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Posts
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Joined
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I use Team Teleport to great effectiveness with Fallout. Unlike Recall friend there is no interruptible period and the casting time is much lower. Run to body, teleport to target, Nuclear Fallout.
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Back Alley Brawler's little brother: Rear Entry Rumbler.
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There are lots of arcs that are submitted and available for the March 1 Billion. Let me update the list of arcs entered:
95 Cyborg Misunderstandings Lead to Bombs #389407
90 7662: The Nemesis Task Force #364346
80 Psychophage #283197
70 A Warrior's Journey - The Flower Knight Task Force #260284
60 The Ghastly Secret of Dreams #38686
Needs Revision:
Breathless Nights #38769
Clubbing Nightmare #4234
Mantisman Task Force #15819
Imperial Task Force 2 aka Romulus Rematch #385400
Test Mission for Pacing of Smurphys Challenge #388594
Rescue Numina from the Circle of Hands #388422
Pentarchy of Punishment #388164
The Many Faces of Hydro's Villains TF
Episode I: The Next Big Thing #219429
Episode II: Minister Of Pain #224793
Episode III: Made in Paragon #228570
The Many Faces of Hydro's Heroes TF
Episode I: A Dire Threat #41066
Episode II: Tumultuous Times #72829
Episode III: Alpha and Omega #210970
Eligible for March 1 billion but not tested:
7662 - The Labors of Rustam: The Cold and the Dark #54293
7662 - The Labors of Rustam II: Rustam and Sohrab #59243
7662 - The Labors of Rustam III: The Longest Day #78130
Robots (Test for Smurphys Challenge) #390036
7662 - Cathan's Revolt #122478
The Lost Time Task Force #392221
The Stroke of Midnight #391853
#215669
Vernon's Big Break #390611
The Peregrine Falcon #352527
Quote:Cyborg Misunderstandings Lead to Bombs
Arc# 389407
4 missions
Sometimes it seems too easy. Sometimes it seems too hard.
Is the final encounter in Mission 3 too much? Vanguard are mean at +2 / x8.
Yes! Yes yes yes. This arc is what I'm talking about.
If you are thinking of submitting an arc to this contest or wondering what I am looking for then you should run this arc. This arc isn't perfect. There are ways it can be improved. There are ways it can be more epic. However, it is on the right track. If this arc doesn't place in the top 5 it would be a glorious day. That means I found 5 arcs even more epic. For now, this arc is clearly on top and winning.
No, the final encounter on mission 3 was not too muchWe had about 15 or 20 deaths in that final room and zero team wipes. Very fun times. Let me get the actual review stuff...
Score 95 - Cyborg Misunderstandings Lead to Bombs #389407
Quote:Enemies spawn as 50s. Cool looking enemies but whites are pretty simple. 52s eventually. Don't like soft frontload. I like the Kabooms (Nemesis exploding minions). Awesome enemy group. Nice ambushers. The malta bosses can be annoying but otherwise pretty awesome.
Council in mission 2 are too easy. Family, worseTwo AVs and EB in the same room... awesome. and ambushers. Hell yeah. Mixed in some easy packs and hard enemy groups. Well done. Well done.
Mission 3
Ambush/Patrol at door. BIG negative. Vanguard are great. 2 Heavies, Hell yeah! Ambushers and more. Yeah! More Heavies! Yeah! That was awesome.
Mission 4. Enemy group closer to annoying than hard: Flying bosses. Kinetics. Stone cages. Blind. AV. Ambush. Arachnos. Pretty cool. Ambush should come at a higher % of health. AV died before Ambush fully got to us. Demon AV too. Awesome. Healing Flames on AV annoying. Another AV. Huge piles of ambushers. SOOOOO awesome. I crashed after the AV near the final room went down. Apparently that was the end and I missed nothing.
41066, Episode I: A Dire Threat
Quote:I've read the rules you've listed and I think my two published task forces fit them.
