MrLiberty

Bad at 3 v 3's
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  1. I want to try this too!

    Quote:
    If i need to use phase to survive in a duel there's no chance of me winning, that's why instead of picking it up i got some offensive powers....the ones that will help me win.
    I've won enough duels because phase shift gave me the breathing room I needed to come back, or to escape something unpleasant. Debuffs, heavy damage spikes, or maybe just some key powers aren't recharged yet.

    Quote:
    Now you could argue, but phase would give you more time to heal etc. Yes, well it gives them time too.
    If you have phase and your opponent doesn't then its all done on your terms. If you can't figure out how to make that an advantage, that's a problem.

    Quote:
    Con don't u have that taunting ss/fire brute with phase? I never understood that. Basically, if your using phase your almost 100% of the time running with it on....meaning you don't have a chance of killing anyone.
    Disruption is a beautiful thing, especially if done well in a team setting. Try to get past the idea that damage spam is the only way to win. (Even though with Heal Decay it works decently well now)

    Quote:
    Are people so inherently afraid of death that they will do anything to survive, even though dieing has no downside except for losing all your end and most of your hp, as well as being teleported near the entrance. I dont know about you guys but it only takes me about 15 seconds to get back into battle from the hosp.
    First.... try to exaggerate less. You get a 25 second timer before you can even engage anyone again. Best case scenario you are a Regen and can recover enough HP and End in that time to not just get picked off again *AND* have the fight occurring right outside your base. Worst case... the fighting is on the other side of the zone in which case your 15 seconds is more like 60+ I'm not sure about you but when zone action is going on, if one or two people from one team die off, the other usually pushes the rest of the team back (or picks them off) pretty quickly. Just because you are fine with losing doesn't mean anyone else has to be.

    Quote:
    i'd rather give the person killing me a chance for a recipe then look like a coward, afraid of something that doesn't matter
    I'd rather live, regroup, kill the person and give myself a chance at the drop. But I'm selfish that way.

    Quote:
    but if it's just going to prolong the losing fight, might as well be friendly and give the person a chance at a recipe instead of making them frustrated
    A tie isn't a loss... its a tie. You can't kill them, they can't kill you. Your offense is not greater than their defense. It's not all that complicated.

    I'll tell you what, how about instead of the offensive toon getting a free kill at the end. The defensive one gets it, for you know. Showing he or she could stand up to the onslaught. Once its established the fight is going to end in a tie, the offensive toon lays down their arms and takes the defeat. It makes about as much sense as what you said.
  2. That last match was a little intense, glad it ended up there instead of some wide open map.

    Definitely a fun event, everything went smooth. Hoping to see more like it!
  3. I should be around for this. Sounds fun!
  4. Quote:
    Originally Posted by Supermax View Post
    I have phase on my scrapper and my tank too. Any time someone says something about it, I call them newbies, because that's what they are. Phase has been a part of high end PvP for many years, so anyone that complains about it is literally a newbie.

    In arena, you do everything you can to survive. If phase helps, it's ok to use.
    This, this, and this.

    Back before i13 my Fire/EM tank ran phase shift, and there was a near constant flood in the zones of "Worst tank ever, who needs to use phase shift on a tank?" What was worse of course was being a psuedo taunt bot for disruption.

    If someone tells you not to use it, just ask them not to use 3 of their powers because it did take you three power picks to get it. It won't shut them up, but I like to think even if they don't admit it, it makes them think about what they are saying.
  5. Quote:
    Originally Posted by Fury Flechette View Post
    I'm seeing builds get to the 24-27M milestone. Can anybody break 30M in an hour?

    I think if someone can hit 25 Million per hour off of defeats, they could get close in the AE by rolling up 40 Common Damage IO's and vendoring them for about 4 Million influence. That's my plan at least.
  6. I had my Plant/Storm/Stone running an AE map the other night, Demon map replaced with standard Dev created mobs. By the end of the first run, hero stats was showing 24 million per hour. O.o Granted I won't get any sales for all of that but ending up with 10k worth of bronze rolls should really boost that. I hope by the end of tonight I'll be able to edit this and fill in some solid results for the full hour.

