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Posts
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Joined
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Sorry, I didn't think about other skins when I went with Teal. I simply use Teal everywhere I can change my font color lol. I'll just use the default white color.
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I'm sorry I haven't posted a reply back to this topic, I simply forgot about it. Yes, I wasn't exampled 3 levels under the Enhancement levels as it's a level 12 IO. This topic, everything I read, and everyone I asked all say the same thing. It's treated like a set bonus and is always on as long as you're not 3 levels under the IO level. I'm getting confused about this to be honest, and not sure what to think. But then again I haven't played that toon since that incident. I'll do more testing about this and check. Thank you all for the replies, and sorry for being late.
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Okay so I've been making a lot of topics on this board recently. So I figure one topic to ask all my questions in is probably a good idea to not clutter the boards with questions from the same poster. lol
Anyways..my question for now. Defence debuffs. Do they affect your global defence directly? Meaning do they simply just subtract from your global defences? Or do they only affect a certain types of defences? I would test that but I don't have a toon that's good enough for reliable testing. Generally what I'm asking about is things like:
1) Defence provided by the "Luck", "Good Luck", and "Phenomenal Luck" inspirations.
2) Defence provided by shields from other teammates like Force Fields shields and Cold Domination shields...and probably can add Fortitude from Empathy to the list.
3) Defence provided by being within range for defence boost Auras from friends like Manuevers from Leadership, Grant Cover from Shield Defence, or the VEAT defence auras.
I'm leaning towards them actually just directly minimizing your defences regardless of the source of them, but I want to make sure of it.
Thanks in advance! -
I see...This sucks lol. Thank you both.
Quote:Oh, I never knew that. This is certainly useful, thanks for sharing.Originally Posted by Fleeting WhisperAlso, FYI: under the default keybinding, [Ctrl]+[Tab] targets the nearest enemy (what you bound Q to, which defaults to turning left) -
Okay so..starting off, I like to say that my Tab key is pretty retarded. It keep selecting the enemies who are far off the distance sometimes all the way across the map. I have real big trouble keeping "tabs" on close enemies for attacks or debuffs unless I'm actively selecting enemies with my mouse. Which really annoys me since it severely limits my right hand to mouse control where I can be doing things that are much more useful generally like using numpad keybinds and stuff. On my Brute (my only Melee toon) I had to bind my "Q" key with "target_enemy_near" if I wanted to have any chance of selecting a near by mob to attack. Because when the mobs are too packed (and my Tab key being it's retarded self and selecting enemies from the mob that's far away) it's sometimes hard to individually select a baddy to attack with the mouse. Maybe it's just me, but I do have that problem. Using that bind isn't exactly the best solution because then I can't switch between nearby enemies. I can use the custom selection binds like "target_custom_next Cyst" for example, but a bind that can effectively toggle between enemies is something I can't seem to be properly do.
So...if someone can be gracious enough to give me a bind that I can use on my tab key that will work properly? I.e, toggle through enemies, going from nearest to furthest? Because my Tab key is driving me insane.
Thanks in advance! -
I like having Veng on my Emp. Because like it was mentioned before I join a lot of PuGs. Especially PuG ITFs and STFs. Sometimes on a bad PuG (Power Boosted) Vengeance is the only thing that would enable a really bad PuG to turn the tide into their favor. I have mine slotted with three Membrane Exposure HOs (ToHitBuff and Defence Buff [and recharge, but that's useless in Veng]) for maximum efficiency. When the Group is too poor to handle Rom properly, or end up pulling all four AVs in the STF and the team can't handle them, Veng will really be the boost the team needs for a good breather and start kicking stuff around. It also gives me a good amount of time to refresh my buffs on the people on who need them (especially the CMs on the Tank while Ghost Widow is alive). So yeah, on a good team Vengeance is rarely used (and if someone DOES die, it usually means the team is in a real pinch, in which case it can save from a team wipe). But on PuGs it has its uses more frequently.
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Quote:I would add the rest of the Adjusted Targetting set on Aim and Build up if I wasn't already capped on the Global 9% Accuracy bonus. So that renders adding the set pretty pointless really.Thats a very nice build.
Just a quick glance there are a few things that leap out. On Aim and Buildup you might was well put in the other pieces of the set instead of recharge commons, snapshot is missing and tk thrust is usually more useful than mindprobe ymmv.
As for Snapshot..I would like to squeeze it in there but there really is no place for it. Besides, With all this recharge I can continuously cycle through Aimed Shot over and over with like less than half a second downtime between castings.
TK...never looked that way to be honest. I never imagined it to be a Melee type attack, so I immediately went for Mind Probe because I needed somewhere to slot the Kinetic Combat set. I will exchange Mind Probe for TK thrust on the next respec.
