mauk2

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  1. Quote:
    Originally Posted by Test_Rat View Post
    So you are telling me that you have never seen someone recruiting for a LRSF/STF, say asking for "Damage" and turning away stalkers?

    Never? What server do you play on, I gotta take note for the next free transfer week.
    I play on Infinity.

    Most of the folks I play with have a single mantra: "Play what you want."

    As for the actual OP:

    We don't have much data on the Incarnate system. The limited info that we know about the Alpha slot is that it was a 'global IO slot."

    Namely, whatever you slotted in Alpha buffed all your powers that used that attribute, with a small portion of that buff bypassing ED.

    In my mind, this would benefit low-effort toons more than heavily built toons, which has the effect of 'leveling out' the power scale: An Alpha Incarnated toon on SO's is not longer so far behind a purpled build with the same Incarnation.

    It's still behind, mind you: It's just quite a lot closer.
  2. Quote:
    Originally Posted by Ironblade View Post
    I've been hoarding inf and reward merits for some time. I'm still waiting for new purple sets; specifically defense, resistance and healing.
    OMG, I'd love for there to be purples for those! (swoons)
  3. Quote:
    Originally Posted by Blue_Centurion View Post
    As I said before, the Dark/Invul will be the strongest brute aside from the stone, which is only strong 38+. But the dark attack set is not for everyone. This dark/invul pairing is strong from 1-50.
    I concur: Once you get Siphon Life frankenslotted, and Invincibility/Temp Inv/Uny setted out, and all the passives, Invuln feels...Invulnerable. Especially if you slather on IO bonuses. The heal from Siphon Life seems small, but coupled with the defenses of Invuln it is remarkably effective.

    That said, the lack of AOE in dark really can be offputting. I think a better combo is claws/inv, especially since brutes now get access to the very excellent body pool. Superior conditioning and physical perfection are INCREDIBLE for invuln brutes. Claws brings excellent single target and AOE. The core powers are focus, followup, and spin, with a lowby filler attack. Eviscerate is also nice if you plan to spend a lot of time in crowds.
  4. Quote:
    Originally Posted by bAss_ackwards View Post
    On a higher end build you can even softcap all of the typed Defenses (except for Psi) with only one foe in melee. Awesome.
    LOL, this is true, but those are....REALLY high end builds.


    But oh, if you get there, it is glorious!
  5. mauk2

    I19 confusion

    Quote:
    Originally Posted by Rush_Bolt View Post
    ???



    You re-subbed just for inherent Fitness?

    Ehn, to each his own.
  6. Quote:
    Originally Posted by ChaosExMachina View Post
    Why Mu? It has the best aoe with ball lightning, but soul is almost as good and complements defense well, with easier slotting than a build that has to get defense just through set bonuses and pools.
    Mu saves a power slot to get the AOE. With I19 this may be less of a deal, but Mu also has slightly better stats on both the ST and AOE attacks.

    With a SS/fire brute farmer, your primary mitigation is knockdown. You open with footstomp and follow with the patron AOE usually slotted with the purple knockdown proc. With rage, fiery embrace, and fury, that will frequently leave you with only a few dregs to worry about. Throw down burn to mop up. If you're running bosses, KoB and Haymaker provides enough single target to drop them in a timely fashion, while adding more knock and holds. Consume handles end issues.

    Hit your heal and next spawn.


    With a SS/elec, it's the same, except you usually try to get energize perma and ride the +regen. Losing fiery embrace and burn slows you down, but not too bad. The bottomless well of endurance is realllly nice too.

    With a SS/wp you get a huge increase in survivability, and I mean huge. SS/wp/mu isn't the damage monster the SS/fire is, but it's much, much tougher. Which means you can tackle pretty much anything you want. And Quick recovery plus Stamina means you rarely have endurance concerns that a blue can't fix right quick.

    Have fun!
  7. mauk2

    field crafter

    Quote:
    Originally Posted by anonymoose View Post
    Alright looks like you've got something already Nethergoat but I'll still link to my checklist.

    http://www.mediafire.com/?ca0455yjys4lvpy

    I'd be interested in that 1 page list from Panzerwaffen...
    I want to thank you for this list.

    I hate badging, it irritates me, but the notion of 30+ recipes, 22 went slots and 80-odd salvage....it sings to me.

    After many long years, I may have to break down and do this.

