Fury Flechette

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  1. Quote:
    Originally Posted by Cyber_naut View Post
    LOL, I should have been more specific - I was testing my def debuff resistance by just standing there letting cims beat on me. As you're obviously aware, it doesn't take many attacks to drop an 8 man spawn on a fm/sd. I was just interested to see how sd's def debuff resistance worked against cims. I've seen your build and it's not much different from mine, so if you can stand in a group of cims (+1 or +2 on the wall) for a while (8-10 seconds) without seeing the failure, let me know so I can figure out whats up.

    In regards to grant cover, I don't think the def debuff resistance is enhanceable, is that right?
    Okay, I just tried this with a group of 52s on the Wall. Sadly, no bosses were present, but I had 3 Lts, the rest minions of mixed types.

    Results: I left my character surrounded by them for 5 mins. She did not die. She did have defense drop as low as 29%, but it didn't stay there very long. More often, the defense would get to 42% but never lower than that. She did drop in hitpoints to 1500 or so (she has close to 2050 or something like that), but regened it back every time.

    I'm fairly sure I could've left her there for another 5 mins and not died. It would probably be different if there were bosses present since the crits would hurt.

    DDR as I monitored it stayed consistently at 69.98%, never falling below or getting higher than that even when I hit hasten.

    I'm not sure what's different on my build than yours. She has 2050 hitpoints, pretty good regen, 85% global recharge, soft capped to all positions.

    Barring bosses, I don't think I could die against that group. I didn't pick that particular group to purposely try to skew the results, I just picked the first bunch of 52s that had spawned on the Wall on Virtue.

    In previous encounters with the Romans, it's always been a string of crits from the bosses that did me in, not defense failure.
  2. Quote:
    Originally Posted by GreenBone View Post
    But I'm beginning to think that by the time I reach 41, there will be no way, even with END reducers in most powers (which I HATE having to slot), that I'll be able to constantly run with all my toys.
    I don't understand this. If you're using SOs then yeah, I can understand how this can be an issue, but cheap IO sets have a lot of end redx built into them. Stuff like multi-strike, which 6 slotted, have like 75-80% end redx built into it depending on the level of the IOs. And the sets are cheap and never go red.

    Throw spines can take the cheap Detonation and Airburst sets. The Dmg/End, Acc/Dmg/End pieces can provide effective end redx without sacrificing offense. Ripper, Quills can take Multi-strikes and Impale can take a whole bunch of cheap ranged damage sets (Ruins, Tempests).

    There's really no reason why you can't be endurance efficient with just stamina unless you've self limited yourself by just sticking with SOs.
  3. Quote:
    Originally Posted by Cyber_naut View Post
    I'm almost to fifty on my fm/sd scrapper. With double stacked membrane'd-up active defense and ba i should be running 75% defense debuff resistance, right? At 47.5% melee defense, I'm still running into cascading defense failures in cim with just a few hits.

    To those of you familiar with this situation - what are the numbers on the def debuffs the cims dish out? I don't have grant cover - if I added that, would I still be vulnerable to the cascading failure? I figured that at 47.5% def and 75% resistance I'd be pretty safe, so apparently I shouldn't have eaten all that lead paint as a kid.
    I've taken my fire/shield into Cim for the ITF and for timed missions many times. Probably more than 20 ITF runs at least.

    I also have 2 Membranes in Active Defense and no Grant Cover. I have *never* run into the situation you have. I've probably died only a handful of times and most of those during a 4-person run where I was essentially the only "tank" up against the autohit mire at the end. The other deaths were the result of a very unfortunate string of crits, but not defense failure.

    If a group of Romans are packed around me, they're usually dead either by AAO fueled shield charge or by FSC + Fireball and a few finishing attacks. The ranged attacks don't do enough to hurt me. I play very offensively and am not a herder, but kill the Romans where they stand.

    Play style and build may account for the difference. I don't know unless I know more about the details of your situation - which I don't. However, I'm just surprised you've run into defense failures at all, at least against the Romans.
  4. Quote:
    Originally Posted by Nemo_Utopian View Post
    just thought that i would pipe in and say that either of the swords works very well with SD.the melee defense in parry stacks nicely with the melee positional defense in shield,and can make for a very smooth leveling experience.the set also has very solid aoe

    as an added bonus their are lots of fun sword and shield costume combo options.
    Katana can't be paired with shield defense.
  5. Quote:
    Originally Posted by Achilles6 View Post
    Actually, the Icon in Independence Port is quicker and safer for lowbies. It's essentially right outside the Kings Row entrance.
    Rikti War Zone. You can get there right from Atlas Park, and it's accessible at level 1.
  6. As a veteran blaster player, let me say that blasters can play very differently from one another. Some are steady but safe soloers (AR/Dev) to pure glass cannon (Fire/Fire), while most fall somewhere in between.

    My Ice/Ice blaster plays like a pocket debuffer with slows, holds. My AR/Mental plays a lot like a regen blaster with the ability to gain back health/endurance recovery and then launch AoE after AoE. The electric/electric I had back in the day blasted very little and mostly meleed stuff (wish I would've kept her since IOs would have added a lot of needed defense)

    My advice is to try out a few different versions. They definitely don't play the same from one another.

