dave_p

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  1. What else are you going to do w/your 50s?

    I managed to get the rare Alpha on 9 of my 50s this first week of WSTs, and the next few WSTs will be faster & easier to run than the STF, and most/many ppl running them will be level-shifted. Should be pretty easy to run sub-60 min (prolly sub-45) Kahns all week long starting Tuesday, then LGTFs after that. Sister Psyche being the 4th WST instead of the ITF sorta hurts, but I still fully expect to have at least a handful of ultra rare Alphas ulocked by the end of the month.
  2. Quote:
    Originally Posted by Local_Man View Post
    Besides, you don't really want your confused foes doing lots of damage to or killing each other. The more damage they do to each other, the less XP there is available for you and your team to earn.
    While you absolutely should slot Roots for damage & damage procs, the confused mobs costing XP is a bit of a fallacy. Sure, the damage they do to each other does take away some of your XP, but then they're killing each other faster than you alone, which means an increased XP flow. I believe tests have shown it's a net positive at the end of the day. If you're on a high DPS team, it may end up being a tiny net negative, but likely not noticeable.

    As for slotting stealth powers for def, I slot some stealth powers (SI, SM, AF, the latter two don't suppress anyway), but then I build for def. Even after suppression, SI (and I guess Stealth) gives you 2.25%, which is about the same as Maneuvers (though only for you), and if that can get you closer to def cap, it's absolutely worth slotting. If you're sitting below 20% overall def, it's likely not. And of course, sometimes you're not attacking, but are at risk, whether from high-perception mobs or just AoEs, and the full 4.5% + slotting is nothing to sneeze at.
  3. dave_p

    Axe vs. Mace

    Mace has the better cone in Crowd Control, thus slightly better AoE output. Not horribly noticeable, but it's there.

    A thought just occurred to me--KD changes to KB on lower conning mobs. So how's that work w/the new level shift? Will level shifted Axe attacks KB lvl 50 mobs now? Haven't alpha'ed my SD/Axe yet so I can't test myself.
  4. Quote:
    Originally Posted by SpaceNut View Post
    I'll just chime in here, and mention that I've put together a Google spreadsheet with the updated incarnate information, so you can plan what you need to do for rares and very rares. The way it's set up in-game makes it hard to get an overview of the whole process, at least for me.

    http://tinyurl.com/IncarnateFlowchart

    Can't wait for Judgment, etc.!
    Thanks for the spreadsheet.

    May I ask how you got the requirements for the Ultra Rares? For example, you say for the Cardiac Paragon Core that you need "Any two (2) non-identical Cardiac Revamps." So any two should do, not just the two partials right? But in-game, the tree makes it look like you need the two partials, and not the Total Core or Total Radial Revamps.

    Been comparing notes w/a friend, again in-game, and I slotted a Total Core Spiritual while my friend slotted a Partial Radial Spiritual. For the Core Paragon, he is showing 1 of 2 revamps (plus the Note of the Well and whatever) while I'm showing 0 of 2 revamps. The wording also pretty much states you need the two Partial revamps, which would make the Total Core/Radials useless, which makes no sense. Can't imagine that's WAI...
  5. Quote:
    Originally Posted by LukeMinhere View Post
    A) Who said I distanced myself from number crunchers? You?
    Um, no. You did. Like right here:

