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Quote:HmmI hear you can make it viable if you're actually good at this game, but filthy concept roleplayer that I am I lack the necessary aptitude to do anything but follow guides. Concept dictates that I be a melee character with claws, Super Jump for my travel power, and some source of Fear, and of course there are no guides for Claws brutes at all and the only guides for Dark Armor are either for pairing it with Dark Melee or explaining why you ought to have picked a different secondary. I'm beginning to see their point, as at level 25 I die on this brute more often than I die on my blasters. Obviously I haven't a damn clue what I'm doing.
Tl;dr - Can I do anything at all to make this character even slightly playable, or should I bite the bullet and reroll with a different secondary, switching alignments to Vigilante for the fear power in that?
Ok, dark armor can be very powerful, but it is never gonna be simple.
It requires you to be active, and punishes you for lapses. it is a very twitchy set. There is nothing wrong wit that, but I personally can't stand it.
If you want something sturdy on so,s that will still do very well in the end game, may I recommend yo go claws/inv. VEry durable, a less frantic play style, and VERY capable on a brute. Just color your inv special effects right, and you should get a very nice look, too.
As a bonus, if you then io it, it becomes a MONSTER. OMG you cannot imagine. -
Yeah, if yer buddy has the purse for it, use BeefCake's build, that thing is a monster.
50 percent defense vs all, 90 percent resist vs all, and 28 mph run speed before rooted.
All with enough recharge to actually fight a little.
Yeaaaahhh...... -
Seeing as you asked for costumes, I hopped onto my dm/inv and put it under the knife.
Here's what ten minutes of tinkering got, nice and grim:
http://s1214.photobucket.com/albums/...hot_DM_Inv.jpg
Very simple, but I kinda like simple.
Full masks for skull, red alpha aura for the eyes.
Top is sleek tights with claws in red.
Shoulder is medieval in black and gold.
Gloves are valkyrie in black and gold.
Belt is jewel.
Pants are sleek tights.
Boots are steampunk.
Poof! Done! -
How about "The Unstoppable Wimp."
Make him narrow-shouldered and kinda pudgy, about 5 foot 2, with a combover, wife beater, and ragedy-*** jeans.
And completely unkillable. -
Claws/wp is basically the smoothest, easiest leveling experience there is:
You have your entire attacks chain pretty well sorted by level eight, and have close to zero endurance issues.
It's a fun, easy ride. Even better, with some work, a claw/wp can peak out at a very high level of performance indeed.
A claw/inv is not as easy, although the light-end nature of claws works well with inv. At the top end, inv can be made stunningly durable, considerably more tough than willpower. It's just a bit more work to get there.
The important thing is, have fun!Either one will do very well indeed.
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It is simple reality, that by the numbers, Brutes are better.
But as I have said many times, Scrappers got STYLE.
Rock on! Rawr! -
Oooh, we have an AE dude in the thread.
Let's see what we got here.
Quote:I agree. I am astonished as many folks have done this already have done so. Hat's off!The biggest issue I have is that I need to dedicate a LOT of time if I want to try to run this. The RWZ challenge and pylon tests are much, much faster and therefore more user friendly.
To partially address this, I suggested the '+4x2' setting for folks who wanted a faster run: I've gotten arc feedback from people running that setting in under 15 minutes. That said, I also notice that everybody seems to want to shoot for the maximum.
Quote:1) 4 Altars is too many. I'd lower it to 2 altars. 2 of each boss (well 2 of the 3 you have chosen to place manually, Raging, Sparking, and Smoking) and 2 destroy objects gives a guarantee of good variety. More is too much, IMO.
2) The map is too big. The map requires doubling back twice, requires lots of moving, and will contain about 20 spawns plus the ambushers. Solution: Use Medium map Caves Smooth Set - 7. This map will allow for 2 of each boss (6 total placed boss spawns), 2 destroy objectives, and 3 ambushes. It still has several areas where over-aggro can be a concern, so the map does not lose that good feature. From several tests, it will spawn the 8 placed objectives plus 3 generic spawns, for 11 normal spawns + the 3 ambush spawns.
Large map Caves Smooth Set 2 allows for 1 more placed objective (a 4th ambush was my thought). It has one small double back, and a fair amount of extra empty space to run through. It also spawns the 8 placed objectives I suggest plus 3 or 4 generic spawns (it varies, sometimes you have 11 total spawns, sometimes 12). I prefer Medium size Caves Smooth Set - 7, but this one is OK as well.
