Jay Peace

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  1. Brute would be alright, I suppose... But I can see having issues building up fury with a Dominator keeping everything mezzed, not to mention /Energy's KB powers knocking foes away and further keeping them from attacking you.

    I'd probably go for a Mastermind. Controls can keep minions safe while minions can soak up alphas and any attacks coming from non-mezzed foes. A solid debuff secondary like dark or traps would make for some pretty swift killing. My suggestion? Thugs/Dark. Thugs are great for all around damage, and once you get bruiser you have a mini-tank. Dark's AoE heal is good for your ranged pets, yourself, and your domi friend. Massive tohit debuffs will keep you both pretty safe, Tar Patch's slow will complement Mind pretty well, and has -res to keep damage up. Add in some control of your own to help with stacking holds on bosses and fears on the whole mob, plus (if you want it) black hole can make for a nice escape power. Fluffy adds to the goodness. And you have a godly amount of -regen to make Duoing even higher level AVs pretty easy.

    Barring an MM, Stalker would be good to take out problematic mobs pretty quickly while the rest of the mob is getting locked down. A corr could add some good damage and debuffs. Another Dom would add damage and make control very strong. A VEAT would be good as well. Really, anything you choose will do well, it's more a matter of how you prefer to play.

    ~WP
  2. Quote:
    Originally Posted by Jade_Dragon View Post
    I will second the previous suggestion not to slot for damage, but for accuracy instead. You have better accuracy at the low levels, but still, you'll get more out of your attacks if you can hit than you will out of slotting damage. You're talking about like 8% more damage, that's not a lot. Wait until 14 and DOs before you start trying to slot damage. And even then I would still slot at least two DOs for accuracy.
    Well, that depends in part on his secondary, as well. /Rad's Radiation Infection will allow him to get by with 2 Acc TOs and 1 Acc DO. /Cold can also nullify a targets defense early on, albeit on just one enemy at a time, as opposed to the majority of the mob.

    Not knowing your secondary, we can't tell you exactly how to slot, but it's a good idea to go with 2-3 acc TOs, and 1-2 acc DOs once you can get em. After that, a recharge and/or end redux in attacks can help you get your damage over time up and sustainable. Really, only slot Damage once you have DOs, and only then when you already have Acc and End/Rech redux well slotted. Remember, you aren't doing damage if you don't have any attacks ready, you aren't doing damage if you don't have the endurance to use your attacks, and you really aren't doing damage if all you ever do is miss.

    ~WP
  3. Also, Elec armor (nowadays) doesn't really get good until you can get Energize. Scrappers get it at 20. I wouldn't pick it over Stamina, but if you have sufficient end redux slotting (which you seem to have) Energize's -end cost aspect can hold you for 2 more levels till stamina. The fact that the times you'll be needing the heal the most also matches up pretty well with when you'll need the additional endurance management is a good boon. Really, don't fret too much until you get to 22 and can slot SOs. Before then, just make sure to carry plenty of inspirations and don't get in over your head.

    ~WP
  4. Quote:
    Originally Posted by Feign View Post
    Well, that answered my question thoroughly and politely, thanks!

    Hmm... If only I could actually come up with a concept for a spines/fire scrapper... (or the incentive to get back into my mace tank as the other posts are making it sound pretty sweet, she's just playing too slow in the low levels to get my attention.)

    If you go with the original look for Spines, you can come up with some sort of burning-bush type of concept. Give it the Leafy costume pieces and a natural origin and be creative with the bio. In God's/Mother Nature's wrath over our destruction of the environment, lightning struck a bush and set it on fire, and granted it sentience and further abilities.

    Could probably come up with some kind of concept for Metal Spikes and Fire Armor, as well. Some sort of Tech or Science theme, perhaps. At 7:39 AM central, though, my brain isn't at 100% functioning for that. Good Luck!

    ~WP
  5. I consider Archery to be the "claws" of blast sets. Low on up front burst damage, it more than makes it up for that by having the highest sustainable damage over time. While fire may be able to kill minions and LTs faster than Archery (early game. After 32, minions will be gone with Rain of Arrows) against bosses fire lacks the mitigation tools necessary, and without a good amount of +rech from slotting and IO sets, it won't have a rapid chain to put out high damage, while archery will chain snap and aimed shot with blazing arrow tossed in. Archery is also lower on endurance costs, meaning that it can keep up that chain a lot longer than fire blast can. It also doesn't need to be up close for its big burst power, blazing arrow.