The arc #'s:
The Many Faces of Hydro's Heroes TF
41066, Episode I: A Dire Threat
72829, Episode II: Tumultuous Times
210970 Episode III: Alpha and Omega
The Many Faces of Hydro's Villains TF
219429, Episode I: The Next Big Thing
224793, Episode II: Minister Of Pain
228570, Episode III: Made in Paragon
If this interests you, I'd be happy to get your input and grading on them to see if they fit this play style you're looking for with respect to the contest you're holding. It sounds like yours is a lot like mine - challenging, evenkill, balanced but difficult tending towards enemies being slightly stronger, that sort of a thing.Quote:#41066
Team with 4 ROrs and some high level friends. Get some people I don't know too. We got a 10MM and a 26 Scrapper. Two Trappers.
Freakshow are a little too easy. The ROrs run off a suicide when they know Fallout is up (they don't even have to ask they just know). Don't like scattered map. Enemy packs are spread out. We fight 3 or 4 packs and decide to find the boss. Don't like this mission. The boss was right under the first bridge. We easily defeat a boss pack and leave.
Mission 2, Defeat all freaks with rezzers. Small map. Just 1 EB splatted easy. Felt silly to load into something so tiny. Literally took me longer to type this than complete the mission. No deaths and I team TPd the team while they loaded.
Mission 3. Family are WAY too easy. AV and EB are nice. Runner AV stinks. We defeat it easily and decide to try some other arcs.
If you can make the GM encounters fun and interesting they are fine. There's a danger a GM encounter could be like fighting a bag of hit points with no excitement. -
Perhaps the first power you choose in your Primary powerset will automatically auto-fire in a new preset mechanic allowing you to set another power to the standard "green circle" autofire.
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I am interested in obtaining Influence. I have roughly 10 Billion Infamy. I would like to exchange this at 1 to 1 for Influence. Small amounts accepted. Send me a PM, @Smurphy in game, or simply use /em noooo while saying "Curse you JoJo" in local while at any of the consignment houses.
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I would like to exchange MY Infamy to YOUR Influence with anyone.
I want to move roughly 10 Billion Infamy. The Infamy is on Freedom. I would like Influence on Virtue or Freedom. I am interested in trading at 1 to 1. I am not interested in Influence on other servers... unless you are willing to give me 1 of my Infamy to 1.1 of your Influence.
Amounts less than 10 Billion are welcome... obviously.
@Smurphy -
As of this past weekend I own 0. I bought between 50-100 at 66 to 100. I sold them all at roughly 200. I could have made more money in the meantime with effort. Instead, I did nothing and made something.
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I too have one for sale on Redside Freedom.
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The data collected here is NOT...
accurate.
comprehensive.
scientific.
the whole story.
ideal.
a perfect representation.
a random sample.
I've collected the data in a spreadsheet. It's 16MB. I took screenshots of the market window for the item, cropped the picture, and then pasted it into a spreadsheet. The process went faster than you think and I was watching high quality Nickelodeon programming while I got things down. Link to the file hosted on a random file hosting site. Obviously, I hope to apply this data to the market merger discussion. It's an Open Office file. I'm open to posting other versions and having it hosted on other sites. Feel free to steal, change, alter, repost, plagiarize, or otherwise use the information there in any manner you feel like.
Issues/Concerns
The data collected and the information I provide is acquired by looking only at the number of items listed for sale at one instant in time. This method of collection is flawed. I do not focus on the number of outstanding bids. I don't belief that is a very important and meaningful number because anyone with 1 Inf and a market slot can make that number go up. One needs the specific item and the Inf to place it on the market to list the item for sale.
Ideally, the volume of items traded would be tracked over a period of time. A player could get some of this data on low volume items by watching the last 5 history of an item and recording the quantity and dates of the transactions. That method of collection was beyond my capabilities to acquire. If someone is able to collect data in such a manner then I would be greatly appreciative.
The number of items listed for sale at one point in time does not necessarily correlate to the volume of items being placed on the market. Items may be in a shortage on the market. An exaggerated example of a possible shortage would be Miracle:Recovery Uniques only being listed for 100 Influence on the market. The price of 100 is below their value. The Miracles that reach the market and are listed for sale would sell very quickly. Inspecting the market at any point in time would show that very few, if any, Miracles are listed for sale. Volume of Miracles may be very high but data collection only focusing on items listed for sale would not indicate that volume. Conversely, a Surplus could exist where items are frequently listed for above their value. In a surplus the number of items listed for sale on the market at one point in time would indicate a larger volume of items being traded than is truly present.
