Miladys_Knight

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  1. My wife has been selling level 35 crafted commons and many of them go for as much as 1,000,000 each.

    I didn't believe her at first and had to look at her market screen over her shoulder. Sure enough she'd sold a dozen of them on Labor Day for 1,000,000 each.
  2. Miladys_Knight

    Blappinator?

    Ice/
    Elec/

    Paired with:

    /Earth
    /Energy
    /Elec

    are all fine choices

    /thorn is also good and has a lot of AoE. It animates too slow for my taste though.
  3. Quote:
    Originally Posted by Psylenz View Post
    Deacon also left out dark/ice. Ice has the two blaster-level AoEs in Ice Storm and Blizzard. Ice Storm on a tar patch is a beautiful things.

    I would submit that because Dark miasma has no inherent defense debuff that Rad blast is as useful as dark blast because of the overlap on -tohit. Of course there is no overkill in fighting debuff resistant foes Also, it seems like rad blast is very low on endurance cost.
    Dark/Ice/Elec is also excellent for Hami Raids. You can rez lots of downed teammates all at one time, Shadow Fall is one of the few powers that grants resistance to fear (useful for everyone against the blue mitos), and you have 4 ranged holds that you can cycle to lock down the green mitos.
  4. Miladys_Knight

    Pure control

    I'll give my nod to Earth/TA with an APP of primal. You have the ability to lock down entire boss spawns long enough for most teams to completely eliminate them.

    If you enjoy melee range controlling I'd give Ice/Rad an honorable mention. Slotting Artic Air with a contagious confusion proc, and Choking Cloud with a lock down proc, make an Ice/Rad a monster.

    Edit - Doh forgot to mention Grav Anchor proc in Frostbite.....
  5. Quote:
    Originally Posted by Deacon_NA View Post
    Dual Pistols: Should be decent. Nothing about it particularly "synergistic" with Dark but it doesn't suck.
    Actually Dark/DP puts out some of the highest -Damage in the game if you use Chem rounds.
  6. Dark/Dark/Dark is a classic. It's a classic for a reason. It works very, very, well.
  7. I hadn't really laid this out in a spreadsheet but it was pretty obvious without even having done so. My bronze rolls were consistant money earners. Sliver stunk (the RNG hates me) and gold, well gold there are far too many clinkers in the pool especially considering how many tickets they require.

    That said I doubt that this post will change the market much. Most of the serious marketeers have all ready figured most of this out. I think the effects will be minimal. The people interested in farming tickets are all ready farming tickets.

    There may be a few exceptions. That would be those folks who enter the ticket farming market and those that leave the ticket farming market.

    I myself am a member of the later. With few exceptions my toons are all ready outfitted with all the IOs that I want (including seconds builds). I have several storage bins filled with high value IOs that I may use in the future on new toons/builds.

    What am I rolling now? Gold. Not because they are the best sellers. I have enough influence to pretty much buy what I want and I'm not an OCD marketeer interested in hoarding influence. My influence has a purpose when I have enough (or a little more) to meet that purpose I don't "need" more and my focus shifts. Right now I have all the rare Pool As that I want (actually a huge surplus) from rolling bronze. It doesn't take long at all to get to that point. Silvers are cheap. They are usually over supplied by the market anyway and can be had for a pittance. Even the ones that are expensive aren't all that expensive.

    Gold is my bottle neck. In an hour of ticket farming I can roll gold 6-7 times. Even on my fastest TFs or solo flashbacks the best I can usually do is about a merit a minute (this gets worse after the first TF due to diminishing returns) that translates to 3 gold rolls per hour.

    Time is also a factor on A-merits. 3 days (because it is artificially limited by the devs) and 40 million influence allows me to produce 15 gold rolls (don't forget to include in this opportunity cost the 90ish minutes it takes to run 10 solo tip missions and a morality mission over 2 days, the additional 100 minutes spent earning 100 merits, and the 4ish non-marketeering hours that it takes to earn 40 million influence from farming to convert the merits into Amerits). I can roll gold 15 times every day in less than 3 hours.
  8. I'd go with an Earth/TA controller.

    In the Primary you do very little damage but can apply massive debuffs and controls.

    In the secondary the only power that does "direct" damage is Acid arrow. All the other powers are non-damaging with the exception of Oil Slick Arrow (which you can choose not to light, but if one of your teammates does "oops, oh well"). EMP Arrow does massive damage to robots only. You can get away with that for a damage passive character.

    The secondary also gives you lots of extra control to stack on the primary.

