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Posts
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And greetings to you on your first post! Awesome!
Just to say, I like what you're doing and I hope you succeed. -
Quote:I'm still in the midst of doing a freespec build (before i16 comes out) and I'm facing the same dilemma you are. I've learned a lot by following this thread and have incorporated some of the ideas shared by the others here - and that just opened a lot more options on different ways I could go about it.... Once thing I am trying to do is find a compfortable spot between Defense and Recharge.
Since I really think global recharge would help so much (RA, SC, etc...), I am having a hard time deciding how much defense would be "Good-Enough".
Note: None of the builds I am playing with on MIDs have purple sets (Its gonna be awhile for them).
I've reached the conclusions that I'm almost certainly going to go with two builds - the current one team-oriented one and a future second build designed for soloing. The team build is recharge/buff driven (almost permahaste), with my main defense being stealth combined with superspeed with stealth +proc IO in it. The best defense in some cases is simply not be be seen at any distance (except by the the highest perception enemies) and then choose attacks very selectively in order to draw the least aggro and/or assist in pinning down a single AV target along with the rest of the team. That's not a choice in a solo build, however, and I need to rethink the defense side of it for the second build as you are now with your build.
Likewise on not assuming acquiring very rare IO's - at least not at this stage, even at level 50 and almost 1b inf to work with. I'd rather use that inf to do a very solid 2nd build to solo similarly to what you're doing and probably still have enough left over for an obscure purple set or two - more bang for the buck, so to speak.
What level are you now, anyway? If you're approaching 50, or even 40 (leaving only the epcis), I'd be curious to see what your current play build looks like. I am impressed that you've gone this far with so few faceplants, which speaks as much about your play as it does your build. -
Quote:It takes me a lot longer to do a respec than clear a market rack worth more than that.don't they sell for the crafting cost so ~200K each or 2 mil for 10?
(Edited to add: You do get to move 10 over into the market, which can be worth a whole lot more, and if they're already on your character waiting to be replaced, then it's worth it. But there's no point in creating IO's to slot into the character and then moving them right back out again, so the only advantage I see is for characters with IO's that are intended to be replaced.) -
Quote:I did mean global for the several of us (people I've befriended since I've started) who play pick up together on more than one server. My global list will also contain RL friends who are all in the same supergroups on different servers.I assume you actually mean SERVER (or 'local') friends list. When you try to add someone to your global list, it displays a pop-up window on their screen for their approval. You can't add someone to your global friends list without their agreement.
(eta: You're right in that starts with an addition to the server friends list, which I still let them know in advance through a tell to them although approval is not necessary.) -
Nicely done! I've been following this with keen interest and have tried to match the performance of two of my blue side characters with your performance just for the challenge of it. Well, I made it about half way there, and that's a lot better than I've done anytime in the past. Thanks for posting your progress report and giving me a benchmark to test myself against. Kudos for your market work (and yes, I know, it's work - and fun!).
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Ok, I'd like to clarify this for my own benefit. I understand that if the enemy has endurance remaining, they will continue to fire as usual without any delay in their attacks or powers. However, if they are completely drained, aren't they down for the time it takes for them to recover at least enough endurance to activate the next power they throw? And if they are hit again with another electrical blast prior to recovering this endurance, they are still not able to throw their next power until they reach a certain minimum endurance threshhold? I clearly recall being able to keep a number of enemy effectively out of action for short time spans this way, including Mary McComber, at least until they recovered enough endurance to carry out their next action. Perhaps, though, you're right, there were other effects on them (such as a hold) that also cause a pause in their actions. I can say with almost virtual certainty, though, that a barrage of endurance reduction on one enemy slows down or disrupts, if not completely cuts off, their usual attack cycle.