I made this one large enough for a strong team to be tempted to split. These days, I still like the size because it rewards people who have taken a travel power.
That said, I can understand the appeal to a solo runner to have a smaller map. I'll take a look at both of these, with an eye to whipping up a second mission in this arc, for folks to try for comparison. Or maybe I'll make it standalone, I got farms I never even use I could unpublish.....
Also, other folks can feel free to work up challenge maps, I posted the exact powers to recreate the Belles, or, folks can 'roll their own.' Be wary, it's hard to get a good balance!
Quote:3) Some of the spawns can have end troubles. All of the minions run out pretty quick, although the Blaze Vixens seem to last the longest (ironically, they die first because we all target them first). It is not really a big issue that the minions run out of end, since they die very fast, although a Smoke Vixen or two tends to last a bit, since they like to get to and stay at range. Of the Lts., the Blaze and Smoke versions seem to have the most end troubles, with the Smoke being the worst. Of the bosses, only the Smoking Fury has really bad end issues, the tend to run out very fast. The other bosses will run out in protracted fights. After about 30 seconds, incoming damage drops considerably as half the spawn left alive has to start constantly waiting for end to attack. Sets that have end drain powers can really take advantage of this and drop the enemy attack potential very quickly. I am not sure how you could address this concern, I will think on it.
I have personal objections to using 'gimp tricks' in a challenge. No infinite debuffs, no mastermind swarms, no wall of toxic psionicists. That's just cheap, in my opinion. YMMV.
Indeed, I've retuned this faction several times to remove debuffs that I found excessive.
When you do that, however, you're left with bad guys that need to hit quickly and often with 'standard' attacks, and that burns through the endurance big time. But if you're going to challenge folks, you have to do that.
I sincerely wish there was a setting to tweak, so you could raise the end recovery, or up the end bar, or something. It's a bit of a design weakness in AE that END drainers can be a bit overwhelming, and a reason that I added some electrics a while back.
I did not want to give them too much End drain, though, because then they become Sappers on steroids, and that's no fun.
So, they tend to run out.
I like to think that they have a REALLY big Alpha. If you can weather the damage storm, they get a little bit easier. -
Claw/elec is a lot better on a brute. And make no mistake, it's still pretty dang good on a scrapper.
But the brute hp advantage is just...huge for electric.
Now it's not as big a delta as it is for fire, by any means, but it's pretty good.
Claw/elec, brute all the way. -
OK, to actually answer the OP....
http://paragonwiki.com/wiki/Recipe_Drop_Pools
In short, if you want to run content for Inventions, you need to access as many pools as you can, and hopefully 'good' pools.
PoolA drops of all baddies: Just kill until yer hands are tired.
PoolB is awarded upon mission complete. So get in and out fast, and complete the mission.
Pools C and D are combined now, and you get them via tix or merits. HOWEVER, you can also access C/D by killing bosses. So, you want as many bosses as possible.
In the current content, I find the best 'farming' NOT to be mindlessly running laps around the Council map, or doing demons. Doing that means you get no B drops(crap though they are). And always kill bosses, they fatten up your droprate nicely.
So what to do?
Radios.(OMG, people still do those?)
Run radio missions at +0x8, killing everything in them, as fast as you can.
Yes, it takes a considerably better farm toon than a craptastic ss/fire broot doing laps in AE. But it nets you considerably moar stuff, and that precious purple glimmer.
Ah, even a crappy purple drop still gives a lift to my heart. -
Quote:Hmmm.Crab Tank +4x8: I would prefer no timer, and just use a stopwatch.
I added the timer for convenience, but if folks find it distracting I can easily remove it.
Quote:One spot I got an unlucky combination of 4 bosses, that for whatever reason was exponentially harder than every other spawn in the mission.
Well played! -
Quote:Ya, I was confused a few times. If it wasn't for that, I would have cleared the map much faster. The bosses rez also stunned me a few times which surprised the hell out of me.
It does seem like a very difficult mission if I were on my other toons. My tank is soft-capped to everything but Psionics, and I also have the Rebirth +Regen power. So it takes an awful lot to put him down.
Hmmm. Sorry to pester, but your run is the closest to a perfect case I think we've seen yet.