    (Ponders)
  8. Quote:
    Originally Posted by McNum View Post
    I've been playing a Hero and completely ignored Merit drops, until I noticed that the count had gone triple digit. 152, if I remember right. Got a 31 Merit Story Arc bonus coming up in one mission, too.

    I'm feeling a bit like a Dachshund that actually caught a car.
    LOL!!!

    Oh, I know that feeling.

    Across my various toons I got thousands, literally thousands, of reward merits.

    At this point, I don't even bother any more, it's not like I need the cash or IO's.

    Maybe Incarnate shards..... I hear rumors that all the Incarnate stuff is no-trade/no-sale, so it's possible having a meaty stash will be useful.

    If I was you, I'd hoard them like Scrooge McDuck and chortle ebilly to yourself about how flush you are.
  9. Quote:
    Originally Posted by dave_p View Post
    Anyone else try this alternative tanker stealth approach?

    ...sure.


    As a matter of fact, aggro-surfing is how I usually spike hard content on a scrapper, such as the second mission in the ITF. I never bother with stealth IO's on any reasonably sturdy toon anymore. Works much better on tanks, I just bail out of the aggro knot and kill my aura.

    I have to say, the aggro cap is one of the most annoying things, it's completely immersion-breaking for me. But hey, I'll happily exploit it if I have to put up with it anyway.
  10. Quote:
    Originally Posted by DumpleBerry View Post
    I could get behind this. Lack of regular merits is pretty much the limiting factor on burning my inf. into purple merits. And since purple merits are so much more valuable, I finally have a chance of getting all my wealth on a single character...if I had a lot of regular merits. :/
    ...run more tf's?

    Get outta Went's! Yer all pasty and startin' to mold.
  11. Quote:
    Originally Posted by Jophiel View Post
    Hi folks. As I posted in an earlier thread, I have started a Shield/WM tank and am enjoying it more than I would have thought, having abandoned most tank attempts before lvl 10 due to low damage and sluggish soloing. Now, at level 35, I'm able to take some decent sized spawns and feeling like an actual tank. I'm pretty closely following Garthalus's "Block 'n Bash" SD/WM guide but am figuring out slotting as I go. At level 35, I have (from memory) 36.x % defense to melee and 33.x % defense to AOE/Ranged. My only set bonuses are a set of 4 Kinetic Combat (got lucky on merit rolls) for +1.875% Melee and the Steadfast +3% universal Def.

    I'm not asking for a build so much as suggestions of which IO sets I should be looking out for if any to help give my Defense that final push. I don't usually slot for set bonuses on most characters unless it's +Recharge (prefering to frankenslot) so I'm having a little trouble balancing the value of the actual IOs vs their set bonuses. I can and will play with Mids but a little direction and input can't hurt.


    With proper power selection, tanker shield defense can reach 40 percent vs all with no sets at all. With I19 I'm positive you can hit 45+ without hurting yourself.

    I'd build for +defense (combat jumping and manuevers, take physical perfection for a second perf shifter proc) and toss in a single +3 percent unique.

    After that, EVERYTHING goes for +recharge, +regen, and damage.

    If you really need more set bonuses than that, look at six gaussians.

    Yes, it's really that simple.

    Unless the softcap changes.... But then we're all lookin' at rebuilds.
  12. Quote:
    Originally Posted by Rockblood View Post
    I've played a DM/EA brute to 32.
    I've got a dm/da tank at 50 and a dm/inv scrapper at 50. Trust me, siphon life is an impressive self-heal.

    Here's a few tips:

    Siphon life is a power that cries out for frankenslotting. The simplest and cheapest effective frankenslot that I am aware of is three Touch of the Nictus and three Mako's Bite.

    This gains you 9 percent acc and some hitpoints from set bonuses. Your enhancement bonuses run 85 acc, 45 dam, 60 end, 73 heal, 89 rech if you max level on the following:

    TotN: Acc/heal, acc/end/heal, heal/rech
    Mako: dam/rech, acc/end/rech, acc/end/dam/rech

    Cheap and effective, although it doesn't do great damage.

    If you're willing to invest for damage, and give up set bonuses, there's:

    2xNucleolus, Golgi, Numina heal/rech, Doctored Wound Heal/rech, Mako Quad

    At max levels, that gains you 83 acc, 83 dam, 51 end, 84 heal, 71 rech

    And there's many more ways besides those two.


    The only downside to dark melee is the severe lack of aoe firepower, and you can dip into epic pools to help that if it really bothers you.