    The big reason I take my plant storm to the AE rather than just run council is that you can pack larger mobs closer together and give your creepers patch a chance to follow you along, where on the council map, with so much distance between spawns you usually only see it when you first summon it.

    Something also I thought about was... I had to take a handful of Kin allies out of my map for the run, but with the way things are now, you could leave them in and have it not effect your inf/hour numbers since anyone can run AE content like that. I figure its a variable that doesn't need messed with at the minute, but I imagine some builds could hit some higher numbers if using the AE and allies that compliment their power sets.
  7. Character : Chris Novak (Fire/Kin/Stone)
    Settings : +2/x8/No Bosses/No AV's
    Mission : Close Dimensional Ruptures (Council Empire)

    Starting amount : 555,915,904

    Influence from Kills : 22,639,125
    Influence from drops : 3,723,563
    Total Influence gained : 26,362,688

    Ending amount : 582,278,592

    Final time was 59:56


    What was left over :
    1 Diamonds
    1 Prophecy

    1 Blessing of Zephyr Universal Travel
    1 Gaussian's To hit Buff
    1 Red Fortune Def/Rech

    Time to complete the first run 13:12

    Villains defeated : 1,703 (28.41 per minute)
    0 Bosses
    622 LT's
    1081 Minions

    Inspirations used : 529

    * Interesting side note! Looking back over the powers used stats, the only healing used over the course of the hour was 5 Earth's Embrace, no transfusions, the rest coming from clearing the first row of inspirations as they dropped.

    *edit* Didn't see FF's post before I posted mine.

    Quote:
    It's interesting to compare my data with MrLiberty and Aliana's. 25M seems to be the breakpoint (assuming 3 runs) using that particular map and a shield scrapper.
    The results there are almost eerily similar for what is most likely 3 very different builds. Fire/SD/Blaze Elec/SD/Body and Elec/SD/Blaze not even accounting for IO slotting. I think my Elec/SD runs 67.5% Global with most of his IO's in the mid 30's for exemp purposes. It would be interesting to see the results on a map that didn't involve so much travel time between spawns.

    What surprised me most so far was my DM/SD actually keeping up (sort of) with the others despite no real "big" AoE outside of shield charge. What would happen for most spawns was Soul Drain/SC, if I had enough reds going (to increase SD's damage) that would wipe Minions and LT's and the bosses would of course melt under the heavy ST DPS chain. Usually there would be a few LT's left though with a sliver of health that could be picked off by any of the attacks, and if there were a good many, lining up Shadow Maul made short work of them.

    I'll definitely have to go back and tinker around with settings. See how +3's work, bosses vs no bosses, etc etc.
  8. Character : Shadow Sentinel (DM/SD No epic)
    Settings : +2/x8/Bosses Enabled/No AV's
    Mission : Close Dimensional Ruptures (Council Empire, 3 full runs)

    Starting amount : 365,869,171

    Influence from Kills : 19,928,944
    Influence from drops : 3,843,157
    Total Influence gained : 23,772,101

    Ending amount : 389,641,272

    Final time was 1:00:14

    What was *not* recorded :

    Zone times
    Travel times to and from Unai and Ghost falcon (Only one trip to GF at the end)
    (Figure it varies from person to person and which travel power is being used)

    What was included :
    Time spent defeating foes.
    Time spent at the vendors selling things I didn't intend to keep.

