-
Posts
71 -
Joined
-
Only a personal guess,but some of your concern may come from the fact that electric melee have good aoe,but really sucks at single target damage. If you tackle a boss especially at higher difficulties it will take you ages to kill him. I had and elec/elec too,but deleted him. I love electric armor,it was the secondary wich didn't suit me. I ended up deleting even my shield/elec,and for the same reason. Fights with hard enemies will go on longer and longer,and the more an enemy stays alive the more attacks he dishes out,so you may take lots of damage even with a tough armor set. If you can slot for defense it will help,but the slow pace at wich you kill enemies will still be a problem.
Electric melee works better for scrapper or brutes,and i've heard even them complain about the lack of single target damage. A good set for teaming and clearing spawns fast,but solo and with tanker bas damage,it becomes a drag against anything stronger than a lieutenant -
Not much of an expert on scrappers,but i played a shield tank up to 50. The only thing i can say for now is that i would never skip One with the Shield. The power itself is good and you can slot an aegis set in it for good AoE defense,or even a steadfast protection +3% defense.
-
Wow,you werent exagerating when you said it was an EXTREME answer
I thought i was following you,at least until all those calculations and diagrams started showing up.....
Anyway,thanks for the answer. I think i get the basic workings now. I don't think i will ever go to such lenghts to power up my character,but now i know enough to turn him from a sometimes squishy sowrdsman to a rather powerful and tough samurai.
I must say,i'm impressed by all your work. I would never have thought a regen could be THIS tough. -
Seeing one of my friends in action,i decided to try a a katana/regen scrapper,mainly for the sake of making a samurai styled character. Much to my surprise,i found him to a lot more enjoyable than i thought,and now that i've leveled him to 40 i'm thinking about slotting him with IO sets.
I had never played /regen before,and so i'm still a bit unsure on how to use it to its full extent. I'll go for massive recharge/health/regen boost of course,but seeing as divine avalanche gives some kind of defense,i may add some extra protection as well. The question is,what kind? Should i take advantage of divine avalanche bonus and try to cap melee/lethal with more ease,or try to add some ranged as well to cover more attacks?
On the other hand,i don't even know if it's possible for a /regen to achieve useful amounts of ranged defense at all,so maybe i should stick with the melee/lethal plan....
I haven't taken MoG yet,but i'm beginning to think it was a mistake,should i rely on it to cover AoE/ranged attacks? As you see,i have many doubts on how to play regen well.
Could you offer some insight on the matter? Cheers and thanks in advance -
I have trouble deciding how to fine-tune my PB build. My intention was to go for a human-dwarf build,human form for damage and general purposes and dwarf when there's need for something capable of holding aggro and tanking for the team. I'm aware that with the recent changes,human form overshadows nova and dwarf when playing solo,but i still like the dwarf,and the tanking tools/mez protection it has are better for a team setting i think.
My objective was to softcap s/l defense,achieve perma light form,get as much recharge,health and healing as i could,and possibly slot achille's heels/damage procs in most attacks. Maybe i was aiming for too much,because i cannot manage to squeeze all those nice things in my builds apparently :P
I've made 2 builds,named defensive and offensive. Defensive has 44% s/l defense,good recharge but not as much as i'd like,especially for inner light where i had to slot the rectified reticle to get the 1,88% s/l bonus. Also the dwarf's heal is badly slotted. And,finally,it lacks the procs that i would have liked so much.
On my second try i've tried a different approach,forgot the notion of defense entirely,and just went for recharge/health/ procs. I'm much more happier with it's recharge,inner light can stack for 6 seconds,dwarf performs better. Of course,the downside is the no defense aspect.
I really don't know wich build will be the most effective,both for solo and team play (90% of the time i play in teams with all ATs by the way). I post the 2 builds here,looking for insight and opinions from more experienced PB players. is there a way i can mix the 2 builds to get what i seek in one only? And if not,what would you choose?
p.s. something that maybe i should explain. You might notice the use of level 43 enhancements. Why 43? because i want them to be as high as possible,but there's also lot of stuff i like to do wich caps at level 40 (sutter tf,for example). So i want to be able to exemplar to level 40 withoutlosing bonuses and still get the most out of base values.
Tier 3 spiritual: yes with tier 4 i would get more healing and recharge. But griding for a tier 4 is more that i can stand at the moment. If in the future i can find the time and patience to create a tier 4,all the better,but for now i will settle for tier 3.
Finally,should the builds seem expensive,i already have 3 LoTg crafted,plus more than 20 hero merits and 700 millions that i can invest for this guy,i think it will be enough so price isn't an issue.
