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Posts
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Joined
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Crafting and flipping will always be effective means of getting inf, and there are plenty of recipes (purples and PvP IOs mostly) that are prohibitively expensive in terms of alignment merits which will still sell well on the market.
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Here's what happens in that case:
* Hero/villain does a morality mission, gets one alignment merit, and then goes to the alignment store (Fort Trident/The Crucible) and purchases another alignment merit. That gives them the ability to purchase any non-purple/PvP recipe in the game, or obtain 10 random rolls. Obviously, they can only obtain alignment merits via morality missions once every other day, but they can buy one every day as well.
* Vigilante/rogue does a morality mission and gets 60 reward merits. Vigilantes/rogues cannot access the hero/villain lounges (or at least cannot purchase alignment merits) so they would need to run their morality missions four times (eight days) to save up the 240 merits required for the most expensive non-purple/PvP recipes, and just as many days to save up the 200 merits required to do 10 random rolls.
There's zero economic benefit to being a vigilante/rogue, because alignment merits are worth so much more than reward merits (one alignment merit will buy you 5 random rolls, or 100 reward merits' worth of rolls). Luckily, with cross-faction item/inf emailing, all you really need to do is keep one or two characters hero/villain, run your tip missions every day, and stock up on alignment merits to roll or spend and then send the goods around as needed. -
Some of us surmised that it's not so much all the new shinies in GR (as hero raid turnouts have still been high and people have been showing up early) as it is the fact that blue raids are quite simply easier, and the merged markets/cross-faction emailing means you can just send your blueside Hami-O's to your villains.
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Quote:The same is true for every defense-based secondary, really.No worries, its just sad that /EA needs to be softcapped to really become anything.
On topic: I don't get, nor have I ever understood, the perception about Fire. You can't just run in and stay alive like you can with some other armor sets, but that simply means you need to play differently. Crank out damage. Kite mobs. Use inspirations. The set is really good when it's played and built well. -
There are several threads in the PvP boards about Bane builds if you want to look around for alternative takes on the build.
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RttC detoggles every time you get mezzed, which basically turns WP into a big sack of HP without a self-heal, half-***** resistances and defense, and no real regeneration to speak of. The Stalker version is nice because of Reconstruction and because it's easy to cap HP without accolades, but on Scrappers and Tankers it's second-rate.
If you are dead-set on building it you'll just want to build for craploads of HP, damage, and recharge, with some accuracy on the side, and hope you have some backup when things go south. -
I'm having a hard time thinking of why you're taking this stance, when the functionality in question can be added without taking away any of the uniqueness the set currently has, while at the same time adding functionality that's more or less standard with Blaster sets.
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Would not skip Clarity, as it gives mez protection as well as perception. Nice thing about Clarity used to be that its animation was way faster than Clear Mind/Enforced Morale but they changed the animation on those powers (went from the "hand out" animation to the Speed Boost animation) so Clarity is actually half a second slower, but it's still an invaluable power. I don't use my Son/Son/Mu much anymore but one of the times I'll dig it out is on the second redside respec where you bump up against Devouring Earth, who can chew through defense like a knife through butter (so resistance is nice).
As far as powers to skip... from the primary I'd skip Shout, Shockwave, and Siren's Song (unless you plan to solo a lot, which is not recommended on a /Sonic). From the secondary I'd skip Sonic Cage and Sonic Repulsion. I went with Leadership on mine, so running the res debuff plus the bubble plus Charged Armor plus the two Leadership toggles (Assault and Tactics) ate up my blue bar pretty fast (hence Mu for Conserve Power and Power Sink). Still, it's a good combination, even though /Sonic is somewhat undervalued. -
I think that's a matter of what Castle sets the recharge of Sleet to once it gets changed (currently at 60, will probably go up to 120 or even 240 seconds).
