dave_p

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  1. Quote:
    Originally Posted by Smersh View Post
    To be fair- only the first of Nemesis Staff or Blackwand gets the origin bonus. If you have the vet reward that grants both, you still only get one that hits really hard.
    Ah, I missed that part. I guess I should recheck which I took first on my new toons.
  2. Quote:
    Originally Posted by MaHaBone23 View Post
    If Swift AND Hurdle come with the deal, that makes Ninja Run even more viable as travel power. That frees up another 2 slots in the 1-14 journey.
    As I mentioned in a scrapper thread, since they also improved Sprint w/I18, you're looking at a run speed of almost 60MPH at lvl 4 (assuming they don't stagger the Fitness inherents and you get Swift/Hurdle by then) w/a decent vertical to boot. Then just buy a raptor pack (can't in Praetoria atm, right?) and your travel needs are done and over with. On half of my controllers, I'm keeping SS as a travel power only for the stealth component (no need w/Steamy Mist, etc).
  3. So playing w/my Invul/Fire tank for I19 & inherent fitness, I happened to see that I was getting a decent amount of Psi def, so decided to see how far I could take it w/o gimping myself. Here's what I got. W/1 in range of Invinc:

    Def:
    S/L: 46.6%
    F/C: 41.6%
    E/N: 36.6%
    Psi: 33.4% (so 1 small purp insp from cap)

    Res:
    S/L: 88.9% (yes, only 1.1 away from cap, but still no S/L cap on an invul makes me a little sad)
    F/C: 29.4%
    En: 21.3%
    Neg: 35.7%
    Tox: 29.4%
    Psi: 18%

    Need 4 mobs in range of Invinc to cap F/C def and 7 to cap E/N def. Not so hard as a tank. All this w/Hasten in the build and not sacrificing much, if at all, from the offense. Would like to 5-slot Energy Torrent, but still Not to shabby, I think.

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Fused Fury: Level 50 Mutation Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Fiery Melee
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Temp Invulnerability -- Aegis-Psi/Status(A), ImpArm-ResPsi(3), ImpArm-ResDam(3), ImpArm-ResDam/EndRdx(31), Aegis-ResDam/EndRdx(48)
    Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(9), C'ngImp-Acc/Dmg/Rchg(9)
    Level 2: Fire Sword -- KntkC'bat-Dmg/EndRdx(A), KntkC'bat-Acc/Dmg(11), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(13), C'ngImp-Acc/Dmg/Rchg(23)
    Level 4: Combustion -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(7), Sciroc-Dmg/Rchg(11), Sciroc-Acc/Rchg(23), Sciroc-Acc/Dmg/EndRdx(34), Sciroc-Dam%(37)
    Level 6: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), ImpArm-ResPsi(7), ImpArm-ResDam/EndRdx(37), ImpArm-ResDam(39)
    Level 8: Combat Jumping -- LkGmblr-Rchg+(A), DefBuff-I(17)
    Level 10: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(27), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(40)
    Level 12: Boxing -- Empty(A)
    Level 14: Dull Pain -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(15), Numna-EndRdx/Rchg(15), Dct'dW-Heal/Rchg(17)
    Level 16: Tough -- ImpArm-ResPsi(A), ImpArm-ResDam(33), ImpArm-ResDam/EndRdx(40)
    Level 18: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(19), LkGmblr-Def(19)
    Level 20: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45)
    Level 22: Resist Energies -- ImpArm-ResPsi(A), ImpArm-ResDam(25), ImpArm-ResDam/EndRdx(25)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(33)
    Level 26: Build Up -- RechRdx-I(A), RechRdx-I(43)
    Level 28: Fire Sword Circle -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(29), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Rchg(34), Sciroc-Acc/Dmg/EndRdx(34), Sciroc-Dam%(39)
    Level 30: Resist Elements -- ImpArm-ResPsi(A), ImpArm-ResDam(31), ImpArm-ResDam/EndRdx(40)
    Level 32: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(45), Mocking-Taunt/Rchg/Rng(46), Mocking-Acc/Rchg(46), Mocking-Taunt/Rng(46), Mocking-Rchg(50)
    Level 35: Incinerate -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(36), C'ngImp-Acc/Dmg/Rchg(36), C'ngImp-Dmg/EndRdx/Rchg(36), C'ngImp-Acc/Dmg/EndRdx(37)
    Level 38: Tough Hide -- LkGmblr-Rchg+(A), DefBuff-I(39)
    Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
    Level 44: Physical Perfection -- EndMod-I(A)
    Level 47: Energy Torrent -- Det'tn-Dmg/Rchg(A), Det'tn-Acc/Dmg(48), Det'tn-Acc/Dmg/EndRdx(48)
    Level 49: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), LkGmblr-Def(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- EndMod-I(A), EndMod-I(21), EndMod-I(21), Heal-I(27)
    Level 1: Gauntlet
    Level 0: Ninja Run