here are the 2 builds:
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Ultra Guardian defensive: Level 50 Natural Peacebringer
Primary Power Set: Luminous Blast
Secondary Power Set: Luminous Aura
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Hero Profile:
Level 1: Glinting Eye -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(3), Decim-Dmg/Rchg:40(3), Decim-Acc/EndRdx/Rchg:40(5), Decim-Acc/Dmg/Rchg:40(5)
Level 1: Incandescence -- ResDam-I:50(A)
Level 2: Gleaming Blast -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(7), Decim-Dmg/Rchg:40(7), Decim-Acc/EndRdx/Rchg:40(9), Decim-Acc/Dmg/Rchg:40(9)
Level 4: Essence Boost -- Numna-Heal:43(A), Numna-Heal/EndRdx:43(11), Numna-Heal/Rchg:43(11), Numna-Heal/EndRdx/Rchg:43(13)
Level 6: Radiant Strike -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(13), KntkC'bat-Dmg/Rchg:35(15), KntkC'bat-Dmg/EndRdx/Rchg:35(15), HO:Nucle(17)
Level 8: Proton Scatter -- Posi-Acc/Dmg:43(A), Posi-Dmg/EndRdx:43(17), Posi-Dmg/Rchg:43(19), Posi-Dmg/Rng:43(19), Posi-Acc/Dmg/EndRdx:43(21)
Level 10: Hasten -- RechRdx-I:50(A), RechRdx-I:50(21)
Level 12: Inner Light -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(23)
Level 14: Luminous Detonation -- Posi-Acc/Dmg:43(A), Posi-Dmg/EndRdx:43(23), Posi-Dmg/Rchg:43(25), Posi-Dmg/Rng:43(25), Posi-Acc/Dmg/EndRdx:43(27)
Level 16: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(27), KntkC'bat-Dmg/Rchg:35(29), KntkC'bat-Knock%:35(29)
Level 18: Incandescent Strike -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(31), KntkC'bat-Dmg/Rchg:35(31), KntkC'bat-Dmg/EndRdx/Rchg:35(31), HO:Nucle(33)
Level 20: White Dwarf -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(33), RctvArm-ResDam/Rchg:40(33), RctvArm-ResDam/EndRdx/Rchg:40(34)
Level 22: Reform Essence -- Numna-Heal:43(A), Numna-Heal/EndRdx:43(34), Numna-Heal/Rchg:43(34), Numna-Heal/EndRdx/Rchg:43(36)
Level 24: Tough -- S'fstPrt-ResDam/Def+:30(A)
Level 26: Weave -- LkGmblr-Def:43(A), LkGmblr-Def/EndRdx:43(36), LkGmblr-Rchg+:43(36)
Level 28: Maneuvers -- LkGmblr-Def:43(A), LkGmblr-Def/EndRdx:43(37), LkGmblr-Rchg+:43(37)
Level 30: Combat Jumping -- LkGmblr-Rchg+:43(A), DefBuff-I:50(37)
Level 32: Photon Seekers -- EdctM'r-Acc/Dmg:40(A), EdctM'r-Dmg/EndRdx:40(39), EdctM'r-Acc/Dmg/EndRdx:40(39), EdctM'r-Dmg:40(39)
Level 35: Solar Flare -- Oblit-Dmg:43(A), Oblit-Acc/Rchg:43(40), Oblit-Dmg/Rchg:43(40), Oblit-Acc/Dmg/Rchg:43(40), Oblit-Acc/Dmg/EndRdx/Rchg:43(42), Oblit-%Dam:43(42)
Level 38: Light Form -- RctvArm-ResDam:40(A), RctvArm-ResDam/Rchg:40(42), RctvArm-ResDam/EndRdx/Rchg:40(43), RctvArm-ResDam/EndRdx:40(43)
Level 41: Quantum Acceleration -- LkGmblr-Rchg+:25(A)
Level 44: Conserve Energy -- RechRdx-I:50(A)
Level 47: Restore Essence -- RechRdx-I:50(A)
Level 49: Quantum Flight -- EndRdx-I:50(A)
Level 0: Freedom Phalanx Reserve
Level 50: Spiritual Total Radial Revamp
------------
Level 2: Swift -- Flight-I:50(A)
Level 2: Health -- Mrcl-Rcvry+:40(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod:43(A), P'Shift-EndMod/Acc:43(46), P'Shift-EndMod/Rchg:43(48)
Level 1: Brawl -- Empty(A)
Level 1: Cosmic Balance
Level 1: Energy Flight -- Flight-I:50(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 10: Combat Flight -- Flight-I:50(A)
------------
Level 20: White Dwarf Antagonize -- Taunt-I:50(A)
Level 20: White Dwarf Flare -- Oblit-Dmg:43(A), Oblit-Acc/Rchg:43(48), Oblit-Dmg/Rchg:43(48), Oblit-Acc/Dmg/Rchg:43(50), Oblit-Acc/Dmg/EndRdx/Rchg:43(50), Oblit-%Dam:43(50)
Level 20: White Dwarf Smite -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(45), KntkC'bat-Dmg/Rchg:35(46), KntkC'bat-Dmg/EndRdx/Rchg:35(46)
Level 20: White Dwarf Step -- Range-I:50(A)
Level 20: White Dwarf Strike -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(43), KntkC'bat-Dmg/Rchg:35(45), KntkC'bat-Dmg/EndRdx/Rchg:35(45)
Level 20: White Dwarf Sublimation -- Heal-I:50(A)
------------
Set Bonus Totals:- 6% DamageBuff(Smashing)
- 6% DamageBuff(Lethal)
- 6% DamageBuff(Fire)
- 6% DamageBuff(Cold)
- 6% DamageBuff(Energy)
- 6% DamageBuff(Negative)
- 6% DamageBuff(Toxic)
- 6% DamageBuff(Psionic)
- 29.88% Defense(Smashing)
- 29.88% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 5.5% Defense(Energy)
- 5.5% Defense(Negative)
- 3% Defense(Psionic)
- 22.06% Defense(Melee)
- 4.25% Defense(Ranged)
- 3% Defense(AoE)
- 4.5% Max End
- 36% Enhancement(Accuracy)
- 65% Enhancement(RechargeTime)
- 12% Enhancement(Heal)
- 5% FlySpeed
- 188.7 HP (17.62%) HitPoints
