Fury Flechette

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  1. I think colorized dark melee fits a speedster concept very well. The punches animate very fast and would IMO be superior to MA using the punching animations. Plus, you get a heal, which is a very nice to have for SR.
  2. I think any group of 4 needs 1 Ill/Rad Controller, only because you can cheese/tank the States TF with one, without needing a tank. As to the other three, the previous posters had great suggestions.

    I'd put in a nod for:

    Traps/Sonic Def - no regen for any AV ever
    Cold/Sonic Def - debuffs, shields
    Rad/Sonic Def - debuffs, debuffs

    That group of 4 could do the Khan TF with ease or do the States TF with 4 fillers (having the 4 fillers quit before the start).
  3. I consider this problem fixed. +0 x8 players, no, no on the Axis America map from Unai Kemen. Prior to the patch, I was getting 2 -6 recipes, 1 - 6 enhancements, about 20 salvage.

    Today: 15 recipes (2 set, 13 common), 6 enhancements, 48 salvage. That's more than acceptable.

    Thanks dev team. And I third (fourth, fifth) the nomination for Archie Gremlin to get Bug Hunter. I'd also recommend EarthWyrm for the badge as well in helping coordinate / consolidate efforts. I also realize it's not a nomination effort, so this is more sentiment than anything else.

    Cheers!
  4. Quote:
    Originally Posted by Postagulous View Post
    Combat jumping = no kb. It might take less time to recover from than other mezzes, but kb or kd really irritate me.
    I'm hoping you don't get disappointed. Combat jumping != no kb. It provides immobilize protection. You can slot either a Karma -kb IO or a Blessing of the Zephyr IO in it to give you 4 points of kb protection, but the power in itself doesn't give you kb protection. Acrobatics, in the leaping line, provides kb protection. Perhaps you're referring to that.

    For that matter, slotting Buckshot with 4 slots of Kinetic Crash or slotting Cloaking Device with a Karmba -kb IO would have also given you kb protection.
  5. Quote:
    Originally Posted by Heraclea View Post
    ...I would like to slot some unobtainable or ridiculous sets like Kinetic Combat and Eradication.
    Across my 20 or so characters, I have at least 17 sets of 4 Kinetic Combats. I respectfully disagree that they are "unobtainable". I used to buy Eradication IO recipes and then sell them. They clearly aren't "unobtainable" either.

    Not all of my Kinetic Combat IOs are level 35s (some are, most aren't). However, I put in bids for level 27 - 34 recipes and just waited, and most of them filled. I paid a fraction of the cost for a level 35. The point is that this is a strategy any player can do, even those that aren't rolling influence/infamy.
  6. Quote:
    Originally Posted by Cy_Jade View Post
    Ok! hello fellow scrappers. To be quite honest, i am in LOVE with scrappers. Ive tryed other AT's only to take a couple faceplants then trade the concept an costume for a scrapper counterpart! (elec or fire blasters have been changed to elec or fire scrappers ;p)

    But anyways, to the point. Ive tryed every type of scrapper primary to atleast 14, EXCEPT for one! Spines. Now i hear spines is actually pretty awsome, an has alot of AoE potential. The problem is i am VERY concept oriented and i just can not happen to come up with a good costume an concept for a spines scrapper.

    Now with issue 16 the options have been opened up a little bit, but i am still at a loss. Does anyone have some suggestions, or creative tips, to make a spines scrapper i can love and stick with! thx
    I've made a magic origin spines scrapper who gained her powers as a side effect of fighting off a demonic possession. But a lot of concepts work, though admittedly, the odder ones work best:

