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Posts
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Quote:I think you have 2 decisions to make before I can offer advice. First, which AT sounds most appealing. You have Brutes, Scrappers, Stalkers, and Tanks to choose from.So I'm on a quest to become atleast alright with most ATs. I've had experience with most of them over 7 years. I started with Controllers, migrated to Defenders, than Corruptors, than Blasters. Now I'm stuck. I want to move to melee ATs next, but I don't have much experience with them. So is there any good melee Primary/Secondary that would be good to begin to get used to it a bit?
1) Stalkers are kinda the odd man out due to being heavily built around the stealth mechanic. This can be great, especially if you plan to solo a lot, but often isn't great, especially when toughness is the trade off. Sure, you can mostly ignore the stealth aspect, and play your stalker as a glass scrapper, but it's not a good plan for a first melee alt..
2) Tanks are a very solid choice just due to the extreme survivability. In general, they will probably solo fairly slow compared to your other choices due to lower DPS and getting attacks later, but you don't faceplant if you make a mistake most of the time. There is something to be said for that. Another potential downside though, is that people will often expect a lot more out of you other than just, attack things, kill kill kill! If you put your old Controller mentality one a bit for these times, you'll probably be fine (Taunt and Guantlet are mezzes).
3) Brutes are another very solid choice. My only hesitation on them would be the exact same concenr a previous poster mentioned. Many players tend to fall into the trap of overly chasing Fury. Even experienced melee players.
4) Scrappers are also a great choice. They really are the basic melee type all other melee'ers are contrasted to. They do have the fragile problem (to a slight degeree) early, before their defenses gel, but not too bad.
All said, I'd probably recommend the scrapper. Best choice for a newcomer by a decent margin, in my opinion. After that, the others. Brutes and Tanks sorta tie for second, then Stalkers last is my personal advice. But, feel free to play the ATs that pique your interested.
Second, you'll need to decide what Type of defenses you want. There are basically the 3 different types (and a few that are really mostly hybrids), and they play a good deal differently. The 3 broad categories are,
1) Defense based
2) Resistance based
3) Or regen based (which I would include WP into, even though it has some def and res, too) Both regen and heal both also offer easy end management with QR.
The 3 different types all play different from each other. So if you find you enjoy, I'd recommend eventually trying all three.
For a beginning melee type, I'd go with the following choices for each broad category.
1) For defense, I'd say SR is a the best beginners chioce, and now you can take it as all for melee ATs, so regardless of the AT you choose, if you want a defense based alt as a new melee alt, it can be a SR. It's easy to puzzle out the build strategy, and if you want, easy to cap. And the immunity to debuff is nice. It starts slow, but just gets stronger and stronger as the level pass by. It gets a sharper rise in performance more than any other alt, it always seemed to me.
2) For Resistance based sets, I'd probably choose Invul, as it's just all around quite capable (but invul and stone are both more hybrids than anythign else) and if you dismiss Invul, I'd go witht he elec for the reasons mentioned above. Strong all around resistances, and some very nice and easy to use utilities.
3) If you want to survive first and foremost on Regen, pick willpower. It's not click based, so it's a easy regen set to play, and it gives ya a head start to both defense (to some attack types), and to Resistances.
Well, That's my advice. Hope it helps.
Good luck and I hope you enjoy whichever you pick. -
Search it like it's a glowie first just under the portal. I've done the same thing myself. Once the 'glowie' progress bar goes away by one person clicking just under it (at the control panel looking thing, if I recall) everyone can enter it.
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Quote:Ah. I do recall seeing that message, but had no clue what it was all about. Sounds sorta wonky to me, but I plan to see if I can find more info somewhere and withhold judgement until I'm fully informed. Thanks for the heads up, though, and getting me started.The phasing technology causes you to see the world around you differently from other characters, based on actions you have performed. This means you can be seeing something completely different from a character standing right next to you.
When you join a team, or leadership changes, do you recall seeing a system message in your chat window saying something like, "So and so is now the active player. You are experiencing the world based on their actions." or something? That's what it's talking about - 'phasing'.
