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I just lost 60 million inf from the market, and it wasn't my fault!
I pulled several recipes from the market that I had decided I listed too high for the rate of sales that I wanted. They did not return to my inventory.
3 recipes bought for around 60 million. Gone.
I'm not upset that I lost 60 million. I'm upset that I lost the profit I would have made from flipping those.
The word filter keeps me from expressing my true feelings right now. This will have to do:
I'm waiting for a GM, so I wanted to come to the boards to complain while I wait. Has anyone else had a case where the market just failed to give you your stuffs?
GIMME MAH STUFFS BACK!
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Quote:Which is what makes it incredibly difficult to give a blanket statement. Team composition plays a significant role, and given how variable it is, this makes predicting the ideal team difficult. However, in general:This is indeed interesting from a purely novelty point of view, but it still does come down to speed, which in turn comes down to reward per unit of time. How those balance against each other is complicated, but that's what it comes down to, because at the end of the day, that's what really matters. "How fast can I reap the rewards," as it were.
Lieutenants in general give a higher rate of xp/time. However, on some teams lieutenants do not last long enough for your kinetics to buff the team from fulcrum, and the damage potential of the team is lost. This is the point typically where boss farms become more efficient with XP/time. However, I'm loathe to say this as well, as this encourages a mentality that believes a certain powerset is required to play the game properly.
Quote:It's probably also worth looking at how the Super-Sidekicking system will affect the whole thing. You speak about +5 enemies, which, unless the new difficulty setting go beyond Invincible, shouldn't be possible come I16. Challenge levels 1 and 2 spawn even cons and +1, challenge levels 3 and 4 spawn +1 and +2 and Challenge level 5 spawns +3. If I had to take a guess at how things will work, "challenge levels" will be stripped down to three levels and "enemy numbers" settings will fill in the gaps and expand that way.
Actually, I have to applaud the developers for making such a careful change that reduces the ideal speeds for powerleveling while making minimal impact to team play (and actually improving team play). I like the new system.
Quote:I gotta tell ya', I won't miss that overcomplicated system (or rather, miss it having such an effect) when everyone's roughly the same level. -
You want a KB IO. When activating LR, you are high enough off the ground to lose your KB protection, so you often land on your butt. I should have made a huge character for that.
Now, if you aren't using grounded as a mule, I recommend placing a steadfast IO there instead. The negative energy resistance is negligable and your energy resistance will already be capped from slotting your other armors once you grab grounded. Then you can use combat jumping's slot for something else more useful, say a LOTG 7.5 for a Karma 6% to-hit. (yeah it says acc, but it's to-hit). -
Not every archetype is for everyone.
With that said, I think you're looking for end-game performance mid-game. You simply won't get that without good teammates.
To get you interested in brutes, I would recommend a primary powerset that is heavy in knockdown. Dark is a great ST set, but lacks the visceral SMASH you get in others. Knockdown also is a great form of mitigation, which can help you take alphas.
There's the generic SS/WP, which is a fun build, even if it's incredibly popular. You mentioned SR, so there's always Mace/EA. All jokes aside, it's a pretty good set now. It isn't cheap to build, but it can be tough.
However, I think I'm going to recommend you stick to willpower for your brute, but look for a different primary. Try superstrength, stone, or warmace.
Quote:Rise to the Challenge is an offensive toggle and can be dropped if you are mezzed. It happens, but rarely.I've also found that some things can de-toggle my Rise to the Challenge. I don't know what or why, but it's annoying to find it off. -
Quote:I'm not sure the brute community has group of number crunchers like the scrapper community does. However, I do recall Bill Z Bubba doing some work on them.I would ask if the members of the CoV BRUTE community share and discuss from their experiences the smoothest attack chains that are possible from EACH of our Primary Power Sets. I have yet to see a comprehensive post or webpage that lists good smooth DPS effective and Endurance efficient attack chains for ALL the Power Sets in one place.
Me myself I just mash buttons when they become available
What makes it difficult is brutes may have two attack chains - one for damage output, and one for building fury. I know I do this on some of my brutes. -
The method of doing this will not be possible in issue 16. There are two methods of doing this. The first method, which is the one I think yasfan is referring to is more of a 'trick', and so I think witholding this one is a good idea.
The second method was a feature added to issue 15, and I have no problem mentioning it as it was intentionally put in place.
