GavinRuneblade

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  1. You nay want my help on builds. I know the theory but in practice my builds are as gimp as they come. =)

    No mids for Mac users makes building rough.
  2. I've been running +1/8 rikti missions from levantera on mine. No purples for me in over a year now =(. Do you run a specific mission or just take randoms?

    Keep in mind my character is still junk slotted while I manage to pull the IOs for a real build. I open with the leviathan breath attack for the big aoe -20% resist, then bu/LR/thunderstrike/havoc/chaininduction, then just cycle fast attacks until thunder is back up.

    I like chain because it is the second highest damage attack elec has after jacob's ladder, and it reliably hits 3 to 4 enemies where as the ladder 99.999999999999% only gets one. It is also fast, low end, and recharges quick. For my money, I'll take it over havoc punch if I had the option. It hits harder, recharges faster, animates faster and has a chance to get 5 enemies. I can't imagine going without it.

    I'm looking to try to get a chain out of havoc, chain, gloom, thunderstrike and dark obliteration that is 90% AoE goodness. LR tossed in when its up.
  3. Quote:
    Originally Posted by Fleeting Whisper View Post
    2.997 times the HP of a lieutenant at lv50, exactly 3 times the XP of a lieutenant. Barring the boss having higher resistance to your damage type than the lieutenant (which isn't a given, especially if we're talking about the 'No Bosses' option which will downgrade a boss into a lieutenant with the same powers as the boss), the boss is actually slightly better XP/time. (Of course, individual critters may have XP modifiers or powers modifying their HP.)
    I lost the thread, but Arcannaville has stated that both per point of damage and per point of endurance a +2 boss is the most efficient source of experience. The thread seemed to back it up and is where I learned the joys of fighting super-low-level bosses with my low-damage characters.

    The thread was trying to determine if endurance cased a functional limit in exp gain or if anyone was able to gain exp faster than Arcanna predicted based on her understanding of end.
  4. Also, you can work on your defenses so you have less chance to get hit by the stun in the first place.
  5. GavinRuneblade

    Tf / sf

    Quote:
    Originally Posted by Sailboat View Post
    The main problem with the Shadow Shard TFs is the gravity geysers don't work consistently enough to get you everywhere. Some of them jump way short or long (even if you correctly turn off your own travel toggles) and some just go nowhere.

    If they worked reliably, the Shard TFs would just be long, not long AND bafflingly frustrating.
    The Shard missions (outside tfs) need to be turned into arcs. The Kora Fruit needs to be tweaked to be something worth going after. I think giving the shard the same kind of makeover as the hollows would be awesome.

    Going Co-op is a little odd, but I'd enjoy it. The current cannon has Arachnos with only limited portal technology, part of Naylor's arc you have to help them get access. I can see a nice new arc unlocked by doing Naylor that mimics the way you access cimerora by letting you access teh shard via arachnos portals. Could be fun.
  6. Quote:
    Originally Posted by Klatteja View Post
    Easier still, especially with a richer alt emailing the funds to a poorer low-level alt,
    Just stepping in because statements like this encourage wrong thinking. The two large insps you get in the tutorial reliably sell for between 50k and 100k. Since the raptor pack is only 10k, and the recipe is only 40k, you have double to triple the funds required at level 1 on every character except for a VEAT with no need to have an alt email funds.

    Not to mention the ability to pull common IO recipes off the market for 100 inf and sell them to a vendor for up to 100k inf. Since I'm talking about commons there is an infinite supply from the crafting tables so you're not doing anything to hurt availability.

    @Postagulous
    Quote:
    And one more thing irritating about Temp powers...why can't we see what they do before we craft them? And why can't we see what we need to craft them until we have them in our hands?

    Baseball bat ftl.

    Hand grenade and the one that's Energy Blaster's cone are good though.
    The envenomed dagger is near godlike with its -regen for fighting AVs and GMs. Just amazing. The Stun grenade is situationally useful enough that I make those.

    The backup radio is fun. Not a shivan, but solid. Too bad it's so expensive to craft.