Purples
I collected information on recipes and not enhancements. I collected the information on two dates: Friday March 12th and Wednesday March 24th.
Percent of purple recipes that have X for sale.
12th
Code:24th0 1-4 5+ R B R B R B 11.6 1.6 50 25 38.3 73.3
Code:0 1-4 5+ R B R B R B 18 3 68 23 13 75
Salvage
I collected salvage data on two dates. I only collected a sample of the salvage and only at one instant in time on each date. I selected my sample by going to http://paragonwiki.com/wiki/Invention_Salvage_Tiers and selected the top 2 of each column. I didn't inspect salvage prices.
Percent of salvage that have X for sale.
12th
Code:R <10 10-100 100 Common 0.00% 16.67% 83.33% Uncommon 0.00% 25.00% 75.00% Rare 0.00% 33.33% 66.67% B <10 10-100 100 0.00% 0.00% 100.00% Uncommon 0.00% 0.00% 100.00% Rare 16.67 25.00% 58.33%
Code:R <10 10-100 100 Common 0.00% 16.67% 83.33% Uncommon 8.33% 41.67% 50.00% Rare 0.00% 25.00% 75.00% B <10 10-100 100 0.00% 8.33% 91.67% Uncommon 0.00% 0.00% 100.00% Rare 0.00% 25.00% 75.00%
Pool C Recipes.
I only collected the data once on the 24th. I also took a count of how many of each recipe were listed for sale at levels below the maximum level. Prices are generally higher redside. Many of those higher prices exist on items that have a constant and sustained amount of items listed for sale. I'm not doing analysis on how many on each side are currently listed for sale at max level. However, sub max level on my non-random sample...
Code:Red Blue 72 44 Aegis: Psionic/Status Resistance 29 45 Aegis: Resistance/Endurance/Recharge 1 0 Basilisk's Gaze: Accuracy/Endurance/Recharge/Hold 4 39 Blessing of the Zephyr: Knockback Protection (4 Points) 1 17 Call of the Sandman: Accuracy/Sleep/Recharge 0 0 Celerity: Stealth 4 27 Dark Watcher's Despair: Recharge/Endurance 1 12 Decimation: Accuracy/Endurance/Recharge 0 6 Devastation: Damage/Recharge 2 0 Expedient Reinforcement: Endurance/Damage/Recharge 39 35 Force Feedback: Recharge/Endurance 0 1 Gaussian's Synchronized Fire-Control: Recharge/Endurance 2 10 Gift of the Ancients: Defense 3 0 Impervium Armor: Resistance 7 12 Luck of the Gambler: Defense/Increased Recharge Speed 11 3 Luck of the Gambler: Defense/Endurance/Recharge 2 21 Mako's Bite: Accuracy/Endurance/Recharge 2 5 Miracle: Recovery 2 8 Numina's Convalescence: Regeneration/Recovery 3 4 Numina's Convalescence: Healing/Recharge 15 2 Obliteration: Accuracy/Damage/Recharge/Endurance 3 5 Pacing of the Turtle: Endurance/Recharge/Slow 13 2 Positron's Blast: Accuracy/Damage/Endurance 1 1 Regenerative Tissue: Healing/Endurance/Recharge 1 1 Scirocco's Dervish: Accuracy/Damage/Endurance 1 57 Sovereign Right: Accuracy/Damage/Endurance 0 0 Sting of the Manticore: Damage/Interrupt/Recharge 6 2 Touch of Death: Accuracy/Damage/Endurance 15 9 Unspeakable Terror: Accuracy/Fear/Recharge 240 368
Data collected same as Pool C.