    Primal as your APP just makes the primary and secondary more controlling without increasing your damage output.
  9. Quote:
    Originally Posted by GavinRuneblade View Post
    Plant/anything. =)

    Mind/anything is also pretty solid and affordable. Mind/Energy I've only seen one in action and it was quite potent.
    This can't sum it up any better than that except to say that Mind/Ice is also awesome in action.
  10. Quote:
    Originally Posted by Young_Tutor View Post
    1.) If you would like to have multiple IOed out characters, you owe it to yourself to check out the market forum. There are a lot of strategies that involve putting in bids and waiting for them to get filled. Since you have multiple characters that you are playing every now and again, this could be a good way to keep your influence topped off.

    2.) You can get a huge amount of bang for buck just by Frankenslotting or using cheap sets. Will the set bonuses be "the best"? No. But they'll be pretty darn good. Crushing Impact, Thunderstrike, Multi-Strike, etc they all have good enhancement value *and* adequate set bonuses. You can generally save a ton of money by avoiding level 50 set IOs and picking whatever is cheapest from 41-49. The difference in enhancement value is not that significant.

    3.) You can get some of the expensive IOs by doing tip missions for alignment merits.
    This
  11. Storm/Rad for massive -rech and -res and -to hit.
  12. Quote:
    Originally Posted by Phyrex View Post
    It was done to prevent certain pets (earth and ice? I think) from getting stuck in their AI script where they would only do certain attacks over and over again (typically the ones you'd rather them not do over and over.). So instead of firing off their range attack and then moving into range and using their hard hitting melee attacks, they'd just sit there plinking away at ranged.

    The decrease in damage for a fire/kin troller from this is minimal.
    Actually it was Plant that was the big culprit. It's AI script is still poor even after the pet nerf.
  13. Here you go, as promised, with the following caveats and information....

    Ice/* Doms (especially ranged caster types) get very little benefit (comparitively speaking) from either Domination or Power Boost since neither help slows and we are forgoing both Glacier (since it is PBAoE) and Flash Freeze (since sleeps break as soon as you deal damage and the damage in Flash Freeze isn't worth it as an AoE damage power). In this build you'll mainly use Domination as a break free/mez protection/Boss tool or free endurance refill.

    You have a single target attack chain and an AoE attack chain that you can use depending on what you are up against.

    You have a few choices of opening power and follow up.

    I put 2 range enhancements in Ice slick for one purpose. That is so that you can cast it from outside Mob perception range if you have Stealth and Super Speed running. They won't get much of an Alpha Strike since most of the spawn will start flopping before they are even aware of you.

    The build has 34% ranged defense so the few that get shots off at you will most likely bounce off. You then move in and hit them with Shiver and Frost Breath to floor their recharge.

    After this you can use Frostbite (to keep the spawn in your AoEs), Melt Armor (if it is recharged, you should get to use melt armor every other spawn), Rain of Fire, and Fireball. If you continue to cycle Shiver, Frost Breath, and Frostbite every time they are up you'll keep the entire spawn's recharge floored (up to +3 level mobs) and should be able to wipe out most of the foliage with your AoEs and then switch to your single target chain to finish off bosses and tough lieutenants.

    If you are impatient you can pop a small purple insp to soft cap yourself vs ranged and open with Frostbite instead of Ice Slick. This may not be the best plan against mobs with lots of AoE (like Nemesis) but should work fine against everything else. Ice slick as an opener will work against spawns heavy in AoE provided they aren't KD immune/resistant.

    You'll use your single target hold against serious threats to proactively take them out of fights (if its a boss that is the serious threat, Domination + Block of Ice will solve that problem in one cast.)

    You have 2 safety nets that you can use, Aid Self if you find you have taken too much damage to be comfortable and Phase Shift as an escape power. (you can also Phase then Aid Self so you can safely heal without worrying about getting interrupted.)

    If you prefer flying to leaping you can replace Combat Jumping with Hover and Super Jump with Fly keeping the exact same slotting for the powers in question.

    If you want to dispense with Super Speed (because you've decided to fly rather than jump) you can put a +stealth IO in Sprint and use that in combination with Stealth instead. You can then move that power choice to later in the build and select a 1 slot wonder like Resuscitate (or after I21 you can take all your APP powers so RotP would be a viable choice) and have a slot to play around with.

    Villain Plan by Mids' Villain Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Ice Caster: Level 50 Magic Dominator
    Primary Power Set: Ice Control
    Secondary Power Set: Icy Assault
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Medicine
    Power Pool: Concealment
    Ancillary Pool: Fire Mastery

