mauk2

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  1. Quote:
    Originally Posted by Fulmens View Post
    <threadjack>
    To continue, I think of there being about three levels of IO'ing out:
    1) Generics to replace SO's. Slightly to greatly more expensive, depending on how you plan ahead on your shopping; very similar results, only you'll never see a slot "go red" or lose efficiency with IO's.
    2) Frankenslotting: grabbing a lot of cheap sets and using them like "mini-hami-os". Two set IOs can give you the rough equivalent of three SO's; I have a mini-guide in my sig if you want details.
    3) "Real" set IO's- that is, IO's where you're slotting several of the same set in a given power, such that you get lots of set bonuses and [in some cases] dramatically improved performance. This can be expensive to unbelievably expensive [some builds cost literal billions] and there are potential traps, but you can get a LOT better performance if you do it right.
    Feel free to ask questions, I love to see my own name up on the screen.
    </threadjack>
    As a hardcore builder, I'd like to add a 4th level:

    4) Unlimited MINMAX. Every power, IO, set bonus, and ipower is carefully chosen with an eye to the overall performance goal, with no other considerations. These toons are rare, but you'll see them designed in the scrapper forum pretty regularly. Things like perma-elude regen builds, that sort of thing. Those are the builds that run solo itf master runs...at +4.
  2. Quote:
    Originally Posted by FourSpeed View Post
    I'm probably gonna hate myself for saying this, but:

    If the devs really want to "cap" the market, it's extremely simple.

    Put the edge case items In A Store. That's right, I said it.

    The obvious thing it fixes is exorbitant price. Common IO's have a de-facto
    price cap because, if the market gets out-of-line, you buy from a table.

    Thus, the price typically won't get (much) higher than that.

    The other benefit, to Fulmen's point, is that ALL store transactions destroy
    ALL of that influence, not just a paltry 10%.

    I'm not sure how I would feel about them actually doing that, but I'm 100%
    certain it would set a real price cap, prevent off-market (player 2 player) transactions,
    and very probably destroy more inf over time.


    Regards,
    4
    I've been sayin' this for years.

    Sell all IO's for inf. They keep adding micro-currencies. Why not add a store for inf.

    Yes, the incarnate system is a moderate inf sink. It's still not enough.

    The only 'gotcha' would be setting prices: I'd set initial prices 20 percent under the last 1000 market trades, re-calculating and rounding that price every hour, until the supply/demand/deflation settles down.

    The real itchy issue is stinkin' rich folks who don't burn their inf buying the new shiny's: You'd have to devalue inf held on toons as well, at some point.

    But it'd be possible to do, and I think it would be very healthy.

    Once the inf. supply has shrunk to a stable degree, raise store prices to 5 percent above the market prices, let them float.
  3. Quote:
    Originally Posted by TommyBoyTrD View Post
    Let me rephrase then....

    Do Ele Melee Scraps do better ST damage than Ele Melee brutes, even lacking gloom? If so, why? And what, if any, patron do they take? Rotation?
    Brutes are better.
  4. Quote:
    Originally Posted by Iggy_Kamakaze View Post
    1. Scrappers
    2. Brutes
    3. Tanks

    Everything else can eat pancake and choke on it
    Word. (Flashes Tank signs(HUUURR))

    Although I have a small, guilty affection for defenders, I must confess.
  5. Quote:
    Originally Posted by FallenValkyrja View Post
    Last night on my human form only PB I had the same problem with Nightstar repeatedly. As soon as I even started walking towards her I started getting warnings and had to spend the BAF using my ranged attacks. That was with a tank on our team (we were doing the gotta keep em separated badge). First time that has ever happened again and again and again. Very frustrating and yes, a good ole common at the end.
    I have noticed this behavior a few times.

    This sort of 'stuck' aggro is part of why I always carry a few breakies on the BAF: They help if you're door camping, and they can help you break out of the rings WAY faster. If you are the sole significant aggro generator on a BAF (not that hard to do) then this will let you single-tank all the way, with some issues.

    More annoying by far is when the towers get 'stuck'. I've seen this when fighting at the adds spawn, and for Nightstar when doing the separated thing. I will gain aggro from a laser tower. As soon as I see the red flying off me, I hop to the blind corner, either in the corner of the helipad or against the corner of Nightstar's bunker. I wait for the tower to shoot somebody else. I hop out....and as soon as I give the tower line of site, I get obliterated by a massive swarm of tower shots.