    Quote:
    Originally Posted by LukeMinhere View Post
    I do not have the numbers to back that up anyway, not being a number cruncher.
    I'd bother reading the rest of what you wrote, but frankly, I think this should wrap things up nicely. Glad we had this little chat.
  6. Quote:
    Originally Posted by Brenzo View Post
    I want a Fire aura / ice melee / pyre master tanker. the goal of this toon is to be a AoE beast. to be able to take HUGE amounts of damage. and kill the huge mobs quickly. (well relatively quickly, considering its a tanker.)
    No builds, but please check out my Ice Melee guide in my sig, particularly to see why you should pick up Frost and not touch GIS, esp considering your stated goals.
  7. Got my Claws/Invul up to 21 & out of Praetoria over 2XP weekend. Fun toon to play, but I have to confess I had a *lot* more fun playing my Mace/WP brute instead, also to around 21 & out of Praetoria this weekend, all of it solo. I generally prefer scrappers to brutes too--I guess I'm wishing they'd port Mace to scrappers already.
  8. Quote:
    Originally Posted by Zombeh_Defendar View Post
    not even close to what happened
    Well, you didn't exactly elaborate w/your OP.
  9. I've never been kicked from a team either. Play storm, en/en blaster, whatever. I guess I don't play enough PuGs.

    Anyway, going back to the OP a bit...

    Quote:
    Originally Posted by Zombeh_Defendar View Post
    i offered to join a LGTF sunday night or maybe it was past midnight so monday (morning?) i was rejected because /rad isnt really a debuff

    and so i guess all us FF/Rad defenders cant really debuff things with irridiate can we?
    We're getting a very abbreviated summary here, and one-sided at that, but the situation could very easily have been:

    TF Leader [broadcast]: Looking to fill last spot LGTF, looking for debuffs.

    Zombeh: I'll join! I debuff!

    TFL: So what are you? FF/Rad? How's that debuffing?

    Z: Rad blasts! Debuffs def!

    TFL: Not exactly what I had in mind, sorry.


    So is the OP technically correct in that Rad Blast debuffs? Sure. Is that what most TFs look for when they advertise for "debuffs"? No. They're looking for Rad Emission, Cold, Son, Dark, TA, etc. They're mostly looking for -res for AVs w/a dash of -regen. If they had no other team member filling that need, they're likely not looking for a FF/Rad to take the 8th spot.

    Would I do a LGTF w/a FF/Rad and no other debuffer in the party? Sure, tho the last fight might take a bit longer. Still, if the TF was calling specifically for a "debuffer", I can't really blame them for wanting a different combo.
  10. dave_p

    Best Aoe Pets.

    What? Of course Fire has the best AoE pets. The Area of Effect just happens to be 3 mobs.
  11. Quote:
    Originally Posted by Dechs Kaison View Post
    Quote:
    Originally Posted by DanZero
    My main thing against defense is, when you die, it shuts off.
    Same with recharge bonuses.
    Not just death either. W/no or low def, but great rech builds, you're also much more susceptible to being mezzed, sapped, etc. Sure, you can still fire off your T1 & 2's, but no BU, no nukes either, no matter how high your recharge.

    There's a 40+ blue-side tips mish w/waves of Malta coming after you. I used to wonder why some of my friends complained about soloing that mish w/squishy ATs until I tried it w/my high dam output (read, high rech), but almost no def blaster who'd just hit 40. Got pasted multiple times from the stupid sappers. Even going in w/insps, they run out as the waves are spread thin, and the #s aren't there to get more insps. Never, ever have a problem w/that mish on any of my high-def toons, blasters or otherwise.
  12. Quote:
    Originally Posted by LukeMinhere View Post
    Just being plain, to a plain guy. No insults intended. Dave intended to insult me with his post, so I replied.
    LOL, hurt feelings much? Look, I wouldn't have even stepped in this quagmire (and it was festering merrily w/o me) until you said this bit of stupidity:

    Quote:
    Devices is not for number crunchers. It is for strategists.
    So what does that mean, exactly? Number crunchers (a group you've distanced yourself from) don't know tactics (that's a better word for what you're talking about, btw--strategists would pay more attention to builds and team makeup)? Have you soloed multiple AVs? GMs? Can you take out a pylon in under 5 min? Do you know what these feats have in common? A good build (hint: number crunching helps) & good tactics. Guess which is more important?

