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It's a nice team support "Cap A" type build.
If you can afford it the below is a version of your vision with better numbers. I'm concerned about your potential end useage and I shuffled some things around a bit.
Hurdle looked as though it was merely tacked on at the end so replaced it with Conserve Power. I moved your Zephyr set to SJ and stuck a range in Recall Friend. That's all you need to pull folks all the way across IP and halfway across the Shadow Shard. More isn't really any better.
Slotting the Enzymes in Deflection and Battle Agility reduces the end cost in those toggles which allows you to steal a slot from AAO.
Slotting Health and True Grit as I have done will increase your survivability and cure more of your potential endurance problems.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Teleportation
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Thunder Kick -- T'Death-Dmg/EndRdx/Rchg(A), T'Death-Acc/Dmg(7), T'Death-Dmg/EndRdx(15), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/Rchg(19), T'Death-Dam%(23)
Level 1: Deflection -- HO:Enzym(A), HO:Enzym(3), HO:Enzym(3), S'fstPrt-ResDam/Def+(19)
Level 2: Storm Kick -- T'Death-Dmg/EndRdx/Rchg(A), T'Death-Acc/Dmg(7), T'Death-Dam%(17), T'Death-Dmg/EndRdx(45), T'Death-Acc/Dmg/EndRdx(45), T'Death-Dmg/Rchg(45)
Level 4: Battle Agility -- HO:Enzym(A), HO:Enzym(5), HO:Enzym(5)
Level 6: Swift -- Run-I(A)
Level 8: Crane Kick -- Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Acc/Dmg(9), Mako-Acc/EndRdx/Rchg(9), Mako-Dmg/Rchg(11), Mako-Dmg/EndRdx(13), Mako-Dam%(13)
Level 10: Active Defense -- HO:Membr(A), HO:Membr(11)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(48)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48), Zephyr-ResKB(50)
Level 16: True Grit -- Numna-Regen/Rcvry+(A), Numna-Heal(17), Mrcl-Rcvry+(23), Mrcl-Heal(50)
Level 18: Health -- RgnTis-Regen+(A)
Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(21), P'Shift-End%(21)
Level 22: Against All Odds -- EndRdx-I(A)
Level 24: Focus Chi -- GSFC-ToHit/EndRdx(A), GSFC-ToHit(25), GSFC-ToHit/Rchg(25), GSFC-ToHit/Rchg/EndRdx(27), GSFC-Rchg/EndRdx(31), GSFC-Build%(31)
Level 26: Dragon's Tail -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Acc/Dmg(27), Sciroc-Dmg/EndRdx(29), Sciroc-Dmg/Rchg(29), Sciroc-Acc/Rchg(31), Sciroc-Dam%(33)
Level 28: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 30: Warriors Challenge -- Mocking-Taunt/Rng(A), Mocking-Taunt(33), Mocking-Taunt/Rchg(34), Mocking-Rchg(36), Mocking-Acc/Rchg(37), Mocking-Taunt/Rchg/Rng(37)
Level 32: Eagles Claw -- Mako-Acc/Dmg(A), Mako-Acc/EndRdx/Rchg(33), Mako-Dmg/Rchg(34), Mako-Dmg/EndRdx(34), Mako-Acc/Dmg/EndRdx/Rchg(39), Mako-Dam%(40)
Level 35: Shield Charge -- Oblit-Acc/Dmg/Rchg(A), Oblit-Dmg/Rchg(36), Oblit-Acc/Rchg(36), Oblit-Dmg(37), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(40)
Level 38: One with the Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(39), Aegis-EndRdx/Rchg(40), Aegis-ResDam/Rchg(42), Aegis-ResDam(43), Aegis-Psi/Status(43)
Level 41: Maneuvers -- RedFtn-Def/EndRdx/Rchg(A), RedFtn-EndRdx/Rchg(42), RedFtn-Def/Rchg(42), RedFtn-Def/EndRdx(43), RedFtn-Def(46), RedFtn-EndRdx(46)
Level 44: Grant Cover -- RedFtn-Def(A), RedFtn-Def/EndRdx(46), RedFtn-EndRdx(48)
Level 47: Recall Friend -- Range-I(A)
Level 49: Conserve Power -- RechRdx-I(A), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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We have to go to the Market because that's the way it was set up. In the real world when you want to buy something (especially if you want to buy it NAO) you have to go to a store that has what you want. Game designers that want to make the game seem more real and therefor more immersive do this.
