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Posts
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Not a mission exactly, but I still go out of my way to run teh Freaklympics arc in level range of it. I did that before merits existed, and now that they do I get a good chunk of them for an arc I enjoy anyway, so it's a win/win.
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Quote:If you can softcap to Smashing and Lethal defense, and get your Energy resistance capped (really easy with Electric) you can farm Freakshow all day long and never be in any real danger.If farming is your only concern, I'd go elec. You can tailor to mobs that won't kill you with either set, but the damage auras are the same and elec gets some bonus recharge and will never run out of endurance.
If you go that route, I would consider Electric/Electric as well, since Freakshow are weak to energy damage and you get Lightning Rod, which is one of the better AoEs available to a brute. -
It occurs to me that Eradication 6 slotted is a better set than is readily apparent.
It gives you both a little bit of Ranged Defense for 3 slots, and a good chunk of AoE defense for 6, and teh enhancement values aren't bad for a level 30 set. (Bonus of keeping those set bonuses exemped as low as 27 as well). It also gives you Max End and Max HP in with those bonuses, which are useful for Shield Defense characters.
I might have to fiddle with it and see what I can do. -
I think the Quartz emanators are designed to make things difficult for ANY defense based character, it just hits SR a little harder because defense is all they have.
If you have a character with extremely high defense, you are going to be practically unkillable in most normal situations. It stands to reason that the devs would want to put something in the game to ensure that those characters aren't practically unkillable in every situation.
DE are not especially common in the game and they are pretty easily avoided, so if you don't like the fact that you have a weakness to them (and one that is easily rectified at that), you don't ever have to fight them. It's not like they are CoT, Council, Arachnos, or Longbow, or any of the enemy groups that are seemingly everywhere. -
Pretty sure it's actually somewhat of a priority. If I recall correctly they wanted to do it in i16, but they ran out of time before the deadline to release it.
I'd say we can expect it sometime within the next couple issues. -
Quote:If you have a very survivable scrapper, tank or brute you can just park it in front of one of them and put a PBAoE on autofire (one of the ones that doesn't require a target).yes, they do count. I usually sit in front of one of the coffins that spawns minions for as long as I can tolerate the boredom. you don't get any XP but they do count towards the badge, which is why I use a minion spawner rather than one of the LT ones
That way you can work on your badge and go do something else for a while. -
Get a Regenerative Tissue +Regeneration in there somewhere (I'd replace the Heal IO in Fast Healing with it)
If you can find a couple spare slots, add one to QR and Stamina to 4 slot Performance Shifter, including the proc.
Otherwise you have it built more or less how I would build a WP tank, so I can't really offer too many more suggestions. -
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Quote:Not really.I will let someone else make the long post. In short, a tank is going to be more survivable, a brute is going to kill faster. Once you IO a brute, if done right, it should be just as survivable as the tank.
Tanks get better base resists, and they get more benefit from most defense powers, so it's easier to hit the softcap with resistance based sets.
To get a brute to the same level of survivability as a tank, you have to invest a LOT into it. But on the same note, a tank with that much invested is going to outsurvive the brute by quite a bit.
Example: A Shield Defense brute requires a significant investment to get softcapped. Conversely, a Shield Defense tank only needs a couple powers and ONE IO to hit the softcap. That gives you more room to invest into recharge and damage output on the tank, because your slots aren't tied up with defense bonuses.
A brute will be survivable enough, that much is true. But a tank will always get more survivability from the same amount of investment.
That said, a brute would probably be the better choice for a farmer. You can get a brute close to tanker survivability, but it's impossible to get a tank close to brute damage output. And damage output is what will make or break a farmer. -
Quote:Pretty sure they do.Just a quick question: do the vampyres produced by the coffin-like machines in "Return to Vamypre Mtn" count towards the badge? I know they don't give exp, but I can't tell if they add to your kill count.
You can monitor your badge progress while you kill them to verify. -
Yeah, I'd say it does.
It's not the first time I've heard the complaint though, so there are a few more people with the same issue.
But the fact remains that the devs aren't going to program a separate AP on one or two servers just to appease those people. (Seems the complaint only really exists on Freedom and Virtue, I don't see much AE farming going on at all on Pinnacle anymore) -
Yes, Regen has issues with Council Marksmen if enough of them spawn in one place and agro on you. Marksmen hit you with a good amount of -recharge. If enough of them stack it on you, your heals won't recharge in time to save you, and your attacks take too long to come back so you can kill them.
My Claws/Regen is pretty tough, I can consistently run on +2/x6. But if it's a Council mission I turn it down because 5-6 Marksmen will floor my recharge, and floored recharge is a death sentence for a /Regen.
There are more enemies that use psi than people usually think about. Rikti Mesmerists for example use a large amount of Psi, and they are bosses, so they can do a significant amount of damage before you kill them. Earlier in the game there are some CoT mages that use Psi, and I'm pretty sure there is at least one Tsoo mob that does as well. And the Lost. Oh, and Carnies, don't forget about the Carnies. Even ONE psi user in a high level spawn can cut through Invuln with relative ease, especially if it's a scrapper, because they have fewer HP to soak the damage with.
