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Posts
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Joined
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@BlueRabbi
@FloatingFatMa
@ZombieMa
@WarMa
@Stasi
@Cyni
@SilverWease
@Cat
@Coi
@FireKitt
@EU_Dam
@TaintedGree
@MasterZaprob
@GoldenGir (Ok, this made me laugh - Golden GRRRR!)
@Zorte (sounds like something out of Pinky + the Brain...)
...I'm sure there's more -
Quote:I realise this was tongue-in-cheek, but I can understand *why* the devs are doing this.Is that fair ?
AND we'll probably NEVER even get to know that that was the case. Just that we lost our name to someone in the vast impenetrable cloud that is the internet.
Personally I don't think the Dev's etc ever really considered this properly, it just doesn't make any sense at all to me that they don't do it by veterancy. How on earth could they have thought that any of this was fair?
I'll tell you how the meeting went.....
It's seen as giving us something that they perceive we're requesting (my ambivalence aside, a server list merge has been long perceived as a "frequent request") and trying to decide on the most cost-effective means of making that happen (cost-effective from a "coding time investment" point of view, as well as dealing with the fewest number of potential grievances: I'm sure there *are* only a small number of global names which would conflict, at least comparatively speaking across the EU population).
What I would question though, is whether or not they understand just how much the EU userbase is attached to their global names. And how much of a hassle/nightmare it would be to us if we lost what we have long perceived as "our identity"... Hopefully they are getting something out of this feedback thread - it's actually stayed remarkably civil so far!! (EDIT: and questioning whether they've factored intentional griefing into things - if there isn't already NA version of "@Maelwys", and someone over there decides I'm worth annoying, from what we know they can create a new trial account with that name quite easilly and force me to rename)
Ideally, I would like the Devs to hold off on the merge until they can at least exclude trial accounts, and amend their script to automatically rename clashing global names to something a bit less daft than truncating it by one character. (EDIT: and thus also solve the griefing issue) -
Quote:THIS.Most people I know EU side talk more using global channels and so our global names are much more important. Global channels use global names so almost everyone uses those to refer to each other and thats how we know each other. My SG has one so we can easily chat accross the mulitple branches of our SG and between blue and red side and even the praetorians can get involved. Losing those names would mean losing a part of the history of the SG.
Just look at the whole recent "Defiant Events" saga.
That's a global channel with a large percentage of the population of the Defiant Server on it. The prospect of losing control over it provoked such drama that it threatened the stability of the server population. More than half the userbase spilt off into other channels, showing just how much we enjoy + rely on communicating with each other across Global Chat.
And the community (not just on Defiant - Union too) is stupidly close knit. Case in point: If I'm online with a Tanker, and join up for a TF, everyone still calls me "Maelwys" or "Mael" rather than the character name.
Quote:Also as others are starting to mention globalnames aren't getting EU'd. They are getting truncated untill they don't clash. This will make them look stupid in most cases
Let's face it, someone's bound to be called "...pool" -
Quote:Let's say I'm called David.Alright, let's cut down to the nut here:
Let's say there's a EU account global handle called @name. Is there really a difference between that and @EUname? Do you think people will suddenly be confused by the EU in front and not know it's you, or start calling you something different when referring to you?
They're not making you change your individual character names, since they're not killing servers. Global names get changed automatically in your chat lists, so everyone will still know it's you. What's the real issue here? No one is losing their identity. People will still refer to you as name.
I go to College, where there are a large number of Davids.
So we differentiate.
There's Big Dave, Fat Dave, Hard Dave, Rocker Dave, Specky Dave, Ginger Dave, Spider-Dave (don't ask), Wee Davy...
But my name's still David.
Adding Suffixes or Prefixes to the name, and it's not the same name anymore.
Quote:You're getting access to NA servers, EU, which is exactly what you've been wanting.
Personally I'm entirely ambivalent about getting access to 11 new servers that I'll never use.
I'm not alone either, judging by some other responses to this thread.
Are we in the minority? Possibly.
Some folk will no doubt be glad of the chance to hop onto higher-population servers like Freedom, or the unofficial RP servers like Virtue. But I'm reasonably certain that the close-knit EU community will stay fairly close-knit, and whilst there might be a certain amount of exploring of the new servers due to "new toy syndrome", most of us won't stray too far from the existing server setups. Heck, Defiant has been the "lower population EU server" for AGES, and you can't budge the bulk of that community with a crowbar... -
Honestly?
I'd skip Maneuvers and take Lightning Field instead (you could even recolour it red).
Lacking an Aggro Aura isn't good for your teammates health, even with Fire Sword Circle. -
Quote:
he is built as a Willpower/Super Strength/Energy Mastery. i want to stay with that.
+ Slot everything for ED-capped Damage.
+ Build up enough recharge to Double-stack RAGE (Bonus: with this, you can slot the bare minimum of Accuracy in attacks)
+ Go for +Damage and +Recharge set bonuses.
+ Pick up Assault (it won't do that much extra compared to Rage, but you can likely afford the endurance drain)
+ Pick up the Veteran attacks for during a RAGE crash - Sands of Mu (since it's a cone) and whatever ranged blast is best for your origin, etc.
+ Work out a good attack chain (ST? AoE?)
