Pitho

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  1. Quote:
    Originally Posted by heffroncm View Post
    THANK YOU for this. Everything I've seen talks about using the Architect at 50 or mid-30s. This is the first time I've seen anyone mention the Architect as a good place to check out at very low levels. It's the feature I'm most interested in now that I've returned
    A new scrapper of mine is at 211 million inf, mostly from running AE and rolling the 10-14 bronze rolls. Nothing meant to be a farm, all story arcs.

    This character even spent at least the first 5 levels on normal missions, beat up frostfire in the hollows, did the first striga arc, and spent two levels screwing around in Dark Astoria. So it wasn't quite all MA. Also got the 1k sales (and 2 extra market slots) badge from salvage flipping, with some extra inf for the effort.
  2. Pitho

    Spines/Fire

    Interesting, high melee def, good recharge, nice damage bonuses. I suppose the main downside of your build is full sets of obliteration means attacks are underslotted for end reduction. At least fire gets consume to offset that a bit.

    For some reason, I didn't really consider just using accuracy set bonuses to make sure consume hits. Interesting option.
  3. Pitho

    Spines/Fire

    So, I have a Spines/Fire scrapper I recently started, and made up a rough build so far. Had a purple-less version of this build, but somehow managed to accidentally save over it with the purple build. Can't quite remember what I planned as the cheap option. It used the same slotting but just had different sets in place of the purple pieces.

    Character is currently level 22 with 170ish mill inf, so I'm sure I could afford a purple build eventually, though I haven't actually made a character that used more than some of the cheaper purple sets yet (dom with confuse/sleep, crab spider with immob). That said, I think pvp IOs are out of my price range.

    I have ninja run, and it's good enough that I feel comfortable putting a real travel power very late in the build.

    Any ideas for build refinement? Perhaps more defense at the cost of some recharge, or a bit more of something with some sets that aren't on my radar for some reason. Or a build that strips out the purples and puts in something else in those slots. Really, I do okay builds, but some of the stuff that shows up on these boards sometimes amazes me.


    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Herald of Metal: Level 50 Magic Scrapper
    Primary Power Set: Spines
    Secondary Power Set: Fiery Aura
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed

    Hero Profile:
    Level 1: Lunge -- Hectmb-Acc/Dmg/Rchg(A), Hectmb-Dmg/Rchg(3), Hectmb-Dmg/EndRdx(3), Hectmb-Acc/Rchg(15), Hectmb-Dam%(23)
    Level 1: Fire Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(13), TtmC'tng-ResDam/EndRdx/Rchg(13), S'fstPrt-ResDam/Def+(40)
    Level 2: Spine Burst -- Armgdn-Acc/Dmg/Rchg(A), Armgdn-Acc/Rchg(5), Armgdn-Dmg/EndRdx(5), Armgdn-Dmg/Rchg(17), Armgdn-Dam%(17), M'Strk-Dmg/EndRdx(46)
    Level 4: Healing Flames -- Dct'dW-Heal/EndRdx/Rchg(A), Dct'dW-Heal/Rchg(11), Dct'dW-Heal(11), Dct'dW-Rchg(40), Dct'dW-Heal/EndRdx(40)
    Level 6: Build Up -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
    Level 8: Impale -- Apoc-Acc/Dmg/Rchg(A), Apoc-Dmg/EndRdx(9), Apoc-Acc/Rchg(9), Apoc-Dmg(15), Apoc-Dam%(23)
    Level 10: Combat Jumping -- Krma-ResKB(A), Ksmt-ToHit+(43), LkGmblr-Rchg+(48)
    Level 12: Swift -- Empty(A)
    Level 14: Health -- Heal-I(A)
    Level 16: Plasma Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(37), TtmC'tng-ResDam/EndRdx/Rchg(37), ImpSkn-ResDam/EndRdx(42)
    Level 18: Quills -- M'Strk-Acc/Dmg/EndRdx(A), M'Strk-Dmg/Rchg(19), M'Strk-Acc/Dmg(19), M'Strk-Dmg/EndRdx(31), M'Strk-Dmg/EndRdx/Rchg(31), M'Strk-Acc/EndRdx(43)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
    Level 22: Boxing -- Empty(A)
    Level 24: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(25), TtmC'tng-ResDam(25), ImpSkn-ResDam/EndRdx(43)
    Level 26: Ripper -- M'Strk-Acc/Dmg/EndRdx(A), M'Strk-Dmg/EndRdx/Rchg(27), M'Strk-Dmg/Rchg(27), M'Strk-Acc/Dmg(29), M'Strk-Dmg/EndRdx(29), M'Strk-Acc/EndRdx(48)
    Level 28: Consume -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-EndMod/Rchg(37), P'Shift-EndMod/Acc/Rchg(39), P'Shift-Acc/Rchg(39), P'Shift-EndMod/Rchg(39)
    Level 30: Blazing Aura -- M'Strk-Acc/Dmg/EndRdx(A), M'Strk-Acc/Dmg(31), M'Strk-Dmg/Rchg(34), M'Strk-Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(36), M'Strk-Acc/EndRdx(46)
    Level 32: Throw Spines -- Ragnrk-Acc/Dmg/Rchg(A), Ragnrk-Acc/Rchg(33), Ragnrk-Dmg/Rchg(33), Ragnrk-Dmg/EndRdx(33), Ragnrk-Knock%(34), Det'tn-Dmg/EndRdx(48)
    Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
    Level 38: Rise of the Phoenix -- RechRdx-I(A)
    Level 41: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
    Level 44: Burn -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/Rchg(45), C'ngBlow-Dmg/Rchg(45), C'ngBlow-Acc/Dmg(45), Sciroc-Dmg/Rchg(46)
    Level 47: Super Jump -- Jump-I(A)
    Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), LkGmblr-Def/EndRdx/Rchg(50), LkGmblr-Def(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 2: Ninja Run