    Villain Profile:
    Level 1: Block of Ice -- Lock-Acc/Hold(A), Lock-Acc/Rchg(3), Lock-Rchg/Hold(3), Lock-EndRdx/Rchg/Hold(5), Lock-Acc/EndRdx/Rchg/Hold(5), Lock-%Hold(7)
    Level 1: Ice Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(11)
    Level 2: Frostbite -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(13), TotHntr-Acc/EndRdx(13), TotHntr-Immob/Acc(15), TotHntr-Acc/Immob/Rchg(15), TotHntr-Dam%(17)
    Level 4: Ice Sword -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(19), Mako-Dmg/Rchg(21), Mako-Acc/EndRdx/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(23), Mako-Dam%(23)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(25), Zephyr-ResKB(25)
    Level 8: Shiver -- P'ngTtl-Acc/Slow(A), P'ngTtl-Acc/EndRdx(27), P'ngTtl-EndRdx/Rchg/Slow(27), TmpRdns-EndRdx/Rchg/Slow(29), CtlSpd-EndRdx/Rchg/Slow(29)
    Level 10: Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(31), Thundr-Dmg/Rchg(31), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(33), Thundr-Dmg/EndRdx/Rchg(33)
    Level 12: Ice Slick -- RechRdx-I(A), RechRdx-I(33), Range-I(50), Range-I(50)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(34)
    Level 16: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(34)
    Level 18: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48)
    Level 20: Frost Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(37)
    Level 22: Stimulant -- EndRdx-I(A)
    Level 24: Aid Self -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(37), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Heal(39), Dct'dW-Rchg(39)
    Level 26: Stealth -- LkGmblr-Rchg+(A)
    Level 28: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 30: Phase Shift -- RechRdx-I(A)
    Level 32: Jack Frost -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(39), BldM'dt-Acc/EndRdx(40), BldM'dt-Acc/Dmg/EndRdx(40), BldM'dt-Acc(40), BldM'dt-Dmg(42)
    Level 35: Invisibility -- LkGmblr-Rchg+(A)
    Level 38: Bitter Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(43), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
    Level 41: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
    Level 44: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(46), Posi-Dmg/Rchg(46), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(48)
    Level 47: Fire Shield -- S'fstPrt-ResDam/Def+(A)
    Level 49: Melt Armor -- AnWeak-Acc/Rchg(A), AnWeak-Acc/Rchg/EndRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Domination
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(17)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(19)



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  14. Problem I see here is that "most" of the powers you've selected are PBAoE which puts you in the thick of things instead of far away as a caster.

    I've got a range focused Ice/Ice/Fire build. I'll post it for you when I get home from work.
  15. Quote:
    Originally Posted by PleaseRecycle View Post
    http://i.imgur.com/FGNtT.png

    47%. The three slots in brawl are one slot each in hurdle, health and stamina. The empty space in tactics is GSFC. I was lazy and forgot to pick cj, that's an exercise left to the reader. If you do that you don't need the glad armor. This took about five minutes.
    I should have been more clear.

    It's not possible to soft cap with out skipping combination defining powers like Sirens Song, Frozen Aura, and Dreadful Wail or without skimping on your AoE attack chain.

    It's also not necessary to soft cap as all you need to do is survive the spawn's alpha. As long as you aren't up against mobs that resist sleep every thing should be asleep and slowed after your alpha (including bosses) you can then use your controls (2 holds on a boss, a hold or a stun on an annoying lieutenant) and take the most serious threats out of the spawn.

    You can then run an attack chain of Shiver > Shockwave > Howl > Static Discharge > Sirens seemlessly, provided you mind cone ranges and widths, or use a convenient wall, corner, or object, and take out the remainder of the spawn while taking little to no damage yourself.

    My original SO only build for my Sonic/Ice/Elec had no defense at all and no resistance since I had skipped the Epic Armor as well. It worked as well or better than most of my other SO only blasters from back in the day as this primary and secondary combination is the most "controllery" blaster available in the game.

    While the above "5 minute" slap dash build would be survivable it wouldn't be all that effective nor would it be that much fun. It would also miss the point of playing a sonic/ice theme build by skipping the theme(s) of the combination.
  16. If you are relying on the sleep from Sirens Song you can skip Ice Patch. The KD from Ice patch will break the sleep.

    The whole reason for making a Sonic/Ice is so that you can stack sleeps since Frozen Aura does not have a damage component.

    Shiver, Sirens Song, Shockwave, and Howl all have differing cone widths and ranges. Trying to get an AoE attack chain that meshes well is..... a challenge.

    The hold graphics of Frozen touch looks almost exactly like the graphics of Chillblain. This can lead to some unexpected damage being received.

    Sirens + Shiver + Screech so that the target you wake up and stun at the same time staggers dunkenly toward you to be bludgeoned by Ice Sword is Pure win.

    Sirens + Frozen Aura + Amplify + Build Up + Dreadful Wail kills almost every thing it hits. Every thing it misses stays asleep long after you begin recovering endurance again.

    I reccomend electric as your APP. Static Discharge will help round out your AoE attack chain, Shocking Bolt will give you a fast animating ranged hold to stack with Freezing touch for handling bosses (alas Shocking Bolt's hold graphic is as non-obvious as that of Freezing Touch).

