Sprite Fire

Apprentice
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  1. Quote:
    Originally Posted by TriAngel_EU View Post
    • There's the duos that just play common game content - designed to be playable with just about anything - together. This can possibly be done at any level and is just for the sake of playing with each other, a friend or whatever, for the fun of it - nothing more in terms of ambitions.
    • Then there's the duos that aim to play through content designed only for teams, which is also what the OP mentioned he was inquiring about.

    • Both toons put out good damage.
    • At least one of them has a powerset capable of sufficiently effective debuffing such as - amongst others - the before-mentioned rad, cold or sonic, for instance.
    • The duo is able to cope with large spawns and ambushes of regular mobs either by one of them being able to sustain it all and having some form of taunting / crowd control or both toons being def softcapped either by themselves or with the buffs of their partner.

    as i said. a fire/kin troller + ill/rad troller probably should be able to pound on all end game content

    the fire kin with softcapped def, in pure fire/kin trolling fury, for crowd control, massive area death and damage boosts, while the ill/rad for foe debuff, and single target death.

    That combo should pretty much steamroll everything the game has to throw at you.
  2. i'm seeing a lot of arguments in this thread ignoring the blaster secondary. If all things were equal, and your only source of damage for a blaster were its primary, then yeah, corruptors (particularly rad or kin) can out damage and out survive a blaster.

    But blasters get a secondary damage set, which allows them, if you build them right, to put out some absolutely insane damage... unfortunately not quite as much as a /kin... but there it is.

    I do agree however, that Blasters, as a class, are a bit underpowered... They do about the same single target and area damage a strong scrapper/brute can manage, yet have none of the survivability. they need either a massive damage boost or a massive survivability boost. or a little of both.
  3. those of you talking about +regen...

    take a look at the build i posted again (the one with the vastly improved def); that build has monstrous Regen. I've played my WP tanker for a long time, i am well aware of how important regen and hps are.
  4. Quote:
    Originally Posted by Arbegla View Post
    But how many kinetic combat sets did you use? I didn't want to toss a few billion into my 9th or 10th level 50 alt... figured the resistance/regen route would work, and it has so far, plus its much cheaper then going lethal/smash def on a willpower tanker. (especially when you have to get combat jumping, and weave to do it, some like you said, even take maneuvers, in addition to slotted kinetic combats, and other +lethal/smash def sets)
    4 kin combats...

    but yeah... wp is pretty tough without softcapping it. toss a few erradications on it and you can softcap your en/neg def and come close to the fire/cold.
  5. Quote:
    Originally Posted by Arbegla View Post
    See,i went a different route on my willpower/fire tanker. I have very low lethal/smash def (i like like 20% or lower, mainly from set bonuses and such) but i have very high lethal/smash resistance. (67%, 90% with SoW up) and with the spiritual alpha boost i have upwards to 600% regen (over 1000% with full RttC up) and i last just fine on romans.

    Before i jump into a group i usually pop SoW, but when it crashes, i either hit orange inspirations, or just keep on dealing damage /fire melee on a tanker has 2 PBAoEs, and BU helps thin the herd out a lot when facing loads of romans. If i can survive the alpha, i can last forever, and I've tanked rommy with 0 issues on my part, even without SoW up and active. High lethal/smash resistance seems to work pretty well (stacked with high +regen, especially from the spirtual alpha boost)

    my main wp tanker has all softcapped positional defenses... and she didn't even take maneuvers to do it. She also has SoW for the few times she needs it. Generally speaking, WP is pretty easy to softcap... so i think you should look into doing it.
  6. your problem is your s/l defense.

    Crimorians are almost 100% s/l and their attacks all debuff defense. so what's happening to you is pretty predictable.

    you're slotted miserably as well... i kept your power selections and when you chose them, i reslotted everything.

    here. without changing your powers but just the slotting this was the result. You'll notice s/l defense is now 40... all your other defense is also in the 30s... you can get all of that higher with different power selections.

    The damage dealt will decrease slightly, if you alpha slot for damage you won't notice it anyway.