    * Body modification fetish (e.g., Silver Mantis)
    * Queen of Toxins - demonic origin, something akin to what you'd find in the Spawn comic book world
    * Mutant - character is born with a mostly non visible endoskeleton that is only triggered in times of stress; mutation also provides healing from the rupture the endoskeleton causes (or toughness)
    * Cybernetic enhancements - sort of like the body modification origin but with a more tech spin. Perhaps the character is a Freakshow villain gone hero.
    * Transformation - character is a hulk like creature which uses spine and poison attacks once transformed
    * Alien - spine weapons are a natural part of the species in which the character belongs
  7. Quote:
    Originally Posted by Morbid Star View Post
    at current, the only use for Barb Swipe is that it is insane in PvP ... remember in PvP the longer the attack animation is, the more damage it does
    It's actually overrated there too. Barb swipe does about 147 damage base in PvP whereas flurry does 193 (for scrappers). Flurry does have a longer activation time but if you're going to go with something that will root you for that long, you might as well pick the power that does more damage.
  8. Quote:
    Originally Posted by BlackBellatrix View Post
    Are you dual-boxing to help form the TF? Why not keep the dual-boxed toon at 25 and keep it logged in and get to 50 so you have all the slots you need?

    Unless you aren't dual-boxing...
    Not dual boxing. I'm just having a friend logoff on a toon he doesn't use very much and getting 1 filler.
  9. Spine burst - Lunge - brawl - Lunge

    Lunge at 1
    Spine Burst at 2
    Impale at 8

    Barb Swipe - ugh, never take it. If you have to take a filler power, air superiority (or boxing) at 6 and then you can respec out of it later (or keep it) then wait for ripper at 26.
  10. Quote:
    Originally Posted by MrSuzi View Post
    Wha?? How do you solo a Positron? I thought you needed 3 to start and one could drop. How can it be solo'd?
    Requires 3 to start. first character stays, second character logs off (but stays on the team and doesn't quit), the third quits before the first mission and is only there to fullfill the minimum TF requirement.

    Thanks for all the input folks. I think I'm in the right track, though a good argument can be made for both claws as an alternate primary and regen as an alternate secondary.
  11. I've been thinking of rolling a character that can solo the Positron TF as fast as possible. Since, the new ssk rules allow for powers up to 5 level highers than exempted, this TF probably can be done with a lot more efficiency. I'm thinking that a sub 45 minute time is possible.

    One of the possible "can opener" combinations I've thought of is a Katana/WP scrapper. -def to deal with those annoying ghosts, +def from divine avalanche, mez protection, innate regen and decent offensive capability.

    The only thing that concerns me is what to leave out. In looking over various build possibilities, it would seem that I would have to leave out either Build Up or Mind Over Body. I think the following are required:

    Primary - Sting of the Wasp, Gambler's Cut (or Flashing Steel), Divine Avalanche, Lotus Drops
    Secondary - High Pain Tolerance, Fast Healing, Indomitable Will, RttC, Quick Recovery
    Pools: Hasten, SS

    That leaves me with one power pick, and I could either have Build Up or Mind Over Body. I'm leaning on taking Build Up. While I'd miss the resistance of MoB, I'm thinking that Divine Avalanche would make me a pseudo SR scrapper with regen.

    I plan to level the character up to 25 and just stop xp. She'll be my Positron soloer. I'm stopping at level 25 only because there's some recipes I'd like at that specific range, and I plan on doing a lot of random rolls with the merits.

    Thoughts?
  12. Fury Flechette

    Trying to Adapt

    Quote:
    Originally Posted by Organica View Post
    Can I blame you for the one character I have with a bunch of Focused Smith IOs that aren't selling?
    Maybe. I'm selling them pretty cheap, but also getting them cheap, so it evens out.
  13. Fury Flechette

    Trying to Adapt

    I've seen some niches become less profitable (but still profitable), but i16 has opened up new opportunities. I've done a terrific business in "second tier" recipes - harmonized healing, triage, serendity, ruin, focused smite. Profit margins aren't high, but they sell pretty well. Sweet spot seems to be level 30-35. Thunderstrikes, level 30-40, seem to sell out as fast as I list them.

    This will probably change when the folks that are buying these finally get to level 50, but I've also noticed that people are not leveling at the insane rates that occurred with AE. Sure, there's still PL'ing but no more level 50s in 6-8 hours. So, bargain hunting for stuff you can frankenslot your character may be profitable for marketeers for quite some time.
  14. 46.2 Smash/Lethal Defense
    47.2 Ranged Defense
    45.9 AoE Defense
    44.0 Energy/Neg Energy Defense

    I also de-gimped a few powers (adding accuracy to twilight grasp, giving TT some real damage), but used boxing as a set mule.