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  4. Quote:
    Originally Posted by seebs View Post
    And finally, while I'm correcting things, I'd point out that some of the very best gear in WoW can be purchased. For oodles of money. Which a lot of people have a very hard time coming up with. There are similar complaints about the "broken" market, even. :P

    Highest purchaseable are ilvl 264 gear, Heroic ICC drops ilvl 277 gear, normal lich king/the new twilight dragon boss drop ilvl 271, both on heroic drop ilvl 284

    That might not sound like a huge difference, but an ilvl 264 caster weapon has 741 spellpower, and an ilvl 277 has 836 spellpower. So a 13 ilvl jump is almost a 13% increase in stats.
  5. Pitho

    DP Questions

    Quote:
    Originally Posted by Jibikao View Post
    Mmmm, weird. I went to City of Date just now and the details for the sets are not there. Is the site being updated?
    Are you going to the old site or the one hosted by titan network?
  6. Toe bomb with poison trap. Get next to an enemy, plant poison trap at his feet, poison trap goes off right after its set. Aoe short duration hold, large -recharge debuff, -regen debuff (mostly matters for avs/monsters), and sometimes makes stuff vomit (basically a short duration cc).
  7. I have a new hero alt of mine that's level 18, and started running AE arcs (no farmy things, just normal story arcs) around level 8.

    She's now at 90 mill inf, about half from bronze roll knockback IO sales and half from idle salvage flipping (going to get 1k sales badge for second bonus market slot). I could really do better if I played the market more, but I don't quite care that much yet. Also that extra market slot will probably come in handy later.
  8. Quote:
    Originally Posted by SwellGuy View Post
    I wish we had things like this. The doomsayers are going to scream doom anyway so why not let us know the numbers.
    Those numbers are from a third party addon estimating server numbers. Gets less accurate on servers with less people running it.
  9. Quote:
    Originally Posted by BBQ_Pork View Post
    Don't buy pre-crafted IOs. You're going to be paying a convienience fee (time=money!). Ever buy milk and bread from a gas station? Yeah, the prices are jacked up.
    Well, I'd say never buy pre crafted SET IOs. Generic IOs can often be bought for less than they cost to craft, with some patience, especially anything that's not commonly slotted. People still craft em just for the badges, and then they tend to dump the crafted stuff on the market to try and lessen the loss. Heck, sometimes I can buy generic IOs instantly for cheap.

    The exception to this is the price of generic IOs, or at least 25/30 ones, skyrockets during double xp weekends. Also sometimes people that have them memorized with the badges can make some profit off of em selling at a price that's cheaper than normal cost to make, but higher than it actually costs them to make it.