If you look under mission parameters, you can set the minimum and maximum level of your mission, which also affects the team's level range. One other point to note is that your difficulty settings have an impact as well. For example, at +5 difficulty, the minimum SK level is actually 2 levels under your set minimum level, while at +3 or +4 it is 1 level below. Therefore, you would want to set your minimum to 47 if you intended to SK to 45.
This practice is not common as fighting +7s is not easy and will most likely frustrate anyone lackied to this level. In short, if you're looking to design something that is team friendly, this is a very bad idea. You'll see this in chat:
"Hey I hit him! For like 1 damage lol"
"LEEEEROOY JENNNNKINS!!!!!111!!!!"'
"Rez PLZ" -
Quote:As a min/maxer, I love this kind of discussion. As there is potential for abuse, I will try to be as specific as possible without necessarily providing a cut and dry method for those that might consider this an exploit. I also wanted to state that I do not spend even a significant portion of my time in the game doing this, and have lately abandoned this altogether. I consider myself a powergamer - I want to know the best way to do something and enjoy optimizing my characters to be as powerful as possible. That is fun for me.The important metric, however, is time. A boss may be better in terms of units of experience per units of damage, but what is the average boss's metric for units of damage per units of time? All you're saying is that fighting bosses is more damage-efficient, but if those bosses take ages to kill thanks to a bloated hit points pool, it could well come out to an actually slower gain over time. And time is all that really matters if you're shooting for optimization.
Mind you, I don't have the actual numbers to claim either either way, but just looking at XP/Dam is incomplete.
Onto the topic.
Reward/Time is also an incomplete analysis. Team composition plays a significant role in kill speed. A good leader (which is rare) is aware of what the team can and cannot do efficiently. There are many AE PUGs that fail immediately because they do not have the capability of handling a boss farm. Others simply do not have the speed necessary to make it worthwhile. In both circumstances, the ideal for the team is an all lieutenant map. However, under an ideal team (you are damage capped and they are debuffed), an All-Boss farm becomes an ideal, however at that point, farming elite bosses or AVs is probably the true ideal.
In the spirit of discovering the ideal method for leveling a lowbie, let's outline a few basic points:
1) Travel time should be minimal. This includes travel time between mobs. The ideal would be that you are continuously saturated with enemies to ensure every AoE is capped for maximal efficiency.
--With this said, all boss spawns pose a significant challenge for many as you are now dealing with 17 bosses. Therefore, under this circumstance a lower level may indeed be the ideal.
--I could choose stone armor, but in doing so, I will reduce my potential damage output somewhat. More on this later.
2) Team size should be minimal.
--As rewards are divided among the players present, unless fellow players can effectively contribute by increasing the kill speed, they are dead weight.
--In practice, this usually means one level 50, one lowbie, and 6 fillers. This actually will drive the earned xp per kill of a lieutenant beyond that you encounter on the boss farms.
3) Achieving both damage and survivability is needed
--As such, brutes are quite effective at this role. Tanks and scrappers both can also perform effectively, however the balance between survivability and damage in the brute AT makes them shine.
--If you decide to increase travel time, controllers and dominators can easily perform well, however survivable melee AoE heavy ATs shine on certain maps where the entire time is spent at the aggro cap. I output a consistent 400 AoE DPS on my brute, while soloing. I have yet to encounter any other AT that can match this.
4) Difficulty Setting impacts reward
--As there is a percentage increase in reward, it is often toted that either +4 or +5 difficulty levels are the ideal for reward. Players often point out that +4 spawns an extra enemy, which certainly does increase reward, however considering that the map we are choosing to farm in already ensures that you are guaranteed to be at the aggro cap, +5 difficulty is ideal. Once the map is wiped clean, it can be repeated.
--We must also consider that by choosing the maximal difficulty, we are also increasing the mob level to +2, which reduces kill speed. However, the reduction in reward/time at lower difficulty becomes even more noticeable when using fills. The xp/time ratio is actually ideal at +5 in this circumstance.
5) Bridging
--When one powerleveled old-school, a bridge was needed to maximize reward. Under the current system, which is set to be eliminated, it is possible to set a map where the lowbie is 5 levels below you, earning rewards for enemies +7 to them.
--At this level, they can offer very little, if any contribution. There will be no enjoyment taken from this, other than watching the XP fly by. Put simply, it's BORING.
--I suppose the ideal AT to join in this brute is the /sonic corruptor. They can cast their AoE debuff on the brute and stay in range, but invisible, avoiding any aggro, and increasing the kill speed. There is a range to this power, so those thinking of making a sonic to doorsit will be disappointed.