- 9% JumpHeight
- 9% JumpSpeed
- MezResist(Immobilize) 15.95%
- MezResist(Stun) 4.4%
- 5% (0.08 End/sec) Recovery
- 44% (1.96 HP/sec) Regeneration
- 2.5% Resistance(Lethal)
- 3.15% Resistance(Fire)
- 3.15% Resistance(Cold)
- 5% RunSpeed
Set Bonuses:
Decimation
(Glinting Eye)- MezResist(Immobilize) 2.75%
- 12.05 HP (1.12%) HitPoints
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
(Gleaming Blast)- MezResist(Immobilize) 2.75%
- 12.05 HP (1.12%) HitPoints
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
(Essence Boost)- 12% (0.54 HP/sec) Regeneration
- 20.08 HP (1.87%) HitPoints
- 6% Enhancement(Heal)
(Radiant Strike)- MezResist(Immobilize) 2.75%
- 16.06 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Proton Scatter)- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Inner Light)- 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
(Luminous Detonation)- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Boxing)- MezResist(Immobilize) 2.75%
- 16.06 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Incandescent Strike)- MezResist(Immobilize) 2.75%
- 16.06 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(White Dwarf)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Reform Essence)- 12% (0.54 HP/sec) Regeneration
- 20.08 HP (1.87%) HitPoints
- 6% Enhancement(Heal)
(Tough)- 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
(Weave)- 10% (0.45 HP/sec) Regeneration
- 12.05 HP (1.12%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Maneuvers)- 10% (0.45 HP/sec) Regeneration
- 12.05 HP (1.12%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Combat Jumping)- 7.5% Enhancement(RechargeTime)
(Photon Seekers)- 4% JumpSpeed, 4% JumpHeight
- 16.06 HP (1.5%) HitPoints
- 2.5% Resistance(Lethal)
(Solar Flare)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Light Form)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Quantum Acceleration)- 7.5% Enhancement(RechargeTime)
(Stamina)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 20.08 HP (1.87%) HitPoints
(White Dwarf Flare)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(White Dwarf Smite)- MezResist(Immobilize) 2.75% (Exceeded 5 Bonus Cap)
- 16.06 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(White Dwarf Strike)- MezResist(Immobilize) 2.75% (Exceeded 5 Bonus Cap)
- 16.06 HP (1.5%) HitPoints (Exceeded 5 Bonus Cap)
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Ultra Guardiam: Level 50 Natural Peacebringer
Primary Power Set: Luminous Blast
Secondary Power Set: Luminous Aura
Power Pool: Speed
Power Pool: Concealment
Power Pool: Leadership
Power Pool: Leaping
Hero Profile:
Level 1: Glinting Eye -- Decim-Acc/Dmg:40(A), Decim-Acc/EndRdx/Rchg:40(15), Decim-Dmg/Rchg:40(39), Decim-Acc/Dmg/Rchg:40(39), Decim-Dmg/EndRdx:40(39), Achilles-ResDeb%:20(40)
Level 1: Incandescence -- ResDam-I:50(A)
Level 2: Gleaming Blast -- Decim-Acc/Dmg:40(A), Decim-Acc/Dmg/Rchg:40(17), Decim-Dmg/EndRdx:40(40), Decim-Dmg/Rchg:40(40), Decim-Acc/EndRdx/Rchg:40(43), Achilles-ResDeb%:20(45)
Level 4: Essence Boost -- Numna-Heal:40(A), Numna-Heal/EndRdx/Rchg:43(43), Numna-Heal/Rchg:40(45), Numna-Heal/EndRdx:43(45)
Level 6: Radiant Strike -- C'ngImp-Acc/Dmg:43(A), C'ngImp-Acc/Dmg/EndRdx:43(29), C'ngImp-Acc/Dmg/Rchg:43(31), C'ngImp-Dmg/EndRdx:43(31)
Level 8: Proton Scatter -- Posi-Acc/Dmg:43(A), Posi-Acc/Dmg/EndRdx:43(31), Posi-Dmg/EndRdx:43(34), Posi-Dmg/Rchg:43(37), Posi-Dmg/Rng:43(37), Achilles-ResDeb%:20(37)
Level 10: Hasten -- RechRdx-I:50(A), RechRdx-I:50(25), RechRdx-I:50(50)
Level 12: Inner Light -- RechRdx-I:50(A), RechRdx-I:50(46)
Level 14: Luminous Detonation -- Posi-Acc/Dmg:43(A), Posi-Dmg/EndRdx:43(33), Posi-Dmg/Rchg:43(33), Posi-Dmg/Rng:43(33), Posi-Acc/Dmg/EndRdx:43(34), Achilles-ResDeb%:20(34)
Level 16: Stealth -- LkGmblr-Rchg+:50(A)
Level 18: Incandescent Strike -- C'ngImp-Acc/Dmg:43(A), C'ngImp-Acc/Dmg/EndRdx:43(25), C'ngImp-Acc/Dmg/Rchg:43(27), C'ngImp-Dmg/EndRdx:43(27), C'ngImp-Dmg/EndRdx/Rchg:43(29)
Level 20: White Dwarf -- ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx:40(21), ImpArm-ResDam/Rchg:40(21), ImpArm-ResDam/EndRdx/Rchg:40(23)
Level 22: Reform Essence -- Numna-Heal:43(A), Numna-Heal/Rchg:43(46), Numna-Heal/EndRdx/Rchg:43(46), Numna-Heal/EndRdx:43(50)
Level 24: Quantum Acceleration -- Flight-I:50(A)
Level 26: Grant Invisibility -- LkGmblr-Rchg+:50(A)
Level 28: Invisibility -- LkGmblr-Rchg+:50(A)
Level 30: Maneuvers -- LkGmblr-Rchg+:50(A)