    As a personal comment about your build, let me say you have far too many attacks. a good tanker doesn't need 7 different attacks for it's attack chain. I assumed this is a concept build, which is why i didn't change any of the powers. But you'd do much better if you put combat jumping, and maneuvers on there somehow... slotted properly you'd softcap your s/l defense, and probably softcap or come close to softcapping your other positional defenses..

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Atom: Level 50 Science Tanker
    Primary Power Set: Willpower
    Secondary Power Set: Super Strength
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: High Pain Tolerance -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(9), S'fstPrt-ResDam/Def+(31), RctvArm-ResDam/EndRdx/Rchg(34), RctvArm-ResDam(50), Heal-I(50)
    Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(15)
    Level 2: Punch -- KntkC'bat-Dmg/EndRdx/Rchg(A), KntkC'bat-Acc/Dmg(3), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(13)
    Level 4: Haymaker -- KntkC'bat-Dmg/Rchg(A), KntkC'bat-Acc/Dmg(5), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/EndRdx/Rchg(13)
    Level 6: Indomitable Will -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(36), LkGmblr-Def(37), LkGmblr-Def/EndRdx/Rchg(37), DefBuff-I(50)
    Level 8: Rise to the Challenge -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(9), Numna-Heal(21), Numna-Heal/EndRdx/Rchg(31), Heal-I(37), ToHitDeb-I(40)
    Level 10: Air Superiority -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(15)
    Level 12: Taunt -- Range-I(A)
    Level 14: Fly -- Flight-I(A)
    Level 16: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(17), RctvArm-EndRdx(27), RctvArm-ResDam/EndRdx/Rchg(34), RctvArm-ResDam(34)
    Level 18: Quick Recovery -- EndMod-I(A), P'Shift-EndMod(19), P'Shift-End%(19)
    Level 20: Heightened Senses -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(21), LkGmblr-Def/Rchg(27), LkGmblr-Def/EndRdx/Rchg(36), DefBuff-I(48)
    Level 22: Knockout Blow -- KntkC'bat-Dmg/EndRdx/Rchg(A), KntkC'bat-Acc/Dmg(23), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(25)
    Level 24: Fast Healing -- Heal-I(A), Heal-I(25), Numna-Heal(31), Numna-Regen/Rcvry+(43)
    Level 26: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(43)
    Level 28: Rage -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
    Level 30: Boxing -- RzDz-Immob%(A)
    Level 32: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(33), RctvArm-EndRdx(33), RctvArm-ResDam/EndRdx/Rchg(33), RctvArm-ResDam(40)
    Level 35: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(36), DefBuff-I(46), LkGmblr-Def/EndRdx/Rchg(46), LkGmblr-Def(48)
    Level 38: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(42)
    Level 41: Focused Accuracy -- EndRdx-I(A), EndRdx-I(42)
    Level 44: Laser Beam Eyes -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(45), Dev'n-Dmg/Rchg(45), Dev'n-Hold%(46)
    Level 47: Physical Perfection -- Numna-Heal(A), Numna-Heal/EndRdx(48)
    Level 49: Resurgence -- EndMod-I(A)
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 0: Portal Jockey
    Level 0: Freedom Phalanx Reserve
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Heal(A), Numna-Heal/EndRdx(43)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(17), P'Shift-End%(45)



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  7. i did both trials on the first shot with my wp/db tanker...

    though i will admit, the "Lambda" trial beat me up and spit me out. i found all the -regen & -rec to be murderous... throw in the "new" softcap of 60 def and it was pretty rough going at times.

    That said, once i got the hang of it i was able to gather mobs or even solo them... while taking down crates.

    Marauder however... yikes... i could take his novafist... (it only did 2800 damage to me. and i have about 3100 hps)... the problem was after taking the punch you're pretty much 1 hit away from falling, and all the constant damage you're sucking from the mobs cancels out the nice regen my wp has...

    so... yeah. Lambda was rough. I had no problem on the other trial... the avs aren't close to marauder, never even came close to dying in that one.
  8. 80% of damage sources in the game have a lethal/smashing component.

    i'd softcap s/l...
  9. in my experience you need 60-75 def to not die in these trials as a tanker. even then there are auto-kill attacks and the like...

    you're going to die; get used to it. I found i am running my SoW and a small purple a lot on these trials... and while my wp has a lot of defense she feels pretty squishy sometimes.
  10. Quote:
    Originally Posted by Infernus_Hades View Post
    Electric/Cold Controller and an Electric/Spines Scrapper.

