Fury Flechette

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  1. Quote:
    Originally Posted by Frogfather View Post
    In the villain tutorial, you can skip the contacts and activities inside the prison and go directly to the first contact outside who will give you the two hunt missions. Complete those, then proceed to Arachnos Pilot and drop his mission to exit in about 3 mins.
    Heh, I totally didn't know this.
  2. Fury Flechette

    Mind/Radiation

    Quote:
    Originally Posted by ketch View Post
    Well, not a Mass Confusion, but a mini-Mass confusion.. It usually catches 3-5 if the mobs are pretty close. If you find that you exemp below 27 a good deal then it's really a godsend. However...

    When you've reached perma-AM and perma-hasten levels of recharge, Mass Confusion can be up around every 60 seconds. With MC, recharging that often I prefer the Contagious Confusion as an extra chance to overpower bosses, mezzing the whole group in one go. You'll also have your other AoE controls up more frequently, easing the need to have a mini-Mass Confusion.

    I realize it's contrary to what is most often advised, but in my experience it has felt more useful. If you have a respec to burn or can copy over to test, it's at least worth a try to see how you like it.
    It's not a bad approach, but if you have bosses, you can also use mass confusion and then hit stray bosses with confuse. You'll have a chance to catch multiple bosses that way too. Usually, I open with mass confuse, hit one boss with confuse then hit another with mesmerize. The damage ATs usually don't need any more time than that.
  3. Quote:
    Originally Posted by Zombie Man View Post
    Incorrect. General Hammond has a horrible buy back rate (26%) compared to the stores in the Co-op Zones (Cim, Midnighter, and RWZ) (40%).


    And did you know the Stealth Empowerment Buff doesn't suppress upon clicking things?


    What missions would these be? With Safeguard/Mayhem missions, you have to go to the Exploration Badge location to get it.


    Only if the mission is in the range of the lowbie. Can't bring a lowbie to a level 50 flashback through a base Pillar, e.g.
    Actually thanks for the correction on Hammond.

    Didn't know about the stealth empowerment not suppressing.

    The missions that come to mind that you get by just entering and leaving: Multidimensional, Shrouded in CoH; Shady in CoV. I should probably make it clear I'm not referring to Safeguards / Mayhems.
  4. Quote:
    Originally Posted by Artemis_Alencia View Post
    Ah ok. One more question, if I exemplar down to say lvl 20 or 10 or something like that do I lose the benefits of my sets if they are at lvl 50?

    -Artemis
    Yes, you would lose the set bonuses, but that's not really a big deal. You're still way more powerful than a character at the natural level. Think about it: more slots, a full inspiration tray and access to powers five level higher than the level (so access to level 25 powers at level 20). Set bonuses are really the icing on the cake, but you're far from weak without them.

    People get "dependent" on set bonuses and sometimes forget that they were playing fine with just SOs.

    I don't build towards exempting down except in some narrow exceptional cases (e.g., building a level locked character that's designed to blitz through a particular story arc or TF).
  5. Quote:
    Originally Posted by milehigh77 View Post
    After 21 months I'm giving in.

    So with that established I have a Q for you all.

    An ill/rad will slot Soulbound Allegiance proc into PA...might I slot the same proc into Imps without feeling or looking like the total nub I am?

    Thank you for taking the time to respond.

    Doh. I lied. I have a 2nd Q.

    Are 4pts of kb protection more than enough for a fire/kin with a specific, single mission in mind?
    Make an electric/shield scrapper or brute and be a lot happier. They farm just about as well and the build you use is good outside or inside the farm.

    I don't know why people keep making fire/kins...there's a lot of other things that can farm pretty well besides those. It must be some sort of lemming hold over mentality.

    And better than making a farming build, learn the market and make inf while you're playing.