As you recall, when you took the Confuse status effect, did the damage you were taking go up much, or at all? Against a heavy S/L resistor, the Smokes and Blazes should be the main source of incoming DPS, assuming they can hit you: After the Spark shuts off your invincibility, they should (should!) have been able to hurt you more effectively.
Unless your build is very extreme, without invincibility your ranged fire and negative defenses should have been no higher than 40-ish percent. If the Smokes and Blazes have a buff on them, they should have to-hits of 65 percent, meaning they should land a quarter of their shots until you get the aura running again. Namely, the incoming damage should increase five-fold.
Does this match your experience, if I may ask? -
Quote:Claw/sr on a scrap has no taunt aura.Does all fire DoT cause the avoid effect? I ask because it certainly seems that since my claws/sr scrapper slotted up the reactive incarnate T4, enemies have been spending a lot more time running from me.
Elec armor on a scrap has no taunt aura.
Play moar broots.To be blunt, brutes are better. Equivalent damage, much better survivability.
Of course, scrappers got STYLE. -
Quote:The standard challenge is to finish the mission, IE, clear all objectives. Clearing the map is not required, although I suspect some of the real powerhouse builds running this are doing pretty close to a full clear just to keep their tactical space open.Ok Arcana brought something up, I'm not sure if I missed it in the OP or not but, is the time just to complete the mission or to clear the entire map? That could lead to very different times
There's quite a few objectives, honestly, to ensure that even a very capable stealth build will face a wide variety of challenges.
That said, and again in the interest of fair disclosure, stealthing against the Belles can be very hazardous: Some of them have quite good perceptions, they are frequently resistant to status effects, and when the buffs start flying they can become VERY difficult to affect with status effects. They were designed to adequately resist even mezz-heavy teams. A stealth run is not impossible, I am sure, but it would be a nail-biting experience, I fear.
Worse, it was once a common behavior, once a spawn is aggroed, for the Blazes to continue buffing after you've left their vicinity. I've not tested this behavior in a year or more, so it's possible it may have changed. This means that if you have to run back past a spawn, the passing alpha strike will be at buffed to-hit figures and can be quite difficult to sustain.
In short: No, you don't have to clear, but it might be just as fast to clear it anyway, and likely safer.
Also, I am deeply impressed with how many folks are able to run this so far. Kudo's to all, regardless of speeds or defeats. -
Quote:Really! We have an engine of destruction, here!I just finished this with my Inv/SS tank in an hour set on +4x8 with bosses. No insp's, no temps, no deaths.
And a tank! I knew that recent buffs had improved Tanker performance a lot, but I'm still a bit startled.
Did you ever get confused? Or do you have confuse protection from the leadership pool?
I added the confuse to harry/turn off the super-heavy tanks, because it kills your +mitigation aura. Among other things.There's nothing like getting nuked by your own blaster, or watching the earth controller seize up half the team....
Also, any thoughts as to what we could change/improve? Was it dull? Too hard?
You know, I wish the AE would reward more for hard stuff. Based on Alpha values, these guys should be giving at least 150 percent of 'full' rewards. -
Quote:Ah.Was just wondering, i am leveling a Shield/Axe, so just doin some research on builds. And i have a Fire/Shield Brute also :P not IOed yet..
I have a fire/sd scrapper at 50 I ran up ages ago. I liked the toon, but it's just too delicate for me.
I've been looking hard at a tanker version for ages now, but the Reactive may push me over the top.
Bruising was a HUGE buff for tankers, and Reactive is a larger relative boost to a tanker than it is to any other meleer, and it is stronger on AOE powers than ST.
As a result, AOE-rich tank builds are a very sweet spot right now. I ran up a fire/fire and have been enormously pleased, but would not mind something a bit more sturdy.
I deeply suspect that this build would seriously out-pulse the fire/fire. Granted, with fiery embrace a fire/fire tank out-damages...almost anything. But this toon would output damage better-suited to live combats.
Fast, massive spikes of AOE damage are enormously potent.
Plus, it's just gonna be as hard as a coffin nail, man! Look at those mitigations! -
In the interest of full disclosure, I'm gonna cut and paste the list of the bad guy powers in this thread as well, so folks know exactly what they're facing.
One of the design goals I deliberately tried to follow was, no surprises. They all have flight, so they all have big obvious wings. A color description of their powers is right in their info box. They are (mostly) color coded, so you can easily pick out the Smokes and the Blazes and the Ragers, etc. I even gave the Blazes a bright green 'kick me' sign by adding some heals to them.