So far I've used merits to buy a lot of the expensive IOs I need. I got 3 of the LotG recharges I need, the 5 Kinetic Combat recipes I needed to complete my sets, and the two Steadfasts. Posi sets and Decimation sets are relatively cheap and will come by rather quickly. I've replaced the Decimation set in Blazing Arrow for Apocalypse (still missing one recipe to complete the set).. So in two/three days I should have all my sets ready aside from the Coersive Persuasion/Fortunata Hyponsis ones. Till I get them I have an Emp on Auto-follow buffing me up with Fort and Adrenalin Boost.
At any rate, thank you for all the comments. Been very helpful -
Not sure about Electric Armor, but I know for sure that Elude can NOT be made permanent or even close to it. On recharge cap you'd have something like 50 seconds downtime between castings.
If I remember properly, to know if a power can be made "Perma" or not, divide the Recharge time by 5. Then compare that value with the duration. If it's larger then it can't be made perma. If it's smaller then it can be made perma within some amounts of global recharge.
Ex:
Elude has a 1000 second recharge timer and a 180 second duration.
1000/5 = 200
200 > 180
which means Elude cannot be made perma.
Ex2:
Hasten has a recharge of 450 seconds and a duration of 120 seconds.
450/5 = 90
90 < 120 which means the power can be made perma.
To know how much recharge you need to make the power perma use the following formula
([Recharge/duraction] - 1) * 100%
so applying that to Hasten
([450/120]) - 1) * 100%
([3.75] - 1) * 100%
Which totals to needing 275% Recharge to get Hasten to be made perma.
Slotted with three level 50 Recharge IOs that's 99% Recharge.
Hasten itself adds a 70% Recharge reduction bonus. Pumping the amount of recharge available to 169%.
Meaning you'll need 106% Global recharge to make Hasten perma.
EDIT:
Looking at Mids...
Strength of the Will (Will Power) and One with the Shield (Shield defence) are the only T9 powers that can be made perma. Elude (Super Reflexes), Power Surge (Electric Armor), Overload (Energy Aura), and Unstoppable (Invulnerability) cannot be made perma. Fiery Aura and Dark Armor have self-rezzes as a T9..which is useless but meh. -
Quote:My build is not THAT expensive. Not to mention I do TFs a LOT so most of the expensive IOs will come from that (aside from the purples obviously). I get 154% Global recharge with Hasten. But only two purple sets in. Adding any more purple sets will only net me 3.75% Additional recharge since all my powers have sets for recharge in them. Now, with the amazing idea of base empowerment buffs you suggested, that's an additional 20% Recharge putting me up to 174% Global recharge...that's 2% off Perma Hasten. So I guess pushing in an additional Purple set for Perma hasten IS worth it. I know I'm skimping on Recovery but with Drain Psyche and the Recovery empowerment buff (I have 6.75 Extra End from sets, plus the Atlas Medallion and Portal Jockey as well) I should be pretty good off. And yes, I"m very willing to go each hour to recharge the buffs :PThat is what going to set your speed. 25 seconds per even con spawn is your max. That gives you an ok farmer and an excellent general purpose character. Then you get into questions of economic return. If your build costs 2 billion to make and takes you from making 100 million an hour to 110 million hour was it a good use of inf for you ?
The nicest farm build I have seen on the forums was posted awhile ago on the old board. It had 168% global recharge(with hasten), 10% global damage. Aim and Concentration were up every 19 seconds. The kicker was the build looked like it cost at most 400 million. That is a build that will pay off quickly
And yes, I WAS aiming for a toon to be good in both PvE and farming, so thank you for noting that.
