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Posts
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Have SO prices budged since I last checked?
Rare salvage are just now hitting pricepoints prior to AE, like Pangean's going for 4M/each. Some have gone up a bit more than before, some less.
100K+ commons won't stay like this for long. We've had spikes before, and will again.
Some things have gone up in price. Some even lots. Big surprise, I know. Overall, no hyperinflation. -
Can you do it as a Vig, or just Vil or Rogue?
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Quote:Was this a speed run? You should be able to tell by this point if it is or not. If it's a speed run, this is absolutely SOP, though usually only stealthers w/TP will go there. Sometimes, it's just a freakin' race for some reason.The rest of the team takes off and starts fighting and RUNNING to the last room.
Quote:Then about quarter of the way in the scrapper yells out to the group IGNORE THE OTHERS, JUST ATTACK MAIN AV.... -
Coincidentally, the toon I thought of when reading the subject line was my own Ice controller. Ice/Storm though, and for Cardiac, not Spiritual. And in fact, I wrote an ode to him on the controller boards.
To sum up: my Ice/Storm (already Ranged capped, 40's S/L, high 30's AoE & F/E/C/N) was pretty bad ***, but only for spurts. W/Cardiac, he's a non-stop mayhem machine. My Fire/Rad w/Spiritual can almost get to Perma-IW (3s down), but even if I had full perma (and yes, I know full well the ramifications of perma-IW), I don't think the difference would be as great as what Cardiac provided for my Ice/Storm. -
Fire > SS > Ice > Mace was the AoE order tested by Starsman a long while ago. I don't think he ever restested w/ELM, but I'm thinking Fire > SS > ELM > Ice > Mace would be the new order. Of course there's a difference too bet. fighting 5 mobs at a time and 15, but for the most part, that order should stand.
ST damage wise, it'd still be Fire > SS, but then sets like Stone & EM (but they suck at AoE damage) would fall in, cuz Ice & Elec are abysmal (esp Ice) at ST damage. Overall, Fire & SS are by far the best offensive secondaries, though Fire offers no mitigation (Stone & Ice Melees are the best for that).
Re Stone primary, you don't have to be in Granite and suffer the penalties to be effective, and really damn near unkillable in Stone. My Stone is softcapped to S/L/E/N/Psi out of Granite and only hits Granite for LR & like Tin Mage and stuff (did Reich + the 4 AVs last night w/o Granite). The problem is Rooted--you need it for mez protection and it slows you down. So even if it doesn't ding your damage or recharge, your kill speed is going to go down.
If you want pure offense, a combination of Fire & SD primary w/Fire & SS secondary is going to be your best best at "mob killing". Pyre w/Fireball is also your best offensive APP, though I can't spead for PPPs since I have no experience with them. -
StratoNexus, just working off of your lastest build and tweaking a few things...
How about 3-slotting Aegis in HPT for a bit more F/C def?
The 3 Gaussian's in Tactics for a few more HPs... worth it? I'd move 2 of them into Taunt (leave the To Hit/End, tho you can use a cheaper Adj Targeting) to 6-slot Mocking Beratement for more F/C def & the 7.5% rech bonus. You end up w/a 43.4 F/C def right now, before Nerve, which caps it.
I would also remove the slots from Stone Prison, just leaving in an Acc IO for when you want an Immob or -Fly, and use the 2 slots for CC (Oblit A/D/R) and... something else. Or, just 6-slot either Shatter or Whirling Mace w/Oblit, since you're far over the softcap for E/N anyway. W/that, you end up w/47.2% S/L/E/N (higher w/Nerve, obv) and better recharge & damage numbers, though you sacrifice a bit of HPs.
I know you want to go for high HPs, and you should, but I think the higher F/C def (near cap, capped w/Nerve) and higher recharge will serve you better. In fact, I wouldn't even go Nerve, but Spiritual for the higher regen #s, since you're already softcapped or nearly so to almost all types. Spiritual Core boosts your regen from 79.75/s to 90.39/s, even w/the lowered HP w/my tweaks, not to mention CC, Clobber & WM will all recharge faster. -
Quote:As one of the only ppl who acknowledged a small portion of your claims as legitimate, and then discussed how I at least deal w/those situations, I just have to say... Nice Strawman.It's great that you guys have these high-performance, soft-capped, unkillable Scrappers that can handle multi-AV aggro, but most players don't and they're suffering for their taunt auras.