    Don't take this as saying that I look down on farming. I have 4 fully IO'ed characters that can farm very well (including a fire/kin), but if influence/infamy is your goal, then you're doing it wrong.
  6. Over in the market forums, we've been having a contest to see if we can make 2M inf with a newly created toon within 30 mins. So far, only one person has conditionally succeeded, but the thread also revealed that there are a lot of nifty details that many long time players wouldn't know or probably have forgotten. As a long time player, some of these were eye opening. Here's a partial list:

    * War Witch in Pocket D is a trainer
    * Trina the Body Sculptress is in the Tiki Room for costume/body shape changes in Pocket D.
    * A costume tailor is available in the RWZ, which can be accessed directly by a level 1 character from Atlas Park. People though still make the trek to Steel Canyon.
    * Invention tables are in the RWZ, which allows a level 1 character to craft things without going to Steel Canyon.
    * Invention tables exist at all three hero side universities (Steel Canyon, Founder's Fall, Crotoa)
    * Invention tables exist in Abandoned Labs in Port Oakes and St. Martial
    * A flight pack can be purchased for 10,000 influence by a level 1 character either by the Arbiter in Grandville or in Fire Base Zulu via the Portal Corporation. Both are reachable by a level 1 character, and will grant a character a travel power at level 1. The flight pack lasts 120 mins.
    * You can mission drop the door mission given to you by Coyote in the tutorial, and still get to level 2 and your choice of destination to either Atlas Park or Galaxy City. Presumably, you can do the same thing with the Arachnos Pilot during the villain tutorial.
    * The Vanguard Quartermaster in the RWZ, Julia Pria in Cimerora and the Midnight Store will buy back SOs at the best prices available.
    * Elevators are available in Grandville to get you to the upper portions of the web. Tunnels exist that connect the North part of Grandville to the central portion of the city.
    * A level 14 Coralax haunts one of the pools outside of Grandville
    * The Contaminated in the Ouroboros introductory mission counts towards Isolator. The Shivans in a later mission counts towards Men in Black / Woman in Black.
    * The Market offers a single use teleporter that sells for 10,000 influence. It can be used to teleport to any location with a market. It's the only fixed priced item on the market.
    * Empowerment buffs that do not suck. All last for 1 hour: +perception, increased recovery (+17% - not bad considering unslotted stamina is +25%), increased attack rate (+20% like siphon speed), knockback protection (10 points). They can be built on the worktables in your base.
    * Missions (excluding Mayhems/Safeguards) that give an exploration badge merely need to be entered and exited. In a few cases, your character may need to stay in the mission for a minute. In no cases, do you have to actually complete the mission.
    * Ouroboros portal is the only "temp" power that can be used during a Masters of TF attempt.
    * You must be level 7 to buy rare salvage with AE tickets.
    * You must be level 3 to do a respec.
    * In the Ouroboros introductory missions that send you back to Outbreak / Breakout, you are still level 1 but with access to the powers of a level 5, including Rest, which you normally receive at level 2.
    * You must be level 3 to use a Mission Teleporter, a Base Teleporter, the Pocket D VIP pass.
    * You must be level 4 to use Ninja Run, though the GvE Jump Pack, Self Destruct and Mystic Fortune are all accessible at level 1.
    * Respec'ing and not slotting your enhancements will get you the full price you paid for the unslotted SOs and the price it cost to craft any unslotted IO.
    * A character lower than 25 can use the Pillars of Ice and Fire to do flashback missions as long as the mission is started for her by a character which is level 25 or higher and the Pillar is located in a base.
    * /arenalist will bring up an arena interface from anywhere in the game

    I'm sure this isn't a complete list by any means, but I thought these were worth sharing.
  7. Quote:
    Originally Posted by peterpeter View Post
    And hey, did someone say there was a tailor in the Vanguard base? I didn't know that!
    Aye, and a reputation changer, a trainer, a quartermaster, and invention worktables.

    Throw in a market interface and maybe a store that sold specialty temp powers, and you'd never have to leave the RWZ base ever again.
  8. Quote:
    Originally Posted by Cien_Fuegos View Post
    This should be fun.
    for days truimph been ragging on the rp debate in one of the threads. so im wondering what would happen if rp toons suddenly appear in truimph...

    all in fun
    Nothing would happen, because no one is there...
  9. Fury Flechette

    Mind/Radiation

    Quote:
    Originally Posted by Riverdancer View Post
    I recently got my mind/rad troller to 50. I had never played one before, but holy moly was it ever a fun set to play.