    Also, like others have said, look at the tier 9s. Fire has Inferno on a 6 minute clock. Big boom, wipes out all but bosses, but then has zero endurance to finish off those bosses with. With a good amount of recharge I can see you getting that down to maybe 90-100s recharge, IE usuable every 3rd mob or so. Rain of Arrows will drop minions, leave LTs within 1-2 shots of dead, and still has endurance left over to take down what's left of bosses. With minimal slotting of recharge, you can get it down to about 45s easily, and even lower with good sets and bonuses. That makes it usable on every single mob you come across, with no downtime due to end drain and -recov.

    Fire (at least) also has very little mitigation built in. Only one power in the set has a secondary effect to mitigate damage, Rain of Fire's slow effect (combined with the afraid effect). Archery has Stunning Shot for a good way to stun problematic Minions and LTs, and it can be stacked with proper slotting to keep a boss stunned the majority of the time. Explosive Arrow has a 3.32 mag knockback, as well, meaning you can keep minions and LTs on their backs and not attacking you for about 1/3rd to 1/2 the time you are fighting them, depending on slotting. It also has range as an advantage, as it doesn't have to get as close as other blast sets to do the most damage.

    My advice is to stick with it. You'll never kill as *fast* as other sets, but you'll certainly have more than enough damage output to satisfy yourself and your teammates.

    ~WP
  6. I think you'll like Fire/Dark or it's "weaker" cousin, Archery/Dark. Tar Patch plus a Rain power will wipe the floor with mobs. Add in Fearsome Stare to sort-of lock them down while setting up the patch and rain, and you'll have a pretty swift setup for pretty large mobs. Bosses and such make a great anchor for Darkest Night, Shadow Fall gives you a bit of protection from some of the rarer damage types, as well as allowing you to sneak around through missions, especially if you take Super Speed as well for Pseudo-Invis. Twilight Grasp is a great self-heal, as well as team heal, and carries a nasty -tohit/-damage combo, useful for those bosses that manage to hit through DN. And I don't think I need to go into how friggin awesome Howling Twilight is. Team rezz, AoE auto-hit stun, massive -regen, solid slow, 'nuff said.

    I honestly think that a well built /dark could probably solo an AV, at least given enough recharge and some Ranged defense to go with all the -tohit. Fire would have an easier time with such an endeavor, being higher on up front damage and having a less resisted damage type than Archery's Lethal. Just something to ponder, if that's your cup of tea.

    ~WP
  7. Of the three you mentioned, I'd probably go with Fire/Shield. AAO with your AoEs can add up to some really nasty damage output. The SS/Dark could be good, but you'd have to be pretty careful about endurance, especially once you get rage up and perma/stacking. It takes a chunk out and Dark Armor just doesn't have the means to mitigate that.

    My personal favorite has always been SS/Elec, though. Before I16, it was a very kill-or-be-killed combo, but since they turned Conserve Power into Energize? It's nigh unkillable (Tough/Weave really help the set, but then, they help all the sets, lol) and Lightning Reflexes means I inherently get KO blow and Footstomp up faster than other secondaries (well, SR can do that, too.)

    Edit to add: AV and Pylon soloing? Perhaps you'd like Claws more, then. Not sure about how it plays on brutes, I've heard that some of the recharges were increased, but at least on scrappers it has the highest sustainable damage output, being light and fast and having 1-2 Follow-ups active at any given time. If not Claws, then I'd strongly advise Super Strength. Good mix of single target and aoe damage, but permarage, as well as stacked rage, can really put your damage output up there. My Stone/SS *tank* soloed AVs *before* IOs even came out. With a modicum of recharge added globally to the build, plus the fact that you can get more than 6 slots worth of SO values out of 3-5 slots per power, you should be just fine. Good Luck!
    So yeah, I'd say go for the Fire/Shield if you are set on one of those three builds you listed. If you decide to deviate, give SS/Elec a try. Hell, I'm sure you have enough character slots to try both.

    ~ WP
  8. Quote:
    Originally Posted by Full_Eclipse View Post
    yes there is a speed penalty when using granite armor or/and earths embrace.
    Earth's Embrace is the "Dull Pain" of Stone Armor. It gives you a large heal and a good amount of extra HP. You are probably thinking of Rooted, Stone's Mezz toggle, which is what gives the -speed. Incidentally, Rooted has the higher -speed of the two, meaning that once you get Granite Armor (which provides its own mezz protection), you can just run around in that and not move as slow.

