Obitus

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  1. Quote:
    Originally Posted by Sarrate View Post
    Not so fast:

    Unstoppable crashes health and endurance.
    Power Surge crashes health, endurance, and recovery.

    Yes, Elec Armor has Power Sink, but that means you need a blue before you can even start retoggling. Keep in mind the hold is 1.0 accuracy and a 50% chance to hold a boss. I wouldn't feel any more comfortable crashing in the middle of a mob with PS than I would be with Unstoppable.
    Right you are. I don't know how I missed that. Apologies.
  2. Quote:
    Originally Posted by Aura_Familia View Post
    But you didn't address the major point that allows the devs to make the types of powers you are seeing in the Incarnate system: they don't work below 45.
    My argument wasn't based on Incarnate powers. That should have been clear. Blasters give up too much for their offense.
  3. Quote:
    Originally Posted by Breog View Post
    Inv not that only one with this problem... Power Surge is basicly a copy of Unstoppable with the same draw backs. When it ends.. your have no end and basicly no Hips, detoggled.

    Personaly would love if they wanted to cut Unstoppable/Power Surge Res bonus in half, but also half the crash. It would be useful then.
    Power Surge is probably the main reason that I believe Unstoppable deserves a small buff. The two powers are nearly identical -- so similar, in fact, that Power Surge's AoE stun effect on expiration is an inexplicable advantage.

    Power Surge has an effect that can help to cover the crash, in other words. Unstoppable doesn't.
  4. Leaving aside Unstoppable, the interesting thing about the new Incarnate content is that it actually tends to re-emphasize and re-affirm Invuln's strengths as a powerset -- strengths that may previously have been marginalized by IO bonuses.

    In other words, a WP Tanker can soft cap to all positions with set bonuses. The WP Tanker will still be weaker against S/L mobs and DEF debuffs, but in an on-paper comparison, WP gets more out of high-end IO investment than Invuln, because you can't quantify the benefit of scaling Invincibility once you've reached 45% DEF. You can quantify the benefit of scaling Rise to the Challenge under those conditions.

    But in the new trials, 45% is no longer the soft cap. It's 59%. And oddly enough, an IOed Invuln Tanker who starts at 45% DEF with one foe in range will end at around 60% DEF with 10 foes in range. Further, and perhaps more important, Invuln gets meaningful DEF-debuff resistance (50% on a Tanker). And though it's true that a WP Tanker can take Barrier Destiny to shore up whatever shortcomings in his build, it's also true that Invuln can get WP-like regeneration from Rebirth Destiny.

    And since Invuln has a generally easier time reaching the soft cap in the first place, there's a decent chance that the Invuln Tanker will have somewhat better offense, to boot.

    TL;DR -- Invuln is very good even without Unstoppable. The only problem with Invuln in the new trials is the same problem that faces all Tankers: the new trials throw curveballs that can situationally invalidate passive mitigation and traditional aggro management (DEF-and-RES-ignoring Turret fire, obscene buffs on Siege's 9CUs and the IDF Battle Orbs, Sequestration, Superjumping Marauder). Needless to say that a better tier 9 wouldn't solve those problems.
  5. Quote:
    Originally Posted by Aura_Familia View Post
    I think folks are giving this waaaay too much thought. The Incarnate abilities ONLY work in 45+ content unless I missed something. When you exemp down you lose them.

    Also, if we are talking about teaming during trials or TFs, then yes you ARE guaranteed to have teammates, cause it's the only way to do the trials/tfs.

    If the Incarnate abilities worked from 1-50 I'd be right there in such a discussion with you.

    EDIT: In fact during GR beta one of the main reasons the devs were STRONGLY against letting Incarnate abilities work below 45 is because they'd have to make them MUCH weaker than they are. I have no issue with things being unbalanced in 45-50. It's called ENDGAME for a reason.
    The Judgement issue is only a symptom of the larger problem, which is that Blasters give up too much for their offense. If Blasters had more to hang their hat on than the dubious, "Team Artillery Specialist," tag, then the fact that everyone can pick up a crashless nuke wouldn't be a big deal. I don't see too many Controllers complaining about Destiny, for instance.

