leader who's too afraid of conflict to address peoples' goofy antics. -
Quote:This Shield/Electric build was not prohibitively expensive to build, although I do level up on task forces, so most of the expensive stuff was bought with merits or gotten through rolls rather than on the auction house. This is the farming tank, and the sets laid out here are 90% in place.hehe, Im looking for builds
im new to making them so. a build would be nice
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Yansan: Level 50 Mutation Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Electrical Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Hero Profile:
Level 1: Deflection -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(9), LkGmblr-Def/EndRdx/Rchg:50(11), LkGmblr-Rchg+:50(15), ResDam-I:50(42), ResDam-I:50(42)
Level 1: Charged Brawl -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(3), T'Death-Dmg/Rchg:40(3), T'Death-Acc/Dmg/EndRdx:40(13), T'Death-Dmg/EndRdx/Rchg:40(37), T'Death-Dam%:40(37)
Level 2: True Grit -- Heal-I:50(A), Heal-I:50(9), Heal-I:50(11), S'fstPrt-ResDam/Def+:30(15), ImpArm-ResDam:40(43), ImpArm-ResPsi:40(43)
Level 4: Jacobs Ladder -- Erad-Acc/Rchg:30(A), Erad-Dmg:30(5), Erad-Acc/Dmg/Rchg:30(5), C'ngBlow-Acc/Dmg:50(13), C'ngBlow-Acc/Rchg:50(36), C'ngBlow-Dmg/EndRdx:50(37)
Level 6: Active Defense -- RechRdx-I:50(A), RechRdx-I:50(7), RechRdx-I:50(7)
Level 8: Against All Odds -- EndRdx-I:50(A), Taunt-I:50(43)
Level 10: Hurdle -- Jump-I:50(A)
Level 12: Combat Jumping -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(46)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Health -- Mrcl-Rcvry+:40(A), Mrcl-Heal:40(17), Numna-Regen/Rcvry+:50(17), RgnTis-Regen+:30(46)
Level 18: Thunder Strike -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(19), M'Strk-Dmg/Rchg:50(19), M'Strk-Acc/EndRdx:50(25), M'Strk-Acc/Dmg/EndRdx:50(25), M'Strk-Dmg/EndRdx/Rchg:50(34)
Level 20: Stamina -- EndMod-I:50(A), P'Shift-EndMod:50(21), P'Shift-End%:50(21)
Level 22: Battle Agility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(23), LkGmblr-Def/EndRdx/Rchg:50(23), LkGmblr-Rchg+:50(34)
Level 24: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg/Rng:50(36), Mocking-Taunt/Rchg:50(36), Mocking-Rchg:50(42)
Level 26: Shield Charge -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(27), M'Strk-Dmg/Rchg:50(27), M'Strk-Acc/EndRdx:50(31), M'Strk-Acc/Dmg/EndRdx:50(33), RechRdx-I:50(50)
Level 28: Chain Induction -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(29), C'ngImp-Dmg/Rchg:50(29), C'ngImp-Acc/Dmg/Rchg:50(33), C'ngImp-Acc/Dmg/EndRdx:50(33), C'ngImp-Dmg/EndRdx/Rchg:50(34)
Level 30: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(31), GSFC-ToHit/Rchg/EndRdx:50(31), GSFC-Rchg/EndRdx:50(40)
Level 32: One with the Shield -- Aegis-Psi/Status:50(A)
Level 35: Phalanx Fighting -- DefBuff-I:50(A)
Level 38: Lightning Rod -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(39), M'Strk-Dmg/Rchg:50(39), M'Strk-Acc/EndRdx:50(39), M'Strk-Acc/Dmg/EndRdx:50(40), RechRdx-I:50(40)
Level 41: Boxing -- Stpfy-Acc/Rchg:50(A)
Level 44: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(45), RctvArm-ResDam/EndRdx/Rchg:40(45), RctvArm-ResDam:40(45), RctvArm-EndRdx:40(46)
Level 47: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(48), LkGmblr-EndRdx/Rchg:50(48), LkGmblr-Rchg+:50(48)
Level 49: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50), RechRdx-I:50(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet -
Quote:There are four different pieces of halloween salvage, that drop from mobs that spawn as Tricks in the Trick or Treat event. Take one of each to an NPC in Croatoa or Nerva and you can obtain an extra costume slot, like the ones you can earn at 20/30/40.Sort of a silly question, but what is halloween salvage used for?
The hero NPC is Annah, and she lives on the north wall beneath the train station in Croatoa.
The villain NPC is Granny Beldam, and she lives on the small island in Nerva where a villain group base teleporter will leave you. -
Quote:Take the Fighting pool, and an Inv/SS will be quite adequately tough with just SOs or generic IOs. What invention sets you should add will depend on what you want out of the character, how your playstyle works, and what powers you chose to take.Ok one , looking for a fairly cheap way to slot my invuln/ss (non farm based to at 50)
Quote:and2 a CHEAP farming build for a tank? (fire?=P i love burning things, just wanna break from fire kin now and then but is basically The other farming lol)