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Posts
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My Kin/Ice defender is simply a "speed mage": remove the speed from air and you get shards of ice to throw at people; add it to your teammates and they start bouncing off the walls.
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An Empath able to self-buff could out-regen a Regen scrapper. A bubbler able to self-buff would be better protected than a Super Reflexes scrapper. A Kinetics able to self-buff would have perma-Hasten -- without the expensive IO investment.
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It looks like a good start. You've got reasonable defense in or out of Granite, so you'll have ways to deal with psi attacks other than faceplanting.
A few points:
* Psionic resistance really isn't worth building for. You just can't get enough of it to have a measurable increase in survival.
* I like slotting all five pieces of Kinetic Combat in an attack, for the extra movement speed. The downside is that in Haymaker the proc will tend to turn knockdown into knockback. You'll have to decide if it's worth it.
* If you replace the recharge IO in Knockout Blow with the Hecatomb: Accuracy/Recharge IO, it'll actually recharge slightly faster. Your other powers will also benefit from the recharge bonus.
* I'd try to find a third slot somewhere (maybe one of the slots from Tough?) to put in Foot Stomp. I'd then slot it to maximize damage, followed by recharge, followed by endurance reduction. If you've got four or more enemies around you, Foot Stomp will out-damage Knockout Blow, so it really should be decently slotted.
* I don't know which Fitness powers you're planning on putting the two unused slots in, but Swift three-slotted for runspeed counteracts most of Granite's penalty. -
A good raid will net you about 400-500 merits. That works out to about 20 hours of playing if you know your server's raid schedule.
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Quote:There's a very common mistake people make with Stone Armor: they don't slot Granite properly. By replacing two pieces of Aegis with two level 50 common defense IOs, you put yourself well over the softcap for S/L/E/N/F/C, while still keeping healthy levels of resistance to all.Btw, my plans for this character is to be able to tank effectively as well as be a major meatshield so looking for topped defense/resist possible with Stone.
You've also skipped both Taunt and Hurl, so you don't have any way to grab aggro at range until level 44, and you don't have a good way of doing so until 47.
Overall, I think you've put too much effort into chasing defense bonuses, and not enough into being able to tank. You'll be able to survive reasonably well on your build, but tanking is about managing aggro, rather than simple survival. -
The devs seem to be mixing things up with the new enemy groups so that the traditional solutions don't work. For example, these high-level Resistance types have a higher-than-50% base chance of hitting (68.5% for the +1 LT I examined), a periodic 45-foot stealth radius, a periodic 30% melee/ranged defense, and an 80-foot perception radius.
All of these can be overcome. For example, one person on your team running Tactics will counter the stealth bonus for the entire team; two will counter the defense bonus as well. The traditional Super Speed + IO stealth won't cut it, but throw the pool power Stealth into the mix, and you're back to being invisible -- and a Stalker's Hide or an illusionist's Superior Invisiblity still work fine.
The softcap for a high-level Resistance LT may be 63.5%, but that's easy enough to reach on a team with a decent mix of Leadership powers -- I've been on teams recently where I was well over that softcap with my toggles off. Solo, you can do it on an AT with a defense godmode such as SR's formerly-useless Elude. -
WINE is supposed to implement those Windows-specific system calls for Linux, so if things aren't working, it means either WINE isn't programmed right, or Windows is letting you get away with things it shouldn't.
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Crashes under Linux/WINE with a null-pointer dereference. From the looks of the backtrace, it's doing something with GetDC() that WINE doesn't like.
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I've seen one in action. I'd describe it as more "Stone/Dual Toothpicks".
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I'm only familiar with the way Virtue runs Hami raids, but there, a bots/ mastermind would be part of the blue spike team. Your job would be to follow the blue targeter around and have your bots hit the designated target.
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Quote:Warriors are simply hard-hitting melee types. They don't have any special abilities, so you take them down in the usual order: bosses, LTs, minions.Good stuff, guys. I've got a list going for nearly every enemy group now that I think is almost complete. I'm leaving out a few factions that either have mobs that all equally suck or are no special problem. I could use help still with Warriors and Vanguard. Which do you think are the worst mobs in those groups?
I haven't fought the Vanguard much, but there are two types of Vanguard who I've found especially annoying: Vanguard Wizards, who hit you with Curse of Weariness (-50% max endurance), and everyone else, who hit you with massive resistance debuffs. -
I had no trouble selling the travel IOs I crafted. I just couldn't sell them at a profit.
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As a general rule, damage procs do best in low-damage AoEs (eg. caltrops). High-damage AoEs and single-target attacks are best slotted with straight damage. Self-affecting procs (eg. chance for build up) are best slotted in toggles or frequently-used powers. Status-effect procs (eg. chance for hold) are best used in AoEs.
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Neither. Like I said, I pulled them there, then held them for half an hour. Once I was done, I pulled them back to the beach and dropped aggro, at which point they ran back to Monster Island. At no point did I lose control of them, and at no point was anybody forced to fight them.