Here's the build I have in mind.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1421;701;1402;HEX;| |78DAA593D96F125114C6EF14282D0581D252BAB374A5969637B7C468D5A44949683| |175495B9CC204C61220408DBCF907F8A27137A6263EFAE0835B8C7F9A0B9E73BE4B| |D5F8E804BEDFCC9973CFFDEEB97732772F7995BA775E19BEB58AD96CE62F92B6AC8| |62B6396EC4260AD61160E9AE55A2B9AAB9B8D83B65B2915D629F92DB35AB28AA90B| |8D42D96AB413DD70EEB05EAF355AA98C556D99957CC6ACDAF5C38AD9B26BD5E07A9| |552299EEADEF8B3B55A25B5619945ABD12CDB758F3CE7EA9655F4C9ED15BB546ED9| |D552509ED6AB77ECA6BD6F57EC563B78B96E17526BB54A91E6E099DB1172B748FF4| |9D5BD3A4EF59430AF7A9F09A69E0B965F002F050FFE4D8F213D8684398C4A63D414| |A9817497F19E90563D1F808F02E727E0B3602E297848EAC02887234B882BEFA6E0C| |416901304A9C52E29DFE971050C1E3A382C488704D3F4CAADDDBAE1D603B71ED8F4| |C26612DEA3A4FDA8E7E83FEAE10A91257134F65A9EA2788A53CD013DEF004281BF9| |0A0041F12942F26A147A47E6DC58F4E0CA21343E8C4103A31834E0C5285202A1841| |540803AC21143242E7084E878A683E260CEB050CBF11CBE1A33F9D278027A423B23| |11D6304A11860D0BCA3BAF5A359391F639B8209B43E8AD63B286F5CFB1B1F312421| |2270D29B49ED6112BB313504608B92D89B19CA98D6334DA30509AC7DE61DF056E0A| |37A71DDEC38EA2550288DB2BC93B3BAB3B3DF64B573DF05F33F809F404750A693B5| |A0D317B625B4780DB80EDC10246F0AF8D42CE9F4A51D099DDC05F680BC60F996C0A| |6EA29BDFA14DCAEC0E60A4CAF0405B7296F1565D52A5A3FE13CFEB41C0AA7BE17A7| |BE0FADEF43EB377EE7D18F2E95751E7F65CA9048CCD9FDF03AFF757DF176E7EADFF| |2905E65C9B26CB3ECB0ECB2ECB1982CFB2C0596CED7E3D1FE536CE834CB1996B32C| |F739C93D4032C0E265F1B19C60F1B30458422C61963196572C9D5F4557FD7C| |-------------------------------------------------------------------|
What do you think? Any suggestions? -
Yeah...I did see that table. However it's my personal experience that made me post this. I had the BotZ: KB protection slotted in Recall friend on my blaster. But towards the end of the Respec Trial mish I was getting bounced around a lot. And the bonus wasn't visible on my combat attributes screen. Even a lone Tank Smasher could knock me off my feet easily...
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Okay so..I was wondering. I know that set bonuses will work regardless of the power being activated or not. And some of the uniques will work for 120 seconds after the power has been clicked (or deactivated in case of a toggle). And if slotted in an auto power they will work all the time since they pulse again each 10 seconds renewing the duration.
What I'm not sure about is KB protection bonuses. They appear like a set bonus..but how exactly do they work? Do they go with the 120 second thing? Or are they treated like a set bonus and are on all the time?
Say I have a Blessings of the Zephyr KB protection IO slotted in Recall friend for example. Will it give me any benefit? And if yes how long will it last?
I *think* it only lasts for 120 seconds after I activate recall friend, or zone. But I'm not entirely sure...Because I tried testing it on a toon and when I first zoned the bonus was there on my combat attributes list. A while later I was getting knocked around like a rag doll, so I checked my combat attributes but the bonus wasn't there.
This inclines me to also generalize the question about all KB protection IOs. The Karma Protection and the Steadfast. I'm aware that those particular two are most often slotted in a toggle power (Like I tend to slot my squishies with Karma KB in either CJ or Frost Armor), but it never hurts to know, just in case (For example slotting Karma in Cold Domination shields).
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Quote:Well, my build has capped S/L defence and Aim/Concentrate up every 25 seconds. That not too good?There are a ton of Arch/MM builds on this forum. Just do a quick search and you'll find a couple dozen, easily.
Rather than specific builds, concentrate on the point being made there. Many Arch/MM go for a ranged softcap build, usually using hover. The point there is that Aim, Buildup, and ROA are the keystone to Blaster farming, with Aim and Buildup being the slowest of those powers. If you can only get Aim and Buildup on a 45 second recharge, then that makes for a terrible farmer, whereas a 23 second recharge makes you fast and efficient. The whole point of using Archery for farming is to get ROA up as fast as possible and to use its range as your safety net. Your safety comes from getting it off at range, then moving in to quickly finish everything off before they do too much damage to you.
Leave the softcapping to those that want to solo AVs. It usually gives up too many other things for anything else, imo, particularly in an age when you can tweak your difficulty to exactly your strengths. -
Quote:P.P.S. The build down the forum while very nice has a few problems. Blaster Farming moves at the speed of Aim and build up. Safety is achieved by killing everything before they get to return fire. That build sacrifices speed of recharge in Aim and Build up for capped defenses. Its more a general soloing build or a bad pug build, than a proper farmer.