    Build uses the biggest IO tease in the game, the PvP +3% def IO, but most players would just slot out darkest night, be more than content to have defenses in the low 40s and use the tohit debuffs to cap you.

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

    Click this DataLink to open the build!

    Level 50 Magic Defender
    Primary Power Set: Dark Miasma
    Secondary Power Set: Dark Blast
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Leadership
    Power Pool: Fighting

    Hero Profile:
    Level 1: Twilight Grasp -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(3), Nictus-Acc/Heal(5), Nictus-Acc/EndRdx/Heal/HP/Regen(11), Nictus-Acc/EndRdx/Rchg(23)
    Level 1: Dark Blast -- Thundr-Acc/Dmg/Rchg(A), Thundr-Dmg/EndRdx/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Acc/Dmg(13), Thundr-Dmg/EndRdx(40), Thundr-Dmg/Rchg(50)
    Level 2: Darkest Night -- DarkWD-ToHitdeb/Rchg/EndRdx(A), DarkWD-ToHitDeb/EndRdx(3)
    Level 4: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(17), Thundr-Dmg/EndRdx/Rchg(21), Thundr-Acc/Dmg/EndRdx(36)
    Level 6: Howling Twilight -- RzDz-Acc/EndRdx(A), RzDz-EndRdx/Stun(7), RzDz-Acc/Rchg(36), RzDz-Stun/Rng(37), RzDz-Immob%(43), RzDz-Acc/Stun/Rchg(45)
    Level 8: Shadow Fall -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(9), RedFtn-EndRdx/Rchg(19), RedFtn-Def/EndRdx/Rchg(25), RedFtn-EndRdx(36), RedFtn-Def(50)
    Level 10: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(27), Zephyr-ResKB(37)
    Level 12: Fearsome Stare -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(13), SipInsght-Acc/Rchg(15), SipInsght-ToHitDeb/EndRdx/Rchg(42), SipInsght-%ToHit(43), SipInsght-Acc/EndRdx/Rchg(46)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(34)
    Level 16: Tenebrous Tentacles -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(21), Posi-Dam%(37)
    Level 18: Swift -- Flight-I(A)
    Level 20: Health -- Heal-I(A)
    Level 22: Stamina -- EndMod-I(A), P'Shift-EndMod(23), P'Shift-End%(42)
    Level 24: Night Fall -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(25), SipInsght-Acc/Rchg(27), SipInsght-ToHitDeb/EndRdx/Rchg(34), SipInsght-Acc/EndRdx/Rchg(39), SipInsght-%ToHit(40)
    Level 26: Petrifying Gaze -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(29), BasGaze-Rchg/Hold(31), BasGaze-Acc/EndRdx/Rchg/Hold(40)
    Level 28: Tar Patch -- RechRdx-I(A), RechRdx-I(29)
    Level 30: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx/Rchg(31), LkGmblr-Rchg+(33)
    Level 32: Dark Servant -- Enf'dOp-Acc/EndRdx(A), Enf'dOp-EndRdx/Immob(33), Enf'dOp-Acc/Rchg(33), Enf'dOp-Immob/Rng(34), Enf'dOp-Acc/Immob/Rchg(39), Enf'dOp-Acc/Immob(46)
    Level 35: Dark Pit -- Stpfy-Acc/Rchg(A), Stpfy-Acc/Stun/Rchg(39)
    Level 38: Assault -- EndRdx-I(A)
    Level 41: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(46)
    Level 44: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(45), ImpArm-ResDam(45), GA-3defTpProc(50)
    Level 47: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Def(48), LkGmblr-Rchg+(48)
    Level 49: Blackstar -- Acc-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    ------------
    Set Bonus Totals:
    • 2% DamageBuff(Smashing)
    • 2% DamageBuff(Lethal)
    • 2% DamageBuff(Fire)
    • 2% DamageBuff(Cold)
    • 2% DamageBuff(Energy)
    • 2% DamageBuff(Negative)
    • 2% DamageBuff(Toxic)
    • 2% DamageBuff(Psionic)
    • 22.6% Defense(Smashing)
    • 22.6% Defense(Lethal)
    • 14.1% Defense(Fire)
    • 14.1% Defense(Cold)
    • 20.4% Defense(Energy)
    • 20.4% Defense(Negative)
    • 6% Defense(Psionic)
    • 18.5% Defense(Melee)
    • 23.5% Defense(Ranged)
    • 22.3% Defense(AoE)
    • 2.25% Max End
    • 2% Enhancement(Stun)
    • 5% Enhancement(Heal)
    • 37.5% Enhancement(RechargeTime)
    • 3% Enhancement(Immobilize)
    • 59% Enhancement(Accuracy)
    • 21% FlySpeed
    • 87.7 HP (8.63%) HitPoints
    • 21% JumpHeight
    • 21% JumpSpeed
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Immobilize) 4.95%
    • 14.5% (0.24 End/sec) Recovery
    • 20% (0.85 HP/sec) Regeneration
    • 2.84% Resistance(Fire)
    • 2.84% Resistance(Cold)
    • 1.88% Resistance(Negative)
    • 21% RunSpeed
    • 4% XPDebtProtection