+ Use your Tier 1 attack at least once every 10 seconds for Bruising's -20% resistance debuff.
+ Take the Musculature Alpha Slot.
Secondly, concerning individual attack picks, FootStomp is going to be your bread-and-butter attack. Slot it with a purple set (Skip the DAMAGE IO in favour of a Acc/Dam/End/Rech Obliteration or Dam/End/Rech Multi Strike).
If you *really* want to stick with Energy mastery, take and 6-slot Energy Torrent (5 Purples - no knockdown proc - plus a Positron's Blast Damage Proc). Your playstyle for attacking multiple foes will be to lead off with Energy Torrent as you're approaching a group (targetting a foe in the middle of the rear of the pack) and then use Footstomp once you reach the center of the group.
If you're more concerned with damage output than sticking with your Epic set, then sideswitch to villains and back again so you can pick up the Patron pools.
You now have a choice:
For Maximum AoE damage, pick the Mu Mastery pool. Take and 6-slot Electrifying Fences (5 Positron Blasts - not the Dam/End - plus either a level 50 common Range IO or a 'Trap of the Hunter' Damage Proc), Ball Lightning (same slotting as Energy Torrent above) and Summon Striker (Expedient Reinforcement Acc/Rech, Acc/Dam, Acc/Dam/Rech and Dam/End/Rech, plus the purple Dam/Rech and Chance for Build Up). Your playstyle in this will be to lead off with Ball Lightning as you're closing towards a group, use Electrifying Fences when they're gathered together (as it will root them) and use Footstomp when you reach the center of the group. The pet should be summoned as/when it recharges for a bit of extra damage (don't worry too much about it dying, it's a ranged pet and you'll likely hold most of the aggro in melee with all your AoE spam).
For maximum ST damage, pick the Soul Mastery Pool. This will revolve around "Gloom". It's the highest DPS ST attack you can get after KO Blow. If you're at high levels of recharge, slot it with a Purple set (skipping the DAM/RECH IO in favour of a "Cloud Senses" Damage proc). You can also take Dark Obliteration (Same slotting as Energy Torrent and Ball Lightning above) and Summon Widow (same slotting as Summon Striker above). Dark Obliteration isn't a bad AoE attack - not quite as good as Fireball or BL+EF, but still worth stacking with Footstomp. As an added bonus, the Widow pet is the best at ST damage. -
I went for a combination of Resists, Regen and Softcapped S/L Defence.
Oh, and enough recharge for Perma Dull Pain. Inv's got a very big strength in that it's the most resilient Tanker set which can can stay at the 3540HP Tanker Hard Cap indefinitely (Stone can hit it, but the recharge debuff of Granite means it's not perma in that form. Ice can hit it, but has low resistances. Willpower can probably technically hit it too - it could certainly hit the old cap - but would likely require considerable slotting sacrifices).
Current build has the following:
90% S/L resistance (nearly goes without saying)
36% F/C, 31% E/N/T
45.5% S/L Defence with one foe in Invincibility range.
40.5% F/C/E/N Defence with one foe in range (softcapped with 4 foes)
14% Psi Defence, 21% melee, 20% Ranged, 19% AoE
3540HP (Capped) with 51 HP/Second Regen.
Dull Pain on a 110 Second Recharge (adding ~1450 HP).
FootStomp every 8 seconds.
There's very little in PVE that can take him out. The build still has Unstoppable, but I can't remember when I last had to use it - it was certainly well over a year ago. Rikti, Carnies and Psionic Clockwork don't bother him in the slightest, mainly due to the high HP and regen. Even Malta Sappers and Rularuu bother him far less than they used to back in the day. Large Longbow spawns are probably the most dangerous enemy for him to face in general PvE (due to loads of -def and -res from the bosses) and they're still handle-able. -
Quote:A number of the Human Form Attacks are very nice.Sorry, I forgot that PBs also got a Dull Pain type power. Do the human form attacks like Incandescent Strike or Solar Flare really help enough to warrant going tri-form? Pretty much all PBs I've seen at higher levels (and that's not many) were Dwarf/Nova dual form...
Not "Mire + Nova" Warshade nice, but pretty reasonable.
I'm still very much of the school of thought that you should go either Human + Dwarf or Nova + Dwarf on a PB... using either Nova or Human as your "Damage" source. Going Triform just leaves you with too few slots to slot up everything properly... even with IOs.
It used to be that Human + Dwarf was MUCH better because the Cosmic Balance Inherent didn't work in Nova form. These days Nova probably does a bit more damage, but Human form is nearly as good versus single targets, and is FAR better at damage mitigation and aggro control. And frankly, Warshades do the whole Nova + Dwarf a lot better anyway due to the carry-over buffs... Peacebringers' Human form is more unique.
It's probably easiest to think of a Human Form PB as a Regen Scrapper, albeit with Unstoppable and a PBAoE mez instead of Integration and Instant Healing. It's certainly how I play mine.
Shields + Cosmic balance Resistance buffs is pretty good mitigation. You've also got Pulsar, Light Form and the heals and +HP... and it's faster to go from Human --> Dwarf than from Nova --> Human --> Dwarf. So with all those tools it makes sense to me to try and stay in Human Form as much as possible and slot up the most damaging powers.