    Let me say it again for you in bold. This is an easy game. You don't need extensive tactics or setups for 95% of the encounters in this game. Unless you don't pay attention to the numbers, blunder into builds you don't completely understand, and then maybe you actually have to be "careful". Most of us who know better will blaze through stuff and only slow down to delete stacks of useless salvage. But, hey, as long as you're having fun, right?
  13. Quote:
    Originally Posted by Santorican View Post
    David your endurance usage brings me pain lol. I'm going to figure a way to go through and lower it, more than likely you'll take a few decimal percentages of defense but I think the trade off will be more beneficial.
    Yup, which is why I said, "Might be better not muling out Brawl and settling for a 40-ish S/L def, at least til Cardiac boost is available." That's definitely an end game, incarnate-only build. For exemping down, a 2nd/3rd build sitting at around 35~40% S/L def is prolly best.
  14. dave_p

    The best?

    Quote:
    Originally Posted by Call Me Awesome View Post
    Now what kind... it sounds like you're looking for AOE primarily which typically would mean Spines or Electric Melee.
    Fire too. I got both a Fire/Fire & Spines/Dark and I really don't know who to give the nod for overall AoE potential. I'm guessing actually a Spines/Fire would be tops, but then Fiery Melee has awesome ST damage too (something Spines frankly sucks at).

    Totally agreed w/re your larger point, in that a scrapper is vastly preferable for solo play than tanks. Tanks can do fine damage, esp w/offensive primaries like Fire & SD, but those can also be had for scrappers who are *tough enough* and will run away w/damage. I like soloing my tanks well enough, but they really thrive on big teams.
  15. Ugh, I only just now got my 66mo badge. If I play straight through, I'll be getting this July of next year, but I take frequent breaks out of boredom. Maybe I'll just buy a year's sub now and just pretend I've canceled from time to time...
  16. Quote:
    Originally Posted by Grey Pilgrim View Post
    What, punching your monitor and cursing the NPC that just hit you through all your defense? Sure, I do that already.
    If that's not enough, you mouse makes a mean flail.
  17. I wrote something a bit more scathing, but my new year's resolution is to be nicer to ppl, so...

    Yes, BU alone makes every other set more desirable to a team than Dev.
  18. Quote:
    Originally Posted by Valorin View Post
    I solo'ed mine a bit last night at -1 x2; That made it a bit fun. I could gather up 2 or 3 groups, focus my single target attacks on the LTs and let Frost/Death Shroud wear the minions down.
    Yes! That's exactly how you should play Ice Melee!

    Quote:
    I suppose I could amp up the "team size" to x3 or x4, but somehow that would feel too slow.
    Once you get FA, you should really ramp up to -1/x8, no bosses, which is how I solo my Stone/Ice... which is admittedly kinda rare these days, but when I used to solo, I'd set it to x8. Lots of minions keeps the XP flowing.
  19. Quote:
    Originally Posted by Bosstone View Post
    Devices has very little to offer in a team, but I've yet to be convinced that any other set would work better in a team.
    Build Up
    Power Boost & Boost Range.
    Shiver
    Psychic Scream
    Did you know that Ring of Fire has a higher DPA than most T1/2 blasts?

    All powers that can be used effectively, at range, on fast moving teams.

    Quote:
    No, Trip Mine doesn't have a place in a fast-paced spawn attack like that, but Fire Sword Circle would fare little better. I'm not getting in that close after pissing off that many enemies.
    If you can actually get close to the action w/o getting fried, and most of us can, there are a ton of melee & PBAoE attacks from our secondaries that do high damage and activate very quickly. There are plenty of us who can and do use FSC, Burn, Psy Shockwave, etc, safely on x8 teams.

    I also blap quite a bit, even on high DPS teams, cuz someone has to clean up after the bosses, and there isn't always a scrapper around. Charged Brawl & EP have ST DPA values comparable to BiB, and blow away any T1/2 blast. They're not Blaze, but then nothing else is Blaze.
  20. My biggest advice to you, esp if this was your first tank, would be this: If you want to combat the Granite debuffs as much as possible, stay out of Granite. The set is called Stone Armor for a reason. I know Granite is the holy grail for most Stonies, but really, it should be treated like a panic button, not something to stay in all day.