    For what little it's worth, I don't even particularly care about Judgement except to the extent that it shines a big freaking spotlight on just how silly the huge and long-standing penalties for traditional nukes are and always have been. At the very least, I'd like to see those penalties revisited and reworked at some point, and not just because of Judgement.

    As to whether or not people are giving the question of high-end balance a lot of thought -- my response is that they should, given the investment we're talking about here. It was valid to question which builds you'd concentrate on maximizing before Incarnates were even announced, because IOs alone could potentially represent massive investment and massive reward.

    Blasters -- even before Incarnates -- are not particularly good at soloing or teaming. They're not even particularly good at delivering damage without support (because of the AI's tendency to scatter, because of obvious survivability issues). Are there outliers? Sure; a high-end, Rain-of-Arrows-spamming Archery Blaster is a sight to behold, but in terms of over-time AoE damage output it's merely competitive with an SS/Fire Brute.

    On a personal level, the peculiar irony to me about the new Incarnate slots is that the one potentially meaningful advantage my Fire/Mental Blaster has over my Mind/Fire Dominator -- Drain Psyche's Regeneration buff -- is rendered moot by Rebirth Destiny even as Clarion Destiny potentially gives the Blaster full-time status protection. Those two things offset, with the Dom winning on the basis of Judgement and her innate, mag-6 controls. It's really not even a competition. The Blaster loses before she's laced up her cleats.

    Don't get me wrong; I'm not saying that Blasters should be turned into Doms, or even that Blasters deserve to be as good on a solo basis. But it does seem blindingly obvious to me that Blasters are the victims of an out-dated design paradigm that placed disproportionate emphasis on ranged damage potential. Doms and VEATs are, I would think, irrefutable evidence of that sea change in the development strategy. To a lesser extent, even newer (crashless) Blaster nukes are an implicit (or if you prefer, subconscious) mea culpa on the part of the Dev team. We're not likely to get sweeping AT-balance changes at this stage of the game, so the most relevant question here is, "What builds are you going to bother taking to the highest pinnacle?"

    Some will undoubtedly choose Blasters. Most of those people, I contend, do it for sentimental reasons, though. If so, then that's fine, but it's also not relevant. And with that, I think I'm due for another break from this thread. I'm beginning to bore even myself with these ranting novellas.
  6. Obitus

    Mind Doms in BAF

    Quote:
    Originally Posted by Seldom View Post
    It pushes minions, but not any others. As it's a long recharge, 5 target repel, to be functional at all you need to target a minion. (a fleeing lt/boss will just cause chaos as a target- as they move, the direction minions are pushed changes.) As it is so changeable, and so much is going, it's really not worth it. Better to use mass hypnosis/dominate/mesmerize/total domination/levitate. Levitate is particular is fun. Yank runaway minions skyward while killing them in bits.

    Too bad terrify has no effect, and confusion is useless.
    Yeah, but on the upside, the boss-rank 9CUs that reinforce Siege -- and accrue outrageously high +ToHit and +damage buffs just for staying alive -- heavily favor Domination-fueled control powers. Bonus points if they're long-duration powers like Mass Confusion.

    And in the Lambda sabotage phase (the most crucial phase of the trial, arguably), Mind/* Doms are spectacular, particularly if they have stealth.
  7. Quote:
    Originally Posted by Aura_Familia View Post
    Who cares? In the teams I've seen no one inviting blasters asks what their build is.

    You last paragraph basically stated why this thread was irrelevant.
    And with all due respect, your entire post is unresponsive. Balance issues are not unimportant simply because teams generally don't discriminate. I'm sure most teams (including all of mine) are more interested in playing with fun people than they are in playing with spectacular builds.

    Heck, I spend billions on my builds almost entirely because I want to maximize my chance to succeed even with terrible team support. Sometimes, making what should be a bad team good is the best part of this game, for me.

    YMMV. None of the above has anything to do with the price of bananas, though. If you genuinely disagree that Blasters give up too much, mechanically, for their presumably overwhelming offense, then that's one thing. If you're handwaving any and all balance concerns on the basis that every AT can find a team, then there's no point in even posting in a balance discussion. It's like that Geico commercial where a woman calls into a car-talk radio show to ask about two different engines, and the host says, "You should pick the blue car."
  8. Quote:
    Originally Posted by Shawn Sage View Post
    What about soft-capping Melee on a Fire/MM? Lots of PBAoEs, and with Drain Psyche you're right in the middle anyway. Easier or harder (in terms of build compromising, not INF costs) than going for S/L?
    Soft-capping melee DEF just doesn't work as a singular goal. Ranged DEF works because, if you stay at range, the only attacks that can hit you are either ranged or AoE (with some few exceptions). Ranged AoE is comparatively rare.