Also, how exactly do you give SR a weakness without ignoring it's defense? Defense is binary, you either get hit or you don't. A softcapped SR will be nigh immortal in a large number of situations, it is perfectly fair for there to be one or two situations that will annihilate them. -
My question still hasn't been answered, so I'll reiterate.
How exactly do you propose we stop people from fasrming in BOTH versions of Atlas Park? If both zones are identical (which they would have to be), there is nothing stopping anyone from AE farming in either zone.
If you're suggesting an alternate Atlas Park be created that doesn't have AE in it, my reaction will be as follows:
BWAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA!!!!!!!!! !!!!!
There is no way in hell the devs are going to create a separate AP that has no AE in it just to appease a vocal minority on the forums.
If the broadcast chatter annoys you that much, start somewhere else, or simply turn broadcast off in your chat window. -
/bind <key> targetcustomnext Quartz
It will be your best friend in DE missions with a defense based character. -
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I'll put in another plug for Pinnacle. It's the only server I spend a large amount of time on, and I've loved the community there since I started playing 5 years ago.
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Quote:There are more exceptions than that, but people usually forget about them.
The only exception is that there are some Psi attacks that are only typed Psi, and don't have a positional component. The only defense that will work against those attacks is Psi typed, though they are rare enough that it's probably not worth going to great lengths to defend against them.
Fearsome Stare is typed Negative Energy only, there is no positional component for it. Some of the Gravity Control powers are typed Smashing only, with no positional component.
There is also no such thing as Toxic defense. If you are attacked by a pure Toxic damage attack (which are thankfully rare), you will have no defense to it unless you have some positional defense. -
Yes, SR has problems against DE.
Regen has problems against large numbers of Council Marksmen.
Invuln has problems against Psi users.
And so on and so forth. Every powerset in the game has it's foils.
In the case of Devouring Earth annihilating SR....that's an easy fix:
/bind <key> targetcustomnext Quartz
You will automatically target any Quartzes that may have been dropped so you can take them out before teh DE being buffed by them faceplant you.
Can't really do the same as easily with other sets' weaknesses. -
If you separate Atlas into Farm and Non-Farm versions, you will run into the problem of new players not knowing the difference and zoning into the Farm version by mistake.
That would color their perception of the game as being nothing but a massive grindfest that takes place in an extremely small area. If I had gotten that impression from the game when I started playing I would most definitely not be here now.
Also, what's to stop the farmers from farming in BOTH Atlas Parks? Then you'd have solved nothing and made the headaches worse for the people who would like to avoid it. -
Quote:I acquired enough melee defense through powers and IOs that I only needed to double stack it to softcap melee defense. It hurts my DPS, but being dead hurts it more.OK, we're getting way off tanker discussion but I'm pretty curious about parry. I have it on my only scrapper (regen) and I'm pretty sure I've self capped melee def before without using IOs or anything. Are you using it less often so further increase your damage or did it change or am I just totally confused and wrong?
My scrapper's DPS is actually pretty low due to my use of Parry and low recharge, but both of those things contributed to my build being endurance sustainable, so it was really a wash.
If my DPS were higher it would be because my recharge was higher. If my recharge were higher my end would bottom out because I'd be attacking more frequently. I can solo AVs with him if I consistently hit with Parry, but it takes me longer than high recharge builds.
I'm basically taking what I learned with that scrapper and applying it to my tank. On paper it looks like it will work out about the same, but the tank will have higher survivability. -
The inherent problem with that is that the players who farm ARE doing it for fun.
Some people enjoy farming.
Sorry, it really sounds like you're saying "Play the way *I* want you to play....or go away"
Farming probably should be addressed somehow, but making the farmers feel like pariahs isn't the best idea. -
Quote:Not really.Thanks guys. Very helpful info. When I saw that "fury bar" it reminded me of that bar that blasters used to have. Similar concept, I see.
Old Defiance worked with your HP bar. The lower your HP was, the more damage you dealt.
With Fury, you just need to attack and be attacked, your HP is completely irrelevant.
The only things they have in common are being an extra bar in the window, and being a damage boost. -
Oh, the "Blasters are underpowered" argument got ported over to THIS thread now?
Seriously, leave it alone already. Blasters are fine at what they are meant to do, which is deal damage. You can't crank up their damage any more, or add survivability without breaking the balance point of them.
No, I'm serious. There are blaster builds that 2 shot entire spawns. If that were to be improved you would have builds 1 shotting entire spawns, essentially making it so Fireball and Blaze are the ONLY powers you need to solo the entire game.
If you have an issue with your blaster either A) dying too often, or B) not dealing enough damage, the issue is with YOU, not the AT. -
Quote:This is a bad idea. The way the proc works is it has a chance to give the TARGET of the power 10 endurance. Yes, it will have a chance of giving you endurance back.....but it will have a chance of giving your enemy endurance back too.
However if it was put into say Energy Absorption (+end for the user) it would do the 20% check on every target hit.
I can't imagine a situation where Energy Absorption alone wouldn't be enough endurance gained, so there is no reason to ever put that proc in that power.

