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Posts
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Quote:I'd have to say yes, since I've found the major demarcation bet. meh & omg!awesome of DA is getting that +end proc in Dark Regen. I'm sorta exaggerating, but prior to getting the proc, I was almost afraid of using the best heal in the game due to end problems. Afterwards, I was almost firing it off to gain end, even if I didn't need the heal (okay, rarely, but I've done it once or twice). For me, Dark Regen makes the set, esp if you don't use the pseudo-control powers, which I don't.IO sets probably won't come into the picture on this character to any significant degree either, at least not immediately since I have a lot of resources currently going to a number of other builds. Will this be a significant handicap?
I'm sure someone else can explain the uses of CoF, OG, etc, cuz I hear they are very good esp combined w/IM's own controls (which, even though they won't stack, are complementary). I can imagine CoF/OG + Ice Patch will keep you pretty darn safe, and you can lock down Lts w/Freezing Touch (bosses too if you pick up an epic hold). BTW, I'm sure you have IM down cold (get it?), but I do have a guide in my sig if you're interested.
Bottom line, and I know many will argue otherwise, but I find the resist sets (Dark, Fire & Elec) all very lacking w/a SO-level build. IO'ed up and they're rather awesome. Which is to say, all sets are awesome w/IOs, but I find they help the resist-based sets more. -
Quote:Yeah, you sorta stumble over 100M making generic IOs even. My lone villain has over that from getting his FC accolade.I read things like this and just gape in disbelief.
Not the happy part, the 100 million being a big number part. =P
Quote:Last night I ran one (ONE) MA mission on my ar/dev and cleared a few hundred tickets. I rolled 'em in my preferred level range for bronzes, 35-39. My haul will net me at least 100 million, more if I bother to craft them first. Two resistance IOs that go for 20-40 mill each and a few others in the 10-20 million range. Good luck, definitely, but even bad luck with that many tickets will make you a few million inf- not a bad return for the 20-odd minutes invested. -
So after a week of the new interface, I've gotten somewhat used to it and am taking advantage of the few good features, like auto-finding the salvage for recipes, and as much as it's a crappy feature, using the persistent prices when I put up similar items up for sale. Horribly dangerous, but when selling multiple, small items, can save some time.
I've gotten used to the multiple annoyances too, like having to unclick the autocomplete button and disabling the annoying warning messages. Every. Freaking. Time. Yes, I'm playing through the pain. I'm sure this won't affect my decision whether to renew my sub in a couple of weeks one bit. -
This is exactly what I was thinking. They're doing a query on every single freakin' keystroke, which is amazingly inefficient (not to mention annoying when I make a type and backspace, noticing processing on Every. Single. Backstroke.). That's really great that you start looking for my alchemical silver as soon as I type "a", but let me at least get to alc, then hit enter or something. Horrible design.
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I'm in for this, time permitting. I'm almost at the 600 mark w/my main badger (small-time among hard-core badgers, I know), and I don't have a single PvP badge yet.
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Well, by my definition, which I believe fits closer to the origins of the term, a def-capped blaster *is* a tankmage. They're still squishier than an SOed out tank, but if you can *comfortably* solo x8 missions and AV fights... well, I think you qualify even if you can't stand in front of a x8 spawn indefinitely (but more than long enough to kill 'em all). There's certainly large grey areas and much hair-splitting involved though.
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Quote:I think we're using a slightly different definition of tankmage. Might also explain some of the squabbling in this thread about "balance". To me, a tankmage doesn't automatically equal OP. I defined mine above as a character that is very tough (tank) and has ranged, AoE damage, ala fireballs (mage). I'm fairly sure that was the original origin, but have morphed into anything that's OP.Tankmage usually implies you don't have any weak points and nothing can touch you, though. While a Blaster at the def cap is fairly strong, hard targets are still a trouble for them, especially if they're a boss or EB with a Tier 9. Even worse if they have def debuff (I'm looking at you, Silver Mantis! I hates you!).
SoAs are in the same boat, and might be worse off, depending on their power setup (as I mentioned before, they'll have a harder time if they're AOE focused).
Now that I'm curious as to the exact origins of the term "TankMage", I did some googling and found this. Dunno how legit it is (I never played MUDs all that much), but he specifies CoX and the term. I was a little off-based about the ranged damage part, but the origins of the term doesn't have the OP connotations, though nowadays it clearly does.