    Now, to comment on the OP's issues. Yes, Stone Armor inherently moves slower than other sets. If I could make one change to the whole of the set, it would be to make Rooted function more like Grounded from Elec Armor, IE it only gives you it's effects when you are close to the ground. Keep the +regen, but maybe lower it a bit (as a balancing point to not being slowed) but kill the -speed. Granite does enough of that without making the whole of the experience "tougher."

    Frankly, it really isn't that big of a concern. There are a few ways around the -speed, at least in PvE. If you take Swift from the Fitness pool and 3 slot it with Run Speed Enhancements, you'll get moderatly good maneuverability. Still slower than base running, let alone running with Sprint, but still good enough to get around during a fight. Teleport is also often taken by Stone tanks because it can be used regardless of whether or not Granite/Rooted/Both are active. The combination of Teleport and 3-slotted Swift means you'll be able to move around quite easily. And for what it's worth, I personally love Teleport on a tank, as it allows you to appear right in the middle of the mob. With a taunt aura active and some form of PBAoE qued up, you quickly get the mobs attention, with much less risk of splash from ranged AoEs hitting your allies as you run into the mob.

    A few other things to consider. First of all, both Granite and Rooted are, as should be considered, situational powers. You don't have to run around in Granite all the time. Rooted is only needed when you know you are going to fight an opponent with a mezz, or end drain, or if you foresee a lot of incoming damage that you will need the +regen for. As far as mezz/end drain goes, remember that Stone is at it's core a defense based set. You *can* get a small amount of s/l resistance from Stone Skin, and Granite gives resistance and defense, but other than those two powers, Stone Armor relies on not getting hit as much, or at all. If you aren't getting hit, you aren't getting mezzed, or having your endurance drained. This means that Rooted is even more situational, because even when you fight an opponent or two that may mezz you, odds are likely you won't need to worry about it, because the mezz is a lot less likely to get through. If it does, pop a break free and toggle on Rooted. No matter what AT I play, I *always* have a break free or two on hand, just in case. Even with Stamina and proper end reduction slotting, blue bars can run out and mezz protection toggles can drop, so a BF can save you a trip from the hospital, as well as allow you to keep protecting your team. Better to have it and not need it, than need it and not have it.

    One last thing. Mudpots. Take it. Use it. It's just that good a power. It taunts for you. It *slightly* adds to your damage. It's taunt aspect isn't affected by Granite's -recharge, meaning when you do need Granite, you can still keep a mob focused on you without worrying about whether or not Taunt is up, or you have an attack ready to get attention. Turn it on and leave it on for as long as you have endurance to run it. The best part about it, though? It slows enemies down, with a small chance for a weak immobilization. Granite/Rooted running and a mob is trying to get away? With Mudpots affecting them, they'll likely run just as slow as you do.

    Just remember this: our lovely developers would not have a built in "debuff" if it couldn't be countered in some way, shape, or form. Between Pool powers and the other powers in the set, the -speed just really isn't that much of an issue, especially once you get used to it and used to countering it.

    ~WP
  9. The thing I see here is the issue of full man spawns not being all aggro'd on the tank. Unless you are in a smaller team setup with the rep set for 8 man spawns, if you are seeing large 8 man spawns, there are usually 7 other people on the team. Those 7 other people should be more than capable of taking care of the 2-5 more baddies that aren't aggro'd onto the tank, because of the aggro cap. A healthy mix of defenders and controllers can completely mitigate the damage from the whole spawn, let alone just those that the tank *can't* have aggro'd on them. Scrappers have been known to tank all by themselves, so surely they can handle a couple extra baddies. Hell, even Blasters can handle a couple extra baddies. PBs and WSs are their own separate beasts.

    Even in the case of two spawns at one time, a scrapper with any kind of AoE ability will be able to keep a fair amount of aggro on himself while the tank (or tanks, you can have more than one on a team, ya know) fills their aggro cap. With just one spawn and one tank, even 7 blasters who manage to pull aggro off the tank shouldn't have issues, because when you have a team of 7 blasters, minions don't last long, LTs are gone almost as quickly, and bosses get melted soon enough. After the tank takes the alpha, the blasters can launch *their* alpha and there just won't be enough baddies left in the mob for the tank to reach the aggro cap. That's not even considering the whole "nuke" issue. 7 blasters can easily rotate 1-2 nukes per spawn, with some (archery and assault rifle) able to mini-nuke *every* spawn. I just don't see the aggro cap being any kind of issue for the average team make up.

