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Posts
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Joined
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Off the whole joke thing, I say consolidating a few servers would be nice.
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While tanking yesterday, me and fayt decided something. The regens are actually not part of melee, I mean, we don't really work with the healing blanket, we watch over the hami's aggro. So we decided there was this:
Blasters, Healers, Controllers and Melee
And of course, the regen which, Fayt and I had decided, will be called Friggin' Hot awesome pimps... or awesomes for short.
SO What do the FHAPs get to wear? -
Ok... ran a few tests.
Your right when it came to the ACC, I put a DMG in and hit the same amount with TD on, did not try it with it off.
But a fully slotted TM can drop orange cons, I just did it for an hour straight. Every once in a while it will not completely hit a couple with its full force and they will stay up, so decided to drop the mine, run and hit fireball on the way. Works like a charm.
Also, when I did respec, I followed a whole different pattern.
First of all, I did keep the trops (mostly because I had to :-D)
I dropped SG, it's pointless now.
Dropped aim (The way I fight, they are down weather or not I use aim)
Dropped flares (Not gonna comment)
Dropped Blazing Bolt (see below)
I picked up:
Blaze (I had blazing bolt before and it did not coincide with my play style)
Combat Jumping (for the defence)
Superjump (Because its better than jump kick, and I hated ss)
Acrobatice (95% of the time I die, I'm on my back or held)
KEPT haste (perma haste baby :-D)
KEPT Superspeed (For it's complete invis with cloaking, took it over Smoke)
With this setup, I have a +ACC (TD), +DEF(Cloaking Device), +DEF (self res Knockback, minor holds[Acrobatics]), another +DEF (Combat Jumping), + Recharge (hasten) and a -ACC (SS. Countered by TD). The enemy has a -ACC(super speed)
At 35 I am getting either box or time bomb (Depends on how good time bomb is...) 38 = tough and 41 = weave if I get box.
This build is really suit for Post-Patch. I can take out the same stuff I was fighting earlier and not have to worry too much about my health with all my defences and stronger single target attacks. -
It might have been just me, but while I was fully slotted I was missing quite often with or without targeting drone.
Hmm... I will have to revert back to the 5 slotted trip mine and try it out. -
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The biggest problem with it(tripmine) is that your targeting drone has no effect on it.
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Not true.
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Actually, it's very true. I've had to slot an ACC enhancement to counter this effect. The trip mines are considered a pet and do not get your current buff
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Fully slotted with DMGS, I will take out oranges...
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Shall I be polite and simply state the non-truth of this statement?
... or just call you outright liar?
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Well if you do, then you are ignorant.
I have easily taken out entire groups of 5th column ORANGE cons with a fully slotted trip mine. With 5 DMGs I can still do it with the help of aim.
Please for the love of god, don't post things that you do not back up. Like on one of the other posts Krunch did on this guide, someone wrote "Good luck, the guide is flawed" and that was it. You arn't backing up what you said, just posting it like a smart *** and acting all smug about it.
Now if you were to say "I have a lvl 50 with trip mine that I can't take out oranges!" Then you would have proof. But at my current build which I STILL USE, I can take out Orange cons with Aim+Trip mine, and before I slotted an ACC, trip mine alone. -
I've been using this build and hit 32 in about 2.5 weeks (I took that long because I kept screwing around with the new patch on the test server)
I have noticed a few things about it:
1. This build is GREAT for powerleveling your friends! I can easily get someone from 2 to 10 in a half hour in brickstown.
2. Post 31, if you fully slot Trip Mine, there is no reason for Smoke Grenade. I can take out entire groups of oranges by dropping a mine, running back and using the fire breath. That will bring luts down to about 1/4 or so XP so a quick fireball will either bring them down or far enough down for fireblast to finish them off.
3. The best way to use this build pre-SG nerf is by getting a friend to do it with you. When you team, your xp does not get cut in half, it actually only lowers a little bit. If you can double your output then you will be easily getting 1.5X - 2X the normal XP.
4. Caltrops are a very usuful beginning tool, by dropping them then "convincing" the mob to run into them by throwing a fireball then running behind the trops, the baddies will always stick together long enough for a firebreath and another fireball to go off. Once you hit SOs tho, firebreath and fireball will take them down alone. I'd respec this out at 24.
5. Post-nerf the build will not be so bad or "gimped". Just because you won't be able to solo doesn't mean that you won't be able to gain MaD xP. If you get a controller or a defender to keep you alive, you should actually be able to take on harder stuff. With most defender powersets, they will be able to buff you up so you may even be able to take on higher cons in the amount of time it takes you to take on whites. So, in the long run, if you play your cards right, you will be making more xp.