    One odd observation I've noticed about corruptors/blasters is that corruptors tend to be more team oriented in the beginning and become very strong solo later in their careers (it's that way with thermal for example with melt armor coming at 38). Blasters are strong soloists at the beginning of their careers, but later on become more team dependent (not that they can't solo, but they shine where other hero ATs can cover up weaknesses).
  7. Quote:
    Originally Posted by MentalMaden View Post
    Again, slight disagreement here. There are plenty of controller powers that are pbaoe but that in no way means you should or have to go tough/weave. In a teaming build, especially one that teams with a good tank tough/weave is pretty inconsequential.
    I agree with you and actually will argue that having leadership, particularly tactics, is by far a much better option if you're teaming. I've seen so many farm builds with tough/weave bite the dust on TFs that it isn't even funny. How do they die? Cascading defense failure + inability to hit their heal.

    So many of these builds are so used the relatively controlled conditions on a farm that they get arrogant and take the same builds outside the setting. All of a sudden, exotic damage types, loss of key set bonuses and the inability to hit stuff just make them almost dead weight, especially since many of them don't have speed boost or ID.

    Now don't get me wrong, if a farm build is purpled out quite a bit, the accuracy issues is mitigated quite a bit, but the budget farm builds still suffer quite a bit and they're still missing key buffs.
  8. Quote:
    Originally Posted by Imaheroe View Post
    You mind posting your build Flechette? Please.
    What I'm currently using. It's a work in progress.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Flame Fencer Issue 16: Level 50 Magic Scrapper
    Primary Power Set: Fiery Melee
    Secondary Power Set: Shield Defense
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Hero Profile:
    Level 1: Scorch -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(3), T'Death-Dmg/Rchg:40(7), T'Death-Acc/Dmg/EndRdx:40(11), T'Death-Dmg/EndRdx/Rchg:40(33), T'Death-Dam%:40(33)
    Level 1: Deflection -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(5), LkGmblr-Rchg+:50(13), S'fstPrt-ResDam/EndRdx:30(17), S'fstPrt-ResDam/Def+:30(17)
    Level 2: Cremate -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(3), Mako-Dmg/Rchg:50(5), Mako-Acc/EndRdx/Rchg:50(7), Mako-Acc/Dmg/EndRdx/Rchg:50(31), Mako-Dam%:50(37)
    Level 4: Battle Agility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(13), LkGmblr-Rchg+:50(34)
    Level 6: True Grit -- Numna-Heal:50(A), Numna-Heal/Rchg:50(40), Numna-Regen/Rcvry+:50(46)
    Level 8: Combat Jumping -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(9), Zephyr-ResKB:50(9), LkGmblr-Rchg+:50(31), LkGmblr-Def:50(50)
    Level 10: Active Defense -- HO:Membr(A), HO:Membr(11)
    Level 12: Swift -- Run-I:50(A)
    Level 14: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(15), Zephyr-ResKB:50(15)
    Level 16: Health -- Mrcl-Heal:40(A), Mrcl-Heal/Rchg:40(34), Mrcl-Rcvry+:40(43)
    Level 18: Fire Sword Circle -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(19), Oblit-Dmg/Rchg:50(19), Oblit-Acc/Dmg/Rchg:50(23), Oblit-Acc/Dmg/EndRdx/Rchg:50(23), Oblit-%Dam:50(33)
    Level 20: Stamina -- P'Shift-EndMod/Rchg:50(A), P'Shift-EndMod:50(21), P'Shift-End%:50(21), P'Shift-EndMod/Acc/Rchg:50(39), P'Shift-Acc/Rchg:50(43), P'Shift-EndMod/Acc:50(46)
    Level 22: Against All Odds -- EndRdx-I:50(A)
    Level 24: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(25), GSFC-ToHit/Rchg/EndRdx:50(25), GSFC-Rchg/EndRdx:50(31), GSFC-ToHit/EndRdx:50(34), GSFC-Build%:50(40)
    Level 26: Incinerate -- Hectmb-Dmg/Rchg:50(A), Hectmb-Acc/Dmg/Rchg:50(27), Hectmb-Acc/Rchg:50(27), Hectmb-Dmg/EndRdx:50(29), Hectmb-Dam%:50(29)
    Level 28: Phalanx Fighting -- LkGmblr-Rchg+:50(A)
    Level 30: Boxing -- Acc-I:50(A)
    Level 32: Tough -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/EndRdx/Rchg:50(40), Aegis-ResDam:50(43)
    Level 35: Shield Charge -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(36), Oblit-Dmg/Rchg:50(36), Oblit-Acc/Dmg/Rchg:50(36), Oblit-Acc/Dmg/EndRdx/Rchg:50(37), Oblit-%Dam:50(37)
    Level 38: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(39), LkGmblr-Rchg+:50(39)
    Level 41: Char -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(42), BasGaze-Rchg/Hold:30(42), BasGaze-Acc/EndRdx/Rchg/Hold:30(42)
    Level 44: Fire Blast -- Apoc-Dmg/Rchg:50(A), Apoc-Acc/Dmg/Rchg:50(45), Apoc-Acc/Rchg:50(45), Apoc-Dmg/EndRdx:50(45), Apoc-Dam%:50(46)
    Level 47: Fire Ball -- Ragnrk-Dmg:50(A), Ragnrk-Acc/Dmg/Rchg:50(48), Ragnrk-Acc/Rchg:50(48), Ragnrk-Dmg/EndRdx:50(48), Ragnrk-Knock%:50(50)
    Level 49: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit

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  9. Quote:
    Originally Posted by W Peace View Post
    That was my thought, but I don't plan to *always* be farming, so would Aid Self be helpful for when I'm not killing 15 baddies in 2-3 hits? What about AVs?
    So using 1-3 small greens somehow invalidates the fact you beat an AV solo? And if you're really concerned about it, just get your base regen up. You're soft capped...how often do you think you're going to get hit anyhow?