Which build are you talking about? There were a few in the Thread. I'd like to know if my build is actually a bad farming build, lol. Because I just got my guy to 50 yesterday and am about to start slotting him o.o
EDIT:
Quote:Originally Posted by Another_Fan, 241337The last big thing you want before you have started dumping millions in your build is a base with an empowerment station. Get the increase attack rate empowerment. Its cheap to craft it lasts an hour and can replace up to a billion inf in IOs till you actually have them. -
Thanks a ton Fleeting Whisper. Now I can understand why Fire/Kins can farm so well, lol. You've been extremely helpful. Thanks again!
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It depends really. If I need a specific expensive recipe for this toon (or another toon) I get that. If not, just want the inf, I check the market.. And look at the supply of the "known" expensive things, see which one would net me the highest profit and go with that. Those couple of days the Miralce unique sells pretty good. I do at least 2 TFs a day simply because I enjoy them a lot. So merits are just a "side profit" to me and a good way to make quick money when needed.
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Quote:Sorry for being pushy. But would you know of a site where the "base" stats of mobs and/or AVs? I'm talking about things like Regen/Recovery Rate, HP, resists, defence (if any) and stuff like that?It's not available from the CoD dropdown lists. Unless it's player-accessible, you've essentially got to type it in manually, knowing the correct keywords. Or, you could check out my list of Red Tomax Categories on Paragonwiki.
I know it can be viewed in-game via the Power Analyzer MKIII temp power, but was wondering if there's something comprehensive with most AVs in it already? -
Thank you! That's an awesome link.
On a side note. Out of curiousity, anyone can tell me how much Damage buff% does containment add? -
Yep. I have to agree about that. I'm not exactly a numbers person. But I was asking about this keeping in mind the enormous amount of needed to achieve required recharge times.
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Sorry, my entire day yesterday was spent on SG teams. Didn't really have the time for AE. I'll do it today after work.
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Still, thank you. I have the power Analyzer recipe on my Emp I think..I can work with that. I'll post the data I find out
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Quote:Wow, neat. Thank you!Assuming that the AV does not have any defense powers you'll only need 1.00x Accuracy since you're to hit bonus will be more than capped.
I strongly recommend that you read this page:
http://wiki.cohtitan.com/wiki/Attack_Mechanics
But some of the things we'll be fighting WILL have defence powers ('sup Romulus). Although I don't really know how much defence they have.
Quote:There is a large difference between 38% defense and 45% defense. Based on your first question I'm assuming you're planning to fight +4s. At 45% a +4 Minion (with no to hit buffs) will have a 7% chance to hit whereas at 38% he'll have a 16.8% chance to hit. Against a +4 AV it's the difference between 10.5% and 25.2%. So going to 45% will more than halve the amount of damage you're taking as well as greatly reducing the chance of suffering cascading defense failure. Of course part of this depends on how much other mitigation you have, you may find that even at 38% you're perfectly safe.
Whether the softcapped S/L is enough depends a lot on what you're fighting, you'll probably be fine against Malta for example but Carnies will hurt.
Basically what we're doing is running a "super" team of 8 Fire/Rad controllers (Our leader ran a similar team in the past and they finished the STF in less than 45 minutes. And in the last mish they also pulled all 4 AVs at the same time!). And I'm trying to come up with a suggested build that will give us maximum efficiency [since we'll all have a second build dictated to run only when on a full Fire/Rad team]. So far the ONLY need I see for IO sets is raising our defences over the above mentioned values. -
Wow. Now I fully understand. Thank you all for the replies. It has been very useful. I've been trying to come up with suggested builds for a 8 Fire/Rad controller super team. It's amazing what 8 simultaneous AMs will do to the team! We most probably won't need a single set in our powers lmao. Unless we're planning on having softcapped defences in all positionals as opposed to softcapped S/L (using Rock Armor) plus 38% global defences to everything else (everyone has Maneuvers and combat jumping/hover).
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Getting this particular accolades so early is simply about having help with it. Vampyri and Warwolves are abundant in Striga isle. but they're all about level 20-25. So a lowbie can't take them alone. But on a team not only it won't take long to get both Silver Bullet and Slayer, but it will enable the lowbie to get the badges early. Then there's the Rescue the Fortune teller mish. Which is the last one in the 1-15 range in Oro if you're over 15. If you're under there are three different contacts you can get it from (names escape me at the moment) because you need to be level 25 to enter Oro for the TF obviously.. It's not exactly easy, so you'll want help on that, too. The rest are just history and exploration badges. So yeah, teaming is what you're looking for if you want Atlas that early.
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Aaaah. Thanks! Completely forgot about the AE, lol.
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Hmm..oops, lol. Thanks for the clarification. Anyone has anything to say about the rest of the questions?