    It's like the game 'stores up' the damage I would have taken if I did not break LOS, and as soon as I pop out, ZAP.

    It is annoying.
  6. Quote:
    Originally Posted by Kractis_Sky View Post
    Staff Fighting is actually the new MM set miexd with sonic:

    1. yell at employees: foe -rez all
    2. intern: basic pet, needs a lot of texting time
    3. screem: pbaoe sonic
    4. train lackey: pet upgrade
    5. repremand: high damage sonic
    6. secrataries: 3-5 pets
    7. staff meeting: leadership-like uprade for entire staff +acc +def
    8. manager high grade pet
    9. Restructure: after long years of devoted service, "restucturing" causes general enragement +dam and randomly targetting an employee to be fired, sending your manager in a blind *RAGE* ending with self destruct


    This...

    This is awesome.
  7. Quote:
    Originally Posted by Ultra View Post
    I've got a level 50 tank that I'm having trouble getting his damge resistance and Defenses right. He does a good deal amount of damage but can't take as much as i'd like him to. all of his damage resist powers have 5 enhancements slots with Aegis with a couple with titantium coating. all level 50 and i i have a ll of th defense sets with luck of the gambler. Are these the best slots enhancements i can get or is there something that could help my defense and damage resistance out?

    Look up Call Me Awesome's guide to softcapping Invuln. It's here on the forums.

    Unfortunately I don't have a current inv/ss build: My level 50 has been semi-retired for many years now.

    Here's a build I tossed together from a couple of years back. Update it with the inherent fitness pool, take Manuevers, Taunt, and Unstoppable as fillers. With Incarnate, this would be a MONSTER, but I have other projects. At the least, it should give you a starting point:

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Bethany_4: Level 50 Mutation Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Super Strength
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Temp Invulnerability -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(13), S'fstPrt-ResDam/EndRdx(27), Aegis-ResDam/EndRdx/Rchg(33), S'fstPrt-ResDam/Def+(40)
    Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), Rope-Acc/EndRdx(5), Rope-Acc/Rchg(11)
    Level 2: Resist Physical Damage -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(13), RctvArm-EndRdx/Rchg(34), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(46)
    Level 4: Haymaker -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Dmg/Rchg(9), C'ngImp-Dmg/EndRdx(9), Mako-Acc/EndRdx/Rchg(11)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(31)
    Level 8: Hurdle -- Jump-I(A)
    Level 10: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(15), RctvArm-EndRdx/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(46)
    Level 12: Dull Pain -- Numna-Regen/Rcvry+(A), Numna-Heal(17), Numna-Heal/Rchg(17), RechRdx-I(19)
    Level 14: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(37), Mrcl-Heal(37)
    Level 16: Resist Elements -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(33), RctvArm-EndRdx/Rchg(37), RctvArm-ResDam/EndRdx/Rchg(43), RctvArm-ResDam(48)
    Level 18: Invincibility -- HO:Cyto(A), HO:Cyto(19), LkGmblr-Rchg+(34)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(48)
    Level 22: Knockout Blow -- Hectmb-Dam%(A), Hectmb-Dmg/EndRdx(23), Hectmb-Acc/Rchg(23), Hectmb-Acc/Dmg/Rchg(25), Hectmb-Dmg/Rchg(25), UbrkCons-Dam%(27)
    Level 24: Super Jump -- Jump-I(A)
    Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29), LkGmblr-Def/Rchg(34)
    Level 28: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(33), RctvArm-EndRdx/Rchg(36), RctvArm-ResDam/EndRdx/Rchg(43), RctvArm-ResDam(46)
    Level 30: Rage -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
    Level 32: Boxing -- Empty(A)
    Level 35: Tough -- RctvArm-EndRdx(A), RctvArm-ResDam(36), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-EndRdx/Rchg(48), RctvArm-ResDam/EndRdx(50)
    Level 38: Foot Stomp -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(39), Armgdn-Acc/Dmg/Rchg(39), Armgdn-Dmg/Rchg(39), Armgdn-Acc/Rchg(40), Zinger-Dam%(40)
    Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42), LkGmblr-EndRdx/Rchg(43)
    Level 44: Hasten -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
    Level 47: Conserve Power -- RechRdx-I(A)
    Level 49: Physical Perfection -- P'Shift-End%(A), Numna-Heal(50), Numna-Heal/Rchg(50)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 0: LEGACY BUILD



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  8. SS/ela is a monster.