One thing that would be nice is having a market interface available inside your SG bases. You could at least check on or place bids while heading to your next mission and that would be good.
As far as a crafting table where ever you want? Wish granted. You can earn a portable crafting table by getting the field crafter badge.
Prices too high? Start selling instead of buying. When prices drop then buy. You'll have all the stuff you wanted and a pile of influence to roll around in too. Just be patient. -
Well as a point on exemplaring....
Most of your IOs are level 35 which means that you keep your set bonuses all the way down to level 32.
With the new Super Side Kicking feature you will have OWtS available all the way down to level 33.
That means that the only time you will have all your set bonuses but won't have the res/def IO available are those situations where you've been exemplared to exactly level 32, which won't happen on TFs or Flashbacks since, with only a few exceptions, they take you to the 0s/5s or the 4s/9s.
If your intention is to exemplar alot I would consider using the Steadfast in OWtS, using level 36 IOs to create your primary build, and then making your secondary build one designed specifically to exemplar below level 33.
Edit - Also going Miracle +, Miracle Heal, Numina +/+ Numina Heal in True Grit and then Regen Tissue Unique in the base slot of Health gives you more hit points than your proposed slotting (which increases your regeneration and then multiplies it slightly higher due to the extra regen bonus for 2 slotting Numina's and adding in the bonus from Regen Tissue in Health) and all it costs you is 1.4% resistance to exotic damage types (which you still get when OWtS is active and you increase your smashing/lethal by another 2.9%)
Edit Edit - As an answer to your endurance question with the Oblits it can but it might not depending on how you play. With soft capped defenses you can stay in the middle of the spawn and allow AAO to saturate then unleash your AoEs. My build doesn't have conserve power but it does have hasten mainly for recharge on Active Defense (double stacked active defense provides double mez protection and double defense debuff resistance) but also for Shield Charge and Build up. I can wall farm in Cimerora easily against +2s. (I also farm +3 Brute spawns in the Storm Palace)
I target the Surgeon in one spawn and run up, Hack > Disembowel > Slice. Then I target the Engineer (he's annoying and likes to stay at range). If he was by the surgeon Head Splitter > Hack will take him out. By that time the taunt in AAO has annoyed all his friends and they follow me to the next spawn. While I'm on the way there I target the next Surgeon and Hack > Disembowel > Slice then finish off the 2nd engineer. By that time every thing is bunched up around me and Build Up > Shield Charge (in place) > Whirling Sword leaves only lieutenants and bosses alive. All it takes to finish off a lieutenant at this point is a single, single target attack. Then I can finish off the boss(es) with a few more single target attacks. -
As a leveling build I would give the advice to slot Parry 2 acc, 2 def, 1 end, 1 rech.
Prior to stamina you can (and probably should) leave your defense toggles off (to conserve endurance) and rely on Parry alone for mitigation. (use Battle Agility if you are up against a lot of mobs that prefer range and have a damage type that isn't Lethal)
Also as an FYI the resistances in Deflection aren't worth slotting. They are lower value than the defense and are only half as effective at stopping damage. -
Well a couple things.....
I see you have an empty slot in Health, an End Mod in OWtS, and Steadfast Res/Def in True Grit.