    Code:
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    Note, the slots in Rest represent 3-slotted Stamina and 2-slotted Health (w/the Numi/Miracle uniques). The 2.5% recovery set bonus goes over the 5x cap, but can't be helped.
  4. There's already a few very minor advantages to certain origins. If you're Trick Arrow, magic or tech origin will let you light your Oil Slick. If you're natural, both the Nemmie Staff & Blackwand will do more damage, istead of one or the other. I've rolled my last few toons as natural, stretching the concept a bit on one of them, to get the slightly extra bonus damage useful for low levels. If the advantages were any greater, I'd pretty much toss concept out the window and roll whatever was most advantageous (or just fit my concepts around whatever the best origin was). So yeah, another vote against, since I like varying up my toons' concepts.
  5. I redid all my controllers in mids and it gets ugly, very, very fast. I'm talking about end usage.

    Fire/Rad: Well, I dropped my ranged def capped, AV/GM soloing build for a more team friendly, AoE-oriented build, but w/3 extra power picks, I can get back to ranged def cap (& AoE w/RI running). Problem is I'd be running 2 more toggles and my end usage becomes a beast, even w/maxed out (perma) AM. If I go w/this route, toggle management will be key (as opposed to now, where I just run everything 24/7 w/zero problems).

    Ice/Storm: I may fit in Med pool for AS and drop Hibernate as my only current self-heal. If I go w/Fighting, end use becomes an even bigger problem since Storm is already beastly, but my defensive numbers look insane.

    Ill/Kin: End problems? What end problems (you know, unless Transference misses...)? Perma Hasten, np, and like 2 sec shy of perma PA w/capped ranged def. Can fit in Group Invis (on top of SI) for teaming.

    Earth/TA: Haven't played w/this build yet for I19, but I'm guessing I'll fit back in Leadership, even though it's largely not needed. Or maybe Med Pool, since everyone loves that Heal Arrow. Somewhat worried about carrying 2 more toggles though.

    Plant/Cold: Again, what end problems (Heat Loss FTW!)? Similar to Storm in the godly defenses & resists you can achieve w/Arctic Fog + Tough/Weave/Maneuvers + epic shield +set bonuses, but w/infinite end as well (well, like a 24sec dowtime for HL).

    Elec/Therm: No idea, just rolled him up and I don't even know what I think about the set yet.
  6. Quote:
    Originally Posted by bAss_ackwards View Post
    I'm still thinking "OH YES ninja run and no travel powers!"
    And I'm thinking, 'Oh yes, Ninja Run, Swift & Hurdle, already improved Sprint and no travel powers, but running at ~60MPH at level 4!' Who needs City Traveler (even though I got it)?
  7. Quote:
    Originally Posted by Rowdy View Post
    What's next, inherent travel powers?
    I call mine Ninja Run. Bet that and the raptor pack, I've already dropped real travel powers from a lot of my builds. W/I18's boost to Sprint and I19's inherent Swift/Hurdle, I'll be running at 60mph+ w/full vertical mobility w/o any bonuses (my Stone tank build for speed does 72MPH w/Ninja Run, Sprint + Swift; SS's cap at 50 is 92.5MPH).