    When you're in melee range, by contrast, you're subject to attacks from all three positions. AoE is more common too, because almost every melee-skewed mob has at least one point-blank AoE attack.

    So if you're gonna play hybrid/Blapper kind of build, Smash/Lethal is your best bet. Most of the melee attacks in the game are Smash/Lethal (swords/fists). Smash/Lethal will also cover you against a lot of ranged/AoE attacks. A lot of the DEF debuffs in the game are ranged S/L attacks, in fact (most notably machine gun fire).

    And Smash/Lethal is easier to build around than melee DEF.

    If you take Scorpion Shield from the Mace Mastery Patron pool, you may also be able to sneak up to the Energy DEF soft cap with fairly little effort.
  9. Quote:
    Originally Posted by SpaceJew View Post
    Very good points all around. What I've managed to read in-between most of the snarky, troll-tastic posts is that blasters think (or some of you know) that you're no longer kings of damage. I guess you're right. My fortunata caps at 300% damage with buff's. Blaster caps at what again? I admit I haven't played for the last two issues. I just came back, but last I checked my blaster was capping out at 800% or so. Forgive me for not having the exact numbers. I realize these 'cap' numbers may rarely be hit by most toons, but it happens.
    Quote:
    If you roll with people that know their stuff, it will happen often.
    Quote:
    After doing all the math, maybe you are behind but remember that there's a limit to how much you can debuff a target just like there's a limit on how high your damage can go. Your damage upper end is so incredibly higher than the amount you can debuff that I tend to believe it probably evens out. (Again, without spending hours doing math.)
    TL;DR -- you don't know any of the numbers, but you're confident that they come out in Blasters' favor? That's real compelling stuff, man.

    How's that for snarky?

    More seriously, the Blaster damage cap is 500%. The cap for basically everyone else (except for Scrappers, who match Blasters, and Brutes, who have the highest damage-buff cap in the game) is 400%.

    FWIW, the resistance-debuff cap is -300%, last I checked. So in theory, a Blaster/Scrapper at his damage cap fighting a target that's under the maximum resistance debuff can effectively deliver 2000% (500% * 4) of base damage. Unfortunately, neither Fulcrum Shift nor huge resistance debuffs are heavily featured in Blaster power sets. Ranged Blasters are unlikely to get full benefit out of Fulcrum even when there is a Kin on their team, actually.

    Quote:
    I would also argue that you are, in fact, doing BETTER than AT's that only have one tree of attacks because that means they can only take advantage of the debuff's tree with HALF their powers!
    Uh, what? Do you honestly think that because other ATs only have one attack set, that they can't construct seamless attack chains?

    You also know that the Reactive Interface -RES proc amounts to a 10% debuff, right?

    Quote:
    I have confidence that skilled blasters will prove, with time, that this system is a huge improvement to their class.
    There's no question that the new Incarnate stuff improves Blasters. Arguably, the new Incarnate stuff improves Blasters most of all -- but that's only because Blasters needed more. The question remains: if I'm to put in the effort to kit out a character with all the best that IOs and Incarnate content have to offer, then why should I start with a weaker baseline?

    Only you can answer that question for yourself. If you enjoy your blaster, then more power to you. I know that I will never exclude Blasters from my teams; in fact, I can count on one hand the number of times I've seen AT discrimination of any kind in seven years of playing CoH -- but for my own purposes, after having spent countless hours and countless billions and countless respec tokens optimizing my Blaster, I'll stick with my Dominator, thanks.
  10. Quote:
    Originally Posted by Deus_Otiosus View Post
    1) Building for defense is the best model available for survival.

    2) Resistance and Regeneration DO NOT always get a free pass whenever the difficulty gets upped. (the original point I was refuting).
    I think more to the point of the thread (and to the original complaint that started this off-shoot discussion about DEF being unfairly penalized and/or too heavily emphasized by the player base), the Incarnate Trials specifically go after DEF, RES and Regen in different ways.