Truth in advertisement, here.
The Bel 'Ean Kree (Belles) are designed to be an 'all around' faction with scaling buffs and debuffs as the spawn size increases. They use flight to minimize pathing and the time to combat, they have improved perception on certain mobs to force rapid alphas, and they have several unusual/rare status effects to mix things up.
They have roughly equal numbers of ranged, area of effect, and melee attacks, and have smashing, negative, and fire damage types, so that if there are any weak spots in defenses or resists there is a portion of attacks that will hit them. (I threw in a little lethal to give sword users a small gain for parry, to get a little more debuff in their melee, and to lower the 'wall of stun' in their melee attacks.)
They lack completely toxic or psionic because I feel those damage types are gimp crutches. YMMV.
They have some debuffs of many different sorts. To counter toons with heavy DDR, and toons with debuffs, they also have self-buffs to many things.
They do good to excellent damage, but rarely can hit hard enough to 'one-shot' even a squishy. That said, they have a LOT of attacks and attack quickly, and with their self-buffs they can hit for well over a thousand points of damage. Approach with caution.
Ok, all the Minions are 'Vixen's."
Lieutenants are "Virago's".
The Bosses are "Fury's"
There are four types of baddies.
Blazes are fire and thermal based blaster-buffers with ranged attacks, buffs, and debuffs. They are all set to "Ranged" fighting preference and have Flight.
Blaze Vixens have the Fiery Assault Primary with Flares, Fire Breath, Fire Blast, Fiery Embrace, Consume, and Blaze. The have the Thermal Radiation secondary with Warmth, Thermal Shield, Cauterize, Thaw, and Forge.
Blaze Virago's have the Fire Blast Primary with Flares, Fire Blast, Fire Ball, Rain of Fire, Fire Breath, Aim, and Blaze. They have the Thermal Radiation secondary with Warmth, Thermal Shield, Cauterize, Thaw, Forge, and Melt Armor.
Blazing Furies have the Fire Blast primary with Flares, Fire Blast, Fire Ball, Rain of Fire, Aim, and Inferno. They have the Thermal Radiation secondary with Warmth, Thermal Shield, Cauterize, Thaw, Forge, Heat Exhaustion, and Melt Armor.
Smokes are dark/dark blaster-tanks with dark blasts and dark armor. They have hefty debuffs baked into every attack, just for extra fun. Despite their armor, they are all set to 'Ranged" fighting preference and have flight.
Smoke Vixens have the Dark Blast primary with Dark Blast, Gloom, Night Fall, Torrent, and Life Drain. They have the Dark Armor secondary with Dark Embrace, Murky Cloud, Obsidian Shield, and Dark Regeneration.
Smoke Viragos have the Dark Blast primary with Dark Blast, Gloom, Dark Pit, Night Fall, Torrent, Life Drain, and Blackstar. They have the Dark Armor secondary with Death Shroud, Dark Embrace, Murky Cloud, Onsidian Shield, Dark Regeneration, and Oppressive Gloom.
Smoking Furies have the Dark Blast primary with Dark Blast, Gloom, Dark Pit, Night Fall, Torrent, Life Drain, and Blackstar. The have the Dark Armor secondary with Death Shroud, Dark Embrace, Murky Cloud, Obsidian Shield, Dark Regeneration, Oppressive Gloom, and Soul Transfer.
Ragers are simple, brutal combat monsters. They have a minor ranged attack and a ton of melee attacks, and all the armor in the world. They are set to "Melee Fighting" preference, and have flight.
Raging Vixens have the Super Strength primary with Jab, Punch, Haymaker, Hand Clap, Hurl, and Foot Stomp. They have the Invulnerability secondary with Resist Physical Damage, Temporary Invulnerability, Resist Elements, Unyielding, Resist Energies, and Tough Hide.
Raging Viragos have the Super Strength primary with Punch, Haymaker, Hand Clap, Knockout Blow, Rage, Hurl, and Footstomp. They have the Willpower secondary, with High Pain Tolerance, Mind Over Body, Fast Healing, Indomitable Will, Quick Recovery, and Heightened Senses.
Raging Furies have the Super Strength primary with Punch, Haymaker, Hand Clap, Knockout Blow, Rage, Hurl, and Footstomp. They have the Invulnerability secondary with Resist Physical Damage, Temporary Invulnerability, Dull Pain, Resist Elements, Unyielding, Resist Energies, Invincibility, and Tough Hide.