    Have fun!
  13. Quote:
    Originally Posted by Werner View Post
    And you're making me want to play my Martial Arts/Fire again. He's languishing while I fiddle with other alts.

    Yeah, I just started up my ma/fa.

    Wow. What a combo. The new-buffed ma REALLY works well with fire, and vice versa.

    Heck, I'm gonna go play it now.




    To the OP: If you're looking for a dedicated boss-killer, in my opinion, you want a few things:

    1) Excellent single target.
    2) Excellent mitigation.
    3) Good defenses.
    4) Low aggro.

    1) is self explanatory: Bosses have a lotta hitpoints and often good defenses.
    2) is also self explanatory: Bosses have pesky/annoying/dangerous special abilities, you want to be able to turn those off.
    3) Good defenses, not great. A team-oriented boss-slayer doesn't need to tank entire spawns, that's what the team is for. You need to survive your target and any splash damage.
    4) For a boss-slayer, you do NOT want an aggro aura. If you're damage optimized, your defenses are secondary unless you have a very large budget.


    Given the above, I'd say a ma/sr is about ideal, followed closely by claws/sr and dm/sr.

    dm/sr is a real sleeper, btw. (sigh) Another alt for the huge list.....
  14. Quote:
    Originally Posted by Blue_Centurion View Post
    Okay, I've narrowed my choices, and I know neither of these two are bad. Any thoughts on which are better, and why? (My first 50 was str/invul brute...my second too on a diff server. My main the last year has been a str/will)

    Really interested on insight into the synergy of dark with these sets from someone who has ran it deep.
    Of those two combos, dm/inv has more synergy.

    At the top end, inv is tougher than wp (a little).

    Willpower has impressive self-heals and end management. DM has impressive self heals and end management. Together, they're a bit overkill. IE, DM doesn't make WP seem that much better.

    Inv lacks a self heal and end management, but is very, very tough. Dm has impressive self-heals and end management.

    Oh, see there, how those go together? DM adds a lot that inv doesn't have much of.

    I'd say, DM/inv, as long as you understand you're very single target oriented.
  15. Quote:
    Originally Posted by Yomo_Kimyata View Post
    If we cannot destroy inf faster than it is created, yes, this is a fool's errand (although a fun one). But I think we can. At that point, we can figure out if dipping into the pool of outstanding inf will have any impact on the markets.

    Well, do we have any estimates on how fast influence is created?

    "x" players times "y" per hour?

    Of course we don't. But the Dev's might. Hmmmm....
  16. Quote:
    Originally Posted by Fulmens View Post
    ... if you'd said "There aren't enough drains in that pool" I might be willing to agree with that.
    (sigh)

    Fine, you are utterly correct, there are drains.

    They are rather akin to pinhole leaks in the Grand Coulee, but there are drains.

    The Dev's NEED to address this, it's gotten ridiculous.
  17. Quote:
    Originally Posted by Misaligned View Post
    % of Went's...

    So, when you sell item A for 100 inf and that vendor undercuts you to 80. Where do people buy stuff?

    The vendor.
    That is the intended result. Every purchase at "Ebilvend" removes that cash from the global pool.

    This would be in billions per day, I suspect, especially at first. A possible issue is people who realize what's happening early and hoard inf: A global revaluation might also be required.

    Painful, that.


    Quote:
    So you drop your price to 70 to sell yours.

    And now he's selling it for 56.
    Maybe. As I noted above, 'adjust as often as required.' Is 70 a happy pricepoint? If so, parity, if not, drop it.


    Quote:
    You drop to 50... he's at 40.
    See above.


    Quote:
    This continues until you're better off vendoring.

    LOL, only if the Dev's are actually strawmen, which, given that the game is going strong after six long years, is patently not the case.

    Destroy the money supply to a point you like, then adjust to parity.

    A much more complicated issue is addressing the multiple currencies. Why do we have vanguard merits, reward merits, prestige, influence, etc, etc, etc?

    Why can't you freely exchange one for the other?

    Arbitrage is not for the faint of heart.
  18. mauk2

    Martial Arts

    Quote:
    Originally Posted by Werner View Post
    Still, no reason to play something you don't like. Roll something else. All combinations are good.

    I got to wondering:

    How many combo's are there?

    So I counted. (Man, I am twitchy about this stuff...)