    Endless endurance and the Ice shields along with the debuffs make this an amazing pair.

    excellent combo.

    I would think ill/rad troller and a fire/kin troller probably could crush the game without much trouble too. frankly that combo might be able to clean up anything in seconds.
  11. WP is like that... the more foes around you the tougher you get. glad to see you discover what it's like to pwn.
  12. Quote:
    Originally Posted by Brakkus View Post
    Greetings all!!

    I have a question, I have been playing this game for several years now and have never killed an AV or GM solo...

    I have a Stone/WP brute, a Fire/Dark corr, a Dark/Fire scrap, a Stone/Ice troll, and a Ice/Fire tank all at 50, can any of these defeat one if built properly? If not, what AT can do it with the least amount of money spent and/or the greatest ease? Money isn't too much of an issue I guess, I just don't want to invest in a character to have him/her not do it. I have read in the individual forums and seen that this corr can or that troll can, but which is the best overall (if there is such a one).

    I would like my next build to be an AV/GM slayer.

    ANY and ALL advice will be greatly appreciated!!!!

    Brakkus
    doubtful any of those will be able to manage...

    to solo either you need -regen more then anything... so Cold Dom or Rad will probably be required.

    Ill/rad is a GM/AV killer. there are others that can manage it... i'm sure you'll get some ideas... like i have heard that a mm with /poison can do a good job as well.
  13. Quote:
    Originally Posted by roborg View Post
    ok i was wondering what would be the best at, primary, secondary, and build for an iron man type toon? i am having truble with this as iron man type guys have melee, ranged, and armor. i was thinking about a rad/em blaster with io sets geared for res. what do you think about this?

    Probably a fire/en blaster. Get Force as your epic, force of nature, personal force field and temp invun... between temp invun, force of nature and toughness you'll be able to mostly softcap your res... with proper slotting you might be able to build a solid def.

    here is something i pulled together in 5 minutes for you.

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Iron Man: Level 50 Science Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Energy Manipulation
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Force Mastery

    Hero Profile:
    Level 1: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(34), Decim-Acc/Dmg/Rchg(43)
    Level 1: Power Thrust -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(15)
    Level 2: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(3), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(15), Posi-Acc/Dmg/EndRdx(43)
    Level 4: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(5), RechRdx-I(40)
    Level 6: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(7), Zephyr-ResKB(11)
    Level 8: Boxing -- Acc-I(A)
    Level 10: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(11), RedFtn-EndRdx(13), RedFtn-Def/EndRdx/Rchg(34), RedFtn-Def(34)
    Level 12: Aim -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(13), RechRdx-I(40)
    Level 14: Fly -- Flight-I(A)
    Level 16: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(17), RctvArm-EndRdx(17), RctvArm-ResDam(37), RctvArm-ResDam/EndRdx/Rchg(37)
    Level 18: Blaze -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(19), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(23), Decim-Acc/EndRdx/Rchg(43)
    Level 20: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(21), RedFtn-EndRdx(21), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(37)
    Level 22: Assault -- EndRdx-I(A), EndRdx-I(23)
    Level 24: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(25), GSFC-ToHit/Rchg/EndRdx(25), GSFC-Rchg/EndRdx(36), GSFC-ToHit/EndRdx(36), GSFC-Build%(40)
    Level 26: Blazing Bolt -- Decim-Acc/EndRdx/Rchg(A), Decim-Acc/Dmg(27), Decim-Dmg/EndRdx(27), Decim-Dmg/Rchg(31), Decim-Acc/Dmg/Rchg(42)
    Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
    Level 30: Conserve Power -- RechRdx-I(A), RechRdx-I(31)
    Level 32: Inferno -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-%Dam(36), Oblit-Acc/Dmg/EndRdx/Rchg(42)
    Level 35: Power Boost -- RechRdx-I(A)
    Level 38: Total Focus -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39)
    Level 41: Personal Force Field -- DefBuff-I(A), EndRdx-I(42)
    Level 44: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(45), RctvArm-EndRdx(45), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(46)
    Level 47: Force of Nature -- ResDam-I(A), S'fstPrt-ResDam/Def+(48), RechRdx-I(48), RechRdx-I(48)
    Level 49: Bone Smasher -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(50), KntkC'bat-Dmg/Rchg(50), KntkC'bat-Dmg/EndRdx/Rchg(50)
    Level 50: Musculature Radial Boost
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Defiance
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Heal-I(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(46), EndMod-I(46)
    Level 4: Ninja Run



