-
Posts
2491 -
Joined
-
Quote:Whew that's one expensive build. I'd hate to give an exact figure, but I'd be surprised if you could do this for under 1.5 BILLION. The Hecatomb purples are ludicrously expensive... last I looked in the 300-500 million range EACH... that's around 1.5 billion right there without considering the Armageddon set (only marginally cheaper) or the Luck of the Gambler 7.5% recharge (80-100 million)First off, this thread is great. I love all the info given. Thanks folksl.
Now, I want to ask if you can give me some pointers on the build I'm thinking of going with. I've seen better here, but I don't want to spend that much on the build. Prolly not going to play it as much as other characters.
A question I have is, do you think I have enought ACC/To-hit with rage and set bonuses? Is my end going to be a problem?
As I've said, I've seen other builds here that are better. I like one more so than mine (23Xs), but I just don't want to put that much into 4 purple sets as my drops suck currently.
Doh! Forgot to mention I was only looking for set bonuses, I'll have to adjust for the respec as to get the most of exing.
This is a PvE build.
After those the Kinetic Combat are small change at around 50 million per set. Oh, the -KB proc in Combat Jumping is another sizeable expense that's of dubious value to you... Unyielding already gives you all the KB protection you'll ever need.
Looking strictly at the numbers you'd do better to build E/N defense once S/L is taken care of... F/C is much less valuable. Along the same lines the Mako's Bite set offers primarily ranged defense with only 1.8% E/N... not a bad choice but you may be able to do better. I'd swap the Aegis in your armors for more Reactive Armor sets to boost the E/N and if you're keeping Hurl the Thunderstrike set offers a nice boost to E/N defense.
Purples really aren't all that beneficial to a tanker; they don't offer bonuses you really have a strong need for. From a price/performance standpoint they're a terrible option... you can accomplish the same thing much cheaper. -
Quote:If you have a character who's actually been around the entire time you'll have upwards of 100 free tokens thanks to various instances over the years that have awarded all characters a free token per costume slot.Six months used to be lame. Then they came up with the 57 month "50% off all costume changes" vet reward. Since in order to get to 57 months you get roughly 9-10 free tokens.
Last I looked CMA had about 90 free costume tokens and I've probably made use of 20 over the years so that 57 month reward really IS trash.
Hmm, well now that we've completely derailed the topic where should we go next? -
-
I've always missed the old "Crack of Doom" of Fulcrum Shift... the new dingle bells don't even come close. The original FS sound was very similar to lightning clap or lightning storm from the Storm set... it was MUCH more impressive. I have to say that I truly DESPISE the new fulcrum sound. Let's see, CRACK! of Doom or dingle dingle dingle... hmm, I wonder which is more impressive and in keeping with one of the single most powerful buffs in the game?
I never heard of lag issues from the sound effect before... it was all the visual effects and applying all the buffs that tended to lag in the old days. As far as I can tell all they did was replace one .wav file with another. -
I can't help you with DM, but I'll say that Shield really is a beast. My BS/Shield is softcapped to all positions, has enough endurance recovery to fight at full speed with no pauses for over 5 minutes (while running 8 toggles no less) and is capable of soloing on +4/8 man difficulty.
Like any defense set Shield does have growing pains; until you get your defense above ~25% it'll feel like you don't have a secondary. Once you begin to approach the 45% soft cap though it turns into an unkillable monster... and the damage buff from Against All Odds really shines when you're surrounded by large numbers of enemies. Fully saturated AAO allows me to kill an entire 8 man spawn of +3 mobs with Build Up/Shield Charge/Whirling Sword. After popping that off the only survivors will be bosses and they'll be hurting.
Shield Charge recently got buffed if you can believe it, I routinely get ~750 points of damage out of it with AAO & Build Up. The trick is you jump into the group FIRST to allow AAO to boost your damage, THEN Build Up and Shield Charge. Don't use the TP portion of Shield Charge to port into the group... you'll waste the damage buff from AAO.
