Reptlbrain

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  1. Quote:
    Originally Posted by Rigel_Kent View Post
    Here's how I read your post in my head.

    Quote:
    and not be hovering over the team every second (STORM)
    ..
    But what if s/he's literally a hover-above-the-team-blast-down stormer!?
  2. Quote:
    Originally Posted by THE_PAIN View Post
    I want to make a team oriented Defender that is fun to play. Now my definition is one that is real helpful to the team killing stuff and one that I can do some killing myself. I don't want to waste my time select areas with my mouse to place stuff i want to be able to slap my buffs on and and have some time to actually play myself and not be hovering over the team every second. No maybe there isn't one and that is fine too :P

    I am leaning towards a FF/Arch jus because it looks cool :P and a Dark/? because figured the servant would do his dang job and git to healin! :P
    By "wasting" time with selecting areas with a mouse, I'm assuming you mean targeted drop powers. Dark/ has two of these with Tar Patch and Dark Servant. FF/ doesn't have any. (I usually place my targeted drops in the 2/3/4 slots in the first tray; I find it easiest to click the number/mouse combo.) If you really hate these, do not take Traps/.

    You're right in thinking that FF/ lets you run pretty free (30 seconds buffing out of every 4 minutes), though tending to the flock requires trying to position yourself to get the Dispersion Bubble over everyone. FF is, however, among the least helpful sets for helping the team kill stuff beyond the freedom it gives to AoE users to open up without fear of aggro.

    If you can get over the dislike of targeted drops (in this case Sleet), Cold Domination/ allows for a lot of freedom to run around on offense, and contributes to the killing stuff with the -def in Infrigidate (avail 1), the -res and -def in Sleet (26), and -res in Heat Loss (32).
  3. The mids link is dead, but the build has many problems at first glance.

    What's all the recharge for?

    Some of your best attacks aren't slotted fully for damage (BIB, Repulsion Bomb, Ice Storm--which has blaster level damage).

    Without Insulation Bubble, you're skipping one of the most useful defense powers.

    Damage slotting in Force Bolt is pretty pointless. In most cases, Freeze Ray is better mitigation (think Sorcerers' Hurricanes, or other enemy de/buffers) than Force Bolt.

    You don't need that much -kb, unless you're planning on PvPing. Especially since your defense will prevent some kb attacks.

    PFF needs no additional enhancement unless you're muling IOs.

    Use your purples on a build that will benefit more.

    Bah! Scooped while consuming dinner.
  4. Quote:
    Originally Posted by GavinRuneblade View Post
    don't waste your time using this strategy on stun sets other than purple and stupefy, or any of the sleep sets, etc.
    Bringing the lulz!

    I can't understand why my Enfeebled Operation stock won't move! It's reasonably priced!
  5. Try to work in Roots--It's very good in conjunction with both Seeds (your only AoE til late; lots of damage for a controller AoE) and RI and EF (keeps them in the debuff fields). I would probably pick it up as early as possible, dump Choking Cloud (probably too much control, with Seeds, Vines, EMP), and push Lingering Radiation back.

    Forget Spirit Tree, you've got a mobile (and quick-recharging) heal in Radiant Aura. Pick up instead some sort of AoE damage in your epic, especially if you plan on soloing. (I'd pick the power epic last of all, probably--early AoEs in Earth and Fire, multiple AoEs in Ice.)

    For slotting I'd frankenslot the most useful powers (e.g., four Acc/Conf/Rech from four different sets in Seeds), or aim for recharge bonuses.

    Slotting musts:
    Max recharge in AM, Seeds, Carrion Creepers, and Hasten
    50%+ end redux in EF (even more in Choking Cloud if you grab that, plus holds)
    50%+ tohitdebuff in RI (pick up 4 Dark Watcher's Despair at lvl 25 for cheap, nice set)
    6 slots for Seeds, Creepers, and Strangler
    Lots of accuracy in Vines, then recharge
    Accuracy and endredux in Roots, and then damage if you have the space
  6. Reptlbrain

    Gambler?s Cut

    Quote:
    Originally Posted by Umbral View Post
    Why would anyone want the 6 piece set bonus from a purple set (well, except for the Confuse set)?
    They have a toxic tarantula farm?
  7. I enjoy it quite a bit on my softcapped (to range/Aoe) FF/Sonic defender--in Siren's Song--as it usually heals back what damage an alpha-strike does.
  8. Remember, though, rule of five. No more than 5 +10% rech bonuses, etc.
  9. /WP depends on layered defenses for its strength--strong regeneration, extra hp, some resistance (mostly for smashing/lethal), some defense (mostly for other types).