    Quote:
    Again, not always going to be farming. With this amount of recharge, is GFS unnecessary? Again, what about AVs?
    The chain I use, scorch-incinerate-cremate, requires very little recharge and I completely melt most AVs. However, I also have 3 purple sets in my current build, and the damage procs make a big difference.

    Quote:
    Won't be wasting my time with Demons. Fire Melee against Fire resistant mobs? No thanks. I only plan on farming Battle Maiden, and she and her crew just don't do enough AoEs to justify high amounts of AoE defense (at least, AoEs that count as AoEs. If I'm taking all the aggro, then their targeted AoEs don't count as AoEs, just as Ranged/Melee, right?) Outside of farming her crew, it's pretty rare when 37% AoE defense isn't enough, at least in my experience.
    I farm a variety of maps and it's funny you justify your position saying you're only going to farm BM but you've already brought up the point about AVs and things outside of a farm situation. Outside of a farm situation, not having capped AoE stinks. Upping your AoE wouldn't even be that hard. 1 more Universal travel in CJ brings you up to 40%+, and 6 slotting stamina gets you to around to just shy of 44%. And 6 slotting stamina with perf shifter has all sorts of good set bonuses too (hps, recovery, +dmg).

    Quote:
    Well, with all of my recov bonuses combined with base stamina, I go from 1-full in 45s. That is gainful recovery, combined with decent end reduction in attacks, I should have more than enough blue to go around. And, when farming, like you mentioned, just as greens will drop, so will blues. If I get into a bind, I doubt there will ever come a time when I can't pop a blue, even if I have to make one.
    Your farming efficiency will be governed most by how often shield charge is up. While fireball + fire sword is great damage. It isn't by themselves enough to take out +2 Lts, which are common.

    Quote:
    So, ixnay on the Aid Self, got it. Move those slots to Stamina (and probably Hasten), got it. However, that leaves me with 2 power slots unfilled. What should I take, and if it needs slots, where do I find them?
    I'd move stuff around and take tough/weave, but barring that. Taking manuevers as a set mule of a LoTG and taking super jump for a little more vertical travel would be my suggestions.

    This is what I currently use. It's a work in progress since I'm debating the purchase of a Gladiator 3% unique (I have the funds, but the build plays pretty well without one).

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Flame Fencer Issue 16: Level 50 Magic Scrapper
    Primary Power Set: Fiery Melee
    Secondary Power Set: Shield Defense
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Hero Profile:
    Level 1: Scorch -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(3), T'Death-Dmg/Rchg:40(7), T'Death-Acc/Dmg/EndRdx:40(11), T'Death-Dmg/EndRdx/Rchg:40(33), T'Death-Dam%:40(33)
    Level 1: Deflection -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(5), LkGmblr-Rchg+:50(13), S'fstPrt-ResDam/EndRdx:30(17), S'fstPrt-ResDam/Def+:30(17)
    Level 2: Cremate -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(3), Mako-Dmg/Rchg:50(5), Mako-Acc/EndRdx/Rchg:50(7), Mako-Acc/Dmg/EndRdx/Rchg:50(31), Mako-Dam%:50(37)
    Level 4: Battle Agility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(13), LkGmblr-Rchg+:50(34)
    Level 6: True Grit -- Numna-Heal:50(A), Numna-Heal/Rchg:50(40), Numna-Regen/Rcvry+:50(46)
    Level 8: Combat Jumping -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(9), Zephyr-ResKB:50(9), LkGmblr-Rchg+:50(31), LkGmblr-Def:50(50)
    Level 10: Active Defense -- HO:Membr(A), HO:Membr(11)
    Level 12: Swift -- Run-I:50(A)
    Level 14: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(15), Zephyr-ResKB:50(15)
    Level 16: Health -- Mrcl-Heal:40(A), Mrcl-Heal/Rchg:40(34), Mrcl-Rcvry+:40(43)
    Level 18: Fire Sword Circle -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(19), Oblit-Dmg/Rchg:50(19), Oblit-Acc/Dmg/Rchg:50(23), Oblit-Acc/Dmg/EndRdx/Rchg:50(23), Oblit-%Dam:50(33)
    Level 20: Stamina -- P'Shift-EndMod/Rchg:50(A), P'Shift-EndMod:50(21), P'Shift-End%:50(21), P'Shift-EndMod/Acc/Rchg:50(39), P'Shift-Acc/Rchg:50(43), P'Shift-EndMod/Acc:50(46)
    Level 22: Against All Odds -- EndRdx-I:50(A)
    Level 24: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(25), GSFC-ToHit/Rchg/EndRdx:50(25), GSFC-Rchg/EndRdx:50(31), GSFC-ToHit/EndRdx:50(34), GSFC-Build%:50(40)
    Level 26: Incinerate -- Hectmb-Dmg/Rchg:50(A), Hectmb-Acc/Dmg/Rchg:50(27), Hectmb-Acc/Rchg:50(27), Hectmb-Dmg/EndRdx:50(29), Hectmb-Dam%:50(29)
    Level 28: Phalanx Fighting -- LkGmblr-Rchg+:50(A)
    Level 30: Boxing -- Acc-I:50(A)
    Level 32: Tough -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/EndRdx/Rchg:50(40), Aegis-ResDam:50(43)
    Level 35: Shield Charge -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(36), Oblit-Dmg/Rchg:50(36), Oblit-Acc/Dmg/Rchg:50(36), Oblit-Acc/Dmg/EndRdx/Rchg:50(37), Oblit-%Dam:50(37)
    Level 38: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(39), LkGmblr-Rchg+:50(39)
    Level 41: Char -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(42), BasGaze-Rchg/Hold:30(42), BasGaze-Acc/EndRdx/Rchg/Hold:30(42)
    Level 44: Fire Blast -- Apoc-Dmg/Rchg:50(A), Apoc-Acc/Dmg/Rchg:50(45), Apoc-Acc/Rchg:50(45), Apoc-Dmg/EndRdx:50(45), Apoc-Dam%:50(46)
    Level 47: Fire Ball -- Ragnrk-Dmg:50(A), Ragnrk-Acc/Dmg/Rchg:50(48), Ragnrk-Acc/Rchg:50(48), Ragnrk-Dmg/EndRdx:50(48), Ragnrk-Knock%:50(50)
    Level 49: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit

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  10. No time for a detailed review, but a few things did stand out.

    1. Aid self. Dump it. If you're farming it's totally unneeded. Green chicklets drop in bucket loads, plus if you're soft capped you won't need them much anyhow. You may never have to use aid self at all.

    2. For farming, GFS is a waste. It's a great attack, but honestly, it's meh for farming. Even +2 bosses go down with my single target chain of scorch-incinerate-cremate pretty darn quickly. And for farming, you're not going to be going up against anything higher than +2, maybe +3 anyhow.

    3. You need AoE defense depending on what you farm. Axis Council and Demons which tend to be favorite farm mobs do hit you with plenty of AoEs. 37ish% in AoE isn't enough.

    4. Hate your stamina slotting. I'd gimp out aid self to put much more slots in stamina. I also think you've way underslotted true grit.
  11. Quote:
    Originally Posted by Werner View Post
    Maybe I should look into one of these, then. I'm enjoying my Katana/Dark kill speed in groups compared to all my single-target specialists, but from the Cats Hour Challenge 2, I know that true farmers kill almost three times faster than me. Hell, BillZBubba's Claws/Super Reflexes kills over twice as fast as me, if I recall. I have a Spines/Dark stalled out at 44 because I somehow just can't get into it. I can't seem to get into other archetypes either, so I don't see myself picking up a Fire/Kin. Maybe I need an Electric Melee/Shield Defense. It might be nice to actually own a farmer for once. How's it for leveling up?
    I farm with a fire/shield/blaze scrapper and am able to get to the 25-26M/hour benchmark in a hour's worth of casual farming (chatting, taking breaks). I think the build is more flexible than an electric shield largely because it has a better single target attack chain, which is a non-factor while farming, but anything but when taken outside of a farm.
  12. A few things that stood out IMO:

    1. I'd echo what other posters said earlier about dropping parry, but if you want to keep it then you're allowed your concept idiosyncracies.

    2. Slotting changes.

    a) I'd put Obliterations into Shield Charge and put Scirocco's into Head Splitter. You want shield charge up as much as possible and want to max out it's recharge. At the same time, Scirocco's has much better endurance enhancement values than Obiterations and that will help out Head Splitter. Either that or switch out Shield Charge and Whirling Sword. Obliterations, while a great set, has lousy endurance enhancement values.

    b) I'd swap the Damage Hetacomb with a Dmg/End/Rech piece from Crushing Impact and not only keep your damage above 95% but also improve endurance and recharge. You're honestly not going to miss the 5% toxic resistance.

    c) The slotting of Deflection is a mess. I'd rather slot 4 LoTGs and two Impervium Armors. LoTGs: Def/End, Def/End/Rech, Def, Def/+global rech; Impervium Armor: Resistance, Res/End.

    That slotting would only cost .12 end/sec compared to your current .11 end/sec and would drop your smash/lethal resists from 29.7 to 29.5. However, you'd gain: 10% Regen, 1.12% hitpoints, 9% accuracy, 2.5% recovery.