    All said though, I really with the crafted jet pack had different graphics. Day job pack, raptor pack, crafted pack, and redside sky raider pack are all identical. Very lame.
  7. Quote:
    Originally Posted by Mad_Cow_Milk View Post
    Hello Board,
    Could you help me out really quick please? I have a level 20 Claw/Ninjitsu Stalker I am bringing to an event tonight, but it is rather old and could use a quick re-specification. I was wondering a few things.
    1. Can a defensive focused stalker work? I really like the looks some of the mystic defensive ability and would like to focus on them.
    2. Should I worry about the stamina ability?
    3. Which movement ability would work the best for a stalker, offensive or defensive.

    In the end I am looking for a stalker that works the best, and is the most helpful in a team.
    Works the best is really subjective. But claws is a great set so you should be happy with it. /Nin is possibly the most popular secondary.

    1. In general, Defense is ideal, positionals slightly better than typed. Not sure what you mean by Mystic unless you're talking about the Mu Patron set.
    2. Health and Stamina are very helpful to every build, but almost never necessary. Take them if you can fit them in, they will make everything you do easier, reduce your downtime, and increase your survivability and your endurance will increase your damage output. Can't go wrong there. But if your build is tight you can simply put more end reduction in your attacks.
    3. Combat Jumping plus Super Jump tends to be the fastest/most versatile. Fly is the easiest. If you go with Haste then Super Speed is only one pick away and on stalker builds that is helpful for saving power picks.
  8. Quote:
    Originally Posted by Carnifax_NA View Post
    A vocal minority solo AVs and GMs. (quite rightly vocal too, it's a decent achievement to pull off). Soloing the PvE game is nothing like soloing AVs.*


    And nothing solos them "easy". Ill/Rads are probably the best at it but even they need help for when PAs are unavailable (either through Temps or IOing themselves so that PAs downtime is minimal).
    I will say that from reading a few posts (Silverado, Top_Doc, and Werner off the top of my head but I KNOW there are more) a person could be forgiven for thinking it was easy. When there are posts about how many AVs have been solod without temps or insps, and when someone solo's 9 AVs simultaneously, or Silverado taking out GMs and such with a blaster, you kind of gloss over the 30-minute plus length of each attempt, the number of failures it took to learn the strategy, etc. and just go "wow that's awesome, I have a ton of money I bet I could make one of those builds". It's a lot more than just the build. Those are darn skilled players too.

    With way more patience than I have. =)
  9. Quote:
    Originally Posted by MeleeMadness View Post
    Yes, this is blasphemy!

    I was wondering, with the new demon summoning set out, if a party that consisted of only three players would be able to do all the content to include killing AVs?

    The theme would be dark and fire to fit the demonic hellborne concept. So, a DS/Thermal MM and a Fire/Fire Dominator and Fire/Dark Corruptor

    The fireworks would be splendid.
    You can't trio Hamidon. Though if you're satisfied with the illusion, you could probably pull off taking down the version in the lady grey once they fix the current bugs.
  10. Quote:
    Originally Posted by SwellGuy View Post
    If you consider how many canes you need to buy everything from that elf, it's not that surprising.
    The only reason it's "surprising" is that so few items get to over 1,000 bids. Usually 15 is considered a lot of bids =)
  11. Quote:
    Originally Posted by Impish Kat View Post
    Things that should take minimal effort & resources to do.

    * change beaker rack back to original artwork. introduce new artwork (with beakers) as new alternative item.
    Even less work would be to leave the beaker rack as it is, and reintroduce the old art as a new item. This puts the burden of effort to fix existing bases on us, but it is less work for them, thus more likely to happen, and has essentially the same outcome.
  12. GavinRuneblade

    New Zone?

    I don't recall all of them, but there are two or three NPC messages like that talking about Croatoa as mentioned by Gromar.
  13. Quote:
    Originally Posted by tellyk View Post
    Thanks for the responses all. I guess I was shooting for survivability/farming, as I need a sugar daddy for all my little alts reaaaaalllly bad. The builds so far are interesting, but it is impossible for an elec elec brute to reach the caps for Defense or Resist and still be able to output acceptable damage?
    Well, I think resist capping anything but energy is impossible short of using insps and the tier 9.