Glinting Eye, Gleaming Blast, Radiant Strike and Incandescent Strike are all worth taking IMO - they're the backbone of a Human form attack chain (I still keep the Veteran Sands of Mu in my tray though as a "filler"- if they let you take Air Superiority on a PB I'd have no problems dropping it). Solar Flare is a good-damage AoE attack, but the knockback can be annoying on teams - I've had builds both with and without it but have kept it in the build for several issues now. I went through a long, long period of skipping Pulsar (as Dwarf Stomp was generally a better means of mitigation) but it's quite handy when you're in Light Form and don't want to cause scatter with Solar Flare, and in the age of IOs it's easilly perma-able. You can effectively ignore minions with Pulsar, and LTs with Incandescent Strike. Bosses need to have their damage absorbed or be juggled by Knockdown/up/back.
Photon Seekers and Dawn Strike are also very worth taking and slotting up.
I could write a book on how STUPID Photon Seeker AI is, but they make a good PBAoE.
Generally I'll stay in Human form unless I really really need to tank something (and by "tank" I mean "hold aggro on", not just "survive"). The exception is if I get badly mezzed. Light Form grants good mez protection, but it's only up 50% of the time. Dwarf Form functions like a Breakfree - even with the longish form-change animation it's still a lifesaver when I run low on insps.
My PB is the one AT I have where I'll use GodMode (Light Form) regularly. It makes you essentially invincible for 50% of the time - and you can recover from the crash very easilly with all those Heals. Whilst on it also completely negates the recovery debuff from Dawn Strike, so you can Nuke and keep right on attacking. -
Quote:It works pretty well, depending on what you're looking for... DM provides a lot of stackable ToHit debuffs and a Self-Heal which fill some survivability holes in Elec.Hmm... I was thinking about this for a while but I haven't seen a thread or build with this build. Any builds out there and how well does it work? Tin Mage and Apex do-able? Thanks ahead of time
It's one of the highest-damage Single Target tanker powerset combinations.
Weakness are AoE damage (taking an epic power like Dark Obliteration is a good idea) and if you're not careful you might have some trouble holding aggro on multiple foes when they're outside your taunt aura due to the lack of good AoEs in Dark Melee (Taunt or a Ranged AoE like Dark Obliteration are useful for this).
One of the positives of Dark Melee on a Tanker over a Scrapper is that Tankers get access to Gloom (a VERY high DPS attack) from the APPs, and Shadow Punch is a good addition to the attack chain on a Tanker due to the -20% Resistance debuff from the "Bruising" inherent. The high-DPS Tanker DM chains are quite different to the Scrapper versions, and require less recharge - such as Gloom>MG>Smite>SL>SP>Smite.
I've a build that focusses on Damage output using the above chain, with Capped S/L/E resists and only 6% Defence (this rises up considerably when stacked with -tohit from attacks, with an average of >41% -ToHit being inflicted throughout its attack chain against even-level targets and a further 13.5% from Darkest Night)
The Healing from Siphon Life, plus Energize's Healing and +regen keeps your Health topped up nicely - altogether on my build it works out at an average of about 105HP recovered per second. If you stack that healing potential with Darkest Night's -21% Damage debuff, plus the aforementioned high resistances and +defence/-tohit then you've got a very survivable toon. No real weaknesses to speak of besides a lack of +Perception (can be eased via a Rectified Recticle IO) and confuse protection. It even has Toxic resistance and Repel Protection in Power Surge.
It's not that great for AoE damage, certainly, but it can make a good team Tanker and a decent toe-to-toe Archvillain soloer. Hitting more than 220DPS isn't out of the question, even without a patron pet (a Widow does some very nice damage in Melee range). -
Quote:OK... I agree with most of the "Warshades are better then PBs" arguments, but I gotta call shenanigans on this bit.PBs have no real mitigation powers that are improved by recharge aside from a heal and Light Form (which cannot be made permanent)
+ Essence Boost (80% Heal, 60% +HP, Perma-able)
+ Reform Essence (50% Heal every ~20 secs)
+ White Dwarf Sublimation (50% Heal every ~20 secs)
+ Pulsar (Self-Stackable PBAoE Mag 2 Stun with 50% chance of Mag 3)
+ Incandescent Strike (Self-Stackable Mag 3 Hold)
+ White Dwarf Flare (PBAoE Knockup every ~7 seconds)
+ Solar Flare (PBAoE Knockback every ~8 seconds)
+ Light Form (Not Perma-able but a ~50% uptime isn't that hard to get)
+ Self-Rez (For when "all else fails")
That's if you discount the "kill them before they kill you" mitigation inherent in the Two PBAoE Nukes (Photon Seekers and Dawn Strike), one of which drains your end but neither of which halt your recovery. Quantum Flight is also a great Alpha-taking tool but +recharge doesn't help it much since the changes to Phase Shift mechanics.
The Human Form Shields also aid mitigation a good bit these days since the mez-doesn't-drop-defensive-toggles changes.