You'll definitely want to get as close to the 45% soft cap as possible... the difference between 40% and 45% is really noticeable when you're dealing with massive numbers of enemies... the situation where Shield excels. I had an advantage there by being Broadsword... I could count on Parry to get me to the melee cap and only had to find ~12% or so Range & AOE IO set bonuses. I'd estimate my level 50 build is roughly worth $150 million or so.
Oh, and welcome back. -
Quote:That could be a decent choice; my Plant/Storm is a fairly slow soloer though... safe but not fast. In the late game my Fire/Rad is very competent solo and can kill at scrapper level speed (comparing with my 50 BS/Shield)... it's a bit slow starting though and gathers much more aggro than it can handle in the lower levels unless you play it carefully.I got my main scrapper (Kat/SR) to lvl 50 and since got quite a case of altitis. I knew I would eventually like to get around to playing a controller and I guess that time is now. I am confused though, what might make a good build that can solo pretty well. I like teams, but my playtime can be interupted often which is rough on teams (I hate being the guy who has to "brb" more than once in a mission), so I play mostly solo.
From what I've read, plant seems to be a decent solo build (I was eyeballing plant/rad). Any suggestions?
The fastest out of the gate solo I've played is Mind/Kinetic... it starts really strong but peaks early... and it's mainly a single target set. It's really good (arguably the best) in the low levels with a hard hitting single target attack chain by level 6 but it doesn't mature as strong as other sets.
Another idea for you would be an Illusion/Rad... once you get Phantom Army at 18 the character moves from "competent" to "very good". Of my high level controllers the Ill/Rad is the most capable solo, fairly easily handling even most AV's. Of course that's with some fairly extensive IO enhancement... I've pushed my recharge to ~206% giving perma-hasten, perma-AM and perma-Phantom Army. This is definitely the best choice for small numbers of hard targets while the Fire/Rad is much superior against large numbers of mobs. Facing AV's I'd absolutely take the Ill/Rad, facing 8 man spawns of +2 mobs I'd take the Fire/Rad.
Bear in mind that these are combos I've actually played to significant levels... to 50 in the case of the Mind/Kin, Fire/Rad & Ill/Rad and to 44 with the Plant/Storm. All can solo; early the Mind/Kin wins the speed prize and later the Ill/Rad & Fire/Rad win depending on what you're facing. The Plant/Storm is competent, but it's slower due to less inherent damage potential. It'll never rival Fire/Rad for AOE kill speed or Ill/Rad for killing hard targets. -
My personal slotting rule is that ANYTHING that's a cone and accepts range will be slotted with at least one range (or equivalent depending on sets)... it increases the number of mobs affected by the power which is always a good thing.
My thought process is "the power can hit more targets if I toss a range into it? Heck yeah, sign me up for that!"
My Archery/EM blaster can wipe out an entire spawn from over 80' away with Rain of Arrows/Fistful/Exploding thanks to range slotted in Fistful and perma-Boost Range. -
It would amaze me if there WERE any issues frankly; ever since WinXP SP1? there haven't been any problems with size, and even before that as long as your BIOS supported the drive the only limitation was partition size.
I won't say it's impossible for the drive size to cause a problem since I've been working with and building PC's for long enough not to totally discount much of anything other than maybe the color of the case, but I'd find the size of a HD to be highly unlikely to cause an issue.
(On the case issues it's just like sports cars, EVERYONE knows the red ones are the fastest)
-
Quote:The term refers to slotting IO's from several different sets into a power. As an example, let's take a standard melee attack. If you open up Mid's hero builder you'll see a bunch of different IO sets can be slotted into it. Now you can only slot a given IO once in a particular attack, and set IO's typically enhance multiple aspects of a power. Typically a melee damage IO set includes enhancements for damage, accuracy, recharge and endurance reduction in various combinations... a given IO may be Accuracy/Damage for example or Accuracy/Damage/Endurance.I am a returning old timer. I see the term Frankenslotting, and understand it has something to do with crafted enhancements, but cannot find out what exactly it means.
