dave_p

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  1. The "standard", self-imposed limitations used by AV/GM soloers are: no temps, no insps, but also usually include no non-passive accolades as they sorta fall under the "temps" category. Empowerment buffs are definitely in the "temps" category as well, as are certainly Shivans and the like. Mostly scrappers use these restrictions for their soloing feats, but I used the same restrictions when I did my AV/GM/Pylon soloing back a couple of issues ago w/my controllers (mostly my Fire/Rad). I made an exception w/my Ice/Storm, because it's well nigh impossible to solo stuff w/o a self-heal of some sort--even at def cap, things, esp AV/GMs, will hit you some of the time, and not everyone has PA.

    Ultimately, it's up to you to decide what restrictions you want to impose. Hell, some ppl will even go through ouro to get rid of passive accolade bonuses to really get rid of all non-core (+pool) powers, but I never went that far (mostly cuz it's a PitA to set up, but truth be told, I'm not sure if I could have an infinitely sustaining attack chain w/o the likes of the Atlas Medallion).
  2. Quote:
    Originally Posted by MoonlightSonata View Post
    OMG!!! *jaw drop* ok, well in anyone's opinion is perma-IW really needed if I control the enemy mob well enough?
    Here's the problem: if you don't have IW perma (and my Fire/Rad still doesn't, even w/the Spiritual alpha slot), when the power drops, even if it's for a few seconds, if there's a status effect on you during that time, you're mezzed. And then you can't turn on IW. So the difference bet. 10s down and 20s down is, well, it's big, but sometimes it's not as big as bet. 0s and 1s downtime.

    But is it "needed"? Not if you carry & always combine for break frees. No matter how good your control, you *will* get mezzed, but it's not that big a deal usually. Out of all my controllers, I only have Psi (for IW only) w/my Fire/Rad. My other guys have Fire (for damage) or Ice (for theme) and do just fine, though I'm more careful to combine for BFs with them.

    For QoL, IW is just nice to have if you run a lot of offensive toggles. My Fire/Rad runs 3 that are somewhat long-animating to turn back on, and that's not counting RI & EF that will be on a hard target, so 5 total offensive toggles that get turned off if I get mezzed, even for a split second. Compare that to my Ill/Kin & Earth/TA who have 0 toggles to turn on after eating a BF. My Ice/Storm has 1 usually (AA, 2 if I want Hurricane on, 3 if you count Snow Storm), but after casting like LS, Tornado, FR, Ice Slick and Ice Storm, I'm perfectly happy to take a nap for a few sec while all my "pets" do their work.
  3. I'm thinking about +def, since most of my blasters live near the range softcap, and while the alpha +def won't help w/the globals, it will help a bit w/CJ, Weave, Maneuvers, etc... in a very, very small way, I know. I figure my blasters already do enough damage (never enough, I know), and I don't have any recharge or end issues as it is, but adding a bit more survivability might help them more than adding a few points of damage. TBH though, I'm least excited about alpha-slotting my blasters out of all my ATs.
  4. I've never done off market transactions, but I always assumed you did a 1st sale of 2B worth of goods, say 3~5 purps or 10 LotGs or whatever's worth that much *atm* on the markets, then trade them back + another 2B for the PvP recipe. You'd need to roll up alts to meet at a common server and stick the excess inf in wents, use gleemail to setup the intermediary goods, etc, etc, which looks like all sorts of a PitA which is why I never bothered w/off market transactions in the first place. Good to hear there are 4B transactions going on by gleemail only, all on faith.

    BTW, I recently dumped a few 50 LotG +rech (crafted) exactly because they were going for over 220M, and in fact, I got 250M for at least one of them. They'll likely stabilize in the 100~150 range again before long so figured I'd take the excess I19-craze cash, since I can churn out all the LotGs I want w/tips (and I will again once I'm done Alpha-ing my 50s).
  5. Kin can provide plenty of +rech, +dam & +dam on its own. Kin needs to hit and has no built in +to hit or -def buff/debuffs. If you already have perma-Hasten, I'd go Acc/Def (Nerve, I think). I'm going Spiritual for the +rech for my Ill/Kin, but he still needs a bit of help for perma-PA, even w/triple stacked Siphon Speed. I'll prolly pick up the +Acc alpha slot for the 2nd slot though.
  6. Cold, for sure, but don't knock Son either. DF & Son Siphon pack a lot of -res debuffs, and the shields don't hurt either. My Son/Son makes AV fights trivial. Er, but so do my Rad, Cold, Kin, Storm, Dark... so really, the correct answer is all of them (that provide debuffs anyway).
  7. dave_p

    The Defence Myth

    Note: I skipped a few pages of dialogue, so if I'm repeating things, my apologies in advance.

