MrLiberty

Bad at 3 v 3's
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  1. [ QUOTE ]
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    I'll put this to rest: my tank has two Lotgs and they still show up like this:
    Luck of the Gambler: Recharge Speed +15.00% from self

    [/ QUOTE ]

    which server are you playing on ? I am looking at mine right now

    I see Huge Improved Recharge Time Bonus +22.5 from self

    Thats from a snipe set a knockback set and a lotg.

    [/ QUOTE ]

    Justice

    [/ QUOTE ]

    Confirmed on my Shield/SS, Dm/Shield, Emp/Sonic, Fire/Kin and Fire/Ment. (All non Kheld AT's covered) That it still shows up as a LoTG +recharge bonus and not a huge recharge bonus.

    My Fire/Ment having a "Huge" Bonus from the snipe and 2 LoTG + Recharge bonuses. Definitely not showing them as the same.
  2. [ QUOTE ]
    <QR>

    Just ran it on Live. The version I tested last week is the one that went live. The story has gaping holes, nothing has any rhyme or reason, and the whole thing is easy with any regular PuG. Only two of us had tried it on Test, everyone else was rookie. Run on Test was 1:47. Run tonight on Live was 0:58. As long as you can deal with the AVs, Reichsman is just a bag of hitpoints.

    We had a couple rads, so we actually kept pounding Reichs while the AVs came after us, and they just fell over time. We had him and 3 of the AVs at once, and no big problems. The thunder aoe with the mag 100 stun only hit us a few times. We had a cold for def, which definitely made a difference.

    People should be able to run it easy just at 30 minutes after running it once and getting the lay of the land.

    The messed up story annoys me so much that I'll probably never run it again. From what I hear the villains story is much more well developed, but the run is hard. As it should be.

    [/ QUOTE ]

    I was on Kid Kinetics for this run, and yeah it was my first. Live/Test or otherwise. We had a pretty nice set up. Dark, Rad, Cold, Kin for support.

    We didn't really speed it, we certainly didn't clear all the mobs. (Wow there are a pile of them, too bad this isn't a 35-50 TF!) But being an addict, did 3 more runs. The next one we came in at 40 minutes. Then tried to speed it hitting 27 and 28 minutes on the next two.

    Through it all... I'm really missing the part where this is anywhere near hard for tanks? The nasty attack didn't stun for long when it did hit. It killed a few people here and there but was never enough to really slow the team down.


    Then again the teams I ran it with had usually 4 buffers/debuffers and 4 DPS chars.
  3. /Regen is the secondary you want for PvP on a scrapper.

    You'll want SS/SJ for travel powers. I've seen some who try for just SS or SS/CJ/Hurdle and it never seems to work as well.
  4. MrLiberty

    Psi/EM RV Build

    I'll probably run both at some point, to see if I can handle just hibernate and hoarfrost for HP refill or stick with aid self.

    If there were some reliable support players in RV, (I don't even run my Ill/emp much anymore) I'd be more likely to go with Hibernate/leadership but from my own experience on my home server you are better off being pretty self contained anymore.
  5. MrLiberty

    Psi/EM RV Build

    Cool, I haven't really messed with PvP Io's that much, mainly because Mids never updated for them but I'll give them a look to check out the bonuses.

    I mixed some slots around and got Power Thrust up to mag 46 KB and got rid of Bonesmasher. For now I'll try the +Perception IO in Aim or BU and see how that plays out versus tactics + hibernate. Thanks for the advice!
  6. MrLiberty

    Psi/EM RV Build

    So working on leveling up a Psi/Em for RV and just wondering how this looks. Anything I might be missing.

    Should I skip bonesmasher?

    Do I need more global Acc (With power boost and build up/Aim)

    More recharge?