6. Aim... What can I say about aim... It's a good power but you probably won't like it at first. I, personally, did not notice a difference in using it until I realised that I was dropping white luts with it, and bringing them down to 1/4 health without it. This is a great tool with your mine because your Targeting Drone will not effect it's accuracy.
7. There are a few power that I would repec out.
First being the 'trops (You DO call them trops don't you?)
Second being super speed (this power is HELL in Terra Volta) I would pick up superjumping and leave combat jumping on during battles for that extra defence boost for the post nerf grindage
Third being Flares (Because you need that extra power for the super jump pool) + that barely helps at all by the time your 24.
Fourth, Hurdle. If you are taking super jump, you should take swift (Or whatever the running speed one is) There's no use in stacking that little much to your jump
Fifth, Slot the hell out of your Smoke Grenade. Make sure to throw GREEN Acc Debuffs on it. Once we go post-patch, you will need that extra %. If you slot it well it should get the debuff to 13.32%. Where it was at -55% unslotted, it still is crappy... But it's better than 5.5% And because minion's chance to hit you is 50% as it is, that makes their chance to hit you only 36.68%.
8. Targeting Drone is your BEST friend. Name it, talk to it, create binds that call it out. This power alone will make your build. You can slot 6 dmgs with it instead of 5 dmg and 1 acc.
It almost makes up for a lack of build up.
9. 30+ may seem like endless grinding, but it really isnt. There are 2 great spots to go for this, if you get bored of one, just go to the other.
First of all, Creys Folley. CF is a GREAT source of XP, but at the same time a GREAT source of debt. Be careful when you tread around these areas, snipers are everywhere and can see past your stealth. For your 30-35 building, there is a good spot right at the entrance. Just head straight out of the entrance, hang an immediate left and the buildings to your direct right will be your new home. Get on the roof and start running the cat walks. You will encounter a LOT of bosses. Warhulks will be your new friends. Pre-Nerf you will be able to Solo these guys bring in about 650xp each at lvl 31. To take these guys down, use smoke, aim, trip mine, firebeath, fireball (all the minions and luts will fall now) drop some trops if you don't want him getting close (he won't hit you often with smoke) get WAY back and finish him off from afar (They blow up and drop you to about half life so be careful) A lot of times there are to of them and with the mine, and 2 shot combo both of their lives will be down below 1/4.
Second, there is bricks. Go after huge mobs 5th column. You will be looking for whites, yellows, oranges or if you are feeling saucy, reds. If all your slots are green SO damages, you can take reds easy. Do the same strategy as in creys, throw some smoke, drop a mine (will drop whites or yellows with just this) throw in a flame thrower (Bye bye oranges) then fireball (Reds are almost down) Then just pick off the rest with fireblast and blaze.
There will be some good bosses there to take on. Make to either have some defensive backup or use smoke grenade with them. To take down a boss easily, drop a mine AWAY from him, throw in a SG, maybe throw some trops behind the mine, then run up and drop another mine next to the boss, use flamethrower, fireball then run behind the first mine and lure him to it. This'll get him down to barely any health at all.
And finally, 10: As you can see from the top 9 or so, that I use on trip mine quite a bit. I, personally, slotted it with 5 DMGS and 1 ACC as soon as I could.
28-trip mine.
29- 2 slots trip mine(dmg)
30-Blaze.
31- 3 slots Trip Mine (2 DMG, 1 ACC)
This power will do almost as much damage as your 2 shot alone. The biggest problem with it is that your targeting drone has no effect on it. This is because in a way, it is a pet and not an attack. You will have to put an ACC or use Aim (Not sure if it helps it's acc, but it does seem to help it's DMG) before using it. Fully slotted with DMGS, I will take out oranges, but miss a few, with 5 DMGS, it will take out yellows and hit them all, with oranges it will leave them for easy picking with your fireblast. -
I've been using this build and hit 32 in about 2.5 weeks (I took that long because I kept screwing around with the new patch on the test server)
I have noticed a few things about it:
1. This build is GREAT for powerleveling your friends! I can easily get someone from 2 to 10 in a half hour in brickstown.
2. Post 31, if you fully slot Trip Mine, there is no reason for Smoke Grenade. I can take out entire groups of oranges by dropping a mine, running back and using the fire breath. That will bring luts down to about 1/4 or so XP so a quick fireball will either bring them down or far enough down for fireblast to finish them off.
3. The best way to use this build pre-SG nerf is by getting a friend to do it with you. When you team your xp does not get cut in half, it actually only lowers a little bit. If you can double your output then you will be easily getting 1.5X - 2X the normal XP.