    There's a lot of speaking past each other on both sides going on here. At the end of the day, the OP is arguing semantics, but in real situations, he's off base. Consider:

    Incoming damage is 100 dps, normalized, over the long run.

    Base to hit is 50%.

    Toon A has 0 def, take 50dps.

    Toon B has 40% def, takes 10dps.

    Both get a 5% boost to def.

    A now takes 45dps. We'll call him A+ now.

    B now takes 5dps. We'll call him B+ now.

    So the OP is "right" in that the last 5% is the "same" as the 1st 5% boost to your defense. The "immortality line" is also shifted by the same amount--5dps. If that's all the OP is trying to say, consider him vindicated. However:

    If your regen is 0 and both A & B have 1000 HPs:

    A, at 50dps taken, takes 20s to die.

    A+, at 45dps taken, takes 22s to die.

    B, at 10dps taken, takes 100s to die

    B+, at 5dps taken, takes 200s to die.

    *This* is why we say that adding a 5% boost to def to get to cap doubles your survivability--and that's what actually matters in the game. 100s to 200s of survival--that's double; 100% increase. If your starting def is 0, you add a whole 10% worth of survivability. This is why most ppl who deal w/def math will tell you every point towards the cap is more important near the cap.
  8. Quote:
    Originally Posted by Panzerwaffen View Post
    I always love the "I don't want to bother putting any effort into this and want someone else to do the work for me" build threads.. And of course this one includes the seemingly mandatory "budget doesn't matter" statement.
    This is pretty much why I stopped posting builds as of a few years ago unless I want feedback myself. I flat out turn down all PM requests for builds too (and I get a few now & then), always asking they just post a build on the forums and we'll provide critique.
  9. Quote:
    Originally Posted by Local_Man View Post
    The majority of controllers benefit most from the Spiritual slotting to get extra Recharge -- to help get controls recharged faster. Some toggle-heavy builds can benefit from Cardiac's Endurance reduction. I can see some people wanting Damage if they have Recharge well slotted already.
    My Ice/Storm just went Cardiac Core after a successful ITF run. I haven't played w/it since so I can't tell how much better my end consumption will be, but I'd always be hurting for end w/2/3's of my toggles on (AA, SM, Hurricane, Man, Tactics, SS, CJ, Ice Armor...) and spamming AoE attacks. And that's w/a fully IO'ed out build w/lots of +recharge. I'm really hoping that Cardiac, even the common, will help out w/my end issues.

    Everyone else gets Spiritual, and it's not even close. I just got Spritual Core Boost (uncommon) on my Fire/Rad and I need to confirm w/Herostats, but I think I got IW down to <10s recharge (AM & Hasten were already perma), and the extra stun doesn't suck either. I'm hoping to get it perma w/Spiritual Core Paragon. I'll be working on my Ill/Kin next to get PA perma'ed out, eve w/o spamming Siphon Speed quite so much. I *may* go Spiritual Radial w/him for the extra heal, but eventually it'll be Core Paragon.
  10. Quote:
    Originally Posted by Pavehawk View Post
    3. Don’t queue up attacks like usual. Fire…check for warning aura…fire…MOVE…fire rinse repeat. You can get caught in a long animation and killed so it is easier to not string long chains of attacks, Again this is not a CoH button fest AV. You can also joust her with attacks.
    Yeah, I found this to be absolutely key. I got killed on my first (& only so far) run so many times queuing up attacks, and it's such a hard habit to break.

    BTW, I think the timer for BM only runs when she's in the field of play. We all got Master of... for all badges in our one run (helps that we were all playing our signature "main" toons, pretty much) and I can't say for sure, but I think the BM fight took longer than 15min in total, but less than 15 while she was actually fighting. Mostly, because we didn't know we had to clear all the champions to respawn her after her initial retreat.

