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Quote:If you are trying to avoid boring, I'd definitely say level the WS. You will have far more options then any blaster or scrapper could, and a WS needs to use all of them at points, at least if you are teaming in tough content. Playing a WS for max effectiveness is challenging enough that I don't do it if I want easy mode.I ask because I'm trying to decide which toon to raise up--a blaster, a scrapper, or my WS. I haven't hit 36 yet (I'm 35, actually), so I haven't felt the glory that is eclipse. However, is this all I'm going to be doing the rest of my warshade life? Eclipse > Mire > Nova? That's... boring.
What about the human form blasts? The human shields? Tank form? Inky Aspect? Unchain Essence/Quasar?
Just for example, before you get the billion+ it will cost for the IOs to get perma eclipse, you need to be ready to drop to Dwarf form if eclipse is about to drop. Or even after if you are getting chain mezzed. Plus you want Extracted Essences out, which means dropping to human form, also needed for the Mire and to refire Hasten. Lots to do, the closest I've seen to the activity level of a WS is maybe a Kin defender or a MM, assuming you work at controlling your pets on the MM.
As a warning, there is still a bit of prejudice against taking Khelds on TFs and such, because of the Cysts that spawn. Those can easily be a party wipe if they aren't spotted and focused on properly, have keybinds for that as you can't count on the rest of the team for it. Plus a team leader doesn't necessarily know what they are getting in a Kheld, they may be looking for a backup tank and get a blaster (Nova only), or vice versa. Blasters and Scrappers don't tend to be in super high demand either, though, as there are usually plenty of them around to recruit. -
Quote:In fact, if you go this route consider forming a "level pact" (or is the term "pact bond"? Don't recall) with him, which may be a mechanic you aren't familiar with if you haven't played in awhile. You have to do this before either character hits 5th level, but it locks the two characters together in XPs so even if one of you plays more or less then the other, they stay in exact synch for levels. Not strictly necessary now with SSK, but still an interesting way to do shared backstory, complementary powersets/ATs, and so on.You could also roll a new toon and play with him, that way he gets to experience the whole level-range with rather than just skipping right to your level-range.
But I'd definitely second the idea of having him play up through the levels, from a couple times getting level bumped on Test, its fairly hard to get the hang of most characters when you get them with all their powers, and thats even if you are familiar with the game. Its a lot more forgiving at low levels to learn the controls, what mezzes are, etc. -
Quote:In a sense, the supply will briefly disappear, as everything gets turned back in to its owners. I'm sure a lot of items people buy are ones sitting on alts nobody has checked for weeks or months, so a few people in a hurry to buy X with the limited supply from those who have already logged on in the first hours or days after the merger to put X up for sale could rachet prices up higher within the equilibrium range.For example, if prices of LotG: 7.5%s are stable at 160 on Blueside and 205 on redside (making a guesstimation) are you saying prices would go higher than 205? Why would that happen? Supply and Demand have found equilibrium Redside at that price. Why are villains, or heroes, suddenly going to desire the same amount, or more, at a higher price? Is the supply going to disappear?
Something like that happened with a lot of the rare salvage when the markets were down for several days awhile back. Before that, almost every type of high level rare salvage was selling right around 1M, red and blue side, with a few items below that. After that down time, a fair amount of it rose to a "new equilibrium" ranging from 2 to 4M, and hasn't dropped back yet. I've been a bit surprised that the equilibrium could have that large a range, but it seems stable.
Is it possible for the LotG in your example to rise by a similar factor of three, say from 205 up to 615M? I suspect not, as the absolute amount rather then % change may be a bigger factor, but there is evidence that the equilibrium price point can vary considerably both up and down even without game changes such as the changes in salvage distribution that caused the arcane rare salvage crash a year or so ago.
