Call Me Awesome

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  1. Quote:
    Originally Posted by Raizen_NA View Post
    Hey folks! First, a little info about my playstyle. After gaining two level 50 characters through the mission team format, I found that continuing to level characters in that way to be dull for me. Plus, I found that I quite enjoy working through the storylines. So, since then, I solo most of the time, teaming only when someone is working through the same arc as me. I've turned into a roleplayer as well, so all the better. Also, for future reference, I use SO-level enhancements until I reach late game stuff. I am used to playing controller/debuffer-types, so scrappers are a bit different. I also start from scratch with every character influence-wise, so that when I reach level 50, it's more of an accomplishment.

    That said, one of the concepts I've come up with is a Broadsword/Shield Defense scrapper. I've run into a few problems with this.

    1) I've read that Shield Defense is squishy, though I've also read that this is partially remedied with Parry and full slotting.
    Trust me, the absolute last thing a mature BS/Shield build can be accused of is being squishy. Mine at 50 is tough enough to main tank the ITF. Once you reach the 45% soft cap the build becomes godly

    Quote:
    2) I can't seem to fit what I want into the build. There's no point in me posting a mids build, because I keep leaving something out.

    3) I'm not sure how to slot attacks. As a controller, only one accuracy was generally needed while solo, with the 90% base accuracy and all. As an earth dominator, I debuffed my enemies' defenses to the point where accuracy wasn't a problem.

    These are my main issues. Also, with twice-stacked parry, is health much of an issue? Do I need Aid Self? Can I fit in Tough/Weave without having to rest after each combat?
    I don't have Aid Self and don't need it... on a really tough mission, even on an 8 man team, I rarely need more than 4-5 green inspirations. Carrying a few inspirations is much better than investing in two power selections to do the same job.

    As far as endurance goes, my BS/Shield runs 7 toggles (Deflection, Battle Agility, Against All Odds, Grant Cover, Tough, Weave & Sprint) full time and I literally cannot make my blue bar move below 3/4 after a 5 minute fight. Now that's due to +endurance accolades & set bonuses as well as inherent endred slotting from the various IO sets I've slotted, but it's not bad even on straight SO's.

    Quote:
    Here's an idea of what I'm hoping to fit into the build.

    What I want in the build
    Broadsword:

    Slash (To be replaced with Hack once I have a good rotation)
    Slice
    Parry
    Whirling Sword
    Disembowel
    Headsplitter

    Shield Defense:

    All but Grant Cover. I don't care for the final power either. It's nice, but I don't mind skipping it.

    Fighting (if there's room):

    Tough
    Weave

    Medicine (if there's room): Aid Self

    Leaping: Combat Jumping (I don't mind skipping a travel power)
    ______________________

    Those are the powers I want and hope to have. I just can't fit them together myself, as I'm not sure on how to slot the powers, and how to fit in the extra pools (if they're even needed). So, help would be much appreciated.

    Also, I ask that if you decide to help me with a build, that it be suitable to follow while I level up. This meaning that slots are assigned to the powers when they're needed most, if that makes any sense. You probably already know this, but some builds I see on this forum line up powers and slots with only endgame in mind, not caring about the order in which they assign the slots.

    Thank you for your time.
    I'd strongly suggest getting Hack from level 1, it's superior to Slash in every respect. A leveling BS/Shield build I'd build something like this:

    Hack & Deflection
    Slice
    True Grit
    Combat Jumping
    Parry
    Active Defense
    Hurdle
    Super Jump
    Against All Odds
    Health
    Stamina
    Battle Agility (two toggles is enough pre-stamina, and until you have SO's you'll be squishy anyway)
    Phalanx Fighting
    Disembowel
    Whirling Sword (possibly swap with Phalanx)
    Head Splitter
    Shield Charge
    Build Up
    Boxing (throwaway prereq)
    Tough
    Weave
    One with the Shield
    Grant Cover (IO mule and provides a chunk of debuff resistance)

    My build was slightly different leveling up because I was part of a static superteam of all Shield scrappers... we all took Grant Cover at level 28 and were soft capped from that point on.

    Slotting ideas, I use 4 pieces of Gift of the Ancients in all the defense armors for the 2% recovery and 1.8% additional endurance. All my single target attacks get the full Mako's Bite set for the 3.75% Ranged defense bonus, all the AOE's get 5 Scirocco's Dervish (all but the proc) and a common recharge IO for the 3.13% AOE defense bonus.

    Combat Jumping/Super Jump both get two Blessing of the Zephyr IO's... the travel speed and the travel/end for the 3.13% Ranged defense. Other than that I have the Steadfast Resistance/3% defense unique IO slotted in True Grit along with 95% worth of Heal IO's and a common Resist.