    SS/fire is a nice gimmick that's been done to death.
  9. Quote:
    Originally Posted by TheBruteSquad View Post
    As an update, I pulled this off on my sm/elec brute.

    So much for 'unlimited endurance'. Even she probably needs Ageless. Fairly often I'm spending the 'gap' I closed in the chain desperately using power sink every time it's up.
    Please post data chunk pulled off live, maybe there are some tweaks.
  10. Quote:
    Originally Posted by Katie V View Post
    It meant I had to make sure I defeated it the second time before the rez recharged. Other than that, no.

    LOL!!!!! (wipes tear)

    Freakin' stone tanks....
  11. mauk2

    Perma Rage

    Quote:
    Originally Posted by LSK View Post
    I have 2 standard IO recharge, and 2 RR in my rage and without spiritual i still have perma rage. YOU DO NOT i repeat DO NOT need spiritual just to get perma rage.
    ...right.

    Uh, do you know what the word 'recommend' means? Seriously, I'm not dictating anything.
  12. Ok, took a look: Nice solid build.

    My main concern is Grant cover: You are leaving a nice chunk of DDR out.

    However, you do have OWTS, and the worst cascaders are Cimmy's. It may be heresy, but I think you're okay without it.

    I dislike five-slotted main attacks: I robbed a couple of slots and put in some procs, but do as you wish.

    I also see you are prepped for a purple respec. Nice.


    Take a look at these tweaks, but honestly, it'd tank like an M1 as is.

    (Oh, I picked some Incarnate powers and turned on your accolades, etc.)

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Eeto The TANKING: Level 50 Magic Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Super Strength
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Deflection -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(3), LkGmblr-Rchg+(3), TtmC'tng-ResDam(5), TtmC'tng-ResDam/EndRdx(5), TtmC'tng-ResDam/EndRdx/Rchg(7)
    Level 1: Jab -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(25), C'ngImp-Acc/Dmg/Rchg(25), C'ngImp-Acc/Dmg(33), C'ngImp-Dmg/EndRdx(34)
    Level 2: Battle Agility -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(13), LkGmblr-Rchg+(43)
    Level 4: Haymaker -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(11), Mako-Dmg/Rchg(17), Mako-Acc/EndRdx/Rchg(17), Mako-Acc/Dmg/EndRdx/Rchg(19)
    Level 6: Super Jump -- ULeap-Stlth(A)
    Level 8: Against All Odds -- Taunt-I(A)
    Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(13)
    Level 12: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(15), Numna-Heal/Rchg(15), S'fstPrt-ResDam/Def+(42), ImpArm-ResDam(43), ImpArm-ResDam/EndRdx(43)
    Level 14: Taunt -- Taunt-I(A)
    Level 16: Phalanx Fighting -- DefBuff-I(A)
    Level 18: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(37), LkGmblr-Rchg+(37)
    Level 20: Knockout Blow -- Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Acc/EndRdx/Rchg(21), Mako-Acc/Dmg(21), Mako-Dmg/EndRdx(23), Mako-Dmg/Rchg(23), T'Death-Dam%(33)
    Level 22: Boxing -- Acc-I(A)
    Level 24: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(34), TtmC'tng-ResDam/EndRdx/Rchg(34)
    Level 26: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(31)
    Level 28: Rage -- GSFC-Rchg/EndRdx(A), GSFC-ToHit/Rchg(29), RechRdx-I(29)
    Level 30: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(40), LkGmblr-Rchg+(42)
    Level 32: Hasten -- RechRdx-I(A), RechRdx-I(33)
    Level 35: Hurl -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(36), Thundr-Dmg/Rchg(36), Thundr-Acc/Dmg/Rchg(36), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(40)
    Level 38: Foot Stomp -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(40), Sciroc-Dam%(42)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Physical Perfection -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(45), P'Shift-EndMod/Acc(45), P'Shift-End%(45), Numna-Heal(46), Numna-Heal/EndRdx(46)
    Level 47: Energy Torrent -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(48), Posi-Acc/Dmg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dmg/Rng(50)
    Level 49: One with the Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(50), TtmC'tng-ResDam/Rchg(50)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Spiritual Core Paragon
    Level 50: Void Core Final Judgement
    Level 50: Reactive Core Flawless Interface
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(11), Numna-Heal(19), Numna-Heal/EndRdx(46)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(7), P'Shift-EndMod/Acc(9), P'Shift-End%(9)