Level 32: Solar Flare -- Oblit-Dmg:43(A), Oblit-Acc/Rchg:43(48), Oblit-Dmg/Rchg:43(48), Oblit-Acc/Dmg/Rchg:43(48), Oblit-Acc/Dmg/EndRdx/Rchg:43(50)
Level 35: Photon Seekers -- C'Arms-Acc/Dmg/Rchg:30(A), C'Arms-EndRdx/Dmg/Rchg:30(36), C'Arms-Acc/Dmg:30(36), C'Arms-Dmg/EndRdx:30(36), HO:Nucle(43)
Level 38: Restore Essence -- RechRdx-I:50(A)
Level 41: Light Form -- TtmC'tng-ResDam:43(A), TtmC'tng-ResDam/Rchg:43(42), TtmC'tng-ResDam/EndRdx/Rchg:43(42), TtmC'tng-ResDam/EndRdx:43(42)
Level 44: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 47: Conserve Energy -- RechRdx-I:50(A)
Level 49: Quantum Flight -- EndRdx-I:50(A)
Level 0: Freedom Phalanx Reserve
Level 50: Spiritual Total Radial Revamp
------------
Level 2: Swift -- Flight-I:50(A)
Level 2: Health -- Mrcl-Rcvry+:40(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Acc:50(3), P'Shift-EndMod/Rchg:50(3)
Level 1: Brawl -- Empty(A)
Level 1: Cosmic Balance
Level 1: Energy Flight -- Flight-I:50(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 10: Combat Flight -- Flight-I:50(A)
------------
Level 20: White Dwarf Antagonize -- Taunt-I:50(A)
Level 20: White Dwarf Flare -- Oblit-Dmg:43(A), Oblit-Acc/Rchg:43(5), Oblit-Dmg/Rchg:43(5), Oblit-Acc/Dmg/Rchg:43(7), Oblit-%Dam:40(7), Achilles-ResDeb%:20(9)
Level 20: White Dwarf Smite -- C'ngImp-Acc/Dmg:43(A), C'ngImp-Acc/Dmg/Rchg:43(13), C'ngImp-Acc/Dmg/EndRdx:43(13), C'ngImp-Dmg/EndRdx:43(15)
Level 20: White Dwarf Step -- Range-I:50(A)
Level 20: White Dwarf Strike -- Mako-Acc/Dmg:43(A), Mako-Dmg/EndRdx:43(9), Mako-Acc/Dmg/EndRdx/Rchg:43(11), Mako-Dmg/Rchg:43(11)
Level 20: White Dwarf Sublimation -- Numna-Heal:43(A), Numna-Heal/Rchg:43(17), Numna-Heal/EndRdx/Rchg:43(19), H'zdH-Heal/Rchg:40(19), H'zdH-Heal/EndRdx/Rchg:40(23)
------------
Set Bonus Totals:- 9% DamageBuff(Smashing)
- 9% DamageBuff(Lethal)
- 9% DamageBuff(Fire)
- 9% DamageBuff(Cold)
- 9% DamageBuff(Energy)
- 9% DamageBuff(Negative)
- 9% DamageBuff(Toxic)
- 9% DamageBuff(Psionic)
- 1.88% Defense(Psionic)
- 6.75% Max End
- 83.75% Enhancement(RechargeTime)
- 12% Enhancement(Heal)
- 57% Enhancement(Accuracy)
- 5% FlySpeed
- 188.7 HP (17.62%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Immobilize) 15.4%
- MezResist(Sleep) 2.2%
- MezResist(Stun) 6.6%
- 11.5% (0.19 End/sec) Recovery
- 36% (1.61 HP/sec) Regeneration
- 3.15% Resistance(Fire)
- 3.15% Resistance(Cold)
- 5% RunSpeed
Set Bonuses:
Decimation
(Glinting Eye)- MezResist(Immobilize) 2.75%
- 12.05 HP (1.12%) HitPoints
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
(Gleaming Blast)- MezResist(Immobilize) 2.75%
- 12.05 HP (1.12%) HitPoints
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
(Essence Boost)- 12% (0.54 HP/sec) Regeneration
- 20.08 HP (1.87%) HitPoints
- 6% Enhancement(Heal)
(Radiant Strike)- MezResist(Immobilize) 2.2%
- 12.05 HP (1.12%) HitPoints
- 7% Enhancement(Accuracy)
(Proton Scatter)- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Luminous Detonation)- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Stealth)- 7.5% Enhancement(RechargeTime)
(Incandescent Strike)- MezResist(Immobilize) 2.2%
- 12.05 HP (1.12%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(White Dwarf)- 2.5% (0.04 End/sec) Recovery
- 1.88% Defense(Psionic)
- 2.25% Max End
(Reform Essence)- 12% (0.54 HP/sec) Regeneration
- 20.08 HP (1.87%) HitPoints
- 6% Enhancement(Heal)
(Grant Invisibility)- 7.5% Enhancement(RechargeTime)
(Invisibility)- 7.5% Enhancement(RechargeTime)
(Maneuvers)- 7.5% Enhancement(RechargeTime)
(Solar Flare)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Photon Seekers)- 2.5% (0.04 End/sec) Recovery
- 16.06 HP (1.5%) HitPoints
- 6.25% Enhancement(RechargeTime)
(Light Form)- MezResist(Sleep) 2.2%
- 16.06 HP (1.5%) HitPoints
- MezResist(Stun) 2.2%
(Combat Jumping)- 7.5% Enhancement(RechargeTime)
(Stamina)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 20.08 HP (1.87%) HitPoints
(White Dwarf Flare)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(White Dwarf Smite)- MezResist(Immobilize) 2.2%
- 12.05 HP (1.12%) HitPoints
- 7% Enhancement(Accuracy)
(White Dwarf Strike)- MezResist(Immobilize) 3.3%
- 16.06 HP (1.5%) HitPoints
- 3% DamageBuff(All)
(White Dwarf Sublimation)- 12% (0.54 HP/sec) Regeneration
- 20.08 HP (1.87%) HitPoints
(White Dwarf Sublimation)- 1.5% (0.03 End/sec) Recovery
-
I've verified the sad truth. It fires only with targets near you. The good thing is that once active,the effect lasts for 2 minutes,so even if you have no one in range for a while,the effect is on.