The missions and contacts in the new Atlas Park make extensive use of this. -
If he's still using the build in the related video about toggle pulling, you really don't want to use it. That's what should impress you most. Darks are just that good in the hands of a player that knows how to maximize their strength.
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Dangit. Now I've gotta go run it again just to look for him.
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Since it only seems to be happening in Atlas, perhaps the scale on the new map is messed up.
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It seems to be that when they are too far away this happens. I seem to recall that this began when freedom went live. Oddly, I've only ever seen it happen in Atlas. I'm not sure much more than that, but maybe I'll go back and read over the patch notes from around the time Freedom went live and see if I can find more info there.
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Quote:However, I don't recall that it used to work that way. You used to be able to get the Alignment Mish in addition to three morality missions. Or do I misremember?
To my recollection, this has never been the case. I never remember being able to get a fourth tip, except for the 2 rare circumstances I mentioned above. -
Rads, especially a Rad defender, with AM, can be awfully easy on the end bar. But it's going to be hard to beat a WP or Regen, 1-50.
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All 3 choices can be great for teaming, but Deacon was accurate about Storms' occasional negative reputation. Also, in addition to the KB as a cause, I'd guess it's also partly caused by the fact that Storm is generally the hardest to play well.
If you're going solo, I'd agree totally with Deacons ranking, unless you play to try tackling AVs and GMs. In that case, you'll probably want the -regen that a Rad has. Kinetic has some -regen, but nowhere near as much as Rad.
So, as a whole, I'd say the Rad/Fire is the best choice. It seems you also were considering a Rad/Rad as well, which is also a fine choice, but a little better vs single hard targets, at the cost of some AoE effectiveness.
Lastly, the difference between Defs and Corrs is very minimal usually, and mostly comes down to power selection order. -
Me too, in truth. I actually tried it to see if it was more impressive than it sounded, but it was never worth the time investment. Now I can't seem to justify to myself ever taking it.
Quote:The first character I looked at incarnating was my FF/Sonic Defender, thinking that the +Def slotting would drastically improve my team protection abilities. Once I'd figured out that it would add a few percent (maybe 5% or 6% ?) at Tier 4, I promptly dropped the idea and started working on new characters instead.
The chances of doing incarnate content without another buffer of some kind on the league (even a Shield user or Storm Defender), plus the kind of self-defence that most Incarnated characters are likely to have, make me think that this 6% will rarely make any noticeable difference. -
Quote:Actually, that build looks really solid. I can make a few tweaks that would improve it, but that sorta assumes a play style like mine, and so of course your mileage may vary.I;m getting better with Mids but I'm still at a bit of a loss with my sonic/sonic defender.
I've slotted for Def because, well because it's defense. But I'm not sure about the final build. I'm not even suyre what to build for. My sonic has become not so fun on teams, at lvl 50 nowadays my shields are hardly much difference for most teams. I'm thinking of more solo play which will null 5 powers out of my primary, but at least it might be different. I've checked the guides here and have a pretty good defense toon, but is that what i should be slotting for?
So any input?
Charles
First of all, I want to address a comment you made other than your build. You mentioned your shields hardly being much difference on teams. This is wrong, and sorta right, too, but when you're right, the conclusion to draw isn't the one you've reached, anyhow. By that I mean, at lvl 50, nobody makes that big of a difference on a lot of teams. The tank can AFK and the team will still roll. The dark def or corr can forget his tohit debuffs and fears and fluffy, and the team won't notice. The rad can forget his debuffs, and the team won't blink. The force fielder can not re-bub, and nobody will care. The scrapper can focus on chatting in his global channel more than anything else, and things will just keep going the same. Etc, etc, etc. At level 50, most teams are far overpowered for normal content. It's only going to be noticeable if everyone decides to phone it in at the same time that you'll have problems. Or if you face one of the enemy groups that just happen to hit your weaknesses. In cases where things ARE pretty tough, though, your shields are going to be VERY useful, on most teams. Lots of folks build for +Def vs all the common types. And then have crap for resistances, especially vs anything other than smashing/lethal. You get most alts with zero resistance most of the way toward the resistance cap, and that layered with any defense they already have makes them uber tough.