6) Enemy type should be selected to minimize risk
--Certain armor sets can cap resistance to a certain element, such as energy or fire. Paired with some defensive slotting to the same element, the incoming damage is negligible.
--Bosses are high risk enemies. If you chose to go the soft-cap route, a few unlucky rolls guarantees a faceplant. Any time spent dead is time lost.
--I can run a SS/elec due to extreme survivability against energy damage and tremendous endurance management tools. A SS/fire can perform just as well against fire enemies at a slight decrease to endurance management.
TL;DR:
For the ideal metric for powerleveling, nonwithstanding exploits, lieutenant spawns allow a player to minimize risk while maximizing kill speed while maintaining a good reward value. Bosses increase the reward, however, increase risk and decrease kill speed, to the point that in the ideal setup of constantly being saturated, no AT or powerset can match the rate of reward/time done by a specialized brute farming their ideal enemy.
None of this will change AE gameplay. This process is incredibly dull for the person being leveled, and not many players truly enjoy this type of playsyle long enough to make this worthwhile. Boss farms will continue to be the choice for AE, due to the possibility of actively participating on a team, compared to doorsitting. Also, the level 50 that would powerlevel the lowbie in this fashion is intentionally reducing their rewards so that the lowbie receives the greater reward for less effort. As such, it is highly unlikely that this selfless act will ever be commonplace as it is not worthwhile for the 50 to do this.
I realize by posting this, I am opening a debate to the morality on maximizing reward. That is unfortunate. However, as I initially said, the exploration of what truly is the best and fastest is an enjoyable venture. There is no intentional posting of any exploit, and the one point which could be considered was intentionally left vague enough that no real information was given. Also, as I said earlier, team dynamics has a significant factor on reward/time, and a good team leader will choose missions that are both enjoyable and rewarding to players. Performing the method I outlined is not the ideal method for teams. -
Quote:I don't think the fury mechanics would need to be tweaked. If they aren't attacking you enough, you just need MOAR MOBS.Or maybe a tweak to the mechanics of fury generation. For example, fury can generated by having mobs around, or based on the hate list, instead of using mob attacks as part of the generation.
I've been wanting an ice cube with a fire sword since I heard about ice armor. -
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Quote:If you are talking a purely SO build, electric melee may have the upper hand on AoE capability. However, when you start getting better recharge, Super Strength outperforms the AoE capabilities of Elec. For sustained DPS, Super Strength is the way to go, but it requires some investment to get footstomp firing quickly.well... the topic says it all. what is the set that delivers the Most AoE damage in as little time as posible?
not taking into account ios if posible.
Thanks for Answers
In either case, both sets benefit greatly from recharge bonuses. The sooner Lightning Rod is up, the happier you'll be. -
FWIW, I would have answered the snark too had it not already been done.
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Quote:It depends on what you are farming.thanks for you responce, he wants to mainly have this as a farming toon..
I was searching all over on here for a decent build that will allow him to go thru a map without having to need a healer with him. will this allow him to do so?
-If you are farming nemesis from TV, then first off, you want a SS/WP or SS/Fire, not a fire/fire. Knockdown is great mitigation.
-If you are farming AE, you'll be concentrating on AE mobs doing mostly fire damage. Switching over to aegis in your armors for better fire defense on top of your resists will make a big difference.
When it comes to high-end farming, builds are often made for a certain map in mind, to maximize kill speed while reducing the risk as much as possible. In any case, the build I provided is fairly stable. However, a specialist for a specific map will most certainly outperform you. -
Same here. I'm actually replying to this post while waiting for my [other] post I submitted to finish. Ah, there it goes.
Yeah, it's sloooow. It certainly isn't a 'quick reply'
Heh. I made a funny. -
Quote:For what it is worth, I have never gotten that slow of download speeds from CoH's patch server. Check that there isn't something impeding your connection speed. I usually average around 200kbps on mine.I've just bought this game through steam, and installing COH is turning into an extremely difficult process. When I go to run it, the COH updater comes up, but it only downloads the patches at 2-3k/sec. That means the 150k patch it's working on is gonna take about 13 hours to download. Seeing how I have a broadband connection, and I've verified my download speeds are normal (350-450k/sec), I find this very puzzling.