    And not sure how PFF + Aid self holds up versus assualt/tatics + hibernate. Figuring there won't be that much support out there most nights (On Infinity)

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Level 50 Magic Blaster
    Primary Power Set: Psychic Blast
    Secondary Power Set: Energy Manipulation
    Power Pool: Medicine
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Ancillary Pool: Force Mastery

    Hero Profile:
    Level 1: Psionic Dart -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(43), Dev'n-Acc/Dmg/Rchg(43), Dev'n-Acc/Dmg/EndRdx/Rchg(45), HO:Nucle(46)
    Level 1: Power Thrust -- ExStrk-Dmg/KB(A), ExStrk-Acc/KB(13), KinCrsh-Acc/KB(33)
    Level 2: Mental Blast -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(3), Apoc-Acc/Rchg(3), Apoc-Dmg/EndRdx(40), Apoc-Dam%(42), HO:Nucle(43)
    Level 4: Telekinetic Blast -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(5), Dev'n-Dmg/Rchg(5), Dev'n-Acc/Dmg/Rchg(19), ExStrk-Acc/KB(34), ExStrk-Dmg/KB(37)
    Level 6: Psychic Focus -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(7), AdjTgt-ToHit/EndRdx/Rchg(7), AdjTgt-EndRdx/Rchg(17), AdjTgt-Rchg(17)
    Level 8: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(9), AdjTgt-ToHit/EndRdx/Rchg(9), AdjTgt-EndRdx/Rchg(11), AdjTgt-Rchg(11)
    Level 10: Aid Other -- Heal-I(A)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(13), Zephyr-ResKB(40)
    Level 14: Super Jump -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(15), HO:Micro(15)
    Level 16: Hurdle -- Jump-I(A), Jump-I(50)
    Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(19)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc/Rchg(21), P'Shift-End%(23), P'Shift-EndMod/Acc(34)
    Level 22: Bone Smasher -- T'Death-Acc/Dmg(A), T'Death-Dmg/Rchg(23), T'Death-Acc/Dmg/EndRdx(46), T'Death-Dmg/EndRdx/Rchg(48), HO:Nucle(50)
    Level 24: Will Domination -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(25), Dev'n-Acc/Dmg/Rchg(25), Dev'n-Acc/Dmg/EndRdx/Rchg(33), FtnHyp-Acc/Rchg(33), FtnHyp-Plct%(34)
    Level 26: Psionic Lance -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(27), Mantic-Acc/ActRdx/Rng(27), Mantic-Dmg/ActRdx/Rchg(29), Mantic-Dmg/EndRdx/Rchg(29), HO:Nucle(31)
    Level 28: Power Boost -- RechRdx-I(A)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
    Level 32: Super Speed -- HO:Micro(A), Zephyr-ResKB(50)
    Level 35: Aid Self -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(36), Numna-Heal/EndRdx/Rchg(36), Numna-Heal(36), IntRdx-I(37), IntRdx-I(37)
    Level 38: Total Focus -- Mako-Acc/Dmg(A), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(39), HO:Nucle(40)
    Level 41: Personal Force Field -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(42), LkGmblr-Def/EndRdx/Rchg(42), Krma-ResKB(48)
    Level 44: Temp Invulnerability -- HO:Ribo(A), HO:Ribo(45), S'fstPrt-ResKB(45), Aegis-Psi/Status(46), ImpSkn-Status(48)
    Level 47: Boost Range -- RechRdx-I(A)
    Level 49: Acrobatics -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance



    <font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data into Mids' Hero Designer to view the build |
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  7. There are three main ways to go with Spines/Regen and it really revolves around what your fourth power pool pick is. Do you go fighting for Tough and some all around resists. Assault/ Tactics for Damage, To hit and + perception. Or Phase shift, making you hard as heck to kill and a great offensive tool for those who think they can always get away with it.

    As far as epics go, huge fan of webnade. LBE is better damage (I think) than weapons offers though. Both are pretty nice for a full ranged chain though.
  8. The only thing I'd like to see changed is the way drops work for teams versus solo play. I can run a months worth of team play, 1 or 2 TF's per night and get *maybe* 1 or 2 purples.

    Or I can run solo, and get one every day or so in the same amount of time. Last three days I've been 3 for 3 with a Hecatomb Acc/Dmg/rech, Absolute Amazement Acc/Stun/Rech and Armageddon Rech/Acc
  9. I loved my Fire/EM and WP/EM tanks before the changes. I gave them both a few months after the changes to see if I could adapt. Haven't played them since.