    I think in terms of trade offs that would be much better. If you don't like this slotting, then I've seen some builds slot Enzymes in this power to help max out DDR.

    d) True Grit isn't optimal either. I'd go 3 Numina (incl the proc), get the hitpoint bonus (overall, you'd only be losing a little hitpoints because the bonus will offset much of it) and 1 res IO. Conversely, I'd be tempted to 6 slot with Numinas so you can add even more recharge, allowing you to 5 slot Hack with Crushing Impact, since 6 slotting Numina gives you the same ranged def bonus.

    e) In your build, it doesn't look like you placed the slots for level 50. May I recommend you put those in Weave, True Grit, Tough. They'd all benefit from a slot.
  13. Quote:
    Originally Posted by GuyPerfect View Post
    Like I said, I made this thing for Rikti, and it certainly does the job. I clear out whole Borea missions at +0x8 in 10-15 minutes (every enemy on the map), and getting 10 million inf only takes around an hour.
    If I was farming seriously (not goofing off and chatting away like I usually am), then I'd be bitterly disappointed at a mere 10M/hour. I dislike farming (though I see the necessity of it sometimes), but if I'm going to do it, I want to maximize the rate of return I get. I'd expect *at least* two and a half or three times that amount - 25-30M/hour.
  14. Quote:
    Originally Posted by GavinRuneblade View Post
    Just curious, but in a bit over 50 fire/kin posts I have yet to see one build using flight. I've seen a couple with both superspeed and super jump, but none with fly. Is there some reason it is avoided?
    There's no reason why it's avoided. What you see most in terms of fire/kin builds are those that are geared to farming. Fire/kins (for normal play, not farms) will play just fine with fly with one caveat: the immobilize protection provided by combat jumping is valuable. The most irritating thing for a kinetics character is being rooted and being unable to be in the right position to use a heal or get end.

    However, if you understand this weakness and play around it (keep some breakfrees handy), there's no reason why you can't have a good build with fly.
  15. It's not a terrible build but it's far from the best. The things I dislike about it are:

    1. The Decimation set already under-enhances damage on a primary that is already a bit underpowered: electric blast. 5 slotted Decimation only gives you 89% damage enhancement, which frankly stink as a blaster.

    2. I dislike that you have aim and build up vastly underslotted. Even with 66% global recharge, they really need more slots, preferably 3 Recharge equivalent each. If you're going for recharge, 5 slots of Adjusted Targeting give you the 5% rech bonus.

    3. You've violated the Law of Fives in slotting six 6.25% recharge bonuses. The sixth 6.25% recharge bonus doesn't count. Refer to Law of Fives.

    4. You've gone way overboard on recovery bonuses. This isn't a bad thing per se, but electric already has ways to recovery end via power sink and electric blast/electric manipulation isn't anywhere close to being an endurance hog. I'd take slots away from power sink and put them to better use elsewhere.

    5. I think swift is overslotted. The slots could go better in aim/build up. The flight speed buff that swift gives isn't going to be that noticeable in something like hover.

    6. Teleport foe could be replaced with manuevers and used to place a LoTG +recharge. Hover can take that too. If you're looking for recharge bonuses, that's 15% right there you've overlooked. The difference between hover with 2 flight speed and 3 at level 50 is not very noticeable by the way.

    Lastly, it's your build, but if I were to spend a ton of influence on an E^3, this isn't how I would build it. Besides the recharge and better than average global accuracy, there's really not much that distinguishes your build from a SO only build...maybe that's your intent. I would've instead gone with a more all around approach and built for some ranged defense (since you're a hover blaster) and taken less attacks. Also, I'm not a fan of short circuit for electric blasters since even a mob with 1 end can hit you back.
  16. Quote:
    Ok... I'll buy that. But it is only 35 and most of my toons are still sporting SO's, even my main. But if ya had this toon, how would slot it, mule powers to enhances it's effectiveness from 36 to 50? I am looking for ideas.
    1. I dislike the use of IO set mules for most reasons. I've done them for some builds to reach defense caps, but I see a lot builds overuse them and sacrifice functionality of their core powers in the pursuit of set bonuses that add far less value than having good accuracy, damage and recharge.

    2. Blasters live and die by damage first and are helped by mitigation in their secondary. In the case of fire blast and ice manipulation, you want to maximize accuracy, damage, recharge values on your blasts while still having things endurance efficient. The minimums I aim for in any build is 60% accuracy, 95% damage, 33% recharge and 33% end redx (preferably more recharge and end redx), which can be done with either IO or even SO/HO slotting. Mitigation powers like shiver, freezing touch and ice patch should be maximized for accuracy (if they need it), recharge and then end redx.

    I can't tell by your build how well you've applied these basic principles that were pretty much widely known even during the pre-invention days.

    Quote:
    Cookie cutter...... Well for me.... that is taking the prescribe powers at the prescribe time and with the prescribe slotting.
    There's cookie cutter and then there's playing smart. You don't always *have to* take powers in a certain order but there's no arguing that it is more beneficial (faster leveling, easier game play) when you do. You've taken pool powers (assault, recall friend) and bypassed core blaster powers (build up, aim, your tier 3 blast (blaze), one of your best AoEs (fire breath) just in order to say you're not a "cookie cutter" build. Any experienced blaster player would think you're self gimping yourself on purpose. Core powers are almost always better than pool powers. There's no arguing that, and the blaster modifiers on powers like assault are pitiful.