    On defenses, I think you can cap one position and/or s/l but you gotta realize your starting from the same spot as a blaster or defender when going with defense. And, again, if it's for farming you don't need to cap, you just gotta be within one purple of cap, and you only need to pick one category then farm a mission that only does that type.

    On elec/elec that means energy damage (for capped resist) and typically s/l or melee defense.
  14. Thanks! So compared to my build you picked up lightning aura earlier, dropped jacob's ladder and chain induction for dark obliteration. Not sure where the other power went that I don't have and you do. Oh, I see it, superspeed. Hmm.

    What is your attack chain?

    When you get down to bosses only, how do you take them down with no ST attacks but gloom and havoc punch?
  15. Quote:
    Originally Posted by Frosticus View Post
    You guys have both mistaking "harder" with "higher level" and is not what I mean at all (well maybe a tiny bit, but not the focus of what I'm saying).

    See how those thunderstrike global acc buffs hold up with a couple Nerva Spectrals on you, or hurricane from a Storm Shaman, or multi-stacked vengeance Nemesis.

    You aren't fighting hard enough enemies if you find -def to be of no value. By hard enough I mean enemies that have powers that make the game harder, not just enemies that hit you harder and take longer to die.

    I would say the same thing to anyone that says they find status protection to be unnecessary, or any other number of things that are too easy if you stick to the most mundane enemies to be found. If you find something unimportant it is becasue you aren't facing hard enough enemies. That is fine, as it is a conscious decision, but it is decidedly different from saying it has little or no value.
    Ok, then you and I are 100% in agreement on definition. =) And I think the rest of my earlier post shows that.

    I hope it does anyway.
  16. Quote:
    Originally Posted by StrykerX View Post
    There's also the 2 Zephyr / 1 Fly / Karma -KB / Kismet 6% to-hit / LotG 7.5% recharge slotting for people who actually use Hover to fly around with and want all those juicy special IO bonuses.
    Why a karma -kb instead of all three zephyrs?
  17. Quote:
    Originally Posted by Futurias View Post
    No, I said it spawned a +1 to the mentor, which happens *normally* during play.
    Then I misinterpreted. The way you phrased it it sounds like you turned it up +1. Sorry.

    Quote:
    Which I had pointed out 1 acc is fairly standard (and one DO is what a lot of level 17+ people have slotted.)
    I find there really is no standard. Some people love the challenge of +2/3/4 setting, some like -1/x3/4/5. Those two groups will have totally different slotting. Brutes rarely slot damage because they can cap on fury for free so why bother. There is no standard. People sometimes think there is, but there really isn't. What there are, are percentage chance to hit based on your level, the enemy's level, and your power and accuracy slotting. Against a +2 enemy if you want to maintain an 85% to hit or better, 1 acc is not enough. Standard for those who run at +2 difficulty is to run 50-60% slotted. On DOs that means up to 4 of them. And that is standard in the terms of the people who run that difficulty. Some like to do the Yin-Os from Faultline to save on slots. Standard for people who run at -1 is to skimp on accuracy in favor of endurance and recharge. that's also standard.

    Quote:
    That *is* telling me how to play. I'm not a big fan of buying/selling items to make enhancements. It makes the game a grind (ie. work) instead of play.
    If giving you options and letting you pick is telling you how to play, then you have a truly unique and non-standard definition that doesn't fit with pretty much anyone else who speaks English.

    Again and expanded:
    1. turn down the difficulty for arachnos missions (and any others that are harder for your particular build and duo), turn it back up afterward.
    2. slot more acc less damage
    2a. version 1 use IOs
    2b. version 2 using your existing 3 slots go 2 acc 1 dam instead of 1 acc 2 dam
    2c. version 3 add 1 extra slot for accuracy
    2d. pop yellows as needed
    2e. use your second build to have a team build with leadership
    2f. talk your partner into getting leadership =)
    3. skip arachnos missions and fight other enemies (at your level I enjoyed Croatoa and Striga, but the Warshade specific story arc is very fun also)
    4. Start a pug for arachnos missions and then leave again afterward
    5. Work on pulls and controls (warshades have stuns, knockback, holds, immobilizes and every attack slows) to spread out the enemy and take them piecemeal.
    6. On my regen I used to like to slow bosses and run them in circles around pillars and other obstacles while I healed up faster than they did. You can do the same while a key power recharges.