Code:Red Blue Pool A Uncommon 30 10 Adjusted Targeting: To Hit Buff 68 96 Befuddling Aura: Accuracy/Recharge 4 207 Blood Mandate: Damage 200 294 Cleaving Blow: Damage/Recharge 28 31 Crushing Impact: Damage/Endurance 18 43 Crushing Impact: Damage/Endurance/Recharge 1 2 Decimation: Accuracy/Damage 203 307 Detonation: Damage/Endurance/Range 44 11 Doctored Wounds: Healing/Endurance 1 15 Doctored Wounds: Healing/Endurance/Recharge 16 12 Efficacy Adaptor: Endurance Modification 71 228 Enfeebled Operation: Accuracy/Recharge 132 257 Essence of Curare: Accuracy/Recharge 180 499 Exploit Weakness: Damage/Range 150 156 Gaussian's Synchronized Fire-Control: To Hit Buff 29 23 Harmonized Healing: Healing 177 175 Horror: Accuracy/Recharge 94 98 Impervious Skin: Resistance/Endurance 63 106 Maelstrom's Fury: Damage/Endurance 118 43 Multi-Strike: Damage/Endurance 107 180 Perplex: Endurance/Confuse 61 47 Reactive Armor: Resistance 2 23 Red Fortune: Defense 124 167 Regenerative Tissue: Healing/Endurance 0 15 Steadfast Protection: KB Resistance 4 2 Steadfast Protection: Restitance Defense 1 1 Thunderstrike: Acc/Dam 43 113 Titanium Coating: Resstiance 6 16 Touch of Death: Acc/Dam
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With Apoc in Fire Blast and Decimation in Blaze...
3.74s. Blaze recharges in 2.74 + 1 =
2.25s. Fire Blast in 1.05 + 1.2 =
Reversed...
3.63s. Blaze
2.3s. Fire Blast
I could run Herostats again and see which I use more and by how much. The damage % slotting is roughly the same on both sets. The end discount is a little higher with Decimation, actually. That comes into play at low levels though most of my costs come from the AoEs. With all the bonuses on the build the Accuracy and Recharge don't really affect all that much. You can see the 20% recharge slotting difference equates to less than a 1/10th of a second. I'm not sure if it actually changes things with the server ticks or however "arcanatime" or whatever its called works.
I'll give Herostats another run through and if the use is close I'll give them a switch. -
Thanks for the input.
The information I am trying to acquire is a general understanding of what % increase in Influence Reward each level grants you.
For example, I whooped up this chart...
Code:I understand that some of those figures are not entirely accurate. However, the general concept is that generally, very rule of thumb, each level gives you roughly 10% more Inf rewards than the previous level. A more accurate statement might be that in the 45-50 range it's about 11%, 39-45 5%, and 25-39 10 to 20%. In general.Level Inf/M %Increase Inf/L % Inf/B % 5 11 9.09% 36 8.33% 110 0.00% 6 12 8.33% 40 10.00% 120 8.33% 7 14 14.29% 46 13.04% 140 14.29% 8 15 6.67% 50 8.00% 150 6.67% 9 16 6.25% 53 5.66% 160 6.25% 10 17 5.88% 56 5.36% 170 5.88% 11 20 15.00% 66 15.15% 200 15.00% 12 25 20.00% 83 20.48% 250 20.00% 13 30 16.67% 100 17.00% 300 16.67% 14 37 18.92% 123 18.70% 370 18.92% 15 43 13.95% 143 13.99% 430 13.95% 16 44 2.27% 146 2.05% 440 2.27% 17 46 4.35% 153 4.58% 460 4.35% 18 47 2.13% 156 1.92% 470 2.13% 19 48 2.08% 160 2.50% 480 2.08% 20 50 4.00% 166 3.61% 500 4.00% 21 51 1.96% 170 2.35% 510 1.96% 22 52 1.92% 173 1.73% 520 1.92% 23 60 13.33% 200 13.50% 600 13.33% 24 69 13.04% 230 13.04% 690 13.04% 25 96 28.13% 320 28.13% 960 28.13% 26 110 12.73% 356 10.11% 1100 12.73% 27 127 13.39% 423 15.84% 1270 13.39% 28 146 13.01% 486 12.96% 1460 13.01% 29 169 13.61% 563 13.68% 1690 13.61% 30 210 19.52% 700 19.57% 2100 19.52% 31 240 12.50% 800 12.50% 2400 12.50% 32 274 12.41% 913 12.38% 2740 12.41% 33 312 12.18% 1040 12.21% 3120 12.18% 34 353 11.61% 1176 11.56% 3530 11.61% 35 429 17.72% 1430 17.76% 4290 17.72% 36 484 