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Posts
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Joined
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Quote:Each wave of attacks can only hit a cap of 16 targets regardless.For really huge groups, I'd go with a Bots/Traps MM. No matter how tough your Scrapper or Brute is, he can only hold aggro on 16 targets or so. But with pets each pet can aggro 16, so you can potentially have dozens of enemies rounded up eating laser and missile barrages.
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Quote:Sure immob BM, then have all the melee cuss at you when they can't attack BM most of the time.You never learned how to deploy Traps on a mobile target on the way to 50? Or that the majority of AVs, including Battle Maiden, are easy to immobilize with web grenades?
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Quote:Actually, Brutes benefit more from damage auras because scrapper damage auras (from secondaries) don't crit; Brutes need less fury for damage auras to match scrapper damage auras, than for the other crit-able attacks.You probably won't notice much of a difference damage wise, however Brutes can leverage the damage auras you listed better since they have a taunt component to them.
Of course, scrappers do also have the option of getting another crit-able damage aura from spines.. -
Quote:Or kill all but one or two swords, THEN black hole the survivors so you don't have any swords chasing you.Im not sure if it will work all the well. Since they are +4s it will be extremely hard if not impossible to get it perma. And if you can't get it perma its prolly better to just kill all but one or two of the swords and champs (champs i think might stop eventually [i think] though) so they dont cause much of a threat anyway.
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Trying to form a build which has 1-insp S/L softcap without neglecting N/E too much or taking away too much from other bonuses and basic slotting.
Issues:
1) Attacks are still a little underslotted.
2) Not quite meeting S/L target
3) Not quite meeting N/E target (not crucial, but wanted)
4) Only have space for one -kb IO
5) Not enough acc/recharge bonuses for my liking (not crucial, but wanted)
Anyone has any advice on how to improve this build (other than going energy mastery)?
Villain Plan by Mids' Villain Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
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Issues:
1) Attacks are still a little underslotted.
2) Energy mastery taken: Less AoE/ranged attacks, no Darkest Night
3) Not quite meeting N/E target (not crucial, but wanted)
4) Only have space for one -kb IO
5) Not enough acc/recharge bonuses for my liking (not crucial, but wanted)
Villain Plan by Mids' Villain Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
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Quote:Extra health is almost equivalent to added resistance to all damage types (including untyped damage), only heals from other players don't take your total health into account (I think, might be wrong on this).haha our builds are almost identical except I took incinerate instead of greater fire sword and I took kick instead of boxing.
xDD
hm....does the extra health/regen really make much of a difference? I'm thinking extra resistance is always good....but the cardiac's range wont effect me. -
Quote:Nitpick: Positional defenses won't help with Malaise either, he seems to use non-positional attacks; you need psychic defenses for him.It will probably be easiest with SR, Shield, Invuln, and WP. Softcapped S/L defense won't help against AVs like Mother Mayhem or Malaise, or any AV that fires pure energy damage attacks (like Synapse or Positron), so you will want either lots of positional defense, or a good amount of defense across the board.
Basically, you only need 2 things to solo an AV with any AT: Enough damage to kill it, and the ability to survive the fight.
Stone Melee has enough damage, and the 4 secondaries I listed can be built to survive the fight relatively easier than the rest. -
I've a slightly different question, which may or may not alter the conclusion... What's the best farmer at lv 35? (for lv 35 recipe purposes)
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There is however the nagging bit about Enriche. Both Dark Watcher and the Resistance believe that it's one of the key factors allowing Praetorian Cole to control the masses, and without it, the true face of Cole would be revealed. If assuming it's true there would be some truth in "forceful manipulation", only that people don't know because well, that's what Enriche does.
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I'm considering Malta actually, but there's just a little too much "going against everyone" to fit in. But is is the closest I can think of with sufficient spread and with a sufficiently close motive, to be rogue as opposed to villain.