    I am working on a final build for her, and I am wondering if anyone has one I can look at for reference? I already have 5/6 Fortunata Hypnosis, and 6/6 Coercive Persuasion and I plan on putting those in the aoe sleep, and aoe confuse. Any suggestions?

    Thanks!
    Put Coercive Persuasion into Confuse not mass confusion since the proc can make it into another mass confusion. Use Malaise Illusion into Mass Confusion.

    Fortunata Hypnosis goes well into Mass Hypnosis.

    One thing you might want to try is to increase ranged defense and add in +rech. Lockdowns and Thunderstrikes into key powers along with the Steadfast Def/Res into your epic shield plus a few Zephyr of the Blessings into your travel can bring you up to a respectable amount of ranged defense quickly. You won't need to soft cap because you still have radiation infection. The rest of the set bonuses can go towards +rech, +recovery and maybe some hitpoints.
  10. The difference between a level 35 and a 50 in terms of enhancement value is pretty small. Buy whatever's cheapest - sometimes, that's the level 50, sometimes it's the lower level recipe.

    In the past mid level IO set recipes used to be dirt cheap, and bargain hunters like me used to grab them up for cheap and enjoy essentially the same type of bonuses *and* enhancement values as a full set of 50s; however, a lot of folks have caught onto to this tactic and now many set recipes are scarce at the mid levels (unless you're patient and leave bids open for a while).
  11. Quote:
    Originally Posted by _Elektro_ View Post
    Just a quick thought...

    I am creating a new blaster (against my earlier post's ideas) and I never tried radiation blast. No one really said anything about that one.... any thoughts?
    I have a Rad/Mental and would recommend that combination unhesitatingly.

    As to your current stable of blasters, all of them are actually good combinations, but they may not mesh with your play style. Devices in particular require a rather methodical play style, which is almost a direct opposite in how you'd play most scrappers. Electric/Electric is not weak, but most of the damage comes from the secondary not the primary. You can make a ranged damge Elec/Elec, but I've found Electric Blast sort of lacking because it misses a strong tier 3 blast.

    Energy/Energy is a strong soloer, but yes some players can't seem to stand any sort of knockback (which is silly IMO because knockback can be contained rather easily by hovering and blasting down or by shoving mobs onto walls/corners).

    If it were me, I'd go with the Arch/Devices or the Elec/Elec, but it may sound like you just haven't found the combination you're looking for. Some things to try:

    * Ice manipulation - offers pretty good safety like devices but isn't as slow
    * Mental manipulation - once you have drain psyche well slotted and some global recharge, you are in a sense, a regen blaster
    * Fire/electric - pair up a good secondary with a primary which is also very strong.
    * Sonic/energy - a really strong combination as others mentioned. Siren's Song is perma out of the box and makes soloing a breeze: put everyone to sleep, kill 1 at a time, repeat if anyone wakes up.

    EDIT: looks you went for fire/ice. Good choice.
  12. Quote:
    Originally Posted by Rodion View Post
    So, it's very misleading to say "Market > Farming." The market cannot exist without playing/farming, but playing/farming can exist without the market (especially now with AE tickets giving you a much better chance at getting useful drops/salvage).
    It's actually more misleading to group playing with farming. You don't have to farm. And yes, the market would still work even if there was no farming.
  13. Fury Flechette

    Sonic / Devices

    Quote:
    Originally Posted by Adeon Hawkwood View Post
    Gun Drone: This one was a big disappointment for me. The damage it does it not that great and having to keep re-summoning it (with an 6-second cast time) makes it more trouble than it's worth. That being said it is kinda cool so my blaster has it (I just rarely remember to actually use it). Slot for damage, accuracy and recharge.
    I think it has a lot of untapped potential as a proc bot. Too bad the procs available for it are so limited, and generally so expensive. The devastation hold proc would go in there nicely for example.
  14. Okay, it's a nice first attempt, but that build (as you probably suspect) has a number of problems.