    Regen debuffs appear to be rather plentiful. In Lambda, the Seers seem to have Drain Psyche, and the IDF mobs spawn Battle Orbs whose buffs can get out of hand if you allow too many of them to gather together. In BAF, the 9CUs (I think it's the 9CUs) have regen debuffs and they gain obscene amounts of +ToHit and +damage the longer they live. (I looked at my combat log at one point and saw that a 9CU was ToHit-capped against my Dominator when I was sitting on 100+% DEF.)

    In addition to those things, we have the BAF turrets that ignore damage mitigation completely (both DEF and RES), and (to a much lesser extent) the artillery fire in Lambda that apparently does the same. Then we have the Blue Patches o' Doom in Apex, and heck (while we're at it), Hamidon has been ignoring mitigation pretty much since Issue 1, AFAIK.

    And then, of course, all mobs in the Incarnate trials have an increased ToHit (64% versus 50% for basically all other content).

    All of the above layer together to create a collection of encounters in which you cannot rely purely on passive (or if you prefer, numerical) mitigation of any kind. That is, I believe, both intentional and appropriate. The only problem (to the extent that there is one) is that the multitude of wildly disparate effects described above can and do affect people in different ways. For instance, some people were convinced that DEF is useless in Incarnate content after having fought (apparently) a few long-lived 9CUs, and/or having been tagged by BAF Turret fire.

    Others get on a well-oiled team with copious DEF buffs and control and never see a problem (the 9CUs seem particularly to favor control effects, perhaps as a compensation of sorts for the control-immune prisoners in the same trial). The bottom line is that all mitigation is still helpful; you just have to know what you're up against and what to do about it.

    Builds that start at the normal, 45% DEF soft cap are still much better off, all else being equal, than builds that start at very little DEF.
  11. Quote:
    Originally Posted by DoctorWhat View Post
    I myself am going the Core route on my Tanker.

    Also, Judgement, I find, is quite compelling.
    Hey, different strokes for different folks. Judgment doesn't seem to gain anything particularly interesting at Tier 4 to me. You're basically looking at a little extra damage (up to ~1/3rd more, 20% of the time), or a 25% chance for this-or-that proc. In the case of Void (which is probably the most mechanically complementary of Tankers), you get an increase in the target cap from 24 to 32, which is nice, but how often that distinction will make a practical difference is an open question.

    I am perhaps biased because the first character I'm running through the Trials is a Mind/Fire Dominator -- who is neither desperate for AoE damage, nor particularly interested in a stun proc. For theme reasons, I'm giving her Pyronic, which is for my purposes maxed out at Rare (Partial Radial -- 32 targets, 40 ft radius).

    Then you have Lore, which at Tier 3 gives you a Boss-tier pet and a support lieutenant, and an Incarnate level shift. Tier 4 gives you ... either a heavier-damage lieutenant or an invincible support lieutenant? Meh, they're still only available for 5 minutes out of every 15, and as the forums demonstrate, a lot of people find the Praetorian-themed pets conceptually problematic.

    The tier 4 of Reactive, for all that I've downplayed the RES debuff in this thread, at least gives you a consistent upgrade over tier 3. Whether that upgrade is noticeable through most content is another question, and I suppose some people (those who like soloing AVs, for instance) will find it a compelling option. If I get another couple of lucky drops, Reactive Radial Flawless will likely be my first priority after Destiny.

    And then there's Destiny, for which the tier 4 is the difference between 3/4ths uptime and ~100% uptime, and the difference between a 30 ft radius and a 60 ft radius (that's four times the floor coverage). Or, the radius stays the same (60 ft), and your uptime goes from 1/2 to 100%.

    To say that T4 Destiny is the most immediately obvious and noticeably beneficial upgrade of the bunch is an understatement. Happily, I've already lucked out on a Very Rare reward table, so now it's just a matter of grinding the threads for Rebirth Radial Epiphany.

    Then, it's time to start on my Tank, for all that anyone cares about my own personal plans. Just thought I'd throw in the long-winded reasoning behind what I said earlier. YMMV.
  12. Quote:
    Originally Posted by UberGuy View Post
    This strikes me as an odd perspective in this forum, where we often agonize over a few DPS solo damage output.
    I haven't crunched the numbers, but the last estimate I heard was that the DoT itself adds 40+ DPS assuming you attack at a reasonably fast rate. 40 DPS is 10% of 400. There aren't a whole lot of builds that can muster 400 DPS. Maybe with the Lore pets we'll see more builds in that stratosphere.