    My BS/SD ends up with 45% Ranged defense, 44.8% AOE defense and, with one Parry, 47% Melee defense. Between the +endurance accolades (Atlas Medallion, Portal Jockey) and the +end & recovery bonuses I have a total of 119.5 points of endurance and 3.6 end/second recovery. Due to my attack slotting all attacks have from 40% - 55% endred slotted.

    My base build probably cost roughly $100,000,000; the really pricey IO's (Miracle +recovery unique, Steadfast 3% def unique) I bought with Merits from running TF's... if you save them up until you hit the mid-30's they can amount to quite a pile (Positron, Synapse, Sister Psyche, Citadel, Manticore, Numina).

    While leveling up my first priority for slots would be Hack, Slice & Parry early until you've at least 5 in each... 3 recharges into Active Defense and Stamina and 4 into Deflection, True Grit & Battle Agility. You should have that pretty well covered by the time you get Disembowel so it takes the next priority, followed by Headsplitter, Shield Charge & Whirling Sword.

    Early SO slotting for attacks is 1 acc/3 dam/1 end/1 rchg; Parry you may want to toss a defense buff in place of the endred. CJ/SJ can get by with one slot until late in the build. Slot your armors (SO levels) with 3 defense/1 end until you can acquire the Gift of the Ancients sets.

    Well, this has gotten a bit longer than I'd first intended, but I hope I've given you some food for thought.
  2. Quote:
    Originally Posted by Sailboat View Post
    What about Electric for the second Shield Charge-like power, Lightning Rod?
    Isn't Electric a bit light on ST damage? I know it'd be great against large numbers of relatively weak enemies... how's it vs single hard targets?

    I've kind of mentally pigeon holed Elec Melee as sort of a Spines type powerset; a fantastic minion killer but not so great vs bosses. I freely admit I've yet to play an Elec past 20 so I could well be off base there.
  3. Quote:
    Originally Posted by Valteerah View Post
    i picked between axe and SS because they both have knock up and knock down. This helps minimize incoming dmg fire doesn't. I'm still torn between rage or massive aoe of axe along with good ST dmg. I know foot stomp is good but it comes so late and its your only aoe in that set. So im sorta leaning towards axe but i just relize DM might be good too.
    The lack of mitigation in Fire Melee isn't a problem at all once your build matures... a mature, soft capped Shield doesn't need any help from the secondary. My BS/Shield scrapper is practically unkillable as a soft capped build... a Shield tanker gets even better defense & resist numbers on top of considerably more hit points.

    I'm currently working on a Shield/Fire tanker myself; at only level 27 I need to be somewhat cautious (roughly 32% def to all positions) but once it matures I see no reason why I'd need more mitigation than 45% defense to all positions.

    Oh, DM would be a terrible choice for AOE damage... it has decent ST and great utility but AOE isn't it's thing.
  4. For running 8 man spawns your best bet is to have as much AOE damage as possible... to me that sounds like Shield/Fire actually. Of the two you listed I believe Axe has more AOE than SS... the only AOE SS has is Foot Stomp; admittedly a nice attack.

    Axe has two AOE attacks, Whirling Axe is a PBAOE dealing 44 base damage and a 14 second recharge while Pendulum is a melee cone dealing 84 base damage and 15 seconds recharge.

    Foot Stomp is a PBAOE dealing 63 base damage on a 20 second recharge timer; the only AOE in Super Strength. Looking at those numbers Axe looks like a better choice with 2 AOE's, both of which have faster recharge and one of which does more damage. However, Foot Stomp DOES have a considerably larger radius (15') vs the 8' radius of Whirling Axe and the 180 degree cone of Pendulum.

    To contrast those sets Fire has 3 AOE attacks, Combustion is a 15' radius PBAOE doing 57 base damage on a 15 second timer. Fire Sword Circle is a 10' radius PBAOE doing 83 base damage on a 20 second timer. Breath of Fire is a VERY narrow cone (realistically nearly a straight line) with a 15' range doing 74 base damage on a 10 second timer.

    Unfortunately I can only speak from experience on the Fire set as I've never played Axe or SS to any significant level... for those sets I'm having to go by the numbers in Mids'.
  5. I've generally found that Regen is decent out the gate and becomes pretty good at 16 and really good in the 20's. In the end game Regen can struggle a bit; it's certainly much squishier than the defense sets (Shield, SR).

    To contrast that the defense sets are really squishy until they've gotten their defenses above 25-30%... something that usually takes until the 30's to accomplish. Once they approach the 45% soft cap however they become godly.

    Having played both BS/Regen and BS/Shield to 50 I'll say the Regen is considerably better in the early to mid game while the Shield absolutely takes the Regen's lunch money in the end game after it's soft capped. I have come up with a very nice build for the BS/Regen that pushes it's defense up into the mid-20% in Range/AOE with soft capped Melee... that helps considerably. Unfortunately the Regen won't ever match the raw damage output of the Shield... it lacks the damage buff of Against All Odds and the sheer awesomeness of Shield Charge. It takes a while for a Shield to become good though, Regen blows it away pre-25 or so.