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  14. Quote:
    Originally Posted by dave_p View Post
    You completely miss the point, and you may want to at least skim over the rest of the thread. It's not that 1 AoE shot for 450 (or, you know, 710 w/Musculature) replaces a blaster. It's 8 of them on a team (more on a league). And it's by ppl who can better debuff crowds, or just ignore any return fire, than blasters. So tell me again why a team of 7 nuking defenders/controllers/scrappers/tanks will want a blaster.

    because no other AT can destroy a 8/3 mob in less then 10 seconds solo (including bosses).

    I don't know any other class that can do that. Sometimes i wonder if people who play blasters just spend all their time slotting to cover it's weaknesses and not slotting to play to it's strengths. As far as i'm concerned a blaster should be able to do more non-stop DPS then the next 3 members of your team (single target or group) and the most burst damage of any AT (i call burst 10 seconds, in 10 seconds if you can't drop a full mob of +2 or +3 foes including bosses then you need to re-examin your slotting... 10 seconds because that's about how much time you have with your buildup and aim)

    I don't solo much, might be why i'm building my blasters for 100% base damage buff, 160% base acc buff, and 90+% to hit buff. Throw on musculature, and all your attacks will be buffed well over 100%... maybe this is a weird way to build... but it seems to work just fine for me... even when i solo, nothing lasts long enough to threaten my blaster even with it's almost non-existent defenses.
  15. i believe LR's attacks are mostly Smashing and Energy. softcap those and you shoudl be alright against him
  16. Quote:
    Originally Posted by Angelxman81 View Post
    Im curious because, I dont see people playing this combo and I dont see any build either.
    Im having a lot of fun with my new MA/FA scrapper. Lvl 37 after a week.
    I plant to use blaze mastery and Pyronic judgment when I20 is released.
    Thematic reasons.
    Anyone got a build for this combo? Is so fun, I think she could be my new main!
    I'm glad you're having fun! i love FA on my Fire scrap... so i definately understand why you're enjoying it. however, to answer your questions...

    i suspect it's probably because FA is a little too squishy to be a "standard" armor; the only builds that seem to use it a lot are "Farming" builds who take advantage of all the extra damage it does. Since MA is mostly single target huge KB damage... and all the KB knocks your foe out of range of the Damage auras and out of your end recovery aura... there just isn't a great deal of synergy there.

    Generally most like to mix FA with Fire or Spines or for farming purposes... beyond that it's just no popular.

    That said as long as you're having fun with the combo then it seems like it's working just fine for you.
  17. Sprite Fire

    Dual Blades

    db isn't bad for tankers. the problem is it requires a LOT of different powers to work right and string together a serious attack chain.

    For a long time i lamented DB with my WP tanker (though WP is a GOOD choice for DB), but as time has gone on, i've found myself more in love with the powerset. It's not the best, but it has respectable DPS... and a LOT of cone/aoe attacks.

    Would i suggest DB to others? Depends... personally i think it's solid. Nothing amazing, nothing terrible. You'll get more single target damage out of other sets... but that's made up for the fact you'll get solid area attack dps from the set.

    good... not great... has good synergy with WP.
  18. Quote:
    Originally Posted by Ribic View Post
    I'm fairly certain that's no longer an issue. They turned of the bane summoning and changed him so he now uses that ranged channel gun power. Which also drains end.