If it's going to take all day just to download a 150M patch...well I got better ways to spend my time and money
Now, when I was downloading the patch for aion, I had 15k. That was due to extreme server load. It does not make sense that the servers would have that much load right now
As for the snark at the end, you'll find forumites are happy to highlight this and never really answer your question because of the snark. It's best to avoid it so you get the answers you need. -
Quote:From what I've tested, I think your friend is right. You can test this yourself.I have a WM/INV Brute and was trying to pick out my sets on mids. Originally I just went after stuff that gave me hp & positional defense. Then a friend told me that you don't get credit for both positional & typed defense. The enemey only has to roll against the higher?
So what would be the best bonuses to focus on for a /inv?
1) Softcap yourself to positional or typed defense
2) Bring a luck or two.
3) Find a single enemy and let them hit you, monitoring their %chance to hit you in the combat monitor. It should be around 6.75% for a minion.
4) Take the luck to raise your other defense.
5) You see no change in the %chance to hit you.
Now, it could be doing two separate rolls that aren't displayed in the combat monitor, but somehow I doubt this as it would make a positional and typed build nigh unhittable.
I could be mistaken, and if someone has the evidence to prove the contrary, I gladly welcome it. -
Quote:I think we will see it in issue 16. MMORPG.com had a recent interview with castle who said this in regard to patron pools:My money is on it not getting anything. Look how long it took them to fix the other sets and Mu was considered to be OK at that time, so I doubt you will see a 5th anytime soon.
Quote:Additionally, we also conducted a mini-proliferation pass on the Ancillary and Patron Power Pools, adding 5th powers to most Pools and adding Blaze Mastery for Scrappers. This has been something which people have been asking for since Fire primaries and secondary's were given to them. -
Not too shabby.
As always, builds are often suited to personal taste, so take what I say with a grain of salt.
-I like using buildup with lightning rod, so I like keeping a parity in the recharge in both powers. Your buildup is 2 seconds slower. I suppose this isn't as big of a deal when you consider that it takes about 2 seconds to animate LR.
-I also don't see a tremendous value in slotting grounded that heavily. You can already cap your nrg res easily, and the small neg res bonus you get is negligable. I guess the set bonuses are nice, but meh. I can do a little better putting the 6th slot in the oblits and 2 slotting it with steadfast for KB prot when jumping in the air and moving the 3% def unique over for the recov bonus.
-A few more slots in weave are always nice if you can spare it.
-Lightning field is a great source of AoE damage. It outperforms the patron AoE's.
Overall, interesting. I've been considering a second build on my elec/elec/mu going the S/L route, and I'm sure I'll borrow some of your ideas. -
Quote:Somehow, I think when Castle said 'unfortunately', I think that he'd like to move it, but felt that he couldn't. I have no idea what would happen if the two powers were flipped and energize had a running enhancement in it. Maybe it would crash the game and make it impossible to even get to the respec screen in the first place.If it comes to late for scrappers then I am having a hard time understanding why its fine for Brutes?
Scratches head.
There has to be a reason besides the cottage rule. If there isn't, we need it moved too! -
The build is mediocre at best.
1) There is a more efficient way to slot Blazing Aura.
--Scirocco's Acc/Dam/End, Dam/End
--Multistrike Acc/Dam/End, Dam/End
2) I have no clue why LOTG Def/End/Rech is slotted in Combat Jumping. Throw in a KB prot IO like Karma or a LOTG 7.5 recharge. The min/maxer in me screamed at the current choice.
3) Hurdle and Combat Jumping pair better than Swift and Combat Jumping. You'll thank me later.
4) Stamina needs to be 4 slotted with performance shifter:
--Chance for +End
--End Mod
--Acc/End Mod
--Rech/End Mod
5) At this point I started focusing on the later power choices. The build is garbage.
--Ball Lightning is a decent AoE. Why it isn't properly slotted is beyond me.
--Why the designer chose 5 imperviums is beyond me. If you want the recovery, grab that and then get some better numbers frankenslotting.
--Obliteration is great in consume.
--Capping your fire damage is always nice with temp protection. Especially if you wander into AE.
--I just looked at stamina again. Stupid stupid stupid...arrgh. Fine I'll make a build.
The build I made is a hybrid of sorts. It has moderate melee defense stacked with resists to help your survivability. In severe cases, popping a single luck will drastically increase your survivability long enough to fire healing flames. Recharge bonues are mediocre. Recovery is mediocre, but you are also quite efficient with endurance. Accuracy is acceptable. In the very short amount of time it took to throw this together, it outclasses that build easily. It also is slightly cheaper as I did not use any purples. If you decide you do not want to go with moderate levels of melee defense, you can switch out two of the Touch of Death sets for crushing impact for 10% more recharge and 14% higher accuracy. If you placed a third crushing, I'd remove one of the obliteration sets, probably out of fire sword circle and frankenslot it for better endurance efficiency.