    The DoT helps against everything from minions to Arch-Villains. It provides, at a glance, more additional DPS than the RES proc is likely to give any single build. That's all I was saying.

    If you wanna go for the Very Rare to get some -RES on top of the DoT, then that's great. It's good to have long-term goals. I'm not gonna bother unless I have nothing else to spend components on.
  13. Quote:
    Originally Posted by Deus_Otiosus View Post
    That's my understanding as well.

    Still I figured straight damage is better than a proc which will be resisted by AVs/Purple patch. I could be wrong though.
    Like Bruising, the Reactive debuff procs are (IIRC) supposed to bypass the Purple patch -- because they actually make the target the caster of the debuff. Unfortunately, and by the same token, they don't stack beyond 4x even with a full League of people all spamming the same proc. (Just as Bruising doesn't stack even with multiple Tankers.)

    Still, I would go (and have gone) with the DoT over the -RES debuff. It's just more helpful in more situations. Personally, I wouldn't even bother with the Tier 4. Because the procs don't stack with each other in team situations, and because -10% RES is generally insignificant in non-teaming situations, I figure any encounter in which I'm likely to miss the RES debuff will already have the RES debuff covered from other sources.

    Destiny seems to be the only truly compelling T4 option for me. YMMV.
  14. League leaders are given the ability to redistribute team composition for a reason. If I see two buffer/debuffers on a Lambda, I'll toss one in each team, with the unspoken assumption that his/her responsibilities will extend no farther than his/her teammates.

    Any benefit non teammates get is pure gravy.

    It's almost as silly to assume that a Kin will SB an entire League of 16-48 players as it is to assume that Assault can stack 16-48 times.
  15. Quote:
    Originally Posted by Arbegla View Post
    One thing you want to consider here is you can upgrade uncommon components into rare components, but you can't upgrade commons into uncommons, so having 'uncommon' being more 'common' then 'common' actually makes sense, as you can then use all those 'uncommons' to make yourself some rares or very rares, instead of breaking them down and making commons.
    Yeah, except that I'm also getting a lot of Rares, probably about 1/4 as many as I do Uncommons. Considering that Very Rare is a comparatively minute boost over Rare, I'm swimming in yellow and orange components I don't need or even necessarily want at this stage of the game. (or would be, if I hadn't started breaking them down on occasion out of sheer impatience.)

    Later down the line, if and when I start to worry about upgrading everything to Very Rare? Sure, maybe I'll appreciate having fewer Commons. Frankly I don't see myself pursuing Very Rare on anything except Destiny at this point. You yourself say you're only interested in Very Rares on one character.

    (Edit: Also, and more to the point, I may not be able to make Uncommons out of Commons, but I can make Uncommons out of threads. And since I'm spending the bulk of my threads on Commons, there is a practical correlation between Uncommons and Commons. The problem here, to the extent that there is one, is that Common components are worth 20 threads, whereas Uncommons are only worth 8-10 instead of the 60 you need to make one. Why? Because I'd never need to make an Uncommon out of threads; I might very well need to break an Uncommon down.)
  16. Quote:
    Originally Posted by Arbegla View Post
    If you hover, go ranged. If you don't, go s/l. Pretty easy choice. Even a mez'ed blaster can still do some pretty nice single target damage, so the fact that ranged def can negate some ranged mez'es doesn't really help much (plus some of those PBAoE stuns are smashing, hand clap anyone?)
    Handclap doesn't appear to be typed as Smash/Lethal. A lot of AoE mezzes are, though. Most any grenade, for instance.

    That said, you're never going to get past mez effects on a Blaster; they'll always be a problem, even if you soft-cap to Ranged and Smash/Lethal/Energy (which is possible, but not exactly easy), and take Acrobatics. The ability to spam first-tier attacks -- without the benefit of Build Up or Aim, without access to whatever utility/mez powers of your own -- is little more than a parlor trick to be used against tiny spawns in low-difficulty solo missions. Better to pack lots of Break Frees. (Edit: Of course, nowadays, you can take Clarion Destiny for near-perma mez protection, but then you're missing out on one of the other great Destiny options that other ATs can take with a clear conscience.)

