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Posts
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Personally, I'd rather farm Zeus Titans around Peregrine, using a target bind to find them easier. Seemed to go quicker for me than picking out Malta missions.
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You scared them off???
If you really want to fight Malta blueside, get Crimson as a contact. Or redside most contacts 45-50 have a mish or two involving them. -
Quote:That's true, but the OP also never specified any situation either. 80-90% of the game's missions are average in challenge level. So, I based my answer on that.If you can't notice the diff between 36% and 43% you're not in very challenging circumstances. Try doing the Scrapper Challenge in the RWZ and the difference will be dramatic.
You're absolutely right, though. RWZ challenge and soloing AV's he'd probably need the extra bit of def., as well as in PvP. Again, OP never specified. -
Not refuting any of this advice, just adding in my 2 cents here and there.
Everything is a response directed towards the OP, just adding to what Reptlbrain stated:
Quote:Just adding a note about Snow Storm, if you can fit it in your build, take it... Fighting AV's becomes much easier with the heavy slows and -recharge effects. And 2 End. Redux. IO's is generally plentiful for slotting.No recharge in Snow Storm (saves you 3 seconds when Hasten is down), you have far superior controls you'll be firing and stacking slows already. I would personally skip Snow Storm in favor of Frostbite.
Quote:Flash Freeze's damage is pitiful (especially if you calculate for how slowly it recharges), and shouldn't be slotted. *If* you take Flash Freeze it maybe needs only recharge beyond accuracy slotting. Flash Freeze + Arctic Air might be a viable opener solo (or small team, maybe) when Ice Slick doesn't work.
Quote:Arctic Air doesn't need slow enhance--95% end redux and 95% confuse if possible.
Coercive Persuasion: Confuse/End. Redux.
Coercive Persuasion: Contagious Confusion
Malaise's Illusions: Confuse/End. Redux.
Malaise's Illusions: Chance for Psionic Damage
Cacophony: Confuse/End. Redux.
Cacophony: Chance for Energy Damage
This will give you between 70 and 80% Confuse Duration and End. Redux. values, and the 3 procs help add much needed damage and extra control into the power.
EDIT: OH! And not to mention the combined set bonuses that give you an added 8% recovery (4% + 2.5% + 1.5%). -
That's usin' your noggin'! I'd definitely like to have more flight emotes. I'm not sure if anyone played those Spiderman games based loosely on the movies, but you could purchase "tricks" like various flips that you could make him do as he was web slinging. Similar concept could be applied to CoX perhaps?
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My opinion on the matter is.... nvm I wore myself out on the issue several months ago with the 100th thread on the topic...
Like the other posters said, just search "vehicles," and you'll find tons of beaten to death threads on the subject. -
Having played an Ice/Storm for 2 years now just be warned... you'll be tempted to respec it everytime you get one, and not in a bad way! There are just so many possibilities out there for this build, as others have covered already in this thread, and most of them work just as good as the others. This build belongs to my main, and as much as I suffer from "altitis" (36 character slots filled on Virtue) I ultimately come back to this character everytime because it's such a fun and versatile build.
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I wouldn't even worry about getting to 44.5%, honestly. I've noticed that survivability is about the same on my /SR scrapper whether I'm at 36% or at 43% def. This was against +2's and +3's as well. YMMV, unless you run into heavy def. debuffs then you've got very little to be concerned about. And if you're using /SR then debuffs aren't a problem for you anyway.
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I have a level 50 Ice/Ice Dom myself. I can't tell you how many times I've respec'ed the character looking for just the right "all-around" build, but what I finally ended up with in the Ice primary is I took everything except Frostbite and Flash Freeze. In the secondary I took all of the ranged attacks, Power Boost, and Ice Sword Circle. I went with Ghost Widow as the patron, and took Dark Consumption (Ice/Ice can be end. heavy), Soul Drain (for that extra damage and +to hit boost), and the Fortunata pet (for extra damage and mitigation).
My strategy is basically throw out Ice Slick, run in and hit them with Soul Drain, Ice Sword Circle, and pick off stragglers with the ranged attacks. When Soul Drain is down, I'll hit Power Boost and run in and use Glacier, Ice Sword Circle, then lay Ice Slick for when Glacier wears off, and pick off stragglers with ranged attacks. By the time I'm done, Soul Drain is recharged and I repeat from the beginning, alternating Soul Drain and Glacier for every other mob.
The key component to my survival is I have AA running, which I cannot stress enough mitigates HEAVILY on incoming damage. The slows and the -recharge alone of this power would make it worth taking, but throw in the confuse and fear effects and you've got a really awesome power working for you. The 25' radius of effect also means you can have a little breathing room in case melee range gets hairy.
There's also the age-old argument about whether to take Shiver or AA, because many feel it would be redundant to take both. My humble opinion is that having both can only be beneficial if your build can fit it. I use Shiver on teams when taking down AV's or other difficult enemies. It keeps my squishy toon at a safe distance from all of their AoE attacks, and I can still affect them with the slows and -recharge.
Needless to say, this build is helped out immensely by global recharge bonuses. I managed to make my Ice/Ice perma relatively cheap (70% recharge + hasten). About 50 mil inf. all around, and then 1 LotG +7.5% proc (which can be bought via 200 reward merits). It was also pretty easy to fit in several recovery bonuses, which will make the build seem like a breath of fresh air. Overall, Ice/Ice is a great build if you give it time.