My Human/Dwarf Bi-form Peacebringer has existed since i6 with various power combinations, he might not be a great solo Damage-Dealer but he's never had any survivability issues. He's slotted for damage, healing and recharge (and resistance in Shining Shield, Light Form and Dwarf Form) and has no issues with soloing +1/x8s. [Edit: no SURVIVABILITY issues soloing +1/x8s. I'll admit it's pretty slow going...]
About the only thing he can't do is solo AVs (Tank them unaided? Yes. Damage them faster than they can regenerate? Nope.) -
In my Stone/Elec's exceedingly expensive i19 build runspeed caps out at a little over 23MPH with Granite and 20MPH with Rooted.
I could probably squeeze a little higher runspeed out of him, but I'd not want to negatively impact attack slotting, survivability numbers or drop "Darkest Night" from the APPs, and Lightning Rod being up every 40 seconds or so will tend to decrease his time between mobs a fair bit. -
Quote:Speaking as somebody with a Dark and a Traps and an Empath and a Thermal and a FF and a Sonic and a... well... you get the point:And, again, it doesn't matter what you or I say. At the end of the day, teams are looking for healers, not bubblers. They do that because they know darn well they need healers. And they know darn well they don't need bubbles.
And teams ignoring your own personal point of view (which is what the vast majority of them do) doesn't mean they're wrong. Their success in mission after mission, day after day, year after year, demonstrates that conclusively.
It doesn't. It never has. And it never will. If you keep taking mitigated damage, there's a good chance you're going to die. If you keep getting healed, there's a good chance you're going to live. Simple as that.
You can safely assume that PUGs are stupid and don't know what they really want.
That goes for Mission teams and TFs.
I wish I had a penny for every time I've volunteered my Sonic/Elec Defender's services to a team requesting a "healer", and never once had to use "Aid Other" on them... and Sonic/ isn't even one of the highest damage-mitigating Support sets!!
Now if you've raised multiple FF toons to 50 yourself, and use Bubbles regularly yourself, then I'm sure you notice this trend... so I'm hoping I'm preaching to the converted here. But I have a problem with your statements above:
Firstly, saying "teams are looking for healers, not bubblers" might be true, but only in the same way that someone might look for a bucket of water instead of a hosepipe - whilst you might get a more impressive splash out of the bucket, the hosepipe will keep flowing long after the bucket has run dry.
Secondly, saying "If you keep taking mitigated damage, there's a good chance you're going to die. If you keep getting healed, there's a good chance you're going to live. Simple as that." Healing IS a form of mitigating damage. And it's the least effective form because it doesn't scale up with the rate of incoming damage.
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PUGs like to have someone there who has powers that allow them to take more damage then they usually would be able to survive.
If those powers are highly-visible (Read: GIANT GREEN NUMBERS) then a person with those powers will tend to get more recognition than a person with powers which are less obvious graphically, but produce more more effective results.
In other words, Spamming Healing Aura might recover 250 damage every few seconds, which is a nice safety net for PUGs, and is fine if you're fighting even-level foes that only hit you for an average of 50 damage every second. However if the difficulty ramps up and that PUG starts fighting lots of foes at once, or an AV, then they can start receiving hundreds of damage every second which no amount of healing can keep up with, but which could be drastically, even exponentially, reduced by applying stacked Defence or Resistance buffs.
+ Both Direct Heals and Regeneration mitigate damage - This is called "flat" mitigation. It mitigates a set amount of damage. If you can heal/regen 100 damage every second, you heal/regen 100 damage every second. If you get hit for 100 damage within one second then you will take 100 damage and heal 100 damage. If you get hit for 1000 damage within one second then you will take 1000 damage and heal 100 damage.
+ Both Defence and Resistance mitigate damage - This is called "scaling" mitigation. It mitigates a varying amount of damage. If you can dodge/resist 50% of incoming damage, you will avoid taking 50% of all incoming damage. If you get hit for 100 damage within one second then you will take 50 damage. If you get hit for 1000 damage within one second then you will take 500 damage.
With "Flat" mitigation you usually do not need to worry about low amounts of incoming damage, as it will rarely overcome your healing rate. However you will get killed very quickly by large amounts of incoming damage, as once it overcomes your healing rate anything extra will hit you full-force.
With "Scaling" mitigation you are far more effective at surviving against large amounts of incoming damage, but you run the risk of getting "pecked" to death from lots of little hits.
The most effective method of enhancing survivability is to layer mitigation - first adding scaling mitigation to vastly slow down the rate of incoming damage, then applying flat mitigation to cancel out some or all of the "bleed through" damage that is left over after the first round of mitigation is applied. This is why Good Empaths will tend to try to keep Fortitude on as many teammates as possible...... and is also why a Bubbler with "Aid Other" will have an easier time than either a Bubbler without "Aid Other", or a toon which has Aid Other but no Bubbles.
It's worth mentioning that since every AT comes with a small amount of inherent base regeneration, adding scaling mitigation is actually the BETTER option since you are usually able to regenerate faster than the "trickle" of hits from smaller amounts of incoming damage, and can survive for far longer against higher rates of incoming damage. THAT is why you'll find the vast majority of informed players (note: not the larger, unconnected mass of uneducated players) prefer buffs over healing: Healing only beats buffs for very low levels of incoming damage, and most toons can mitigate such low levels of incoming damage themselves without any outside help.