    Scrappers:

    10 primaries
    8 secondaries

    Two disallowed=78 combos

    Blasters:

    10 primaries
    6 secondaries

    60 combos

    Controllers

    8 primaries
    9 secondaries

    72 combos

    Defenders

    10 primaries
    10 secondaries

    100 combos


    Tankers

    8 primaries
    11 secondaries

    88 combos

    Brute

    11 primaries
    9 secondaries

    2 disallowed, 97 combos


    Corruptors

    10 primaries
    10 secondaries

    100 combos


    Dominators

    7 Primaries
    7 Secondaries

    49 combos


    Masterminds

    6 primaries
    8 secondaries

    48 combos


    Stalkers

    10 primaries
    7 secondaries

    70 combos


    4 epics

    Total primary/secondary combos:

    766

    ...assuming I can add.


    Ahem. Back to your regularly scheduled thread now.
  19. Quote:
    Originally Posted by PrincessDarkstar View Post
    Really? I thought that was just in mids, which was wrong?
    I think the damage is wrong, yes. (An error on the crit rate, as I recall? I am bad at that sort of thing. Or maybe that was some other power....)

    Regardless, the fact remains that Mu saves you a power choice. No need to take Char.

    With Fitness going inherent, that may or may not be as big a deal it once was.
  20. Quote:
    Originally Posted by Fulmens View Post
    I've burnt, that I can confirm, 70 billion inf. Prices are still going up.

    Obviously I need help.

    So that's what I'm getting out of this project. Others may have different motivations, or multiple motivations, but as long as nobody's doing actual harm to anyone I'm happy with the results.
    This.

    Every time a bad guy faceplants or a goal is achieved, the global pool of inf goes up.

    There are no drains in that pool.

    While I applaud (and laff myself silly at) your efforts, the Dev's need to rationalize the various in-game currencies and provide a way for the money to go away.

    The simple way (in my tiny mind) is to have some huge evil corporation show up in-game that sells any and every IO straight to players for influence. A competitor to Wentworth's. Hell, call it Nethergoat Incorporated, for all I care.

    Set the prices to 80 percent of current market prices, refreshing as often as required.

    Maintain the price disparity for as long as is required to drain the money supply.

    Once enough deflation has happened, set it to price-match Went's, or burn the damn thing down.

    Simple, in my mind at least.
  21. Quote:
    Originally Posted by bAss_ackwards View Post
    I am worried about the accuracy. I'd like to get it higher, but I just can't seem to spare any slots for it.
    As you state later, Incarnate can fix your accuracy, fast and easy.

    The Alpha slot can add 30-ish percent to every attack, assuming it shows up close to as tested.

    Man, the Incarnate system is gonna make optimizations interesting.
  22. Quote:
    Originally Posted by Grey Pilgrim View Post
    Did Castle explain why it was designed that way? I was actually wondering before we heard that if this was intentional, since Devouring Earth mobs aren't really in the 40+ game (at least blueside), and that this was an attempt to up their difficulty since they're in tip missions for people in the 40+game.

    I was pleased, to be honest. DE are an interesting faction that actually takes a mild degree of tactics to fight. Given that they are SERIOUSLY the 'big bad' in Praetoria, I was wondering/hoping they'd get some more attention.

    I mean, the Eden trial is still some of the most epic stuff in the game.


    Quote:
    I was actually surprised/annoyed to see them in those tip missions, as I hate DE with a passion. I can fight other difficult mobs without any issues, but there is something weird and annoying about them that I just don't like.
    Mercifully, I haven't noticed the 'new and improved' DE bosses summoning swarms yet. I love to hate the DE, but there's a special place in my heart for whoever thought that idiotic 'swoop in and out' tactic of the swarms (and those damned Longbow Eagles) was anything but purely annoying.

    I hate the swarms more than I hate the Artemis caltrops, and that's saying something.


    Quote:
    I haven't noticed any increased difficulty anywhere else, either.
    As I said above, the DE are the serious big-bad of Praetoria, makes perfect sense they get some attention when they get bumped to 50.


    Quote:
    I was wondering about Arachnos a bit when my Fire/Fire Tank was soloing a tip mission, but then I realized I had 4 Executioner bosses fighting me along with a Tarantula Queen or two eliminating my defense bonuses. All those criticals and damage really added up. But I guess that was to be expected with their higher level than me, all their damage, and their defense debuff.

