viper_kinji

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  1. Here's the anectodal evidence gathered during multiple tries at badges on Freedom, led by @Makerian and which included Turg, Leo, Trascendent One and other dedicated badgers (yours truly included) from the server:

    - killing lights is mandatory as they provide a level shift. The faster you kill them, the longer the people in range are shifted to +9, increasing the dps of the league.
    - fighting Tyrant near a light seems very beneficial to the league as everyone in melee range seems to receive the level shifts when the lights are destroyed.
    - dying affects the league in a negative way, especially once he is at the 25/30% mark (not sure if it heals him or not, but given the regen numbers UberGuy quotes I doubt it actually does heal him)
    - Lore pets don't seem affected by the Pillars of Lightning just like others autohit patches. Ranged lore pets are therefore preferred as they don't risk dying from his direct attacks and contribute dps significantly.
    - Lore pets retain the level shift they were summoned at even when that level shift drops. It it therefore better to summon them when you are +9 (as they stay that way)

    In summary, to me, this trial offers a combination of the trickiest aspects of the whole Incarnate System:
    - auto hit patches (Apex, MoM)
    - dying is bad (Keyes)
    - coordination (TPN) pushed to the extreme
    - high levels of heal+regen debuffs (DD)

    which doesn't make it PuG friendly in the slightest and only reinforces the desire by most to farm the first part and unlock the slot asap (then run other trials to get it) before, at best, considering coming back to complete that specific trial. The fact that UG gives a guaranteed R or VR and this one doesn't is also detrimental to the willingness to complete (why complete and get 18% hybrid xp at best and maybe get a VR while in the same time you can have unlocked a toon?)

    It however makes for a very challenging encounter (more so than MOKeyes 1.0) for anyone interested in the badges; unfortunately, the level of interest determines how many times the player will try/fail which in the end will be problematic as interest will plummet once the badgers get their shiny.
  2. Good Job!

    Currently stuck on "Hard Way" but I'll get there!
  3. Shame that we have to go with option 2 despite option 1 winning for such simple technical reasons. A rework of option 1, even just showing the faces would have been a ton better given the overwhelming vote for #1.
  4. The Master of STF has been transformed into Master of Babs TF, instead of Ms Liberty.
  5. Shield/MA is really a sleeper. But it's a great toon that great defenses really easily.

    Not sure Musculature is the way to go honestly. Shield is rather end intensive and Conserve Power alone won't shore that issue up.
    With the HP increase from True Grit, I personally like Vigor quite a bit on Shield (but Cardiac is a good pick). Ageless can be a good Destiny pick (and will solve end issues) but that leaves you with no heal and it can be dicey despite the high HP potential. Vigor will also boost (I think) the heal from Rebirth so that can be a plus.

    I personally don't believe Hasten is a prerequisite for MA as the attacks are varied and quick recharging but ymmv.

    Here's my build for the combo. High focus on HP and Regen with decent damage bonus. Ice Mastery can be any patron with 2 ranged attacks (so Earth and Fire) to maintain the crazy bonii those 6 slots provide: 28% regen and 5.25 HP each. Warrior Provocation can be taken at 18 and Grant Cover at 44.

    Hero Plan by Mids' Hero Designer 1.956
    http://www.cohplanner.com/

    Turtle Snapper: Level 50 Natural Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Martial Arts
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Arctic Mastery