-
That's what i originally thought,too. i'll slot it soon and post the results here
-
Some enemies and situations (albeit very rare) can still one shot everything wich is not a tank or a strong brute. Also,i take your point,and aid self could be useful in some situations,but only if you are softcapped first and take advantage of the high defense to gain some time to use it. If you sacrifice defense to have it,it's not worth it.
If you can still manage to have power slots free in some way,then by all means take it,but renouncing tough and weave for an interruptible heal won't improve survivability -
About the usefulness of aid self....i'd say it's not useful at all. With softcapped defense you will not be hit much,you will have ZERO downtime when going solo,and in teams your teammates will provide the healing/recovery/buffs/help you will need. You won't even notice the necessity for a self heal,least of all one wich is interrptible.
True,on occasion enemies will get a lucky hit,but in this case only two scenarios can happen:
scenario 1) you get hit,you lose some health,but attacks do not happen often enough or hard enough to be a real danger. By the time you finish off your opponent,your natual regen or a teammate have already taken care of the damage you suffered. Melee bosses can sometimes hit for 1000+ damage,but tough will reduce that,and it is unlikely for them to hit 2 times in a row. And if they DID hit 2 times in a row,aid self wouldn't have saved you. Wich brings us to.....
scenario 2) you get hit so hard that a boss or AV oneshots or twoshots you. Pretty bad luck,but that's the weakness of SR and all pure defense builds. You are invincible until you suddenly die. No healing will save you from that. Well,maybe an empath with a timely intervention,but certanly not aid self.
Or,it could be a large mob hitting you from all sides,in wich case the rate of attacks that get through your defense will quickly add up to a lot of damage. Again,if attacks are coming this fast,you won't have the time to fire aid self before being interrupted,and if you losing health fast,it cannot keep you alive. It' way faster to use green inspirations while trying to take out the most dangerous enemies.
You may need aid self if you are using SOs and are far from the softcap,but once you get to high defenses,it becomes useless. The things that can kill you with 45% defense will STILL kill you if you try to heal yourself. And by taking weave you also take tough wich can help a lot.
In my experience,i think defense is weak when it's your only survival tool and it's below 35%. Above 35%,you start noticing the effects,but it's still low against bosses. At 90%,you can solo bosses without worries and are pretty survivable. At the softcap,you feel immortal....... until you die :P -
I finally decided for build 2. Took eradication out of whirling hands and slotted a sirocco dervish in its place. This way i have softcapped psi and almost softcap to evrything else. Regen and hp are good i think,only missing a few percentages. What i really miss is the 3% resist from the shield wall,but sadly i've no more slots left.
The numinan unique is still in rise to the challenge. It annoys me if it fires only with targets in range,but i need a full numina set for the en/negative defense,and if i put it in another power,RttC will not be at peak efficiency. so it stays where it is. After all,every time i jump into a fight,i will have at least ONE enemy close to me -
Wow ,that's really an impressive work. The survivability of this build is near perfect i think.
I am trying to be as close as possible to psi softcap,however,due to the fact that many psionic attacks carry a defense debuff,a regen debuff,or BOTH,wich can be very troublesome. Think of arachnos,for example. I have a softcapped shield tanker wich went from 45% defense to -30% thanks to 2 tarantula queen's debuffs. If an attack like that hits,it will soon strip all defense AND regen. For this reason,i am aiming for nothing less than 40% psi defense at the very least,but more is preferred.
The -to hit from dark powers is great,but higher level enemies will resist it,and against an AV it will be close to nothing. A level 54 AV resists to hit debuffs by 87% simply with his inherent resistance only,factor in the +3 level difference and he won't suffer more than -2% to hit totally,between all the dark powers and rise to the challenge. It's true that there aren't many psionic AVs in the game,but who knows....they could always show up in the future in the devs want to get nasty with incarnate stuff.
A lot of psionic attacks also come from range and could escape the -to hit.
The -damage is a big temptation.....i think it's one of the best powers a tank could hope for. Too bad it doesn't fit with my character concept,and i don't wnat to go redside to get it. I wish there was a similar epic set blueside.....
However,you really have shed some light on this matter,thanks for the effort. I applaud your work,i think it's the toughest tank i've ever seen -
Silly me,that little option escaped my notice until now. Nice to know.....it also means i have to reconsider some choices i've made,since i had the 3 weaker attacks slotted with only 4 kinetic combats too. I have 34% global acc bonus,a level shift and focused accuracy,but more chance to hit is always good
-
I bring up this post because i'm looking at the various willpower builds to try to gain useful ideas,and i've noticed something strange number-wise. When i open untoldhero's build the totals window shows me an over 1000% regen value,600% of it coming from rise to the challenge only,where all the others builds i've observed have an average total regen value of around 700%. But rise to the challenge is well slotted into all examples,there doesn't seem to be SO much diffrence between them.....so why the discrepancy?
-
I thought the numina proc would be active every time the toggle was turned on,without the need for target in range. Can this be confirmed?
-
I've noticed problems opening the links. Here i post the preferred build again. The difference between this and number 2 is that the previous has whriling hands in place of energy punch,softcapped s/l, 1% more en/negative defense, but less resistance due to having removed the shield wall 3% res. the third one also regenerates 2 hp per second more.
Hero Plan by Mids' Hero Designer 1,942
http://www.cohplanner.com/
Click this DataLink to open the build!
