Pyro_Master_NA

Cohort
  • Posts

    624
  • Joined

  1. Quote:
    Originally Posted by Dz131 View Post
    Damn I was hoping it was 184/s becos that makes my character sounds alot more impressive lol
    Well if 92 is the actual dps needed, it would be a VERY slow rate if you were around that number. Most people who take down AVs are doing at least 130 dps so that the health bar movement is visible. Like when my fire/rad troller takes down AVs, I can see the bar moving pretty steadily, but on GMs, it's a sloooooow crawl down, because I'm barely overcoming their higher regen rate.

    Quote:
    Originally Posted by Necrotech_Master View Post
    my bad, when i wrote that i think my mind was on the lore pet DPS thread 184 is the DPS required to beat a normal AVs regen
    Still not sure what you're saying here. Is it that a certain Lore Pet deals 184? It's coincidentally double of what I recall AV regen to be, but again, I'm getting the 92 off of memory, not any hard facts. Though I'm certain it is in the 90's, not in the 180's.
  2. Quote:
    Originally Posted by Energizing_Ion View Post


    You're braver than I am if you actually start down this path...

    I know I don't necessarily like "repeating" powersets when I make new toons but there are some powersets I haven't touched (and really don't want to)...AR and Energy Blast are the two that come to my mind heh.
    Energy blast is actually rather powerful. The "big" teir 3 ST blast coming so early is a big help and is there for your whole hero career. The KB is easily managed with hovering over top of your targets. Takes some practice, but you can really leverage it as knock DOWN rather than knock BACK if you get good at it.
  3. If his sole purpose is farming, you'll want to be using AE. Find a "CEBR"* mission in AE search, and run that until you hit 32-33, which should really only take an hour or so if you're already 18 (assuming no lag). After that, you can probably switch to fire ambush farms and go at a faster pace because of burn/footstomp. That should then take maybe 2-3 hours to hit 50.

    *CEBR stands for "Claws/Electric Brutes Rule" and is a mission architect them in some low level farming missions which allow you to farm VERY effectively at lvl 1 with nothing but a damage aura and any attacks you can get before lvl 6. Set to x8 with bosses and insp up with 4 purples, 9 oranges, and as many reds as you feel necessary, then jump into the mish and gain xp.
  4. Since you have AR and DP in your list of sets you haven't tried, you can try pairing them up with something. AR/EM works well with range boosting the cones, but you said you may not level them all up very far, and that requires at least lvl 35. I'm not sure what goes well with DP as I've never tried it, but it has some decent aoe and I hear it works well with /fire when you get your nuke and some defense.
  5. Quote:
    Originally Posted by Dz131 View Post
    AV regens 184/sec? I thought it was like 90-100
    It is 92hp/s I believe. For lvl 50 that is, and not counting Reichsman. I'm not sure where the 184 number came from.
  6. Quote:
    Originally Posted by Muon_Neutrino View Post

    Healing in this game is probably the single *least* important form of mitigation available. It can be useful, but empathy's (for example) best powers are the buffs. If I was doing a +4/x8 TF, a 'pure healer' empath would be about the *last* character I would want along. No amount of healing is going to save a squishy who just pissed off a +4 rikti chief soldier, I want buffs and debuffs in that situation.
    This. You dn't want a healer, you want a buffer/debuffer. In which case, I suggest an earth/rad or an earth/time (because it's new and shiney still) controller. Earth can lockdown very well, and rad and time have a great combination of buffs and debuffs to toss around, and both will still be able to do some healing so you can see how seldom you actually need to use your heals as you progress in level.
  7. Depends on what you're looking for. If you want to get to 50 ASAP, you can always just go with a brute with a dam aura and PL to 50 in a day and a half. But for performance, I would suggest a set that doesn't require a whole lot of clicking, because redraw bugs me. So WP or Invuln would work, as well as SR, though the mez toggle is up quite often.
  8. Pyro_Master_NA

    Stone vs. Stone

    Quote:
    Originally Posted by Draeth Darkstar View Post
    If your concern is actually dealing damage while Granite Armor is active, you don't want to worry about stacking +damage to negate that penalty. The recharge one hurts WAY more due to the way negative recharge functions in the game, because of how recharge modifiers are calculated.

    Say you have a tier 1 attack that has a base 4 second recharge.