    Your Kat/Regen will be quite capable in the early/mid game however... considerably more so than a Shield. You just won't reach the same level of power in the end game but you'll have an easier time of the first 30 some levels.

    <edit>
    Oh, and don't forget that one of your most potent survival tools is Divine Avalanche... on my BS/Regen I get Parry (same power) at 8 and set it on autofire; that way it will fire off in any gaps of my attack chain without me having to remember it and watch for it to recharge.
  6. Looking at the image and importing it into Photoshop it appears to be originally a different resolution than the rest of the image... it also appears as if a smoothing filter was applied to the "monster" (Gamera maybe?) but not to the rest of the image.

    There's a considerable mismatch in pixel size of the monster and the building next to it.

    Pretty nice blending job, but it looks an awful lot like a bit of photoshop compositing. The primary image is 800x600 @72dpi... the monster appears to be roughly double that resolution originally with a blur filter added.

    I'm not a photoshop expert, but I do use it frequently in my real job in video production... I'm quite familiar with compositing methods. If it's real I'd be quite surprised.
  7. Call Me Awesome

    hami raids?

    I personally lost interest in Hami with the issue 9 changes but Guardian still raids 3 times a week (M/W/F I believe) so you won't have to move if you want to raid. There's a thread on the Guardian board about Hami and the current strategy.
  8. Call Me Awesome

    Confused

    Quote:
    Originally Posted by Fire_Minded View Post
    you sound like one of the geek speakers i ran into in the game,are you convinced of your game knowledge as well?

    weakest,or even 2nd weakest,your still waaaay off,and trust me,a lesson in survivability i dont need.

    thankx for your reply however...i guess..
    Nihili wasn't in any way attempting to demean you, he was simply stating a fact. There's no way around the fact that Fire Armor is underpowered as a protective armor when compared to other tanker primaries. This is an established fact. It's also a fact that, if built and played well Fire Armor is capable of handling the job of tanking for a team. I know several tankers who are very competent with a fire tanker.

    Neither of those statements are in any way derogatory to you. Neither of them is disputed by any knowledgeable tanker.

    Judging from your posts it sounds like you're very defensive about something, which I frankly don't understand. Apparently you've figured out a build and playstyle that works with your fire tank and that's all to the good. Based on your OP however you could also stand to do a little research into durability in the game however.

    Quote:
    Its about the only armor set i can stand using for a tanker,or a scrapper.The rest just have to many holes.What i mean by holes are questions you should ask your self about every build you make.(atleast i ask my self these questions.)

    1) Does this build have the ability to burst heal its self?
    2) Does this build have the ability to Survive most damage?
    3) Does this build do what i want it to?
    4) Does this build have a power that could leave it at 1 HP and vulnerable to death after a short timer?
    Your list of questions don't really make a lot of sense, only question 2 and 3 have any validity at all with question 3 being by far the most important. Question 4 I assume refers to Invulnerability's Unstoppable power... something that's entirely optional in a well built tanker anyway. My soft capped Invulnerability tanker doesn't have it and is able to tank any foe in the game. The only two primaries that don't have the ability to "burst heal damage" are Shield and Willpower... two of the 4 most durable sets in the game.

    Back to Fire Armor:
    • Built and played correctly a Fire tanker can do the job... nobody with experience will dispute this.
    • Of all the tanker primaries Fire Armor is among the lowest protection sets... nobody with experience disputes this either.
    Stone Armor's Granite is unquestionably the most survivable tanker in the game by a large margin.

    Well built Invulnerability is about in second place, with Shield, Willpower and Ice following closely behind.

    Dark Armor comes in below those sets in durability, although it's utility and the incredible heal of Dark Regen can in some cases push it up quite a bit.

    Fire Armor is probably roughly on par with Dark or a little below; both have significant holes in their mez protections (notably knockback) but Fire's heal is substantially weaker. The lack of any form of defense means that it's going to get hit more often than any of the top performing sets but Healing Flames does recharge relatively promptly once slotted and helps offset this somewhat.

    Electric Armor is another of the "bottom 3" sets... it's resists look good on paper but it's hampered by a lack of any form of defense and a long recharging heal so it's vulnerable to the "death of 1,000 paper cuts" with lots of relatively small bits of damage overcoming it's regeneration.
  9. I've found the BS/Shield combo to be an incredible killing machine; once it's softcapped defensively it's near unkillable.

    I used the Gift of the Ancients set in Deflection, Battle Agility, Phalanx, Grant Cover & Weave (4 pieces in each for the +end and +recovery bonuses) and I have absolutely zero endurance issues; it's like a Regen with QR & Stamina... I literally cannot run myself out of blue.