Sparks are a bit of an oddball collection of meleers, with more status effects and oddball abilities. Ragers get in your face, Sparks stab you in the back. They are set to Melee fighting preference, and have flight.
Sparking Vixens have the Martial Arts primary, with Thunder Kick, Shuriken, Cobra Strike, Focus Chi, Crane Kick, and Dragon's Tail. They have the Electric Armor secondary with Charged Armor, Conductive Shield, Static Shield, Grounded, and Lightning Reflexes.
Sparking Viragos have the Claws Primary, with Swipe, Strike, Slash, Spin, Followup, and Focus. They have the Electric Armor secondary, with Charged Armor, Conductive Shield, Static Shield, Grounded, and Lightning Reflexes.
Sparking Furies have the martial arts primary, with Thunder kick, Storm kick, Shuriken, Cobra Strike, Focus Chi, Crane Kick, Dragons Tail, and Eagles Claw. They have the Ninjitsu secondary, with Hide, Ninja Reflexes, Danger Sense, Kuji-In Rin, Kuji-In Sha, Smoke Flash, and Blinding Powder.
You can look up the exact specs on every power in the AE interface in-game. -
Quote:...fun?Mauk, whats this build for? Damage? Softcaps? Recharge? or whaT?
It does reasonable damage, I think. With buildup, AAO, shield charge,combustion, and fire sword circle, it can drop about a thousand point-ish alpha on a whole spawn in about 8 seconds, and that recharges in 26-odd seconds. That's more than reasonable pulse damage, I think.
It's got a pretty good single target output, too, with bruising, procs, Incinerate and Greater Fire Sword.
It's got perma-hasten, to keep the party rollin'.
It's soft-capped and more against all positions.
If things get hairy, it can jusssst about hard-cap smash/lethal resistance for two minutes, and conserve power guarantees the crash is not a big deal.
Oh, it also caps hit points with OWTS, and while capped, regens around 50 hp's a second BEFORE Incarnate powers.
It's just a beast.
I rarely design for just recharge, or just caps, or whatever. I usually aim for flexible toons with the largest performance envelope I can squeeze in, without gimping anything.
Why do you ask? -
Quote:Nothing out-damages fire. It's just that fire makes you wait for it.If that's true, something is broken. Technically, nothing should out-damage fire and it should be patched if it isn't.
That said, a SD/fm tanker is a beast and a half. I dug around in the slush-pile 'o builds and knocked the rust off this one. Check out those resist numbers and hit points when you hit One With The Shield!
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Flaming Wreckage: Level 50 Technology Tanker
Primary Power Set: Shield Defense
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: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(15), S'fstPrt-ResDam/Def+(25), S'fstPrt-ResDam/EndRdx(48), TtmC'tng-ResDam/EndRdx(50)
Level 1: Scorch -- Hectmb-Dam%(A), Hectmb-Dmg/EndRdx(3), Hectmb-Dmg/Rchg(3), Hectmb-Acc/Dmg/Rchg(9), Hectmb-Acc/Rchg(11), Mako-Acc/EndRdx/Rchg(13)
Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(7), LkGmblr-Def(15), LkGmblr-Def/EndRdx/Rchg(25)
Level 4: Combustion -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(5), Oblit-Dmg(5), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(13)
Level 6: Active Defense -- RechRdx-I(A), RechRdx-I(19)
Level 8: Against All Odds -- EndRdx-I(A)
Level 10: True Grit -- Aegis-Psi/Status(A), Aegis-ResDam(17), Aegis-ResDam/EndRdx(19), Numna-Heal(34), Numna-Heal/EndRdx(40), Numna-Heal/Rchg(42)
Level 12: Combat Jumping -- Ksmt-ToHit+(A), LkGmblr-Rchg+(37), LkGmblr-Def(42)
Level 14: Boxing -- Empty(A)
Level 16: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/EndRdx/Rchg(23), GA-3defTpProc(42)
Level 18: Super Jump -- Winter-ResSlow(A)
Level 20: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(21), LkGmblr-Def/EndRdx/Rchg(21)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23)
Level 24: Build Up -- RechRdx-I(A)
Level 26: Shield Charge -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(27), Oblit-Dmg(27), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(31)
Level 28: Fire Sword Circle -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(31), Armgdn-Dmg/Rchg(31), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/EndRdx(34), LkGmblr-Def/EndRdx/Rchg(43)
Level 32: One with the Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(43), RctvArm-ResDam/Rchg(43), Numna-Heal(46), Numna-Heal/EndRdx(48)
