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Posts
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Quote:OMG!!!!--OR--
You could read this post from Black Scorpion that says they're adding a menu option to disable movement speed buffs from other players (but you still get, say, the recovery buff from Speed Boost).
That would be...nice.
In other news, here's a dev rundown on the Keyes Trial:
http://www.cityofheroes.com/news/gam...and_guide.html
It sounds like a MONSTER. -
Quote:I tend to make my own maps full of babes in bikini's.I personally like rotate between farming purples on Harvey Maylors demon mission and running ambush farms in AE.
Farming purples can be fun. The little rush when the Purple text goes across the screen is nice. It is also tempered by the times you go to check what that recipe was and it is a sleep or confuse set.
As Ultrawatt said you can make very very nice returns in farming tickets in AE. No real need to run them at +4 as once your able to cap tickets in a single run there is no reason to up the difficulty.
The most important factor is finding something that you enjoy farming or you will never be able to stick to it.
WHAT?! -
Quote:Yeah, sheesh, mu, duh.Danged Mauk, you are distracted today. Dark Melee, with very little attack from DM, using 3 Area ttacks from Mu. i have a ful AoE chain going, plus a decent damage aura. (and 12 pts KB prot) Sooooo. I will look at this Unai Kemens council arc prob then?
Sorry, i have a cold and went to work. dats okay, i solved that issue by taking the rest of the month off.
stupid cold
PS> yeah, unai council empire is a very nice map, run a pattern around the outer edge then inner spawns, i could do that sucker in my sleephonestly though, i ran WWR arc in oro at 0x8 and got 4 purps...
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Quote:Argh! Stoopid backwards broots.....Pretty sure he said he's DM/FA. So Malta is probably a bad idea.
OK, nm.What you want then are Council Empire, Unai Kemens arc. That's assuming you have KB resist. If not, then grind through Harvey Maylor's arc for the demon farm, although demons are annoying on a melee toon, as they stay at range, like, a lot.
My bad, sorry about that.
EDIT: LOL, see folks beat me to it, duh.
Also, purple farming with a single target melee set? Roll a fire/fire tank, it'll work better.
Although.... I wonder if you could farm rularuu effectively these days. Those things have always had awesome drop tables, or so it seems to me. -
Quote:I've done a few runs like that, where you pull the patrons to the flyer and drop the whole crowd, then taunt LR to the towers and drop all but blue.If you play on a truly optimal team, you just ignore Recluse like the pansy he is until the game makes you kill him to complete the mission.
Not my cup of tea, although quite a lot of fun at the time.
Never saw so many heavys/shivs/nukes in my life..... -
Quote:Do you have a taunt aura? It will help a lot in purple farming.i am about to start trying to farm purples with my brute. He is a Dark/Fire/Mu. He is pretty I/O'd out, and a solid build if not perfect. He is of course slightly squishy, but I farmed him from 25-50 solo in +3/x8, then +4/x8 fire farms. he also runs fine in the trials. Of course, insp mgt, click powers, and smart play keep him alive. and pheonix isa nice oops button.
I was wondering if anyone knew a good place to farm purps for brutes. also, are any places better for this kind of brute. Finally, would any particular incarnate powers help loads/
thx
You want to find a mission full of things you can handle easily: with that build, that's about anything. For dedicated purple farming, -1x8 is the way to go and blaze through everything as fast as possible. Supposedly bosses have higher purp drop rates, but I've never noticed it.
A much better general farm is 0x8 with bosses. It's a bit slower, but you get a LOT more sellables. On a dark armor with fire damage I'd look really hard at farming Malta, assuming you're that tough.
For a bit more variety, try running the "World Wide Red" oro arc. Find a mission that you like, then run it live and save it as a farm.
Incarnate power you want is the T4 reactive and whatever Alpha you like best in your build. -
Quote:Probably the most survivable build possible would be a stone armor/dark melee tanker built for mitigation.What build(s) would be the most survivable? i.e. you have to work hard to actually die with this toon. I was thinking probably a defense heavy base powerset, slotted in some resists, with cardiac and rebirth radial. But i havent played around with it much, anyone got a better idea?