    Oh, and I found Tin Mage way harder than Apex, so if anyone wants to write up a guide for that, esp the Malta AV fight w/all the mines, it'd be appreciated. My only input would be to taunt the AV to the door, or to fight from the shelves (fliers get grounded by the web 'nades).
  11. Quote:
    Originally Posted by Grey Pilgrim View Post
    No, what I was asking is if I could make an uncommon Radial boost, and use that to make a partial core revamp later on, which is in a different tree in the Cardial line. Because for some reason, there is no resist damage boost in the Core line at the uncommon level, and that's how far we can currently unlock. Eventually, however, the Core line boosts more of your resist damage (not sure why they set up the uncommons as they did, to be honest).
    Yeah, I'm facing the same dilemma, and I doubt we're alone in this. I want the eventual Cardiac Core Paragon for many of my tanks, but the Radial uncommon is obviously better currently. I may also just do Spiritual for the time being and then switch over to Cardiac in I20. Spiritual Core would work just fine for my Fire/Em & Stone/Ice (Dark/Mace too, but he's not yet 50). All need faster heals (not like Stony needs more resists anyway) and Em & Mace are stun heavy. I'd like more heals from Spiritual Radial, but that has the same dilemma as Cardiac in that eventually, I'd want Spiritual Core Paragon (as well as Cardiac Core Paragon).

    My other tanks will likely go Nerve for the +def, and Radial will work as well as Core since the extra +Acc won't be missed.
  12. dave_p

    Bug with burn

    Sounds like the blaster Burn bug might be back. My Fire tank was fine last night though I wasn't exactly paying attention. Haven't tried my Fire/Fire scrapper since I19 hit yet though.
  13. Noooooo! I just ordered my new gaming rig and it doesn't get here til Thu! Oh well, still no ultra mode for me for 2 more days.

    Time to start respeccing away on all 31 of my alts (yes, w/modified Mids' only...).
  14. Quote:
    Originally Posted by Derangedpolygot View Post
    Sonic/Sonic--End/Res. Eventually End/Res/Range.
    Yup, going Cardiac Core takes my Son/Son's shields from around 55% to 64% (if they're under the big bubble as well). Plus he'll be dying of end issues after I pick up some more toggles for I19, so the Alpha slot is perfect timing.

    For my Cold/Dark, I'm tempted to go Nerve, likely Core, though the +Acc is kinda meaningless w/all the global +Acc bonuses and Tactics he runs. The +Def, after ED caps, isn't as big (23.6% -> 25%), but Arctic Fog & Maneuvers will also pick up a few decimal points of +Def, all of which adds up. FF gets much bigger boosts from Nerve, but they almost don't need it. Then again, going Spiritual Core let's me cast Sleet, Heat Loss, Benumb, etc that much faster, plus I can actually use the +Stun since I use Oppressive Gloom & Dark.

    No idea what I'm going to do w/my Dark/Ice yet. Likely Spiritual Core for the +Recharge & +Heal. He's got a bit to go before 50 anyway.
  15. Please see my guide on Ice Melee in my sig. You already avoided the 3 most common pitfalls by taking & correctly slotting Frost (for range) & Freezing Touch (for damage), and skipping GIS, but missing out on Frozen Aura is a big mistake, and definitely a hangover from the old, bad days. Take & slot it as a priority. You'll also want Ice Sword earlier or I don't see a good attack chain early on (or is this a late respec build? Even so, when exemped down, you'll be lacking in attacks). Also, Crystal Armor post-Granite? Most drop it even if they don't run very often in Granite. I use it as an emergency button, and it seems you do too. I have looked at putting it back in for I19 though.

    Sorry, don't have Mids' handy so can't see your revised build, nor totals w/your 1st build, so can't break down slotting or IO bonuses.
  16. Quote:
    Originally Posted by Grey Pilgrim View Post
    Well, remember that these buffs are only available at 50. So I'm guessing when we start seeing some of the new Incarnate content, putting your defense well beyond the cap might be of interest, higher resists, etc. Hard to say at this point.

    The Resistance mobs in the new Maria Jenkins arc all have Targeting Drone, so having higher than 45% defense against them would be helpful, for instance. Though I hope that new mobs aren't as annoying as they are.
    This is a good point. The 2 new TFs for I19 are Incarnate-only, and I'm assuming most/all the mobs in them will be of the "annoying" variety.
  17. Another vote for a 2 week interval bet. freespecs. Kudos to the devs for giving us 2 and all that, but it'd be nice if I had a bit more time to tweak all 31 of my alts on my main server (and that's not counting another couple of dozen toons on other servers).