    The defense portion of WP is basically a different system than /Shield's. WP is strong toward most typed damage--Energy/Negative, Fire/Cold, and Psionic, rather than the positional melee/range/AoE that your other toon had. The defense toward Smashing/Lethal is almost negligible in Heightened Senses, but it's a good stat to aim for in IOs.

    Goals for /WP should be capped Heal enhancements in Rise to the Challenge and High Pain Tolerance, (as well as eventually Fast Healing if you have the slots), capped Resistance in Mind Over Body, and capped Defense in Heightened Senses (which nets you about 15% defense in the "exotic" typed damages). For pools I would add (as mentioned above) Box/Tough/Weave, Combat Jumping, and--because it's a brute--Stamina. Box can replace, and is in fact superior to, Jab.

    When IOing out, +recharge doesn't really benefit /WP at all, though you'd like Footstomp up as often as possible. Aiming for +def Smash/Lethal will make you very tough, though getting the most possible will be very expensive (4 Kinetic Combats in the ST attacks).
  10. You've definitely missed out on the fun and effectiveness of Spin. Get it at 35. Devote your next 5 slots to it. Weave can wait.

    YOU WILL NEVER BOX AGAIN.
  11. On a full team, shielding everyone will cost 109 end. Your recovery--if you haven't fired off Heat Loss--will bring you back 9 end in those 30 seconds. Before you get to 50 (and have all the recharge slotted), endurance issues will be very unpleasant. Even with a near-perma Heat Loss, it won't be up as often as theoretically possible.

    The shields will, of course, be worth less defense per endurance point spent, too.

    The Armageddon proc in Soul Drain (in lieu of the straight damage) would actually earn you more damage on average.

    Bitter Ice Blast--thanks to its animation time--is an attack you should not ignore.

    I ran an Ice/Cold into the mid-40s without Stamina (it's 46 now), though I picked up Health to slot both the +recov procs. (Two leadership, Hover, Arctic Fog were the toggles.) I finally respec'd into Stamina because I couldn't go all out all the time, even with Heat Loss up more than 2/3 of the time.
  12. I would test the two using the alternate slotting in mids, flipping back and forth and seeing the difference in recharge in the other powers that matter. If you already have a lot of recharge in the toon otherwise, and your attack chain isn't just barely making it, then I'd go for the frankenslotting.

    Two other things:
    Since it's /DA, the only secondary power that has a recharge that matters is Dark Regen.
    Do you have any other defense in the build? Then you might not need quite as much defense slotted in Divine Avalanche, since with Cloak of Darkness (fully slotted), you only need 32% +def in DA to reach the melee softcap (double stacked).
  13. Quote:
    Originally Posted by Another_Fan View Post
    Never seen anyone boast about being a 6 second man before
    Wow, jerkoff through and through.
  14. Quote:
    Originally Posted by King Krimson View Post
    I expect mostly I need some adjustments to get defense/resists etc. up to soft caps
    Just to clarify terminology: a /regen won't get to soft caps, except maybe one of the positional or elemental defenses.

    One big tip with IOs. Make your character much, much stronger via frankenslotting. Frankenslotting means mixing multi-aspect IOs from different sets (usually relatively cheaply). For example, slotting Focus from Claws, you could do this:

    Level 18: Focus -- Thundr-Acc/Dmg/Rchg:40(A), Thundr-Acc/Dmg/EndRdx:40(19), Thundr-Dmg/EndRdx/Rchg:40(19), Dev'n-Acc/Dmg/EndRdx/Rchg:30(21), Ruin-Acc/Dmg/Rchg:30(21), Mael'Fry-Dmg/EndRdx/Rchg:30(23)

    This slotting would give you + 71% acc/96% dmg/71% endredux/86% recharge in the power. (Better than the 42/99/42/42 you might get from slotting common lvl50 acc/dmgx3/end/rech IOs.) You effectively give yourself "extra" slots, at least from the perspective of the SO era.