11.36% 1613 11.35% 4840 11.36% 37 546 11.36% 1820 11.37% 5460 11.36% 38 658 17.02% 2193 17.01% 6580 17.02% 39 792 16.92% 2376 7.70% 7128 7.69% 40 892 11.21% 2527 5.98% 7582 5.99% 41 943 5.41% 2514 -0.52% 7544 -0.50% 42 1063 11.29% 2657 5.38% 7972 5.37% 43 1198 11.27% 2795 4.94% 8386 4.94% 44 1351 11.32% 2927 4.51% 8782 4.51% 45 1524 11.35% 3048 3.97% 9144 3.96% 46 1719 11.34% 3438 11.34% 10314 11.34% 47 1938 11.30% 3876 11.30% 11628 11.30% 48 2185 11.30% 4370 11.30% 13111 11.31% 49 2464 11.32% 4929 11.34% 14784 11.32% 50 2866 14.03% 5732 14.01% 17196 14.03%
Would there be a better way to describe, roughly, how much more Inf reward is increased per level? -
My survival cannot be computed by the standard methods. If I don't die in an incredibly short amount of time, the window might be 2 seconds or 3 seconds then I don't die and am at full health. Essentially, enemies have to hit me fast and hard. If they don't I can machine gun transfusion, eat inspirations, escape, or simply fry them.
Defense reduces the amount of times that window of possibility of death comes into play.
Resistance decreases the time of that window. For example: enemies might only have 2 seconds to take me from full life to dead instead of 3 seconds to take me from full life to dead.
Currently, that window doesn't occur very often and when it does it is the most frequent cause is player error. I want the greatest amount of time for me to correct my errors and the shortest amount of time for enemies to have an opportunity. Resistance gives me that. Defense doesn't.
I don't care about my ability to solo. The only time I solo is to make a stupid video of something.
I'm aware on the numbers of Blaze and Fire Blast. Sadly, I busted out Herostats and I use Fire Blast moreThe only time I really care about my single target attacks is when I'm shooting an EB or an AV. In those situations, sadly, I use Fire Blast more. At other points in time I'm tossing AoEs. I'm always around lots of enemies. Throwing single target attacks simply pale in comparison to Fire Ball, Rain of Fire, and Fire Breath when their are multiple enemies to hit. I am shooting multiple enemies a vast majority of the time.
There are only 4 situations when I die or am in danger of death.
1) An AV or Multiple AVs are attacking me. Here I'm in danger of getting hit by 2 or 3 big shots in rapid succession.
My resistances are only to S/L/E. This one might be a push between Resistance and Defense or it might favor defense.
2) Mezzed and no break free.
Occasionally when I fight Rikti and some other enemies I don't have a break free, get mezzed, and get wailed on. This one might also be a push between resistance and defense. Resistances let me get wailed on for a few instants longer but defense lets me sometimes avoid getting mezzed entirely. Push?
3) Multiple attacks hit me through my defense in a short span of time.
This one is the most frequent danger (other than EBKAC). I get to the enemy spawns first very often. I stand in the middle of them and fulcrum shift. Often they are Romans or some other enemies and they all use their first attack on me. If I survive that attack, even at a sliver of life, I live.
In every situation I've played in, in my experience in City of Heroes, my resistances let me survive that alpha virtually every single time. If I had defenses, over the long term, I'd probably take less damage. That doesn't necessarily correlate with surviving more, however.
If you did a statistical analysis of me taking alphas from enemy groups and compared results from Resistances verse Defense it might look like this: The number represent how much damage I took from the enemy groups alpha attacks.