    1. Slot attack powers with stuff that actually enhance accuracy, damage, recharge and endurance reduction. For example, don't slot Lady Grey's set or the Force Feedback set into two of your better attacks. Just because an IO set *can* go in there doesn't mean that it should. Divine Avalanche for example needs accuracy.

    2. Rise to the Challenge needs to be slotted for healing. It's a regeneration power. It *can* also be slotted for tohit debuff, but that's a secondary concern, slot with healing first.

    3. QR and stamina are nice, but QR + stamina + physical perfection is probably overkill. You'll never run out of endurance on that character.

    4. Forgo the low level, oddball sets like Adrenal Adjustment, Energy Manipulator, Triage. They're not bad sets but they just don't have enough enhancement value. Don't just go for set bonuses. You want good enhancement values first, set bonuses second.

    5. The order in which you took some of your powers is a bit odd. You can forgo stamina for a long while since QR is essentially the same thing but better. You also should take some attacks a lot earlier - they're too good to pass up and you should grab them as early as you can.

    6. High Pain Tolerance should be slotted for heal (hit point boost) first, resistance only if you have slots left over.

    Here's your build I modified, changing over sets, the order in which you took some powers and optimizing slotting. I made this a budget build, but everything in the build with the exception of a small number of pieces are very affordable.

    You can easily make it better by adding Luck of the Gambler +Rech into the Luck of the Gambler's set (replace the Def/Rech or Defense pieces), swapping out Multi-strikes for Obliteration, swapping out Smashing Haymaker for Kinetic Combat, and swapping out the generic heals for Numina Convalescence. I had those in originally, but swapped them for cheaper pieces because it seems you don't have a lot of influence at this point.