I'd take the extra slot out of Health and slot a Regenerative Tissue Unique in the base slot. Having an End Mod in OWtS is a waste since it has an end depletion when it expires. I'd move the Steadfast Res/Def to OWtS since it will work there and will boost the resist provided by it. Then move the Numinas Unique to True Grit and replace the Miracle End/Heal with a Numinas Heal.
For me the whole point of soft capping is so that you can increase your damage by dropping Parry. Once you are soft capped the only thing Parry is good for is for halting the rare defense cascade failure which you can do just as easily and without costing you a power simply by popping a purple insp (scrapper lock preference) or backing out of the fight for a few seconds (non-scrapper lock preference).
You could easily give up Parry and pick up Hasten. This will increase your DPS and free up 2 more enhancement slots.
If you want to spend a little more inf. Slot Active defense with Membranes. This increases the defense debuff resistance provided.
What to do with the 3 freed up slots? There are lots of options.
You could add another Membrane to Active Defense.
2 more slots in true grit would allow room for a Miracle End/Heal and a Numina End/Heal.
Or you could add 2 slots to Build Up and 3 slot Adjusted targetting for the global damage bonus and the resistance bonus.
Or you could add 2 slots to OWtS and slap in 2 resistance IOs. OWtS is up 1/3 of the time and can provide alot of resistance in high defense debuff situations or when you are up against things that have powers that are auto hit like the nuking Nictus in the ITF or the Envoy of Shadows.
Or you could put 2 more slots for recharge into Conserve Power to account for the increased end use due to adding Hasten into the build.
Or you could add the slots to Grant Cover and slot extra defense for increased defense debuff resistance. -
Quote:I wouldn't call them gimmicks certainly, there is a time, place, and playstyle that fits all powers.You're not the only one. I don't like gimmicky powers either. Sure, they're "okay" but often there's something far more effective you can do in the same space of time or a better power you can choose.
I put hot feet, frozen aura, world of confusion and time bomb in the gimmicky category. There's some players that swear by these, but I'd never recommend them.
On my blasters, stuff dies way before any damage aura could make a dent. While such auras are marginally useful in tough fights (AVs, EBs), I can put the power pick and slot investments to far better use elsewhere.
Damage Auras are a staple for those blasters who's playstyle have them living (and dying) in melee range the majority of their play time. Lots of folks call these blappers and a well played one deals more damage and survives better than an average scrapper.
If you play as all range or a mix of range and melee (especially if you are light on melee and only use it for finishing stuff off) then damage Auras will give you almost no contribution at all.
Frozen Aura is an awesome power when you are solo or on a team of folks who are either single target damage focused or know how to use AoEs. Frozen Aura (the blaster version anyway) has no damage component. It's duration is greater than it's recharge time out of the box and can be easily slotted to double stack with just SOs this gives you a power that will stop even bosses until you are ready to deal with them. When coupled with a primary that has a sleep in it (like Sonic) you can put an entire spawn to sleep, and keep them asleep while you pick them off one at a time.
Time Bomb which you call a gimmick power is one that goes real well with sleep powers. Put the spawn to sleep, set the time bomb, and move on to the next spawn. Yeah it takes patience to play devices but it's one of the safest blaster secondaries.
World of Confusion is another one of those type powers. It goes very well with Drain Psyche. The majority of mobs that you meet in most (non-AE) missions are minions. Against an unarmored blaster even multiple minion damage can be dangerous. WoC gives you the mitigation you need to maximize DP. Jump into a swarm of minions, drain them, and jump back out before the confusion wears off. Once you've drained them your regen rate should be high enough that, that same swarm of minions can no longer deal enough damage to defeat you. -
Quote:Except that the market is the greatest idea ever for the casual 2 - 3 hours a week person. 5 - 10 minutes each week is all it takes to have the low time available casual rolling in dough. A couple minutes at the beginning of your session and a couple at the end for clean up is all you need.The OP came to the wrong place to vent his frustration...