    Now, with the new rep settings, you can find 3-4 man teams fighting 8 man spawns, sure, and in that situation the aggro cap may be more of an issue. But unless those 3-4 players are pretty new to the game, or lower level, by the time that kind of a challenge becomes a valid choice, chances are that team will have more than enough ways to mitigate aggro beyond the tank standing and taunting.

    Personally, what I'd like to see is tanks getting a damage bonus tied into their taunt ability. A tank could "mark" an enemy as their prime foe, by taunting them (and the mark would be the baddie with the highest "hate" for the tank) and would therefore do more damage against that enemy. This would help tanks with soloing, as the enemy they are currently fighting would always be marked and taking more damage, as well as making them more welcome on AV/GM teams, since they would focus on the AV and do more damage to them. Once GR hits, I can very easily see Brutes being wanted more in the late game than tanks, because by the late 30s on up, brutes can "tank" just as well and will do almost scrapper level damage. Why bring a tank along when the brute will do just as good a job with better damage? If the tank can pump out serious damage against *one* tough foe, and I mean serious as in near scrapper levels, why wouldn't you want one?

    But that's another story. As far as raising the aggro cap? I wouldn't be against it, but I really can't see a reason why it would be needed. A full man spawn (or two) just really isn't that much of a threat to a full man team, IMO.

    ~WP
  10. Heh, sign me up as a "Super Joe." Anything that'll help me get the stuff I want faster is more than welcome.
  11. The stealth IOs are "unique" in that you can only have on slotted on a given character (per build, of course). However, they do stack with Stealth, the concealment pool power, as well as Invisibility, the stealth effect of Super Speed, and any other stealth effects you may have available to your character. Since I tend to take Super Speed on most of my characters anyway, partly because it has built in stealth, more often than not I invest in a Celerity +Stealth, slot it into SS's base slot, and go to town with it.

    ~WP
  12. Quote:
    ETA: I just tested this on the live server with a pair of lvl 14 pacted characters. With both characters logged in but unteamed, inf was split evenly between the defeating character and the pacted character. With only one character logged in, they were awarded half inf for the defeat, and when the other character logged in, their total inf had gone up by a matching amount. I have no idea why you didn't get inf split on pacted characters, but right now on live, the split is working for me.
    Hmmm... That's news for me. I suppose I just never noticed the increase of influence. Regardless, my point was that the person actively looking for XP will get more drops than the market player, and so can, in theory, make more funds by successfully marketing those drops, while also doing a little marketeering themselves, which is what I do most of the time. My challenge still stands.

    Anyone interested? New character, pacted with a new character of mine, preferably on a server that is neutral to both players, as going on a server that one player has 50s on can unfortunately lead to cheating via "twinking". Also, on playing on a server where one person is established and well known can result in easier teaming opportunities for that player as opposed to the other player not knowing as many people, and as a result having to PuG more, which can make things difficult.

    So, new character, new server, pacted. Who can make the most inf by level 50? The person who spends more time working the market, or the person who spends more time playing the rest of the game? Let me know, as I *really* want to give this a try. If any of my friends were active marketeers, I'd already be doing this with one of them.... since I don't know anyone who works the market often, I'm forced to rely on someone from these forums to accept my challenge. PM me, contact me ingame @W Peace, or simply reply in this thread, and let me know!

    Cheers,
    ~WP
  13. Quote:
    Originally Posted by Grouchybeast View Post
    AFAIK, levelling pacts split inf made through defeats, so wouldn't really be suitable here.
    Having done quite a few leveling pacts with friends, I can confirm that Inf is not split for the duo. There have been times when I have PLed one half of a pact, in order to get both chars into Travel Powers, or SOs/Fitness, or whatever the case/need may be. While this is a great way to get to a certain level where said character will certainly start to shine, unfortunately, it also means that character will be dead broke, having gotten no drops, no prestige, no inf, nothing but xp and a few levels.