    Yeah, Arachnos I usually find to be quite easy except for the darn Tarantula Queens. It's really binary: I grind along steadily against them, or I miss a Queen, get debuffed, and have to chug half a tray to bust out of the mess.
  23. mauk2

    best solo brute

    Quote:
    Originally Posted by Blue_Centurion View Post
    gonna do all content, all levels, every badge, Praetorian, redside, blueside. Build cost definitely not an issue. What power sets? Why?
    fire/wp/mu

    fire: Good AOE, good st, rarely resisted damage type. Fury boosts the dot effect, increasing already good damage to VERY good levels.

    wp: Gives end power, good hp's, ok def and resists, with very good regen. Layered defenses are built right in and can be readily boosted with sets and/or incarnate powers.

    mu: ranged st and ranged aoe attacks that hit hard enough, add to the already good st and aoe of fire, mildly drain end of foes, and add to your end to boot. Energy damage is nice if you ever find something that's actually fireproof.

    With cost no option, this is an 'opposites attract' build which will be adequate to excellent versus any content.


    Build for defense and recharge, toss in as many +hitpoints and status protective IO's you can squeeze.

    You can readily fit four purples at the expense of some Defense, but with enough hitpoints and regen, that may be perfectly acceptable. If you purple the Mu Lightning Ball the knockdown proc adds noticeable levels of mitigation as a bonus.

    Honestly, for a 'general purpose' monster, it's hard to beat.
  24. Quote:
    Originally Posted by Muon_Neutrino View Post
    Ugh. That pisses me off. If they start raising the base tohit of stuff all over what is supposed to be 'normal' content, I'm really not gonna be happy. Fine if that's going to be part of the 'extra hard' incarnate stuff, but if I'm not doing that I'd prefer my defense-based meleers un-gimped, thank you very much.

    ...wow, jump the gun much?

    The ONLY place this has been changed, as is posted in this thread, is in ONE faction in ONE train of content which leads to exceptionally good rewards.

    It's a bit of a leap from there to DOOOOMM!!!!!

    Don't you think?

    As for 'defense-based meleer's' the well-known best practice on the boards for YEARS has been, "Layered defenses, then some more layered defenses."

    To be perfectly frank, I've been running tips like an obsessive-compulsive teenager ever since they came out, and I did not even NOTICE this change to the DE, much less fell 'gimped' against them.

    Well, any MORE gimped.

    DE are hard, but that's hardly news.
  25. Quote:
    Originally Posted by Lazarus View Post
    Have you ever actually played Willpower?

    ...yes.

    Quote:
    It only has good resistance to Smashing, Lethal, and Psionic. All other types only get about 5% resistance.

    The Defense against other damage types is moderate at best and it wouldn't take much accuracy on the part of the player to overcome them.

    The passive regen from Fast Healing is nothing special really and the regen bonus from Rise to the Challenge is dependent on the number of enemies in melee range. There is no Dull Pain power in the Willpower that critters use.
    There is no Dull Pain, because they get Strength of Will instead.

    Have YOU played Willpower? Because my baddies fire SoW off every single time, and wow, suddenly their resists aren't so 'meh'.

    What's that get them? On a L50 boss, thats:

    +25 S/L, +12.5 everything else. Oh, and a TON more mez resists.

    The base on an L50 boss is:

    30S/L, 27.5 psi, 7.5 everyting else, and a boatload of mez.

    Totals:

    55S/L, 40 psi, 20 everything else. That's extremely competitive against any regular bad guy, but it gets MUCH worse.


    Quote:
    Resurgence is rather crap. It doesn't return you to full health and doesn't stun the enemies like Rise of the Phoenix.
    Ok, you have not played Willpower, I see.

    I am logged into AE right now, let's toss out what this 'rather crap' power does these days.

    On a L50 Boss: 80 percent heal, 50 pecent end, +200 recovery, +100 recharge (holy moly!), +40 percent resist vs all, and the cherry on top: +30 to hit.

    total resists:

    S/L 70, 67.5 Psi, 47.5 vs everything else, TONS of mez resists, and a very bad attitude.

    They rez with plenty of hit points, their attack rate shoots through the roof, and they will carve you to pieces right through 'soft-capped' defenses.

    Yes, this is different than what Willpower used to do for AE critters.

    Where's the weak point there?

    Why isn't that worth more than a standard baddie?

    Oh, and lest you think you can avoid the nasty by leaving out bosses, the numbers for Lt's are exactly the same.

    Yes, minions are not QUITE as nasty. Small favors.