Now, there are better builds for certain purposes. For example, slotting aegis effectively in your armors can give you better defense against fire attacks should you choose to farm AE bosses. Melee defense isn't that big of a deal if you're choosing to farm nemesis, whereas tons of recharge helps keep that heal firing. You could also even get better numbers for melee defense with a different slotting approach. However, if you are looking for a general-purpose build that will be sturdy in most circumstances, this build certainly will get the job done - and much quicker than the one you posted.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Brute
Primary Power Set: Fiery Melee
Secondary Power Set: Fiery Aura
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Scorch- (A) Touch of Death - Accuracy/Damage
- (3) Touch of Death - Damage/Endurance
- (7) Touch of Death - Damage/Recharge
- (11) Touch of Death - Accuracy/Damage/Endurance
- (17) Touch of Death - Damage/Endurance/Recharge
- (48) Touch of Death - Chance of Damage(Negative)
- (A) Impervium Armor - Resistance/Endurance
- (5) Impervium Armor - Resistance
- (37) Titanium Coating - Resistance/Endurance
- (37) Aegis - Resistance/Endurance
- (A) Touch of Death - Accuracy/Damage
- (3) Touch of Death - Damage/Endurance
- (7) Touch of Death - Damage/Recharge
- (11) Touch of Death - Accuracy/Damage/Endurance
- (17) Touch of Death - Damage/Endurance/Recharge
- (40) Touch of Death - Chance of Damage(Negative)
- (A) Doctored Wounds - Recharge
- (5) Doctored Wounds - Endurance/Recharge
- (31) Doctored Wounds - Heal/Recharge
- (34) Doctored Wounds - Heal/Endurance/Recharge
- (36) Doctored Wounds - Heal
- (A) Karma - Knockback Protection
- (A) Crushing Impact - Damage/Endurance/Recharge
- (9) Crushing Impact - Accuracy/Damage/Endurance
- (9) Crushing Impact - Accuracy/Damage/Recharge
- (15) Crushing Impact - Damage/Recharge
- (15) Crushing Impact - Accuracy/Damage
- (A) Jumping IO
- (A) Recharge Reduction IO
- (13) Recharge Reduction IO
- (13) Recharge Reduction IO
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (39) Miracle - +Recovery
- (46) Miracle - Heal
- (A) Impervium Armor - Resistance/Endurance
- (19) Impervium Armor - Resistance
- (19) Titanium Coating - Resistance/Endurance
- (37) Aegis - Resistance/Endurance
- (A) Performance Shifter - Chance for +End
- (21) Performance Shifter - EndMod
- (21) Performance Shifter - EndMod/Recharge
- (40) Performance Shifter - EndMod/Accuracy
- (A) Obliteration - Damage
- (23) Obliteration - Accuracy/Recharge
- (23) Obliteration - Damage/Recharge
- (25) Obliteration - Accuracy/Damage/Recharge
- (25) Obliteration - Accuracy/Damage/Endurance/Recharge
- (48) Obliteration - Chance for Smashing Damage
- (A) Steadfast Protection - Knockback Protection
- (40) Steadfast Protection - Resistance/+Def 3%
- (A) Obliteration - Chance for Smashing Damage
- (27) Obliteration - Accuracy/Recharge
- (27) Obliteration - Damage/Recharge
- (31) Obliteration - Accuracy/Damage/Recharge
- (31) Obliteration - Accuracy/Damage/Endurance/Recharge
- (48) Obliteration - Damage
- (A) Scirocco's Dervish - Accuracy/Damage/Endurance
- (29) Scirocco's Dervish - Damage/Endurance
- (29) Multi Strike - Accuracy/Damage/Endurance
- (45) Multi Strike - Damage/Endurance
- (A) Scirocco's Dervish - Damage/Recharge
- (43) Scirocco's Dervish - Accuracy/Damage
- (43) Multi Strike - Damage/Recharge
- (A) Touch of Death - Accuracy/Damage
- (33) Touch of Death - Damage/Endurance
- (33) Touch of Death - Damage/Recharge
- (33) Touch of Death - Accuracy/Damage/Endurance
- (34) Touch of Death - Damage/Endurance/Recharge
- (34) Touch of Death - Chance of Damage(Negative)
- (A) Adjusted Targeting - Recharge
- (36) Adjusted Targeting - To Hit Buff/Recharge
- (36) Recharge Reduction IO
- (A) Recharge Reduction IO
- (39) Recharge Reduction IO
- (39) Recharge Reduction IO
- (A) Positron's Blast - Chance of Damage(Energy)
- (42) Positron's Blast - Accuracy/Damage/Endurance
- (42) Positron's Blast - Damage/Recharge
- (42) Positron's Blast - Damage/Endurance
- (43) Positron's Blast - Accuracy/Damage
- (A) Positron's Blast - Accuracy/Damage
- (45) Positron's Blast - Damage/Endurance
- (45) Positron's Blast - Damage/Recharge
- (46) Positron's Blast - Accuracy/Damage/Endurance
- (46) Positron's Blast - Chance of Damage(Energy)