Personally, I'd go with Fire for Fireball and RoF, especially since they'll be up nearly every mob whereas the Sleet/Ice Storm combo won't be (also since Fireball alone will be putting out more damage over time than Sleet + Ice Storm anyways). -
That's why I slotted stealth IOs into Sprint as well, because it was basically a "fire and forget" slot, especially when I already had very few slots to dedicate to travel powers (usually a Zephyr -KB and travel/end or some microfilaments).
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Quote:All I can say is thank god you're not a dev, because if you were sets like Fiery Aura, Invuln, AR, Trick Arrow, SR, and Ice Melee would still be trash. "If you don't like it don't play it" is a really crappy argument especially when the asked-for functionality can be given to the set without taking a single thing away from it. Are you that blind to keep your precious unique set that you don't realize it will still be unique in exactly the same ways, but a better performer in just about every scenario?Umm, no, that argument just plain makes sense. Theres no "Until" involved.
If you don't like it, don't play it. Play something you DO like instead of complaining on the forums about a set you probably still won't play anyway.
Quote:Dual Pistols has the ability to turn knockback on and off at will, and a pretty decent nuke that, despite not being in the league of Rain of Arrows (which is in a set with no debuffs of any kind), is still crashless. It may not be the best set on Blasters, but "crashless nuke" on a Defender or Corruptor means "nuke you will actually use." There are only three of them in the game, and 2 of them come on sets that are have no debuff to speak of.
The problem with Hail of Bullets is that it suffers from the "Energy Melee problem" - the power has a stupidly long animation which makes using it a very poor option in most cases (the comparison to Energy Melee here is specifically Energy Transfer, but also Total Focus to a point). Even the defense buff granted while the power is activating doesn't make up for this, and it's really more useful for show than it is for actually killing mobs. -
PvP used to follow PvE travel suppression rules but that was changed with I13. Now all movement is slowed by a granted autopower that lasts a certain variable duration. However, standard arena settings have that turned off so you get no suppression at all (i.e. always moving at full SS/SJ speed). That's generally the reason I run SS.
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Quote:I PvP, so Super Speed is always on unless I have no endurance (as is CJ or SJ depending on the character and what they're doing). Sprint does almost nothing for me so it makes no sense to add endredux slots just to keep it running for the sake of having a stealth IO in it. Another way to look at it:I know you've been around for a long time, but this strikes me as very odd. You're complaining about the end cost of Sprint, yet you leave Super Speed (which consumes 55.5% more endurance) on in combat? Not to mention that the stealth effects of both SS and Stealth IOs suppress in combat anyway, so keeping them running while fighting won't help you not get seen.
* Super Speed uses 0.46 end/sec and grants you 350% runspeed.
* Sprint uses 0.29 end/sec and grants you 50% runspeed.
Even with the base, unenhanced numbers, Super Speed gives you 7x the movement speed bonus for 1.5x the endurance cost. Of course, Sprint does not suppress during combat, but that's what I have Hurdle and CJ for (I tend to "bunny hop" during the 4-second suppression period and then use SS to move to the next mob once the suppression period is over). I will sometimes turn on Sprint to boost my run speed when I'm covering very long distances (like getting across PI or IP or other large zones) but I never use it during combat.
Sprint got its base speed buffed, yes, but only half of the increased speed is enhanceable. I will admit the new Sprint is nice for low-level characters but it's still downright slow compared to Super Speed. -
First, your main goal is impossible to achieve: VEATs have a Stealth cap of 857.25 feet, and between Cloaking Device and a stealth IO you'll only get to 800 feet - in other words you'd need outside help to even get to the stealth cap, and even then your stealth cap is almost 300 feet lower than a Stalker's so you're at a huge disadvantage there. Rather, the nice thing about VEATs is their higher perception, which allows them to see stealth-capped Stalkers from about 120 feet (instead of 10 feet like all other ATs). If someone else is percep-capped they'll be able to see you from around 300 feet, which means you won't really have the element of surprise unless your opponent doesn't have much perception or is distracted.