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Quote:Objection, Your Honor!If you're wanting to increase your team's survivability, heals are a poor way to go about it. Heals are a purely reactive means to keep your team alive, while basically everything else in the game is proactive. If you're wanting to be a 'healz0r', then roll an empathy 'fender (bonus points for elec secondary to match all the others
). I'm, personally, a huge fan of Thermal, due to the shields and other nice buffs, the amazing debuffs, and lastly, the heals (I just enjoy using them, even though I don't need them at all often
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Well, in creating my second-ever character - an empath, I made exactly that 'mistake' (choosing the electric secondary), but I also quickly learned how to turn it into an advantage. Sapping the enemy's endurance dry and keeping it dry can put them effectively out of action similarly to a controller power. Oft unnoticed (and underrated, imo) is the jiggly-zapped animation they go through (or you go through when you're endurance is zapped clean) that effectively puts them out of combat for an entire round, mitigating any potential damage they may cause although they still have hit points. I still clearly recall neutralizing Mary McComber this way while the team dished out the buffed red-bar damage to finally take her out. In short, every power set has its strengths and weaknesses and the secret as a good player is to make the most of the unique strengths and capabilities they have.
Ten Times the Victor. -
Quote:All this is true, more so for some defender primaries (i.e., empathy) than others. Have a look at what Biospark is doing in the SOLO quest thread and gain appreciation for the challenge of empath soloing.NOTICE: I WAS TIRED WHEN I WROTE THIS, IT MAY SEEM SLOPPY, READ AT YOUR OWN RISK. PLEASE SEE TL: DR AT BOTTOM.
But yes, my concern is also solo-play. it is my #1 problem right now.
(...)
3. An example of the Defender's ability to solo can be gauged agianst other Archetypes simply by seeing how much extra skill is required once you raise the difficulty. A scrapper can boost his difficulty by +1 and see littel to no change in his pattern of play. But a Defender can have a difficult time with just a few more mobs. Certain Primaries are effected differently but as a whole the defender has much more trouble as the difficulty goes up comapred to almost every other AT.
But when I started my second-ever character as a Defender (now 50, still much of it solo), I wholeheartedly embraced her team and leadership role. It's who she wanted to be. Add to this that I (made a mistake when I as a newcomer to the game?) chose the electric blast set as her secondary set. Gimped? Hardly! With a carefully balanced selection of powers and IO sets, she shines both as a team buffer/supporter/healer and as an auxiliary enemy disabler, often at pivotal moments during the battle. I plan do a second build geared towards pure solo, but I decided to wait until I could properly fit her out with the proper IO sets, something I'm considering now with about 800m inf. As it is, she can still solo well, although I do often tweak the difficulty level according to the mission.
FWIW, I also play a dark blast / pain domination corruptor red side. While we can compare the two, they're really different as night and day - completely different concepts and play styles, yet neither one more or less effective than the other at what each does best.
Having said all this, I completely agree with you in that vigilance in particular should be reviewed to see how to make it fit in more effectively with the archetype of defender. Some folks have suggested some ways this can be done and I would support several of these ideas.
Not obsolete. Just unique. -
Actually, spamming any number of archetype auras (AOE fire pumping, spine tossing, foot stomping, hurricane swirling, disruption field zapping, etc.) in a large public place is annoying. Not to mention the unasked for SB's.
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Quote:Yes, I think so. And even at levels slightly below that. As levels will take more effort to earn, I think there will be more attention to what the lower/mid level set tiers will provide, particularly as more people acquaint themselves with there is besides just 50's in their character set builds. I'm the type of player who slots IO's from get-go and I've been seeing more activity at this level than any other recently.I
... -then-
Might we end up with fewer PL'd players that are actually leveling up 'normally' and IO'ing out their characters along the way instead of just when they ding 50?
Is it worth taking a look at set IO's that top off in the 30-45 range where the leveling rate seems to slow and people have inf to buy IO sets for the bonuses? Maybe. -
Quote:Like you, I've only recently been learning and earning my way in the market. I started out not by vendoring or flipping, but by crafting generic IO's with field crafter badges and more recently crafting mid/upper tier set IO's. Which I do now depends more on the level and capital resources the character has.I started flipping salvage with one character about a month ago, then it became two, now all my blueside characters are in the act. I've got two or three niches which have so far been very reliable, and I recently got greedy and moved up into higher priced/more fluctuating salvage. Starting about this past Thursday though, and continuing through the weekend all my niches have slowed way down, especially my high-end stuff. There was one salvage piece which for about two weeks I could get at about 1 mill and sell for 1.1m, but no one's biting at 1.1 anymore. (Probably small change for members of the Club here, but it's been a reliable earner so far)
But, I've only been doing this a month - is this just a normal slowdown? Across the board or just coincidentally my niches?