Eternal Survivor: Level 50 Natural Tanker
Primary Power Set: Willpower
Secondary Power Set: Energy Melee
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: High Pain Tolerance -- ResDam-I:50(A), ResDam-I:50(5), S'fstPrt-ResDam/Def+:30(15), Numna-Heal:50(27), Numna-Heal/EndRdx:50(31), Numna-Heal/Rchg:50(31)
Level 1: Barrage -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(25), KntkC'bat-Dmg/EndRdx/Rchg:35(37)
Level 2: Mind Over Body -- ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx:40(3), ImpArm-ResPsi:40(11), Aegis-ResDam:40(11), Aegis-ResDam/EndRdx:50(25), Aegis-Psi/Status:50(50)
Level 4: Fast Healing -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(5), Numna-Heal/Rchg:50(7)
Level 6: Indomitable Will -- LkGmblr-Def/EndRdx/Rchg:50(A), LkGmblr-Def:50(7), LkGmblr-Def/EndRdx:50(17), LkGmblr-Rchg+:50(27)
Level 8: Rise to the Challenge -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(9), Numna-Heal/EndRdx/Rchg:50(9), Numna-EndRdx/Rchg:50(13), Numna-Heal/Rchg:50(23), Numna-Regen/Rcvry+:50(23)
Level 10: Energy Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(40), KntkC'bat-Dmg/Rchg:35(40), KntkC'bat-Dmg/EndRdx/Rchg:35(42)
Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(13)
Level 14: Taunt -- Taunt-I:50(A)
Level 16: Quick Recovery -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(17), Efficacy-EndMod/EndRdx:50(19), Efficacy-EndMod/Acc:50(45)
Level 18: Heightened Senses -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(19), LkGmblr-Def/EndRdx:50(29), LkGmblr-Def/Rchg:50(42)
Level 20: Bone Smasher -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(21), KntkC'bat-Dmg/Rchg:35(21), KntkC'bat-Dmg/EndRdx/Rchg:35(31)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(43), RctvArm-ResDam/Rchg:40(43), RctvArm-ResDam/EndRdx/Rchg:40(45), GA-3defTpProc:50(46)
Level 26: Maneuvers -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(33)
Level 28: Build Up -- Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-Pcptn:20(46)
Level 30: Weave -- LkGmblr-EndRdx/Rchg:50(A), LkGmblr-Def:50(34), LkGmblr-Rchg+:50(34), LkGmblr-Def/EndRdx:50(43), SW-ResDam/Re TP:50(48)
Level 32: Strength of Will -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(33), RctvArm-ResDam/Rchg:40(33), RctvArm-ResDam/EndRdx/Rchg:40(37)
Level 35: Energy Transfer -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(36), C'ngImp-Dmg/Rchg:50(36), C'ngImp-Acc/Dmg/Rchg:50(36), C'ngImp-Acc/Dmg/EndRdx:50(37)
Level 38: Total Focus -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(39), KntkC'bat-Dmg/Rchg:35(39), KntkC'bat-Dmg/EndRdx/Rchg:35(39), C'ngImp-Acc/Dmg:50(40)
Level 41: Focused Accuracy -- RechRdx-I:50(A)
Level 44: Laser Beam Eyes -- Apoc-Dmg:50(A), Apoc-Dmg/Rchg:50(45), Apoc-Acc/Dmg/Rchg:50(46), Apoc-Acc/Rchg:50(48), Apoc-Dmg/EndRdx:50(50), Apoc-Dam%:50(50)
Level 47: Physical Perfection -- RgnTis-Regen+:30(A)
Level 49: Combat Jumping -- Winter-ResSlow:50(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Core Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- EndRdx-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Health -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(34), Numna-Heal/Rchg:50(48)
Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(15), P'Shift-EndMod/Acc:50(29), P'Shift-End%:50(42)
------------
Set Bonus Totals:- 4% DamageBuff(Smashing)
- 4% DamageBuff(Lethal)
- 4% DamageBuff(Fire)
- 4% DamageBuff(Cold)
- 4% DamageBuff(Energy)
- 4% DamageBuff(Negative)
- 4% DamageBuff(Toxic)
- 4% DamageBuff(Psionic)
- 15,7% Defense(Melee)
- 25,4% Defense(Smashing)
- 25,4% Defense(Lethal)
- 9,13% Defense(Fire)
- 9,13% Defense(Cold)
- 10,4% Defense(Energy)
- 10,4% Defense(Negative)
- 12,9% Defense(Psionic)
- 11% Defense(Ranged)
- 7,56% Defense(AoE)
- 34% Enhancement(Accuracy)
- 6% Enhancement(Heal)
- 45% Enhancement(RechargeTime)
- 5% FlySpeed
- 449,8 HP (24%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 3,3%
- MezResist(Immobilize) 15,4%
- 20% Perception
- 6,5% (0,11 End/sec) Recovery
- 114% (8,9 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 3% Resistance(Smashing)
- 3% Resistance(Fire)
- 3% Resistance(Cold)
- 3% Resistance(Energy)
- 3% Resistance(Negative)
- 3% Resistance(Toxic)
- 3% Resistance(Lethal)
- 9% Resistance(Psionic)
- 10% RunSpeed
Set Bonuses:
Steadfast Protection
(High Pain Tolerance)- 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
(High Pain Tolerance)- 12% (0,94 HP/sec) Regeneration
- 35,1 HP (1,88%) HitPoints
(Barrage)- MezResist(Immobilize) 2,75%
- 28,1 HP (1,5%) HitPoints
- 3,75% Defense(Smashing,Lethal), 1,88% Defense(Melee)
(Mind Over Body)- 2,5% (0,04 End/sec) Recovery
- 1,88% Defense(Psionic)
- 3% Resistance(Psionic)
(Mind Over Body)- 5% RunSpeed
- 3,13% Defense(Fire,Cold), 1,56% Defense(AoE)