I mean overall against all damage types/positions, should have been more specific.
It would be...durable. And almost unplayable. Immortality has a severe price. -
On that toon, yes.
DM/wp is a sturdy, high-damage, single target build, meant to take a lot of aggro and thrive with it. Dark melee does a LOT of damage if you build it right, but it's almost exclusively single target. It's designed that way because the set has some very powerful survival tools built into it, such as Siphon Life. Willpower is a pure mitigation set. It has no power in it that does more damage to your enemies, it's all about survival. Combine the two, and you get a REALLY tough scrapper. It's the melee equivalent of a jackhammer.
If you want to do AOE, you need to realize that a jackhammer is not the right tool, and build yourself a lawnmower instead.You could pull the body pool and squeeze in some pool attacks. You'd have to remove one of your current attacks to get slots, or gut your defenses, or probably both, and you'd wind up with a toon that had 'ok' defenses and did 'ok' aoe/ranged damage.
I think a better goal is to clean-slate it. Get some sets more aimed at high damage, area of effect. Such sets as fire armor and electric armor give up some durability, but pay it back with more damage, and AOE damage. Attack sets like fire and ss and electric offer a potent mix of single target and AOE damage.
See how that works? -
Oh, we're cool, all right.
Quote:I appreciate the help and insights.
Quote:I was going to respec out of body mastery and into Dark Mastery, because the late game is about lots and lots of bad guys and dark doesn't have any spawn killers on its own.
The groups I have been in are all basically frag fests, especially with the incarnate powers so I find unless the bad guys are very tough I barely ever get to go mano a mano with anything!
Quote:So being able to get a few licks in via ranged AOEs with Dark Mastery will be better than Body Mastery. I think I was following an AV killers build when I chose Body Mastery, and I get why they might have wanted it, but while I might want to try killing some AVs solo, I realize that its not really my main focus, so I dont think I'll need to bias my build for that aspect. If it happens I can sic AVs with the build that allows me to add some aoe great, but if not I can live without being able to solo an AV, I have 2 brothers who play so maybe we could duo or trio the AVs.
So would you mind tweeking the build a bit more to see if going dark will harm it and what would change if I went dark?
If you try to make a dark melee toon into an AOE build, it will not perform all that well. It would certainly do 'ok' but you'd be pushing the build away from it's strengths.
If you want more chances to wail on baddies with a dm/wp, the answer is pretty simple: Get ahead of the team. You will have....SO much survivability. You will be completely fine hitting every spawn first, trust me.That toon will thrive in a crowd, oh yes.
Now, if you really want a more 'balanced' build, I can make a few recommendations for your next toon.
For a well-balanced AOE/single target engine of destruction, the old school fire/fire tank is very hard to beat.
If you want even more damage than that, a fire/willpower/soul brute is a VERY sweet spot, performance-wise. Plus it would let you experience the soul pool, which is quite nice indeed.
If you want to lean toward maximum AOE destruction, an elec/elec scrapper or brute is a joy to play, and of course the ultimate AOE for a melee is a spines/fire scrapper or a ss/fire brute.
Now durability wise, those builds probably rank with the fire/wp brute and fire/fire tank about tied for durability, then the elec/elec brute, then the elec/elec scrapper, the ss/fire brute, and then the spine/fire scrapper.
Damage has it's price. -
Quote:DM tends to get picked a lot (A LOT) for extreme high-survival builds. Purples are often not the optimal choice in high-survival builds, becuz they don't have +def bonuses. Thus I felt okay sneakin' in a couple of purps.That's a really nice slotting numbers wise, I like it. For me, the downside would be not being able to use the Hecatombs elsewhere and thus not get the set bonuses and enh values.
I used 5/6 Hecatombs (all but the Dam) in MG because its my best attack and needs the high recharge more than SL does. I've got something stupid like 110% global recharge plus Spiritual so SL is up plenty.
Giving up one purple set in a build is not exactly crippling, especially if it isn't a high-spin build in the first place. Hell, one of my Incarnated toons doesn't even have hasten. -
Quote:Huh.Got 35 hero merits to roll. Best offer chooses how to spend them, up to 5 rolls (e.g. one 30 merits PvP IO, two LotGs and one 5 rare recipes roll, totalling 35 merits spent over 4 rolls).