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  15. Quote:
    Originally Posted by OneWhoBinds View Post
    For the entire Task Force - all nearly 4 hours of it - she (gender based on toon) used only 3 powers - Healing Aura and Heal Other, with the occasional Resurrect when someone faceplanted.

    Now, at this, she was at least competent. Never had a single team wipe - came close a time or too, but not a single team wipe - although that may have been more due to having a VERY good Tank. Most the time, we did get through the battles with full health.
    Regardless of how she got it done, she defended the team. Sure, if she continued to be a healbot in later levels it would bad, but in the teens, an empath's primary form of mitigation is healing. Fortitude isn't slotted well enough at that point to be that great or to be distributed to the rest of the team. And low level mezzes aren't nearly as bad the chain mezzes you face in upper levels.

    I'd be wary of teaming with said player in the future unless she mixed it up a lot more and became more buff conscious, but I'd just leave a note on the player and move on.
  16. Quote:
    Originally Posted by Fullcringe View Post
    Something is messed up with Kavaki's mids. 86.8% Energy/Negative energy with just weave/stealth and set bonuses? No way.
    He enabled Hero accolades. Toggle them off and it shows he has around 35.8% ranged with hover on.
  17. Quote:
    Originally Posted by McCharraigin View Post
    Dumb question number one. When Mezzed, Blasters have the use of their first two primary powers, and the first of their secondary. My dumb question is, in this build, where is Flares? Do Blasters not get mezzed in the higher levels?
    Not a dumb question. In most builds, flares should be taken. However, if you're focusing on AoE, I can see the logic of skipping it, knowing that you're sort of gimping yourself if you're mezzed. However, since you're at capped S/L defense, the argument is that you're mezzed less.

    Quote:
    Dumb Question number two. I was under the impression, ie I read this somewhere and now can't remember where, that the Fighting pool was Meh for Blasters and not worth the endurance cost....which confused me, as getting the fighting pool is something I take as soon as possible on all my squishy scrappers. Fighting pool is ok for Blasters? I am leveling a Rad/Ice who is AlWAYS in melee, and has been from level 2...and with her powers being what they are, I cannot see her stopping this practice.
    Fighting pool is largely taken mostly as a series of set mules. 4 slotted Kinetic Combat in boxing or kick (which is never used or even on the tray), Tough so they can slot the Steadfast Res/Def earlier than level 41 (if they so desire) and Weave, which is the only toggle really run, which can give 5%ish defense when slotted. Tough can be run too (if you have good endurance recovery, which IOs make possible), and stacks nicely with your epic armor for respectable amount of resists.

    Whereas in the past, a blaster running fighting pool would've been laughed at, IO slotting allows for unconventional power choices to work. Generally, fighting pool would be awful if it didn't allow you to cap defense in some way.