My lvl 22 Mace/WP brute has nary a set bonus, and was thrilled to get SOs & maybe a few generic lvll 25 IOs. When duoing w/my friend's SS/SD brute, I fully noticed exactly what you said was happening to you, but in reverse, in that even though RTTC has a taunt aura, AAO was stealing it away. I told you how I dealt with it and it's something you'd have to practice in reverse.
Oh, and if you're grabbing AV aggro off of a tank, that's just a horrible tank. Don't blame your taunt aura for that one. -
Quote:Yeah, I can't see any of my WP toons going for anything other than Spiritual. Plenty of end to spend on the faster recharging big hitters, and the extra heal/regen. The stun may be wasted (though not on my Mace/WP brute), but I'm still planning on the Spiritual Core Paragon for all my WPs.I'm going with Spiritual for the added recharge, and the fact that tyhe healing aspect of it buffs your regeneration powers as well. It works just like adding a healing SO to all powers that can take one, so if a power will accept heal enhancements it will enhance it.
To Titan, I didn't look at the OP's build, but just going off of your comments, I always aim to softcap S/L def for my WP toons. They have *adequate* S/L resists w/Tough, but not even close to cap, and since most attacks in the game have S/L components, I find there is a huge difference in survivability w/S/L def capped on a WP toon and not. Of course, I try to cap the F/C/E/N as well; I don't quite make it all, but I'm perfectly happy w/capped S/L and 40's F/C/E/N (as on my WP tank) or capped S/L/E/N and 30's F/C (as on my WP scrapper & brute).
To _Elektro_, my Claws/Invul is young so I can't really speak for Claws vs. DM or anything, but yeah, Shields is a bit of a game changer. My DM/SD, like everyone's DM/SD, feels pretty damn uber, but not so much more than my DB/WP (or Fire/Fire, or Kat/Regen, etc). DM is horribly lacking in AoE damage, for example, and sure SC takes care of a lot of that, but far more frequent Spin or Typhoon's should actually edge SC out (haven't tested on Herostats so couldn't say for sure). In fact, the only "mature" scrapper I play right now that feels a bit lacking is my Elec/SR, and mostly because SR feels kinda meh, esp compared to SD. -
7 Kahns so far. Longest was 45 min w/almost no debuffs in the group. Shortest was 25-ish, all the rest right around 30~35 min. Success stories all.
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Yeah, I never had that happen to me on my controllers, and they all play knockaway/down (Hurricane, Bonfire, Phant, EQ, etc) w/the repairmen. The *only* time I've ever seen this happen--and that's once in god knows how many times--is when I was playing my Fire tank, and I honestly don't remember if anyone had KB powers active, but the stupid red tower came back *twice*!
In any case, Storm has enough random AoE powers that no repairmen are going to survive multiple LSs, FR & 'Nado that will be grinding away at the towers.
Edit: come to think of it, Force Bubble might've been the culprit on my run w/the Fire tank. -
Quote:In that all 31 slots (soon to be 36, which is the max) on my main server* are full, my rule allows me to try out the most # of powers & unique power combos. As a result, I've had experiences w/most of the powersets in the game, esp on blue-side, which makes me feel like I'm getting the most out of my $15/mo. Sure, Fire/Rad & Ill/Rad play differently, but as differently as Fire/Rad & Ill/Kin? And I likely would've never even tried TA if I could just roll up /Rads all day.I'm glad I don't have such a restrictive rule. Fire/Rad plays very differently than Ill/Rad, which is very different than Earth/Rad, which is different than Plant/Rad. I have all of those at 50. I also have Ill/Storm, Earth/Storm and Ice/Storm. The combination of the two sets, plus different playstyles and concepts, makes each character unique.
(*I hate playing on multiple servers--I have a few toons on alt servers and they never see action) -
I have a DPA spreadsheet of all blue-side ATs as of I16 or so (no Khelds), and a few red-side ATs as well, but haven't updated for some of the newer sets (pretty much after City of Data stopped updating). I still refer back to it from time to time (like when I wrote my guide in my sig), and think it's a very valuable resource, though keeping track of ST vs. AoEs, 2ndary effects, stacking bonuses or debuffs, etc, is almost impossible to do on one table. Scrappers are also a bit tough, because you have to either calculate the crit % as part of the DPA or just leave it out.