OK, so, on to your build. I agreed with you to slot for Defense, and Recharge, and with a lot of other folks, to try and get the end situation pretty friendly. But, seems to me, your endurance issue isn't near as bad as it looks. In a team, you can always stop blasting for a moment or two, and that will help a lot, or detoggle the hula hoop for a few seconds if more extreme action needs to be taken. If you're solo, you know that the hula hoops isn't going to be in play, and so turning that off for evaluation purposes gives you a truer picture of the endurance use/end recovery situation. And just with turning that single power off, things look much better.
That said, I tried to make a few minor tweaks to your build, to improve the end situation and defense further, without making any drastic changes in either cost, or power selection. I did add in an Enzyme Hami to get more out of Maneuvers, but that's easy enough to ignore, as it truthfully didn't make a huge performance difference, and last I checked they were pretty pricey. Otherwise, cost difference is minimal. I did lose Afterburner for Combat Jumping, and Shockwave, for Amplify. I also stole a slot from Sonic Cage (which is still effectively perma, for when you need it) to up your Stamina slotting. I moved your +stealth to Sprint so I could free up a slot from Hover to move it to Combat Jumping. Moved the BotZ -KB to Fly, and that allowed Soaring to be put in Hover for better move speed, and pick up some minor +Recovery. Amplify gets the Gaussian set. You lose some recharge and regen, and gain HP, Recovery, Damage, and Defense. It also allows you the Damage Buff about 25% of the time. And the chance of a build up on top of that is just gravy.
Well, have a look at it. I think it's a net improvement, but in all honesty, it's a fairly minor improvement. As I said at the start, it's looks like a very solid build already.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
African Screem: Level 50 Magic Defender
Primary Power Set: Sonic Resonance
Secondary Power Set: Sonic Attack
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Sonic Barrier- (A) Reactive Armor - Resistance/Endurance: Level 40
- (3) Reactive Armor - Resistance/Recharge: Level 40
- (3) Reactive Armor - Resistance: Level 40
- (A) Thunderstrike - Accuracy/Damage: Level 50
- (5) Thunderstrike - Damage/Endurance: Level 50
- (5) Thunderstrike - Damage/Recharge: Level 50
- (7) Thunderstrike - Accuracy/Damage/Recharge: Level 50
- (7) Thunderstrike - Accuracy/Damage/Endurance: Level 50
- (9) Thunderstrike - Damage/Endurance/Recharge: Level 50
- (A) Thunderstrike - Accuracy/Damage: Level 50
- (9) Thunderstrike - Damage/Endurance: Level 50
- (11) Thunderstrike - Damage/Recharge: Level 50
- (11) Thunderstrike - Accuracy/Damage/Recharge: Level 50
- (13) Thunderstrike - Accuracy/Damage/Endurance: Level 50
- (13) Thunderstrike - Damage/Endurance/Recharge: Level 50
- (A) Positron's Blast - Accuracy/Damage: Level 50
- (17) Positron's Blast - Damage/Endurance: Level 50
- (19) Positron's Blast - Damage/Recharge: Level 50
- (19) Positron's Blast - Damage/Range: Level 50
- (21) Positron's Blast - Accuracy/Damage/Endurance: Level 50
- (A) Reactive Armor - Resistance/Endurance: Level 40
- (21) Reactive Armor - Resistance/Recharge: Level 40
- (23) Reactive Armor - Resistance: Level 40
- (A) Endurance Reduction IO: Level 50
- (23) Endurance Reduction IO: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (25) Luck of the Gambler - Defense: Level 50
- (25) Soaring - FlySpeed: Level 50
- (27) Soaring - Endurance/FlySpeed: Level 50
- (A) Reactive Armor - Resistance/Endurance: Level 40