EDIT: Also, putting procs into AA from Confusion IO sets can be extremely beneficial. I have mine slotted with Coercive Persuasion: Contagious Confusion, Malaise: Chance for Psionic Damage, and Cacophony: Chance for Energy Damage. I also put in the Confuse Duration/End. Redux. enhancement from each of those sets, and the set bonuses gave me an overal 8% boost in recovery (4% + 2.5% + 1.5%). -
Just want to get the best possible understanding of what happens when using a PBAoE power while in flight (or at least in mid-air):
Let's say I'm using Arctic Air, which has a 25 ft radius of effect... is this to be taken literally as a spherical radius around my character? Assuming this, the best use of the radial range would be to remain at ground level at all times, but I've been making use of it mostly by hovering just above melee range. So by doing that, I'm basically losing 10 ft or so of the potential range of the power. I'm about 90% sure this is how it works, but correct me if I'm wrong?
EDIT: This question also applies to PBAoE melee range attack powers, with a smaller radius. -
Quote:I'm not sure, but I don't think 20% accuracy directly correlates with 20% damage. This is probably why you'll commonly see 7-9% accuracy bonuses in IO sets while damage is commonly buffed around 2.5-3%. For balancing issues, it seems you can allow a large give in accuracy to be somewhat equivalent to a smaller give in damage. The amount of -Acc or -Dam would be up to the devs, but I'm sure they won't reverse the debuff with the exact same percentage amount.Balancing on IO slotting is bad. Ignoring potential IO slotting while making balance changes is also bad.
Edit -> What I'm trying to say is this: A 20% -Acc penalty, instead of the -20% Damage penalty would be a decent nerf to SO builds. However, it would be a huge bonus to IO'd-out builds, because they've probably already got a large amount of Acc bonuses. This would mean an even larger disparity from SO builds to IO builds, which isn't a good thing to do, IMO. -
I don't think the veteran badges need to be changed because.... there's hundreds of other badges to choose from!
I would like to point out, however, that some players before me tried to argue that even villains follow ideals. This is true to an extent, but if you take a villain like the Joker then the argument crumbles. True, he is loyal to the concept of chaos, but this also makes him 'Unreliable' instead of the original badge title of 'Reliable.' Chaotic Evil types (to steal a D&D term) would be able to use the modified titles that the OP suggested.
But as I said in the beginning of this post, I don't think anything should be changed because there's so many other badge titles out there... -
Agreed on logic. Same general idea spans across tankers in general, since their powers involve being super strong to the point of hurling a gigantic boulder 80+ ft. or flinging large maces and axes around. But as always, it's simply a balancing issue.
In the end, even if the devs were to implement this change for Granite Armor, it would probably even itself out to where if you average the extra number of times you miss a target with the extra damage you'll be doing, you're back at doing the same amount of damage over a period of time anyway.
If this change were to take place, it would be strictly for RP purposes, just so a stoney can walk up and say, "Hey, I'm not a weakling anymore... but I do whiff a lot more than I used to..." On a tangent, my only grievance with GA is that you can't yet modify any aspect of it in character creation. -
Quote:Ahhhhh.... highlighting the the value brings up a text box saying:Is this in a PVP zone?? Only thing I can think of. SR will only give Melee,ranged and AOE
"11.3% Defense(Psionic) to Self for 0.75 seconds (in PvP)
Effect does not stack from same caster"
Still odd though how no one else is seeing this number... Is there a mode I'm in that I'm not aware of, something that toggles PvP from PvE?
EDIT: Sorry, noticed the Mode button above powers... case closed! Thanks for the responses. -
Same version I'm using. The program icon says it was created 09/15/09 and when the program opens, the title bar of the windows says "v1.6(Database Issue: 16 - Updated 11/09/09)". I tried updating and there aren't any available, and I tried closing and reopening the program and switching power sets back and forth and it's still there. The only thing I haven't tried is re-install.
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Maybe my version is bugged, but I read this under the "Effects" tab for Focused Senses, 11.3% Psionic def.
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Quote:What grabbed my attention was that I had 20% psionic def. in my DB/SR scrapper build. No, I don't have weave, and the only "all around" def. power I have is CJ. Turning that off it went to 17.6% def so I was still confused. So I went through all my toggles and found turning off Focused Senses brought my psionic def to 0%. I read under the "Effects" tab of the power, and it gives 11.3% psionic def, unenhanced.i just checked mids and there is no mention of psi def in focused senses. in fact none of the powers in sr mention psi def. is your build done on mids and if so did you pick up weave? that might be what is giving you the small psi def. or are you seeing this in the power description?
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I could see mid 30's doing it easily blue side, I've seen red side wipe out from mid 30's... although newbie leadership and several afks had a lot to do with it...
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Quote:Not to mention focusing on getting set bonuses just for the sake of it tends to gimp the builds of less experienced players. In other words, generally speaking, players should primarily focus on maximizing the effectiveness of each individual power, rather than worrying so much about completing entire IO sets.Me too.
Oh, and one of the main benefits of frankenslotting is that it's so cheap. Most people buy IO's for the set bonuses, so the IO's that don't have good set bonuses tend to be less expensive. You can often buy IO's for less than you would spend on SO's, but get much better numbers in your powers. -
...At least according to Mids', referring to the scrapper Super Reflexes power. I checked the game and there is no psionic def given by Focused Senses. Unless I'm not reading it correctly?
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Quote:Sounds like the game could use a bank where players could store inf. instead of having to work around the system like that.Warning: if one character puts two 2billion inf bids on the SAME item, the system will combine them. And then you can't undo the bid without losing a lot of inf. (If you bid, for instance, 1 billion on each of ten things, storing 10 billion, and you undo the bid, you're put at the max inf cap of 2 billion and the other 8 billion disappears into the system. )
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....or is it just a bug in the market? None of them have any history available, and I've never seen 51 or 52 IO's even listed, it just sometimes skips up to 53 for certain sets.
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If I'm not mistaken, the only thing that really affects drop rate is the rank of the enemies you're fighting. In other words, bosses are more likely to drop something than minions. But of course they also take longer to defeat.