- 3% Resistance(Psionic)
(Fast Healing)- 12% (0,94 HP/sec) Regeneration
- 35,1 HP (1,88%) HitPoints
(Indomitable Will)- 10% (0,78 HP/sec) Regeneration
- 21,1 HP (1,13%) HitPoints
- 9% Enhancement(Accuracy)
- 7,5% Enhancement(RechargeTime)
(Rise to the Challenge)- 12% (0,94 HP/sec) Regeneration
- 35,1 HP (1,88%) HitPoints
- 6% Enhancement(Heal)
- MezResist(Held) 3,3%
- 3,75% Defense(Ranged), 1,88% Defense(Energy), 1,88% Defense(Negative)
(Energy Punch)- MezResist(Immobilize) 2,75%
- 28,1 HP (1,5%) HitPoints
- 3,75% Defense(Smashing,Lethal), 1,88% Defense(Melee)
(Quick Recovery)- 21,1 HP (1,13%) HitPoints
- 1,5% (0,03 End/sec) Recovery
- 10% (0,78 HP/sec) Regeneration
(Heightened Senses)- 10% (0,78 HP/sec) Regeneration
- 21,1 HP (1,13%) HitPoints
- 9% Enhancement(Accuracy)
- 7,5% Enhancement(RechargeTime)
(Bone Smasher)- MezResist(Immobilize) 2,75%
- 28,1 HP (1,5%) HitPoints
- 3,75% Defense(Smashing,Lethal), 1,88% Defense(Melee)
(Tough)- MezResist(Immobilize) 1,1%
- 1,25% Defense(Energy,Negative), 0,63% Defense(Ranged)
- 1,25% Defense(Smashing,Lethal), 0,63% Defense(Melee)
(Tough)- 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
(Maneuvers)- 10% (0,78 HP/sec) Regeneration
- 7,5% Enhancement(RechargeTime)
(Build Up)- 1,88% Defense(Smashing,Lethal), 0,94% Defense(Melee)
- 20% Perception
(Weave)- 10% (0,78 HP/sec) Regeneration
- 21,1 HP (1,13%) HitPoints
- 9% Enhancement(Accuracy)
- 7,5% Enhancement(RechargeTime)
(Weave)- 3% Resistance(Lethal), 3% Resistance(Smashing), 3% Resistance(Fire), 3% Resistance(Cold), 3% Resistance(Energy), 3% Resistance(Negative), 3% Resistance(Psionic), 3% Resistance(Toxic)
(Strength of Will)- MezResist(Immobilize) 1,1%
- 1,25% Defense(Energy,Negative), 0,63% Defense(Ranged)
- 1,25% Defense(Smashing,Lethal), 0,63% Defense(Melee)
(Energy Transfer)- MezResist(Immobilize) 2,2%
- 21,1 HP (1,13%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Total Focus)- MezResist(Immobilize) 2,75%
- 28,1 HP (1,5%) HitPoints
- 3,75% Defense(Smashing,Lethal), 1,88% Defense(Melee)
(Laser Beam Eyes)- 16% (1,25 HP/sec) Regeneration
- 56,2 HP (3%) HitPoints
- 4% DamageBuff(All)
- 10% Enhancement(RechargeTime)
- 5% Defense(Psionic)
(Combat Jumping)- 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
(Health)- 12% (0,94 HP/sec) Regeneration
- 35,1 HP (1,88%) HitPoints
(Stamina)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 35,1 HP (1,88%) HitPoints
- 2,5% (0,04 End/sec) Recovery
-
I slotted the apocalypse for the 16% regen,3% hp,and 5% psi defense,wich i need to keep high protection against psionic if i change the sirocco dervish from the first build to obliteration in the second.
Upon further reeflection,i think i will ditch build 1,because it only has 35% s/l defense.
Out of the other 2,i prefer the last one. has slightly less defense,but ore hp and regen and better resist. So if someone wants to review my work but it's too much of a bother to look at 3 builds,please consider the third one only -
Willpower is my favorite tanker set,i find it to be quite effective even without any invention set on and in fact my wp/energy melee tanker is one of my two main characters. That being said,when i tried to come up with a good build for him,i got a big headache.
Having to consider all the options and possible combinations of sets was really hard for me. That's the downside of wp,at least in my opinion;you get a lot of choices,but you actually need everything to fill the holes and the weak spots,so finding your way can be troublesome. For me,it was VERY troublesome.
Conceptually,and for gameplay purposes too,i like to be strong versus psi enemies;standing in front of master illusionists,avoiding the nasty debuffs of tarantula queens would give me great satisfaction. I raised psi resist and defense as much as i could,but all other defenses were too low so i had to change. I also had to ditch resurgence to take maneuvers,to further boost defense. If there's a way to achieve the same result without having to rely on one more toggle to keep active,i'd like to take resurgence back.
I tried to push regen and hp as high as i could,i think they are fine,but i've heard people talk of much more impressive numbers than mine,so i'm wondering if i've missed something. I'm also worried about accuracy,don't know if it will be enough to hit +3 or +4 enemies (although i might be worrying too much,since i have focused accuracy. still,the more accuracy the better).
Hasten is there for recharge,it's a must have for all my characters. Recovery is good,but since the only protection from end drain comes in having lots and lots of +recovery and endurance,i slotted an performance shifter proc too. Would have like a miracle +recovery too,but couldn't squeeze it in.