    No worries though, because the build will be quite solid. It's hard to mess up a kat/wp build even if you just slot it with SOs. With the IOs in there, you'll be good against most things in the game. You won't be able to solo AVs until you get more recharge, but other challenges will be a piece of cake.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/
    Micheal Constantine: Level 50 Natural Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Willpower
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Body Mastery
    Hero Profile:
    ------------
    Level 1: Gambler's Cut S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(3), S'ngH'mkr-Dmg/Rchg:35(3), S'ngH'mkr-Dmg/EndRdx/Rchg:35(5), P'ngS'Fest-Acc/Dmg:30(5), P'ngS'Fest-Dmg/Rchg:30(7)
    Level 1: High Pain Tolerance Heal-I:50(A), Heal-I:50(45), Heal-I:50(45)
    Level 2: Flashing Steel M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(7), M'Strk-Dmg/Rchg:50(9), M'Strk-Acc/EndRdx:50(9), M'Strk-Acc/Dmg/EndRdx:50(11), M'Strk-Dmg/EndRdx/Rchg:50(11)
    Level 4: Mind Over Body TtmC'tng-ResDam/EndRdx:50(A), TtmC'tng-EndRdx:50(19), TtmC'tng-ResDam/Rchg:50(36), TtmC'tng-EndRdx/Rchg:50(37), TtmC'tng-ResDam/EndRdx/Rchg:50(37), TtmC'tng-ResDam:50(37)
    Level 6: Fast Healing Numna-Regen/Rcvry+:50(A), Numna-Heal/EndRdx:50(13), Numna-Heal:50(13)
    Level 8: Divine Avalanche C'ngImp-Acc/Dmg:50(A), C'ngImp-Acc/Dmg/Rchg:50(15), C'ngImp-Acc/Dmg/EndRdx:50(15), LkGmblr-Def/EndRdx:50(17), LkGmblr-Def/Rchg:50(17)
    Level 10: Indomitable Will EndRdx-I:50(A)
    Level 12: Hurdle Jump-I:50(A)
    Level 14: Health Heal-I:50(A), Heal-I:50(19), Heal-I:50(21)
    Level 16: Rise to the Challenge Heal-I:50(A), Heal-I:50(21), Heal-I:50(23), DarkWD-ToHitDeb:50(23), DarkWD-ToHitDeb/Rchg:50(25)
    Level 18: The Lotus Drops M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(27), M'Strk-Dmg/Rchg:50(27), M'Strk-Acc/EndRdx:50(29), M'Strk-Acc/Dmg/EndRdx:50(29), M'Strk-Dmg/EndRdx/Rchg:50(31)
    Level 20: Quick Recovery P'Shift-EndMod:50(A), P'Shift-EndMod/Acc:50(31), P'Shift-EndMod/Rchg:50(31), P'Shift-End%:50(46)
    Level 22: Build Up GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(25), GSFC-ToHit/Rchg/EndRdx:50(33), GSFC-Rchg/EndRdx:50(33), GSFC-ToHit/EndRdx:50(39), GSFC-Build%:50(40)
    Level 24: Boxing Acc-I:50(A)
    Level 26: Soaring Dragon S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(33), S'ngH'mkr-Dmg/Rchg:35(34), S'ngH'mkr-Dmg/EndRdx/Rchg:35(34), P'ngS'Fest-Acc/Dmg:30(40), P'ngS'Fest-Dmg/EndRdx:30(40)
    Level 28: Heightened Senses LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(34), LkGmblr-Def:50(36), LkGmblr-Def/Rchg:50(36)
    Level 30: Tough S'fstPrt-ResDam/EndRdx:30(A), S'fstPrt-ResDam/Def+:30(39), ResDam-I:50(39)
    Level 32: Golden Dragonfly M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(42), M'Strk-Dmg/Rchg:50(43), M'Strk-Acc/EndRdx:50(43), M'Strk-Acc/Dmg/EndRdx:50(43), M'Strk-Dmg/EndRdx/Rchg:50(45)
    Level 35: Stamina P'Shift-EndMod:50(A), P'Shift-EndMod/Acc:50(46), P'Shift-End%:50(46)
    Level 38: Weave LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(42), LkGmblr-Def:50(42)
    Level 41: Conserve Power RechRdx-I:50(A)
    Level 44: Physical Perfection Heal-I:50(A), Heal-I:50(50), P'Shift-EndMod:50(50), P'Shift-Acc/Rchg:50(50)
    Level 47: Strength of Will TtmC'tng-ResDam/Rchg:50(A), Aegis-ResDam/Rchg:50(48), RctvArm-ResDam/Rchg:40(48), ImpArm-ResDam/Rchg:40(48)
    Level 49: Maneuvers HO:Cyto(A)
    ------------
    Level 1: Brawl Empty(A)
    Level 1: Sprint Empty(A)
    Level 2: Rest Empty(A)
    Level 1: Critical Hit

    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  15. Getting back to our topic...

    I went ahead and made a claws/regen scrapper and tried the TopDoc-do-a-lowbie-AE-farm approach. I didn't succeed. I used the notorious Bobcat city map, had an easy glowie click complete and populated the map with custom earth/empathy allies. I used earth/emp because ice control, my first choice, at low levels doesn't seem to do a lot. The enemies I chose were your standard CoV Mooks.

    Anyways, using that AE arc and all the tricks I could muster, including setting difficulty to +1/x3, I was only able to get 7 bars into level 5 when my time expired. I think it would be extremely hard to get to level 7 in 30 minutes solo.

    Total haul: 378 tickets (below what I needed)
    Level: 5.7
    Influence: 66,782

    Endurance wasn't as much of an issue as I had presumed. I think I have to agree with TopDoc that a blaster of some sort would be the optimal choice at this level range.
  16. Quote:
    Originally Posted by Tonality View Post
    This was removed in i16 so any level can now enter. (with some complaints involving lowbies on Rikti Raids)
    Aye.