    Buying generic IOs like this is often cheaper than just buying SOs because you don't have to spend inf later to replace them. I also like not having to worry about replacing enhancers every 5 levels, it gets annoying.
  10. Quote:
    Originally Posted by WarronPeace View Post
    Are you buying SOs from contacts, or stores? Contacts charge more, from what I've heard.
    They really should remove being able to buy enhancements from contacts, considering how much contacts overcharge for em.
  11. Pitho

    Farming Brute

    Quote:
    Originally Posted by Smurphy View Post
    and 2x Hurdle
    What's this?
  12. Quote:
    Originally Posted by StormyDarkness View Post
    6) Depending on what you're wanting Power Build Up to do, I may suggest choosing something else. It doesn't up your ally shields, not arctic air because of the resistances within it. It will up Maneuvers for... 12.5 seconds. Defense debuffs are meh, though the damage aspect is something to consider. Though you may find yourself finding a better epic to dip yourself into if that's the reason why you were thinking it.
    I thought power build up just worked like pseudo enhancements, giving all your powers the equivalent of an extra 98% defense/control/healing/endurance/movement/tohitbuff boost for the duration. And enhancements don't care if there's multiple things to enhance in a power, they just enhance what they're able to. A defense enhancement doesn't not work in a power if it has both resistance and defense (otherwise shield defense would be pretty screwed with its melee def, smash/lethal resistance toggle....).

    The only way I know of they have to make power build up not effect something would also break enhancements being able to effect it.

    So where have you heard of power build up not boosting cold domination/why do you think this?

    Keep in mind if testing yourself, for other buffs to be boosted by powerbuildup/ power boost powers they have to be cast while the boost is active.

    I will admit I wasn't around when cold domination was extended to defenders but, I know of no mechanic that allows them or would cause powerbuildup to be disabled for just one power without having side effects.
  13. Quote:
    Originally Posted by _Tux__EU View Post
    Please can we call i20 "Redraw"?
    I think redraw is the main reason I don't use my Broadsword/regen scrapper more.
  14. Quote:
    Originally Posted by Eva Destruction View Post
    Rularuu are tough because the eyeballs completely bypass defense then debuff it very quickly, and the Brutes hit like Mac trucks. They are a good example of why you should avoid "I win" buttons on critters. It's like giving half the group Rage and KO Blow, then throwing in some Rad/Rads with Aim and some psi guys. Don't do that.
    Eh, the damage buff the brutes do, although strong, can be gotten around. Only the minions cast it, and only if they're at low health and able to act. It also has a sizeable animation time. Either kill the minions really fast so they don't get a chance to activate it, or knock them down and kill them before they can activate it. Or cc them, I don't remember them having any extra cc protection. Or confuse them and take their buff for yourself.

    Main issue with rularuu is the eyeballs and their hax tohit bonus, and their def/recharge debuff. They can sortof be dealt with by a character with high smash/lethal resistance, cause if I remember right they switch to only biting if in melee range, but they don't move unless forced to by LoS, making fighting a group of them annoying.

    Would also like it if they removed detention field from the psychic bosses. Very annoying and only checks ranged defense. Or at least give it a type, like change it to ranged/energy or ranged/psychic. Mostly being caged and unable to attack for a while is *really* annoying.
  15. Quote:
    Originally Posted by SwellGuy View Post
    Do they have unique pieces? Can a unique glove be worn on the foot? I'd say the variety of choices of IO enhancements into 2 varied power builds is very dissimilar to gear in a traditional MMO.

    I think you are underestimating how varied two builds on a character can be in CoH versus WoW.
    Well, there are classes in WoW that can be a pure damage dealer in one spec, and a healer in another spec. Healer gear isn't optimal for dps and vice versa, but it can make do.

    Gear difference between specs is going to be even smaller in cataclysm.

    Main difference in gear between WoW+ CoH is WoW's gear affects all your powers no matter what slot it's in. CoH's gear mostly only affects a single power (with some global bonuses from sets).

    I think the main difficulty with sharing IOs between spec is they'd have to make sure there wouldn't be any kind of IO duplication exploit resulting from it.
  16. Quote:
    Originally Posted by Oedipus_Tex View Post
    How much +Resistance affects you depends on your HP. I will use the best case scenario: a Tanker with capped (3212.7) HP. An increase of 20% Resistance is almost the same as having 3855 HP, or about 643 extra HP. Once these HP are gone they come back only if you are healed or regen the damage.
    Real Best case scenario:

    Defender with other bubbles fully slotted + sonic dispersion for a total of 54% resistance buffing a brute or tank with 34% resistance, taking them from 66% incoming damage to 10%. They can now handle 6.6 times more enemy fire, and all the sonic has to do is keep them in range of sonic dispersion.

    Or using your tanker example, tank with 3212 hp. Tank goes from 4866 virtual hp to 32120, for an increase of 27,254 virtual hp.

    Even if said tank had no resistance, 54% resistance would take em from 3212 hp to 6982 virtual hp, for an increase of 3769 virtual hp.