    It was okay before to have abysmal AoE damage for some truly awesome ST damage. Now? I'll pass in favor of SS or Fire.
  10. MrLiberty

    MA/SR in PvP?

    Elusivity was too good for one issue, now its back to getting hit near all the time by most competitive PvP builds when you are outside Elude. From experience going against Forts, SR, Nin, and EA stalks, when they aren't running tier 9's its still really easy to hit them on non SS builds who have some acc bonuses and a little to hit.

    MA does fine for damage though. Its not Fire, but it does alright.
  11. MrLiberty

    The Challenge...

    Hey! I forgot all about this thread. What happened? Influence prize aside I'd be curious to here which build was picked!
  12. MrLiberty

    Cold or FF?

    [ QUOTE ]
    If you want more debuffs, especially ST debuffs (which I'm not really a fan of), then Cold Domination is the way to go.

    [/ QUOTE ]

    Quick note on this, mainly for clarity. Cold has Benumb and Infrigidate for ST debuffs. It has Sleet/Snow Storm/ Heatloss for AoE Debuffs. It also debuffs just about everything, -res, -def -speed -rech -fly -regen -damage -end -Special (which can cover a lot of neat things) The only thing it doesn't debuff (I think) is acc, which is covered by +defense and recovery.
  13. Insanely large recovery buff for entire team? Check.

    Able to keep the buff up near perma with a high recharge build, Check and check.

    Another -30% resists to all, debuffing the mess out of whatever it hits. Check.

    Massive -speed -recharge on top of the -resists in the 300% range? Check.

    I think with enough targets and end mod slotting you can overcome the -recovery from a nuke, but usually there isn't enough stuff left standing to pull that off.

    As far as tier 9's for defenders go, I'd put just below Fulcrum Shift but above everything else.
  14. [ QUOTE ]
    Amusing that someone felt the need to come in and rate this thread 1-star.

    [/ QUOTE ]

    I was gonna say.... what's up with that!

    Grats on the one Billion though OP!
  15. MrLiberty

    Cold or FF?

    [ QUOTE ]
    I don't think the speed of finishing a TF has much to do with the choice of FF or cold.

    [/ QUOTE ]

    The amount of force multiplication has a lot to do with how fast you finish a TF. Pure speed runs where you skip all the content this doesn't exactly apply, and you can get by with just about anything. But for actually crushing most of the content that is there, you'll want debuffs. In this case, bringing a Cold over a FF.

    That was probably a poor example on my part citing speed runs as a reason to bring a cold over a FF. But for normal runs where you just want to crush the content. Always cold over FF. (even though I'd still bring the Cold on the speed)
  16. [ QUOTE ]
    [ QUOTE ]
    The likely reason for Cold not being as popular for Defenders is that the ATs hero-side tend to be much more focused in their particular goals, making a specialist with a single focus quite useful. Whereas villain ATs tend to be much broader in their style.
    I.e., a Blaster already brings a ton of damage to the table, so make it invincible with FF or whatever. A Brute on the other hand, while not weak, only needs some defensive support to be made invincible and once survival is shored up, the rest of the time can focus on its killing power.

    [/ QUOTE ]

    Thats a really good point.

    I'd also suspect that the purely defensive gap between FF and Cold is narrowing hero-side these days as well. Its becoming increasingly easier for squishy heroes to get their own modicum of Defence through set bonuses and so on to close the gap between what a Defence-specced Cold Domination Defender provides and the soft cap.

    Cold with Manuevers and Arctic Fog slotted for Defence give you about 37% team defence? Its pretty easy for any teammate, even a Blaster, to make up the shortfall with Hover or CJ and a few sets.

    [/ QUOTE ]

    This is probably the best point one can make for cold vs FF for defense values. 45% is great, but with CJ and a 3% Defense IO any blaster is looking at 43% defense. Which is plenty of defense for a squishy. Especially in the days when blasters are going around soft capping their defense to ranged attacks with no outside help.