- (27) Steadfast Protection - Resistance/Endurance: Level 30
- (29) Reactive Armor - Resistance/Endurance/Recharge: Level 40
- (29) Reactive Armor - Resistance: Level 40
- (31) Reactive Armor - Endurance: Level 30
- (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
- (A) Thunderstrike - Accuracy/Damage: Level 50
- (31) Thunderstrike - Damage/Endurance: Level 50
- (33) Thunderstrike - Damage/Recharge: Level 50
- (33) Thunderstrike - Accuracy/Damage/Recharge: Level 50
- (33) Thunderstrike - Accuracy/Damage/Endurance: Level 50
- (34) Thunderstrike - Damage/Endurance/Recharge: Level 50
- (A) Force Feedback - Chance for +Recharge: Level 50
- (A) Reactive Armor - Resistance/Endurance: Level 40
- (34) Reactive Armor - Resistance/Recharge: Level 40
- (34) Reactive Armor - Resistance: Level 40
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (37) Luck of the Gambler - Defense/Endurance: Level 50
- (39) HamiO:Enzyme Exposure
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50
- (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50
- (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
- (36) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50
- (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
- (37) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50
- (A) Endurance Reduction IO: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (39) Luck of the Gambler - Defense: Level 50
- (39) Luck of the Gambler - Defense/Endurance: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (31) Luck of the Gambler - Defense: Level 50
- (A) Cloud Senses - ToHit Debuff: Level 30
- (40) Cloud Senses - Accuracy/ToHitDebuff: Level 30
- (40) Cloud Senses - Accuracy/Recharge: Level 30
- (40) Cloud Senses - ToHit Debuff/Endurance/Recharge: Level 30
- (42) Cloud Senses - Accuracy/Endurance/Recharge: Level 30
- (42) Cloud Senses - Chance for Negative Energy Damage: Level 30
- (A) Stupefy - Accuracy/Recharge: Level 50
- (42) Stupefy - Endurance/Stun: Level 50
- (43) Stupefy - Accuracy/Endurance: Level 50
- (43) Stupefy - Stun/Range: Level 50
- (43) Stupefy - Accuracy/Stun/Recharge: Level 50
- (45) Stupefy - Chance of Knockback: Level 50
- (A) Accuracy IO: Level 50
- (45) Endurance Reduction IO: Level 50
- (A) Fortunata Hypnosis - Sleep/Endurance: Level 50
- (45) Fortunata Hypnosis - Sleep: Level 50
- (46) Fortunata Hypnosis - Sleep/Recharge: Level 50
- (46) Fortunata Hypnosis - Accuracy/Sleep/Recharge: Level 50
- (46) Fortunata Hypnosis - Accuracy/Recharge: Level 50
- (A) Endurance Reduction IO: Level 50
- (48) Endurance Reduction IO: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (48) Luck of the Gambler - Defense: Level 50
- (48) Luck of the Gambler - Defense/Endurance: Level 50
- (50) Endurance Reduction IO: Level 50
- (A) Accuracy IO: Level 50
- (50) Recharge Reduction IO: Level 50
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
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Level 1: Brawl- (A) Empty
- (A) Unbounded Leap - +Stealth: Level 50
Level 2: Rest- (A) Recharge Reduction IO: Level 50
Level 2: Swift- (A) Run Speed IO: Level 50
- (A) Miracle - +Recovery: Level 40
- (15) Numina's Convalescence - +Regeneration/+Recovery: Level 50
- (A) Jumping IO: Level 50
- (A) Performance Shifter - EndMod: Level 50
- (15) Performance Shifter - Chance for +End: Level 50
- (17) Performance Shifter - EndMod/Recharge: Level 50
- (50) Performance Shifter - EndMod/Accuracy: Level 50
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Hmm. They should prolly also make sure that teams don't end up with multiple masterminds, then, too. If this is indeed the entirety of the reason behind this limitation.