    Boosting my defense to the soft cap I used two sets of 2 Blessing of the Zephyr (combat jump/super jump) and 3 full sets of Mako's Bite (hack, parry & disembowel). For AOE I use 4 sets of 5 Scirocco's Dervish and one common recharge (slice, whirling sword, head splitter & shield charge). With a Steadfast res/def unique in True Grit I'm at the soft cap for Range/AOE and one parry puts me there for Melee.

    About the only dangerous mobs are Carnie Master Illusionists with their non-positional attacks that bypass defense. Even so, I've been running lots of Carnie arcs set to +2/6 man and having no insurmountable problems... it's so much fun to simply herd up Carnies instead of either avoiding or moving cautiously through those missions.

    My typical method is to aggro a couple of groups to get the aggro cap, hitting Parry while doing so. Then, break line of sight, let the mobs gather in a tight bunch, jump into the middle and Build Up/Shield Charge/Whirling Sword. There's very little other than bosses left alive after that.
  10. Call Me Awesome

    Server Jumping

    Pin is a good choice, the community is similar to Guardian and the population's about the same. About 4 years ago my SG decided to create an expansion on an East Coast server... prompted by an instance of the West Coast datacenter going down and taking all our characters with it.

    We tend to alternate between Guardian & Pinnacle... usually we spend a month or two mostly playing on one then switch to the other and we always have an alternative if one set of servers goes down. Like a few nights ago when Guardian died... we were about 5 minutes into a Manticore TF when it went boom. I'd just tossed PA into a big group, the tank jumped in and BAM! Mapserver!

    After some cursing everyone simply moved to Pin and we found something else interesting to do. By this point we've fully developed bases both places and numerous toons of all levels... 5 of my 13 50's live on Pin.
  11. Quote:
    Originally Posted by Sarrate View Post
    I should have asked you the same question I asked Starsman, just the set alone, or does this include the effects of things like Tough/Weave?
    I was figuring an optimum SO build which, yes, included Tough/Weave and CJ.

    Quote:
    I'd say that the top three survivalists with an IO heavy build is Granite, Invuln, and WP. I don't doubt that Shield would be plenty survivable, but it's not Invuln/WP tough.

    A WP Tank and a WP Brute are completely different ball games because:

    *) MaxHP - With equal +maxhp in the build, a Brute has ~2570hp compared to a Tanker with 3212. That's ~25% more hp/sec regenerated as well as ~25% more health. (A Scrapper would have ~2292 hp. Tanker has 40% higher regen and health.)
    *) Higher res numbers - This is the difference between ~70% s/l res and 52.65%. (Tanker takes ~63% the damage that the Brute does.) It is also the difference between 90% s/l with SoW and 81.9%. (Tanker takes 55% the damage of a Brute.) (A Scrapper would be capped at 75%, the Tanker takes 40% the damage.)
    *) Higher def numbers - This makes it much easier to stack large amounts of defense, even softcap everything everything except psi at the most extreme cases.

    Combine all those together and WP on a Tanker is in a completely different league than what you experienced. It's one of the sets that loses a lot more than the 1.0 -> 0.75 defense mod would initially imply.

    (On second thought, you probably know all of that, anyways. I blame this post on a slow work day before the holidays. )
    Yep, I "knew" that in a theoretical way, but I'll admit my experience with WP is as a Brute so that may very well be coloring my perception somewhat... that 50 Fire/WP brute is adequate as a scrapper type character but it 'ain't no tanker, even with substantial IO investment. IO'ing a brute is substantially more difficult due to the terrible availability of the redside market... Kinetic Combat for example does not exist. I've had bids in on the redside market for over a month now... most of the recipes I'm looking for haven't even sold on the market for a month or more. With only the Smashing Haymaker/Reactive Armor IO's available soft capping looks out of the question.

    My BS/Shield scrapper on the other hand IS tough enough to be a main tank (soft capped defenses of course), and the performance of that character is what I'm basing my thoughts on a Shield tanker... at 27 my Shield/Fire is really starting to get good. I'll have to wait until he approaches 50 to really know what it's capable of in comparison to CMA but I'm anticipating a highly capable tank.
  12. Quote:
    Originally Posted by Sailboat View Post
    Are you using Tough and Weave? Tough and Weave add a lot to most Tanker builds' survivability, but they give a particularly high payoff with Invuln, because slotted Tough can cap out the smashing and lethal resists of an Invuln Tanker. 90% s/l resistance and "better defense through Weave" make a huge difference.

    Frankly I am surprised to see CMA rank Shields above Inv in his list -- when I added the fighting pool to both sets, I felt like Inv is stronger, personally.
    With Shield I'm taking my experience with my BS/Shield scrapper and using that to figure the tanker's performance... from my numbers it looks like a Shield tanker using Weave & CJ should be a bit past 40% def. I did compare a level bumped Shield/Elec tank on Test with an old SO version of CMA and the two were close in durability against most foes... the Shield was better vs Carnies and Malta.