    Totally unmodified, that looks like:

    4.0 / (1.0 + 0) = 4.0

    With Hasten (+70% global recharge), as a positive example, that's

    4.0 / (1.0 + 0.7) = 2.35

    With Granite Armor (-65% global recharge, IIRC):

    4.0 / (1.0 - 0.65) = 11.42, almost three times as long as the base recharge.
    This is very true. If you want to make up for granite's debuff, you shoud build for +recharge as much as possible. going for +damage is kind of a waste on most characters because of enhancements and other buffs diluting the effects of +dmg from set bonuses. This is especially true on brutes, when over half their damage buffs come from fury.
  9. Pyro_Master_NA

    Stone vs. Stone

    Quote:
    Originally Posted by MoonlightSonata View Post
    Just wondering which is better for a stone(granite) armor character, tank or brute? i know both can get soft-cap, but it's easier on a tank and u can focus on other things like negating granite's -dmg. so the question is, keeping in my mind i wanna get them soft-capped, which will have a better dmg output at 50 tank or brute?
    *Disclaimer: None of the below is taking granite's recharge debuff into account, just the damage debuff, as that will impact each AT differently, whereas recharge will affect each the same amount, assuming brawl will be used to keep up fury if no other attacks are charged.


    Brutes will do more damage and suffer less from the damage penalty due to fury.

    On a tank, the damage debuff is just a -30% and that sucks pretty badly for your damage output. This means the tank will have -30+enhancemet values for damage on attacks, which normally will mean ~65% damage buff on attacks vs the normal 95%. That's a pretty easy to spot difference.

    On a brute, the penalty is still -30% but fury makes it less important. Fury at say, 75% will boost damage 150%. Add in the 95% from enhancements and you get 245% damage bonus on avereage. The 30% debuff is dropping it from 245 to 215. Not nearly as big of an impact when looking at the percent of damage you'll deal.

    Assuming 95% enhancement slotting on both, it's a ~16% debuff to attacks on tanks, and a 9% debuff to overall damage on brutes.
  10. Quote:
    Originally Posted by Jibikao View Post
    Oh, didn't know HEAT and VEAT have 85%. Interesting.

    I think before we get into Brute/Scrapper Survival VS Damage ratio, we should look at Stalker. Stalker has the worst survival/damage ratio on his own with the lowest HP cap.
    I agree that stalkers need more help than scrappers, but in the devs' minds, they should be buffed in that reguard together, if ever. I tend to think they won't ever get that cap buff, but IF they did, both ATs would get it together. I think a HP buff to stalkers would be better though.
  11. Quote:
    Originally Posted by Jibikao View Post
    Stalker and other ATs are 75% resistance cap?

    Brute is 85% and Tanker is 90 or 95%?? I can't remember Brute/Tanker's value.
    Tanks and Brutes cap at 90%
    HEATs and VEATs cap at 85%
    everything else caps at 75%

    I personally think that scraps and to a lesser extent, stalkers, should be bumped up to 80 or 85%. 80 would mean at the cap they would take double the damage as a damage capped tank, and 85% would be 50% more damage at the cap than a capped tanker. But taking two and a half times more with the same slotting on a brute vs scrapper seems a little unbalanced when you look at the closeness in damage.
  12. Quote:
    Originally Posted by Madadh View Post
    I don't get the impression that the OP was looking for advice on how to avoid endurance issues, but was looking for a combo that didn't have to worry overmuch about using all these techniques. There are combos that largely don't even have to pace themselves, or worry about optimal slotting, etc. I was under the impression he was looking for help finding these combos more-so than looking for advice on end management.

    Not that any of the end management advice I've seen here is wrong, far from it, it's all been stellar, but I just didn't think that was what was being asked. Maybe the OP might be willing to clarify.
    This is what I was thinking. It seemed to me that the OP was asking for combos that could go from 1-50 without worrying about enduance at all, and wouldn't have to manage it. Like my retired em/elec brute was once he hit 35. From that point on, I switched my slotting (he was oooooollllllld) from 2/2/2 dam/acc/end to 2/2/2 dam/acc/rech. His endurance got better.

    And he misses his old ET.
  13. Quote:
    Originally Posted by Kioshi View Post
    But see, my ss/fire was self-pled in one of those lowbie farms, it was far from optimal until 33 because I had no AoE besides the damage aura and sands of mu. After I hit 33 (Burn+FS+slotting) I went to the normal farms and went very fast to 50 using SOs and insps. I wasn't fighting +4s like now but it was good enough, I also only moved from the lowbie farms after FS because on the lowbie ones mobs are so weak you can farm with a fury boosted damage aura.

    Plus, brutes are free for f2p players, controllers are not. No need to softcap defenses or good end management because insps will rain anyway, my brute has 25%ish fire def in his farming build just because I want to softcap with 2 purple insps instead of 4 (Actually since the 54 bosses drop a lot of big insps I usually need only one purp and can convert the rest to reds), it's not like I needed it. No need to be an ambush farm either since they'll be nerfed, it will just be slower in the normal ones because you have to move. Maybe on SOs a claws/fire will be faster than SS/fire since Spin is godly on Brutes.