What is Frankenslotting?
An explanation or link would be appropriated.
Many people use "frankenslotting" to mean taking IO's from multiple sets to maximize the enhancement value of a power without worrying about any set bonuses. Frequently this means using IO's from sets with fairly pointless bonuses (therefore the IO's are very inexpensive) to slot your powers. An Accuracy/Damage IO of level 35 for example will enhance a power's accuracy and damage by a little over 22%. Slotting two of these in a power gives you about an SO and a half of accuracy AND damage in only two slots. -
Quote:I'm probably the wrong person to answer about Electric Armor, but it seems to be similar to Fire Armor with a slower recharging heal/regeneration buff. Pure resistance with no defense and a decent damage aura. Adding defense to it via Weave & IO bonuses makes it a decent performer but out of the box it may be a bit lacking. In the interests of full disclosure my direct experience with it was with an Electric armor/SS tanker during the closed beta testing and operating on straight SO enhancements.Hi guys.
After a 6 months leave of absence, I'm back in the game. I see that my favorite AT has gotten new toys to play with. So, what do you guys think of the new electric melee and armor sets? What's it like? Strengths and weaknesses? Just as well, what about the new epic pool and the new powers added to the other ones?
Oh and one more question: Did anyone ever take over Mids' hero designer program? That was one piece of awesome software...
Electric melee seems to be a very nice AOE damage set, possibly surpassing Spines in that area. Like Spines it's somewhat light in hard hitting single target attacks but makes up for it with pretty massive AOE. I've a friend who's just finished a Shield/Electric scrapper and the thing's a nearly unkillable beast once it matures with absolutely massive AOE damage.
Mids' has indeed been picked up recently... I believe Ston3y's taken over the program. The latest version is available here.
Welcome back to the game. -
One quick question here, I've respec'd into this power on my Fire/Rad and currently have the full Malaise set slotted... to somewhat underwhelming effectiveness. Looking things over I can get 6 procs in it... the Contagious Confusion and 5 damage procs. Out of curiosity does the power have to make it's tohit roll before the proc makes it's check? I'm guessing it does, which would mean pulling one proc out for an accuracy IO... does anyone know for sure?
-
I personally find Bonfire quite useful in this situation on my Fire/Rad; since I'm using Cages as part of my attack chain and to leverage maximum benefit from the Gravitational Anchor hold proc the KB is rarely an issue. I originally picked up Bonfire as an inexpensive KB protection mule with the Kinetic Crash set... after a bit of experimentation I found it was quite useful as part of my damage output... and slotting the rest of the Kinetic Crash set offered a nice bit of +recharge.
By pinning mobs in place on the Bonfire I can add 250 points of damage over it's duration... that's with ~70% damage enhancement from the Kin Crash set. Adding that to the 30 points of damage every 2 seconds from Hot Feet and an unknown amount (due to their A.D.D. mentality) of the monkeys and the ~45 points from slotted Cages and I'm dropping groups very rapidly. Don't forget that if you're dealing with a tough group (AV or the like) you can double or even triple stack Bonfire under them.
I typically run in with Hot Feet/Choking Cloud running, pop Cinders and Cages, Char a likely boss then Cages again followed by Bonfire. EF gets tossed on a boss/LT and all I have to do is keep Cages refreshed while Hot Feet, Bonfire & the monkeys kill the group.
I realize that a Fire/Storm would be a bit different, but aren't you spamming Cages anyway to handle all the KB of Tornado & Lightning Storm? I know it does conflict with Freezing Rain's KD though so that could be an issue. I slotted Cages with 5 Posi Blast and the Gravitational Anchor proc and while I can occasionally have end issues (Hot Feet/Choking Cloud/Enervating Field/Mind over Body/World of Confusion) they're manageable. -
Umm, I think you mean Transference here; Transfusion should be slotted, at basic SO level, 2 accuracy, 2-3 heal, 1-2 recharge. For sets I like the Touch of the Nictus set.