If you're going to build a Bane, you'll need to build in some KB protection (can probably get by with 31-35 points for non-Freedom zone PvP, 41 is preferred for Freedom zone, and most arena builds will build for 45-50 points), some HP (get your accolades, shoot for 1700-1800 or more HP), some damage bonus (30% or more is preferred, including Assault if you take it), and lots and lots of ranged defense (60% or more before DR). Banes lack elusivity so their defense doesn't do quite as much for them as it does for other defense-based characters like SR, Ice, Ninjitsu, or even Widows. This is the build I've tooled around with for a long time - it's somewhat expensive but it's solid (though it does not have a secondary form of +perception so you will need to be teamed with an Emp/Pain/Sonic/Storm to see Stalkers):
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Arachnos Soldier
Primary Power Set: Bane Spider Soldier
Secondary Power Set: Bane Spider Training
Power Pool: Speed
Power Pool: Fitness
Power Pool: Concealment
Power Pool: Leaping
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Mace Beam -- KinCrsh-Dmg/KB(A), KinCrsh-Dmg/EndRdx/KB(5), KinCrsh-Acc/KB(34), KinCrsh-Rechg/EndRdx(36), HO:Nucle(36), HO:Nucle(37)
Level 1: Wolf Spider Armor -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(3), S'fstPrt-ResDam/EndRdx(3)
Level 2: Bane Spider Armor Upgrade -- S'fstPrt-ResKB(A), TtmC'tng-ResDam(5), TtmC'tng-ResDam/EndRdx(7), TtmC'tng-ResDam/Rchg(7)
Level 4: Combat Training: Defensive -- Krma-ResKB(A), LkGmblr-Def/EndRdx(9), LkGmblr-Def(9), LkGmblr-Rchg+(42), Ksmt-ToHit+(50)
Level 6: Build Up -- AdjTgt-EndRdx/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(13), AdjTgt-ToHit/Rchg(13), AdjTgt-ToHit(15), AdjTgt-Rchg(15), Rec'dRet-Pcptn(17)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 10: Hurdle -- Jump-I(A)
Level 12: Poisonous Ray -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(25), Dev'n-Dmg/Rchg(25), Dev'n-Acc/Dmg/Rchg(27), LdyGrey-DefDeb/Rchg/EndRdx(27), LdyGrey-%Dam(31)
Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(33), Mrcl-Heal(36), Numna-Heal/EndRdx(37), Mrcl-Rcvry+(40), Mrcl-Heal/EndRdx(48)
Level 16: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(17)
Level 18: Tactical Training: Maneuvers -- RedFtn-Def(A), RedFtn-Def/EndRdx(19), RedFtn-Def/Rchg(19), RedFtn-EndRdx/Rchg(33), RedFtn-Def/EndRdx/Rchg(34), RedFtn-EndRdx(34)
Level 20: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(21), GSFC-ToHit/Rchg/EndRdx(21), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(31), GSFC-Build%(33)
Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(23), P'Shift-EndMod(23), P'Shift-EndMod/Rchg(29), P'Shift-EndMod/Acc/Rchg(40)
Level 24: Mental Training -- Run-I(A)
Level 26: Placate -- RechRdx-I(A)
Level 28: Cloaking Device -- LkGmblr-Def/EndRdx(A), Krma-ResKB(29), LkGmblr-Rchg+(43), LkGmblr-Def(43)
Level 30: Shatter -- Mako-Dmg/Rchg(A), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg(39), Mako-Dmg/EndRdx(39), Mako-Acc/Dmg/EndRdx/Rchg(39), Mako-Dam%(40)
Level 32: Grant Invisibility -- Krma-ResKB(A), LkGmblr-Rchg+(46)
Level 35: Invisibility -- Krma-ResKB(A)
Level 38: Phase Shift -- RechRdx-I(A)
Level 41: Web Envelope -- TotHntr-Immob/Acc(A), TotHntr-Acc/EndRdx(42), TotHntr-Acc/Rchg(42), TotHntr-EndRdx/Immob(43), TotHntr-Acc/Immob/Rchg(48), TotHntr-Dam%(50)
Level 44: Shatter Armor -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(45), Mako-Dmg/Rchg(45), Mako-Acc/EndRdx/Rchg(45), Mako-Acc/Dmg/EndRdx/Rchg(46), Mako-Dam%(46)
Level 47: Combat Jumping -- Krma-ResKB(A), Zephyr-ResKB(48)
Level 49: Super Jump -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Conditioning