    Another thing that makes fighting pool more attractive is that mezzes don't drop defensive toggles.

    Quote:
    Dumb Question number three, I noticed in one build the Steadfast level 30, was put in a level 44 power when it could have put it into Tough at level 28 ...which brings me to my last dumb question...

    Dumb Question number four-Lots of level 50 IOs sets. Are you going to be exempting? If not, that answers my question about Dumb Question number three. If you are, you can only exempt to level 47 and retain full bonuses. The way issue 16 is set up to be exempting friendly, exempting is something to consider when planning what level IOs to use...or is this to be your main build, and you have a second one for exempting?
    I recommended putting Steadfast Res/Def into frozen armor because replacing the one of the 4 Reactive Armor pieces would lose a valuable 2.5% smashing/lethal defense bonus (note: he's going for soft capping the defense). Replacing out one of the Gift of the Ancient pieces on the other hand, costs you some defense enhancement and 1.8% max end (which is a nice bonus), but better to lose that than the 2.5% smash/lethal defense. If you have an open slot, you can still make an argument that the res/def should go to frozen armor since the resistance portion of the IO will enhance the resistance values of frozen armor, whereas the 4 Reactive Armors, cap the resistance value of tough.

    As for exemping, that's entirely a player's choice. Generally, I don't worry about global bonuses exemping largely because I assume that my character's more slots/powers and larger inspiration tray already gives it an advantage versus natural characters of that level.
  18. Quote:
    Originally Posted by Harkness View Post
    I asked this question over in the general forum, but I thought I might hit more people with blaster experience over here:

    When building for Defense, how effective is S/L Def versus Typed Defense?

    For the blappers, I'd guess that S/L softcap is easier to hit than Ranged, AoE and Melee, but do you spend a lot more time mezzed as a result? Granted, you'll still have your primary attack chain, and that wonderful S/L Def, but do you find yourself down to the restricted chain a lot of the time?

    For the fliers, I'm assuming Ranged and AoE Defense are a lot more important than Melee, or even S/L?
    Depends entirely on play style. If you're ranged type blaster, ranged/AoE works great. If you use your blaps alot, then S/L defense. Both are effective, and one isn't necessarily better than the other. While it's true that many attacks have a smashing/lethal component, it's also true that a ranged blaster is often attacked with less powerful attacks than a blaster that is much more up close. Strictly on a ranged basis, ranged positional defense is better than S/L. S/L though is better in all around situations.
  19. Quote:
    Originally Posted by NeonPower View Post
    i noticed you had one free slot, so i took one from somewhere else and put both of them on frozen armour and added the 2 +3% def procs so your now soft capped in S/L
    I never plan builds around the PvP 3% def IO...they're just not in reach of the average player. If I scraped around a bit, I could buy one, but I'd rather completely outfit 4 or 5 complete characters with that influence instead.
  20. Quote:
    Originally Posted by Phoebe_Ponderas View Post
    Choosing between great AoE and more survivability is hard lol. I'm currently playing both the Elec/Shield and Dark/Shield trying to make up my mind. Dark is of course easier to level at low levels with the accuracy debuff, but I know the AoE will be great later. On the other hand, I'll have no way to drop their accuracy at all later so fighting large spawns might be dangerous. On the other hand I could just blow up the entire spawn in a couple seconds and not worry.

    T_T I'm so bad
    Not to cloud up the picture any, but I went fire/shield/blaze and have excellent single target and AoE.
  21. Quote:
    Originally Posted by Anonym View Post
    In all the MMOs I've played, melee has been my thing - I've always been either melee DPS or tank. I've played scrappers, brutes, and stalkers to various levels in CoX, but I'm really tired of trying to be successful in PvP with melee. Most of my kills the other night (as a BS/SR scrapper) were from my dark blast power; I took this as a sign that it might be time to change things up a bit.