(Apologies if this has been covered, I skimmed recent threads but didn't see anything)
I rolled two new characters a week ago Thursday, and through pure recipe flipping, they're now both at about 30m inf each, a tidy sum for 14th level characters already frankenslotted with level 16/17 doublet/triplet IO's. At least at this level, the market hasn't slowed down.
Where I've seen more slowdown since double experience weekend and the return of school days is more on the mid/upper tier set IO's. I'm still earning a very good margin in several of these niches, but the turnover in some niches is slower than it was. One of my characters moved to another niche that had a higher turnover although it had a slightly smaller margin (still resulting in more profit over time with the higher rack turnover).
I think it's fair to say the market is in a constant state of fluctuation with its own daily/weekly/seasonal cycles (which I am just grasping, at least at the daily and weekly level). I just diversity a bit and adjust to it, leaving enough room for error so that if it does shift at least I can safely exit a position and enter into a new one without being overcommitted. -
Quote:Whether you decide to wait or not, the market won't.I finally made my billion and I want to make more, but I'm concerned. I'm not sure what direction the market will swing in i16. I can see reasoning for things to go in either direction.
I don't want to get hit with a billion inf worth of devalued merch if the market crashes while my inventory is full so I've stopped all transactions for the time being. Do you think this is a good plan or am I missing out on some premo opportunities (of which I don't expect you to share, but by all means...)
Anybody else holding off until after the ish drops? -
Speaking as someone with a 50th level empath/electric....
Perhaps the weakest of these primaries in terms of both utility and damage is the Electric set. The focus of the electric set is enemy endurance reduction, which is generally useful only if it kept up in sustained doses on the enemy (you should check out the SOLO quest thread by Biospark). Although electric has no knockback, I wouldn't choose it just because of that.
Were I to roll another empath defender, I'd probably go with the dark set or rad set, with the enemy debuffs (either -tohit or -def) they provide with almost every power. -
I totally agree with this comment, and I always leave a web page window up behind CoX in case I need to look something up - and ironically enough, I had to look up how to get to The Hollows last night. I recently rolled two new characters and the last characters I have that were in the Hollows (ages ago) are now levels 48 and 50.
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Quote:As a comment aside, I've always wondered about those debt and damage badges, and whether they're really badges of honor! Seriously, I'd rather *not* accrue debt or get whacked any more times than I possibly can. Now, I understand the desire to acquire badges (it's a fun side game for a lot of folks here), but these are badges I that I will probably never acquire as hard as I try to avoid (and have my teammates avoid) damage and debt.Hello
I need the 10,000,000 damage taken badge for an Accolade and the toon is a Def based Widow. She has taken a mighty 2,500,000 damage on her way to lvl 50. So I need another 7.5 million damage.
I need a way to get that damage because theres no way Im getting that badge any time soon unless I turn off my defenses and die
Any ideas? And Im up for whatever, even farming or leaving the toon in a mission all night for a week, whatever it takes. -
Quote:What a lot of other folks here said so far, and...I've played CoX for going on two years now. And never before have I had this problem: I can't find any teams...
I can't play this game solo anymore, it's just so gosh darned B O R I N G. AE is ruining this game for the people who want to team with fellow players. Is there a solution to my problem?
While I often solo and duo/trio with some friends, I play a lot of "pick up" teams for regular content missions/arcs as well. If I'm on a pick up team and find that the team has some good players, I'll send them a /tell and let them know that I've added them to my global friends list in case they want to play together again. Often, people will reciprocate. Over time, I gradually got more and more invites to teams from people who I played with weeks, even months, ago who remember how good our team chemistry was. -
Quote:First, I'm assuming at a level 50 build and percentages. You might make different choices prior to level 50 because the percentages increase over the levels until level 50.Hello again Perwira,
I am at the point where I am trying to Frankenslot (CB, LB, Ball Lightning and SC).
The problem I am seeing is trying to keep the damage mod over 90%.