Resistance
800, 1000, 500, 400, 800, 600, 1000, 500, 600, 800
Defense
200, 400, 1500, 400, 200, 600, 300, 200, 1500, 400
Total Damage from Resistance: 7,000
Total Damage from Defense: 5,500
Deaths from Resistance: 0
Deaths from Defense: 2
My play experience shows me that I survive those alphas on Resistance sets... and often not by much... but I always survive. I don't want to take less damage overall if it means sometimes I randomly get unlucky and splat.
4) Player error
My stupidity and not paying attention causes me deaths sometimes. There's a scene in Happy Feet where a seal attacks the penguins on land. Seals are incredibly slow and pathetic on land. The penguins laugh and simply slowly walk just out of the seal's reach. That's how I play on Trafficker. When paying attention on Trafficker I can be in Transfusion/Fulcrum shift range on enemies yet outside of enemy melee range. I can maintain this distance against all enemies. Sometimes I forget to return on Siphon Speed or Inertial Reduction. Sometimes I'm not paying attention enough. In these situations I get stabbed. Just like the example above I'm not concerned about the long-term taking less damage overall. I'm solely concerned about "will I splat in an instant." Resistance reduces the amount of times I simply get stabbed in the face and die. I take more damage... but I don't die.
I get stabbed a lot on Trafficker. I get shot a lot on Trafficker. It would be nice if I was stabbed and shot less on Trafficker. However, I don't want to trade less damage for larger spikes. The spikes are the danger. -
Being that I survive all the late game content... at difficulty settings far above standard... I'm not going to be easily swayed to change my view on what it takes for me to survive things.
It's hard to improve "not dying". I can't die less than zero. -
Quote:I'll put the Panaceas in Transfusion. Good idea.Given you don't see the value in softcapping your defense and its a malefactoring-heavy build, *shrug* looks fine. What you might want to do is swap the Doctored Wounds set in Transfusion for Panaceas (5/6, minus the proc), since they exemp like purple IOs so you'll have the recharge, +rec and +hp at whatever level.
If he's a blank check character, maybe give him a 2nd build built for endgame? Apocs in Blaze, softcapped s/l*, maybe swap Patrons so you have 33% s/l and give you another place for a LotG?
*Yes, it really is worth it. With Veng on you're still not softcapped. Softcapping your defense means a)you're much better equipped to "outrun" people on your team and b) if someone does die Veng is pure bonus for you but will help people without zomguber builds on your team outrun better themselves
Why would I want Apocs in Blaze instead of Fire Blast? Sadly, I use Fire Blast more often. Thus, I have the proc in Fire Blast.
No, the extra defense is not worth losing those resists over. Thanks for your opinion. *EDIT* Resistances are more important to me. Transfusion can be machine-gunned at all levels. I can be at full health within 3 seconds at pretty much any point in time. Resistances give me more time to fire off my inspirations and Transfusion when I actually get hit. Defense may, over the long term, reduce the amounts of hits I take but it doesn't buy me more time to fix myself up. I don't get hit all that often. I'm not concerned with reducing how often I get hit. I am concerned about how long I have to react. There is a very large very significant difference between having 1 second and 2 seconds to react. Every instant counts. -
Trafficker Fire/Kin Cor Thread
I'd like to here ways I can improve Trafficker (My Corruptor with Purpled Brawl and Boxing). However, I don't think this thread is the ideal place for it. If you want to discuss his build or give me opinions/thoughts/suggestions... head there -
Link to the build with Video
Level 50 Magic Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mu Mastery
Villain Profile:
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Level 1: Fire Blast (A)(3)(3)(5)(5)(7)