    I'm working on a psi/mind blaster right now, which looks like it has potential in RV, especially IOed up. I thought I might change things up a bit with my power pool choices, and got TP foe, TP, and Hover to use for positioning myself and potential victims, with concealment for stealth/invis and PS (everybody's doing it!), and of course the all-important fitness pool. I'll also pick up force mastery for FoN and a few other things, because the idea of a blaster with 75% resist to all but psi for two minutes at a time is just fun.

    Anyone have any advice? Will the TP/Hover combo give me a decent chance in PvP or should I just respect asap? Are there any specific blaster PvP strategies I should be aware of?

    Thanks.
    TP Foe is garbage in PvP. If you're basing your build on that, you're in for disappointment. TP foe phases the targeted player. All it can be used for is for droning other players, since the drones can still kill a phased player.

    TP and hover sound great on paper, but what will you do if they webnade you? TP suppression is awful and a webnade will ground you.

    If you want to PvP as a blaster focus on mezzing. Put the Fortunata Hypnosis Chance to Placate Proc in Will Domination and Devastation Chance to Hold in your other blasts. It's stupidly cheap, but there's no stopping other players from doing the same. Once they're mezzed for 3-4 seconds, it's trivial to fire off your blasts to finish off your target.

    Also, since post issue 12 PvP is all about damage spam, you'll want hasten and as much recharge as you can get.

    I honestly wouldnt' worry that much about FoN and all that other jazz. Blasters have innate resistances in PvP zones and if simply take tough and your epic shield, you'll have pretty high resistances. However, that really shouldn't be your focus since you'll just do better by just spamming the damage along with the mezzing procs.
  22. Quote:
    Originally Posted by milehigh77 View Post
    capping S/L is not my cup of tea but i have 2 changes you can make that will put you over the top.

    Replace Fire Breath with Boxing. If you're intent on staying in the thick of things then repositioning for FB could become tiresome.

    Put another 4piece Kinetic Combat in Boxing to get you at the cusp of softcap.

    Leaves you with 2 unspent slots. Place one in Stamina & the other in Tough.
    Slot the proc in Stamina & slot Steadfast unique in Tough.

    Booyah!
    He's at 40.8%

    Steadfast Res/Def in Frozen Armor = 3%, replace the Def/End/Rech (minus some defense).

    Take a slot from Fireball, Hoarfrost, Hasten and 4 slot Ring of Fire with Enfeebled Operation = 2.5%

    Smashing/Lethal Defense = 45.2%, and you get to keep Fire Breath.
  23. I don't know your play style, but I wouldn't play that build. How familiar are you with fire blast and fire manipulation? I'm guessing, not very.

    Here are some things that I would do differently.

    1. Take flares. When mezzed, blasters can fire off their tier 1 and tier 2 blasts and their tier 1 secondary power. For fire/fire, that means they can use flares, fire blast and ring of fire. Flares used to be a junk power that no one took anymore, but that's not the case anymore and it's now a very effective attack. Same with ring of fire *if* it's slotted up for damage.

    2. Blasters live and die by damage, and they should slot up every attack up to the ED maximum of 95% (or more). You have several attacks (in fact, almost all of them except for blaze and rain of fire) that are poorly slotted for damage, some that are poorly slotted for accuracy, recharge and end redx. I usually aim for 50%+ accuracy, 95%+ damage, 33%+ recharge, 33%+ end reduction, all achievable with either smart IO or SO enhancement slotting. The most irritating thing to a blaster: having the minion or Lt at a sliver of health and able to fire back at you. When you blast something, you want it down for the count.

    3. Combustion, hot feet, blazing aura, bonfire - some players love them, I think they're garbage. They're great powers for tankers and controllers who have either the crowd control, defense or hitpoints that can use them to great effect. For blasters, they're an invitation to get a lot of aggro and face plant. On paper, the powers sound great, but in actual practice, they don't work out the way you think they should.