In the end i came up with 3 build ideas. The one with the highest regen,wich appeals to me much,has the lowest s/l defense. To raise it,i slotted kinetics combats in the second,but the only way i could make it work without losing psi defense was slotting a full set of apocalypse,and regen suffered. For the third i ditched whirling hands and took energy punch,a worse attack but it let me reach a kind of middle ground. I may switch the peformance shifter proc and the shiedl wall in favor of two more numinas to slot into physical perfection.
I'm still uncertain to what is the better result,and if/how it can be improved.I am looking for some insight on this matter. Any kind of impression or thought is very much welcome
p.s. cost is not an issue,i already have the 2 pvp recipes and a piece of apocalypse. i've been saving a lot for this guy and can throw all the influence needed at him.
p.p.s. i'v noticed accolades and incarnates turning off when you open the data,i have the 4 passive bonus accolades and the spiritual alpha
http://www.cohplanner.com/mids/downl...C6FF01269AE129
http://www.cohplanner.com/mids/downl...D5F81FE668E165
http://www.cohplanner.com/mids/downl...5AFF07DFF9DECE -
With a FF/elec,i wouldn't stand it either. Nothing wrong with that character,actualy i like force fields,but you need a character capable of killing lots of enemies fast and with ease or else it's impossible. It's already mighy boring as it is.
All my mains are built toward being strong against hard single targets,and i don't farm with them either. Powerful AoEs are mandatory for this -
Now just a question,checking paragonwiki i see maria jenkins has battle maiden missions in both story arcs, hero's epic and battle praetorian theat. The first has battle maiden almost halfway through,the second ends with battle maiden. Is there any difference between the two? They both seems to be "go to warrior world and beat everyone" maps
-
Perfectly logical. And until i tried it myself,i would have thought the same.
I play Dungeons and Dragons at home with some friends. One of those friends studies at a university. One time we had and absolutely absurd string of dice throws,and he asked his teachers to make a calculation of how many chances there was of something like that happening. It turned out it was an 1 every 141,789,327,106 chance,i still keep the results just for fun.
I know how the mechanics of probability works. And it could be just random luck. I still find easier to believe that an error somewhere is causing abnormal drop rates in some circustances. Considering the awesome amount of bugs that all pc games suffer from,that wouldn't be too strange,or not? -
I know what the devs say,what paragonwiki says,what the game rules are,what the players say and that drops are random and uninfluenced. That still means that something isn't working the way it should,because facts are facts,i didn't believe so either but it seems they are not very random at all when you get down in the field.
Maybe it's an error in the program somewhere,i don't know what it is,but run a map for a whole day and you get a fortunata hypnosis;run another and you get an average of a purple for 2-3 runs max,often a very valuable one -
Like i said a while back,a small update on my progress. Following what eryq2 said,i did harvey maylor's arc and got the demons map. I figured they would have been easier to deal with since i am /fire,plus i liked them more than freaks and the rest.
In the last 2 days i have done the mission around 20 times,for a total of 3 hours of time.
Much to my surprise i got 7 purples ,and out of those seven 2 were ragnaroks and 3 hecatombs. A much better result than what i was used to.
I'll try to get BM map later to see what happens. Yeah i know too that drops are random,or rather they should be,but some factions and maps seem to drop better than others -
I don't have multiple accounts,nor do i plan or want to get them. That would take me to a whole new level and it's a step i will never make. One simple account is more than enough to satisfy all my gameplay needs,not to mention the added cost of having to pay for 2 or 3 subscriptions. CoH is not an expensive game,but one monthly fee is enough for me.
My farming is done with a simple SS/fire brute slotted with level 50 normal IOs,he doesn't even have any sets equipped. The alpha level shift and the steady supply of inspirations you get soloing x8 maps makes him capable of smashing the mobs quite easily.
Of course he may be slow compared to what eryq2 does,but i think i've found a nice effectiveness/per time balance.
Now,about the purple farms. It may be my bad luck,but when i tried,it took me AT LEAST 6-7 runs of a council empire mission to get one purple,often an almost worthless one (worthless for a purple,anyway).
I'm willing to try again,see if my luck changes,but i'm not getting my hopes very high. I will give it another go and keep you posted about the results.
I don't have the battle maiden map,by the way. How exactly can i get it? -
Yes,i did that. Tried to do missions at +0x8 with a level 50 brute in peregrine island,and unai kemen arc. The results didn't seem impressive to me
-
I didn't say i wasn't. Indeed i am. I only hope to be done with this quickly,but i'm not hiding what i do.
As for the numbers: doing one of the thousand fire farms out there,you can reach the ticket cap for the map by killing a few spawns of enemies,wich takes 3 minutes with a SS/fire brute (i'm doing an one hour timed farm and between entering,killing,and exiting,i'm always out before the timer reaches 56 minutes remaining. So i guess i should say it takes 4 minutes per run.). The 15-20 minutes are for getting the tickets only,the process of converting them to recipes,salvage,crafting and selling is what takes another half an hour.
As for the purples i think you've misunderstood me,i WISH it was one drop for three runs,it was one drop every three hours,if and when i was lucky. Wich i'm not not,usually.
I say it's not efficient because if you spend hours grinding and end up with a purple worth only 60 million,you could have gained a lot more by doing hero tips or farming. Compared to the other methods,it's slow.
I've heard people talking of more impressive numbers than mine,and since i wasn't sure what to think,i asked for advice. If you say i'm already going as fast as i could,than it's settled.
Regarding what Fulmens said: you are correct,and in fact i am converting all the reward merits i have amassed during the last months. I have been saving them since the alignment system began,so i have a fair amount of those. I'm working on all sides, from task forces to tips to *touchè* farming. Anyway,thanks for the help