In any case, kudos for your efforts. I know how much of a pita it is to pull all the data. -
I've level-shifted my Fire/Rad, Ill/Kin & Ice/Storm so far (Earth/TA coming soon), and of them all, I'm really enjoying playing my Ice/Storm the most, esp on all the high level TFs that I'm running non-stop.
For the longest time, I considered my Fire/Rad/Psi my favorite, and most powerful toon (and he still prolly is). He's the guy I soloed AVs, GMs, pylons, etc with. He was my go to guy for the toughest tasks in the game, from Hami to STFs. Completely self sufficient, but awesome on teams. Could kill almost as fast as a Fire/Kin, but much, much safer. Then my Ill/Kin is... well, perma-PA + SB/FS/Transference for the team makes you kinda popular. Earth/TA? Master of controls, bar none. Meanwhile, my Ice/Storm was, while very effective, only effective in short bursts cuz of constant end issues.
Since I got the Cardiac boost on my Ice/Storm/Ice though, he's just nasty. Non-stop AoE attacks scattering (or not, at my discretion) mobs all around me. Softcapped ranged def, almost softcapped S/L def and high 30s AoE and E/N/F/C typed def, all before any debuffs by Hurricane, makes him damn near untouchable, plus Hibernate for the few times I get in trouble. Speaking of Hibernate, he can just summon all sorts of pets & pseudopets (LS. 'nado, FR, Jack, Ice Storm), and then take a nap in his igloo while everything melts (freezes?) around me. All the Storm powers are damn near perfect for the final stages of, say the STF (repairmen? yeah, eat some Hurricane trying to reach the towers). MSRs? Those Rikti Magi flop very nicely. ITFs? Slows still work on the mez-resistant Romans.
Sure, my other controllers all have their tricks for those situations too, but damn, it just feels more fun summoning multiple clouds of Lighting Storm, Tornadoes, multiple rains, and either letting things fly around like no tomorrow as the ultimate master of chaos, or just locking things down first so your teammates don't get too ticked off.I actually imagine Fire/Storm would even be better, since most of my fun comes from the Storm side (but I wouldn't wanna play a Storm/* defender, since I'd sorely miss the AoE immob w/the -KB). AA is nice & all, and Ice Slick is a nice backup control to have (that's how I use IS now), but Bonfire & HF would add even more chaos, plus just straight up more damage.
Anyone else having fun on their Ice/Storm? Share the love. -
I sometimes hate my self-imposed rule of not duplicating powersets within an AT. Because of it, I'm sorta *stuck* w/playing an Elec/Therm. Not a bad combo or anything, but no real synergy. If I had my druthers, I'd take Elec/Rad in a heartbeat, much for the same reasons Local describes above.
Elec/Cold... I don't use HL as a sapping tool much, esp since its recharge is so long. I do think HL is one of the best +recovery tools in the game (better than RA), but at least for personal use, Elec doesn't need much +recovery. Kin would work better, but then again, I think Elec/* by itself does a fine job on most mobs. Thematically, you can't beat Elec/Storm, though their powers clash something awful (no -KB in your AoE immob, lots of Storm powers breaking sleeps, etc). -
Dunno about the WL, but esp on low debuff (as in none) teams, I can tell a *huge* difference in damage dealt when Reich pops US.
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Quote:Wait, Thunderstrike's animation takes you out of Grounded? Seriously? That's incredibly lame! I keep a -KB in my Elec anyway for when jumping and stuff, but didn't think an attack animation would make you vulnerable.(I hate getting KB'd while using T-Strike, so I put an IO in Grounded for when I'm off the ground in the animation)
I figured Elec & Invul were pretty close as runner ups, but wasn't sure which would take fewer insps (my personal gauge for who's the most effective tank against LR).
I remember there was a spot you could drag LR to w/any aura toon (did it often w/my Fire/Rad) and he'd just be stuck. They eventually fixed that, and they'll somehow get around this hover tanking business (give LR fly w/his amped up speed? Give him Web Grenades? TP foe?) soon enough, but I'm well & sick of the STF after this past week anyway. -
Quote:This. So much, this.Everytime I play my /Fire or /DA or /Elec scrappers I curse and curse at the runners. I really wish all scrapper secondaries would get a taunt aura.