However...to his point...it has to be somewhat discouraging to newer players or those who can only play for 2 - 3 hours per week to see all the great "loot" availble in this game for their characters, only to find out is virtually unattainable. I'm not suggesting it isn't possible for them to earn things, or even learn how to play the market in order to get the necessary funds. But the truth of the matter is that it used to be a lot simpler and, as in real life, the rich keep getting richer and the poor stay poor.
I used to consider myself fairly well off in this game, but the stash of 1 billion influence I have today has a fraction of the buying power it used to have.
The rest of the time while you are off line the market works for you. You can literally buy and sell the exact same item for a ridiculous sum by taking advantage not only of the hourly high/low price swings, the daily high/low price swings, and the weekly high/low price swings.
The longer you know you are going to be away the greater your potential for profits since you can offer less for buys and demand more for sells. With low time availability you don't have to worry about high/fast turnover on your slots. -
Quote:I would also suggest that you re-examine your play style. Tough on a bubbler is a completely un-needed endurance drain especially once you have your epic armor.Yeah, I have Tough to provide that bit of resistance to attacks that DO hit me (since I have such low health). Sometimes I do leave it turned off, simply to conserve endurance. The point is none of my other characters have to do this. My Tanker can run all his toggles indefinitely and runs out of endurance only if I'm careless with attacking. My Scrapper can run 4 toggles and never has to turn them off. My Controller has trouble, but his toggles are offensive (Rad), and he hasn't hit L20 yet, so no Stamina.
PFF provides you with resistances as well and the nice thing is all you have to do is watch your icon tray.
If a hit icon appears in your icon tray that means the attack has all ready been rolled and "will hit". Damage, however, is not applied until the attack resolves. PFF provides 40% resistance to all but toxic. You can turn on PFF when there are several hit icons in your tray (it's all ready too late for the defense but not for the resistances) and the resistances in PFF will reduce the damage. You can then use aid self or a couple respites and drop PFF again and PFF costs about 2/3's the end cost of Tough.
Quote:The foes you fight makes a big difference to whether you need all the toggles. Some minions are no threat, but many (especially now that im in the 30s) can be a serious threat if they hit me. Nemesis and Crey can do close to 100 points of damage per hit.
First go get all the accolades that give +Max Hit Points and +Max End (if you haven't all ready done so) this will give you increases of 20% and 10% respectively (Freedom Phallanx, Portal Jockey, TF Commander, and Atlas Medallion).
Secondly use PFF for offense. Turn it on and eat the alpha (very high defense and excellent resists) then drop it and start attacking. After the alpha has splashed only bosses will cause you much trouble.
Quote:As I say, however, the real problem is the imbalance of endurance usage. A Scrapper uses around 5 endurance for an attack and might do 100 damage. A Defender would use the same 5 endurance, but will do only 40-50 damage, meaning he's attacking twice as often. That means longer fights (exposing the Defender to more damage) and more endurance used.
Defenders are one of the few damage dealing Archtypes that don't get some form of endurance free bonus damage. (Tankers and now Dominators are the other). I don't count vigilance because of the variable effects due to primary/secondary, skill, team compostion (or lack of a team) and because of the broken mechanics of it (one of the few "brilliant" Emmert ideas left in the game).
Tankers (with the possible exception of Fiery Aura) have enough personal mitigation to survive for the amount of time that it takes their low damage values to finish a fight. Debuffing Defenders pretty much have the same ability since their debuffs work for themselves as well as the team. It is the buffing sets that have difficulty since many of their buffs don't work on themselves only teammates and pets.
Scrappers and Stalkers get endurance free critical hits.
Brutes get end free damage from Fury.
Blasters get the defiance buffs as end free bonus damage.
Corruptors get endurance free damage in Scourge.
Controllers, which aren't even a damage based AT, get a 50% damage boost from containment which is all end cost free.