    Anyway, I've been messing w/my various builds, and I think basically for my tanks, in lieu of Fitness:

    -Fire/EM - Hasten's back in, keeps S/L def cap w/Maneuvers
    -Stone/Ice - Dunno, fit in Crystal & Brimstone? Tough & Weave (on a Stone, I know...)? He already has capped S/L out of Granite...
    -WP/SS - Again, already has capped S/L, so... Med pool? Hurl?
    -SD/Axe - Hasten & Med pool, yay. Maybe I can fit in Energy Torrent...
    -Dark/Mace - Again, dunno. Prolly BU & epic attacks. Not like Dark Armor needs Med pool...
    -Invul/Fire - Can combine my "offensive" (w/Hasten & Fireball), and "defensive" (w/Maneuvers, caps ranged & FCEN def) builds in one.

    As for slots, this makes those Incarnate slots more & more desirable. Like they weren't already...
  8. KB aside, En has middling overall damage compared to other blasters. The AoE damage leaves to be desired and even the ST damage is hurt by the long activation time of Power Burst. It doesn't suck or anything, but lags to the best damaging sets. Now combine that w/the KB and there's your reason for the hate, justified or not.

    I happen to think it's a cool looking/feeling set, and I like to solo my en/en, but I rarely play him in groups, at least well run, fast paced groups. If I do, I focus on boss killing and do a lot of blapping, and live w/the motto, "if I knock something away, I *will* kill it."
  9. *Shrugs* The thread's about whatever the hell we feel like talking about. Some of us find it infinitely more amusing to theorize about random stuff than add post #528123 on what the best farming build is.

    Oh, and to be truly pedantic, the thread says "Best Farming Tank", not "Best Farming Tank today", so we're not even being off topic. Moar I0 farm tank talk plz!
  10. Quote:
    Originally Posted by Gilia View Post
    When this game came out, and for the first few years, Fire/ Tankers were laughable. As were Ice/ Tankers, but that's a whole 'nother can of worms. Fire/Devices blasters and Spines/Regen scrappers were EVERYWHERE before ED and getting their sets toned down.
    If we're talking the truly old days, and I mean I0, Fire tanks were the 2nd uber build right after AR/Dev. AR/Dev was the 1st to 40 on any server, w/trops for a root & Ignite patches ftw. Dunno if it was the 2nd to 40 or not, but Fire/* was damn close behind w/the multiple Burn patches. Fire got knocked down so often after that that at some point, it felt mightily gimped, but in the very beginning Fire was king.

    Could you herd all of Bricks? I dunno, no one tried back then cuz we had other mechanics to abuse (pet-level critters giving full XP for one), and it took us a while to figure out the whole stacking trick. Plus, herding the whole zone takes time, and just steamrolling through is often faster. It'd be an interesting thought experiment to wonder who'd be a faster farmer, an Invul/Fire or Fire/Fire using I0 rules with our current knowledge, but you'd need some seriously selective memory to say Fire was teh gimp from day 1.
  11. Some observations, just having tried these for the first time, starting 2 nights ago, to see what you all were talking about:

    Using my twinked out Fire/Rad (controller), I went to DA to get my first few tips, went to Talos to run the mishes, and actually took my time reading the text since they were new to me. 1st day, call it around 45min, last night, 30min to get & finish my morality mish. Sorta stealthed stuff, but killed plenty too when I didn't wanna retoggle/unsommon my pets, so I wasn't exactly being super efficient.

    I'm surprised ppl are even bothering to go to DA for the tips. Last night, I just killed the 1st largish spawn in Talos I saw and got a tip. Killed a few more on my way to the mish and got a 2nd, got the 3rd inside the mish, etc. Of course, I'm playing the tip mish as I get them (I did delete one about rescuing debutantes from advice in this thread), so I guess if you wanted to be selective about missions, you might wanna go to DA, but I don't even think the travel time is worth it.

    Skipping the text (I'm still reading any new mission text) and optimizing for time, I'm sure I can do it in well under an hour total (over 2 days). Someone who's fully optimized for this (meaning they know which tips are the fastest) will get this down to around 15~20min a night, I predict. I think even "casual" play will get a morality mish in 90min, assuming you have a stealth power. I'm gonna try a run starting tonight w/my Fire tank and see how long it takes, but I don't imagine it'll be much worse.