I actually have to time my FSC on my Fire/Fire when I solo so that I know I'm going to kill everything around me when I hit it, otherwise, every mob on me *will* scatter, each w/a shred of life left.
Edit: I should add, the OP has a bit of a point, in that if you're duo'ing, say 2 scrappers, or hell 2 brutes or 2 tankers, the melee w/the stronger (or just plain existent) taunt aura will take the brunt of aggro. This *can* be a problem at the lower levels. I try to alleviate it by jumping in first (if I have the weaker aura) and catching the alpha, knowing the aggro will bleed off of me. Still, this is a rare enough situation that rarely bothers me, and is far outweighed by the benefits of having mobs stick close to all my melee toons. -
About a month ago, I posted a similar question and did some analysis on Nerve vs. Spiritual for my Cold/Dark defender. Looking at the math, the +def at every level, from common to ultra rare, weren't as valuable as faster recharge for powers like Benumb, Heat Loss (which also obviates Cardiac), Sleet, etc, much the same w/your conclusions. I think a pure FF defender is about the only toon I'd consider Nerve on. Basically, every one of my alpha slotted toons have gone Spiritual or Cardiac, and as a min/max'er, I can't think of anyone I'd want Nerve (or Musculature) on.
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Toe-to-toe, Elec should be very good too, though my own Elec/Elec is still in his 30s, but I've seen good success by other Elec tanks. Capped en resists, easy enough to cap S/L as well (IOs, oranges, Alpha slotting), can IO your way to a high def, and excellent end drain resists. Sub-par heal, but better than nothing.
Fully IO'ed up, I would think the best tanks in order would be Stone, Invul, then Elec. Granite is by far still the best for getting in his face--I used just a handful of insps, mostly as a precaution (1 purp, 1 orange while the red tower is up), on my last dance w/LR, and I actually only *needed* a couple of medium blues, cuz his end drain was still getting past Rooted for a decent dent.
Anyone can hover tank him w/relative ease. I suspect they're going to fix that soon though. -
I love playing my Ice/Storm on the STF (c'mon, Infernus, 2 Stormies and you thought you didn't have enough damage?
). Love playing havoc on the towers w/Tornado, Lt Storm & FR buzzsawing through while Hurricane & Ice Slick keep the repairmen off. Had a great time w/him on it during the WST week. Can't remember the team makeup or final time, but it was right around the 60 min mark.
Hell, most of my STF runs this past week were under 90 min, the fastest being around 45 min. Only really had a few runs that were iffy and that one run I posted about in the horror thread. Kahn (and LG) should be just a cakewalk, esp w/all my level-shifted toons. -
After multiple team wipes/trips to the hospital, several of us insisted every one of us stock up on purps & oranges at the hospital. About half the team just didn't listen. There's no way in hell they were going to go pick up temps. That's when I (and the others asking to get insps) knew to give up. Sometimes, you just get bad teammates who won't listen. Ever.
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Quote:1. CC is a mag 2 w/a chance for another mag 1. The mag 2 is a 50% chance to fire per pulse, can't remember for the mag 1. It's plenty effective, esp IOed & hold procs. CC + HF is one of the premier F/Rad combos, though you can do ranged only builds just fine too.Thinking of pullling my 41 Fire/Rad out of retirement and I have been looking at various builds on the forums which has led me to wonder a few things
1. With Chocking cloud having only a mag 1 hold, how effective is it
2. How much defense do I need to slot for considering radiant infection can hit 40% to hit debuff
3. For wiping out mobs how does it compare to fire/kin
And finally I know Ill/Rad can take out AVs and GMs thanks to PA, are the Fire Imps to squishy to do the same
2. Any controller w/30-ish range def is going to be in very good shape. If you specifically want to floor AV/GM to hits w/RI on them, you'll need approx 38% def, since they resist debuffs at a high rate.
3. Can't really compare w/Fire/Kin for mass killing speed, but for single kills (AV soloing, etc), F/Rad does just fine. My record for soloing a pylon w/my Fire/Rad/Ice was 4:10.