I'll consider offers from 3 billion and up, and accept purple sets (hecatomb preferred) as part of the deal.
If this goes well, I have a LOT of AM's.
...but what do I need more inf for?
Hmmm.... -
(reads thread)
(starts bidding 8 inf for salvage) -
400 AE tix = 50 mid-level common salvages.
400 AE tix requires, uh, a minnit? If that long?
Every now and then I'll gen up a few hundred mid-range salvage and toss them on the market, it makes me some millions. -
I suspect there's a LOT more farmers than marketeers.
You can pop into the Brute forum, lift a cheap ss/fire farm build, make it and have it to 50 in a few days.
Then, it's slaughter time(which many people enjoy just for the sheer carnage) until you're burping with cash. No thinking or planning or speculating required.
And farm builds are not exactly difficult to make these days.
Do not underestimate the earning potential of vast amounts of carnage. -
Quote:Pop your build off live into mids, and then post it. I'm sure somebody will be able to hook you up based off what you already have.I m a looking for a new build now that fittness is innate. Btw I pretty much built it for recovery/recharge but I was wondering if its not a better way to go for def. Any leet /fire brute/scrap/tanker has an advice?
If your live build is too embarrassing (lord knows i have a few dozens like that) then tinker up something and post it. -
The build is fine as-is: it would play just fine.
But laser beam eyes makes me itch. So, assuming it's not a requirement, I would yank it for hasten.
I tinkered a bit, see what ya think:
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Quote:That's been my approach, T3 is plenty, T4 if I get the drops or empyreans or decide 400 mill is just burnin' a hole in me pocketses.Not all T4ed, Sant. Moved on at T4/T4/T3/T3/T3. I'll eventually cap them but I'm seeing no reason to hurry. Also scored 2 very rare drops, so making the T4s wasn't that bad.
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Argh, sorry, I forgot to clean up the build before posting it. I have a cold today, my brain is pudding.
Set IO's to proper levels, made SURE everything was turned on, and added accolades and the Alpha T4 Spiritual.
Yes, this guy is a beast, you will like.
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First, every word of Claw's advice is good. Listen To Him.
Second, I went ahead and tinkered together a build. Since you have a strong concept and a cool bio, I did my best not to change it around very much: This is YOUR build, and these changes should not alter how the toon looks or plays, except for the better. (It hurt me to skip Hasten, but the blazing hands on a dark has always bothered me....)
Third: Yes, it's got the Glad 3 percent on it. If you like the toon, they are not difficult to earn, with no cash outlay, using alignment merits and persistence. A dm/wp should slaughter anything you meet in a tip mission without effort. If that's still too much, just pop it out, but I like long-term goals in builds.
Four: If you run focused accuracy and manuevers, you WILL have end issues. With dark consumption lightly slotted you can sustain it for a couple of minutes at a time. However, while they're on, you won't miss. Anything.You could get Dark Consumption up more if you rob a couple of slots here and there and you decide you'd rather.
Five: Combat Jumping has a 7.5, a Kismet, and a stealth IO. This is the biggest 'appearance' change. The stealth IO feels thematically appropriate, and adds quite a bit of utility. YMMV. That is a good slot to move if you don't like it.
Six: Your S/L base is 43-ish percent, and you can stack considerable -to-hit on top of that. One small purple will softcap you vs most things, three will make you immortal for 30 seconds.