    Slotting specific hints:

    EndRedux in Spine Burst
    Max Recharge in Dull Pain
    Not as much endredux in Integration
    The extra Healing slotting in Instant Healing is almost worthless. Put those slots elsewhere.
    I'd also reallocate the extra slots in Health; they're not terribly valuable there.
    Weave and Tough will need end redux, they are expensive toggles.

    [Edit: Looking at the build--GET Quills! There's also a nearby thread on the glories of Moment of Glory.]
  15. Frankenslot Seeds so it's accurate, long-lasting, and up often. I'd do something such as

    Level 8: Seeds of Confusion -- Pplx-EndRdx/Conf:35(A), Pplx-Acc/Conf/Rchg:35(9), C'phny-Acc/Conf/Rchg:30(9), Bfdlng-Acc/Conf/Rchg:30(11), Pplx-Acc/Rchg:35(11), Pplx-Rchg/Conf:35(13)



    For 75% acc/ 94% rech/ 94% conf/ 22% end redux (if the IOs are merely 30/35s). You want Seeds up as often as possible. (This makes it up 7 seconds faster when Hasten is up, 29 seconds faster when Hasten isn't active.)

    I'd slot Roots for damage rather than immob, after acc/endredux and a little recharge, since they're double the damage of other troller immobs, this doubling is doubled again with containment (on the second firing of Roots), and it's your only real AoE to grab that xp before the critters wipe each other out. (And then there's Fulcrum Shift later...) Except against Confuse resistant opponents, the loss of knockdown won't hurt a lot.
  16. Some of the frankenslotting is great, but to elaborate on one of Unicycle Peon's points, your focus on recovery is not the best bang for buck (both in terms of slotting AND influence) to make your character more end efficient.

    To explain, with math: Your slotting of Block of Ice nets you 0.1 end recovery/sec through set bonuses. If--instead, or even partly in conjunction--you slot it for endredux you get a much better rate of return, through endurance not lost (i.e., you don't have to gain it back). At your current rate of recharge, BoI can be fired every 4.64 seconds. Without any end reduction in the power, this costs you 1.84 end/sec. With a single 35 endredux IO in the power, the end/sec drops to 1.34, a savings of half an end per second, five times the +endrecov that the sets give you. (I know you already have some endredux slotted in the power in the build, but this is just an example of the mechanics.) Pushing the endredux to 95% cuts the cost further to 0.94 end/sec, a "savings" of 0.9 end/sec, at least as long as you are firing it as soon as it recharges. (This, of course, won't happen, and isn't efficient slotting in other ways, but is just an example.)

    Note that each added % of endredux saves you slightly less than the previously added %, but sneaking 40-50% endredux into each fast recharging power is very beneficial.

    Other echoes:
    -MOAR recharge in Freezing Rain
    -MOAR endredux in Freezing Rain
    -Substitute endredux for acc in Tornado (it's its own def debuff!)
    -Too many slows (AA, Shiver, SS). I'd drop Shiver, but mainly b/c I don't find flying & cones mix.
    -Moving a slot and the +end proc to Stamina gives you essentially an extra slot of endrecov there
    -Jack Frost is--soloing, anyway--your most end efficient attack, as long as you keep him alive for a short bit...
  17. I'd say that my Kat/Fire was my least favorite of my level 50 scrappers.

    Not sure if you mean he's level 50 yet, and the 12% finished merely refers to buying IOs, but if he's still leveling, I'd put Lotus Drops much earlier.

    What I would do to save cash:
    Karma -kb. No point in BotZ -kb unless you're getting the def bonuses, since CJ can slot both.

    Does it really need the healing uniques? Maybe, but Consume and Healing Flames are up lots. (Unless you grab Fireball...)