    I'm sure there are more options too.

    Quote:
    I buy them only sometimes, because I would rather play than grind recipes and salvage.
    So buy the recipes and salvage. Or craft only what drops by sheer luck. No grinding necessary. What I do is I put everything that drops on the market for less than 100inf unless I know it is worth more than 1 million. When I shop, I click the "for sale" and only buy what is available right now. No marketing, no farming, no trading inf from character to character, No grinding and I only craft if I need to and feel like it. I'm with you on preferring to play. It really is a lot easier to do than I think you give it credit for. Hell, I find the market faster than selling to quartermasters because I can dump whole stacks at once. And it's always nice when a common salvage that vendors for 250, which I listed for 1 sells for 100k. =)

    Quote:
    Actually, I was noting that since they redid the difficulty (because duos did not used to spawn bosses ever for 13ish issues) that they've made a lot of piecemeal changes to how teaming and difficulty affects gameplay.

    Bosses spawning on Duos is part of that. Specifically placed bosses in missions are still harder than Lts., even when they are downgraded. They hit harder and have higher resistances than a comparable Lt. of their own faction (I found that out the hard way running into a downgraded Troll boss.) So to say that they are 'just hit point' differences doesn't fully match their difficulty.
    Actually this is a mix of correct and partly correct. So bosses did used to spawn, it was rarer but not never.

    Also, downgraded bosses do not technically hit harder than lieuts, what happens is they tend to have better powers. So if both a lieut and a downgraded-boss hit you whit "hack" from the broadsword set it would deal the exact same damage. But the downgraded boss might also have disembowel which has a higher base damage than hack, and the lieut probably doesn't have it. Also, the boss probably has more powers so spends less time waiting on recharge before taking his next swing.

    So you are right that it is more than just HP, but downgraded bosses don't have a higher damage modifier, they do (as you said) have better powers.

    that said, on my squishiest characters I don't turn bosses off until 17-20 (depending on the character) and I turn them back on again as soon as possible because they are absolutely the most efficient way to level (measured in both damage dealt per exp gained and endurance spent per exp gained).

    Quote:
    When they first did this about a ten months ago, I started to run into fairly broken things. Boss and Lts. from a single click from Trick or Treating.

    Random spawns in some missions were 3 Lts. and five minions (and this was not an over-lapping spawn. It was one spawn.)

    So I've been carefully noting the spawn difficulty for duos, because they've been frankly unfun and dangerous to play against.

    In fact, in the last ten months or so, I've probably quit playing at night in disgust at team wiping with my friend more than I had in the previous five years.

    There is something wrong with some of the spawns. Somebody ran some numbers and said, 'This should match the proper difficulty per player,' and forgot to actually take into account front-loaded, back-loaded and the random +1 mobs.
    Actually, if you experiment with making missions in AE you can see exactly what's happening.

    There is a mission setting called pacing. Which has values from flat, random, up, down, etc. In a "flat" mission every spawn is exactly the level of the mission. In a random, they vary from +1 to -1. In up, they start at -1 and build to +1 in the back.

    Next, some mission components (guarded hostages, destructible objects, ambushes, fixed bosses, etc) have a secondary component for the spawn from easy-med-hard. When you get a +1 spawn from pacing combined with a hard setting, you get (usually but it varies) one or two extra mobs and the whole group at +1. Add to this that as a warshade you trigger quantums, voids and later on cysts so you can end up with three extras at +1.

    Solo at 0/0 a flat-medium spawn will be two +0 minions or one lieut. Random it might also include three -1 minions, or two -1 minions and one -1 lieut or one +1 lieut. All those are considered "medium" for a solo 0/0 setting. Add one player and add either +1 level or 1-2 minion or 1 lieut to any of those.