    What was left over :
    1 Essence of Furies
    1 Rikti Alloy

    1 Crushing Impact Acc/Dmg
    1 Mako's Bite Acc/Dmg

    Time to complete the first run 19:51

    Villains defeated : 1,104 (18.32 per minute)
    117 Bosses
    285 LT's
    702 Minions

    Inspirations used : 463

    *Note* Not SK'ing, Exemping, joining a team, etc etc. All was done solo, one account and all that.
  9. Character : Velocity Rift (Elec/Shield/Body Scrapper)
    Settings : +2/x8/Bosses Enabled/No AV's
    Mission : Close Dimensional Ruptures (Council Empire, 3 full runs and the beginning of a 4th)

    Starting amount : 462,135,424

    Influence from Kills : 22,067,434
    Influence from drops : 3,013,462
    Total Influence gained : 25,080,896

    Ending amount : 487,216,320

    Final time was 59:59

    What was *not* recorded :

    Zone times
    Travel times to and from Unai and Ghost falcon (Only one trip to GF at the end)
    (Figure it varies from person to person and which travel power is being used)

    What was included :
    Time spent defeating foes.
    Time spent at the vendors selling things I didn't intend to keep.

    What was left over :
    2 Diamonds
    2 Magical conspiracy's
    1 Pangean Soil

    1 Blessing of Zephyr Universal Travel
    1 Doctored Wounds Heal
    1 Coercive Pursasion Acc/Confuse/Rech

    Time to complete the first run 17:24

    Villains defeated : 1,249 (20.82 per minute)
    119 Bosses
    345 LT's
    785 Minions

    Inspirations used : 584

    *edit* Looking back over the other posts... mine seems really high? Data was taken from Hero Stat's. But the start and finish numbers for influence were accurate as I copied them directly from in game. After running an extra map with everything reset, it does show about 22.2 Million influence per hour with a 17:30 completion time on a +2/x8/Bosses Council map. *shrug*
  10. I was thinking Alania's numbers seemed really high too! Then I remembered I also run in SG mode all the time. I suppose I can take a few hours off to run through and see what they churn out.

    So far lined up I have :

    Elec/SD/Body
    Fire/Kin/Stone
    Plant/Storm/Stone
    And maybe my DM/SD hopefully by the time I get to him shield charge will see that buff.

    Hah! And of course as soon as I typed that I went to fire up the game and a patch was being applied! Results hopefully later tonight.
  11. MrLiberty

    Dissappointed

    Hey thanks for the XP by the way!

    /dashes off
  12. I had a love for my Spines/Inv as an off tank. Early on if you manage your inspirations well you can fill in *Really* well whenever the need arises. It has some awesome AoE and can be made really sturdy. My Original build skipped the AoE epic to fit in Tough/Weave and Aid Self. 2 Aggro/taunt Aura's and some nice AoE's to keep everything on you works pretty good.

    Later on I discovered the joys of Elec/Shield tanking.... basically you make everything dead really quick. What little aggro is left you can easily handle through your AoE attacks and your aggro aura.
  13. Quote:
    Originally Posted by snake1313 View Post
    Dumb question. But I have a Shield/Fire/Fire Tank. Would a fire/shield/blaze or elc/shield scrapper kill much faster than him, like +3/8 man?

    Not trying to threadjack, just curious if I should just reroll a shield scrapper since they might kill quicker for farming, and I havent got accolades or anything really on my tanker yet.
    A Shield/Fire/Pyre tanker isn't actually all that bad for farming. If you can invest the inf to get the recharge of your big AoEs up while managing your end it will go through mobs plenty quick. I know my Shield/SS/Pyre (if I ever finished his build) would be right up there with some of the better ones.

    I've run into at least one purpled Shield/SS that was actually keeping pace with a heavily IO'ed Spines/Fire. (Both were players I considered solid)

    The nice part about Fire Melee on tanks is having two AoEs with a wide radius, 3 when you get the Pyre Mastery. (15 on Combustion 10 on FSC 15 on Fireball) Survivability is almost a complete non issue for tanks in that kind of situation also, so you can invest a little into soft capping and much more into +recharge. (Which again, isn't cheap)

    I wish I had one to show off, but I will say from watching an SG mate with one, they definitely hold their own for speed. *note* Not saying its faster, or even that it would keep up, mainly that it is "Not slow"
  14. For Fite Club DM/Regen is king, for actual moving around in a zone. Fire/Regen.

    I have both. DM hits like a truck, shadow maul is on par with greater fire sword. (If all the DoT's hit GFS ends up a little ahead) For follow up attacks MG/SL they both end up ahead of Fire's Cremate/Incinerate.