    Of course, these are all fully IO'ed out toons running at -1/x1, but that'll likely be the case w/ all the speed runners. Bottom line, I can't see the time-to-reward ratio staying the same for very long. Load up while you can.
  12. dave_p

    KM or MA?

    Quote:
    Originally Posted by SevereCalamity View Post
    MA has higher burst damage and a better AoE.

    KM has better damage over time from what I've read from posts here.
    MA has only 1 PBAoe attack in Dragon's Tail. KM has Burst and a ranged cone in Repulsing Torrent, that's also a KB. *If* you can leverage RT, on paper, KM has MA beat for AoE, but I'd think in practice, MA would be better (and yes, DT >>> Burst). Which is a really, really pathetic thing to say about your set, if MA has better AoE capabilities. *sigh*
  13. Back from a break for GR and trying to catch up on all the new info...

    I'm also wondering about ST attack chains, and frankly I'm a bit stumped. Do you want to start w/quicker, but lower DPA attacks to get to your dam buff cap, then switch out to a more standard highest DPA gapless attack chain? Until Arcanaville straightened out the PS mechanics, I had that all wrong too.

    Anyway, KM/Invul for me since I don't repeat powersets withing an AT, and Invul's the last scrapper secondary I'm not playing actively. Sort of a Iron Skinned monk, who would prolly work better as MA/Invul, but KM the new sexy.
  14. The only reason I would want AS on an Earth/Storm was if I wanted to solo AVs w/no insps or temps. That's the *only* reason. If you need the occasional heal, that's what insps are for. Earth should have more than enough mitigation for most things that you & your blaster friend should be sitting pretty, and the few things that will overwhelm you, AS won't do that much for anyway. I do usually take AS on blasters, but blasters aren't Earth trollers in terms of mitigation.
  15. Awesome news! Now I can twink out all my vils before I migrate them through to blue side. Hell, I might even keep some of them evil (not ebil) now.
  16. Quote:
    Originally Posted by SwellGuy View Post
    There's really no point in discussing/debating anything with him. You're wasting your time. You'd have better luck teaching a rock to fly while singing.
    Yeah, I don't know what I was thinking. I blame the new market UI for my lapse in judgement. Won't happen again.
  17. dave_p

    Purple Procs

    Quote:
    Originally Posted by Silencer7 View Post
    I am not sure how you have contradicted my post, there.
    You said it's a nice little piece of mitigation. It's not.
  18. dave_p

    Purple Procs

    Quote:
    Originally Posted by Silencer7 View Post
    I think people mostly just misunderstand what WoC is. It's a nice little piece of pbaoe mitigation for squishy characters. Things in melee do get confused pretty regularly, which means that for a few seconds they aren't hitting you, and may be hitting their buddies. It also costs next to nothing to run.
    I disagree. WoC is a very small bit of mitigation for toons, who, if they're squishy to begin with, generally want to avoid melee, which WoC's 7' rad forces you to get into. The pulse rate, duration & low mag means it's not nearly enough to stand on its own as a mitigating aura of any significance. If you're blapping, you want to be in & out. If you're a PBAoE-based controller/defender, you're going to rely on many, many other auras at which point WoC has a small additive benefit. I don't see too many cases where WoC would play a big factor, either by itself, or stacked w/other auras (does anyone play w/WoC & AA? That might work out, though the proc would go into AA...).

    As Tex points out, the contagious proc makes WoC *almost* worth it by itself.
  19. Quote:
    Originally Posted by Another_Fan View Post
    Rofl

    Edit give it a few months and they will cry to the heavens at the thought of changes
    No, at least some of us who are more familiar with UI design will maintain til the end of time that there are many, glaring flaws w/the current UI. They may start fixing them gradually at which time our complaints may cease (and you'll likely point out incorrectly that you were right all along), but there are many inefficiencies in the current design that should embarrass any experienced software engineer. That we've gotten good at working around the inefficiencies doesn't say jack about the quality of the underlying design.