    More to the point of the thread: S/L is easier to soft cap because you can rely largely on Ancillary/Patron powers to do it. The downside is that you can't layer S/L DEF with meaningful RES because (obviously) you're using your APP/Patron Armor on DEF. So over the full course of the game's content, and assuming you hover, Ranged DEF is safer than S/L. It's not necessarily better, though.
  17. Quote:
    Originally Posted by Adeon Hawkwood View Post
    The uncommon > common thing could be deliberate. Since uncommons are 3 times the threads to craft as a common having them appear slightly more often makes some sense. On the toher hand you need a lot more common components so the drop rate does seem a little bit screwy.

    Actually what I think is needed is a "decrease rarity" option on the reward table.
    Yes, the amusing thing is that, after you've run a few trials, the Uncommon table becomes functionally worse than the supposedly worst option (10 threads), because no one could possibly use as many Uncommons as seem to drop, and because Uncommons only break down into 8-10 threads.

    Now whether that's actually a problem or not is another question, and I obviously can't speak for anyone else -- but it is interesting that Common components are far and away the biggest bottleneck for my own progression through the Incarnate system.
  18. Quote:
    Originally Posted by Nihilii View Post
    You guys are either the best players ever or I'm the worst ever - my PUGs fail more often than not.

    (Or maybe you're calling preset teams PUGs... Which would be technically right I guess, but 16-24 players with specific ATs and powersets is a far cry from 8-12 melee heavy teams with 0-2 buff/debuff characters, most without a single incarnate power and some without the basic level shift or the alpha slot).
    On the first day of release, I went on a couple of doomed Lambda trials using the Queue. Those were discouraging. Even when we seemed to be up to the challenge, there would inevitably be a few Metabolic Acids that went missing, and Marauder would end up with an almost infinitely self-buffing horde of IDF around him. Temp power distribution is a bit counter-intuitive. (You tell people to have a slot open on their power bars, and either they don't listen, or they understandably assume that clearing a spot on their fourth or fifth bar will do, but temp powers only seem to auto-equip when your first three displayed bars have a slot open.)

    By the second day, we (and by "we," I mean, loosely, the Triumph server) seemed to be over it for whatever reason. Ever since, every run of either Trial that I've been on has been a near joke. As time passes and people get better equipped with the Incarnate hotness, the trials only get easier.

    For what it's worth, I haven't seen anyone recruiting for this-or-that AT or build, but we haven't been using the Queue system either. Basically all of the recruiting on Triumph seems to be in Pocket D, and it's on a first-come, first-served basis. I'd be lying if I said that I didn't know (or know of) half of the people who end up in each League, but that's just a natural consequence of Triumph's relatively low population.

    My Leagues haven't exactly been PuGs, but they haven't been pre-set teams either. More like haphazard collections of the usual suspects.
  19. Having a few trials under my belt now, I'm more convinced even than before that this Incarnate-soft-cap stuff is overwrought. Doing BAF in a League with only a handful of people running Destiny/Judgement is an absolute revelation.

    If you've any doubts about DEF-based toons in Incarnate content, the answer is stacked Barriers, which are likely to become the rule rather than the exception as time goes on. Oh, and in the case of Lambda, the Battle Orbs' buffs are the main problem -- and fittingly enough, the Battle Orbs have comparatively low HP. Judgement is ready-made to wipe them out.
  20. Quote:
    Originally Posted by Necrotech_Master View Post
    that version of seige even as an EB is quite difficult, my ninja/dark mm had him set to -1 so he was 2 lvls lower than him and i still needed (in addtion to my 6 pets and dark servant) a HVAS and arachnos mini blaster and even then i was just barely out damaging his regen/heal before i could kill him
    There's no guarantee that every build will be able to solo every Elite Boss, though most any build should be able to solo most EBs given intelligent use of Inspirations.