    Hero Profile:
    Level 1: Deflection
    • (A) Luck of the Gambler - Defense/Endurance
    • (3) Luck of the Gambler - Defense/Recharge
    • (3) Luck of the Gambler - Defense
    • (5) Luck of the Gambler - Recharge Speed
    Level 1: Thunder Kick
    • (A) Stupefy - Accuracy/Recharge
    • (5) Stupefy - Accuracy/Endurance
    • (9) Stupefy - Accuracy/Stun/Recharge
    Level 2: Storm Kick
    • (A) Mako's Bite - Accuracy/Damage
    • (19) Mako's Bite - Damage/Endurance
    • (23) Mako's Bite - Damage/Recharge
    • (23) Mako's Bite - Accuracy/Endurance/Recharge
    • (25) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (31) Mako's Bite - Chance of Damage(Lethal)
    Level 4: Cobra Strike
    • (A) Superior Might of the Tanker - Accuracy/Damage
    • (17) Superior Might of the Tanker - Damage/Endurance/Recharge
    • (17) Superior Might of the Tanker - Recharge/Chance for +Res(All)
    • (19) Crushing Impact - Damage/Recharge
    • (21) Crushing Impact - Accuracy/Damage/Endurance
    • (31) Crushing Impact - Damage/Endurance/Recharge
    Level 6: Battle Agility
    • (A) Luck of the Gambler - Defense/Endurance
    • (7) Luck of the Gambler - Defense/Recharge
    • (7) Luck of the Gambler - Defense
    • (9) Luck of the Gambler - Recharge Speed
    Level 8: Against All Odds
    • (A) Endurance Reduction IO
    Level 10: True Grit
    • (A) Numina's Convalescence - Heal/Endurance
    • (11) Numina's Convalescence - Heal/Endurance/Recharge
    • (11) Numina's Convalescence - Heal
    • (13) Titanium Coating - Resistance/Endurance
    • (13) Titanium Coating - Resistance/Recharge
    • (15) Titanium Coating - Resistance
    Level 12: Phalanx Fighting
    • (A) Luck of the Gambler - Recharge Speed
    Level 14: Active Defense
    • (A) Endurance Reduction IO
    Level 16: Super Speed
    • (A) Endurance Reduction IO
    Level 18: Grant Cover
    • (A) Luck of the Gambler - Defense/Endurance
    Level 20: Focus Chi
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (21) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (43) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (50) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 22: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    • (25) Luck of the Gambler - Defense
    Level 24: Kick
    • (A) Empty
    Level 26: Shield Charge
    • (A) Obliteration - Damage
    • (27) Obliteration - Accuracy/Recharge
    • (27) Obliteration - Damage/Recharge
    • (29) Obliteration - Accuracy/Damage/Recharge
    • (29) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (31) Obliteration - Chance for Smashing Damage
    Level 28: Crippling Axe Kick
    • (A) Superior Might of the Tanker - Damage/Recharge
    • (36) Superior Might of the Tanker - Accuracy/Damage/Recharge
    • (37) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge
    • (37) Mako's Bite - Damage/Endurance
    • (37) Mako's Bite - Accuracy/Endurance/Recharge
    • (39) Mako's Bite - Chance of Damage(Lethal)
    Level 30: Tough
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (33) Titanium Coating - Resistance/Endurance
    • (33) Titanium Coating - Resistance/Endurance/Recharge
    • (33) Titanium Coating - Resistance
    Level 32: Weave
    • (A) Luck of the Gambler - Defense/Endurance
    • (34) Luck of the Gambler - Defense/Recharge
    • (34) Luck of the Gambler - Defense
    • (34) Luck of the Gambler - Recharge Speed
    Level 35: Block of Ice
    • (A) Devastation - Accuracy/Damage/Recharge
    • (36) Devastation - Accuracy/Damage/Endurance/Recharge
    • (36) Devastation - Chance of Hold
    • (45) Apocalypse - Damage
    • (45) Apocalypse - Accuracy/Recharge
    • (46) Apocalypse - Accuracy/Damage/Recharge
    Level 38: Eagles Claw
    • (A) Crushing Impact - Accuracy/Damage
    • (39) Crushing Impact - Damage/Endurance
    • (39) Crushing Impact - Damage/Recharge
    • (46) Crushing Impact - Accuracy/Damage/Recharge
    • (40) Crushing Impact - Damage/Endurance/Recharge
    Level 41: Ice Blast
    • (A) Devastation - Accuracy/Damage
    • (43) Devastation - Accuracy/Damage/Recharge
    • (45) Devastation - Damage/Recharge
    • (46) Apocalypse - Damage/Recharge
    • (48) Apocalypse - Damage/Endurance
    • (50) Apocalypse - Chance of Damage(Negative)
    Level 44: One with the Shield
    • (A) Resist Damage IO
    Level 47: Warrior's Provocation
    • (A) Perfect Zinger - Taunt
    • (48) Perfect Zinger - Taunt/Recharge
    • (48) Perfect Zinger - Taunt/Range
    Level 49: Shiver
    • (A) Pacing of the Turtle - Accuracy/Endurance
    Level 2: Swift
    • (A) Run Speed IO
    Level 2: Health
    • (A) Numina's Convalescence - Heal
    • (15) Numina's Convalescence - Heal/Endurance
    • (40) Numina's Convalescence - +Regeneration/+Recovery
    • (40) Miracle - +Recovery
    • (42) Regenerative Tissue - +Regeneration
    Level 2: Hurdle
    • (A) Jumping IO
    Level 2: Stamina
    • (A) Performance Shifter - EndMod
    • (42) Performance Shifter - EndMod/Recharge
    • (50) Performance Shifter - Chance for +End
    Level 1: Brawl
    • (A) Empty
    Level 1: Gauntlet
    Level 1: Prestige Power Dash
    • (A) Empty
    Level 1: Prestige Power Slide
    • (A) Empty
    Level 1: Prestige Power Quick
    • (A) Empty
    Level 1: Prestige Power Rush
    • (A) Empty
    Level 1: Prestige Power Surge
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Vigor Core Paragon
    Level 50: Rebirth Radial Epiphany
    Level 50: Diamagnetic Radial Flawless Interface
    ------------
    ------------
    Set Bonus Totals:
    • 16.5% DamageBuff(Smashing)
    • 16.5% DamageBuff(Lethal)
    • 16.5% DamageBuff(Fire)
    • 16.5% DamageBuff(Cold)
    • 16.5% DamageBuff(Energy)
    • 16.5% DamageBuff(Negative)
    • 16.5% DamageBuff(Toxic)
    • 16.5% DamageBuff(Psionic)
    • 6.13% Defense(Smashing)
    • 6.13% Defense(Lethal)
    • 4.25% Defense(Fire)
    • 4.25% Defense(Cold)
    • 6.13% Defense(Energy)
    • 6.13% Defense(Negative)
    • 3% Defense(Psionic)
    • 9.25% Defense(Melee)
    • 9.25% Defense(Ranged)
    • 5.5% Defense(AoE)
    • 43% Enhancement(Accuracy)
    • 47.5% Enhancement(RechargeTime)
    • 10% SpeedFlying
    • 702.8 HP (37.5%) HitPoints
    • 10% JumpHeight
    • 10% SpeedJumping
    • MezResist(Held) 3.3%
    • MezResist(Immobilized) 11%
    • MezResist(Sleep) 4.4%
    • MezResist(Stunned) 2.2%
    • MezResist(Terrorized) 2.75%
    • 5% (0.08 End/sec) Recovery
    • 130% (10.15 HP/sec) Regeneration
    • 10% SpeedRunning