    Really the big thing is... Fire has its consistent Build up that you can reliably slot for To Hit, where DM has a potentially more powerful one that while it may last for 30 seconds has several downfalls:

    Requires a to hit check.
    Requires acc/recharge/to hit slotting in the 90% range so it becomes more difficult to slot it out where most build ups you throw in Gaussian's or Adjusted targeting and call it a day.
    While its buff is more front loaded now (50% damage 10% to hit buff for the first, 10% damage 2% to hit for every other foe) It needs some fuel to bring it up to par with standard build up.

    Like I said, if you are standing around not moving that 30 seconds of 50% damage is going to be better than 10 seconds of 100%, but if you are actively chasing targets who are going to try and kite you, I'd definitely go fire.

    The heal in siphon life really adds up in a 1 v 1 situation, again where stuff isn't moving that much. In zone play you'll be relying much more on your Regen powers though.
  15. They were actually really close, first as far as times go. Both of us took on 4 spawns worth of +4's each with two bosses in them. (If you look close you can make out Archons have a different hat/helmet than the LT's, that and the HP difference) FF did stop to reply a few times which would have made the times even closer (As I just ran through mine)

    Bosses weren't exactly part of the plan, more that Fireball/FSC were better at clearing LT spawns. Elec's advantage in that situation was a very consistent AoE DPS between two bosses. Where fire likely brings a heavier DPS to one at a time.

    As for damage taken, I think like Katten said, between Lightning Rod and Thunder strike Elec has more mitigation and luck might have been on my side. I've had runs in the past where I've dipped into red because a few unlucky eagles claws and +4 bosses do tend to hit hard when they connect. As for end, having /Blaze over Physical perfection with a performance shifter proc definitely makes a big difference. That and elec (for me) has always been pretty efficient. In this situation a +4 boss is definitely much more of an endurance strain than just LT's and Minions though.

    I think in the end though if you were to remove the bosses from the equation the times would be much closer.
  16. Fullback here. I like my scrappers to be a bit more tanky sometimes at the expense of a little speed.
  17. Anyone out there still reading? Well here we go! Real live in game stuff, no numbers or theory crafting!

    I hopped over to Virtue tonight and with permission Fury Flechette let me record the Fire/SD/Blaze in action. As it turns out? I'm a lousy cameraman. With me in the mission bosses decided to show up sooooo after recording that I went back and redid my Video to include bosses this time as well for my Elec/SD

    The results!!!


    http://www.wegame.com/watch/Elec_SD_Again/

    http://www.wegame.com/watch/Fury_Fle...Fire_SD_Blaze/
  18. So enough theory crafting!

    This is what an Elec/Shield looks like fighting +4's. No fireball, but by the time you are done with all the left overs, you give Lightning Rod/Shield Charge *plenty* of time to charge up. I'm not sure if fireball would be a *huge* impact to the point where you could seamlessly go from spawn to spawn simply because... stuff runs.

    Not a build I built for farming or anything, just an all around scrapper I enjoy playing.

    I'd be interested to see how a Fire/Shield/Blaze does it though for some comparison.

    http://www.wegame.com/watch/Elec_Shield_Body_Scrapper/
  19. A friend of mine asked me to come up with a super survivable (Tank Multiple GM's/AV's without breaking a sweat) Elec/SS tank.

    Sooooo I did! Here is what I came up with.

    41% Smashing/Lethal Defense
    42% Melee defense

    That right there should cover most if not all threats.