    We're debating fairly minimal differences though... on SO's both tankers are highly capable... I'd expect that once my Shield/Fire matures it'll be close, but Invuln may have a slight edge. So far the Shield tank has been moderately squishy until around 24, at 27 now he's starting to show promise. I'll know more once the Shield gets closer to 50 and the build matures.
  13. Quote:
    Originally Posted by MaHaBone23 View Post
    Scrapper:
    DM/Shield: it took a little while to blossum, but once you get Soul Drain, it makes Shield Charge a nuke ready for pretty much every mob, with now crash.
    I just rolled a BS/Shield, I hope its as much fun.
    Trust me, it is. It's also far easier to softcap since you can use Parry to make up the Melee difference. Unquestionably the best solo killing machine I've played.
  14. Quote:
    Originally Posted by EmpireForgotten View Post
    Do you have numbers to support this claim? Just wondering, because my experience playing an Invul vs other Tanks leads me to see that invul is closer to the bottom of the list in terms of survivability than the top. But that just might be my perception.
    On straight SO enhancements with a good build Invuln is probably about in the middle of the primaries. Add IO sets to build up the defense and it really is second only to Stone in durability. The whole secret is the layers of protection that Invuln provides; it gives good amounts of defense out of the box coupled with capped S/L resistance and at least minimal resistance to all but Psionic and the huge heal and HP buff of Dull Pain.

    If you're running into durability issues on your Invuln tanker then there's probably something in your build that could be improved on.

    Of the sets I've played (Shield & WP as Scrapper secondaries and extrapolating to tanker numbers) I'd rank them something like this with SO's:
    Stone Armor (Granite)
    Shield
    Invuln
    Ice
    Willpower
    Stone Armor (no Granite)
    Fire

    Adding a good IO build and you move Invuln up into the #2 slot behind Granite Armor with Shield occupying the #3 slot. Bear in mind that this is based on sets I've actually played to significant level; in the case of Shield & WP those were played as Scrapper/Brute sets.

    Granite is really so good that there's no need to build survivability with IO sets, I tend to focus on reducing the movement & recharge penalties instead. Granite running on SO's alone is plenty to tank the STF unsupported. Invuln, once built up to the soft cap, is likewise capable of unsupported tanking of the toughest challenges in the game. On SO's it's capable, but it requires a fair amount of team support.
  15. Call Me Awesome

    Build advice

    I'm not a WP expert, but there's a couple of things I see right off the bat. First, since WP has typed defense you should be working on typed defense set bonuses... the Touch of Death isn't helping you much. I'd also toss a set of 4 Reactive Armor into Mind over Body & Tough as well.

    Fast healing should stick with either common heal IO's or a mule for Miracle/Numina uniques; the bonus for 3 Doctored Wounds isn't helpful. The same applies to Rise to the Challenge... the Doctored Wounds isn't getting you anything useful; drop a few slots and just frankenslot heal/end IO's. The debuff isn't worth enhancing.

    Are you a 60 month veteran? If not then you cannot select Super Speed without first selecting Hasten, and you can't get SS before level 14. Mid's is bugged currently and the travel pool selection order is incorrect.

    If you're only 4 slotting Taunt then use the Mocking Beratement set, the S/L defense, which is the bonus you're after, comes at 4 slots there.

    Boxing should either be slotted as an attack or left at the base slot; the tiny amount of regen probably isn't worth the extra slot unless you're using the attack, and in that case it needs more than just the one extra slot.

    Those are the main things I noticed; your slotting definitely needs work however. As a WP you're going to want S/L defense bonuses and Hit Point bonuses primarily; positional defenses only do you half as much good as typed.
  16. Overall fairly solid, I've a few comments interspersed.

    Quote:
    Originally Posted by myname72004 View Post
    Hey yall,

    I took your advice and got mids, and think i came up with the build I want. I Don't have any I/O's yet so all my slotting is for SO enhancements.

    How does this build work. It follows pretty close to the guides I saw, but I am not sure on the slotting.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Nothing Sacred: Level 50 Magic Scrapper
    Primary Power Set: Broad Sword
    Secondary Power Set: Invulnerability
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting

    Hero Profile:
    Level 1: Hack -- Acc(A), Dmg(3), Dmg(11), Dmg(15), RechRdx(40), EndRdx(40)
    Level 1: Resist Physical Damage -- ResDam(A), ResDam(50), ResDam(50)
    Level 2: Slice -- Acc(A), Dmg(3), Dmg(11), Dmg(15), RechRdx(40), EndRdx(46)
    Level 4: Temp Invulnerability -- ResDam(A), ResDam(5), ResDam(5), EndRdx(13)
    Level 6: Dull Pain -- RechRdx(A), RechRdx(7), RechRdx(7), Heal(13), Heal(37), Heal(37)
    Level 8: Parry -- Acc(A), Dmg(9), Dmg(9), DefBuff(37), RechRdx(43), EndRdx(46)
    Level 10: Swift -- Run(A)
    I'd slot a second Acc into Parry personally, this is something you really want to hit. Out of the box it more than double stacks and it's pretty cheap endurance wise, I'd probably pull the endred and toss another Accuracy in. On my BS/Regen I put Parry on auto and just let it fill in any gaps in the chain.