TL;DR - "/JRanger" -
Quote:I suspect that the OP is saying they draw aggro onto themselves via using a "Taunt" power from the Challenge Pool, and leave their henchmen in bodyguard mode. Combined with the mitigation from defence/resistance/regen this enables MMs to effectively Tank an AV.Katie,
This is a bit cryptic to me. Are you saying that you take personal attacks for the MM (which may be from the primary and/or PPP) to draw aggro on yourself, or just that you run in BG mode? (or both?)
MT
This would be the standard Single-Target soloing Tactic used by "Tankermind" builds, which usually works wonders (barring any interference from the current stupid, stupid ignore-follow-or-goto-orders-and-run-into-melee-PBAoE-attack-range-of-my-target pet AI) -
Realistically Speaking, Fire or Plant are probably your best bet for damage output.
Not because of the Teir 9 pets, but because Fire gets Hotfeet and Plant gets Vines and Seeds of Confusion, all of which can add substantial AoE damage (also Plant's AoE Immobilise is the most damaging of all Controller AoE immobs IIRC - not by a lot, but it's something to consider). One of Plant's few downsides is that Lethal damage is highly resisted. -
Quote:So far I've only been able to allow PUG teams to bypass Mako's defence on my Earth/Thermal Controller.It does not. For that matter, Mynx Elude doesn't either. Neither are immune to defense debuffs. They just have the AV debuff resistance of 87% in the case of Mako at level 54 and 85% for Mynx at 51. That combined with the minimum 14% defense buff you need to get Mako off the floor at +4 (without tohit buffs) and the 20% defense debuff you need to get Mynx off the floor at +1 (her combined defense when Elude is up is actually 80%) means the first 108% defense debuff on Mako and the first 133% defense debuff against Mynx won't show a net visible effect.
I totalled up the achievable Defence Debuffs on the build, and worked out that I could theoretically hit 85% Defence debuff (perma-able and autohit) plus a further 60% from Earth attacks (perma-able and non-autohit), plus another 20% from Melt Armor (non-perma-able and non-autohit) for a grand total of 165% defence debuff, assuming an ideal world and everything hitting (Yeah, I know...)
165% isn't too shabby, I'd be surprised if anyone managed to get much higher than 200%.
I'm a bit rusty on level scaling mechanics, but if I recall right, due to the "purple patch" a modifier of 0.48 would get applied to all inflicted debuffs (due to your character being -4 to the foe) which would reduce the initial 165% debuff figure to only 79.2% "real" debuff being inflicted - and at this point it would encounter the standard AV debuff resistances of 87% (at level 54), resulting in that initial 165% debuff figure eventually only applying 10.296% worth of "actual" defence debuff to the AV...?
With both Tactics and Forge slotted up the same character can apply a +43.26% ToHit modifier to each teammate, so if the above Defence Debuff calculation is correct then I would effectively be capable of lowering a level 54 AV's defence by 53.556% (on top of applying any vastly-reduced regen or resistance debuffs). All this seems to have been enough to bring Mako well into "Regularly Hittable" levels, but obviously relies vastly on +ToHit over -Defence... and would explain why even when my Earth's non-autohit attacks start missing, it really doesn't affect things that much... -
IIRC the method I've used in the past is to copy the client folder over from the old PC into the same location on the new PC, then delete the checksum file in the main root CoH folder. Once you then run the updater on the new PC, the lack of a checksum file will forces a proper verify-all-files and effectively complete the installation for you.
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Quote:I'm most worried about the large number of incarnate shards needed to hit the highest levels of the Alpha Slot.As much as I don't agree with the "extreme soloer's" POV, this is incorrect (at least starting with the strike pack, which is now on test).
To create Rare and Very Rare Alpha abilities, you need a "Notice of the Well" and "Favor of the Well" respectively. Notice requires you (at least until i20, after that we do not know) to run the new "Weekly TF" to get one. Which means to get a Rare you must team at least once, and to get a Very Rare you must team at least three times (as a Favor takes 3 Notices). In that, no, it cannot all be done solo. Also, birdy told me it's 32 shards to convert "notice" into "favor" also. Though I would bet at the very least in i20 there will be ways to get Favors directly as well.
It won't actually affect me personally that badly, as I tend to participate in PUG TFs a fair bit and run content at level 50 a lot when I'm farming so I'll get decent levels of shards to drop for me in due course... but consider the following:
(i) a "common" costs [12 shards]
(ii) an "uncommon" costs [32 shards]
(iii) a "rare" costs a total of [1 Notice and 40 shards]
(iv) a "very rare" costs [4 Notices and 128 shards]
Salvage drops from end of certain TFs can be substituted in for shards in some of the above figures, but the only method we currently know of to attain notices is via the named "strike TFs", which will require team play.
You can appreciate that some of the more "hardcore solo" players (who on some other threads here have complained of only having recieved one or two shards in drops so far) will take a LONG time to achieve even the rare boost, which can probably be considered the 'minimum' endgame goal due to the level shift.
It gets much worse for those of us with altitis. I've around 20 level 50s, most of which already have uncommon boosts slotted, and even then it will probably take me a good number of months to outfit them all with "very rare" boosts... not an insanely long time for an 'endgame' endeavour, but remember that there are still another nine incarnate slots to come. It's not a massive leap to assume that it'll take roughly the same amount of effort to cap out each slot... so we could literally be playing for years and not 'complete' our toons...