    But I agree that, regardless if they're faster or not on SOs (I never farmed with my fire/kin while on SOs and farmed very little after due to getting bored and friends calling for TFs), fire/kins are good farmers with little investment, while all the other farming toons I can think of except brutes require heavy IO builds to be effective (Elec/SD scrappers rely on the long recharging telenukes, Arch/MM blasters rely on the nuke, drain psyche and PSW, Warshades need perma eclipse which can get expensive). I've seen Fire/Fire tankers farm, a lot actually, and I think they can do it on SOs too, but I always found them quite slow, even IOed out ones.
    The only issue here is, IIRC, f2p accounts who buy access to AE can't get any xp from it unless they are VIP. So the AE lowbie farms and fire farms aren't going to PL anyone. The best they can do is demon and some cot scientist fire mishes post lvl 40. Again though, I'm not 100% sure if they can or can't get access to AE with xp gained without being VIP.
  14. Quote:
    Originally Posted by Kioshi View Post
    Errr you stopped in 2008 I guess. Almost nobody uses fire/kins for farming anymore.
    This may be true, but for all the new free to play players, inventions are locked. On SOs only, fire/kin is one of the top farmers out there. No perma dom required, no defense softcap required, just flashfire, cage, fulcrum, kill. Siphon speed and hasten can keep flashfire up for every mob, and transfusion/transference keep you going like the energizer bunny.
  15. Quote:
    Originally Posted by Dechs Kaison View Post
    I say Dark Armor.

    As a tank with DA, you get your godmode power at level 8.
    Somehow I knew this was going to get posted.
  16. Well for DFB tanking, fiery aura is one of my favorites. The hellion bosses don't hit as hard with the fire resists, and since the stun protection comes at lvl 1, the vhaz bosses with Oppressive Gloom aren't as rough.
  17. Well, incarnates are the last carrot IN GAME that they have left. I still would say use of the forums is an out of game incentive.
  18. Quote:
    Originally Posted by PsychicKitty View Post
    Highest Damage Single Target Attack would be a Moonshot from a Darkblast/Energy blaster. And coincidentaly that is the longest ranged player attack in the game as well.
    I'm assuming you mean moonbeam, not moonshot. But either way, there is no way that is the strongest single target attack, as blazing bolt has the exact same endurance/recharge/acc/anim as moonbeam, but does more damage.

    But all that's beside the point. The task at hand is to find the strongest attack chain to produce the best DPS over a period of time. Which I think Arcanaville hit with the fire/fire scrapper, although I don't know if APP/PPP choices make a difference.
  19. 8*(1 mm + 6 henchmen + 10 posse(2 burnout)) = a max of 27*8 for a 216 man army. That can be up rather often with enough recharge build in. Thugs will also defense cap all of them, and to hit cap them, and provide a large damage bonus. Throw in some resist shields and heals and you are ready to take on the persian army.
  20. So put it in a different power?
  21. Well everything you have under Enjoy 1-50 is pretty even for both of them, although trap/sonic pulls ahead in the control department with Siren's song and screech. Not to mention poison gas trap and seekers.

    Both can IO into uber beasts, so this one's a tie.

    No clue how either does in pvp as I haven't done pvp in years other than to grab shivs or nukes.

    AV soloing should be a breeze on the sonic/traps, but it's rare that you hear of a SoA soloing one.

    As for farming, SoA takes it here, unless you go bane. But farming on a character you want to enjoy the ride with is kinda bland imo.

    I'd say go traps/sonic first. Nothing against SoA, they're great, but for the criteria you listed, II think the defender would be better.
  22. Quote:
    Originally Posted by Jibikao View Post
    Oh..the 2nd gang war won't over-write the first? Good to know!
    Go check the MM boards. Someone put up a picture of GW>Burnout>GW and I think 20 thugs.
  23. Quote:
    Originally Posted by SimonSayz View Post
    This would be interesting for a Zombie/Traps character. Blow up a pet in a spawn > extract soul > move to next spawn and repeat.
    I had a frakensteinesque character for strictly this purpose. Still trying to rearrange the build to fit in burnout to double up.
  24. It sounds to me like you're confusing "global" with "unique" in this situation. Global refers to anything that provides a buff that isn't enhancing a specific power value. This goes for any procs that are always active, such as numina, miracle, steadfast KB/Def, Karma, etc. The impervious skin proc is a proc in the same way. It doesn't have a chance to fire, it's just always active.