Level 35: Incinerate -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(36), C'ngImp-Acc/Dmg/Rchg(36), C'ngImp-Dmg/Rchg(36), C'ngImp-Dmg/EndRdx(37), Mako-Acc/EndRdx/Rchg(37)
Level 38: Greater Fire Sword -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Dmg/EndRdx(39), C'ngImp-Dmg/Rchg(40), Mako-Acc/EndRdx/Rchg(40)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- P'Shift-End%(A), Numna-Heal(45), Numna-Heal/EndRdx(46), Numna-Heal/Rchg(50)
Level 47: Phalanx Fighting -- GftotA-Def/EndRdx(A), GftotA-Run+(48)
Level 49: Grant Cover -- GftotA-Def/EndRdx(A), GftotA-Run+(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Radial Boost
------------
Level 1: Brawl -- Empty(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 -- Numna-Regen/Rcvry+(A), Numna-Heal(45)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(45), P'Shift-EndMod/Rchg(46)
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Quote:The devs might think Defense is everywhere, but Resistance is rare and valuable.
As a hardcore builder, let me clarify:
RESISTANCE IS RARE.
Valuable? Well, on some toons, very much so.The +3 res IO is...nice. I personally think it should have been +5 percent, but what do I know, eh?
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Well, us gearheads in the Scrapper forum decided to build a challenge map.
I had an old team challenge map from a couple of years back. (The writing is bad, I know already, gimme a break.) Sveral people have run this already at settings I frankly am astonished at.
The bad guys in this are designed, on purpose, to be tough but not abusive. No mastermind swarms or maps full of corruptors with every power.
My question is, has anyone here got any feedback on better/smarter ways to build a 'challenge map'? IR, one to wring out a very, VERY top-end combat build in a fair and comprehensive way?
Thanks for any constructive input!
Here's the thread I started about it:
http://boards.cityofheroes.com/showthread.php?t=262469
There's also some discussion in the last pages of the Rikti Pylon Thread, if anyone is interested. -
I think no? As I recall, Broots can get ancillary pools now.
However, you still have to unlock patron pools. And, if you have Going Rogue (Highly Recommended!) you can switch sides and get patron Pools for 'hero' archetypes.
Hope that clears it up! -
Well, I guess I'll post something about this.
The Rikti Pylon Challenge has served us well for the past few years, but with the Incarnate powers it's beginning to lose some of it's luster. Bill Z Bubba, in the Rikti Pylon thread, mentioned doing something in AE to serve as a challenge.
I mentioned that I had an AE arc build as a team threat run. 209245, 'Into the Darkness.'
I honestly thought it would be considerably too difficult for solo play, until Auroxis promptly solo'ed it on a SS/Elec brute. I was surprised.
I still think we should come up with something a little better, but judging from the number of 5-star votes (thanks all you masochists!), people like 209245.
So, since nobody else is putting any ideas out there yet, here's the challenges I think would be most interesting:
All valid runs have to finish in 2 hours or less.
Finish the mission at +0x1y/y. Congrats, you're a scout.
Finish the mission at +4x2y/y. Congrats, you're a hard target.
Finish the mission at +1x8y/y. Congratulations! You're a threshing machine.
Finish the mission at +4x8y/y. You're an engine of destruction, buddy.
Now, each of the four categories test different things, and all allow 'anything goes' rules. Eat all the candy you can cram, use any temp you want, Incarnate nuke every spawn, etc, etc. The way to compete in each 'anything goes' category is to do it fast. A scout run in 29 minutes is better than a scout run in 33 minutes. An engine of destruction run in 48 minutes is better than one in 54 minutes.
Now as I see it, there's three ways to make this even tougher: Run it with no Incarnate Powers, run it with no temps or inspirations, or the ultimate, run it with no temps, no insps, and no incarnate abilities.
That should give a range of difficulties that any toon would be able to complete in at least SOME fashion, while scaling to the utterly impossible.
Or at least, I think it would be impossible, who knows
Also, I really do not really think this mission is ideal for single-target stress testing. I think we should put our collective heads together and work out a replacement/improvement on 209245, to keep the challenge fresh.