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  13. I would go reactive, rebirth, void, and cimmy.

    Shield charge and void is a brutal combo.
  14. I cannot see the build right now, but what is your end burn like?

    I find sd/ss to be a real hungry combo.
  15. tl,dr

    All around, fire/fire tanks are better than brutes, because they get moar AOE's to leverage reactive from, and are MUCH MUCH more durable when not popping candy.

    In my experience, ss/fire brutes are the only melee toon consistently faster than a fire/fire tank (a little), but they pay for it with considerably more fragility. Now, they are still not delicate! They're just less tough than the tank.

    Inside farms, ss/fire brute. All around, fire/fire tank.

    Does it matter? Totally up to you.
  16. Quote:
    Originally Posted by StrykerX View Post
    A Fire/Fire Blaster that can stay alive doesn't really need any +damage to absolutely melt spawns...
    Man, quoted for truth.

    Damage-specced Blasters are....

    They do a LOT of damage.
  17. mauk2

    Perma Rage

    Quote:
    Originally Posted by Kor_El View Post
    Alright, but what I'm asking is - will 3 standard recharge IOs be enough or is there something else that I need to make the stack happen?

    Oh good grief.

    If you pop open your manage window to look at your sets, there are "Show Detailed Info Here" buttons above all three columns. Click on one, hover over Rage.

    We find it gives buffs for 2 minutes, and recharges in 4 minutes.

    In seconds, it's up for 120, recharge in 240.

    One even SO is 33 percent recharge, so the 240 second recharge is divided by 1.333.

    240/1.333 = 180. So one even SO cuts the recharge from 4 minutes to 3 minutes.
    240/1.666 = 144. Two even SO's cuts it to 2 minutes, 24 seconds.
    240/1.950 = 123. Three even SO's leaves you 3-ish seconds from overlap, due to ED penalties.

    So, you need to eke out a few moar percents. L53 SO's should do it with three of them.

    But that's dumb.

    I recommend 2 level 50 IO recharges and the Spiritual alpha. That'll give you right around 120 percent recharge.

    240/2.200 = 109 seconds. Voila! Ten seconds of overlap, you never suffer the -20 percent defense. You WILL suffer the damage crash and the hefty endurance hit.

    Hopefully that answers your questions.
  18. Quote:
    Originally Posted by Katie V View Post
    Into the Darkness at +4/x2 on my stone/fire/earth tank. I found it fairly boring: nothing was doing worthwhile amounts of damage to me, so it was simply a matter of hammering buttons for several minutes to take down each objective. It took about 50 minutes to complete the objectives.

    I also started it at +4/x8 and completed the first two objectives (a boss and an altar). Bit more of a challenge: I had to hit my self-heal once during the boss fight, and I pulled out a Shivan at the 15-minute mark to speed things up. I estimate I could complete it in about two and a half hours, including breaks to craft additional Recovery Serums and grab blue inspirations.

    Yeah, I'm sorry about the dull, but stone tanks are a bit of an outlier. Anything nasty enough to seriously threaten a tooled-up stoner is SO nasty nobody else can survive it.

    (Out of curiosity, did the rez-nuke of the Smoking Fury's give you any issues?)

    Stoners and other super-heavy tanks are the primary customers for the +4x2 Hard Target setting. The idea is, other defense-spec tanks can run at +4x2 and get a fair comparison against your time, to see how the super-heavy's stack up against each other.

    Something for everybody! That's what I was trying for when I popped this up there.
  19. Quote:
    Originally Posted by Combat View Post
    I think I have the fastest time so far: 29 minutes, +4/x8, on my DM/SD scrapper. Of course, that's using inspirations, and I had 5 deaths (mostly do to not paying attention).