    Hardly critical considering all the vet-specs I have floating around, but still... 2 weeks would be nice. Stackable freespecs would be best, of course.
  18. I shouldn't say meh. They're just not as sexy as +rech or +def. Esp not for marketeering purposes--you just don't see IOs in demand for the +dam aspects. The +6 to hit Kismet IO is very affordable compared to other expensive uniques.
  19. Yeah, I can see wanting to go Cardiac for */Storm since they're already an end beast. Sure, having FR & LS up faster would be nice, but you prolly couldn't cast them all. That's a nice consideration for my own Ice/Storm. OtoH, my Ill/Kin may actually love Spiritual more than my Fire/Rad. Basically hard rech caps for Perma-PA, 15s downtime on FS & Siphon Speed, 7.5s for Transference, 60s for Flash etc. Can't quite hit the rech cap w/my Earth/TA, but still OSA every 49s, 77s for VG, 28.5s for EQ & Stalagmites... Yeah, Spiritual all the way for those guys.
  20. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Honestly I don't think so. I did the math and for a Shield Defense Tank using the defense Alpha Enhancement would add approximately 2% defense (about 3% if he has Weave).
    Arg, yeah, I made a silly mistake of thinking the bonuses were more like globals instead of enhancement bonuses. Yeah, so a typical SD tank w/CJ + Weave will only get around 2.85%, which like you say is hardly chump change, but isn't going to replace that many IO bonuses. Might replace that PvP IO though.
  21. I think one of the most popular Alpha slot tree is going to be Spiritual, which gives you at its peak a 45% rech bonus, 30% of which can exceed ED caps. This is going to make hitting perma-Hasten (AM, IW, PA, whatever) a lot easier for 50s. I wonder if this will cause a decrease in demand for purples? Similarly for LotG +7.5s.

    Another branch gives you +def, about 12.6% at the peak that can exceed ED caps. If ppl find that branch attractive, we may see some lowering demand for the popular (and expensive) +def sets as well, like Kin Combat.

    There's also a branch that gives you +end redux, which should be popular for I19 w/the free Fitness pool that will inevitably lead to more toggles run, not to mention fewer slots for... well, end redux. Because of this, I don't think there'll be much impact on the Miracle & Numina uniques.

    +Acc, +Dam, +Status effects are all pretty meh, but I think the three bonuses listed above will have the heaviest impacts on the market as far as demand goes. +Dam resist will be popular too, but I don't see that affecting IO demand in any significant way.
  22. Quote:
    Originally Posted by Aett_Thorn View Post
    Well, they don't affect your overall Defense, they just give all of your individual Def powers an additional enhancement %.
    Right, so not worth it for, say, my Fire tank w/just Weave, CJ and maybe Maneuvers, but certainly worth considering for SD, SR, Ice, etc. Of course, if you're already softcapping (presumably w/IOs), this just lets you shoot for other IO bonuses than +Def. 'Course that can be dangerous if you ever exemp down too...

    I wonder which would be better for Invul that you've already softcapped in many positions, a bit more +resist or +def?
  23. So wait, the "defensive buffs" from Nerve affect your overall def? As in SD & Ice Armor? I sorta read that as for FF's and whatnot, but I guess that makes sense.

    If that's the way it works, I have to rethink my plans. I was originally thinking Spiritual (read, perma-Hasten) for all except some of my tanks who would consider Cardiac. If I can get an extra 12.6% def over ED before bonuses... man, things just got more complicated. But this is good--no cookie cutter builds, right?
  24. Alpha Slots - see Spiritual

    +45% Recharge
    +33% Stun duration & Healing

    2/3 of that ignores ED caps. So basically, a 30% global recharge bonus. Yeah, is anyone not going to take this path? I mean, even if you have zero powers that stun or heal, who's gonna pass on the equivalent of 3 purple set bonuses?

    Of course, on my Fire/Rad/Psy, the stun & heal bonuses are pure gravy. He's already perma-AM, perma-Hasten, but now I can build for perma-IW as well.

    Actually, my tanks & brutes will take a long look at the Cardiac tree too for the increase to damage resistance. And w/the free Fitness and the subsequent (likely) more toggles, but fewer slots overall, the end redux will be very, very nice as well. Still, the Spiritual tree is kind of a no brainer for my controllers (defenders, blasters, pretty much all "squishies"), I think, even though the Nerve tree seems more designed for them.
  25. My stony's run spd w/Sprint & Ninja Run on is a hair over 70mph. Can't remember the exact run speed in Granite, but it's in the low 30s. Just Rooted is a bit slower, around 28-ish, iirc. Granite & Rooted both on still feels like molasses; thankfully it's rarely needed.