Kitteh

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  1. Quote:
    Originally Posted by Ideon View Post
    Someone needs to do a table of the Tier 4 lore pets and gather all the info together, haha.
    On Test, can we still get unlimited merits from the guys in Ouro? I can't recall if that test-specific feature has gone-away or not. If not, that with copying loads of INF over from Live would be one way for a few dedicated/hyper-curious souls to eventually get there.
  2. With ~30 Billion inf to spend at one point, I never once considered the Panacea set or proc as valuable or remotely necessary for any of my 15+ 50s.
  3. I will build an elec/cold.
    I will rule the world.
  4. Quote:
    Originally Posted by Crysys View Post
    I have an account filled with nothing but farm-oriented toons. Its been around for several years. I only turn it on/off when I want to bypass the first 32 levels on a new build that looks promising.

    In that account I've got a Fire/Dev blaster (man that goes WAAAAY back to PL'ing via street sweeping when the powerset had some serious glitches), a Fire/Fire tanker, a Fire/Ice tanker, a Fire/Kin 'troller, a SS/Fire Brute, an Elec/Fire brute and now (thanks to this thread) a Claws/Fire Brute. Wow, just realized typing that list that Fire is the key ingredient to a farmer, going allll the way back to Issue 1.

    You don't HAVE to have IO's to build a capable farmer. It sure helps, and to maximize the speed/durability of the farmer it REALLY helps. But given how quick inspirations drop and how useful they are, you don't NEED IO's. You may want them, but right now the only one of those farming builds I have on that account that is IO'd out is the SS/Fire brute.

    I just pay for the account one month here, one month there and otherwise let it go dormant. Once you PL up a new crop of toons for yourself, you don't have much time for farming anyways as you are busy leveling the new kids with PVE missions.

    This is what I think so many anti-farmers don't understand. Only a small percentage are farming for profit. Most of us do it for ourselves or our close friends. Its every bit as social as standing around in Atlas under the globe doing a CC or emoting. Its just a different way to pass the time.
    Word.
  5. Animal mimicry/animal control. Oh yeah.
  6. Quote:
    Originally Posted by Daemodand View Post
    If bases ever get looked at, they need to be ripped out and completely redone from scratch. Bases need to be as cool and functional as the Batcave, Watch Tower and Hall of Doom. The current system falls far short of that standard.
    yup
  7. Still no mention of new female shoes for the costume creator
  8. Kitteh

    Flashback Toon?

    Quote:
    Originally Posted by Neogumbercules View Post
    BS/SD Scrap could be good. Decent attacks early on and you can easily cap your Lethal and Melee defense with Parry.

    A Rad/Fire Blaster could be a fun one to try out.

    And of course there's Fire/Energy Blasters. Early access to aim/build up to help you destroy stuff before it can destroy you.

    DM/Regen if you want to be on easy mode early on or DM/Shield if you wanna be god-tier when you're level 50.

    Might try a Stalker, too.
    Agree. The stun effects are very helpful too.

    I'd add Fire/WP scrapper (especially if ever you decided to pick up 4-5 sets of Kinetic Combats), Sonic/Energy (take the cone Sleep and single-target stun powers from Sonic) and Ice/Rad corruptor.
  9. Quote:
    Originally Posted by je_saist View Post
    http://paragonwiki.com/wiki/Hit_Points

    Archetype: Blaster: base - 1204.8 :: max - 1606.4

    Nope.

    Remember, Blaster's share the same hit point cap as other squishies such as Controllers, Defenders, Corruptors, Dominators, and Masterminds; as well as the not-so-squishy stalker.

    As far as your overall question goes.... well... There's no good way to put this.

    You can't make a Regen blaster.
    You maybe can't make a blaster that rivals a regen scrapper (although if I could fit in Aid Self...), but you can definitely make a regen blaster.


    I don't have my Fire/MM build in front of me, but with Spiritual + > 180% + Clarion + soft-cap S/L + Hoarfrost; you can do extremely well.