And unlike with previous game changes, such as salvage redistribution, addition of MA, etc. where one might be able to predict which way prices would go, this time chaos theory may govern (i.e. small perturbations, like who happens to lowball a first sale) may determine who wins and loses. . . -
Is there a good guide to that SF somewhere? I'm hoping to have a chance to try it in a week or two, and haven't managed to find one, just a listing of the contact text on Red Tomax's site IIRC.
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Building a new defender to pair with a friends WP/something tank, with the aim of having the nucleus of a team for high level TFs eventually (we usually take a year or so on projects like this). I'm set on the Traps primary, and am wondering what to pair with it for a secondary for high level content. I would do Sonic, for AV fighting (which is the only thing much more than speedbumps for large high level teams), but already have a cold/sonic and two kin/sonics on various servers, so I'd like something else. I'm also ruling out /rad since I have a couple of rad/rads, and you don't really need the defense debuff with Acid Mortar. I was considering /Dark, but having played a couple of them to mid levels I'm dubious about having to run back and forth from melee to drop traps to range for Nightfall, the narrow cone.
I'm figuring either Dual Pistols (for varied debuffs/damage type), Cold (for the AoEs) or Archery (for Rain of Arrows) would be the best to pair with, but haven't played any of them at high levels, so would like peoples opinions on which might be best. Cost is not an object for a final build. -
Quote:As a note, if these were Nemesis, especially on an 8x team size, the kin heal is going to be pretty unreliable anyway, since it needs to hit. Especially based on the kins team search comment of "look elsewhere for a healer" he may not have slotted it with super high accuracy. Your better bet would have been the /emp controller it sounds like was along on the team.These were nemesis, so the ice shields weren't a perfect solution in themselves.
Last time I tried targeting through another player a couple weeks ago, by the way, I couldn't get it to work, I didn't get a reticle for their target. Did something change there? -
I also think Kins do well with just SOs, a fair number of their powers don't even take IO sets, and they have powers that boost recharge, damage, endurance etc. so don't need IO sets as much for that. Their powers also tend to be on short enough timers that they don't need much +recharge (if you get bored playing a kin on a team, you are in the wrong game
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Quote:True, comparing to Granite is probably overstating it, and its "back loaded", much like End Drain (in fact I believe Arcanaville compared slows to end drain that way), but with appropriate cautions I don't think its a bad thing to try to compare it to some kind of "armor" set. I sometimes see a rad defender who doesn't take RI because they don't realize that its tohit debuffs are roughly like granting SR level defenses to the whole team, they've never seen it "do anything". Even mobs with full attack chains usually only have a few that are really dangerous, like Sapper drains, plus mob AI does strange things when you mess with recharge that may make their attack chains even less efficient.These numbers are HUGELY misleading. Because Snow Storm does nothing to mitigate an alpha strike, or a beta strike, and since -recharge doesn't have an impact until after mobs have fired off their powers, teams may still take a fair amount of damage with Snow Storm. To claim that it provides protection equivalent to granite sets up unrealistic expectations. Although most enemies don't have full attack chains, with those that do you will see significantly less benefit from -recharge effects as well.
I may expand on the "How does -recharge work" section in the appendix (because it applies to both Snow Storm and Freezing Rain) and go into more detail about the importance of -recharge debuffs, but I am against providing numbers to compare -recharge to other forms of protection.
On an unrelated note, slotting Snow Storm for slow will have no impact on its -recharge component.
But its certainly your guide, so if you feel that there is more risk of misleading people then enlightening them by providing comparisons, I can't object.
And yes, sadly unlike slotting tohit debuffs which make foes less dangerous, slotting slow enhancements only have very minor benefits that way, mainly from making it slower for them to close with you which can delay their switching from ranged to melee, though I imagine with the right kiting you could use that somehow. That gets into areas beyond the scope of a Snowstorm guide though. -
Same error for me, verify files also did not work; anyone know who to pm/email about this thread so that they'll try to sort it out?