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Yes, procs in Mud Pots can fire. Like procs in any toggle power, they have a chance to fire once every ten seconds for every target (in this case, every enemy within 8 feet of you).
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Quote:Depends on how many bonuses you rack up. I've got a stone tank that can hit 22mph in Granite -- equivalent to another player adding single-slotted Swift to their build.Now, that being said, spending slots on movement will only buy you so much. With both Granite and Rooted up, you'll have -10.02 + -12.89, or basically 22.91mph of your base run speed gone. So even if you rack up on movement speed boosts, you won't be moving very fast anyways.
Sets and bonuses worth looking at for a stone tank:
* Gift of the Ancients 7.5% runspeed: give a nice speed boost and about half a defense IO worth of enhancement
* Aegis: two pieces gives you a 5% runspeed bonus, three gives you 3.13% defense to fire/cold
* Kinetic Combat: five pieces gives you a 5% movement bonus, 3.75% defense to smashing/lethal, and a 1.5% hitpoint increase.
* Performance Shifter: two pieces will give you a 5% movement bonus and a nice increase to endurance recovery.
* Winter's Gift: three pieces will give you a 6% runspeed increase and a resistance to speed/recharge debuffs (and as a tank, you'll be drawing a *lot* of debuffs).
* Regenerative Tissue: Two pieces gives you a 4% runspeed bonus, three gives you a 1.5% hitpoint increase.
* Ghost Widow's Embrace: If you've got a hold from your epic power pool, two pieces will give you a 5% runspeed increase. -
Quote:Things where softcapping has verifiably made a difference for me:But just for a moment let's pretend: What the hell is killing you THROUGH GRANITE that won't STILL kill you with soft capped defense?
1) In the ITF, a failed attempt to fight the computer, Romulus, and Requiem at the same time. The rest of the team wiped, and I was sitting there poking at the computer with two archivillains and 14 bosses pounding on me, with another ten bosses waiting to take down anyone who tried to help me. My health bar got a lot more stable after a teammate got within range long enough to hit me with a Mystic Fortune defense buff.
2) Pulling a half-dozen Devouring Earth monsters to Portal Court, then holding them there for half an hour. Weave was the difference between Earth's Embrace having enough time to recharge, and having to use the occasional inspiration. (Measured a different way, it's the difference between four DE monsters and six DE monsters.)
I'm sure there have been others, but since I normally have Weave running, I haven't noticed them. -
On a bots/traps mastermind:
Babbage: ~90 minutes (between his sleep attacks and his habit of running every time I tried to apply a debuff, I had him sitting between 25% and 50% health for the longest time)
Clockwork paladins: 4 minutes each (there were two in Paladin Park at the time, and the second aggroed while I was fighting the first).
Eochai: Slightly over four minutes.
Jack in Irons: Between 8 and 12 minutes.
Times are approximate, and based on my memory of how often I resummoned my forcefield generator. -
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Quote:Electric Armor gives you near-immunity to Clockwork attacks, especially when combined with the melee defense from Katana or Broadsword. It also has a damage aura available at low levels, and the endurance discount and self-heal from Energize are nice.Im looking to make a Melee oriented toon (Defense primary or secondary) to grind synapse TF's, somthing that does alot of AOEs, but cant be a blaster. Naturally im thinking of rolling a resistance roon for the Dmg aura's, but not sure what for a primary/secondary depending on Tank/Brute/Scrapp. Anyone have any personal opinions of a toon they want/have that would play well in the low lvl area's?
Clockwork resist lethal damage, so Broadsword, Battle Axe, Claws, Dual Blades, and Spines are poor choices of primary. They also have some resistance* to toxic damage, which is a second strike against Spines. They're weak against knockback, so a primary with knockdown such as Martial Arts, Battle Axe, or Stone Melee is a bad choice -- the knockdown will be turned into knockback.
For a character that's expected to work solo, I'd go with Katana/Electric Armor for the survivability; for one that works as part of a team, I'd go with Kinetic Melee/Electric Armor on a scrapper, and Fire Melee/Electric armor on a brute.
*Technically speaking, Clockwork have 15% resistance to lethal, 0% resistance to Toxic, 40% weakness to psionic, and 10% weakness to everything else. Net result: effective 25% resistance to lethal and 10% to toxic. -
Quote:6.5 seconds: Summon animations for six botsI'm sorry, but really? Is it that difficult to resummon, or even just wait until after you reach your desired zone to summon your henchmen? It takes all of 30 seconds.
5 seconds: Delay until the last of the bots finishes its summon animation and can be selected
4.5 seconds: Upgrade animations for bots
55 seconds: Delay to let endurance bar refill
13 seconds: Animation time for leadership and armor toggles turned off to speed endurance recovery.
2 seconds: Summon animation for forcefield generator
Total time from entering the zone to ready-to-fight: 86 seconds. -