-
Fire/Rad is an awesome combo that in my opinion really shines in a team. A group of Fire/Rads can literally break the game... 8 of them crushed the STF in less than 30 minutes.
I'll echo what Local said about the set, although he and I do have some differences in our builds the basic framework on both is similar. One Fire/Rad is good and they get MUCH better as you add more of them. Three of them can destroy 8 man/+4 missions including AV's, 8 of them can destroy all four of the STF Patron AV's at once in a minute or so. -
Well, getting to 45% defense will mitigate roughly 90% of all incoming S/L damage... you'd need 90% resistance (tanker cap, which you can't get anyway) to match it. Also don't forget that most non-S/L damage does have a S/L component to it as well... things like Energy Blast deal Smash/Energy damage so S/L def applies. From the figures I recall S/L defense applies to slightly less than 80% of all incoming damage... pure E/N/F/C attacks are fairly rare.
I'd say you'll get the most mileage out of defense... and it's also much easier to acquire. Resistance on top of it is good of course; layered defenses are always better than just a single kind... that's why Invulnerability is so tough. Given your listed choices, if it were me I'd go with the high defense/moderate resist option. I'm guessing that you're going with the Ice epic on the def version making IW unavailable? Still, you'll always have the option of Hibernate if things get really nasty. -
Quote:I did say "at LEAST 40%", but for the record I agree with you about going to 45%.I'm putting my theory up against your practice, but I'd suggest 45+% Defense instead of 40+%. If you have [say] 4 people around GW and she hits the AOE heal, even if everyone's capped she has roughly a 40% chance of getting back a third of her health. Which is a lot. If they're at 40% Defense she has an 80% chance of getting back a third.
Small point, I realize.
If everyone in melee is around 40% then the heals are unlikely to land, and nearly certain to only hit one person instead of multiples if she does get lucky. Still, cutting her hit chance in half again by going from 40-45 is always a good thing... it's just doable without that last 5%. Much below 35% defense and you're going to be having her heals land way too often.
By the way, I don't think her Dark Regen is as potent percentage wise as the player version... I've seen her hit it with a half dozen fire imps in melee and she only got back a little less than 50% (she was at a sliver when it happened, so it was pretty obvious how much she healed... there was much cussing on Vent when it happened)
-
Quote:I've run the STF many times and I've found two methods that work quite well for dealing with GW, depending on team composition.We tried that. Didn't work. The boat didn't attack her, and she slaughtered the Longbow.
The guns may have attacked her once while I was rezzing in the hospital room. She destroyed them.
Did the TF again last night with a more damage heavy team. We did the taunting thing from a distance and she went down like a house of cards.
If your team is melee heavy, but the melee characters are NOT high defense to negative damage (ideally 40%+ negative defense) then it's generally best to fall back on the taunt from range and toss a ranged attack at her to keep her attention. Taunt + a ranged attack should hold aggro from the scrappers & other tankers as long as they don't taunt... but if the taunter gets caged by GW he WILL loose aggro before the intangibility wears off so watch out for that.
This method obviously works best if you can immobilize her, unfortunately she got buffed a few issues ago and her immob protection seems to be included in her purple triangles of doom now... two controllers cannot reliably immobilize her anymore. If Ghostie manages to get into melee range of the taunter she'll pop off Dark Regeneration, which if the other melee characters don't have defense can result in a HUGE heal for her. One thing that can help with this is having an Illusionist drop PA right in FRONT of GW... they'll act as kind of a fence to keep her from running up to the tanker. Pulling GW back to the red wall works even better... the tanker is on one side of the "gate", PA is IN the gate and GW is on the other side
The second method assumes that everyone in melee does have high defense... since GW's heals all have to hit you can ignore them and just concentrate on taking her out in melee. Have the taunt tanker on one side and the rest of the melee attack from behind to stay out of any cones. Lately this is the method I've used more often than not... it's much easier than trying to pin her in place while taunting from range. Beware of pets though... Phantom Army is fine since she can't heal off of them but things like Fire Imps WILL be fodder for her Dark Regeneration.