Level 1: Transfusion (A)(7)(46)(46)(46)(48)
Level 2: Fire Ball (A)(9)(9)(11)(11)(13)
Level 4: Flares (A)(21)(21)(45)(48)
Level 6: Rain of Fire (A)(13)(15)(15)(17)(19)
Level 8: Hasten (A)(17)(19)
Level 10: Siphon Speed (A)
Level 12: Fire Breath (A)(34)(34)(36)(43)(50)
Level 14: Hurdle (A)
Level 16: Health (A)(31)
Level 18: Blaze (A)(23)(23)(25)(25)(27)
Level 20: Speed Boost (A)(27)(45)
Level 22: Stamina (A)(29)(29)
Level 24: Maneuvers (A)(31)(43)
Level 26: Tactics (A)(31)(33)
Level 28: Inertial Reduction (A)(33)(33)
Level 30: Vengeance (A)
Level 32: Increase Density (A)(34)(37)
Level 35: Transference (A)(36)(36)(37)
Level 38: Fulcrum Shift (A)(39)(39)(39)
Level 41: Boxing (A)(42)(42)(42)(43)
Level 44: Tough (A)(45)
Level 47: Charged Armor (A)(48)
Level 49: Weave (A)(50)(50)
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Level 1: Brawl (A)(37)(40)(40)(40)
Level 1: Sprint (A)
Level 2: Rest (A)
Level 1: Scourge
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1405;699;1398;HEX;|
|78DAA594594F135114C7EFB4532AD0524A594AD964EF02538 A4B5C124D4049100A2|
|871891A9B06863209699B7648F4CD0FE0931B2EF1C518F503 B845BF8289EB93FA41|
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|88A22FB1E7B2DF37CA8D20CB13D9915EC6EE0A26EEA1DD64D 8A14FDB81955EACF43|
|E148429A04B077475A0A25641F22F4DF6A9080574EB80EED7 92D3FF5270F085E03B|
|2DF6E81A7A7E61E537F047D0EEE77DD0873E587C251DD0390 3D35EE92457D1A746A|
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|0D71FDD38A2F496A621958041604C9ACC04BE129FD9C52A70 8A652139A2E956B612|
|BC3D273694D93F2A674B3A670D44C3B80A6F69A7BAF93A952 384952301E0712C0B8|
|60B11E4E1FBAD48AB9F766294366E6EB31FF757DA43F386CD D78BE89EE5649D4459|
|6CB3CBCC27295E51ACF5D67B9C19263A97D0AEC56113AC605 1D6739C17292E50E07|
|F9F91D6A6609B004595A58422CAD2C11964E9618CB3396DA3 FBE43F686|
|-------------------------------------------------------------------|
I believe the power order is correct. Some notes...
Budget is not a factor. I don't care what things cost. Trafficker is my favorite character. He gets anything he wants. He gets a blank check. Actually, he gets two blank checks: I rolled a 2nd Fire/Kin Corruptor named Trafficker.
I think that's the most up-to-date build. The power order might be slightly off in places. I'm open to altering some of the power choices but I don't really see that as being likely. The powers that I can contemplate changing are: Stamina/Health/Hurdle, Inertial Reduction, Increase Density, Fire Breath, and Flares (Which can only change into Siphon Power or Repel). You'd have to blow my mind to convince me to change one of the other powers. Charged Armor can change into one of the other Resistance Armors.
Malefactoring is very important to my build. I have an outrageous and astounding amount of fire power at level 7. Fire Blast, Fire Ball, Flares, Rain of Fire and Fire Breath are all available. Hasten, Siphon Speed and 40% Global Recharge are at my command to let me unload those 5 attacks even faster. All present at level 7.
Survivability is not an issue. I do not see the value in soft-capping my defense. I prefer the +HP slotting. If you can squeeze in more defense, HP or resistances without sacrificing something significant I would be very pleased. I'm open to viewing alternative choices (something like 5% recharge for 5% HP) or other such potential equal exchanges. As you can see in the video I make excellent use of inspirations and binds to combine inspirations to what I need. I can crank out purples, oranges and Break Frees. Survivability, to me is simply a question of "do I have enough to survive anything?" Currently, that answer is "yes". I've literally jumped up to an enemies buffed, players debuffed Statesman and Freedom Phalanx in the Lord Recluse Strike Force and hurled a Fire Ball in their faces and held my ground while the team leader called for buffs 100 yards away(really, it's on youtube). Granted, I had lots of buffs on me... but I can get those buffs anytime I want. Demonic Aura recharges in something like 8 or 9 minutes and inspirations are flowing at my fingertips.