    For IOs and sets I recommend as much ranged defense as you can get (it's not possible to soft cap but you can get within 1 small purple insps worth). Stuff that reaches melee range will either be slept, slowed, or controlled but the alpha strike will nail you since they get to launch it before they fall asleep. You won't need a lot of recharge as most of this power set combination's powers have lengthy animations (I skipped hasten and still have a fairly fluid attack chain.)
  17. I'll just throw this out there. Just like changing APPs this is a BAD idea. If the devs are going to do this they need to give us a branching tier 9 and let us choose our tier 9.

    Guidelines that "should" be followed.

    Crashing nukes should be fast activating PBAoEs that do massive damage and they should be on long timers.

    Non-crashing nukes should be (non)/TAoEs/cones that do about 1/4 the damage by comparison and recharge 4 times faster.

    Doing that means that no-one loses their playstyle.
  18. Quote:
    Originally Posted by Dechs Kaison View Post
    Oh sure, on a team it would do better. I have my doubts about solo performance, though.
    Yes even solo. Sonic Siphon > Force Bolt and Liquefy is way better than Force Bubble as a tier 9. Repulsion Bomb doesn't really make up the difference.
  19. Quote:
    Originally Posted by Nyx View Post
    Your wrong...Wrong Pancake Wrong!

    I wrote pancake in myself by the way.

    Grav/FF rules

    I call mine old faithfull...because she just plain gets it done.
    You can take any other controller primary and secondary and get it done better. I know. I've done it.
  20. My theory behind my plant/TA was nothing that makes the mobs do less damage to themselves while they are confused.

    With that in mind I skipped:

    Glue Arrow - since that gives the mobs - rech and slows their ability to damage each other.

    Poison Gas Arrow - since this reduces the damage that the mobs do to each other.

    I didn't skip flash arrow even though it provides a hit debuff as the hit debuff is relatively minor. I get great mileage out of Flash Arrow while soloing since the -perception means that a miss with seeds won't chain aggro the other mobs. That means the confuse is applied to the mobs before the alpha rather than just after.

    I also find Flash Arrow useful on Master of TFs and on PUGs with inexperienced players.

    Flash Arrow has just a single end reducer in it since it lasts 60 seconds.

    Entangling got a single HO Endo.

    Also don't forget to take magic or tech origin so that you can ignite your own Oil Slick Arrow. If you did forget don't despair any renewable temp power that does energy damage (like the rune of warding for instance) will do the trick or you can take the Fire APP.
  21. IIRC a Dark/DP defender using chem rounds can keep a spawn a little over -50% damage and can do so at range. Like all teamed defenders the damage sucks though.
  22. Quote:
    Originally Posted by DarkSideLeague View Post
    I would just make a panic button that would toggle off hover and/or fly:

    /bind lshift+h "powexec_toggleoff "Hover"$$powexec_toggleoff "Fly""

    This way I could drop at will.
    IIRC You can't turn off toggles while mezzed.
  23. Quote:
    Originally Posted by StrykerX View Post
    Not even close. Hot Feet has a nice large area so it tends to be worth the high endurance cost, but Blazing Aura only hits things that are right next to you. Things that are right next to you tend to either die very quickly (they're in Burn and Fire Sword Circle range) or run away due to the fear effect in Hot Feet and no longer be right next to you. You could skip Hot Feet and not have to worry about the fear effect, but Hot Feet does several times more damage than Blazing Aura due to hitting significantly more targets so why would you do that?

    There is one reason to use Blazing Aura: if you are building for maximum damage output on a single hard target like an AV. Standing next to an AV with both damage auras on will give you more DPS, but unless you plan to do that a whole lot I'd just take Hot Feet and call it a day.

    As far as Rad/Fire in general, it's a great combo if you can afford an expensive S/L softcap build or you team a lot. On teams it's actually not that dangerous to jump in a couple seconds after the tank and use PBAoEs since you will probably have buffs and you'll only be taking AoE splash damage rather than pulling direct aggro. Solo it's a very dangerous playstyle without a very high end build though.
    I would agree with the above but I will also note:

    If you are getting a PPP with an AoE immobilize you "can" take Blazing Aura and potentially get good use out of it with a couple caveats.

    Lieutenants and minions will die in the first itteration of your PBAoE attack chain, especially if they are immobilized, without Blazing Aura. This leaves appoximately half health bosses left. These half health bosses will not be immobilized in a single application and will run out of Blazing Aura range after taking a single swipe at you. A second itteration of your attack chain (including the immobilize) will finish off the bosses even without Blazing Aura.

    All in all for radius, damage output, and endurance costs Blazing Aura simply is not worth it for a blaster.
  24. It can proc on each target. The % chance to proc is pretty low. You are actually better off just slotting set bonuses that give +regen.