For Charged Bolts and Lightning Bolt, I am thinking 4 Thunderstrikes and 2 Efficacy Adapters
For Short Circuit and Ball Lightning, I am having a hard time deciding, but in general I am trying to get (For all 4 attacks) 90%+ Dmg, 30%+ Acc, and as much EndMod, Rech, EndReduc as possible. If I have to lose something I would try to get End Reduction on the AoEs and Recharge on the Single Targets.
Maybe I am just tired, but I cannot see the answer to this one.
P.S. The offer for help is open for anyone to respond, and I will be 6-slotting all four of these powers.
For the CB and LB, have a look at the Devastation set. A set of 4 of those will provide a global (non-ED'd limited) 3% bonus to all attacks - or two 2 sets for a hefty 3% + 3%. If you go this route instead of using Thunderstrike, you'd want to slot 4 of these 5:
# Devastation: Accuracy/Damage,
# Devastation: Damage/Endurance*,
# Devastation: Damage/Recharge*,
# Devastation: Accuracy/Damage/Recharge*,
# Devastation: Accuracy/Damage/Endurance/Recharge*.
I'd probably go with the triplet/quadruplet to maximize total percentages and (given that you only want 30% or more accuracy) the two doublets marked with *.
Total damage% = (26.5 + 26.5 + 21.2 + 18.6 - ED) + 3% + 3% = (92.8% - ED) + 3% + 3%
Total accuracy% = (21.2 + 18.6) = 39.8%
Total recharge% = (26.5 + 21.2 + 18.6 - ED) = 60.3% - ED
Total endurance% = (26.5 + 18.6) = 45.1%.
(The -ED part of these numbers is the enhancement diversification penalty which is tolerable until the pre-ED bonuses >90%)
Then tack on two Efficacy Adapters for the endurance side of it, one for full End Mod plus one more according to your priority between recharge or endurance reduction:
# Endurance Modification*
# Endurance Modification/Recharge*
# Endurance Modification/Endurance Reduction
Total endurance mod% = (42.4 + 26.5) = 68.9% - ED
Add 26.5% to either the recharge or the endurance reduction, depending on the choice between the last two - I'd probably take the recharge to boost it to (60.3 + 26.5) = 86.8% - ED unless endurance is a problem for you.
As a whole, this maximizes damage (92.8% - ED + 6%), has very fast recharge (86.8% - ED), has a strong endurance mod attack (68.9% - ED), and has good endurance reduction (45.1%) and accuracy (39.8%).
Another poster responded with a good reply about how you'd slot LB and SC and I'd go through the same process. One thing I did notice about SC, though, is that it's damage output is low, so I tended to focus more on the End Mod (and Recharge and Accuracy, in that order) than the Dam vs. the enemy with SC. -
Yup, this is what my scrapper is. Very easy to solo, but as someone else here mentioned, not much really in the way of AOE. Attacks are set up with a soul drain for the enemy debuff and self-buff, followed either by the Shadow Maul cone attack and/or the Shield Charge to send them flying to be picked off as they rush back at you. Adding flight and air superiority adds to the attack chain with the knockdown putting the target out of action for a round, as well. The Dark Consumption is also an area attack that provides endurance recovery along with a Siphon Life single-target attack to regenerate hit point damage, both of which do a fair amount of damage. The dark melee set also provides an inherent enemy to-hit debuff, so defense is most important early in the attack, less so after they've taken some hits. But it's not a fast 1-2-shot mob-finished build. It may take as many as a dozen shots before the whole mob is put out of action and the time it takes will depend partly on your mobility (superspeed & jumping). It's also a build where recharge rate is as important as the defense cap in order to minimize the recharge time on the Soul Drain and multiple-target attacks, so plan on acquiring some LotG's to tack on to the many defense sets. So far, my dark melee / shield defense scrapper has been my favorite character to solo (and team on the offense side of things).