Also, Vengeance is incredibly useful and is close to always active in actual gameplay. There's a joke about two men in the African Savannah. They spot a lion coming towards them on the horizon. One of them calmy takes out his running shoes and proceeds to put them on. The other states "you can't outrun a lion!" The man putting on his running shoes responds "I don't have to outrun the lion. I just need to outrun you." That's pretty much my take on Vengeance. I just need to do crazy stuff. Teammates will follow me in or try to emulate what I do. I just need to "outrun" them. -
Quote:I'm open to suggestions on what would be a smarter use of resources. The character I linked to in my first post Malefactors frequently. I want recharge bonuses at low levels. I enjoy being a hurricane of Fireballs at level 4. At level 12 Trafficker is the most obscene, ridiculous, amusing and fun character I have ever heard of and likely could ever contemplate. At level 12 Trafficker has Hasten, Siphon Speed, 40% Global recharge, 2 single target attacks and 3 aoe attacks from my Primary Powerset. He has more than a mere attack chain... he has options: Fire Blast, Fire Ball, Flares, Rain of Fire, Fire Breath.If you're as rich as Smurphy you should be able to afford a build with smarter use of resources.
It's trivially easy to get a fire/kin to the s/l softcap and have permaHasten level recharge if you're using stuff that expensive.
If you've got the slots and don't have anywhere else to put a purple set, fair enough but I still think it's silly.
Build smart, not hard.
I'm not making a judgement call as to how much of the Hecatombs in Brawl slotting was a haha-look-what-I-can-do joke or simple extravagance since he just posted the pic with no other explanation...I'm just saying it's not a build move I'd recommend.
If you can alter my build and get a comparable amount of recharge bonus or firepower at level 12 I would gladly implement the changes you suggest. However, I simply can't see a way to get those benefits while maintaining the power choices and slotting I require for higher level play.
*EDIT*I forgot about Super Sidekicking. I get all that stuff at level 7. I think that's kinda neat. -
Yeah, asking for player's of Sister Flame's ability is probably asking for too much when considering the "average player".
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Quote:Sister Flame gets it. Perhaps Sister Flame is above average.This is a mentality i see alot on the boards. An assumption that the masses of player out there are as good, knowlageable, or dedecated at the board going memember are. And they AREN'T. It's not to say they arent good players, but people who take the time to read and post on offical boards tend to be alittle more into the game then the avg public and thus, tend to know and proform slightly better. Don't be fooled. These message boards reflect a small minortiy of the real player base.
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I should answer my own question. Low damage teams to me are...
For teams small in size (4 players and down): Teams with 1 or more players who either do not, can not, or will not frequently push their attack buttons.
For teams large in size: Many factors...
1) Teams with those players from above who don't/can't/won't attack
2) Teams that lack a significant amount of aoe damage powers relative to their level (a large team at level 12 with few aoe attacks is normal... at level 50 abnormal)
3) Teams that lack a significant amount of damage buffs
4) Teams that lack a significant amount of enemy debuffs
I'm not saying that teams that have these qualities won't succeed. I am simply saying that teams that have these qualities are generally (key word "generally") low in damage relative to other teams.
I've seen some people mention things like "yeah, imagine if we had 8 emps on the team... it would be so terrible damage wise." I've been on 8 emp teams. I can show you 8 emp teams. There are lots of words to describe 8 emp teams. "Low Damage" are not such words. Perhaps the 8 emps others imagine are the "players who can't/won't/don't attack". The 8 emps I have played with call themselves "a rolling nuke" for legitimate reasons.
Teams with large amounts of Controllers and Defenders really shouldn't be generally considered "low damage". I'm not sure how one could possibly consider such teams "low damage" unless they imagine the Controllers and Defenders as people who "can't/won't/don't push the attack buttons." -
Also, you need to keep your MM pets away from the Warhulks and other exploding Nemesis. I tried bringing my 3+ (I think I was on 4 at the time) Thug/Storm MMs against Nemesis 8 man spawns. I had a lot of problems with them.
Comparatively, I took 4 Thug/Storms, two of whom were not level 50 and had zero enhancements, against +4/x8 Malta packs. I was able to Team Teleport into the center of the Malta and then quickly and easily eliminate them.
I did not Team Teleport into the Nemesis. **shudders at the thought**