    Quote:
    self limits you've imposed or your play style..... I haven't placed any limits.... and as to the play style.... the power picks should be obvious.... all ranged attacks for this blaster.
    Yes, you have. You've imposed "I won't be a cookie cutter" or whatever that means as mentality, and that's silly. Who really cares if you got the powers at a certain level or not. For that matter, why did you get stamina at level 20? It's because you realize, at some level, that it's the smart thing to do. Grabbing your core blaster powers at the right time is the same thing.

    Quote:
    Fury.... sorry, but I need to ask. Is the only thing that is built for in the forums, a min/max build? I built this toon so it wouldn't have a set cascade failure if it ex'ed down, and still rock when doing 50 missions(no complaints yet).
    If I build to concept, I try to maximize my effectiveness within that concept, and none of my builds have a cascading failure when they ex down. Even without *any* set bonuses, my builds are endurance efficient, have high enhancement values and more inspiration slots than a character at the native level. Pursuit of set bonuses and disregarding smart enhancement slotting is, to be blunt, a stupid strategy.

    Also, teams often mask an individual team member's contribution if there are a multitude of ally buffs and/or enemy debuffs. I can take a SO only blaster on any team with 2 or more defenders and look like a god.
  17. Quote:
    Originally Posted by Scotchguard View Post
    Ok...I'll list my FireKin Farming build by power/slot/set. The "chance to..." IO's I'll mention where they occur. Emphisis for this build was fire resist acc and recharge. I can solo +3 X8 no bosses on the Harvey Maylor Demon farm.

    Ring of Fire/4/Devastation (chance for Hold)
    Char/5/Apocolypse
    Fire Cages/5/Grav Anchor (chance for Hold)
    Hot Feet/5/Armageddon (chance for Fire Damage)
    FlashFire/5/Absolute Amazement (chance for To Hit Debuff)
    Cinders/5/Unbreakable Constraint (chance for Smashing Damage)
    Fire Imps/4/Soulbound Alliegence and 1 Sovereign Right (Resistance Bonus)

    Transfusion/4/Doctored Wounds
    Speed Boost/4/Efficacy Adapter
    Transference/4/Efficacy Adapter
    Fulcrum Shift/1/Recharge IO

    Brawl/1/Acc IO
    Sprint/1/Running IO
    Rest/1/Recharge IO

    Swift/1/Running IO
    Health/4/Doctored Wounds and 1 Numina +Regen +Recovery Bonus
    Stamina/4/Efficacy Adapter

    Boxing/4/Hecatomb
    Tough/3/Aegis
    Weave/4/Red Fortune

    Combat Jumping/4/Red Fortune
    Jump/1/Jump IO
    Acrobatics/1/End Reduction IO

    Heal Other/4/Doctored Wounds
    Heal Self/4/Docored Wounds

    Fire Ball/5/Ragnarock
    Fire Shield/3/Aegis and 1 Damage Resist IO

    Hope this was helpful...Next I aim to build the perfect Shield/Elec Scrapper!!!
    Please don't build your scrapper like you made your fire/kin.

    Please read this: http://paragonwiki.com/wiki/Rule_of_...e_Law_of_Fives

    Your 6th purple set does absolutely nothing from a +rech standpoint And lol @ the Hetacomb in boxing - you do realize right that it does absolutely nothing from a set bonus standpoint since you've already gotten 5 of the same kind of enhancement for recovery/fire-cold resists/accuracy elsewhere.

    According to what you've posted, you're only at 50% recharge since you didn't take advantage of 6 slotting Efficacy Adaptor or 5 slotting Doctored Wounds and/or Red Fortune.

    Also double demerits for not having siphon speed and hasten and taking of all things...the medicine pool.

    What a needlessly expensive, inefficient and wasteful build.
  18. Quote:
    Originally Posted by Moonlighter View Post
    I wish that this game were more solo friendly. Seriously, I figured when I was still running around as a minion that yes, I'd need two friends to equal one frikkin' hero running around. I can accept that.

    And when I finally make it to Lt. status, and I expected to finally be able to solo a hero yeah, I got my butt kicked. By hey, the game is hard.

    So I was thrilled when I got to boss status. Sure my average wasn't great, but I got to agro a few times on blasters engaged with groups of my friends, and occasionally pounding some hero's running on yellow SOs. And when I was running around in early AE missions hitting unprepared players with Build Up? It was all worth it. Heck, I even got assigned to an Arcanaville arc. Good times, good times.

    But this is crazy. I worked hard to get the Elite Boss / AV status. Every now and then some Hero would forget to adjust their difficultly and I'd get to pound on them solo as an AV. I mean, I'm not so egotistical that I can handle losing to some build that is IOed to the teeth. I understand some Masterminds will come romping through the place, or those annoying flying blasters with capped ranged defense.

    But the game was mostly soloable. At worse I'd need to grab help from Marauder or something.

    This, however, is ridiculous. I worked hard to get to AV status. Now you are telling me that me and *8* of my buddies can't bring down one hero? Come on. I realize we are heavy on S/L damage but this is ridiculous.

    When are the devs going to nerf this Nihilii guy? I mean seriously, stick him over in the Defender area. Not those damage and control heavy DDDs or Kins either. I mean like Mind/Emp or something. Or just nuke this guy's IOs. Hmmm. Maybe I'll start the "No IOs for Nihilii" union. If I can get the Praetorians on board, we can organize a strike right as Going Rogue is coming on line. Yeah, that should get some Dev attention...
    ROFL.