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Some good points made; I'll just add that from watching my friends PB tank, he can do it more survivably against tough foes then my WS. I think the footstomp PbAoE mitigates more damage then the slow from my dark PbAoE, and the self heal that doesn't need a target is also handy against a wider variety of foes. Self capping resists with Eclipse doesn't help as much as you'd think, since on a team large enough to have to worry about survivability at all both Dwarves are probably capped for resists thanks to the Kheld inherent. My friends PB was the only "tank" along for a Shard TF, and while he died a few times, thats not unusual for a tank either as the Rularuu are no joke.
Where a WS shines is being a tankmage, I've practically soloed ambush spawns in the ITF while the tank was busy up front. Being a flying AoE blaster with capped resists and backup (fluffies) is quite nice, and provides a useful form of tanking in that the part of the team in my area wasn't pulling much aggro away from me. It takes an expensive triform build to be able to do that, though. -
Quote:Tactics can be helpful in certain end-game scenarios, in particular the STF since you have some high defense foes there (Mako especially, but any of the lvl 54 AVs can be toughish to hit). You are taking it mainly for AV fights, since they resist -defense heavily. That seems specialized, but frankly theres not much else you need anything beyond a SO build for on a rad/sonic. Its also nice against the Arachnos smoke grenades that blind everyone otherwise. I'd give it higher priority then either Maneuvers or Assault, its the difference between winning and losing in certain situations.Off hand without delving into looking at sets, I'd say drop Siren's, Drop CJ for Recall Friend, pick up Fallout, and move Mutation up. If someone goes down, Vengeance > Fallout > Mutation should be all you need to finish that spawn and help your team. I'd also say ditch Tactics, Radiation Infection should take care of all of your needs to hit things, except for super high defense mobs. But in those instances, Tactics doesn't help much either. Use the pick for Temporary Invulnerability so you're less likely to go down if you manage to get hit. I'd also move a slot from Assault to Power Build Up for another recharge reduction. If you want PBU, you want it up as much as possible.
Again, wasn't looking at set bonuses and the like. No Mid's for Mac.
I would agree with dropping CJ for Recall Friend, I get good use out of that + Vengeance + Mutation. I don't know about Fallout, often when someone drops on the teams I'm on, its because they are separated from the group and the spawn we are fighting, maybe if I was fast enough on the Recall Friend I could make some use out of it, but I've never taken it to try.
I do like having a sleep on a rad defender, as you can sleep all but the bosses in a spawn then get all the debuffs going before you wake them up. Very handy solo, still of use on some teams if for some reason you don't have a good alpha soaker along, or if ambush spawns are coming along and the tank is tied up already, and ambushes are happening more and more in end game content (STF, ITF, new Positron). Between Mass Hypnosis and EMP, my rad/rad defender is a better controller then my grav controller, sadly.
When you have reached 50, consider respecing to take Mutation and all your team support powers early, shifting an attack or two to later, you don't tend to need much damage at low levels if you are exemping down because its probably for a TF and you will have teammates to handle damage, but they may not be able to handle a rez. On the other hand, with the new day job accolades, you may be able to handle rezzing at low levels by picking that up. -
Right, the corner herding can be useful with some spawns who are very scattered, so if you dropped Sleet or Freezing Rain you'd miss half of them and the others would get a nice alpha on you. Put Snowstorm on while hopping behind cover or out of range (running with superspeed and jumping while casting gets you out of range of a lot of counterfire), while a slow way to pull, can make things a lot safer. In this case, put Snowstorm on a relatively close mob, not a distant one, so the further ones run into snowstorm and they all arrive slowed.
And definitely keep an eye on running anchors, they've changed the AI in recent years so if mobs aren't getting to hit you enough, they tend to run away. I have absolutely seen an anchor turn and run from his own spawn, and turn and run back as soon as the debuff was dropped. More of a danger with other toggle debuffs, since they don't slow the foes. I don't know if its worth adding a mention to never use Snowstorm on Wolves, since they (1) are largely (entirely? not sure) immune, and (2) run around like mad at high speeds, so will definitely aggro other mobs.