    My strategy was to go for Blazes of any variety, then Ragers, then Sparklings. I tried the map twice before without finishing just to get an idea of where all the spawn points were, and started off by zerging for altars. Once they were dead, I went for the speaking bosses, then mystery. I used aggro as my stealth (when you are at aggro cap, new enemies won't immediately attack you, allowing a fast player to escape combat by going towards other mobs). In order to survive, I used one sturdy, one luck, OwtS, and the t4 regen destiny. That put me at 75% smashing/lethal res, enough defense for Ragers, and about 110 hps if I use Siphon Life whenever its up. With double stacked and HOed out AD, I shrugged off defense debuffs and mezs (I have close to 40 mag of protection with double stacked AD and OwtS running).

    Unlike normal groups, I used a lot of movement in combat, trying to stay at the ideal range, which is just outside of melee, making them want to engage in melee but being unable to. I abused my burst AoE abilities by attacking the target boss groups with a rush of Fireball, Shield Charge, Ion Judgement, DC, Fireball. This left most of the minions and lts dead or at least very injured, and then I cleaned up with dark maul and fireball, siphon lifing as needed.

    Overall, I'd say it was challenging from a survivable standpoint, but not necessarily from a DPS standpoint. I was much focused more on staying on my feet than I was on actually dealing damage, and mostly used damage as a way of reducing threats quickly. Without insps, I would have to be much more cautious, and would take about 45 mins to an hour. I wouldn't mind throwing in an EB or AV to test DPS, though I understand keeping it a survival challenge. I probably can cut a minute or two out by not dying, but I'd say it won't go down much further for me on this character, until I get Demonic Aura anyway. Maybe on a more survivable character with more focus on AoE it could be done more quickly. I'm guessing a SS/Fire Brute could do fairly well at it, though my personal bet for the best would be something like a soft-capped Willpower/Fire tanker.


    OK, I've been trying not to comment too much here, let you guys do as you wish, but I gotta say:

    HOLY MOLY.

    That's incredibly fast, man. I was kind of wondering if anybody would be zesty enough to tank surf it, I guess you've just shown us that you can do it that way.

    Movement is life! You must have run that map back and forth three times. And STILL finished it faster than anybody!

    Congratulations, sir. Impressive achievement. That's a gauntlet tossed if ever I've seen it.

    Of all the +4x8 runs so far, the no-insp run by the invuln scrapper, the completion by the blaster, and this run are the ones that have impressed me the most. You guys got MAD SKILLZ.

    Now, for the DPS: I have built several EB's for this faction, but took them out years ago as just...too much. Maybe I could put them into the smaller map, if people really want?

    (I cannot believe people are wanting MORE, criminy....)
  20. You will never get a brute as tough as a tank without buffs. It's just not happening.

    If you are going to rely on buffs, well, rely on buffs. Chugging candy is what the game is all about for those guys.

    If you are not going to rely on buffs, then your goal is to get the brute tough ENOUGH.

    And that's quite doable. Against 90 percent or more of the game, a tooled-up elec/fire brute will DESTROY. You have gotten decent advice in this thread, just set it, get as tuff as you can, and go.



    Now that said, that last build you put up....FIVE sets of purples? And two obi's only 5-slotted?

    Dude, you're turning yourself inside-out chasing recharge. You cannot do both: It's defenses or recharge once you get to this level. (Obi's sixed are the impressive exception, but they kill you on end.) Purple sets give no defense bonuses worth bothering with.

    Granted, you are IMPESSIVELY fast on that toon, but what sort of defenses do you think you can shoehorn into that thing when you're burning all your slots chasing nothing but recharge?

    Fast or tough, pick one.

    At a minimum, I'd find two slots in that build and six out the obi's, get that 7.5 percent melee defense you're leaving out back.
  21. Quote:
    Originally Posted by StrykerX View Post
    Attacks definitely don't just hit anything they barely touch... you'll notice that with some large enemies you can't catch two at once with Shadow Maul or similar melee cone attacks because their center points are too far apart... the cone area definitely overlaps part of the second enemy's body but not their center. My guess is that the actual point used for targeting purposes is three feet off the ground (or above the feet, if flying) in the center of the character's collision radius... basically the center of mass on a standard 6-foot character.