Dominators used to get end free damage AND a full blue bar from triggering Domination prior to the revamp (you could get this bonus with a greater than 50% up time with just hasten and SOs). Now they pay full end cost for every point of damage and they have endurance woes especially soloing for the non-permas. -
Quote:Strange I have 6 in my stable alone:2 1/2 years of playing this game and I've seen a total or 3 /TA controllers. Many TA/ defenders though.
1 Earth/TA/Primal on 3 of the 4 servers that I play on. (Yes they are just that good).
1 Plant/TA/Fire
1 Fire/TA/Ice
and a poor lonely TA/A defender -
Quote:FF is one of the best sets to use to protect the team against Vahz especially in the early levels.Mostly because people never LRN2KB properly. They either do it wrong or never even bother to use it to begin with. The Ally Bubbles + Force Bolt when used intelligently can keep an entire team alive in the early levels.... with the sole exception of Vahzilok.... hate them.... SO. MUCH.
Here's the power description on Deflection Shield:
Defense Smashing - 15%
Defense Lethal - 15%
Defense Melee - 15%
Resistance Toxic - 40% (unenhanceable) -
Don't forget to include in your vendoring list SOs. I've seen people dump them on the market (especially the 50+ level ones) for a fraction of their vendor value. If you are going to load up you just as well load all the way up before going to a vendor.
My wife doesn't like to transfer funds to a new alt. She does recipes, salvage, and enhancements all at once to fund lowbie alts. She's usually sitting on 1-2 mil by level 5 when she heads to Kings Row just from vendoring.
Also don't forget to list those off the 5's level TOs. You can occasionally snipe an influence transfer and even if that isn't your intent someone clearing out that category so they can make an influence transfer may pay 50-60k to clear out your enhancement just so that they can make a transfer. -
Quote:Ah, ok. 33 month vet badge fixes that problem for /Dark since you get either nem staff or blackwand.By "build around" I meant "build to avoid selecting."
I've never played a /Dark Blast Defender even though I'd like to, because I can't wait until level SIXTEEN just to get my second attack. I like the set on Corruptors though if they have early debuffs in the secondary to get their damage up until eight.
EDIT: THIRD attack, rather.
EDIT: Also, I haven't had the best luck pulling with Snipes. I read somewhere [CoHtitan?] that hte more damage your attack does, the wider radius of enemies will be notified. Is that still true? -
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The best use I have found for a snipe on a defender or dominator is either a power to skip for a more valuable pool power or as a set mule. Beyond that they have little value.
I still have 2 defenders that have the snipe. My Emp/Dark (Sting set mule) and my TA/A (also as a Sting set mule though the TA/A will occasionally use the snipe on a lone minion)
Blasters snipes can be a valuable opener if you have some extra global damage and something other than devices as a secondary.
A little +global damage and Aim + Build Up + Snipe will take out an annoying lieutenant with out them getting a chance to retaliate. Personally on every blaster I've tried it on i've respec'd out of it. The one blaster that could actually get good use out of it is the one that's slow, safe and methodical any way my Arch/Dev BUT no build up means that it won't kill a lieut in one shot so it's gone from him too. -
Quote:Annnnd you don' have to get to melee range even then, "close" range is enough. Hot feet has radius 20' and Cinders is radius 30'. You can use fire cages and decide where you are in relation to the mobs. Even though you are close you can still effectively use your ranged attacks while preventing the mobs from using their melee attacks.*slaps self several times*
Two. Two melee range powers.
*slaps self some more*
I always forget about the controller AoE/PBAoE Holds. Typically because I've got better tools available (EMP Arrow is a prime example), but I do need to remember that they're there, at least. >.<
That's how my hurricaneless fire/storm/stone plays. For Fire/TA stacking the debuffs in Smoke and Flash Arrow let you get close with few worries. -
Mag -4 is enough for 95% of the knock effects you will be exposed to in the game.