4. The way you solo AV/GMs w/Fire is to keep the aggro off the imps, which is to say generate some good ST damage before you send them in. That's where you need the ~38% def to keep the AVs from hitting you too often. You'll also need enough recovery to have a basically infinite ST attack chain going while RI + EF are up, along w/occasional heals and LR. -
Quote:I think that's as closed minded as only wanting teams that want a tank, buffbot, damage, debufs, etc. If someone is forming a team and wants debuffs and my Cold, TA, Rad, Son, etc wants the TF, I'll get in. If someone just wants anything, I'll join w/what I got and then offer to switch if we're lacking. If some wants only IO'ed to the gills, level shifted toons for a speed run, well, I got those too. I'm not going to turn down uber teams (wanna-be or no) any more than random PuGs.For anyone having a problem getting on a team because the leader is looking for a specific AT or power set, avoid that team. Quite frankly if I see "STF Forming pst with AT and ....." I ignore them. I'm there to have fun, not to stand stand around for an hour while the leader puts together what he/she thinks is the bet possible team.
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Quote:Ah, yeah, I didn't look at his build specifically. At 10~14%, it's not worthwhile.That build was not high enough defense to make it worthwhile to slot for defense, in my opinion. It showed 10.4-14% Defense, which doesn't do all that much. I agree with you that if you have enough Defense stacked up, it becomes more worthwhile, but not in the build shown.
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Ran the STF 9 times this past week--all pretty much PuGs. Most of them went very smoothly, but the worst was on my blaster. Team makeup:
*/Dark MM (nominal leader, more on this)
2 scrappers
1 stalker
FF defender
2 blasters (one of them, me)
Elec tank (actually good for STF w/capped En resists & end drain resists)
I'm the 7th invite. I look at the team makeup, note in chat we only have the */Dark for debuffs when the 8th fills (still no more debuffs). One of the scrappers volunteers to switch to a rad when the 1st mission starts. I start thinking the leader isn't interested in communication, and I'm right. Zero instructions, leadership, whatever from the MM. Also, most of the team seems very little experienced w/the STF. I'm communicating w/one of the scrappers who's pretty experienced and we try to provide some leadership. I'm having doubts about completing the TF at all.
Vines room is leading to mult deaths, team is scattered, again zero communication from the leader. Some are fighting CoT, some killing vines, a few (incl. the leader) are dead and not rezzing. His only communication: "kill them." :|
Next mish, I sorta take over, start issuing "suggestions", but really commands. Scrapper supports me. Thankfully, everyone listens, or at least doesn't overtly object. I ask ppl to go from Chief to Chief and to watch for aggro trails, but in a blazing stroke of luck, we get the key off of the 1st Chief. I tell ppl to get in the building. Half the team stays at outside for random fights, but eventually catch up. I decide to mop up mobs from each AV fight so as not to drag too much aggro, which I'm sure would cause too many deaths. Finish up Aeon w/a bit of trouble, but nothing too bad.
Last mish, I'm playing it safe and clear the whole path on the right. I give a long speech about tactics, and how pulls usually fail, so be prepared to deal w/all 4 AVs at once. Give detailed instructions on how to tank, keeping buffs on him, how to deal w/deaths, AV order, etc. We try pulling, but naturally, we get all 4. We get on Scirroco, then BS. A few deaths, but we get the 1st two. GW's next, and I tell ppl to stay at range if they can, only go into melee if your def is capped. No go, she's healing back too fast. I position the bubbler a bit better to cover the melee, get rid of all pets and we *eventually* get her down (toughest fight of the whole TF, by far). Mako's no prob after that.
Flier, clear the mobs, flier again, and the scrapper has instructed the tank how to evade & taunt LR. We get the towers down and finish LR w/little difficulty. 2:35-ish time, which was by far the longest I'd spent on the STF all week long. Personally, I didn't think we'd get past the patrons, and we were pretty close to giving up against GW, but we stuck to it and pulled it off. I actually hate leading groups, because I'm lazy, but I was pretty grateful ppl followed directions and there were no petty squabblings, esp by the nominal leader.
So far, the only STF I've only failed in my whole career was when we couldn't hit Mako through Elude and the team just gave up, but that was years ago. I (and other experienced players) usually have to give some encouragement to the team when we pull all 4 patrons, but really, as long as the tank (+ support) is on his game, that's not that big a problem. Hell, half the time, we just bum rush all 4 and get through no problems, as long as the team is well put together. I did also fail the LRSF last week before it became a WST, mostly because we didn't have a tank or a sturdy enough brute for the end fight, but that's another story.