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I'd say Singapore's a better example, since our founding leader is still leading to an extent. Well, other than actually being a good guy. (course, there are those who would say otherwise too)
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Quote:I'm almost certain quite a few capped players do use it as such. Such as the groups which converge around Atlas statue. But they're polite enough NOT to go teaming at the same time.This thread has got me thinking. MMO's draw a pretty diverse crowd (It's that first "M"), and I am now wondering how many people could not care less about leveling and actually playing the game, but instead use it as a way to just chat with folks? Just something that made me go hmmmm.
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Just to pipe in that Tyrant's bio is intentionally "flawed", or perhaps, just written by the victors, so one cannot just use that as fact. I do have my own theories regarding Praetoria Cole (involving the well), and I do believe that the whole account is true... save for some missing details which would paint Cole negatively. (the most obvious missing detail being the other person who discovered the well with him)
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Quote:Because the mob doesn't matter, only the inf/xp/tickets does. Because of AE, we can pick and choose which type of mob we want.How is a toon that is only good at one farm type the "Very Best Farmer? If I change the type of farm so that it resists smashing is it still the very best farmer?
Because of this, fire is generally chosen because of the ease of capping fire damage resist (otherwise SD would be a very significant competitor)
Not to mention that there's no set limit to abilities. There is no single build which can farm ALL types of mobs and still kill fast, and there are some mobs which are simply not farmable. Defense builds fails against mobs with -def and to-hit bonuses. Resist builds usually have some weakness, or has weaker resistances overall. Nemesis are simply not farmable due to stacking vengence. Ghouls (when it is available for AE) aoe-heal-on-death makes AoE tedius. Anything with soul transfer can single-handedly hold almost any build with it's auto-hit 30 mag hold, assuming within range. Stacking hurricane would make most builds wiff at everything. -
Quote:2 problems: To get SD to be as defensive as fire defense (against their best farmable targets) you need more defense bonus sets, which would eat into potential farm-efficiency sets. (even if admittedly it is easier to slot 5 LotG into SD-based builds) Also, SS is better than fire melee for farming because of rage.my farming build is Fire/Shield/Energy Mastery.
I know I could have picked pyre mastery for the Fireball, but energy mastery made me a little more hardy.
what I do is pop build up, and then shield charge+fire sword circle into the mobs, which usually takes out all minions and leuts. Then I just quickly finish the bosses off. -
We don't really need more rogue/vigilante NPC groups, we just need to re-purpose some existing "grey" groups into proper grey ones.
1) Midnighters. They already have individual missions for both villain and hero alignments, so it's the most obvious candidate. Travel issues would be partially solved with a teleporter temp power similar to that of Ouroboros.
2) Ouroboros. They likewise have individual missions for both villain and hero alignments, but they aren't really a full-fledged group yet. Can possibly be further expanded. (and merging the hero/villain Ouroboros at the same time)
3) Vanguard/Lady Grey. Though technically above morality as opposed to being properly grey, they do have certain qualities which makes them appropriate, especially with their diversification of tasks to encompass more than just Rikti.
4) Wyvern would specifically be a vigilante group, for obvious reasons.
Trying to think of a group which would specifically be rogue though. -
Just a nitpick: comparing scrapper attacks to brute attacks isn't a fair comparison, because of that fury playing a big factor in how effective attacks are (and hence reducing the factor of other individual damage bonuses). For instance, AAO would contribute far less to brute damage than scrapper damage.
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And fiery embrace to add 50% fire damage atop of all that.
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Quote:Under optimal conditions, LR is stuck at 400% damage cap because of pseudo pet damage caps. It's because of this that LR (and it's corresponding clone, SC) is worse off when in a team filled with kins, and especially for brutes cause they can already nearly hit that damage cap solo (and ESPECIALLY for shield defense brutes, which can get damage bonuses past that cap due to AAO). (on that note, the changes to FE is a godsend since it also allows brutes to gain more damage past the damage cap)It proves that under optimal conditions, SS does more sustained dps; but SS has an ace in the hole: Rage, triple stacked that's 240% + 90% + (~270%, 100% fury is rare, after all) = 600%, 150% off of the cap by itself.
Meanwhile LR is stuck with 440%, and only for the 10 seconds BU is up. (Rage is up for 120 seconds gents, 20 of that is triple stacked, 80 or so double stacked.) -