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    Hope it helps.
  6. I haven't looked at the Hybrid slot but based on what you are saying the Assault tree is doing, I'd go Core on a single target toon like EM.
    You'll benefit more from sustained damage increase through fury-clone than from crit potential. Sure a crit energy transfer would look nice numbers wise but it would also likely not happen as frequently as you'd like it to.
    Especially if you solo often, in which case you're quite far off the dmg cap for tanks by yourself, even when you BU and/or FE.
  7. /EA is pretty spiffy. Not ice spiffy (Icy Bastion is nuts) but prettier and very effective nonetheless.
  8. I pick by theme and/or complement of my toons' abilities as well and have at least picked each pet once.

    The ones I prefer are:
    Carnies (psi dmg and good looks)
    Robotic Drones (-regen and tiny)
    Polar Lights (aoe and tiny)
    Warworks (vickie)
    Clockwork (best looking robot set imo)
  9. Freedumb and Virchoo are your best best for anytime of the day trial forming.
  10. Quote:
    Originally Posted by Razia View Post
    Still unsure how to slot to get anywhere near the softcap without sacrificing too much. Is it even doable without purples and PvP IOs? I am also thinking to go Body Mastery just so I can have 3 Performance Shifter procs and powers that don't require slotting.
    Without purples it won't be easy (the confuse set gives a nifty 5% ranged) but it's highly doable. The +3% pvp IO helps in the sense you can either not go with Agility (but having Maneuvers) or keep agility but drop Maneuvers for one extra slot (for Hasten for instance).

    I personally went with Body Mastery on my StJ(/ice) and also on my (KM/)Nin toon and don't regret it.
  11. You need 5 (ideally 6) incandescence to only have to worry about the time freeze + beam mess up. Having pets with - regen helps a lot as well as they can pwn Anti good with not much risk. At least this has been my experience.
    Have company over this weekend or I would have helped.
  12. Ageless is a godsend for quite a few defensive sets due to their average DDR values. The fact that it helps again end drain (present in more than average quantity in Incarnate content) strengthens its case for one of the better Destiny powers for defense oriented toons, imo.