I tend to like a End/Slow IO for my default slot in it, since I don't always have Sleet/Freezing Rain stacked with it, depending on the situation (second spawn, still recharging, etc.). You can often buy those IOs for less then crafting cost.
One other fairly important interruptable item is in the STF, if Lord Recluse isn't damaged and has a toggle debuff on him he doesn't spawn his lvl 54 Bane bosses. Snowstorm is one of the few (along with the rad and dark toggles) powers that can do this, and preventing those bosses can mean the difference between success and failure on the TF.
Finally, a lot of people don't really "get" what -recharge on mobs is doing to help them. It might be worth adding a sentence or two comparing that to something people have more familiarity with. Unslotted granite armor is 20% Def, 50% resist, reducing incoming damage by roughly 70%. Unslotted (for slow) Snowstorm with -62% recharge will be reducing incoming damage by roughly 62%, and it has the advantages of "defense" rather then "resistance" since a mob firing a mezzing attack half as often is equivalent to them firing at normal rate and missing half the time. Better yet, its defense that doesn't get debuffed. Do you think people should be recruiting characters to their teams who can provide near Granite levels of protection to the entire team? -
Just ran this mission for the first time this morning, around 8 AM EST 5/23/10, and it worked fine, but the 4-person team I was on took him down REALLY fast after the fourth device got destroyed, like I finished the device off and by the time I sprinted the 50' over to him he was at 1/3 hit points. They said he didn't start taking damage till the fourth device dropped, we just had a damage heavy team.
If theres a bit of delay with a new bug, like 60 sec before he goes Invul, we might have missed it. -
It is, however, possible with relatively modest +recharge slotting and/or Hasten running to get a second one out, and that will stack -res with a first, providing some overlap. And its also nice for drawing aggro and being quite tough.
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Quote:I would agree this could be a significant factor; I've sometimes ended up with mixes of lower (30ish) level sets and lvl 50 sets on a final build just because a few recipes in a few of the sets seemed to be months between sales in the mid levels. If I'm trying to put a whole build together I can't afford to tie up half my slots on one IO for a couple months if I want to finish 60+ IOs with associated salvage before the servers go dark. This is especially an issue redside, but I've seen it a few times even blueside.I wouldn't be at all surprised if a lot of people have tried to buy lower-level sets, and just given up and changed to automatically waiting for 50 and slotting then.
This could explain what Chriffer refers to in his Small paragraph; LoTGs selling at level 37 may sell for less, because someone spreading 50M bids over 10 levels is tying up 500M capital AND 10 slots, roughly a quarter of the Inf and half the slots even on a pretty dedicated veteran marketer, both for a few weeks till they hit one. Or, they can bid 100M for a level 50 IO, buy it in a few days, and make the 50M and more back with those 10 slots.
Or, conversely, a non-marketer/farmer may barely be able to scrape together the 100M, and doesn't have enough Inf to bid spread.
I was curious about one of your points Chriffer, have you confirmed that the lower level LotGs and such are actually for sale for less then the high level ones by buying them? If its just that you are seeing lower sale prices, that may not mean the one listed is cheap, just that someone posted another and it matched a bid and was bought. I know for a few of those procs I've gotten higher prices for low level ones then level 50s, providing I left it for sale for awhile. -
Quote:Note the purple discussed above, 33%, is a Large purple; if you need to use smalls, you will either need a pretty fast tower team or support, say an Emp, ideally with slotted Fortitude, or maybe a bubbler, because smalls are only 12.5% Def each and it takes a lot to get to 75% defense. I highly recommend saving up medium and large insps, which drop regularly at high levels and are rarely needed for any content, in a base bin or two just for the tiny part of the game like the STF where you actually DO need them. Combine to make purples as you collect them.To floor LRs to hit with the blue tower still up you'll need 75% defense, so one purple (33%) wont get you there unless you're already softcapped with only 1 foe in range of invincibility. Use two.