    The other Idea being that... if any of the other 7 members of the team bring any kind of defense things will end up soft capped anyway. Cold ends up *real* close and in most cases its more then enough, in the cases of no extra defense, its still enough considering the resists and massive slows it brings to mitigate damage further.
  17. MrLiberty

    Cold or FF?

    Cold. If player skill is equal across all support/debuff sets I'd put FF at the bottom of the list for what I'd grab for a team.

    Then again, 25-30 minute ITFs, 35 minute LGTF's and 39 minute STF's (All non super teams) are the pace I like to run at.
  18. [ QUOTE ]
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    I think farming is a boring waste of time. Play the game instead.

    [/ QUOTE ]

    Unless of course, you consider farming to be part of playing the game. In which case, farm away.

    [/ QUOTE ]

    Except...it's not

    Space Invaders is more engaging than farming

    [/ QUOTE ]

    Not everyone has the same definition when it comes to playing game. Shocking isn't it?

    [/ QUOTE ]

    I'm guessing from the snarky answer, you think farming is highly entertaining?

    With the advent of Mission Architect, we have the opportunity to add a staggering amount of content to play. Far too often, it's used to farm, It's not playing an engaging plot. It abusing the system. Farming isn't playing, it's abusing the system. One isn't playing the game, they're playing with themselves.

    [/ QUOTE ]

    Official farming thread over that way -----&gt;

    If you want to whine and try and impose your views on others then do it there were we can ignore you propper. Otherwise stick to the topic of the thread.

    Speaking of that, yea I would have to aggree with what others have said. Shield/SS/Pyro would be most damage but quite hard on the blue bar. Shield/Fire/Pyro is much cheeper to make decent.

    [/ QUOTE ]

    Unless you build maps with Superadine Labs all over the place.

    What?

    [/ QUOTE ]

    Because this thing needed to get bigger.

    I didn't actually use the labs much as I leveled mine up and farm with it. Mostly just burn inspirations. They drop *so* quick when you are farming solo its tough not to be damage capped with huge amounts of defense, resistance, acc and plenty of blues/greens to the point where I wonder why I even took aid self.

    But yeah, if you are using the MA, Superadine labs will take care of any end issues. If you are anywhere else, your kill speed should be enough to let you burn through inspirations like a madman.
  19. [ QUOTE ]
    To the OP: maybe just a new player who leveled a bit too fast to know the game well.

    [ QUOTE ]
    You could have kindly told him "How about I do you one better, I'll give you the secret to a near endless supply of influence that requires minimal effort, no farming, and works while you aren't even playing the game!"


    [/ QUOTE ]
    But if you say that, then 300-400 mil shouldn't be a big deal, you should just give it right away.

    [/ QUOTE ]

    If it was really a loan to someone I knew in game (Where I'd see it back in a month or two) It'd be as easy at that. But random people asking for influence, not so much. Because ultimately, whats in it for me.

    Maybe I could try to push the sale of said information harder, go grab half a tray of level 25 LoTG + recharges and the other half an Armageddon set.

    And be like /Billy Mays "Tired if being the only casual player on the block without a purpled out warsahde? This could be your enhancement tray with my patented system. Earn influence, buy enhancements, purple toons! its as easy as buy, flip, profit! Minutes a day is all it takes, have the system work for you even when you aren't logged in!

    In addition to all the information you need to become a billionaire, if you call in the next 12 minutes I'll throw in 3 starter niches. You won't believe what these people are willing to pay!
    "
  20. Those that have played other blasters will know Psi is bottom tier for PvE. For PvP its a solid choice.

    Its ST damage is "good" its not great, it does get 4 ST ranged attacks from 80 feet however Will Dom was completely gutted.
    It ends up doing less damage than the tier 2 blast with a whopping 20 second recharge.

    I know for sure Fire does better ST damage, I think Ice and Sonic give it a run for its money especially once things are slotted up and you have some recharge floating around. The gap, if anything between Psi and Energy/Archery isn't anything great. Which brings us to the AoE of the set.