    Softcap would work once the blue tower is down (it's where the 25% to hit buff comes from) as long as you have a heal of some sort. Would need soft capped def to S/L and E/N - My Energy res capped Lect/Elec tank needed external heals when LR started using that channel gun on me. 400 dmg every 8 seconds or so hurts. a lot. Side Note: Grounded sucks. I have a -KB IO in grounded for those time I'm using T-Strink or Lightning Rod, and even with that and grounded Running LR still managed to knock me back with his channel gun.

    Softcapped WP would be good, but if one was to actually try and go toe to toe with LR you would need 70% S/L/E/N def and a decent heal (aid self would work). Getting an Icer that high wouldn't be too hard, but would you want to play the resulting toon? I'll have to play with mids and see. Also note, you'll be susceptible to RNG hate. 2 shots in succession while the red tower is up will flatten you. One shot should be doable as you'll have Aid Self, hoarfrost and hibernate, but 2 in a row and you're most likely done.
    with a few purples you don't need to do the coward method of hovertanking. My WP tanker is softcapped across all damage types (except psy). Chew a single med purple inspiration, stand toe to toe with him and wait for the team to take out the blue tower. once that's down you don't even need the purples anymore.

    game over.
  19. Quote:
    Originally Posted by dave_p View Post
    If you haven't read up yet, check out this long, but excellent description of the first 5 Incarnate slots by dispari. Then look at Judgement. As an example, we have:

    Pyronic:

    Base stats:
    428.36 damage
    80 foot range
    Targeted AoE
    25 foot radius
    16 targets max
    AoE, fire
    1.00 activation time
    20.00 endurance

    That's base damage. T4 w/T4 Musculature will do over 700 pts of damage. W/no crash. From range. W/a 24 target cap.

    It's also not scaled for ATs. Which means if defenders do the same damage, but can debuff the crap out of their foes first, they win. Scrappers & tanks w/far superior defenses doing the same AoE damage: win. Controllers are already win machines, and they just get more win (at least no containment, but does that mean no defiance for blasters?).

    Granted, it has an unenhanceable 90s recharge. On a team of 8, all w/Judgement, who notices? For long term AoE DPS, will blasters still be king? I *think* so, but the gap will be shrinking, mightily.

    Similar arguments may be made for other ATs as we get massive buffs, debuffs, pets, and likely crowd control in the future as well. I still think the AoE damage gap is closed the most w/the addition of the Judgement slot.

    And yes, this is 45+ content only, so 1-44, blasters will still rule the damage game, but as we have more and more end-game focused content, I can see less need (insofar as any AT is "needed") for a blaster going forward.

    Thoughts? Cries of Dooooooom? Or are we just happy to get more fireballs?
    If you're concerned about a single AOE shot that does just 450 damage then you're not playing your blaster right. I was concerned Judgement was too weak to bother spending threads on it with my blaster.

    Sorry. I already melt mobs in one attack chain with my fire/en, one more aoe, while nice isn't really going to do much more then add a level of overkill to the pwnage. Might be nice to add one more PBAOE on my dp... but really... barely needed or wanted.
  20. you might have fun with devices if you're doing a theme build. It's not amazing but i find caltrops and cloaking device really round out all the massive AOE nicely.
  21. Quote:
    Originally Posted by Kelenar View Post
    Nothing annoys me more than a hesitant tank. Pretty much, if I'm on a character that has a 50% or so chance of taking the alpha and living, and the one who's supposed to be taking the alphas is being a slowpoke, I'm jumping in. Debt barely slows down levelling these days. It's just a little bar that measures how much awesome you've generated recently. (If you're not getting debt, you're just not trying to generate awesome hard enough.)
    That triggers me soloing more then anything else. If the tanker is staying until the very last member of the mob is dead, then he's not doing his job.

    His job is to gather agro, suck alpha, and possibly herd the mob into a tight group for mass aoe death. once the team has wiped out 50%-70% of the mob (depending on how the team is built, and the level of difficulty) the tanker should be jumping on to the next mob to set them up for the team.

    If the tanker can't grasp this or survive agro of a mob for a minute with no support, he shouldn't be tanking.