    Now, the real comparison I suppose would be between the extra resistance added by dispersion bubble over thermal's smash/lethal/energy/negative resistance (thermal lacks toxic completely, is significantly lighter vs cold and actually wins at fire, but smash/lethal/energy are much more common than those types). Don't feel like doing that right now.
  17. Main downside for a WP is that disengaging from a mob temporarily to recover a bit doesn't work as well because your regen goes down a lot if nothing's nearby. Of course, that's not something that happens often. Even with my goofy built to cap psi defense wp, I think I've only had to disengage vs snaptooth and the cimerorans (high def debuffage hurts).
  18. Quote:
    Originally Posted by Seldom View Post
    Note on the above: there were problems with clear mind when it was made unstackable. Sonic gets around this by having a secondary form of mez protection for most mez. The duration is similar to that of speed boost. As a tier 8 power that's unstackable, the longer duration is to make up for the now lowered possible mag protection. (as the mez protection no longer stacks.)
    It's actually possible for them to make a power with part of it stackable and part of it not. For example, pain domination's clear mind equivalent has a very tiny (5%) recharge buff. The recharge buff part of it doesn't stack with multiple applications, but the status protection it grants does.
  19. I think sonic could maybe use a special resistance in one of its shields. Force field gets end drain/debuff resistance in insulation, along with pseudo debuff protection from making stuff hit less. Sonic shields just give resistance.

    Also being worthless vs psionic is kinda annoying for a buff set.

    Liquefy is an awesome tohit debuff though, even if it's not useable often, and the resistance debuffage is decent, even if some other sets can do single target resistance debuffs better with some recharge and a single power (acid mortar, freezing rain, sleet). Would be nice if sonic siphon stacked with itself, but not gonna hold breath on that.
  20. Pitho

    Heroic Brute

    Quote:
    Originally Posted by Fire_Minded View Post
    and Combat Jumping was more of a "Sucks that I have to have it." Power to gte to Super Jump for my brute, and was never used or put on my trays
    What? Combat jumping is an extremely cheap toggle that gives a decent amount of extra defense. It gives half the defense of weave, but has 1/10 the endurance cost and doesn't require two other powers to get to it. It also gives immobilize protection (only really an issue for dark/fire armor), jump control and a decent jump height boost, which can sometimes be handy in certain mission maps.

    I'd almost never put extra slots in it, but if you have it, TURN IT ON.
  21. Quote:
    Originally Posted by Father Xmas View Post
    Now since this is the only MMO I've played in this decade I'm probably talking out of my hat here but isn't it true that as long as you as willing to raid enough or wait your turn at some fixed encounter that you will eventually get all the top gear? While in our system you may never see a particular recipe drop on you no matter how long you bash critters due to the size of the pool, the drop rate and a finicky random number generator. Therefore the market is almost the only place any player will see one of these and the result of them trying to get it on their own means they are sitting on what would have been an outrageous amount of inf pre-market.
    WoW model- very likely to get loot, but as soon as a new tier of content comes out your old gear is outdated, so you can never have the best gear. When the next expansion comes out the epics from raiding being done today will be replaced by quest rewards from the first quests, and then gear has to be gotten all over again. Basically gear isn't too hard to get, but has to be replaced almost constantly if you want to keep up. RNG can still hit pretty hard, considering with raid drops most items are wanted by multiple people. So it's not just getting something to drop, it's getting stuff to drop enough, and the right drops.

    Ragnarok Online- gear drops are obscenely obscenely rare and anyone casual isn't gonna get the good stuff. One of the best drops were cards, and they had a drop rate of 1/10,000. Soloing most enemies had to be fought 1 on 1, not to mention they had a habit of adding undesireable mobs to maps that had things people actually wanted to fight (a lot of enemies had drops that were more or less worthless). Also had enemies with valuable drops that could only be fought effectively teamed, and boss type enemies that could only be killed something like every hour. No instanced maps.
  22. Thought I read in a forum post that they removed the proc supression at some point (making the paragonwiki entry out of date).
  23. Quote:
    Originally Posted by ketch View Post
    The immobilize portion would be negated if the PTOD are up, making it seem as if the AV is unaffected.
    AV purple triangles don't affect immobilize or sleep.
  24. Could look at culex's enemy resistance spreadsheet. Take a bit to look through everything, but the info is all there.
  25. Enforced morale doesn't work while domination is active, but while it's active it gives em status protection anyway so doesn't matter much. Mostly makes it hard to try and save domination.