As for recluse's spawning lvl 54 Bane bosses, he does this whether you hit him or not (and at 175% def, you won't be hitting him often anyway). It s however interruptable, so a debuff aura (like RotC from WP of AAO from Shield or Mud Pots from Stone) would keep him from spawning them for the most part. The only 100% reliable way to keep him from spawning banes is to have a toggle debuff cast on him. Snowstorm, Darkest Night, or any of the Rad toggles work equally well.
The only time I've seen LR *not* spawn banes, which tend to wander over and wipe tower teams, is with a toggle debuff hung on him, but I can't swear the tanks I've teamed with weren't hitting him as well as taunting him.
If its any comfort, I've been on a failed STF which failed specifically because the Stone tank couldn't survive fighting LR, even with a full time Emp, and we couldn't get the rest of the team to stick around long enough to try the Insp strategy, which the tank player seemed to have a hard time grasping (he wanted to take the insps after he got hit, which generally meant while faceplanted). This was a bit of a shocker to the Stone player, who'd never encountered something that gave him problems before, but I think he was mostly an AE baby, so who knows what his slotting was.
So I'd much rather take someone who knows how to build and play a tank then a particular powerset in the hands of an incompetent, keep learning! -
As others have suggested, use terrain to force the baddies to clump up. Easier solo, on a team you usually can't get everyone else to duck behind a corner. Zoom out to the extent you can, and maintain good situational awareness in case you get an anchor runner. Put each debuff on a different anchor, so if one runs you still have SOME mitigation, and you don't have to turn both off and reset.
Your other main option is to take and use the slow that comes with the toggle debuff; Lingering Radiation, in the case of a Rad, Tar Patch in the case of a Dark, etc. That will slow their running out of debuffs (except in the case of those Council wolves, again, its pretty much pointless, if not actively dangerous, to use toggle debuffs on them unless you have a tank pinning them in place). Down side as a rad is that its sometimes nice to save that for an additional spawn that may be taking a bit too close an interest in your group, its your only pre-epic mitigation once your toggles are tied up.
I recommend the Psi epic for a rad, by the way, Mass Hypnosis is easy to make permanent, recharges for every spawn, and debuffs don't break sleep so you can set up your whole debuff string on the spawn before waking them to a nice batch of damage.
Finally, just as a note, over the years the devs have added more AI to cause mobs who are missing too much, or otherwise being debuffed, to scatter. In particular I've seen anchor mobs turn and run from their spawn, then as soon as the debuff is turned off, back they come. Having a bit of recharge in your debuffs isn't bad for that reason. I don't entirely blame the devs for doing that, it not only "makes sense" for the baddies (who aren't supposed to be idiots, after all) but also keeps toggle debuffs from being the complete Easy Button they would otherwise be. You know, "With Great Power Comes Great Responsibility blah blah blah". -
I'd like to put in a vote for a fire/fire tank and a fire/rad controller, been doing that pact bonded with a friend of mine and theres nothing we've found so far it can't handle. You even have the Immob to use Burn, which speeds up boss and AV fights a lot. Also makes a great team nucleus for doing any TF, since unless you absolutely insist on duoing only, a lot of TFs will be easier with a larger team. Offensive build on the tank for duoing, shift to a Defensive with Tough/Weave for larger teams where you don't have to put out the damage.
I don't know if anyone has duoed the STF, but I'd be rather surprised if they have, as I've never seen a team of 6 finish it successfully (I'm sure speciality teams of 5 defenders and a tank have managed, but I"m talking mostly PUGs here). -
The TFs designed later (Katie, Hess, STF, ITF, Lady Grey) and the Strike Forces villianside, which were also later, tend to have more interesting content, including more unique maps and foes and sometimes even specific tactics needed. Completing the Statesmans Task Force, for example, is virtually impossible without knowing how to handle certain parts, and I've heard the villianside Khan SF is the same.