Have fun with it, ask if you have any questions.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Captain-Midnight: Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Flight
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(5), Mako-Acc/EndRdx/Rchg(7)
Level 1: High Pain Tolerance -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(7), Aegis-ResDam/Rchg(9), Numna-Heal(9), Numna-Heal/EndRdx(11), Numna-Heal/Rchg(11)
Level 2: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(15), Mako-Acc/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(17)
Level 4: Shadow Maul -- Oblit-Dmg(A), Oblit-Acc/Rchg(17), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(19), Oblit-Acc/Dmg/EndRdx/Rchg(21), Oblit-%Dam(21)
Level 6: Fast Healing -- RgnTis-Regen+(A), Numna-Heal(23), Numna-Heal/EndRdx(23), Numna-Regen/Rcvry+(25)
Level 8: Siphon Life -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(27), Nictus-Acc/Heal(29), Nictus-Acc/EndRdx/Heal/HP/Regen(29)
Level 10: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(31), ULeap-Stlth(33)
Level 14: Fly -- Winter-ResSlow(A)
Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(33), Numna-Heal/Rchg(34), Numna-Heal/EndRdx/Rchg(50), DarkWD-ToHitDeb/EndRdx(50), DarkWD-ToHitDeb/Rchg(50)
Level 18: Mind Over Body -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(34), Aegis-Psi/Status(34), GA-3defTpProc(36)
Level 20: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(36), P'Shift-EndMod/Rchg(36)
Level 22: Dark Consumption -- Efficacy-EndMod/Acc/Rchg(A)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(37), LkGmblr-Def(37)
Level 26: Soul Drain -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(37), Erad-Dmg/Rchg(39), Erad-Acc/Rchg(39), HO:Nucle(39), GSFC-ToHit/Rchg/EndRdx(40)
Level 28: Heightened Senses -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(40), LkGmblr-Def/EndRdx/Rchg(40)
Level 30: Tactics -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(33), GSFC-ToHit/Rchg/EndRdx(42), GSFC-ToHit/EndRdx(42)
Level 32: Midnight Grasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(43), Mako-Acc/EndRdx/Rchg(45)
Level 35: Boxing -- Empty(A)
Level 38: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(45), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(46)
Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(46), LkGmblr-Def/EndRdx/Rchg(46)
Level 44: Focused Accuracy -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(48)
Level 47: Strength of Will -- S'fstPrt-ResDam/Def+(A)
Level 49: Physical Perfection -- P'Shift-End%(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A)
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EDIT: Typo, duh, 43 percent, not 33. LOL! -
Quote:I'd recommend 6 Multistrikes for Lightning Field, to get max end reduction, acc, and damage with some decent set bonuses.I almost asked this in Player Questions, but thought I might get better feedback here.
I've got an elec armor tank that I'm working on, and I was just wondering, when slotting Lightning Field, is it better to slot it for damage, or for End Mod, or a bit of both? He's /kin so he's not going to be an end drainer.
I thought I'd seen somewhere that elec attacks that caused end drain could also transfer some of the end back to you, though I don't see that on Mids, or the wiki. Maybe that doesn't apply for this power? I guess if it doesn't, then slotting for damage is the way to go...
Thanks!
Conversely, 3 eradications and three performance shifters is also very nice.
You are an elec, so you have power sink. Slot power sink with end mod and recharge, then use it every spawn as a 'drain nuke'. You'll be surprised how much end you can carve off the baddies all by yourself. Plus, never having to care about end usage is nice. -
Quote:Oh, absolutely! I just tinkered that one together to see how much I could cram into it. I was surprised I could squeeze 412 percent out of six slots, even losing some to ED. That's 68 percent per enhancer!
Mauk, I love how high you got the enhancement values, but it looks more like it was done for the sake of doing it than as something that a build requires.
If I ever get around to rebuilding my DM/inv scrap, I've already decided to use the much more mundane but set-bonus rich 4 Kinetic Combats/2 Touch of the Nictus.
That works out to:
6 slots, KC acc/dam, dam/end, dam/rech, dam/end/rech, and TotN heal/rech, acc/end/heal
SET Bonus: 20.08 HP, 25.1 HP, 3.75 S/L Def
acc 44.14
dam 85.45
end 62.49
rec 67.79
heal 47.70
Yeah. 45 hp's, 3.75 S/L and solid numbers all around? Yes, please!
Quote:I think you'd only need that much recharge in two cases - you want to spam the heal, or for an attack chain. But if you're doing it to spam the heal, I'd think we'd want to focus at least as much on the heal enhancement.
I could be wrong, though. And the 'big one' is deadly expensive, even for my virtual wallet.