Level 0: Ninja Run
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Set Bonus Totals:- 18% DamageBuff(Smashing)
- 18% DamageBuff(Lethal)
- 18% DamageBuff(Fire)
- 18% DamageBuff(Cold)
- 18% DamageBuff(Energy)
- 18% DamageBuff(Negative)
- 18% DamageBuff(Toxic)
- 18% DamageBuff(Psionic)
- 4.25% Defense(Smashing)
- 4.25% Defense(Lethal)
- 4.25% Defense(Fire)
- 4.25% Defense(Cold)
- 12.1% Defense(Energy)
- 12.1% Defense(Negative)
- 3% Defense(Psionic)
- 5.5% Defense(Melee)
- 21.1% Defense(Ranged)
- 5.5% Defense(AoE)
- 18% Enhancement(Accuracy)
- 5% Enhancement(Immobilize)
- 32.5% Enhancement(RechargeTime)
- 10% FlySpeed
- 228.9 HP (21.4%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -43)
- Knockup (Mag -43)
- MezResist(Held) 9.35%
- MezResist(Immobilize) 8.8%
- MezResist(Sleep) 2.2%
- 20% Perception
- 9% (0.16 End/sec) Recovery
- 44% (2.36 HP/sec) Regeneration
- 2.5% Resistance(Smashing)
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 1.26% Resistance(Energy)
- 1.26% Resistance(Negative)
- 13% RunSpeed
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Should be noted that you can have APPs on one build and PPPs on a second build, though you can't mix-and-match on one build.
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Correction: Soul Drain from Dark Melee has always been two minutes. The Defender and Dominator versions have always been two minutes. The Corruptor version has always been four minutes. However, shortly after I13 the Dominator version was changed to four minutes, and the Defender version was supposed to get changed, but it either was and then got accidentally reverted back a few patches later or never was. Why it hasn't been fixed to how it's supposed to be in the last two years boggles my mind.
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Nope, but people generally don't leave Sprint running as it's a colossal waste of endurance once you get up into SO levels. Luckily most of my characters have the stealth IO slotted into Super Speed, which I tend to leave running, but for those who have it in Sprint my options are either run a more or less worthless toggle constantly for the stealth benefit, or respec to move a single IO around (and there's no guarantee I'll even have an open slot to put that stealth IO into).
Basically, lots of people slapped the stealth IOs into Sprint (since it took either the leaping or running stealth IOs) and just toggled it on and off for a quick 2 minutes of stealth, which is no longer possible. -
Yep, and it reeeeeeally sucks for those of us who put the Stealth IOs in Sprint.
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BS is better. Katana's faster animations mean less damage in PvP, but other than that the sets are functionally identical.
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Quote:Yes.Edit: And the point about having to run at base speed being such a pain. Seriously? Seriously? Are we that spoiled on superspeed, ninja run, sprint, etc., that running at base speed about 15 feet is such a huge chore that it might as well be miles?
Quote:To be fair, at least some of the toggle hate is a legacy of the previous market interface.
Oh, I PM'd Castle regarding my suggestion, and he said it was forwarded to the zone development team, so we can presume it will at least be taken into consideration if the hero/villain markets ever get suppression fields added. -
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You can't run the both at the same time (why would you want to, when one is more than enough with DR?), but you can have both in your build.