To do them in a way that lets you really explore that, though, is tough because 90% of the people on any TF have done it before, a lot, and will zip to the end. As others have suggested, you can avoid that by starting it yourself and recruiting people who want to explore the whole thing. To do that I you might;
1. Try getting it going on Virtue, which has a higher proportion of roleplayers,
2. Recruit on the forums so you can collect a group of like minded people.
3. Get on the global channels for your server to recruit that way. -
Quote:How the heck does lack of information help anyone? That REALLY puts the power in the hands of an ebil marketeer, who will know from tracking their niche what things will sell for, and takes it away from the casual buyer, who will have no idea what to bid.My fix to determine "reasonable" would to have blind bids. No last 5 seen. If you think it's worth 10mil, list it and when someone pays it you'll get it. If you think it's worth 100mil, list it. To show bids does nothing to help anything.
What you want is to have a listing of last 10, or last 15 sold. That would make it harder for someone to manipulate the market as you seem to believe they do (I don't think its as easy to make money that way as you think, but either way it helps prevent manipulation). -
Quote:Each one is -20%, total of -40% if they both go off. Which they usually do if summoned by a serious threat, because they get attacked.There are two drones per use of this power, do they both apply the -20% damage debuff for -40% total? (Or -25% x2 for -50% on Defenders or whatever the value is)
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Quote:I actually thought the Achilles was nice in Rad Infection at 50, since you always have that toggle running on AVs (an important, if not the most important part of end game content) and you can cap everything in RI with three Enzyme HOs, leaving space for a fourth Achilles slot. Any -resist debuffing you can scrape up tends to help fighting AVs and GMs, since they don't generally resist that debuff.Generally speaking, -res procs are only good against bosses and higher, so they're best put into single target attacks. They aren't useless in area powers, but depending on your build it's probably not worth the slot.
In fact, other little known thing about the Achilles proc, its not affected by the Purple Patch (i.e. not reduced for highier con foes, like the +4 AVs in the STF) because it causes the target to generate the effect on itself. -
I was thinking of something less extreme then whats being suggested; a recipe you could craft into an enhancement you could drop on another and pop that ONE enhancement out to your tray. Something which would drop more often then a respec recipe, and would be handy for fixing minor mistakes or making small tweaks to a character, like seeing if a Miracle +Rec fixes your End problems when tanking for a team, which isn't easy to figure out on Test.
Mind you, I have no idea if the game code has a way to support this, I just thought it would be a nice QoL addition. . . -
A couple of thoughts;
(1) make one build focused on fighting. Slot attacks first, shields second, and run that build solo or on a team where you don't need max survivability (good buffers on the team, a second tank, etc.).
(2) Have another build really focused on survivability, with Tough/Weave etc. On a large team, with high difficulty foes, in end game content, the places people REALLY want a tank, they will be perfectly happy if you set a good pace, hold the attention of the most dangerous foes, and stay upright without ever defeating one single bad guy.
The single biggest determiner I've seen for how quickly and smoothly a pickup group can get through a mission and get good XPs is having a good tank, not just because "you need a tank to hold aggro" but because people are used to following one so they don't tend to split up, and you can control how fast the team is moving through enemies by staying out front. Strong team, move faster, go on to the next spawn to get it prepped while the team is mopping up stragglers, use Taunt for its -range to force foes into clumps, and everyone will have a good time. -
Nice guide, I like all the numbers.
A note on the Achilles calculation you do as an example on Ghost Widow, apparently the Achilles proc isn't affected by the purple patch because it causes the foe to generate their own debuff, so its always "even con". When I mentioned this about a month ago, someone went out and tested it and confirmed it. So Achilles is EVEN BETTER!.
I'm just debating on my cold/sonic defender whether to focus on recharge or high ranged defense, can't really max both. . .