    Was the old UI also flawed? Hell yes, but not as much as the current design, which isn't w/o its positives, and we've all pointed them out, but the negatives still outweigh them, and by quite a bit.
  20. Just make sure the "last 5" are all within a day or two. If you're seeing sales that extend out for months, yeah, this is prolly not a niche you wanna invest 200M into.

    As for risk, well, of course there's risk. So start out small and scale upwards once you have a solid niche. I however never bought in too big, i.e. 10 at a time, cuz I didn't want to flood the market. I'd go tops 5 at a time, but that's more work intensive. Of course, that's also why I "retired" after working the market for about 18 months.

    But hey, if you're too lazy/chickensh** to make your own billions (and really quite easily), more for the rest of us (unretired folks, anyway).
  21. dave_p

    Purple Procs

    Quote:
    Originally Posted by Local_Man View Post
    Everyone I know who has tried World of Confusion has been less than impressed -- they say the only thing it is good for is as a mule for the somewhat inexpensive Purple set.
    Which is still a very good function. I mean, you get a ton of great bonuses, including a +10% recharge, for like 50M total crafted, I think. If you're used to purp prices, that's practically free. Of course, the power & 6 enh slots are the real costs.

    Oh, and to be completely honest, I can often see mobs confused when I use WoC on my Fire/Rad, but being a Fire/Rad, they're also held, slowed, taking damage, etc by the other PBAoE auras, so it's really hard to tell if WoC and its proc are doing much, if anything by themselves. I suppose I should try turning off CC & HF and seeing what WoC by itself does in the form of mitigation one of these days...
  22. Quote:
    Originally Posted by Samuel_Tow View Post
    I'm sorry, I'm having trouble reading the rest of your post. My eyes appear to be rolling inside of my head and I can't seem to stop them. That makes it hard to read.
    Maybe you should've since I fully acknowledged that you had a right to your opinions? I'll save myself the trouble of rolling my eyes at your drama in the future tho.
  23. At work, can't really look at the builds, but I wanted to add a "well, it depends" vote for CJ.

    Shields has a very strong taunt aura and if the OP has no problems currently w/o Taunt, I see no pressing reason to pick it up now. CJ + Hurdle is excellent *non supressable* mobility for combat, plus gives you a bit of Def and a good place to slot a LotG.

    Now the "it depends" part is, if you plan on running mostly top end TFs and lead tanking it, you might want to pick up Taunt. Also, Taunt is also an excellent mule for 2 sets, though you'll likely want to 6-slot them.

    So at least in the abstract, if you're short on slots and play sorta casually running missions and such, CJ >> Taunt. If you have slots to spare and run STFs every other day, Taunt >>>> CJ.
  24. So what I've gathered is that a small, but vocal minority convinced the devs to roll back what was viewed my the majority as a good change for i17. Anecdotally, there is no one I play with who didn't hate the roll back, even if most of them didn't particularly mind the prompt in the first place. I for one hated that freakin' prompt and yelled any all my SG-mates (on Vent, so actual yelling) who kept trying to buff me w/it during a fight to the point they just stopped buffing me w/MF period, which was fine by me.

    Obviously, there are ppl who hate being buffed unasked by anything no matter how positive the effects (granted MF has a few drawbacks too). The equally obvious answer is to make all outside buffs optionally prompted--if some of us want to get all the free goodies w/o being asked, let us. If others don't want fugly ice armors to cap their defenses, hey, their loss, er, choice. I don't even see why there's a debate about this other than as an allocation of dev resources, i.e. how big of an issue we, the community think it is. I really hate that freakin' prompt and would consider adding an option a rather high one, but then I value QoL fixes quite a bit.
  25. dave_p

    Fire - Rad

    Yikes, I might have to take back what I said about Fire >> Ill. Frosticus just posted an absolutely insane time on the pylon results thread (which I hadn't been paying attention to in a couple of months, but his thread made me check it) w/an Ill/Cold/Ice build. Not sure it was the Ill (no psi resists for the pylons) or the Cold part tho to be honest. I suppose Ill allows you to build for things other than def, like rech & a stronger ST attack chain, but those numbers were just unreal.