    When a tanker is taking forever, depending on the character i have i'll start to charge ahead. I like to make a joke about it if i faceplant. i like to say "something was wrong, i wasn't dying enough." I never expect the team to save me.

    My patience for a slow tank is zero when i'm playing my brute. i'll just charge ahead if he's dinking around. Same for my fire/kin and plant/kin trollers. All of my scrappers will charge ahead as well, though i am much more patient with them. I will randomly go off on my own with my blasters all the time. especially if the team is, in addition to going too slow, are doing a poor job condensing the mobs for my aoe attacks.

    Of course my tanks never move too slow =D
  22. Quote:
    Originally Posted by FlyingCodeMonkey View Post
    Having seen it happen plenty of times, I'm basically sick of the scenario where some small number of persons with a lot of resources and a lust for lulz decides to buy up all of (whatever) and relist them at higher prices. This especially applies to common salvage bits like Ruby or Nevermelting Ice. I'm sure it's fun for them, but I don't know why it's more tolerated than any other form of griefing.

    What I'd love to see: some kind of account-wide market throttle on purchases. Basically, do some data-mining. Figure out what is the maximum possible number of X salvage that a person might need to fully equip a level 50 character, all at once, no matter how strange the combination of inventions and sets. Then set the throttle: your account may buy no more than 2x or 3x of that thing in a 24-hour period. Maybe that means a maximum of 50 or 100 Fortunes per day. As an IO manufacturer, I could live with that.

    Yes, craft badging would take a little longer. Been there, would be fine with that, too. So maybe it takes a full week to get all the craft badges. You can spend that same time getting the Day Job for Went's, so it works out.

    If that's too big a technical challenge, then administratively punish accounts that engage in market griefing with temporary bans. It should be pretty easy to identify the accounts and even distinguish them from badging, since they involve a huge number of Buy transactions and I'd suspect little or no corresponding crafting, along with the commensurate resell transactions and drastically-diminished supply.

    But, no. Instead, we have a transaction throttle. So if I sell a full selection of 22 items, and I click the "Get All Inf" button, I'm automatically locked out of the UI for ten or twenty seconds because the "Get All" collection exceeds the transaction threshold. Cool.

    on Saturday i bought up the whole supply of both brass and carbon rods, and kept buying them (on virtue). Not because of market manipulation, but to craft the last 300 recipes to get my portable crafting table. by the time i was done, the price for brass and carbon rods had gone from 50 inf up to 35k.

    Took most of a day to do it too. I'd make the lvl.10 damage enhancements, then delete them, rinse and repeat. cost me (maybe) 1 or 2 mil inf to make those last 300+ enhancements.

    I'm sure there is market manipulation going on, but i also suspect badgehunters might be doing it too.

    No... i can't back your proposal.
  23. unless you're grabbing ice for a reason... i'd say you might like stone more as your epic.
  24. Quote:
    Originally Posted by StrykerX View Post
    That's generally true of AoE-heavy Blasters, though not all Blasters. An Ice/Energy Blaster isn't going to wipe out a +1/x8 mob with Frost Breath and Ice Storm no matter how much recharge he has, but on the other hand he might well take down a +4/x1 mob pretty well. But I've never seen any Blaster that can even come close to soloing the same spawns a Scrapper or Brute with the same amount of inf invested in them can handle... by the time you get your Fire/Energy to the point he can obliterate +1/x8 mobs a SS/Shield Brute or Electric/Shield Scrapper is taking on +3/x8 with bosses. That's what I meant by saying Blasters were more team focused... for a given investment they tend to be able to solo weaker enemies than several other ATs. On the other hand, while an extreme damage Fire Blaster probably can't solo on +4/x8 he can cetainly speed up clearing a +4 spawn on a team more than the guys who can solo +4s will... he has more damage than they do, he just needs a little help staying alive long enough to use it.
    right now, my "no def" lvl.15 rad/fire is taking down 8/1 mobs solo... i can't wait to see it at lvl.50 with 40~ish def across all damage types and 7 more AOE/PBAOE attacks.