    My Stony has softcapped S/L/E/N/Psi def w/51% DDR and decent S/L/F/C resists--yes, I took *all* armors, plus Tough & Weave--and regens like 60HPs a sec w/Rooted & EE (perma w/o Granite, btw) on. I can breeze through LGTFs, ITFs & MSRs w/o ever popping Granite. I only save Granite for things like tanking LR, Reichmann, and the stupid hydra heads in Apex (which can be avoided anyway).

    I will say I took Spiritual in a heartbeat w/my Stone tank, because on those rare occasions I do pop Granite, I'd much rather have my powers (Taunt, EE) recharge faster than do a tiny bit more damage. Plus you get heals out of Spirit, nice for Rooted & EE. In fact, I'd take Cardiac for the end & resist #s, and prolly even Nerve for the def #s, before taking Musculature. Or you can listen to Syntax and take them all, at least at the common lvl, and see what suits you best.
  21. Any resist based tank gets ridiculously powerful if you can get their defenses up to or even near the softcap. Yes, even Fire tanks w/S/L capped def are very, very sturdy indeed. The lack of DDR is a problem but that's why you have those high resists, and most def debuffs are applied by lethal so your 70+ S/L resists (lower for DA) should get you by, plus you likely have a good-to-awesome heal to back you up.

    Then there're Stone & Invul that can basically do both, plus get decent DDR to boot (and Stone gets killer regen as well). There's a reason most consider them 1 & 2 in terms of overall tanker toughness, tho plenty argue for other sets as well.
  22. dave_p

    Ice/Storm build

    Re Hover: I have Hover on my Ice/Storm, mostly for thematics, cuz a master of storms should be able to fly/glide w/o a raptor pack. Still, it's a nice def buff and a LotG mule, and I find w/the free Swift, it's *good enough* for combat. If I could spare the slots, I'd love to 2-3 slot it w/BotZ's as well for better movement and more def #s. In fact, if I weren't range def capped already, I'd invest the extra slot, and 2-slot it for BotZ, both the movement ones, and forego the LotG.

    BTW, my Kin also takes Hover, and is 4-slotted w/LotG + BotZ x3, and it does in fact cap to max flight speed w/just one application of Siphon Speed. Which is very nice.
  23. Quote:
    Originally Posted by Local_Man View Post
    The full set doesn't have enough EndRdx if you are going to be running AA most of the time (like I do). If you want to use Arctic Air as an effective power, you need some frankenslotting for Confuse and EndRdx. I think I have Confuse, End/Conf and the proc from Coercive, plus End/Conf and the damage proc from Malaise, and a common EndRdx.
    Also, the OP is only 48, and you can't slot purps til 50 anyway. Having said that, if you hit 50, open your alpha slot and choose Cardiac Boost, you absolutely can 6-slot the Coercive set in AA, even w/an end-unfriendly secondary like Storm. If you're like Ice/Rad or Kin or Cold, you can prolly do it w/o the Cardiac Boost.
  24. Quote:
    Originally Posted by Jovvi View Post
    Is it a terrible combination? Am I fooling myself? Will I be able to solo an Elite Boss? Any endgame Fire/Rads have any tips bout what they enjoy most about their build?
    My Fire/Rad once soloed a Rikti pylon in 4:10. Go over to the scrapper board's pylon soloing thread and see how many builds top that. I soloed multiple AVs & GMs before getting bored w/it and respecced to a more team-friendly build, but can still go toe-to-toe w/a GM & survive (just can't overcome its regen atm). EBs are bit of a joke to a well built/played Fire/Rad.