    One way to test it would be to set up an arena match... take a character with a PBAoE damage aura and Hover and have them fight a team of three characters: one default sized, one as small as you can make them, and one as large as you can make them. Then have the character with the damage aura hover above the tallest opponent just low enough to barely hit them with the aura, and then have the small and medium characters each swap places with the tall one while the flier holds still. If all of them get hit, and all of them don't get hit if the flier rises up slightly and they repeat the test, then it will prove the target point is fixed regardless of size. If they do get hit at different points then it is probably using the true center point of the character, but I'm about 90% sure it doesn't do that.

    You have piqued my interest. Name the time and server and I'll be there to run this sort of testing, even if I hafta roll up a lowby.

    As for the AOE question, I'm reasonably certain that it doesn't use center-to-center, because I've gotten quite good at firing PBAOE's inside scattered mobs to catch as many as possible at the outer fringe of the effect. It sure SEEMS like it hits them at the edge.

    But maybe I'm wrong.
  22. Quote:
    Originally Posted by Jibikao View Post
    hahahaha..yup. If we keep talking about how godly Clobber is (at level 8!!), then it may get nerfed. :P
    Erm....

    According to my reading of Linea's numbers, WM and BA are dead even on damage numbers, ST. Nobody is gasping in awe over battle ax's output, so I think mace is safe.

    The low level attacks on battle ax are NICE, I mean reallly nice. That has always been a much faster blooming, more defensive set than war mace, and only after nace was buffed did it start to equal ax's performance.

    An ax/fire scrapper has...potential. The only thing I'd hate is the redraw and lack of taunt aura.
  23. Quote:
    Originally Posted by NeoGenesis View Post
    I played around a bit with WM in beta the other day and I will concur that it is going to be a force to recon with as a scrapper set. When the attacks crits it is just plan nasty (I'm looking at you clobber). The set will require tons of recharge so I am torn as to what secondary to take with it once it goes live. I have plenty of SR toons as well as SD. I too was looking at EA with the changes, however for some reason I want to roll an invulnerable scrapper. Anyone have any advice on invul on scrappers I have heard it is garbage, but I like to prove the masses wrong.
    (blink)

    Invuln on scrappers is garbage?!

    Ok, it is a late-blooming set on both scrappers and brutes. But a properly constructed invuln toon is...invulnerable.

    No, it will never do the most damage. Where other sets get secondary powers that make them faster, Invuln gets a power that makes them more invulnerable. Where other secondary's get damage auras, Invuln gets INVINCIBILITY. Where other sets get powers that add more damage, Invuln gets no less than THREE passive powers that makes them EVEN TOUGHER.

    Invuln is all about being the toughest **** that ever walked the planet...short of wearing five tons of animated rock for a suit.

    Long ago, somebody posted something I found very profound.

    In the real world, huge damage is easy to get. Bombs, missiles, machine guns, are all extremely destructive, the army has those things by the hundreds. What makes you really SUPER HUMAN, what makes you really, truly stand out, is when you walk out of that kind of a hellstorm and keep on fighting.

    Invuln does that better than anything.

    To-wit: The first perfect max run ever completed on my OMG challenge map (209245) was by an invuln tanker, and I believe the fastest perfect max run anyone ever claimed credit for was an invuln scrapper.

    Garbage? Not hardly.
  24. Quote:
    Originally Posted by Hyperstrike View Post
    Considering that he can cap S/L/E/N without it or the PVP IO? I don't think the advice is quite THAT bad. Then again, I'm notoriously stingy on Endurance expenditure on most of my builds. For some people they'd classify the builds as "underperforming", but I look at them as "self sufficient".


    Maybe so, but I do not want folks to take to heart the thought that maneuvers is a bad pick. Maneuvers buffs you and your team, and any invuln is a team creature.

    Taking a look at the op's build, I see them trying to make a tank damage machine.

    The advice is simple: Reroll as a Brute.

    All issues addressed.
  25. Hmmm....

    So, is my memory bad, or is clobber really 40 dpa better than the next best dpa attack?

    Also, smashing! Feer me, robots! FEER ME.

    bs/sd may have just been replaced.