    The OP was complaining about an AV, though. If he can reliably get the AV version of Siege down to 20% health, as he said, then he should find EB Siege trivially easy.
  21. Quote:
    Originally Posted by Rikis View Post
    What destroys most leagues are those people who refuse to listen to my advice of clearing 3-4 spots in their power trays for ease of temp power management. Without fail, every single time, there's always 2 or 3 portals left open when there shouldn't be (for example, getting 8 acids, but only 6 portals are closed). It's lead to most of my defeats. I mean, it's the first thing I mention after the Security Team and I stress it, so very much. But there's always someone who doesn't listen or refuses to cooperate.
    Yeah, for some reason, telling people where to stand (BAF) is about six thousand times easier than getting people to check their temp powers. To be fair, though, the power-window interface is kind of a nightmare. You basically have to have space on your power bars for Lambda.

    That said, once most people have the level shifts (and the high-DPS pets and huge stacking buffs that come with them) and Judgement nukes, it ought to be easy to beat Marauder even without using the Acid temps.
  22. Siege isn't the only AV who heals himself. There's a reason that Cold Domination is preferred for hardcore AV soloist builds.

    Downgrade to Elite Boss. Almost everyone else has to do it at some point. This is yours.
  23. It's gonna depend on your build. That's kind of a cop-out answer, but it's the truth.

    Rebirth appears to offer the highest numerical benefit over time -- that is, when compared with similar bonuses available elsewhere (through powers and IO bonuses). The Very Rare Rebirth Destiny offers (per Dispari's excellent guide) +1600% regen for the first 10 seconds, +600% for the next 20s, +400% for the next 30s, and +200% for the last 60s (120s total).

    If you average that out over 120 seconds, you end up with +433.3% regeneration. That's ignoring Rebirth's up-front heal.

    You're gonna have a hard time finding that much regeneration purely from IO bonuses. I'd venture to say that that number is practically impossible to reach from IO bonuses alone. Heck, even if we dismiss the average and just look at the lowest sustainable value (+200% regeneration), that's a massive boost. For an HP-capped Tanker, we're looking at an extra (3534 / 240 ) * 2 = 29.4 HP/sec.

    The other Destiny boosts offer useful bonuses, but their bonuses are less apt to be averaged out. For instance, Barrier starts out at a truly immense +90%/+90% Resistance/Defense for the first 7.5% seconds, but then it quickly declines down to +7.5%, and then +5% for the last minute. Basically, Barrier gives you godmode for 10 seconds out of every 120, and a much smaller mini godmode for the next 20 seconds (+32.5% DEF/RES).

    The rest of the time, Barrier offers a potentially very useful, but still comparatively small in IO-set terms, bonus. It's not fair to say that Barrier offers the average of its mitigation, because mitigation is proportional.

    None of which is to say that Barrier is bad. It's potentially very good. Even the smallest bonus it offers (+5% DEF/RES) can be absolutely crucial for a given build that's knocking on the door of the soft-cap -- or, in an Incarnate Trial context, even for a build that already has the soft cap, because it gets you that much closer to flooring the higher ToHit values in incarnate content. In a team setting, stacked (and preferably staggered) Barriers are likely to be the most powerful single Incarnate ability (with the possible exception of stacked Judgement nukes).

    All of the above is just a very long way of saying that it depends, though, which brings us back to where we started. On an individual basis -- which is usually how we evaluate builds here, for good or ill -- Rebirth offers the highest bang for buck, but builds that are already high on healing and low on mitigation should go for Barrier first. Builds that are, for whatever reason, terribly hard-up for endurance recovery will naturally benefit from Ageless. Clarion's the only obvious hard sell here in Tanker land.
  24. Quote:
    Originally Posted by EvilRyu View Post
    As for as using recipe to make enhancements I have absolutely no problem with that. In fact I encourage that because you are adding value to the recipe beyond what its value is by adding in the sub-components. Again I repeat if your making money off crafting recipes more power to you, take them for all their money for all I care because you are adding real value to item where as flippers just arent.
    Uh, you do realize that crafting recipes and selling the IOs for a markup is how marketeers make money, right? Pure flipping generally doesn't yield worthwhile results over time (and per ounce of effort). There are exceptional cases -- flipping purples, for instance -- but the purportedly populist complaints about flippers or market manipulators most often arise from the wild variance of very low-value items, most often common salvage.

    I'm not denying that some marketeers do occasionally play games with those low-value items, but they ain't making worthwhile money doing it over any considerable length of time. Not these days. To the extent that it happens, it's most likely an ego-stroking exercise (or something done out of sheer boredom).