    I usually do Atlas->RWZ for quick costume edits and then zone to PI to get to Fire Base Zulu via Portal Corp for the jet pack. You get no debt until level 10 so I suicide myself and land in the PI hospital to make the trip even shorter. It's actually quite easy to avoid anything dangerous from the hospital to FBZ. From FBZ, I use the Pocket D teleporter and then re-enter hero side in KR.
  17. Quote:
    Originally Posted by TopDoc View Post
    I tried an AE strategy at lunch, but didn't quite make it. But I probably could if I fine tuned things a bit. It would be close, and I'd have to take the "sell it now" price for a piece of rare salvage. But since I already won the challenge one way, I won't bother. But I will explain it.

    The object is to earn enough Tickets to buy a piece of rare Invention Salvage, then sell it at WW for 2M. Obviously there has to be at least one category of salvage selling for that much. To earn that many tickets, you need a lot of things to come together. So there isn't really a single strategy or exploit, it's just a matter of killing lots of things as fast as possible to earn tickets.

    First, you need a char with decent AoE damage. I think an Arch/Fire Blaster would be best. I tried with a Fire/Fire Blaster, but I think the Archery primary would be better. Start with Snap Shot. I street swept to level 2, but in retrospect the Tutorial would have given me enough starting Inf to buy Accuracy TOs plus Inspirations. Pick up Fistful of Arrows (I got Fire Ball). Set your difficulty to around 4, and head to AE. Select your carefully crafted mission and start killing. After you hit level 4 and the level-up Inspirations wear off, level up (get Combustion) and continue the mish. At level 6 only leave to level up if you have the time, and take Aimed Shot.

    You must hit level 7 in order to buy Salvage. Once you have 540 tickets and are level 7, buy your Salvage, list it, and pray. Alternatively, go for 1080 tickets and get 2 pieces of Salvage and you've got a guaranteed win. I was at about 710 tickets when I finally hit level 7 (well over the time limit), and I skipped the Mission Complete which would have been another 300 tickets. So I think the 1080 tickets is a reasonable goal.

    The mission is really the key thing. You have to be able to easily finish it, say by a glowie near the start. You can't have really low level mobs or you'll outlevel them fast and have to finish and restart multiple times. I put in mobs that start at level 5, so I was auto-sk'd and fine till level 6. With the Accuracy bonus of Archery plus Accuracy TOs and an ally (below), I should be able to fight +1 mobs, so that single mission would be all it takes. It has to be big enough that you don't finish it and waste time zoning in and out multiple times. I tried the Dreck map, but it turned out to be just too big. You can't control glowie placement in an outdoor map, and it took me a while to find it. The Steel Canyon outdoor map would probably be a better size.

    There are 2 things you can do to make fighting easier. Pick mobs that don't hurt you much, and add allies that help you. For mobs I tried a custom group of Lost. Scrounger Buckshots just have a single AoE that doesn't hurt much, Headmen Blasters only have a medium pistol attack, and the bosses I added but generally avoided. The worst problem I had was frequent knockdown. For help I added a lot of Ice Control/Kinetics allies. I had them as hostages, but I shouldn't have put any enemies around them. I didn't give them any extra powers either, but I should have. And at that level, I think Earth Control/Empathy would be better. The Kins don't get Speed Boost at that level, and there aren't many other useful buffs, but healing will let you take on bigger spawns. Earth Control has Defense debuffs which will let you hit more often, plus Immobs to prevent the mobs from running away.

    That's really all there is to it. Get the right character doing the right mission to hit level 7 within a half hour, then sell some Salvage.
    It's an interesting approach TopDoc. I might give it a go, though I don't think a blaster is optimal. I'm thinking that a claws/regen scrapper would be the way to go since you have QR available at level 4, and hence theoretically less downtime. Claws because you have two bread and butter attacks early.
  18. I tried the crafting approach and failed both times.

    The idea was to get the influence from selling inspirations, buy up cheap and underappreciated recipes with *known* bidders, craft up the recipe and then list them for 10, hoping for a jackpot.

    Sadly, the folks that have the sole bid on a particular crafted IO are usually bargain hunting. In my attempts at crafting, I was chagrined to discover while it would cost me approx. 50k to craft something, I'd only sell it for 10k or worse 1k. I did 2 runs and usually had enough influence and time for 4 crafting/list/sell attempts.