In those situations where mag -4 is not enough 95% of the time mag -8 is not enough either. (Nemesis Force bolt is mag 10)
Mag -12 will cover you in all most all but the most extreme situations. Hami does mag 12 KB (ie: with mag -12 you'll get knocked down) and wave 10 Mary Macomber will do mag 12 if you are standing in her hurricane and you get hit by gale and thunderstorm at the same time.
A few other things in the game will exceed mag 12 (Scirocco is one of them) -
Hi Black_Strike
Quote:I didn't come here to Rant, Flame, or Troll.
Quote:I have a simple question;
Quote:Are you trying to kill the game?
Hmmm it's still alive.
/e Shoots another arrow at the game.
Hmmm it's still alive.
/e Shoots another arrow at the game.
Hmmm it's STILL alive.
Hmmmm.... Hey guys did the devs finally put Healing Arrow into the Trick Arrow set? No?
I guess that must mean that control of whether the game lives or dies is in the hands of those whose daily bread is provided by it and not by the players. It would also seem to be in their best interest to keep the game alive.
Since I have absolutely no control over that why are you asking me?
Adding Villians and siphoning off Heros didn't kill the game.
Adding PvP didn't kill the game.
Nerfing defense and adding ED didn't kill the game.
Adding Inventions didn't kill the game.
Adding the market didn't kill the game.
Changing PvP didn't kill the game (unless you were only here for base raids in which case it's dead for you)
Adding AE didn't kill the game.
Last time I checked this wasn't SWG NGE. Our Devs haven't screwed up. The game seems just as lively and busy (busier actually) than when I first signed up more than 4 YEARS ago.
Quote:Prices from 250,000,000 to 400,000,000 on Purple sets, and certain Procs are absolutely outrageous.
If it's that expensive do you really need that extra .05% performance boost from slotting it or will the 20,000,000 rares work for you instead? If so spend about 8 hours playing level 50 content, get an Ultra rare purple drop and sell it for craziness and then turn around and buy a crap ton of rares to slot ALL your powers and live with them being .05% less enhanced.
Quote:Respec Recipe 200,000,000?
Respec Recipes to me are just a crap ton of free money because I plan ahead.
Copy your toon to the test server and try the power out before taking it on live. That's one of the reasons that the test server is there.
There's been a freespec handed out every issue since as far back as I can remember.
You can get 3 free ones from playing the game plus all the ones they give out as vet rewards.
You still need more? You wouldn't be a US Senator or Representative by any chance would you?
Quote:Normal players of this game can not come close to affording these prices. Are you trying to force them to the Spam Sites?
Common players should be slotting Common IOs.
Uncommon players should be able to slot Uncommon IOs.
The Rare player should be able to slot Rare IOs.
Ultra Rare players should be able to slot Ultra Rare IOs.
So you want NORMAL players to jump the que by 4 magnitudes and slot Ultra Rares with Normal effort. Here's a brilliant plan for you..................
WORK FOR IT YOURSELF. Do what ever you do best and make influence at it. The longer and harder you work the higher up the ladder you go all by yourself. Some people have a sense of accomplishment by working toward a goal. The tougher the odds the sweeter the victory. If you want maximum rewards for minimum effort then may I suggest Candyland as a more appropriate pass time?
As far as buying from spam sites..... Cure a problem (that doesn't exist by the way) by throwing money at it? Are you sure you aren't a politician?
Quote:Are you a source of Influence/Infamy for the Spam Sites?
No spam.
/e turns out right front pocket.
No spam.
/e pats left rear pocket.
No spam there either.
/e pats right rear pocket.
Ah ha!!! ........ nope thats just my wallet. No spam, influence or (alas) real word cash there. Just some finger prints left by the politicians.
<brilliant idea!> /e runs to check the pantry...... Doh! no spam there either. I guess you are just out of luck. I'm not an INF provider for Spam. Why? Were you wanting to buy influence perhaps?
Quote:What gives?
Quote:I have several 50's and have enjoyed playing them, and IO'ing them.
Perhaps that's the point. If you could just get the best of every thing by clicking a button you'd all ready be done and bored by now. I know I would.