Currently, my toon with the most shards 'banked' is one I use for level 50 PvP IO Farming. He has two uncommon boosts (64 shards) and another twenty-odd lying loose in his inventory - he's effectively been solo shard farming ever since the Alpha Slot was introduced and is still a good 44 short of being able to afford a "very rare". I can't imagine the tediousness of trying to complete ten such incarnate slots and then repeat that over another 19 level 50s... particularly since only level 50 content will drop shards, and some of the TFs at that level are not currently percieved as "fun" or "worth doing". It seems that it's usually only the ITF or the LGTF that I see invites advertised for these days - Khan, Barracuda, Tin Mage and Apex all seem to be avoided like the plague... and even STF/LRSF teams are a rarity unless they're going for the "Master of" badges... -
Quote:They're still alright for easy mass-mob "farming"... not as good as they once were (since before the pet recharge change the Assault Bot's Burn Patch Missiles could be made to be up every mob), but still respectable. The standard tactic of "apply elec fences to a mob from range and then run in and toebomb them whilst pets attack the clustered group with burn missiles and laser AoEs" still works just fine: at the softcap + decent resists it's rare for you to receive noticable damage, and the Protector bots can be kept on defensive/follow for extra protection without overly impacting AoE DPS.Bots/Traps can farm +0/x8 with SOs. (They can also kill AVs and even some GMs with only SOs... they are just that tough.)
Unfortunately the combo's AV/GM soloing effectiveness has been severely hampered ever since the Pet AI borked after 'Going Rogue' came out. With the AI changes it is now extremely difficult to keep pets out of a mob's PBAoE range.
In the past you could use Defensive/Goto to keep your pets a short distance away from you (just out of PBAoE range, but still within range of Bodyguard and Triage Beacon) whilst you taunted the mob and laid down your Placeable traps - with you in melee range of the mob, but making it face away from your pets so that they aren't caught by any cones.
Currently with the suicidal "must melee the foe even if I don't have any melee attacks" AI, at best your pets will keep running to and from Melee range as they decide to run in and you order them to return to the "safe area" - meaning that their DPS is severely impacted and it is also very likely for them to die off due to any PBAoE "splash damage" - usually the Protector Bots are the first to drop as they can't quite achieve softcapped defence.
Most GMs and a fair number of AVs have large-damage PBAoE attacks. The few that only use Cone attacks and ST attacks are still manageable, but for the rest you are now reduced to a single strategy - let your pets melee them, whilst you immob them from range with webnades - dropping Acid Mortars and trying to keep the foe taunted, only running into melee in order to drop 'poison trap' to cut their regen. This method reduces the amount of PBAoE they hit your pets with, but drops your effective damage output as you can no longer toebomb them with tripmines and it's trickier to keep your acid mortar from being destroyed too early and also keep both yourself and your pets permanently in range of a triage beacon. If you're up against a GM that has a large amount of immobilise protection, or something with a damage aura, then you're basically out of luck.
It says a lot that my GM-neuterer of choice USED to be my Bot/Traps MM, and has since changed to my Earth/Thermal Controller (usually paired with my second account's Demon/FF MM: negated regen + large resistance debuffs + a Resistance/Defence capped Stoney tanking + softcapped Demons + PBAoE heals to keep everything topped up makes for some insanely fast GM dual-boxing fun...)
If only the darn Bot/Trap's pets would just stay where you put them... -
Quote:Heh. You're right of course.Erm, nope. Most hard single target mezzes are mag 3 too. Single target Cage powers are mag 4 alright, and maybe sleeps but Holds and Confuses are mag 3.
Edit : Checked Minds single target sleep. It's mag 3.5 () which is basically mag 4.
I blame my PermaDom (it spoils you. really it does.) and a lack of sleep.
Had a Brain Fart about the base mag, glanced at Mids to double-check and had the PvP Numbers on...
(Edit: Soft Control Immobs are still Mag 4 though, right...? Drat the lack of coffee in here...) -
Quote:As has already been pointed out:Aett:
You are right, there are for the Controllers/Dominators mostly AOE mez attacks that can be used, but lets n ot exagerate their effectiveness.
If you delve their MAG potencies, as a rule they are only MAG 2, as opposed to the MAG 3 single target effects.
At MAG 2, bosses will simply shrug off the attack and LTs have a 50/50 chance to be affected and even minions have a lowly 25% chance to shrug it off as well.
(i) Controller AoEs are all Mag 3 (LTs/Minions). They have a decent chance of being Mag 4 (Bosses) due to the "Overpower" mechanic which is unique to Controllers.
(ii) Dominator AoEs are all Mag 3 too. Unless the Dominator is in Domination, which doubles their Magnitude (to Mag 6) amongst other things.
Single Target Mez on those ATs are all Mag 4 base, meaning they'll one-shot-mez a boss.
The only thing you need to be careful of is accuracy. The majority of Controller and Dominator AoEs have a low base accuracy compared with other attacks in the powerset - they typically need at least one extra SO's worth of Accuracy in them to reliably hit. When they DO hit, the behaviour is consistent - there's no "chance" involved aside from the Overpower/Domination mechanics and LTs/Minions will always get mezzed unless they are being granted mez protection from somewhere.