    Are the Absolute Amazements worth it? (They weren't too expensive last I checked, but that 4% recovery is costly.)

    Powers I would switch:
    Drop Temp Protection. You can find a slot for the res/def by taking the recharge out of Healing Flames, which will cost you half a second when Hasten is down. If you're going to take Tough, you might as well oughten grab Weave as well.

    The biggest issue:
    You're building at cross purposes with the Lethal & Melee attempt, consuming lots of slots for less payoff. A single Touch of Death (requiring one more slot) will equal the melee defense of two Kinetic Combats. Blazing Aura and Consume could be slotted to claim more AoE and/or Ranged defense (potentially saving a slot if you go the Scirocco route). Moving one slot from Tough to Fire Shield and slotting both with Aegis gains you 6.26 AoE defense at the loss of 1.26 melee and ranged. (Edit: Bah, Chaos String laid this out better already!)
  18. Reptlbrain

    Tricks to EA?

    Quote:
    Originally Posted by Twilight_Snow View Post
    So, you might want to bump up your difficulty after soft-capping.
    I usually run solo -1/xY on a low level brute, Y=a number that won't kill me the majority of the time. Fighting blues/whites means more attacks that drive your fury yet won't eliminate you most of the time, better hitting with crappy accuracy (and thus less end wasted), and more inspirations dropping faster, to keep the fury rolling non-stop. I typically bump mine when I hit 25 (a new row of inspirations + decent IOs) and when I get about 30-35% in the central defense (S/L in this case), crank it to x6/x8, since one small purple puts you at or near the softcap.
  19. Reptlbrain

    Whoops?

    It's Fulmens, selling them back and forth to himself, as part of his dastardly inf-destroying scheme!
  20. Thanks for checking, folks. The old redside market came through, and cheap.
  21. Anyone out there have a Mako's Damage/Recharge in the 30s floating around redside that they'd be willing to part with?

    I'll offer 30 million (35 crafted) infamy or influence, or a trade for an interesting pool C blueside (my stock is much better there), such as Theft of Essence +end, Shield Breaker proc or A/E/R, or many others.
  22. Quote:
    Originally Posted by Dafear View Post
    I constantly take damage from even level mobs. So much so I'm wearing out rest. Can't keep enough green inspirations on hand. When I fight +1 mobs I risk being defeated as finally happened at level 9. From what I'm reading here everyone's build for shields requires multiple power pool powers to make it work. Why isn't it capable of working on it's own merit. I also decided to try a axe/shield brute. The only advantage that has kept him from a defeat is his fury. It sure isn't the shield power.
    So can someone explain how to build a shield/ super reflex/ninja reflex/or any other defense based power on it's own merit? Or is it as I long suspected a lot of God Mode utilities?
    If you want God Mode, you'll have to make sacrifices in terms of power pools.

    Your most important inspiration early is the purple. One will more or less double your defense (if you're running Deflection and Battle Agility). You also--with Broadsword--should be swinging Parry about as often as it is up. Stacked Parry basically caps your melee defense on a Shield. If you can't fight +1s, fight 0s/-1s. Once you have AoEs, fight as many as you can safely, for they bring more inspirations, which bring faster kills, etc.
  23. Reptlbrain

    Anyone do this?

    I'd strongly suggest the Theft of Essence +end in Dark Regeneration to make endurance "ok".

    I'd say no to slows in Quills, as it's only a 16% -movement, which you could enhance to about -30% with full slowage slotted. (i.e., each additional 33% of slow enhance slows the enemies' movement only by 5% more, if they're even cons.) Much more important damage/end/acc frankenslotted, unless you need set bonuses. Folks who run HeroStats say Quills provides a lot more damage than it seems. Throw Spines is also much more effective at slowing (40% base), though it, of course, needs damage/recharge/acc/end (and perhaps even range) leaving not much room for slows.