The easiest method of dealing with Ghostie is certainly the high negative energy defense option; if everyone in melee has enough defense you can simply treat her like any other AV... tank from one side while everyone else pounds from the other. If you're low on defense remember that purple pills are your friend... have all melee load up before the mission. Everyone in melee needs to maintain 40+ defense for however long it takes to drop GW... a good AV team should drop her in 3 minutes or less. Purples last for one minute, so you'll need 12 small purples per melee assuming that they have no defense. Adjust accordingly depending on powersets. -
First, welcome to the game and enjoy your stay!
Now Blasters can indeed be very powerful but they do tend to get much more difficult to play as you level up; while you'll be able to kill things pretty quickly you can't survive the enemy attacks as easily. From level 1 until the mid-teens a Blaster can be pretty much easy mode... you have enough damage to kill mobs before they can kill you. As you progress the enemies get tougher, hit harder and start having "mez" attacks; things like holds, sleeps, stuns, immobilizes and the like that pin you in place and severely limit what you can do. A mez'd blaster can very quickly turn into a dead blaster.
All of that can be dealt with, but it takes practice... when I first started playing back in 2005 my first character was a Fire/Energy Manipulation blaster. I got him to about level 21 and got so sick of constantly getting killed that I deleted him and didn't play another Blaster for a couple of years. Well, when I finally gave the AT another try, this time with an Archery/Energy blaster I found it to be a lot of fun and didn't have much problem with getting killed... but I was a much more experienced player the second time around.
So go ahead and give it a try, but just be aware that there are problems you'll need to learn to overcome in your future. -
Quote:The Numina unique grants you 10% endurance recovery and 20% regeneration. To put that into perspective unslotted Stamina grants you 25% endurance recovery and Health grants 40% regeneration... in other words it's about half of those bonuses. Yes, you will notice them, endurance wise it's about the difference between unslotted Stamina and Stamina with one SO slotted. The regeneration, in and of itself, is fairly minor but remember it stacks with all other sources of regen you may have. As a WP tanker it'll amount to roughly 2 HP/second regeneration.Hmm, seeing as how i run a Willpower brute I figured it would buff out my Healing and End engines pretty nice (everything counts in large amounts), or is this another 20% that when you drop it in your numbers go up about as much as if a flea took a leak in your gas tank?
-
All the procs of that type work best in any "always on" power... slotting them into a passive is far and away the best choice.
Here's a small rundown on procs:
- Some procs have a set bonus to them; the Steadfast Protection Resistance/+3% defense unique is the one that comes to mind, that always work no matter what power they're slotted in or if the power's on or not. The Luck of the Gambler 7.5% recharge proc is another example of that type... as long as you don't exemp more than 3 levels below the level of the proc it will always work.
- Other procs are the "120 second" variety; they offer their bonus when a power is activated and for 2 minutes afterward. The Numina unique, Miracle unique, Regen Tissue unique and the various stealth IO's all fall under this heading. For the Numina Regen/Recovery, the Miracle Recovery and the Regen Tissue Regen unique IO's always put them into a passive power so they're active at all times.
- The various attack procs all have a chance to affect your target each time you use the power they're slotted in... lets say you have the Decimation - 20% chance to hold proc slotted into a ranged attack. Every time you fire that attack there's a 20% chance that the proc will fire a MAG 3 hold lasting 8 seconds. A proc that has a chance to do x type of damage works the same way... if an attack with a damage proc slotted hits there's a % chance that it will deal extra damage.
-
The Roman costume pieces are unlocked by completing the Imperious TF in Cimerora; a level 35-50 task force.