    Also, Reactive (to kill things faster and within the 30 sec DP duration) or Diamagnetic (for the -to hit) are major contributors to a "regen blaster".
  10. Quote:
    Originally Posted by B_L_Angel View Post
    The current prices on beta

    32 astrals = 1 lotg+7.5 or Numina +regen/+recovery against 200 merits or 2 Hero Merits.

    It looks like tip missions are still the winner for these.
    Although piling up the Astrals in parallel (if you will) to Tip runs seems like the way to go. (5 Tips + 2-3 iTrials) per night won't seem grindy at all to many.
  11. Quote:
    Originally Posted by Tocharon View Post
    hey with the multple builds why chose? you can have a Night Widow and a Fort build
    This.
    No need for calculations.
    Just make it happen.

    Build each to > 185% recharge and add Aid Self in there (if you want) for have countless hours of seamless fun.

    You can melee, range, melee/range, melee/AoE, range/AoE or chain AoC and TotDom spawn-to-spawn until your eyes cross. Without question, IMO, one of the best features of the entire game.
  12. Thank you for your work, Diellan!
  13. Kitteh

    Fire/Energy

    Quote:
    Originally Posted by Another_Fan View Post
    Get clarion, diamagnetic, spiritual t4 core, build for s/l defense you should be ok against everything but avs close in. Use rain of fire to apply the interface in 4 ticks everything in a spawn will be at -20 to hit
    My Fire/Ment blaster (and Ice/Cold corruptor, I would hope) bless you for reminding me of this mechanic.
  14. Quote:
    Originally Posted by Truth Serum View Post
    That's a nice build Kitteh, but it looks very similar except you have one less set of purples. You also counted hasten where as I add. I'll re-post my build to avoid any confusion
    Ahhh yes. I couldn't import your build, but I also hadn't realized that a new Mids version was out there. Very similar indeed!

    Looking at yours, I need to swap Flares for Mind Probe and carry a set of Hecatombs there. I'm mis-slotting Tactics also. Reallocating those slots would do me better.

    Which Destiny ability are you taking? I said Clarion and Barrier above, but I might go Clarion and Rebirth. Blasters cap at 2000% +regen, if my wiki link is still accurate, so most of Rebirth's +regen (on top of Drain Psyche and Hoarfrost) would be wasted. But it would cover Hoarfrost's 18 second gap and make me ridiculously survivable otherwise.

    Can't wait to play this toon again now!
  15. 44+% S/L defense and 170+% recharge.
    Haven't begun to Incarnate her yet, but she might be unkillable with T4 Clarion ...or I'll go T4 Barrier and carry a tray full of lavender.
    Truthfully, I'll grab both T4's and will switch them out accordingly.

    Feel free to provide feedback.

    Hero Plan by Mids' Hero Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Lt. Nikki Valentine: Level 50 Technology Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Mental Manipulation