Quote:I just created a new toon, and at your current Market Pricing, she'll never get IO'd out.
Quote:You think peeps will keep playing when they can't IO their toons?
Quote:Whats up with this? -
Yes, If you are planning on mainly teaming and mainly staying at range consider switching to /energy secondary. /Devices is mainly a soloing set and, while it can be adequate on teams, any other secondary will be superior.
On a team you will rarely use anything but Caltrops, Web Grenade, Targetting Drone, and perhaps Gun Drone.
Pairing Archery with /energy is the perfect combination for a staying at range archer. It gives both Build Up in the secondary and Boost Range. These 2 powers make Ranged Shot even more effective at the same time that they make it even more redundant. Range boosted Blazing Arrow does damage equivalent to Ranged Shot with out all the annoying interrupt time and Boost range gives Blazing nearly the same range.
Power Boost with Stunning Shot from the primary and Stun from the secondary gives you a very nice way to deal with any bosses that close to melee.
You can also choose to use Hover in a fight as a way to keep the mobs out of melee range and Power Thrust will send a Boss out of melee range in one attack that would take 2 applications of Web Grenade to halt. -
The sonic primary is the one that I see least often followed by cold as a close second.
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Wow only a teeny tiny change to icy assault and that looks more like a bit of balance and a buff when the increased radius is taken into account. Icy must have sucked way more than I thought.
Guess I'll go get my Ice/Ice out and try it. -
Consider //Dark
Since you aren't flying, and didn't take repulsion field, Opressive Gloom gives you a minion level stun field for those that get into melee.
Dark Consumption gives you an End replenishment tool that you will find useful since softcapping the team's defenses will prevent you from getting much out of Vigilence and you get nothing from it solo.
Dark Embrace gives good resistances against lethal and smashing and resistances to 2 of the most annoying damage types for a forcefielder, Negative and Toxic.
The damage boost from Soul Drain plays very nicely with the resistance debuff from sonic. It's really too bad that the devs thought having a defender actually be able to do decent damage was bad and recently doubled it's recharge time though. -
Fire/TA is a very good blend it features massive control, excellent damage, and good debuffs.
The redraw is only annoying if you focus on it and you can set your attack chain to minmize it by using all your secondary powers in a row.
3 AoE controls Flashfires, Cinders, and EMP Arrow.
2 single target controls Ice Arrow and Char can be stacked quickly on a boss or can be stacked with an AoE hold to neutralize multiple bosses
2 Acc debuffs when fully slotted and stacked give excellent mitigation againt those mobs not controlled. When stacked on top of one of the defense based epic armor make for a very tough controller.
Against standard spawns start off with Smoke then Flash Arrow. Open with an AoE control. Move into close range for hot feet. Drop your debuffs (Acid Arrow, Disruption Arrow, and Oil Slick if recharged) Lock down anything that escaped the initial AoE control. By that time Imps and Hot Feet will have melted anything except a boss. -
It depends what you are trying to do with it. Is it for teaming? Soloing? You focusing more on stealthy trapping? Toe Bombing?
What's your final budget? Planning on using IO sets? If so frankenslotting? Cheap sets? Expensive ones? Purples?
Other than that......
Caltrops is one of the bast powers in devices and you've skipped it.
Ranged Shot is pretty lame for every Blaster (actually every AT that has access to one) but especially lame for a secondary that lacks build up. -
Some other things that might help:
Slot Hack and Disembowel with:
Focused Smite - Acc/Dam
Focused Smite - Acc/Dam/Rech
Smashing Haymaker - Acc/Dam
Undermined Defenses - Def Debuff/End/Rech
Undermined Defenses - Def Debuff/End
Undermined Defenses - End/Rech
For numbers of:
Acc - 66.36%
Dam - 66.36%
End - 73.78%
Rech - 67.00%
Def D - 47.70%
and Slice, Whirling Sword and Headsplitter with:
Multistrike - Acc/Dam
Multistrike - Acc/Dam/End
Cleaving Blow - Acc/Dam
Undermined Defenses - Def Debuff/End/Rech
Undermined Defenses - Def Debuff/Rech
Undermined Defenses - End/Rech
For numbers of:
Acc - 73.78%
Dam - 73.78%
End - 68.90%
Rech - 73.78%
Def D - 47.70%
It's a bit light on damage but the set bonus for slotting 2 pieces of Undermined Defenses is a +2% global damage buff and set bonus for slotting 3 pieces is +1.8% max end.