It's one of the most popular TF's in the game now... in order to access the zone it happens in you'll need to do the Midnighter's arc in Steel Canyon given by Montague Castalelo (sp?) in the University building. You'll need to be level 35+ in order to get into Cimerora once you've completed the Midnighter arc. -
Thanks all, it's been a fun ride so far; now that he's 50 it's time to respec and toss in a few purples for that perma-PA build I've been working on.
-
Well, tonight my Ill/Rad dinged 5-0 on an STF... it was Silver Mantis who, appropriately enough, put him over the top in the 4th mission. (Personally I think she had a thing for me, she was certainly enjoying herself WAY too much
)
We had some difficulties in the STF due to a somewhat unfavorable team composition but we persevered in the face of multiple disconnects and the complete loss of one of the team going into the final mission to finally get 'ol 8 legs stuffed & mounted over the fireplace.
Nameless Phantom joins the other 50's in my stable, becoming my 14th level 50 overall and my 3rd Controller.
Let's see, that makes 3 tanks, 3 'trollers, 3 scrappers, 2 defenders, 1 blaster, 1 peacebringer and 1 brute. Hmm, who should come next...
Roll Call of 50's:
- Call Me Awesome: Inv/Stone tank
- ScaleBalancer: Tri-form PB
- Gortak: BS/Regen scrapper
- Bogus Wave: Rad/Rad defender
- Granite Flame: Stone/Fire tank
- Offline: Spine/Regen scrapper
- Sagitarii: Archery/EM blaster
- QuickWit: Mind/Kin controller
- Dusk till Dawn: Dark/Dark defender
- BlarneyStone: Stone/EM tank
- Nameless Drifter: Fire/Rad controller
- Sword of Damocleve: BS/Shield scrapper
- Fyrepower: Fire/WP brute
- Nameless Phantom: Ill/Rad controller
-
Quote:I'm fully aware that an Emp has lots of nice things to bring to the party; unfortunately a skilled Emp who actually USES their secondary is a very rare commodity. I've been here 5 years now and I've seen way, WAY more bad Emps than good ones. A good Emp tosses out the buffs then spends most of their time blasting until it's time to buff again or toss out a rare heal. The far more common variety will use healing aura, heal other and maybe the RA's... if nobody needs a heal they just stand there doing nothing.To those here that have posted harshly about "Empathy" players, I feel badly that there are that many poor players out there and that you have had the misfortune of teaming with folks that dont understand they have 2 powersets at their disposal. But as Adeon_Hawkwood mentioned above, try and realize its the player, not the powerset, that has probably colored your opinion. I am not one of those that puts empathy on a pedastal, but it IS one of my favorite powersets, and I know it works well for keeping a team alive. I would bet any money that "Defender Primary X played by a good Player" outshines "Defender Primary Y played by a unskilled Player".
You're absolutely right that a skilled player is an asset no matter what they're playing and I do wish there were more skilled Emps. Unfortunately your odds are much better finding a good player with any other set. A FF, Sonic or Rad is just more likely to have a good player at the controls.
To some degree I can understand it, I've played an Ill/Emp to 40 and found I despised it... I could do it, I just didn't like it. It was the recharge cycle of Fort that was the most irritating to me; I much prefer a set you can use to buff all at once then do other things until it's time to buff again. Kinetics were a lot easier; just take time out every 90 seconds to buff everyone then back to killing. -
Quote:This does get to be a problem, when I'm playing one of my Rad characters I generally don't bother to call for AM, I just move to where I can reach most of the players and fire it off. That way most of the team gets the buff; on a good team that sticks together everyone gets it and it doesn't cause any break in the action.The other problem with Empathy is few Empaths grasp the importance of tossing out Fortitude the moment it is available. Nor do they realize when they announce things like "Gather for RA!" they are actually working against their main draw, which is keeping the team rolling quickly.
Heck, with my perma-AM, perma-PA Ill/Rad firing off AM the moment it's up is more or less a requirement if I want to KEEP it running.