    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Cold Mastery

    Hero Profile:
    Level 1: Fire Blast -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/EndRdx/Rchg(3), Decim-Dmg/Rchg(3), Decim-Dmg/EndRdx(5), Decim-Acc/Dmg(5)
    Level 1: Subdual -- Enf'dOp-Acc/EndRdx(A), Enf'dOp-Acc/Immob(11), Enf'dOp-Acc/Immob/Rchg(13), Enf'dOp-Acc/Rchg(15), Apoc-Dmg(17)
    Level 2: Flares -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(11), Decim-Dmg/Rchg(15), Decim-Acc/EndRdx/Rchg(33), Decim-Acc/Dmg/Rchg(40)
    Level 4: Fire Ball -- Ragnrk-Knock%(A), Ragnrk-Dmg/EndRdx(7), Ragnrk-Acc/Rchg(7), Ragnrk-Acc/Dmg/Rchg(9), Ragnrk-Dmg/Rchg(9)
    Level 6: Boxing -- KntkC'bat-Knock%(A), KntkC'bat-Acc/Dmg(39), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx(48)
    Level 8: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-ResKB(36), Zephyr-Travel(46)
    Level 10: Fire Breath -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(42), Posi-Dmg/EndRdx(42), Posi-Dam%(42), Posi-Dmg/Rchg(45)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13)
    Level 14: Super Speed -- Zephyr-ResKB(A)
    Level 16: Concentration -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(17), RechRdx-I(40)
    Level 18: Aim -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(19), RechRdx-I(19)
    Level 20: Drain Psyche -- Nictus-Acc/Heal(A), Nictus-Heal/HP/Regen/Rchg(21), Nictus-Heal(21), Nictus-Acc/EndRdx/Rchg(29), P'Shift-Acc/Rchg(29)
    Level 22: Blaze -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(23), Apoc-Dmg/Rchg(23), Apoc-Acc/Dmg/Rchg(27), Apoc-Acc/Rchg(27)
    Level 24: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam(31)
    Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31)
    Level 28: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(33)
    Level 30: Tactics -- GSFC-Build%(A), GSFC-Rchg/EndRdx(33), GSFC-ToHit/Rchg/EndRdx(34), GSFC-ToHit/Rchg(34), GSFC-ToHit(34), GSFC-ToHit/EndRdx(37)
    Level 32: Inferno -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(37), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-%Dam(40)
    Level 35: World of Confusion -- CoPers-Conf%(A), CoPers-Conf(36), CoPers-Conf/Rchg(36), CoPers-Acc/Conf/Rchg(48), CoPers-Conf/EndRdx(50)
    Level 38: Psychic Shockwave -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(43), Armgdn-Dmg/Rchg(43), Armgdn-Acc/Dmg/Rchg(43), Armgdn-Acc/Rchg(45)
    Level 41: Snow Storm -- P'ngTtl-Acc/EndRdx(A)
    Level 44: Frozen Armor -- LkGmblr-Rchg+(A), DefBuff-I(45), HO:Enzym(46), HO:Enzym(50)
    Level 47: Hoarfrost -- Numna-Heal/Rchg(A), Dct'dW-Heal/Rchg(48), Mrcl-Heal/Rchg(50)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: The Atlas Medallion
    Level 50: Spiritual Radial Boost
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A)
    Level 2: Stamina -- EndMod-I(A)
    ------------



    Set Bonus Totals:
    • 13.5% DamageBuff(Smashing)
    • 13.5% DamageBuff(Lethal)
    • 13.5% DamageBuff(Fire)
    • 13.5% DamageBuff(Cold)
    • 13.5% DamageBuff(Energy)
    • 13.5% DamageBuff(Negative)
    • 13.5% DamageBuff(Toxic)
    • 13.5% DamageBuff(Psionic)
    • 17.38% Defense(Smashing)
    • 17.38% Defense(Lethal)
    • 4.25% Defense(Fire)
    • 4.25% Defense(Cold)
    • 6.125% Defense(Energy)
    • 6.125% Defense(Negative)
    • 3% Defense(Psionic)
    • 14.88% Defense(Melee)
    • 7.375% Defense(Ranged)
    • 5.5% Defense(AoE)
    • 4.5% Max End
    • 57% Enhancement(Accuracy)
    • 3% Enhancement(Immobilize)
    • 5% Enhancement(Heal)
    • 101.25% Enhancement(RechargeTime)
    • 4% Enhancement(Confused)
    • 5% FlySpeed
    • 126.5 HP (10.5%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Immobilize) 9.35%
    • MezResist(Stun) 2.2%
    • 17% (0.284 End/sec) Recovery
    • 36% (1.811 HP/sec) Regeneration
    • 6.615% Resistance(Fire)
    • 6.615% Resistance(Cold)
    • 1.875% Resistance(Negative)
    • 5% RunSpeed
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  16. I have t3 Barrier and Rebirth. Working up to t4 for each. The flexibility is great to balance with the empaths, bubblers and kins that I may have on the team.
  17. Quote:
    Originally Posted by Deacon_NA View Post
    Where's this guide that says Benumb is no good? I want to add a message in that thread that the guide is to be dismissed. Terrible advice. Yes, the base duration:recharge rate is pretty low without good recharge but even then, it's still a great AV debuffer for the time it's up. Eventually it can get to perma levels with enough global recharge.