You can do that with the attacks that you've taken and that will get you +10% global damage and +9% max end.
The extra defense debuff will help a bit with +3/4s especially if you use Build Up first for the extra damage and the extra hit buff to make sure your first attacks hit and debuff their defenses.
The global damage boost makes up some for the light damage slotting and AAO will help make up some damage as well. Best of all those IOs are relatively cheap and can carry you through until you get some uber IOs.
Slot Parry with:
Smashing Haymaker - Acc/Dam
Focused Smite - Acc/Dam (if you aren't worried about dealing damage with parry and you want to make sure you hit with it use 2 generic Acc IOs instead.)
Kismet - Def/End
Kismet - Def/End/Rech (get one at level 25 so the salvage is cheap)
Gift of the Ancients - Def/Rech (at level 25)
Gift of the Ancients - Def/End/Rech (at level 25)
The 2 slot set bonus for Kismet is +1.5% recovery
The 2 slot set bonus for Gift of the Ancients is +2.0% recovery.
These will be relatively cheap as well.
You can 5 slot Deflection, Battle Agility, and Grant Cover do the same trick.
Kismet - Def/End
Kismet - Def/End/Rech (get one at level 25 so the salvage is cheap)
Gift of the Ancients - Def/End (at level 40)
Gift of the Ancients - Def/End/Rech (get one at level 25 so the salvage is cheap)
and slap a level 40 Serendipity Def/End in and you get:
Def - 56.19%
End - 95.30%
and another 3.5% recovery again on the cheap. Slotting those 4 powers as above give you 14.0% more recovery.
Add a slot to build up and put in a Rectified Reticle unique. These are cheap and give a +20% bonus to perception. It will keep you from being blinded and costs no endurance to do so.
Put a Kismet Unique in Phallanx fighting. There's very little benefit to slotting any defense in PF (especially solo) and this is a good use of the base slot if you can't afford a LoTG +7.5. The Kismet Unique is a little pricey but not too bad and that 6% global hit buff works all the time costs no end, and allows you more chances to hit with those defense debuffs.
I hope those suggestions will help. -
Quote:Slotting battle agility for defense isn't very effective at TO or even DO levels.Should I slot my toggles with end reduction till I get stamina? Ive left deflection off and used parry as advised. However Ive been using battle agility and have 1 end reduction in it so far. Should I atleast 3 slot it with end reduction till stamina?
Right now only have the base slot in Deflection, true grit, and battle agility.
Have 5 slots in Hack and Slice and base slot in parry.
Thanks again for the advice on parry, its frikkin awesome.
3 Slotted TOs takes you from 11.3% to 12.9% defense.
3 Slotted DOs takes you from 11.3% to 14.6% defense.
The problem is that slotting for end reduction isn't very significant at those levels either.
3 Slotted TOs takes it from .21 end/sec to .17 end/sec. Saving 2.4 end/min(that's not even enough end savings for an extra parry in 60 seconds)
3 Slotted DOs takes it from .21 end/sec to .14 end/sec. Saving 4.2 end/min.
Your attacks will use more end/sec than your toggles so you are always better off concentrating your end red slotting in your attacks.
As far as Battle Agiity goes your best bet is to go to the market and get 3 defense/end enhancements (1 from each of the different low level sets) and slot them.
Edit - to clarify