    I did get lucky once and managed to craft a level 22 Bonesnap (believe it or not) and it sold for 600k. Unfortunately, I sold it only close to when I ran out of time. Had I sold it at the early stage of crafting, I might have made it. I ended up with 712,331 inf.

    Had the Bonesnap sold early, it would've given me enough to get me into one of the level 40 niches and that would've put me over the top. Sadly, you have to be lucky to pick the right IO otherwise, you wouldn't make it.

    The crafting approach does have merit, but I think it may be best to study the possible niches before hand for a quick score of 200-300k and then go after a more traditional niche at the level 40 or level 50 range.
  19. The bulk of my DM/Regen's scrapper's build is level 35+ SOs (which are actually the most optimal choice at that level) and frankenslotted attacks. I have zero healing uniques, defense procs or anything even remotely expensive.

    I have generated over 200M from recipe sales alone, so I'm pretty confident in saying that my contribution to the market versus actual consumption is at an exceedingly high ratio.
  20. Freedom or Virtue.

    Freedom if you're inclined towards PvP
    Virtue if you're inclined towards RP

    You don't have to participate in either. Plenty of non-PvPers on Freedom, plenty of non-RPers on Virtue.
  21. http://www.youtube.com/watch?v=_xMQgKUCPGM

    I logged onto youtube for the first time in months and noticed that this was still favorited. Probably the best team PvP video I've ever seen for this game. It also makes me even more disatisfied with what we have now for PvP. That looked like a lot of fun when I first saw the video back in the day and it still looks fun today.

    Also favorited...

    http://www.youtube.com/watch?v=tsDDRLWYOwI
  22. Define what you mean by "most current, powerful leveling blaster". That's just too vague for me.

    Any blaster with sufficient AoEs will do well in teams. So you can almost answer: any/any. Some blasters do better solo than others.

    The power gamers have gravitated to Arch/MM and Fire/MM. Archery/MM because you have a crashless nuke supported by endurance recovery/regen in drain psyche. Fire/MM because of the sheer amount of AoE and single target you can dish out coupled with MM. Suffice it to say, both types will be sporting lots of recharge and might be soft capped as well. Both can also farm hence their popularity.

    However, just because others have success with a build doesn't necessarily mean that you'll like it. In my experience, liking a character and how it plays has a lot more to do with getting it to 50 than being one variant of the flavors of the month. It's why I constantly delete archery characters even though I know they are superior to assault rifle ones. It's why I prefer playing my Rad/MM over my Fire/MM.

    Bottom line: find something you enjoy playing and make it work. Even the fire/fire you mentioned can be toughened up quite a bit in today's IO environment.
  23. If you're intent on soloing GMs, then a support type will help out a lot more than a melee. A rad/sonic def, an ill/rad troller, some traps corruptors and defenders can solo GMs while even the most ridiculously IO'ed melees cannot.

    If you're looking standalone then kat/wp would be the one I chose since solo they can do some rather insane things.

    I recommend you pick a support type character (kin, rad, cold, traps) and work on IO'ing it lightly. In a team setting (even with just 2 players), debuffs and buffs matter a lot more than the quality of IOs.
  24. Quote:
    Originally Posted by Harkness View Post
    That was my fall-back idea, and after failing to find significant Def without gimping my build, the way I was thinking. Can he solo with that build? How frequently does he need to hit Transfusion?
    He solos quite well. He leverages smoke and flashfire. Smoke for the small -tohit and -perception, and flashfire for the mez. He even farms with the build and does it successfully.

    You got to remember that fire/kins were powerful with just SOs. Anything like perma-IW, soft capped defenses or lots of recharge really puts them over the top against just about anything in this game.
  25. Quote:
    Originally Posted by Tarkenchi View Post
    Video for those who couldn't attend:

    http://www.youtube.com/watch?v=q9dXj5pipuI
    OMG, Tark, that was just epic!