    I assume by fearsome stare you mean Cloak of Fear. On my /Dark, I've slotted it for accurate tohit debuff, partly to get the s/l def bonus, partly to make up for its lousy accuracy. Since it's only 5% tohit debuff (vs. even cons), each "SO's-worth" of slotting adds basically 1% of debuff. The set I chose does leave it a bit underslotted for endredux, though. Someone else can probably tell you the power's pulse-rate vs. fear/tohitdebuff duration, and compare that to Oppressive Gloom, which seems to be the preferred late Dark mezzy Armor choice on the boards.
  24. Quote:
    Originally Posted by D-Void View Post
    1) I am looking to go with both damage auras, Hasten and possibly the Fighting toggles (on top of the secondary's toggles). In doing so, am I shoehorning myself into Body Mastery -> Physical Perfection, or would Energize / Power Sink / Stamina (and the occasional Power Surge) suffice?

    2) Would you advise skipping Power Surge, and why (or why not)?

    3) What would be your survivability strategy: raw damage output, resistance alone, or resistance with as much defense as could be scrounged in what's looking like a tight build?

    4) Is it fun to play from 1-50? When does it mature? Are there any outstanding problems (like scatter) in your opinion?
    1) My Spines/Elec (37 now) has no problem running both damage auras with Energize/Power Sink/Stamina [no +end/+recov IOs], though he doesn't have Hasten. Power Sink is a right powerful recovery tool with even 2-3 slots, especially considering as a Spines/Elec you'll be aiming to fight lots of enemies simultaneously. (I haven't gotten Tough/Weave yet.)

    2) I would skip it, but don't find the collapsing tier 9s have a positive effect on survivability, though I haven't tried this one, and the EMP-ish pulse sounds interesting. It doesn't add that much resistance (except to toxic and neg damage), since it will likely cap you from 42% res (or even less for S/L with Tough).

    3) Survive by defense. (I'm testing out the Melee/Ranged route on this one as I have an Elec/Dark piling up S/L at the moment, and I've recently done a couple of S/L brutes. Getting a couple of the Kinetic Combat recipes has been tedious/expensive lately.) Damage output the second, since it means more inspiration drops soloing.

    4) I think it gets really fun at 32 with Throw Spines, and the fun gets carefree at 35 with Power Sink, though I've just recently crossed that mark. The slow in Throw Spines (+ the others stacked) is very helpful about preventing scatter. The most irritating thing is the long activation times (Impale, Ripper, Spine Burst), but the cloud of orange numbers around you assuages that somewhat.
  25. Quote:
    Originally Posted by Atago View Post
    THX. I play mainly Tanks atm, there CJ is one of my standardpowers, so i took it ´without thinking about it. No CJ means room for another usefull power:-)


    P.S. The Char is lvl37 now, slotted with common IOs. She loves to play x/x8 mishs, but she dies many times. I tested the Toon yesterday evening and yes, the survivability is not good enough. The main reason was the slow recharge of the Powers, i had to wait too often for the Powers to recharge and that killed the tank of the toon. That was the Reason for me to create a build for her with better recharge and survivabilty.

    The Goal is to find a Build for her with no real waiting times in fight and downtimes btw. the Fights and enough survivabilty to solo x8 Mishs.
    Actual advice, not snark below.

    Note: You've overslotted your +1.88% hp bonuses by 2. Those in excess of 5 don't count toward your hp gain.

    You also probably don't need QR + Stamina + PP + the two heal procs. I might be wrong, but a merely QR/Stam Spines/Regen I have never runs out of blue. (And BTW, the most efficient slotting of PP for recovery is to start with the +end proc.)

    WP's defenses gain no benefit whatsoever from recharge, so it will up the survivability a bit thanks to killing faster, but not that much. I would look for more defense sets to make the toon last longer in the face of hordes of enemies. Gaining S/L is harder on a toon with only two ST melee attacks, but swapping out some of your overslotted healing for slots elsewhere could help--like another Kinetic Combat in Kick. Presumably she doesn't have Weave yet in the real toon.

    I would also keep Combat Jumping, for the maneuverability it gives you jumping around to put the cone/AoE/aura in the right place.

    One very easy thing to do is fight lower level enemies solo and eat a steady diet of purple inspirations. Start with -1/x8 and you can probably kill fast enough to keep a safe supply of purples. Too easy, bump it up to 0/x8.