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Also note, that although the +2.5% is a fair bonus, if you already will end up with 5 +2.5% bonuses via other sets, than going for the 'standard' P Shift slotting may be of lesser value. Reevaluate with that in mind.
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For procs, the level is irrelevant, except for purposes of getting a potential set bonus. If you slot a proc,and nothing else from the set, the level can be 50, or 11, or anything in between and it will have the same effect,s o the only consideration at that point, is cost, which can vary a lot.
For globals, lower is always better if you plan to exempt, if not, get whichever is cheaper. -
I'm going to try and address some of the OPs questions specifically, without commenting one way or the other on the heart of the farming (and AE farming specifically) debate.
Quote:You are able to pick (or create for yourself) missions that have enemies that attack you in your stongest defenses, that don't have tricks that you find challenging, and that are specifically weakly resistant to your attacks. It also allows all of the enemies to be piled up in one spot, so as to reduce movement time consumed. It also allows almost zero travel time between missions. And lastly, it provides an inspiration vendor right next to *every* mission entrance. All this allows for very fast,and potentially fairly safe way to attack and defeat large numbers of enemies at once.So I'm still learning about the game and such since I've started playing again and I see a lot of people looking for AE teams. What's so great about it?
Quote:Am I able to do it so I can get to lvl 50 really fast?
Quote:I'm looking to get my first lvl 50 with my Crab spider and missions take a little too long. Also, do you need to be VIP in order to do AE farm? If not, what tier of premium do you need?
I might have more questions but I can't think of any at the moment.
Any help would be appreciated. Thanks. -
Quote:First, if we're going to split hairs, War didn't say 'all' he said, 'everything.'War said "all". If even one thing can be run solo, then it is not "all". And while teams can run the solo stuff, that's not the point and never will be. If you want a solo game, go buy a console, this is a MMO. It assumes teaming just like all others in the genre. It also has lots of activity for people to do solo. Some soloists have managed to do team stuff (like the people with solo master of badges, including the Doms who get solo master of recluse and Statesman TFs).
I duo'd the haloween trial after two left. and my partner could have solo'd it. I dunno, I play 90% solo except for trials and stuff and when my buddies are online (I'm 9 hours off from their timezone so we don't see eachother online a lot) and I still have no problems witht eh mix of team vs solo content.
Second, this type of turn of phrase is often hyperbole, and thus not meant to be taken literally. I can't know for sure how he meant it, of course, any more than you can, but I choose to give him the benefit of the doubt.
Third, console games are not universally single player, especially with most of them having online features now, but even ignoring that, many had multiple controller availability for a while now, so you've created a very false dichotomy.
Lastly, yes, we all know it's an MMO, but that doesn't assume teaming, it assumes multiple people on the server at any one time, as opposed to people having to take turns being on. Teaming is universally an option, but, never is it assumed that you must team in an MMO. Cars mostly have 2 or more seats, but that doesn't mean that it should follow that the car won't start with just one occupant.
It is reasonable to assume that a fair amount of content be available to the solo player. Where the 'reasonable' amount level falls is open to debate, granted. And you are more than free to argue that a reasonable level of solo material is available, in your opinion. That is also fine. It's not as valid an argument to dismiss a desire for solo content as counter to the nature of MMOs with the simple statement, "this is an MMO," as if he's lost his mind to ever expect solo play out of such a game.
His complaint, at it's core, was that in past a higher percentage of the new content was available solo, without needing to find fillers, and he thinks the percentage has gone down. I don't know if that's even accurate, but it does *seem* to be the case, based on the 50/50 split someone else came up with. I share that perception. It may be wrong, and it might be right, I've not done a careful breakdown on it, and I don't intend to.
Now, as to if it's a problem if the amount of solo available content decreased in percentage, that's a different debate. I'm on the fence entirely on that issue, as I like teaming being encouraged. But I can also sympathize with the plight of the solo player on a low population. -
Quote:The above is spot on, except the taking of the artifact is a tad unclear. If redside, you get the needed artifact not by a glowie, but just by defeating the critter in the vault.Depends on which side you are playing, as both sides start that mission similarly, but diverge in what they need to do to move the mission along.