So with that in mind, if the intent of the original question was to ask are Crabs or other soldiers OP, no. Can they be made into an excellent balance of (ranged, AoE) offense & defense, and easier than most other classes? Hell yeah. -
The stack remains single and you can just peel off the # of bids that filled (or cash in the # of posts that sold). I'm actually not sure that the new UI splits the stacks or just makes it look like it does because of the different tabs. If that's really the case, we're talking about potentially halving your slots (worst case scenario, but still...).
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Who's talking about balance? Did the OP specify SO builds only while I wasn't looking? I'm just saying certain things can be built up to tankmage status, and Crabs are perhaps the easiest to do so. In fact, if you want to remove IOs entirely, Crabs are maybe the only AT that can be termed a tankmage on SO strength only (again, mitigation, mez protection & AoE damage, straight out of the box).
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Plant/Cold is fantastic. It's not even that late of a bloomer (get it?) since once you pick up seeds, you're immediately an asset to any team (not to mention your shields). Soloing takes a bit longer, but what controller set doesn't? I'll say that after 35 and Sleet, Seeds, Roots, Creepers, Sleet & your pet makes short work of x8 spawns all by your lonesome. Even before then, Seeds, Roots & Creepers are a potent combo, but Ice Storm from Cold will keep mobs grounded for Roots to take hold. Post 38 and Heat Loss, and you'll kiss end troubles forever.
Plant/Rad or Kin of course works well too, but I find Plant/Cold has some nice synergies (Ice Storm, esp, since many of your Plant powers don't work on fliers). -
Ah, thanks, I'll try that when I get home. I'd been looking (all over the place) in the bottom screen where I stored my recipe, not the top where the found recipe shows up.
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Dunno if High Beam is still around to update this, but for the 25-29 arc, I'd highly recommend one of the new I17 mission arcs.
Twisted Reflections is 4 actual missions (plus a few "speak to" missions), all of them skippable to the end, in two zones, but they auto-transport you to the 2nd zone, and can be breezed through in under 60 min, really under 30 unless you have travel powers off (and maybe even then).
The other arc, Into the Looking Glass is potentially even shorter, but there's an EB to deal with at the end, and he can be nasty if you play melee. -
Anchor-debuffs are rough on a high DPS team... then you run into an AV and you're happy you have those toggles. (Or you get separated on a +4/x8 teams, but you decide you can take that spawn by yourself anyway.) Location-based debuffs w/long animations aren't much better. By the time I get around to Disruption Arrow (after OSA, Acid, etc), most things are dead. Just be happy things are dying fast w/o your full 100% participation; this means you're on a good team. BTW, EF is fast casting enough that I'll use it on high DPS teams (yes, everything would die w/o EF, but they die faster w/EF), but rarely RI. Until the team gets hit w/a fat -to hit debuff or that PP went MoG on you, and you'll be happy you have it again.
Teams like that, I like my Cold the best--buffs, shields & a fast casting/recharging debuff that does pretty much everything w/one application (Sleet: -res, -def, KD, slow, minor damage). Big targets get Benumb. I'll still take my Rad on AV fights, though I know the Rad vs. Cold is still hotly debated. Son's nice too, since the anchored debuff goes on a teammate, not a mob. Dark just kicks butt on many levels, but on those fast moving teams, I rarely bother w/Darkest Night. Tar Patch always though. -
I thought the commonly accepted definition of a "tankmage" was a ranged damage class w/tank-like defenses (or a tank w/uber-ranged damage)? I mean, if all you want is a tough damage dealer, yeah, by definition most scrappers & brutes will fit. A def-capped blaster is absolutely a tankmage. So's a IO'ed out Fire/Kin. The difference w/a soldier is that you don't need to IO the hell out of it (at least not as much) to get high defenses (combination of actual defense, resistance & mez protection) and good AoE damage. And again, mez protection, which most of the other ranged classes lack. Granted, I'm looking more at the defensive side of things--your definition of "obscene" damage may vary a bit.
Seriously, capped ranged & AoE def (high 20s melee & most typed too), mez protection, 30-45% resistances nearly across the board and a gapless AoE attack chain. Yeah, that's IO'ed out, but still a bit (lots) better defensively than a comparably IO'ed out blaster, controller, dom, corr, whatever. How's that not a tank-mage? Oh, and I say this very lovingly, not as some rant for balance. I like my Crabs, just fine.