    That's seriously awesome.

    And OP, very well done!
  19. Quote:
    Originally Posted by Big_cuban View Post
    So given that my current build will NOT be respeced out of.......

    From 36-50 can you give me some advice on power choices and set slotting that would make this little blaster even better?(please don't just state purple sets).

    BC
    When people ask for build advice I assume they're asking for optimal slotting/advice. However, in this case, you have what is essentially a concept build. There's nothing wrong with that. I have a number concept characters that aren't anywhere close to being power toons, and I have fun with them.

    With that said, it's hard to comment on making your character better because I don't have any clue or understanding of the self limits you've imposed or your play style. The build as it stands isn't anywhere close to *what I consider as* being a strong build.

    Recall is useless for me simply because I don't have the patience for teammates who can't make it to a mission door for a 5-year-old MMO. Further, I don't understand your point of a cookie cutter build since fire/ice isn't anywhere close to being a common build variant for blasters.

    I'm sorry I can't help. Good luck with your character.
  20. This thread contains some of the worst farming builds I've ever seen. At first I thought they were budget builds, but they actually use purples and pricey IOs.

    If you're going to farm with a fire/kin, understand these simple principles:

    1. Recharge is more important than damage. When you've fulcrum shifted (especially when you're double stacked), much of the damage enhancements in your epic blasts don't count because you're already at the cap. So, you want your epic damaging attacks with a decent amount of recharge and as much global recharge as possible.

    2. Accuracy is important. Missing your heal, missing mobs with fulcrum shift, missing siphon speed or transference are all bad. Builds without tactics or without lots of global accuracy bonuses stink. Accuracy means the difference between farming even cons and farming higher conning mobs for more loot.

    3. Survivability is important in farming builds. Having kb protection, capped (or near capped) defense and good hitpoints/regen are all nice to have. However, I'd rather have a build with more recharge than capped defenses given the choice, largely because you can open with flashfire and not worry about it as much. Survivability comes in when you want to farm higher conning mobs or mobs with a lot of mez.

    4. Even SO'ed fire/kins can farm decently. Before inventions, I was farming Battle Maiden with mine with 5 padders, so I know it's possible. However, having lots of recharge, accuracy, survivability allows you greater farming efficiency. In order to have great efficiency, you want to invest in your build.

    5. Don't take your farming build outside of the farm. Farming is really an exercise of maximium gain for as little risk as possible. You are purposely fighting against things that are easy for your build to take on. I hate seeing farming builds on TFs because outside of the controlled environment of a farm, farm fire/kin builds are rather awful. They often don't have their key buffs and the smash/lethal defense they rely on so much on the farms are useless against exotic damage types or against stuff that debuffs defense.

    Just so that I'm put on an even footing with everyone else, the build below is what I use to farm. However, I largely use her primary build now (which is fire/kin/fire and built as a support character) because I no longer believe that fire/kins are the best farmers in the game.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Fire Kin Farming: Level 50 Mutation Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Kinetics
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Stone Mastery
    Hero Profile:
    Level 1: Char -- NrncSD-Acc/Rchg:30(A), NrncSD-EndRdx/Hold:30(3), NrncSD-Acc/EndRdx:30(7), NrncSD-Hold/Rng:30(15), NrncSD-Acc/Hold/Rchg:30(39), NrncSD-Dam%:30(40)
    Level 1: Transfusion -- Nictus-Heal:50(A), Nictus-Heal/HP/Regen/Rchg:50(5), Nictus-Acc/Heal:50(7), Nictus-Acc/EndRdx/Heal/HP/Regen:50(29), Nictus-Acc/EndRdx/Rchg:50(29)
    Level 2: Fire Cages -- GravAnch-Immob/Rchg:50(A), GravAnch-Acc/Immob/Rchg:50(3), GravAnch-Acc/Rchg:50(5), GravAnch-Immob/EndRdx:50(15), GravAnch-Hold%:50(34), EndRdx-I:50(40)
    Level 4: Siphon Power -- Acc-I:50(A)
    Level 6: Combat Jumping -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(46)
    Level 8: Hot Feet -- Armgdn-Dmg:50(A), Armgdn-Acc/Dmg/Rchg:50(9), Armgdn-Acc/Rchg:50(9), Armgdn-Dmg/EndRdx:50(17), Armgdn-Dam%:50(37), EndRdx-I:50(40)
    Level 10: Siphon Speed -- CtlSpd-Acc/Slow:30(A), CtlSpd-Rng/Slow:30(11), CtlSpd-Acc/EndRdx:30(11), CtlSpd-EndRdx/Rchg/Slow:30(43), RechRdx-I:50(50)
    Level 12: Flashfire -- Amaze-Stun/Rchg:50(A), Amaze-Acc/Stun/Rchg:50(13), Amaze-Acc/Rchg:50(13), Amaze-EndRdx/Stun:50(17), Amaze-ToHitDeb%:50(46)
    Level 14: Swift -- Run-I:50(A)
    Level 16: Health -- Numna-Regen/Rcvry+:50(A), RgnTis-Regen+:30(48), Mrcl-Rcvry+:40(50), Mrcl-Heal:40(50)
    Level 18: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(19), KntkC'bat-Dmg/Rchg:35(19), KntkC'bat-Dmg/EndRdx/Rchg:35(34)
    Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(21), EndMod-I:50(21)
    Level 22: Tough -- S'fstPrt-ResDam/EndRdx:30(A), S'fstPrt-ResDam/Def+:30(23), S'fstPrt-ResKB:30(23)
    Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(25), RechRdx-I:50(25)
    Level 26: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(27), LkGmblr-Rchg+:50(27)
    Level 28: Inertial Reduction -- Zephyr-ResKB:50(A)
    Level 30: Cinders -- UbrkCons-Hold/Rchg:50(A), UbrkCons-Acc/Hold/Rchg:50(31), UbrkCons-Acc/Rchg:50(31), UbrkCons-EndRdx/Hold:50(31), UbrkCons-Dam%:50(34)
    Level 32: Fire Imps -- C'Arms-Acc/Rchg:30(A), C'Arms-Acc/Dmg:30(33), C'Arms-Dmg/EndRdx:30(33), C'Arms-Acc/Dmg/Rchg:30(33)
    Level 35: Transference -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(36), Efficacy-EndMod/Acc/Rchg:50(36), Efficacy-Acc/Rchg:50(36), Efficacy-EndMod/Acc:50(37), Efficacy-EndMod/EndRdx:50(37)
    Level 38: Fulcrum Shift -- Acc-I:50(A), RechRdx-I:50(39), RechRdx-I:50(39)
    Level 41: Fissure -- Ragnrk-Dmg/Rchg:50(A), Ragnrk-Acc/Dmg/Rchg:50(42), Ragnrk-Acc/Rchg:50(42), Ragnrk-Dmg/EndRdx:50(42), Ragnrk-Dmg:50(43), FrcFbk-Rechg%:50(43)
    Level 44: Seismic Smash -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(45), KntkC'bat-Dmg/Rchg:35(45), KntkC'bat-Dmg/EndRdx/Rchg:35(45), Hectmb-Acc/Rchg:50(46)
    Level 47: Rock Armor -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(48), LkGmblr-Rchg+:50(48)
    Level 49: Earth's Embrace -- RechRdx-I:50(A)
    ------------
    Level 1: Brawl -- Acc-I:50(A)
    Level 1: Sprint -- EndRdx-I:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 1: Containment