Quote:If for the attack chain, well, if you have the recharge for the top attack chain, you don't even need recharge in Siphon Life. There are some extreme recharge chains to spam Siphon Life faster that that level of recharge would be critical for, but the point there is again to spam Siphon Life for the heal, so you'd want more healing. Accuracy is great, but probably higher than it needs to be in most builds.
Yeah, my reasoning is, the extra acc will help you hold up through severe spots. Assuming you're getting that much of a hammering, it is also likely you've taken a lot of debuffs as well. You don't want your spam heal to fail you because you couldn't hit with it!
Granted, that's a pretty darn severe spot to be in.....
Quote:I guess what I'm suggesting is to try to hit similar numbers, but use accuracy as the dump stat instead of healing. Then we'd really be talking!
I will ponder this. -
Are you willing to respec?
Doing so will give you the Fitness pool for free, which will free up four power choices.
Plus, you've got a couple of slot's I'd want to move if you were gonna respec anyway.
I personally HATE respeccing, so if you don't want too, that's fine, the toon will work fine as is.
PS: Cool Bio, man! -
Quote:The rest comes down to the player playing the tank then; is he stuck in the tank mode of play or can he actually switch contexts and focus more on damage?
...you really don't know many good high-damage tanks, do you.
Granted, that's not all that unusual. Damage tankers rarely bother with teams, so you'd not see many of them. They're usually busy farmin' up their billions.
On a team, a high-energy, high damage tanker is usually playing a 'spawn ahead', with the team mopping up behind. Soak alpha, fire AOE's, move on. The team can catch up if they're able.
I know when I go out and team with my fire/fire, I usually get a lot of startled commentary. -
I was home sick today and had waaaaay too much time on my hands, so I compiled the results so far.
It's interesting how many ways there are tinker this power, and how the results change depending upon what people assign importance to.
BrandX's Basics:
6 50 SO's 3 dam, 2 acc, 1 end
acc 66.6
dam 94.93
end 33.3
rec 0.0
heal 0.0
6 50 IO's 3 dam 2 acc 1 end
acc 83.32
dam 99.08
end 42.40
rec 0.0
heal 0.0
Slightly modified IO slotting
6 50 IO's, 2 dam 2 acc 1 end 1 rec
acc 83.32
dam 83.32
end 42.40
rec 42.40
heal 0.0
Silas' case: 5 slots 2 Golgi HO's, 2 Nucleolus HO's, CI acc/dam/rech
acc 86.02
dam 86.02
end 66.60
rec 21.20
heal 66.60
Mauk's case: 6 slots, 1TotN acc/end/heal, Mako Quad,Glad Quad, Hec acc/dam/rech, hec dam/rech
SET Bonus: 4% Recovery
acc 83.32
dam 92.71
end 89.12
rec 92.71
heal 54.50
Santi's case: 6 slots, 3 Golgi HO's, 3 Nucleolus HO's
acc 94.93
dam 94.93
end 94.93
rec 0.0
heal 94.93
Pine's case: 6 slots, 3 Nucleolus, 3 Numina, heal, heal/end, heal/end rech
SET BONUS: 12% regen, 25.1 HP's
acc 94.93
dam 94.93
end 47.70
rec 21.20
heal 88.07 -
Quote:Air Superiority is probably the best attack power in any of the standard pools. It's DPS/DPA is nothing to write home about, but it is a reliable knockdown you can get at level 6. In sets that are shy on single target attacks and don't have redraw issues, it is an ideal addition. (This describes electric melee perfectly.)I totally forgot about */elec.
About Air superiority, is it worth slotting it? Up to what point and with what exactly? I only remember going crazy about hover during my newbie days and completely forgetting about "that other power in the flight pool".
That said, the flight pool is difficult on an electric armor toon, because your status resistance is keyed on your staying on the ground. I find it totally worth it, YMMV.I have AS on my elec/elec incarnate, fully slotted, and use it as part of my standard attack chain constantly. The only thing I miss is the end drain, but ehn.
Quote:With all that, I'm really interested in looking at Dark/*, Stone/WP sounds really nice, while Fire/WP just feels overshadowed by the other two. If you like flashy, though, elec/elec is...fun. Build-up, lightning rod, thunderstrike is perhaps the most fun combo in the GAME.