4. Caltrops are a very usuful beginning tool, by dropping them then "convincing" the mob to run into them by throwing a fireball into the mob and running behind them, the baddies will always stick together long enough for a firebreath and another fireball to go off. Once you hit SOs tho, firebreath and fireball will take them down alone. I'd respec this out at 24.
5. Post-nerf the game will still not be as bad. Just because you won't be able to solo doesn't mean that you won't be able to gain MaD xP. If you get a controller or a defender to keep you alive, you should actually be able to take on harder stuff. With most defender powersets, they will be able to buff you up so you may even be able to take on higher cons in the amount of time it takes you to take on whites. So, in the long run, if you play your cards right, you will be making more xp.
6. Aim... What can I say about aim... It's a good power but you probably won't like it at first. I, personally, did not notice a difference in using it until I realised that I was dropping white luts with it, and bringing them down to 1/4 health without it. This is a great tool with your mine because your Targeting Drone will not effect it's accuracy.
7. There are a few power that I would repec out.
First being the 'trops (You DO call them trops don't you?)
Second being super speed (this power is HELL in Terra Volta) I would pick up superjumping and leave combat jumping on during battles for that extra defence boost for the post nerf grindage
Third being Flares (Because you need that extra power for the super jump pool) + that barely helps at all by the time your 24.
Fourth, Hurdle. If you are taking super jump, you should take swift (Or whatever the running speed one is) There's no use in stacking that little much to your jump
Fifth, Slot the hell out of your Smoke Grenade. Make sure to throw GREEN Acc Debuffs on it. Once we go post-patch, you will need that extra %. If you slot it well it should get the debuff to 13.32%. Where it was at -55% unslotted, it still is crappy... But it's better than 5.5% And because minion's chance to hit you is 50% as it is, that makes their chance to hit you only 36.68%.
8. Targeting Drone is your BEST friend. Name it, talk to it, create binds that call it out. This power alone will make your build. You can slot 6 dmgs with it instead of 5 dmg and 1 acc.
It almost makes up for a lack of build up.
9. 30+ may seem like endless grinding, but it really isnt. There are 2 great spots to go for this, if you get bored of one, just go to the other.
First of all, Creys Folley. CF is a GREAT source of XP, but at the same time a GREAT source of debt. Be careful when you tread around these areas, snipers are everywhere and can see past your stealth. For your 30-35 building, there is a good spot right at the entrance. Just head straight out of the entrance, hang an immediate left and the buildings to your direct right will be your new home. Get on the roof and start running the cat walks. You will encounter a LOT of bosses. Warhulks will be your new friends. Pre-Nerf you will be able to Solo these guys bring in about 650xp each at lvl 31. To take these guys down, use smoke, aim, trip mine, firebeath, fireball (all the minions and luts will fall now) drop some trops if you don't want him getting close (he won't hit you often with smoke) get WAY back and finish him off from afar (They blow up and drop you to about half life so be careful) A lot of times there are to of them and with the mine, and 2 shot combo both of their lives will be down below 1/4.
Second, there is bricks. Go after huge mobs 5th column. You will be looking for whites, yellows, oranges or if you are feeling saucy, reds. If all your slots are green SO damages, you can take reds easy. Do the same strategy as in creys, throw some smoke, drop a mine (will drop whites or yellows with just this) throw in a flame thrower (Bye bye oranges) then fireball (Reds are almost down) Then just pick off the rest with fireblast and blaze.
There will be some good bosses there to take on. Make to either have some defensive backup or use smoke grenade with them. To take down a boss easily, drop a mine AWAY from him, throw in a SG, maybe throw some trops behind the mine, then run up and drop another mine next to the boss, use flamethrower, fireball then run behind the first mine and lure him to it. This'll get him down to barely any health at all.
And finally, 10: As you can see from the top 9 or so, that I use on trip mine quite a bit. I, personally, slotted it with 5 DMGS and 1 ACC as soon as I could.
28-trip mine.
29- 2 slots trip mine(dmg)
30-Blaze.
31- 3 slots Trip Mine (2 DMG, 1 ACC)
This power will do almost as much damage as your 2 shot alone. The biggest problem with it is that your targeting drone has no effect on it. This is because in a way, it is a pet and not an attack. You will have to put an ACC or use Aim (Not sure if it helps it's acc, but it does seem to help it's DMG) before using it. Fully slotted with DMGS, I will take out oranges, but miss a few, with 5 DMGS, it will take out yellows and hit them all, with oranges it will leave them for easy picking with your fireblast.