    4. It's pretty clear to me that you don't understand how set bonuses work, otherwise you wouldn't 4 slot Decimation, ignoring it's very important 6.25% recharge bonus or overslot powers like rain of fire (which run into ED limits on damage). Also, none of your global bonuses match...you have a little bit of recharge, a little bit of different kinds of defense, some hitpoint bonuses, etc., but none of which combined add up to anything significant. If you're going to spend that much influence on IOs, try to maximize one or two aspects and focus on getting bonuses that give that aspect. For blasters, popular bonuses are ones that grant +recharge, +ranged defense, +smashing/lethal defense, +hp and +recovery. Considering the haphazard way you slot stuff, maybe go with a frankenslotting approach (buy cheap set recipes and maximize their enhancment values)? That would be more effective than what you have and far cheaper.
  24. Quote:
    Originally Posted by cp2_4eva View Post
    I do the whole crafting and selling bit. The things are not selling of course like they used to though. I've had the same number of rares and common sitting in the WW for like a couple weeks and no one buys them. I was almost tempted to snatch them back from the market and lower the price, but I'd be out like a couple hundred thousand inf. I actually have a numina heal/end up there. Surprised that didnt get snatched up. But yeah, playing the market these days seems like a more meticulous endeavor. Me and my GF will spend an hour crafting, selling, buy, recycle. But yeah like you said, the impatient get penalized.
    Then the price you're setting is too high. There's just a handful of recipes / IOs where you can set the price at the going rate (or higher) and expect it to sell quickly. The rest of them can sit a long time if you set the price at the last five sold. A Numina Heal/End isn't one of the recipes that can guarantee to sell quickly.

    I prefer to realize profit by setting modest prices and making it up by volume. Occasionally (actually, frequently) I get the prevailing market price or higher. Sometimes, the IO gets sold at a discount, but still at a profit. I started a new alt recently (currently level 33) and she's sitting on about 212M influence. There's plenty of players who have considerably more at the same level, but it's enough for me to outfit her out decently. Probably, when she's level 50, I'll have in the neighborhood of 600-700M, and that should be enough to get her everything short of purple recipes.
  25. 1. The drop rate is currently borked on live, but a fix is on the way. Synapse hasn't revealed the bug that is causing the low number of drops, but has admitted that it is caused by an old bug that has resurfaced. After the fix, the drop rate should return to normal.

    2. AE, especially those with custom critters, give out terrible rewards. I tried a Developer's Choice arc recently and it gave me 71 xp for a yellow conning minion (compred to around 450 xp for a normal, canon mob). The ticket reward for such critters are also substantially reduced. I hate to say it, but if you want a decent number of tickets, you make a custom arc, fill it canon mobs (Council, Circle of Thorns, etc.) of all types (minions, Lts., bosses), and then farm it at +0 level x 8 players, no bosses difficulty.

    3. You can still use the market to get what you want.

    * Salvage prices have largely crashed, but this makes crafting common IOs much cheaper. There's still a steady and reliable profit to be made by just taking cheap salvage, memorizing a recipe and turning it into an IO that someone wants. I've actually been surprised by the high prices of some of the common IOs on the market.

    * There are plenty of market niches, where you buy an uncommon recipe right off the market, buy the required salvage right off the market, craft it and sell the crafted IO for a substantial profit. Crafted IOs can fetch up to 20-30 times the price of the raw recipe. I'm actually not sure why, because anybody can simply just buy the recipe and the salvage and pay the low price themselves. The market penalizes the impatient or those that don't want to craft things themselves.

    * With rare salvage prices going up, flipping rare salvage can be profitable again. If you see the last 5 prices as 1.5M, 1.5M, 897k, 1.5M, 1.5M, someone bid on and acquired a piece of salvage at the 897k price. They in turn either used it in a recipe or relisted the salvage to realize a profit (probably listed it at 1.4001M or the like). I personally don't go for this particular approach in my marketeering, but just mention it for the sake of inclusiveness.

    4. You can use merits to get what you want. Blue side story arcs for example can yield a surprising amount of merits, and I know some players who essentially farm these story arcs over and over again (boring, but profitable). However, just going for the Task Force Commander accolade can yield you 282 reward merits. 200 of that could be used to buy a LoTG +Recharge (either to use or sell on the market) or you can do 14 random recipe rolls (that's what I'd do).