    ~WP
  14. Hmm... The "best" inf farmer... In my opinion, the best "farmer" is the character you enjoy playing the most. Seriously, making (actually generating new, as opposed to altering the ownership of) inf is ridiculously easy. Even if you only ever sold what you didn't need, and only bought SOs as needed, you can make ridiculous amounts of inf. A little bit of luck and logging in the hours of playtime, and you can get more inf than you'll ever need for a solid build, capable of doing everything a team expects of the archetype.

    I suppose a fair competition is who could make the most funds on the way to 50. Perhaps level pact the characters, so you know that they'll reach 50 in approximately the same time frame. (One could hit 50 two days before the other, but as soon as the second logs on, the contest is over and its time to tally funds.) This way, if one of you decides to spend all of his/her time playing the market as opposed to leveling up, that'll make the other players grind slow down, giving more inf/drops per experience point earned, as well as giving the second player more time to work the market themselves.

    Now, personally, if I were to go into this challenge, I'd probably choose a Spine/WP or Spine/Fire scrapper. They both can solo very effectively, and are capable of killing large mobs at a pretty fast rate, without the "gimmick" of Fulcrum Shift being necessary. By 22 and SOs, you should have Stamina and/or Quick Recovery to solve endurance issues, for the most part. You'll have one (or two) damage toggles to speed up killing the mobs. You'll have moderately good AoE attacks, and moderately good single target attacks. As you progress from there, your kill speed will only increase, and your survivability goes up pretty well, too. However, I'm a big scrapper enthusiast, with a particular love for Spines. (First 50 scrap was spine/regen. Same char was my second 50 ever. I have taken Spine/Regen, Spine/Dark, Spine/Fire, and Spine/WP all to 50 over the past three years. Similar builds, each capable of wildly different things =D) So take my opinion with a grain of salt, I may be a bit biased. The point is, take a build that you think you'll enjoy not once you reach the 40s (like Fire/Kin), but one that you will enjoy from the minute you start playing it. Blasters are another good option, Fire/EM being a solid choice for straight up killing sprees.

    Good luck to you, and let us know how it goes!

    Also, if anyone feels up to a similar challenge, I'm available for my above mentioned contest. Any takers? Contact me @W Peace in game if you are interested.

    Edit to add: In particular to this challenge (mine): I'd like to do this with someone who is pretty good at Market "PVP", someone adept at flipping and such, just to see how well I could do with my normal, "sell what I get and buy SOs till its time for Generic IOs" mentality, compared to the marketeer mentality. Can basic playing compare to vast time spent playing the market? And if it doesn't perform (make as much funds as) marketeering, at what possible ratio is the difference? 2-1? 3-2? 100-1? I think this could be quite fun, and informative. Let me know guys, I'm really liking the idea of this and would love the challenge!

    ~WP
  15. I'm not much of a marketeer myself, but most everything I've read in this thread, along with what I know about CO, pretty much tells me (my intuition, at least, which has become pretty accurate) that CO will have absolutely no effect on CoX's market, at least in the long run. We may find a little dip as things go on, but I'm firmly of the opinion (YES, THIS IS MY *OPINION*) that CO will not be capable of competing successfully with CoX. It's like an upstart grocery chain trying to truly compete with Wal-mart. Coming from a small town, I've seen many relatively local (regional, as opposed to world-wide) try to compete with Wally World, and fail. At best, they can only hope to survive against their competition, and it's very unlikely that they will ever be capable of truly affecting Wal-Marts business and profits.

    I see the Superhero/villain genre as being a rather small town, so to speak. There aren't a lot of people out there who would be interested in the genre (however, with Marvel's movie plans, that number is growing), so those people have to choose between the relative giant of the genre, CoX, being able to offer them perhaps not a better price for the same service, but better service for the same price. CO may do well, and I fully support their attempt. I personally won't leave CoX for them, simply because I don't like the idea of starting all over again, while in CoX I have a large number of friends and acquaintances that I can team with just about anytime I want, as well as having access to more than enough funds for my meager needs. Plus, I know this game. I know the powers (for the most part; I can still be surprised at times, which is awesome). To go to another game I'd have to invest time into learning the ins and outs, which just isn't interesting to me. I'm sure there are a number of other players who feel the same way.

    My point is, and I suppose this could be the "TL;DR" version: CO will never have the ability to fully compete with CoX. It's coming in behind the times, and will need a good amount of time to catch up to us. And while they are catching up to where we are now, we'll be going full speed ahead. At best they'll break even and turn a little bit of a profit. Will they kill our game? Heck no, I don't think so!

    ~WP