As for the range vs melee, Pilgrim touches on it, but I think a big disparity it's the effective AoE radii. Most melee cones & even PBAoEs aren't very big in effect (obvious exceptions exist like FS, SC, & LR). Ranged has Fireball, rains, various cones that can be extended, and did I mention Fireball? At the end of the day they will deal out a lot more total damage. Plus, even for ST damage, ranged doesn't waste time chasing crap down. -
The 2 biggest things about the new posi are... well, the 2 biggest things about most TFs, and they're stealth & TP. The new posi doesn't have a single kill all in either part, so if you can stealth & tp to the end (or each objective), you're pretty much set, assuming you assmbled a decent enough team to cover whatever you might be missing.
If you have SS & a stealth IO, that's good enough to avoid the Stealth pool, but even if you have Assemble The Team, it's on a long timer, so I'd definitely recommend Recall Friend as a minimum. Certainly over Lingering Rad, which will only come in handy against Dr Vahz at the end, and it's not required.
Also, EF, pre-Stamina is rough. Again, you'll likely only *really* want it for the Dr Vahz fight. I think for the majority of the TF, you'd be better served w/Stamina & Recall Friend instead of LR & EF. Oh, and SS instead of CJ assuming you have the 60(?) mo badge, otherwise Hasten too (swap out Mutation). Anyway, that's what I'd switch from your initial build to be optimized for Posi runs.
Oh, I'd definitely leave in QS, because I've found far too many low level toons, or 50s that were specced out w/lvl 50 IOs, that suddenly lose their accuracy down at lvl 20. All Earth powers debuff def nicely, but QS is auto-hit and will pretty much ensure everything hits. I've found QS skippable on a high lvl team (I just spam Cages if others can't hit), but never on a low (cuz my own Cages don't always hit). -
Quote:Since this thread is about defense, let me chime in here and say that most def-capped builds aren't built around purples, and if those builds *at 50* have several purp sets, you can simply switch them out and still have a very effective build. If you're so limited in your understanding of advice received that you can only copy a posted build completely... well, you're one of the reasons I rarely post builds any more. Most reasonable ppl can use them as templates and make any adjustments, like removing purples, building for pre-50, etc.What amuses me most about the people who post builds for comment are the ones who post level-50 builds with four sets of purple IOs slotted. Which is all well and good for an end-game build, but for 99% of the character's career they either a) won't be high enough level to slot purple sets, or b) won't have the influence to buy and craft them -- yes, this is a blue-sky gosh-wow build, but what are you going to do while getting there? If your only focus is on what you're going to be at the very end, the trip to get there is going to be depressing.
I used to make plans for 50-builds and leveling builds until I realized I can easily make a leveling build in my mind while looking at my proposed 50-build. Not always, but often enough where I eliminated most of my saved leveling builds to avoid clutter. You should try it some time. -
Some people have mentioned as a positive being able to click on a recipe, and then easily find each of the component salvage? I haven't figured out how this is done yet. Sure, you can expand the recipe and see a list of the salvage needed, but you could always sorta do that. Is there a way to actually auto-find those pieces on the market? Cuz that'd be a useful new feature.
As for the warnings for selling salvage you can use for things in your inventory... seeing as how all my toons have FC, I have practically all the memorization badges, which means pretty much every piece of salvage is used for *something* in my inventory, which includes memorized recipes. Similary for warnings for too high market fees. Who determines what's too high? 70K? 700K? I really don't think so.
Any applications developer worth his salt should know that warnings that pop up too often will be ignored (or just suppressed after 10 sec). A far better implementation of the two current warnings would be:
1) For the useful salvage, simply let us hover over the salvage in our inventory (or even on the market) and show us what they can be used for that's also in our inventory or memorized list. Easier way to determine if we want to sell/deleted a stack of Improvised Cybernetics.
2) Let us set our own bar as to when a market fee is "too high". I'd prolly set mine at 5M. So if I'm listing anything for 100M or higher, I'd damn well mean it.
Until then, both of those oh-so-useful warnings will remain off in my user interface, remaining useless. -
That's hardly kryptonite considering everyone but a select few powersets suffers from that. Plus soldiers have decent resists to back up their defenses. Add good mez protection and I'd say you have a pretty good case for the mythic "tankmage".
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You know, I was gonna say I've gotten a little bit used to the new interface, and while it's way slower than the old for doing most things, I could at least live with it. But no, crap's broken again. I can't "Get" anything now. Oh wait, the "Post" button is greyed out too. Ugh.