    21% Ranged Defense
    ~20% AoE Defense
    (One small purple will get you out of a lot of trouble if for some reason this doesn't cover it)

    In addition +18% HP (for a total of just under 2600 with accolades) 555% Regen when Energize is up (51 HP per sec Regen)

    It gives up global recharge (only 25% from IO's and another 20% from Lightning Reflexes for a modest 45% global) But Energize is still on a 38 second timer with hasten. (8 Sec Downtime)

    Obviously this isn't an offensive tank. I'm in the "no taunt" group as between foot stomp, gauntlet and a Damage aura, I've never had any real problems keeping aggro, but if you like it go for it.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Electric Armor
    Secondary Power Set: Super Strength
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Charged Armor -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(3), TtmC'tng-ResDam/Rchg(3), TtmC'tng-EndRdx(21), TtmC'tng-EndRdx/Rchg(40), TtmC'tng-ResDam/EndRdx/Rchg(42)
    Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(7), HO:Nucle(43)
    Level 2: Conductive Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(15), TtmC'tng-EndRdx/Rchg(37), TtmC'tng-ResDam/EndRdx/Rchg(45), TtmC'tng-ResDam(45), TtmC'tng-EndRdx(46)
    Level 4: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(9), HO:Nucle(43)
    Level 6: Static Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(50)
    Level 8: Lightning Field -- Oblit-Dmg(A), Oblit-Acc/Rchg(11), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(13), Oblit-Acc/Dmg/EndRdx/Rchg(13), Oblit-%Dam(15)
    Level 10: Grounded -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(45)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(37)
    Level 14: Super Speed -- Run-I(A)
    Level 16: Energize -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(17), Numna-EndRdx/Rchg(17), Mrcl-Heal/Rchg(19), Mrcl-Heal/EndRdx/Rchg(19)
    Level 18: Swift -- Run-I(A)
    Level 20: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(23), BasGaze-Acc/Rchg(25), BasGaze-Acc/EndRdx/Rchg/Hold(25)
    Level 22: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(27), Numna-Heal/EndRdx(27), Mrcl-Rcvry+(34), Mrcl-Heal(34), RgnTis-Regen+(43)
    Level 24: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(34), P'Shift-End%(36)
    Level 26: Lightning Reflexes -- Run-I(A)
    Level 28: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(33), GSFC-ToHit/EndRdx(33), GSFC-Build%(33)
    Level 30: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(31)
    Level 32: Power Surge -- RechRdx-I(A)
    Level 35: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(36), TtmC'tng-ResDam/Rchg(36), TtmC'tng-EndRdx/Rchg(46), TtmC'tng-ResDam/EndRdx/Rchg(46), TtmC'tng-EndRdx(50)
    Level 38: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
    Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42)
    Level 44: Conserve Power -- Empty(A)
    Level 47: Physical Perfection -- Numna-Heal(A), Numna-Heal/EndRdx(48), Numna-Heal/Rchg(48), P'Shift-End%(48)
    Level 49: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet



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  20. I'd say Elec/Shield/Blaze will probably end up at the top of the list.

    I don't much go for +4's just +2's on mine and you don't need L-Rod + Shield charge to clear the group. Just L-Rod, then clean up. Next one Shield charge, then clean up. *note* I don't have Fireball on mine, went for an all around scrapper with some tastey Regen and Physical Perfection.

    I imagine if you just wanted to farm, an Elec/Shield/Blaze would be the way to go. L-Rod/Fireball/Thunder strike for the first mob Shield Charge/Fireball/Thunder strike for the next. If you are running it as a farm type situation its not that difficult to get serious perma buffs from inspirations by just burning your first row (Jamming F1 between spawns) so the lack of Build up for one spawn or the other means less than it normally would.

    FSC is extremely awesome but alternating nukes wins the day in that situation. And from personal experience thunder strike with the armaggeddon proc makes the power about twice as sexy an an AoE.
  21. Quote:
    Originally Posted by Ironblade View Post
    I've taken ice and shield to 50 and they're both very good. It's really tough to say which is tougher since the builds are not similar (I would say my shield tank is tougher, but he has Tough and Weave while my ice tank has neither of those). 'Out of the box', with no IO's or power pools, I think ice is a bit tougher.

    They're both great sets to play, though. If you're really keen on costumes, I'd go with shield. The ice armors cover your costume and there are *A LOT* of just stunning shield options.

    Second this. Though I ended up deleting my ice tanks because of the way it looked. (If you could mix chilling embrace graphics with something like Frostwork from Cold Dom I'd be happy)

    Ice was an easy set to level up, defense was solid enough though every once in a while some big hits did get through. The big advantage of shield being the mini nuke every 30 seconds that pretty much wipes out all minions and seriously dents LT's in its secondary.