    Also, Hurdle stacks much better with jumping, adding considerable jump speed and distance. It doesn't add much height, but the speed and distance is very noticeable. The only characters I get Swift on are Stone tankers; for everyone else I've found Hurdle more useful.

    Quote:
    Level 12: Combat Jumping -- DefBuff(A)
    Level 14: Super Jump -- Jump(A)
    Level 16: Unyielding -- ResDam(A), ResDam(17), ResDam(17), EndRdx(31)
    Level 18: Health -- Heal(A), Heal(19), Heal(19)
    Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
    Level 22: Build Up -- RechRdx(A), RechRdx(23), RechRdx(23)
    Level 24: Whirling Sword -- Acc(A), Dmg(25), Dmg(25), Dmg(45), RechRdx(46), EndRdx(48)
    Level 26: Disembowel -- Acc(A), Dmg(27), Dmg(27), Dmg(31), RechRdx(34), EndRdx(36)
    Level 28: Invincibility -- DefBuff(A), DefBuff(29), DefBuff(29), EndRdx(31)
    Level 30: Kick -- Acc(A)
    Level 32: Head Splitter -- Acc(A), Dmg(33), Dmg(33), Dmg(33), RechRdx(34), EndRdx(34)
    Level 35: Tough Hide -- DefBuff(A), DefBuff(36), DefBuff(36)
    Level 38: Tough -- ResDam(A), ResDam(39), ResDam(39), EndRdx(39), EndRdx(43)
    Level 41: Weave -- DefBuff(A), DefBuff(42), DefBuff(42), RechRdx(42), RechRdx(43)
    Level 44: Resist Energies -- ResDam(A), ResDam(45), ResDam(45)
    Level 47: Resist Elements -- ResDam(A), ResDam(48), ResDam(48)
    Level 49: Unstoppable -- RechRdx(A), RechRdx(50)
    I do somewhat question the usefulness of Res Energies & Res Elements, particularly Elements. Even with the tanker numbers Res Elements is certainly the most skippable power in the entire set. I do have Res Energies at 49 on my tanker, but it's there more as an IO set "mule" than any need for the power itself.

    On my Invuln tanker before IO's I took the Medicine pool for Stimulant/Aid Self in place of the resist passives; slotted Aid Self is a 40% heal available every 15-20 seconds depending on slotting. My preferred slotting was 3 heal/2 interrupt reduction/1 recharge on Aid Self. With a little practice it was a reliable battlefield heal.

    Oh, just noticed the Weave slotting... I assume you wanted 2 ENDURANCE reduction, not two RECHARGE reduction slotted there?

    Other than the above tweaks I didn't see any major flaws in the build. Once you start looking towards a Set IO build things will change but this will work as an SO build. Oh, one more minor thing, if you're planning on using the prerequisite attack for Fighting then Boxing is a better choice than Kick... Kick has knockback. Both will put your sword away so there's no advantage there.
  17. Well, since you're only on mission 2 I'd quit, reform and restart... much faster than waiting around.
  18. Quote:
    Originally Posted by myname72004 View Post
    Hey all, I have been away for over three years now, goin to play for a little while. I have several scrappers with a BS/invuln being my main I left like around I6 and was wondering what the big changes were. Any good guides out there recent or treads I should read.

    My toons are
    50 BS/Invuln
    21 Dark/Dark
    34 Dark/Regen

    Thanks All
    Well, depending on just when you left you may, or may not be aware of ED (enhancement diversification) that hit with issue 6... the thumbnail description is that slotting more than 3 of a given type of SO into a power is worthless due to enhancement values being severely reduced after a certain point. Back in the old days it was common practice to slot attacks with 1 accuracy and 5 damage... that simply doesn't work anymore.

    A quickie example of ED.
    One (even level) damage SO in an attack boosts that attack's damage by 33%. Add a second and you get another 33% increase, bringing it to 66% total as you would expect. However, adding a third, which used to bring it to 99% now, because of ED, only takes your damage to ~95% (so it's slightly degraded). If you were to add a fourth damage SO to that attack you would only get ~5% enhancement out of it instead of the 33% that it normally gives... that's why it's a waste to slot that way anymore.

    Fairly common SO attack slotting nowadays would be 1-2 accuracy/3 damage/1-2 recharge/0-1 endurance reduction.

    I apologize if you're already familiar with this, but it tends to surprise a lot of old players who're just returning.