    It sounds like you could take good advantage of dual (now triple) builds, solo w/o shields, team with, assuming you're mostly using SOs and not investing in anything too expensive you'd miss.
    This is good advice.

    Benumb is fantastic. Obviously helpful vs. AVs, but with +++rech, it's great vs. the EBs on the ITF and LGTF, and the waves of Walkers in Apex.

    165% recharge + Spiritual gives you ~ 1 sec downtime.
    W/O Spiritual < 5 sec downtime.

    Thumbs up for dual-builds too. Very effective for tight secondaries like Cold.
  18. Originally, I had 200% on the nose, but decided to pull back to 187.5%.


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    END only gets low when I'm rushing through x8 missions...or when I melee with "sprint" on.

    *63%, 52% and 52% are the vector defenses with perma ML.
    *Seamless 4 step melee chain that allows a persistent stacked Follow-up (unless you get RNG hate).
    *Seamless Dominate -> Subdue for ranging (you can swap Gloom for Confuse and REALLY go to town at range)
    *You can also get Spin -> PsiTor -> Spin ...into each Aim duration; as well as having stacked Follow-ups for the 1st Spin
    *Aid Self for minimum downtime solo or for when a few debuffs land
    *AoC for panics (I don't prefer PsyWail b/c of the 50% greater downtime)
    *Gave her the Musculature slot to better leverage the ridiculous +rech.

    Exemps down to Sister Psyche very well, although, you could probably stand to move Aid Other and Aid Self up to the mid teens, and push Tactical Assault and Assault back to the mid/late 40s.
  19. Quote:
    Originally Posted by LuxunS View Post
    The beauty of the Fortunata is you can have it both ways. On my Fort I have...

    Gap-less melee attack chain -> Followup, Lunge, Strike, Swipe
    Gap-less range attack chain -> Dominate, Gloom, Subdue
    Perma-ML, Perma-Hasten
    54.3/53.4/49.6 Melee/Ranged/AoE Defense
    Spin/Psinado for constant AoE damage without having to worry about positioning
    Aura of Confusion for control
    Medicine pool for when i'm in over my head
    Completely agree. The flexibility is fantastic.
    Add in +res or -to hit and -dmg from teammates and...weeeeeee!
  20. Quote:
    Originally Posted by Ordius View Post
    Dart burst was a minor personal choice... I like the power and its -regen, while not huge, has helped out against tougher AVs.
    Have you considered/tried Envenomed Dagger? If you would like to swap in another power choice at the front of your build then give it a shot. It recharges plenty fast and has 250% of -regen according to Wiki.

    I haven't bothered to solo AV's with my uber-Widownata, but the Dagger has clearly helped quickly dispatch of AVs when only 1 Rad, Dark or Cold has been on the team or on the team and dead.
  21. Kitteh

    Shard drop rates

    Quote:
    Originally Posted by Ironblade View Post
    Yes, that would be above average, but that is such a small data sample that it's completely meaningless in any evaluation of the drop rate.
    My comment pertained to drop rules not drop rates.
  22. Kitteh

    Shard drop rates

    10 out of 10 now for getting a shard from the first spawn attacked.
  23. Kitteh

    Shard drop rates

    Quote:
    Originally Posted by JD_Gumby View Post
    You still get shards while solo, but it's quite rare no matter what you have slotted. The way they've got it set up has it so that drops are more likely the larger the team (not just the team-equivalency at the Field Analyst/Fateweaver) you're on.
    That could very well be what I'm seeing. Thanks.

    Edit: Now that I'm thinking about it...I'm not sure that's correct. A tank and I "cleaned up" 2/3 of the map after a successful ITF run last night (all other 6 players had left the group). I got 4 shards during the clean-up and I think the tank got 3. Unusually high for the time invested in my experience.