I'll post links back to this thread from the other challenge/stress threads.
What do folks think? -
Quote:So Ive been gone for a couple years now, and I don't know what is going on. I was wondering if anyone had any websites that could guide me in the right direction and if there is a certain power set that would be good for a beginner but will still be pretty useful and powerful late game. Ive gone around the forums looking for something but all those posts are from more "experienced characters" and I really don't know anything about this game anymore.
Good beginner powersets....
Well, in my opinion, scrappers are probably the simplest/funnest AT out there.
Of the many scrappers possible, as a good 're-intro' toon, I'd point at a broadsword/shield. Can be ridiculously good on SO's or a basic IO build, and can peak out at very high levels indeed.
For a bit more challenge, a fire/willpower/soul brute will be a ton of fun if you like the fury mechanic.
And if you want the old school melee experience and are interested in a 'more clicky' playstyle, try a fire/fire tank.
All are good. -
Quote:A couple of days ago, a fellow in the tanker forum asked for help rebuilding his old Inv/Ax.If you're put off by how slow Stone is (and it is SLOW), check out Invuln. Lots of defense to work with, plus some DDR, and you get even more defense in crowds. If DDR isn't a concern, then Dark is great for survivability. It also has a couple great mitigation options.
As it so happens, that's one of my favorite toons, although mine is sadly outdated right now.
So, I whipped out the build I plan to use whenever I have the time, and popped it up for him.
Note: This more than softcaps vs S/L/E/N/F/C with one guy adjacent, and hits iCap numbers with 8 around it. And I did not neglect the damage in the least.Stone armor may be The King of Durablility, but Invuln is easily the Prince of Tough, and with bruising and reactive, can be pretty good at damage, to boot.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Gnarl_I19_1: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Battle Axe
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(13), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(34), S'fstPrt-ResDam/Def+(48)
Level 1: Beheader -- Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Acc/EndRdx/Rchg(3), KntkC'bat-Acc/Dmg(5), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(27)
Level 2: Chop -- Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Acc/EndRdx/Rchg(3), KntkC'bat-Acc/Dmg(5), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(33)
Level 4: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Rchg(9), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-EndRdx/Rchg(25), Dct'dW-Heal/Rchg(46)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/EndRdx(46), Ksmt-ToHit+(48)
Level 8: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(48)
Level 10: Resist Physical Damage -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(45), Aegis-ResDam/Rchg(46)
Level 12: Boxing -- Empty(A)
Level 14: Super Jump -- Winter-ResSlow(A)
Level 16: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(17), Aegis-ResDam/EndRdx/Rchg(17), Aegis-Psi/Status(42)
Level 18: Invincibility -- HO:Cyto(A), HO:Cyto(19), HO:Cyto(19), LkGmblr-Rchg+(50)
Level 20: Swoop -- Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Acc/EndRdx/Rchg(21), KntkC'bat-Acc/Dmg(21), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(27)
Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(37), LkGmblr-Def/EndRdx/Rchg(50)
Level 24: Taunt -- Zinger-Taunt/Rchg/Rng(A)
Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/EndRdx(40)
Level 28: Whirling Axe -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(29), Erad-Dmg/Rchg(29), C'ngBlow-Acc/Rchg(31), C'ngBlow-Dmg/EndRdx(31), C'ngBlow-Dmg/Rchg(31)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(42)
Level 32: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(33), LkGmblr-Def/EndRdx/Rchg(33)
Level 35: Cleave -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(36), Erad-Acc/Rchg(36), C'ngBlow-Dmg/Rchg(36), C'ngBlow-Acc/Rchg(37), C'ngBlow-Dmg/EndRdx(37)
Level 38: Pendulum -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(39), Erad-Dmg/Rchg(39), C'ngBlow-Acc/Dmg(39), C'ngBlow-Dmg/EndRdx(40), C'ngBlow-Acc/Rchg(40)
Level 41: Resist Elements -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(42), Aegis-ResDam/Rchg(43)
Level 44: Resist Energies -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(45), Aegis-ResDam/Rchg(45)
Level 47: Conserve Power -- RechRdx-I(A)
Level 49: Physical Perfection -- P'Shift-End%(A), RgnTis-Regen+(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Radial Boost
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Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(43)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(43)
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How does this work with Energy Aura's Energy Cloak?