    As Werner mentioned issue 7 completely changed the rules for defense; the whole thing gets pretty complex but in practical terms there's now a "soft cap" for defense which is the point where you're reducing the enemy's chance to hit you as low as you can. That point is 45%; except in rare situations where enemies have tohit buffs (Nemesis hopped up on Vengeance or Devouring Earth with their Quartz buff pets) having a higher amount of defense is pointless. Against minions a character with 45% defense is going to avoid 95% of all attacks, minions will only have a 5% chance to hit. LT's and Bosses have slightly higher chances, I don't have the figures in front of me right now but I think Bosses would have roughly a 7.5% chance and LT's would be between Minions & Bosses.

    In practical terms if you have 45% defense you're probably nearly unkillable. You may or may not be aware that there are different kinds of defense too, you have typed defense (works against specific kinds of damage like smash/lethal, energy/negative, fire/cold etc.) and positional defense (works against positional attacks like Melee, Ranged or AOE). These defense types do NOT stack with one another, the game uses the highest defense you have that applies to an attack.

    The Invention system that was introduced in issue 9 had an extreme impact on player ability, it's way too complex to go into in this response but it allows for some rather extreme power levels and lets us pull off some seriously crazy things. Nothing in the game was made harder though, so you'll still be able to play through nearly anything in the game even on straight SO enhancements. A good IO build however can be as tough as we were back in issue 3-4.

    Although they were written for Tankers my Invuln guides, particularly the soft cap guide will roughly apply for the Invuln scrapper as well. Scrapper numbers are 25% less than tankers but the basics apply.
  19. Well, I have a couple of alts who are pushing 1,600 days inactive, one of them is 1,580 and another is 1,594. The longest in my original SG inactive is pushing 1,000 days and there's several in the 500+ day range. As I don't need their spots for anyone else they simply sit there.
  20. Quote:
    Originally Posted by NovaFactor View Post
    Started a new VG on Virtue called the Rogue Isle Mafia with my toon Baron Von Krass , and wanted to get a some opinions on when to start adding people ( if they want to join that is ) ? When did most of you VG leaders start ? When the VG name was set or after you level quite a bit ? Just wondering ......
    Every SG I've been in has been a group of in-game friends who have decided to put one together so it's been a moot point for me, everyone is always someone I've played with regularly. Each time we've started a new SG it's been the same group of us starting on another server.

    I'd fairly strongly suggest you invite people you enjoy playing with to your SG, don't be one of the idiots standing in Atlas trying to blind recruit every new level 1 player to your SG.
  21. Quote:
    Originally Posted by Blood_Beret View Post
    I prefer Skeet Shooting... PULL!!!
    Oh, that would be sweet. After running that mission 6 times per character 3 years ago on over a dozen different toons for the temp powers, then having the temps duration nuked I haven't set foot into one of those missions since.

    I've even got my shotgun all ready with a load of 000 buckshot!
  22. Quote:
    Originally Posted by MadJack View Post
    So back in August I started playing again from an old free trial. I purchased the Architects Edition of the game. Does that come with all of the costumes etc from the Good vs Evil edition of the game?
    Unfortunately no, I believe you get a code for one of the super booster packs and the 30 days free as well as a DVD with the issue 14? version of the client. You can buy the goodies from the GvE edition at the NCSoft store and apply them to your account though so all is not lost. The Jump Pack alone is worth the cost of the GvE goodies.
  23. Quote:
    Originally Posted by TheOverseer View Post
    How about changing Invince from the Invuln set into a + to resist for 10 bad guys instead of defense..I know it can be soft capped but wouldn't resist be nicer in the end even during pvp/pve?
    L50 wp tanker Muslemax
    L35 invuln tanker Omniaxe
    Terrible idea actually, it would probably cut your overall survivability by close to 50%. Yes, it would make that much difference.

    The strength of Invulnerability is it's layered protections... you have defense which reduces the number of attacks that actually hit you, you have resistance which reduces the damage of the small number of attacks that do hit and you have Dull Pain to heal from damage and to boost your hit points so you can take more damage.

    Of those layers the first, defense, is the most important... if an attack doesn't hit then you take no damage. Reducing that defense falls under the heading of A Bad Thing.

    Here's an example for you, the new Electric Armor set is pure resistance, it has fairly impressive amounts actually but no defense at all. I have a level 50 Elec/SS on Test from the issue 16 beta testing who's boosted his resistance as high as possible in a straight SO build. I compared the raw durability of that tank with a straight SO version of my Invuln/Stone tanker in multiple radio missions. The end result was that the Invuln, against every single enemy type I tested, was considerably more durable than the Electric.

    I tested against Carnies, Council, COT and Crey on a difficulty setting of +2 mobs set for a 6 man team... typical fare for an average PuG. Carnies chewed the Elec up and faceplanted him in about 20 seconds; the Invuln was able to solo the group and (slowly) kill the entire spawn. Council was somewhat of a wash with both performing acceptably but unquestionably the Elec was having a harder time. COT really hurt the Elec... again the Invuln had no insurmountable problems. Crey was kind of the same thing, both were adequate but the Elec was straining while the Invuln was coasting.