    Beyond the graphics what ended up moving me away from Ice Armor was the potential. Its easy to softcap meaning you can put more focus into +recharge (don't need +HP with perma Hoarfrost) and +regen. However in the end it just didn't feel as "tough" as an IO'ed shield who can still hit almost 50% to Smashing/Lethal resists and 24% resist to the rest other than PSI. And with the best mitigation being dead foes, shield's definitely has the top spot with that.
  22. I have this exact same problem, I posted on it here and got no replies earlier. This is the *third* time this has happened, I get a massive frame rate drop when using AOE powers, sometimes to the point where it is unplayable.

    I get a large green bar on my netgraph and my FPS drop down to below 5. Going from all settings maxed out to the bare bare minimum has zero effect on the FPS plummet. Its a new machine, new video card (EVGA nVidia 250 GTS 1 GB), 4 gigs DDR3 RAM and I have zero clue what is going on with it.

    The thing is, it will just randomly go away I can change all the settings on my nVidia control panel, my in game settings, everything. No effect. Defrag the hard drive (Already does it once a week) Virus/Malware Scan, verifiy all COH Files, everything nothing seems to effect it when its happening. Its a CoH specific issue also, everything else works fine.

    (Its Happening right now, again.)

    *edit*

    I'll even go so far as to say its the exact same problem. I usually run at maxed settings 50 FPS. Defeating one foe drops it to around 42 FPS Go for 4 or more and it will drop it down to 10. Go for 10+ foes it practically freezes the game. (Seems to run fine when I super speed from one side of the zone to the other though, only happening when I attack)

    Edit Number 2!!!!!

    I figured out what my problem is.... and it was beyond weird. So this lag comes out of no where on my Elec/SD scrap, My Fire Mental Blaster and My Fire/Kin controller. I log on my Plant/Storm Controller.... figuring the worst is going to happen. Its what I'd consider the most visually taxing powerset. Two tornadoes using particle physics to herd little bits of trash up and keep them in the cyclone. Hurricane going, 2 thunderstorms, Creepers, roots, freezing rain, steamy mist, the works. I find a group of Nem's in PI. Brace for the worst!!!!

    Nothing happens.....

    No FPS loss, nothing. Everything runs beautifully. Then it hit me... I've been having this problem off and on with my Elec/SD and my Fire/Ment. My Fire/Kin this was a first, and just last night I turned on "Chat Logging" sure enough I turned off the option and everything cleared up. No clue why this happens every so often. (Some nights the characters would run just fine)
  23. Quote:
    Originally Posted by Archie Gremlin View Post
    I just did a quick check and 1 purple in 11,000 defeats is very unlucky. It's probably a 1 in a 1000 event. That makes it suspicious but not implausible. The big questions is, how many other people are getting the same luck?

    What was your usual difficulty settings for these runs?
    So far its been +2 mobs set for +8 heroes with no bosses on my end. (Mostly council with 1 run worth of Demons tossed in for good measure)

    *Edit*

    Changed up farm toons tonight, all seems right with the universe again. Purple drop at about 500 kills then again at 2300. That was still a nasty streak!
  24. Cool! As I plan to run this for a month - ish I'll definitely go ahead and turn the log files on. (I need to restock my purple bin) Do I need to run drop stats at all times or can it retroactively go back and pull from the logs what you need?
  25. As I posted in the other thread, it just took me over 7000 recorded defeats to earn my first purple post drop rate change. (What I didn't say was I did it for two other nights without recording, and after getting frustrated with no purples decided to fire up herostats and start logging the data) Rough approximation is probably a little over 11,000 kills before the first drop! Ouch! (I know we can't count the unrecorded stuff but I have a general idea of how many runs I did. :P ) When I took a look at it a year ago, my sample size was much bigger but even then I never had a dry spell over 5000 defeats.

    Hopefully as more moderately painful data comes in, it will be a bit more rewarding.