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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  21. Claws/Regen Scrapper. QR at level 4 and you're pretty much set.
  22. Pretty much agree with the dave_p.

    The build has some powers that are taken way to late. Bread and butter powers that should be taken as soon as possible:

    Flares
    Fire Blast
    Fire Ball
    Fire Breath
    Blaze
    Aim
    Build Up
    Ice Patch
    Shiver
    Freezing Touch

    I like Rain of Fire as well too, but it's situational. I don't like blazing bolt. Why take it when blaze does almost as much damage and doesn't root you? There are always better alternatives to use other than blazing bolt. The powers in the above list can be used in many situations.

    Drop assault, drop recall friend. Build up and aim should have 3 recharge SOs or their equivalent, so they are up often. Damage has always been, and still is, a blaster's best source of mitigation.
  23. Quote:
    Originally Posted by Call Me Awesome View Post
    Public raids, the Twilight Avengers were the only SG regularly raiding at the time. We rarely had major issues with them... public raids happened Mon/Wed/Fri and TA raided at other times. Yeah, there was occasional friction but actual conflict was pretty rare. We, the public raiders, had set raid times and TA didn't interfere and we returned the favor.

    Both the public raiders and TA were pretty good at Hami and yellow dawns were rare.

    Of course all this is neither here nor there now, and if people enjoy the current incarnation of the raid then more power to them. I don't enjoy the current raid myself so I do other things instead.
    Heh, Twilight Avengers. Boy does that bring back some memories. I remember a prominent member of that group being publicly tar and feathered for revealing their "secret" Hami raid strategy.

    I'm old enough (game wise at least) that I remember when devices blasters were considered cheaters since they could lay mines before all the Hamidon buds showed up and hence get more than their fair share.

    I've attended the new raid just once and only because the Virtue raid leaders are friends of mine in game and they were desperately short people one day.

    Ever since STF and LRSF came around as a source of HOs and inventions have largely made most HOs irrelevant, I have gladly skipped these. I found them awful back then and awful now.
  24. Quote:
    Originally Posted by _Arda_ View Post
    Hey!

    Well, what tittle says, Armageddon Dam/End in Black Market for CHEAP sale, get it soon!!!

    @Arda
    If it's cheap it will sell fast, but given you have to go to the lengths to actually advertise it, it's probably not as cheap as you or we assume it is.
  25. Fury Flechette

    Farming options

    Quote:
    Originally Posted by Bierfuiz View Post
    Ok there you go, first try:

    Close to 7.1 million inf per hour (100% Nemesis, +0/x8, no bosses).

    1408 critters defeated.

    Post your numbers!
    7.1M / hour isn't a great stat. There are shield scrappers and fire/kins that are getting around 25-30M / hour.

    I've seen my friend's fire/psi in action before the nerf. I would hate to think that fire/psi doms have fallen so far.