Blueside, you need to go to a filing cabinet that is in a room one the 1st floors, directly below the boss. Clicking on that will allow you to access the back room.
Redside, you need to go past those guards and get to the vault. Break into the vault and take the Rularuu artifact. You can then access the back room. -
Yes, this is the problem. Except for a few rare exceptions (the Halloween tip, and the Mort Kal intro tip) you can only have 3 tips at a time. If you have 3 regular alignment tips, a morality tip (or another alignment tip, for that matter) will never drop.
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Quote:Immob Protection is pretty useful. Immob Resistance is pretty useless (as are most of the Mez Resist bonuses)
You're correct. I misspoke, and meant Immobile Resistance. And, of little value tho Immobile Res is, it is of some tiny value to everyone, as everyone has a base resist level to enhance.
And this ignores the fact the near worthless immobile res we are speaking of is in a melee set, not in a set crafted for a specific AT. The proper comparison in the first place would be if one of the controller specific set bonuses was a bonus to Confusion, and only Confusion. But the controller sets bonuses aren't like that. It's specifically a bonus to every possible mez so that it insures it's of value to all controllers. -
Musculature is the clear winner, and I'd say that would even be the case for in iTrials.
Your +def powers sound like they are pretty heavily slotted already, which most likely means you're at or near the ED cap already. Nerve gives a +20% to def. At anything short of t4, only 1/2 or less the bonus ignore ED. 20% of the ally shields, then halved for over ED is 1.5%, Dispersion bubble is at 1%, and Manuvers is .35. That means, even is you get the Cardiac to t3, the most you'll likely improve your allies defense is by almost 3%. Granted, 3% is a fair sized bonus, but the only people getting anything out of that are people that are running the iTrials with base def of less than 19%, and on trials with nobody popping off Barrier. I guess that will happen on occasion, but I don't think it'll be often enough to warrant the effort of getting to t3. Under t3 and the benefit shrinks even further.
If you have nothing better to do with your shards after t4ing Musculature, sure, may as well work on Nerve, but I'd be my clear 2nd choice. -
Quote:Non-VIP's also cannot pay rent on a SG base, though nowadays that's probably even less of a carrot than incarnate content.
By extension, I assume that also means they can't have a personal SG. If they can, they can't have it (or at least have access to it) for long if they are the only member, and they can't pay rent.
If this is the case, I'd call that a significant carrot and perhaps also a fair sized stick. -
The OP specifically said he/she isn't talking about the costume change emote.
I ran into the same thing. I assumed, but don't know, that it was the same exact aura, and thus avoided it. It shouldn't let you be able to take something you already have, but as the hasn't always happened int he past, I erred on the side of caution. I'd too, would be interested to know if anyone knows for certain, or has tested this. -
Quote:Things since Freedom that require a team:
-Underground
-Haunted House
-Death from Below
Things since Freedom that don't require a team:
-SSAs
-First Ward
-Ongoing training arcs
I feel like I'm missing some things in those lists, but can't think of what.
I'd say that, depending on how you value each of those things, the solo player has at least gotten a pretty fair share. And I say this as someone who plays at odd hours and usually goes solo.
Gotta disagree with your conclusion, and side with War on this one.. I don't dispute your examples (however I slightly disagree with first ward, as it seems to favor teams, but I'll give it to you anyhow), however, just look at it different than you. Your lists show 3 and 3. But, of the 3 that don't require a team that you mention, all 3 can be run as a team, and at least 2 of the 3 work just fine as a team. Of the 3 that require, well, none can be run solo... So, at least 1/2 the new content is totally inaccessible to a solo player, while 100% is available as an option for a team..
I'd say that's not the fairest way to do it.
I know, it's a MMO, and thus a 'team' game, and accept that. And I want teaming to be encouraged. But maybe 2/3 - 1/3 split, or 75% - 25% even, would be more optimal.