Another complaint: why is it when you try to "Find" an item, but you have your level filter set to something else, it can't automatically fix your level filter? So if I was previously looking for only lvl 32 (min 32, max 32, which is sometimes about the only way to find anything in the new interface), and then I want to look up a lvl 50 item I dropped in the market, it can't figure out, hey, let's reset the lvl filter to fit in the 50? Isn't that beyond obvious?
Having to unclick Autocomplete, the stupid warnings, seemingly far too often. I'm not sure if those options are toon-specific, but I could swear I already unclicked those for certain toons, but they're back up when I relog w/them later.
Oh, a stupid mistake that's 100% my fault, but wouldn't happen w/the old interface. So I "Find" a crafted IO to see what the last sales are (because the bottom interface never shows bidding/for sale figures, another bug!), and instead of typing in my prices for sale in the bottom window, I typed them in the top where the IO was "found". So I insta-bought instead of selling. Thanks. Again, my bad, but just another trap to avoid.
Like I said, I'm adjusting to the new system and all the quirks. I can get stuff done though it takes longer. I'd just be far, far happier if they gave us an option to load the old interface. -
Quote:I've run plenty of lvl 50 TFs. I've seen many Ice tanks in action. However, I will say, Ice is the only primary I do not run myself, so my perception on Ice may be skewed. Having said that, they have the best aggro auras in the game, which is why I ranked them highly. Unlike you, I've seen Ice tankers tank STFs just fine so I don't see why they'd have trouble w/anything else. Still, I don't run Ice myself, so I'll let others defend the toughness, or lack thereof, of that set. *shrugs*Are you being sarcastic? if you had run any lv 50 TFs you would know that ice is worst tanking set there is. Because one lucky hit can flatten ice tank due to its lack of resisrtance, couple that with abundance of -def attacks some AVs have ice is not a good tanking set. You are better off running shield scrapper (Dr Aeon pawned our ice tank in STF last week, the scrapper picked him and tanked it without a hitch)...
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Quote:I don't think we disagree, nor do I think that was your intent. Just to clarify tho, I'm basically saying SD, Invul & Ice are all "tough enough". I just put SD slightly ahead because of the psi hole. Invul has higher peak performance against more types of mobs than SD, but I think most of that peak is wasted mitigation, much like Granite. Ice actually suffers from both SD & Invul's weaknesses, which is to say Psi *and* +to hit buffing foes like DE.I don't know Ice firsthand, but Invuln is decidedly tougher than Shields and just as mobile, just in case someone interprets/misinterprets you to be saying Shields is tougher.
And of course Stone is toughest, but as I alluded to above, you just don't need that level of toughness for most of the game. I do run my Stone out of Granite as much as possible w/S/L capped running just Rock, but then you're stuck w/Rooted for mez protection, which slows you down more than Granite. In Granite alone, I'm pretty fast. In Rooted, I feel decidedly slow. Rooted + Granite and you're molasses no matter how much +run speed you pile on. -
Adrenaline Boost + RA. Heat Loss w/11+ hit. Transference. No, or very short, crash post-Nuke. Sometimes, my toggles won't drop, sometimes they will (pretty much always w/Transference).
Or, like everyone else says, just pop a few blues in case you don't play w/an Emp, Cold or Kin.
Under the OP's system, my blaster becomes useless for 15-25 sec no matter what my team makeup or my insp tray look like. What toggles does your blaster have that are so worth keeping over being able to attack (again, after a sufficient buff or insp)? World of Confusion? Weave? If your def-capped or close to it, most of it comes from IO bonuses, not your toggles. And does it really take you 15-25 sec to turn on all of your *blaster* toggles? Really? -
So the rumors were that someone at Citi miskeyed "billions" instead of "millions" which caused the panic selloff yesterday in the US stock market. I was having flashbacks of trying to sell a Pangean for 1.5B instead of 1.5M and eating a hefty market fee. Guess it wasn't the case (or just damage control by Citi).
Deny, deny, deny. -
Quote:At first, I thought we could already do that w/the old interface, but you're right, that's a legit positive for the new UI. I'd forgotten that you couldn't sort though the crafted IOs, only the recipes, for a specific set piece. That was always a head-scratcher w/the old system...New thing I like:
Enhancements > Crafted now allows me to find a particular crafted enhancement in a set, rather than only seeing all the enhancements from that set. For example, if I go to Enh > Crafted > Melee Dmg > Mako's then I can select the quadruple from there and only see those listed, rather than all the Mako's. Please, keep this feature.