    Both tankers were slotted 100% with SO enhancements, there were no IO bonuses on either. No inspirations were used.

    What was happening here was the strength of defense showing in the Invuln tanker... the Elec had impressive resistance but it completely lacked that additional layer of protection so much more damage was actually landing. That whittled away the Electric's hit points faster than it could recover.
  24. Quote:
    Originally Posted by Finduilas View Post
    Definitely a SATA drive, so that should simplify things.

    And yes, I have dropped a teeny-tiny screw into the guts of the computer before and know what a PITA it is, so I'll look at the tool kits, too.

    Thanks!
    Lots of the mini-tool kits include a bunch of computer screws of different types as well... my favorite was a Fellows (I think) that cost around $15 - $20 and has 4 screwdrivers (2 Phillips/2 Standard), a couple of nut drivers, tweezers, grabby tool and a bunch of screws in a small zippered case the size of a paperback book.

    In my experience you've a couple of different types of screws, each in a couple of different lengths... a coarse thread and a fine thread. Hard drives use the coarse thread & DVD drives use the fine thread. Actually, pretty much everything except DVD drives use the coarse thread

    <edit>
    Looking over Newegg they don't seem to have a kit with screws, but they do have all the screws you'll need here for $4 and a nice little tool kit here for $10.
  25. Well, since I've never repeated a pri/sec combination and I've something in excess of 50 characters above level 20 I'll stick to the ones I've gotten to 40+.

    Tanks
    • Invulnerability/Stone Melee (50) - fantastic durability with good ST damage and a ton of mitigation.
    • Stone/EM (50) - superior durability with Stone Armor of course, but rather lackluster in damage output when I leveled the character in issue 8; shelved completely with the nerf to Energy Transfer.
    • Stone/Fire Melee (50) - Stone Armor's unmatched durability coupled with the fantastic AOE and ST damage of Fire Melee, in my opinion the ideal pairing with Stone Armor.
    Scrappers
    • Broadsword/Regen (50) - great damage output and fantastic survivability early fading to about midrange survivability in the late game. Still a lot of fun.
    • Spine/Regen (50) - top notch AOE damage output from the low levels on; best used against large numbers of relatively soft targets. Ideal for facing huge numbers of minions.
    • Broadsword/Shield (50) - probably the best all around killing machine I've ever played, the damage output of Broadsword and, with some IO investment, enough durability to tank for an 8 man team. My current default choice for running solo.

    Defenders
    • Dark Miasma/Dark Blast (50) - the premiere tohit debuffer; capable of maintaining better than a -100% tohit debuff on the bad guys before taking into account the contribution of Dark Servant. Low damage but it will ensure that nothing can hit you or your team.
    • Radiation Emission/Radiation Blast (50) - great all around debuffer who's quite capable of soloing and a solid team player. No real downsides here.

    Controllers
    • Mind/Kinetic (50) - fast starter with good single target damage/control early, it matures as a solid performer and team player.
    • Fire/Radiation (50) - one of the highest damaging combinations in the game with the huge numbers of a mature Fire controller coupled with the safety of the buff/debuffs in Radiation. Teams of Fire/Rad controllers trivialize the hardest content in the game.
    • Plant/Storm (level 43) - good control and quite a bit of AOE damage but lacking in punch for single targets it makes a nice team player mowing down the minions rapidly while keeping the LT & Bosses occupied. Beware that Storm can be difficult to use properly; random knockback is generally not a good thing so you'll need to learn how to use it effectively.
    • Illusion/Radiation (level 40) - possibly the most flexible controller build in the game it's best with single hard targets and weakest against large numbers of enemies. Always a welcome teammate with no significant drawbacks.
    Blasters
    • Archery/Energy (50) - fantastic AOE damage capable of dropping an entire 8 man spawn in 5 seconds from 80' away... and it can do that every 30 seconds. What more need I say?
    Keldians (Hero Epic AT)
    • Tri-Form Peacebringer (50) - great jack of all trades, it's capable of blasting with good AOE and ST damage in Nova form, tanking with the durability of a Fire tank in Dwarf form and scrapping/minor healing and controlling in Human form. Difficult to master and somewhat frustrating to build due to a severe lack of slots but once mastered it can fill any hole in the team's makeup.
    Brutes
    • Fire Melee/Willpower (50) - good damage with adequate durability; it seems to be roughly comparable in survivability to a well built regen. The Fury mechanic frequently gets you in over your head due to constantly running from group to group to keep your damage up.
    I'm not even going to try to count up all the many, MANY characters in the 20-40 range; suffice it to say that there are representatives of most AT's primaries or secondaries among them.