- (A) Empty
- (A) Impervium Armor - Resistance/Endurance
- (50) Impervium Armor - Resistance
- (50) Titanium Coating - Resistance/Endurance
- (50) Aegis - Resistance/Endurance
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
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Quote:I have to side with Gruumch on this one. 50% S/L resist with tough is drastically better than the ~35% you would get without it, especially considering the vast amount of S/L damage in the game.Ok, guys:
Clouded, thank you for your advices, I think I'm gonna use some of them. Though, I'm planning to keep BoF as it is a theme for my character. And I think I'm gonna remove FS, I do agree that Scorch is a cool attack.
Gruumch, I do know Fire Brutes would like a KB prot, but I disagree with the rest of the set needing S/L res. I'm managing well, thank you. Actually, I think I'd prefer my current build.
Thanks for the advice
It also does depend on your playstyle. If you are wanting it for solo play or circumstances where you are not handling the bulk of the aggro, you will not need it. However, when you begin handling more than your share of aggro, you will feel squishy and healing flames won't come up fast enough.
Tough is a welcome addition on any brute build, with the possible exception of EA, which still benefits from it if you slot it with reactive armor. Actually, I'll go out on the limb and say Tough is one of the best pool picks for every brute. -
Quote:I believe the mechanics with fury were also later changed to include attacks you deal as well, so the results in beta may no longer apply. As there are many attack chains that have quick attacks, there are sets out there that let you sustain high levels of fury without being attacked. For example, take a DM/SR brute out to a rikti pylon and see for yourself. Most of that fury is being generated by you, not the pylon.
-rech in ice armor breaks fury. it was tested and proven in beta and thusly removed.
I think the reasons why we don't look at ice armor again have to do with our wannabe-ice Energy Aura. I still personally think we should. -
A lot of elec players, including myself have gone the route of the defensive build, either gravitating toward melee or smashing/lethal defense.
If you gravitate toward melee defense:
Obliteration: Thunderstrike, Jacob's Ladder (if you choose to get it) and Lightning Rod.
Touch of Death in: Charged Brawl/Havoc Punch, but NOT Chain Induction as the proc breaks the chain.
Titanium 6 slotted in armors gives you 2.5% melee def.
Tough/Weave: Steadfast protection in tough.
You could also 6 slot gaussians in buildup for good defense numbers.
For S/L Builds:
Reactive Armor in your armor sets 4 or 5 slotted.
Kinetic Combat in your ST attacks
There is no good S/L set for AoEs. You can use Oblit again.
Gaussian's in buildup.
Both methods work well at increasing your survivability. You do want to monitor your defense for a cascade failure, but barring defense debuffs, you will notice an increase in survivability.
edit: I would put steadfast in grounded. I'm not sure why I said tough. I think I was thinking of SR builds. -
I'm doing a very poor job at communicating.
I'm certainly proud of a lot of the numbers I'm capable of generating, which is a mix of skill, mission design, and build design. I understand your point now. In any case, the argument was over semantics. We both admit we can maximize reward. What I consider a good player does this in their sleep.
Quote:Will you be including optimized builds in a revised list of "extremist farmer behavior"?
Quote:Again, under the heading "extremist farmer behavior" you list farmers taking exception to the moral crusading of the Fainting Couch Social Club.
Defending yourself & your culture from assault is hardly extremist behavior.
I wanted to make the point that in this AE debate, emotions and opinions have become intensely polarized. I suppose I could have done a better job at this. -
Try exporting Mids in PhPBB format instead the Official Boards. You'll get your nice formatting again.
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I know that AE does have TV's redside DE/Freakshow map, which has several graveyards in it. I'm trying to remember exactly what it is called in AE. If I remember it, I'll edit my post. It's a fairly large map.