    Rad has some of the best combination of buffs & debuffs in the game, and AM is likely the most stackable buff in the game, period. Fire does the most damage, while doing enough control. Put them together and there is no other power combo I'd rather have in the game than a Fire/Rad, esp at the upper level TFs and trials, though there are other combos that are (perhaps) equally good.
  25. Going over this thread a bit, I noticed a few ppl tried to cap S/L or Melee def. I'm of the opinion that if you can't cover all 3 positions, you're better off w/S/L. Since I19, I've gotten greedy and am trying to also cover E/N. I can softcap S/L easily enough, but trying to do S/L/E/N w/scrapper #s, I fall a bit short on the S/L and can only get up to 40-ish for E/N. Not crazy about the recharge #s on Hasten & BU, nor end redux in the two damage auras. Might be better not muling out Brawl and settling for a 40-ish S/L def, at least til Cardiac boost is available. I'm still mulling my final build over, as my Spines/Dark is only 35 or so.

    Hero Plan by Mids' Hero Designer 1.91
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Metalmorph: Level 50 Technology Scrapper
    Primary Power Set: Spines
    Secondary Power Set: Dark Armor
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Lunge -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(36)
    Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(13), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(40)
    Level 2: Spine Burst -- Erad-Dmg/Rchg(A), Erad-Acc/Dmg/Rchg(7), Erad-Acc/Dmg/EndRdx/Rchg(7), C'ngBlow-Dmg/Rchg(33), C'ngBlow-Dmg/EndRdx(40), C'ngBlow-Acc/Rchg(42)
    Level 4: Death Shroud -- Erad-%Dam(A), Erad-Acc/Dmg/EndRdx/Rchg(9), Erad-Dmg(9), C'ngBlow-Acc/Dmg(37), C'ngBlow-Dmg/EndRdx(42)
    Level 6: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(11)
    Level 8: Impale -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(11), Thundr-Acc/Dmg/Rchg(31), Thundr-Dmg/EndRdx(36)
    Level 10: Obsidian Shield -- RctvArm-EndRdx(A), RctvArm-ResDam/EndRdx(39), RctvArm-ResDam(39), RctvArm-ResDam/EndRdx/Rchg(45)
    Level 12: Murky Cloud -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(13), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(40)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(17)
    Level 16: Dark Regeneration -- Theft-+End%(A), Nictus-Acc/EndRdx/Rchg(19), Dct'dW-Heal/Rchg(19), Numna-EndRdx/Rchg(21), Numna-Heal/EndRdx/Rchg(50)
    Level 18: Quills -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-%Dam(21), Erad-Dmg(23), C'ngBlow-Acc/Dmg(37), C'ngBlow-Dmg/EndRdx(43)
    Level 20: Boxing -- KntkC'bat-Knock%(A), KntkC'bat-Acc/Dmg(45), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx(48)
    Level 22: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(23), S'fstPrt-ResKB(25)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), LkGmblr-Def(27)
    Level 26: Ripper -- Erad-Dmg/Rchg(A), Erad-Acc/Dmg/Rchg(27), Erad-Acc/Dmg/EndRdx/Rchg(29), C'ngBlow-Dmg/EndRdx(29), C'ngBlow-Dmg/Rchg(46), C'ngBlow-Acc/Rchg(46)
    Level 28: Cloak of Darkness -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def(31)
    Level 30: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 32: Throw Spines -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(34), Posi-Acc/Dmg/EndRdx(34), Posi-Dam%(34)
    Level 35: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def(37)
    Level 38: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(39)
    Level 41: Focused Accuracy -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(42)
    Level 44: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(45)
    Level 47: Cloak of Fear -- SipInsght-ToHitDeb(A), SipInsght-%ToHit(48), SipInsght-ToHitDeb/EndRdx/Rchg(48), SipInsght-Acc/EndRdx/Rchg(50), SipInsght-Acc/ToHitDeb(50)
    Level 49: Soul Transfer -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- KntkC'bat-Knock%(A), KntkC'bat-Acc/Dmg(17), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(43)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(33)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(5), EndMod-I(5)



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