    AoE for the set is abysmal. A slow tic DoT that is the standard base damage for most AoE's. (I think around 56 dmg) I think the only thing it ends up above in this area is sonic. And even then Sonic acts as a force multiplier for the team.

    As far as control? Ice and Energy are definitely better. Sonic is close, elec if you get a sapping build will be safer.

    So really you are left with a set that is kind of good with ST damage. (Definitely not the best) The worst with AoE, Not all that great with control (Soft or hard) and when its resisted? Its resisted a lot! Probably the only thing worse being lethal damage. Even then I think its more common to find lethal resistant foes, where as Psi resistant ones are less common but more resistant.
  21. You could have kindly told him "How about I do you one better, I'll give you the secret to a near endless supply of influence that requires minimal effort, no farming, and works while you aren't even playing the game!"


    I'd have probably asked for a nominal fee for providing such useful information, but that's me.
  22. Shield/SS/Pyre if you have the Inf to softcap + get some nice recharge + some nice recovery.

    Shield/Fire/Pyre being a bit cheaper to build and still move through stuff fast.
  23. [ QUOTE ]
    Based on my own personal observations, they don't seem rare. That may be the company I keep though; usually the teams I'm on take some effort to make sure a Cold is included and is what I get requested to bring the most, if a Kin is already on a team, otherwise the Kin gets preference.

    [/ QUOTE ]

    Ditto on this, I wouldn't call them rare. Good TF teams will likely bring a cold or two along because the debuffs are just that good, with 1 providing solid defense and some good resists. Two keeping everyone softcapped + some high resists and probably enough up time on heat loss to keep everyone at or near their recovery cap all the time. That and the epic amount of debuffs they bring.
  24. MrLiberty

    Soloing AVs???

    Fire/Kin can solo them okay. If you have your epic shield and can keep them at range you should be able to damage sap them enough between Siphon Powers and FS's that transfusion can cover the healing gap.

    I haven't tried it since the pet recharge nerf but damage and SB boosted imps could put out serious DPS. A soft capped range build would have it easier but I was able to walk up to a good many on my average farm build and take them out with some time and effort. With a shivan it should be pretty easy.
  25. [ QUOTE ]
    [ QUOTE ]
    The problem is, as it stands right now its easier to make inf from ticket rolls. 7-8 Minutes for the ticket cap is not unreasonable, 7 Runs should put you at near 10 K tickets. I've found rolling all bronze its not uncommon to hit the 80-100 Million Mark selling stuff off.

    Its scary how much you can make so fast, and then you get the occasional big jump in a Regenerative tissue +regen proc for 40-50 million. (Having 3 drop in one day was pretty sweet)

    But really, that's where the money is (for me) right now. Purples? If I stick too it, I can probably afford 1 every day or so. Which doesn't seem completely unreasonable given they are supposed to be the rarest of the rarest of the rare.

    I think the best thing they could do is maybe introduce them into the reward rolls in the MA. Maybe give them a nice small chance of dropping from silver. (As it stands Bronze is so much better but that might make people think twice)

    [/ QUOTE ]

    Purple roll for 9k tickets sounds fair.

    [/ QUOTE ]

    A little late as I stopped following this thread for a day or so, but I figured if you tossed them in with the 45-50 silver rolls. Giving them a 1 in 25 chance would let you see a purple drop about once every 15K tickets. Which seems kind of fair-ish. (I think bronze gives you a 1 in 8 chance of a pool A rare)

    You could even up it to 1 in 30, or 1 in 35 and still make out okay because the times you aren't getting purples you are still scoring a rare drop.

    I'm not sure how the topic got on limiting the number of drops for a certain time period. It gives no net gain to the casual gamer, it hurts the casual farmer, and acts at best as a minor inconvenience to the more hardcore farmer causing him or her to switch farm toons after a drop. Most I know of have 3 to 5 characters who are set up well enough to farm at a good pace. I don't think many of them boast 5+ drops per day, so I don't know what that would even solve. If anything slightly reducing the supply.