I think you've got the wrong end of the stick about AoE versus ST mez too:
AoE Mez is typically used to prevent being swiftly killed by "Alpha Strikes", Squishy and Melee ATs can both use this method - see "FootStomp" or "Ice Patch" for prime examples. That's why AoE Mez on Controllers/Dominators are typically long recharge/short duration powers.
ST Mez is the primary method that "Squishy" ATs use to combat annoying enemies (beit Sappers, DE Mushrooms, etc) by keeping them out of the fight. That's why ST Mez on Controllers/Dominators are typically short recharge/long duration powers and highly "stackable". -
Quote:Normal AVs at level 50 have 28271.70 HP.So, planning out a new toon, trying to set it out to solo AVs, because, well, some people like to farm, I like to take down the hard targets!
And looking over the Primaries, doing the math, figuring out the best DPS I can possibly get, and I wonder how much DPS would one consider enough to solo AVs?
Assuming no self-healing powers, they regenerate from zero to full in exactly 300 seconds.
28271.70/300 = 94.239 DPS is needed to counter their regeneration rate (after resistances).
So if you can do an average of a little over 95 DPS, eventually you will beat such an AV.
With emphasis on the "Eventually".
Doing MORE DPS simply means you'll beat the AV faster, at a rate determined by how quickly your extra DPS can chip away at their original pool of 28271.7 HP.
The top-end melee DPS builds can output an average of over 250DPS, meaning in theory they can solo an AV in a little under 3 minutes. Some support characters (such as a few Traps and Cold Domination builds) can solo an AV even faster than that, because they have the means to halt an AV's regeneration and debuff their damage resistances on top of dealing fairly good DPS.
Note that since a large number of builds can be made to deal an average of over 100DPS, soloing an AV is usually a matter of striking a balance between damage output and survivability. Because your typical AV hits fairly hard and they aren't going to simply stand there and let you beat on them, unless you're a Dominator or a very-purpose-built Controller (overcoming the high level of Mez Protection granted by an AV's Purple Triangles is no mean feat unless you're a PermaDom). -
Quote:Not a problem sir.Hmm, I like it. I do plan on sticking to as close to level 35 enhancements as possible. I like to know I can exemp down to 32 and still have most of the bonuses I have at 50. I'll have to take a look at this when I get home, but it looks like there may be some endurance slotting issues that I'll rework as best I can without touching the bonuses you've set up. I do plan on getting the Musculature boost so if I end up taking out a tiny bit of dmg numbers I should be fine. Thanks!
Concerning Endurance slotting, it's probably not as bad as you think:
Looking at the attack powers individually- Burn doesn't need any Endurance Reduction, it's very low cost already and has a fairly long activation time. Thunder Strike's large cost looks bad initially but it has a *very* long activation time, so once your attack has finished animating you've usually recovered whatever endurance you've spent on it. Lightning Rod has the same EndRed value as before, just a lot more Recharge. Jacob's Ladder is therefore the only attack that has a noteworthy change to it, and that's only about half a SO's worth (26.5% compared to 42.4%) so I'd be be surprised if you notice any difference.
Taken as a whole, the "tweaked" build actually has more Recovery than your original build (by ~0.1 End/Sec), and Consume is slotted up for 74% Acc, 47.7% EndMod and ED Capped Recharge (which you can probably leave in place as level 50 IOs as the only set bonus it gives is 1.88% HP...)
Finally, I noticed when looking at the build that you didn't factor in bonuses from accolades. If you get the +HP/+End passives, then that's another 20% HP and 10% Endurance which will apply when you are exemplared to any level (unlike an Alpha Slot) and should solve any lingering issues you have. -
Quote:Took your original build and tweaked the slotting a little bit.Any other thoughts out there on Elec/Fire? Or has anyone else noticed other ways of slotting that would open up more bonuses?
Same power picks; 5% More Recharge (55%), exactly 31.6% Defense to S/L/E/N and a little bit more health. Still has 8 Mag KB Protection by using a BoTZ in SJ (Can be got easy with Merits) as with inherent 'Hurdle' movement speed is still capped. The attack slotting was changed slightly to get better % numbers for accuracy/damage in them (and ED capped recharge in Lightning Rod). No Purples. One more LoTG.
Since you used a level 50 Common EndRed and didn't specify that the Set IOs all had to be level 35, I used the maximum level of each Set in order to get the maximum enhancement numbers out of them, but if you're dead set on exemplaring to a certain level then you can swap them back to lower level versions without too much impact.
Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Brohemeth: Level 50 Magic Brute
Primary Power Set: Electrical Melee
Secondary Power Set: Fiery Aura
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Concealment
Villain Profile:
Level 1: Havoc Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7), C'ngImp-Acc/Dmg/Rchg(42)
Level 1: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(3), RctvArm-ResDam/Rchg(5)
Level 2: Jacobs Ladder -- Erad-Dmg(A), Erad-Acc/Rchg(15), Erad-Dmg/Rchg(40), Erad-Acc/Dmg/Rchg(42), C'ngBlow-Dmg/EndRdx(46)
Level 4: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(45), Dct'dW-Heal/Rchg(45), Dct'dW-Heal(46), Dct'dW-Rchg(46)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
Level 8: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(11), Oblit-Acc/Dmg/EndRdx/Rchg(11)
Level 10: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(40), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(45), GSFC-Build%(48)
Level 12: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(15)
Level 14: Super Jump -- Zephyr-ResKB(A)
Level 16: Plasma Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam/Rchg(19)
Level 18: Chain Induction -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(21), C'ngImp-Acc/Dmg/Rchg(34)
Level 20: Consume -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(39), P'Shift-Acc/Rchg(40), Efficacy-Acc/Rchg(48)
Level 22: Blazing Aura -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Rchg(23), Erad-Dmg(23), Erad-Acc/Dmg/Rchg(33), Sciroc-Acc/Dmg/EndRdx(33), Sciroc-Dmg/EndRdx(50)
Level 24: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam/EndRdx/Rchg(25), S'fstPrt-ResDam/Def+(27), S'fstPrt-ResKB(48)
Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(27), LkGmblr-Def(29), LkGmblr-Def/EndRdx/Rchg(29)
Level 28: Burn -- Erad-Dmg(A), Erad-Acc/Rchg(31), Erad-Dmg/Rchg(31), Erad-Acc/Dmg/Rchg(31), C'ngBlow-Acc/Dmg(33)
Level 30: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(37), Mocking-Taunt/Rchg/Rng(37), Mocking-Acc/Rchg(37), Mocking-Taunt/Rng(39), Mocking-Rchg(39)
Level 32: Lightning Rod -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Rchg(34), Erad-Dmg/Rchg(34), Erad-Acc/Dmg/Rchg(36), Sciroc-Dmg/Rchg(36), Sciroc-Acc/Dmg/EndRdx(36)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(43)
Level 38: Temperature Protection -- GA-3defTpProc(A)
Level 41: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
Level 44: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 47: Invisibility -- LkGmblr-Rchg+(A)
Level 49: Stealth -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
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:- 5.5% DamageBuff(Smashing)
- 5.5% DamageBuff(Lethal)
- 5.5% DamageBuff(Fire)
- 5.5% DamageBuff(Cold)
- 5.5% DamageBuff(Energy)
- 5.5% DamageBuff(Negative)
- 5.5% DamageBuff(Toxic)
- 5.5% DamageBuff(Psionic)
- 23.5% Defense(Smashing)
- 23.5% Defense(Lethal)
- 10.38% Defense(Fire)
- 10.38% Defense(Cold)
- 23.5% Defense(Energy)
- 23.5% Defense(Negative)
- 6% Defense(Psionic)
- 16.63% Defense(Melee)
- 16.63% Defense(Ranged)
- 10.06% Defense(AoE)
- 9% Max End
- 18% Enhancement(Accuracy)
- 55% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 10% FlySpeed
- 275.49 HP (18.38%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Held) 2.75%
- MezResist(Immobilize) 11.55%
- MezResist(Stun) 2.2%
- MezResist(Terrorized) 2.2%
- 4% (0.067 End/sec) Recovery
- 30% (1.877 HP/sec) Regeneration
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 10% RunSpeed
-
Quote:HAHA really! no no I joined many years ago.. infact the same year it came out. Took a break for a few years to. Anyway I just never bothered with the forum before.
I read lygers advice one time on a farmer build and could not believe what he was saying... and I was like this guy calls himself an expert farmer.. wow! Yet he knows nothing about what he is talking about. So I bit.. maybe to hard but still.. and others agree.. what he was saying was "odd" for an expert.
The other thing is these boards a full of people and their fake stats and claims its like you all have the same build and swear by it. I farmed with the ss/fire and I have farmed with others who use it and its not any faster.
And who are you anyway? Lyger's big bro?
I actually went looking.
The first post you ever made about an SS/Fire (on this thread) was so bad that it, along with its immediate replies, got Modded out of existence.
( And concerning your flagged join date? 22/06/2010: "Thanks guys.. I have no idea how to build chars at all." ...)
-
A Regen Scrapper or Willpower Tanker would probably be your best bet for a low-cost, purebred soloist.
Regen is very solo-friendly, and peaks quite early with very few "must-take" powers (Integration, Reconstruction, Dull Pain, Quick Recovery. All the Rest is "optional".) It doesn't peak quite as high with heavy IO investment as other sets, but it's probably one of the highest-performing sets on "simple" slotting via SOs/Common IOs. Only avoid it if you don't like the idea of mitigation via lots of buttonpresses or "clicks".
WP gets Quick Recovery nice and early on Tanks and the set's main problem is poor aggro control, which won't affect you when soloing. WP's performance is pretty decent with just Common IOs, but also ramps up very high with heavy IO investment. If you ever need to team you can make a second build that is very survivable and "team friendly". WP requires hardly any buttonpresses, so it works better with busier damage sets.
Pretty much any damage set will do you on a Scrapper. Katana and Broadsword pair pretty well with Regen for survivability but others are better for damage output. DM and Fire tend to be the better Tanker Options, but WP can also pair well with pretty much anything. Really depends what you want to fight: hordes of minions, or bosses?