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Quote:With a dark melee / shield scrapper, you won't need to worry about mob size. Teleporting into mobs from a distance with with shield charge is fun, but if you've got dark melee, you might want to jump into the midst of the mob first and hit them with a soul drain before sending them flying with a shield charge. That soul drain puts a huge buff on your next attack. Put simply, a dark melee / shield scrapper is *meant* to jump into the midst of large mobs, "against all odds".I had actually forgotten the whole scaling system coming out with i16. Meh, that does complicate things a little bit...well, not really I guess. I still want a shield scrapper/tank, and if I get even more damage buffs out of it now even better. I can sit at an easy ~80% damage buff all the time, would make jumping into mobs with my shield teleport even tastier. On the other hand...meh, dunno
It does make me wonder what sized mobs I want to mess with now. Would a shielder get eaten fast enough to not make it worth it...
Great, now I don't know who to solo with :3 -
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Quote:I've been fortunate in being in SG's I can trust, where I can leave crafted IO's worth millions in the SG racks. Even so, things like LotG's I keep personally, knowing I'll be slotting them soon.Some great advice above.
Another option for bit down the track is to start your own solo super group base. Then you can put in salavg/enhancement storage.
Or join a SG with them.
Back to the OP's original question about salvage, I see it as interchangeable. It can be bought and sold, both. As a general rule, I craft what I can with what salvage I have and let go of the rest on the market. As a market player, I need these salvage spaces for recipes I'm bidding for and crafting, often priced in the tens of millions. There's little space for salvage for anything else.
In short, don't get attached to your salvage. It flows like water on the market. -
Quote:I also embrace the same philosophy; indeed, the most fun I've had on TF's have been with scratch teams with like-minded players.That's generally a very good philosophy and one I embrace wholeheartedly, however when talking about Master attempts on TF's, whether STF, LRSF or the new ones, completely disregarding team composition and powersets is pretty much setting the team up for failure before even starting.
Perhaps more important than composition and power sets is team coordination with a sound plan. I've been on a team that theoretically was close to optimum composition/powersets that failed because of lack of team coordination and I've been on teams (of even less than 8) that were less than optimum composition that succeeded handily because of well-coordinated team and individual play. -
Quote:Also, answering the OP's question more specifically, here is the list of sets which provide recharge bonuses: http://paragonwiki.com/wiki/Category...prove_Recharge.http://paragonwiki.com/wiki/Perma
* Permahasten - Hasten needs a total of +275% Recharge (205% after Hasten's own +70%, 110% after 3 recharge SOs for ~95%)
Some archetypes and primary/secondary/pool combinations are more easily able to obtain these sets than others. Very rare 'purple' IO sets give the largest 10% recharge IO set bonus value and the Luck of the Gambler +recharge gives the largest 7.5% single IO bonus value. For some archetype/primary/secondary/pool builds this is easily obtainable, for other builds without many options for purple sets or defense powers for slotting the LotG's it may not even be possible.
I would advise the OP not to be too obsessed with achieving perma-hasten at the cost of gimping the character's build to the point where it is either counterproductive or drastically alters the character's strengths and your play style. More often than not, just having a solid global recharge rate without perma-hasten along with solid bonuses in other key areas (like defense) is more than good enough. -
Quote:As I solo and duo/trio a lot, I generally set the difficulty level according to the archetype I'm playing. For highly solo-able characters (e.g., a scrapper), I generally run at difficulty level 4 or 5 just for the challenge.I've always wanted a ranged fighter who could trade shots with enemies without dying quickly. I was thinking of making an assault rifle/devices blaster or an assault rifle/traps corruptor and just leaving the difficulty setting on easy.
Has anyone played the game like this, with a lot of soloing? If so, did your character make satisfactory leveling speed or was it rather pointless?
Thanks for any input!
On the other hand, I usually ran my very first toon, an empath defender (now 50th level), at difficulty level 1 (sometimes 2) going solo with her highly team-oriented build (leadership and all). I plan to make her second build strictly for soloing (meaning no team powers) and then I might raise the difficulty bar above the Heroic level. She acquired the Atlas Medallion going solo with the team build on Heroic difficulty, so, certainly, it's not pointless. -
All the more reason to craft whatever enhancements you need for the next level or two in advance. While many of us don't plan our builds completely from 1-50, I try to think ahead at least a few levels on which powers and slots I'll be slotting next and then craft accordingly. It also leaves plenty of time for low bids to fill, and if they don't fill, raise the bids a bit higher until it's all bought.