    As for the initial question, Incarnate softcap is nice to have but if it comes at too big a sacrifice for your toon (in the manner of regen/rech/dam depending what your secondary focus is), I don't believe it is worth it.
  13. If you want to achieve both Perma Hasten and softcapped defenses (before or after one application of Energy Absorption?), Agility is better than Spiritual alpha as it provides End Mod (you'll need it if you're StJ or Spines), Defense and Recharge.

    Here's what I play. With Ageless t4 providing 10% extra recharge (and much needed DDR to /Ice), Hasten is perma. With one application of Energy Absorption you're incarnate softcapped to s/l (without anyone in range, you're softcapped to s/l/n/e)

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    Hope it helps
  14. I use it on my Ice/SS tank. Can give a breather to the swath of people who over aggro mobs.
    It is also a tribute to Statesman (wouldn't mind having his version of the power even if I agree it would make SS even more nuts) for me.
    Finally, it keeps me busy during Hami Raids while the league is assembling (footstomping is too cliché)
  15. Thank you for giving us this opportunity for feedback.
  16. Thank you Dr Aeon.

    I'll make sure to kill some more Luddites to show my support of this change
  17. Haven't tried it on a scrapper but it seems hard to beat the effectiveness it has on a Stalker. Controlled AOE or ST crit is pretty good.
  18. You won't be gimped with Willpower but it may not be as effective as Elec paired with elec.

    Elec favors recharge which for Staff seems to be an interesting direction to go to due to non OMG factor of the damage. You also will get end management tools as clicks as opposed to inherents.
    WP lets you benefit nicely from the increased HP cap of stalkers. it will also have better survivability without investment (because it is layered) but besides Strength of Will, nothing that will make you avoid the spiral of death once it's started.

    Keep in mind I haven't tried Staff yet, so maybe the mitigation on the set shores up that specific weakness.

    As for /Ice, well it's awesome. I fully understand that the look is a repellant for the set but if you're not bothered that much by it or are willing to tweak your colors to limit its opacity, roll one already.
    Yes it has a weakness to psi and f/c you can't really address without inspirations but it is really sturdy against anything else and has a nuts T9. And if you go with Ageless Radial T4, it goes bonkers mode on DDR to boot.
  19. I'm currently finishing incarnating my dark/psi/fire dom. I am contemplating switching epic to psi for better defenses but can't find a build I like with that epic yet. Toon is fun but is a real glass cannon in incarnate content, yet very fun.

    I also don't play with sound so the beast isn't bothering me but I can totally see how it would be bothering to someone enjoying playing with sound on (issue further compounded by the fact he doesn't sound like a 'beast' but like a dog which has already been alluded to).
  20. It really depends I think on what your primary is (and thus what it requires for you to operate well) and your budget.
    Some sets like Dual Blades don't need a whole lot of recharge to be effective so they will give you more leeway in getting your defenses high.
    But with the proper budget, 59% can be attained with saturated Invincibility.

    You got me looking at the build for my db/inv scrapper and I actually pulled off incarnate softcap for all but psi with some tweaks. Think I may have to respec
  21. Quote:
    Originally Posted by plainguy View Post
    Actually Blue Centurion had a thread a while back about Beam Device.

    After running through the numbers for beam device it seemed that you could actually get range defense very easily. Oddly enough I would have to say its is one of the secondaries I would say is okay to go with beam.
    I have no doubt it synergizes well. I just in my mind had it pegged down for a dual pistols assassin concepts that never materialized. Could be tweaked into a sharpshooter easily enough though

    Ranged def on blasters/defenders/corruptors isn't hard to come by indeed. Was just wondering if BR meshed well with a mildly busy debuff set.

    In any case, I'll look for BC's thread and thank you all for your input.
  22. I'm looking into making a Beam toon but would rather avoid going Blaster. I'm not voerly fond of the AT and try to avoid sets repeats as much as possible which leaves me with, well devices. While it would make sense, it's still 'loldevices', a set I would look at pairing with Dual Pistols for a concept first and foremost.

    How is the damage of Beam Rifle on a defender (or corr I guess)? And would pairing it with Storm or Cold alleviate any kind of difference somewhat?
  23. Quote:
    Originally Posted by Nericus View Post
    It would be better if they fix the Veteran Badges.
    I doubt it'll ever happen....