    A hard or +1 encounter starts with anything from above and adds 1 more minion, or ups the level. Or it might be a solo boss against a solo player at 0/0. A hard +1 due to pacing might even be a +1 boss. Add an extra player and that boss might have a minion or two with hard pacing and is more likely to be +1 than +0.

    As far as I know the only change recently was they made the variety more common, not implemented it from scratch. My understanding was that it was always like this, just really rarely varied from "flat medium". But I've been known to be wrong, so I'm sure someone will point to patch notes or some such to clarify it.

    But I assure you, they didn't forget to check it. They put a lot into this system and I assure you they know exactly how it works. And they do a ton of datamining to know the difference in performance between the top min-maxers and the rest of us.
  18. Quote:
    Originally Posted by Another_Fan View Post
    They also have three times the hitpoints making them impossible to remove quickly. In general they are a bad bargain. Op was wrong about the numbers but absolutely correct in the conclusion
    Quote:
    Originally Posted by _Pine_ View Post
    Bosses are not currently worth the Inf/XP they give for the time they take to kill.

    They have something like double the HP, more resistance and more powers to kill you with than Lts. They do not however grant double the Inf/XP of Lts. This is what I have noticed in leveling and farming. The bosses just aren't worth the trouble.
    Depends on level. At 50 yes. At level 1 they have only ~35% more hp and yet give the full exp. I love to take advantage of this and the new exemplaring exp with my very low damage characters, such as defenders and tanks. specifically a level 1 boss has 108 HP and a level 1 lieut has 73.

    They also give over 100 prestige per kill even at level 1. Just sayin.
  19. Quote:
    Originally Posted by DarknessEternal View Post
    So the latter then. Well, that's crummy.
    Ah but keep in mind rule #1 of exemplaring: Small bonuses are never reduced. So if you have a level 50 quad (mako), or a level 43 triple, you can go all the way down to level 21 from level 50 and keep the full enhancement %.

    Also the reduction from exemplaring happens before ED kicks in. So if you want 90% or more damage on your attack while running a Posi, slot for over 200% damage at level 50.
  20. Quote:
    Originally Posted by all_hell View Post
    Low information browsers probably don't have fat stacks of canes. Out of curiosity, what's your best guess about how large demand will be?
    I was seeing at least 20,000 bids most times while moving my canes. Not bids for 20k inf, I mean 20,000 bids showing. And it broke above 100,000 bids several times while I was selling mine last year.
  21. Quote:
    Originally Posted by Memphis_Bill View Post
    Depending on what you want to do, for a non-PB PB, an Energy/Energy blaster works. (I've got a character, actually, who believes she's a peacebringer despite having it pointed out she's not.) Ranged ST and AOE blasts, some close-up smack-around melee - can't do anything with shields 'til you hit your APPs, really (barring something like, say, fighting, just for some resists.)
    That's where i've been leaning, but it's not really grabbing me. I'm trying to make the character fit into the praetorian police, so part of me thinks at least one powerset should involve guns. I was thinking maybe a DP/EM blaster, but I already have a sonic/em. I'm not stuck on the idea of a gun. And I'm not totally opposed to energy. Just thinking through options and can't think of anything else yet.

    With i17 we can also abuse the day job shield and the temp power shield. Plus, the purchased shield from sirens call works when you can get it. All of those run out, but they can be used for flavor and on an "as needed" basis to give the feel.
  22. Quote:
    Originally Posted by GuyPerfect View Post
    The defenkee boosts from Hover, Combat Jumping and Weave are negligible on their own, though in conjunction with a few of defenkee set bonuses, they can definitely help to get it stacked up. People say "every little bit helps," but that's not exactly true unless you have a lot of "little bits" floating around. Expect to see pleasing effects of defenkee after 10% or so, but not before.
    Keep in mind this changes if you team. Having even just 5% does nothing by yourself, but it might be the difference between almost capped and softcapped after your team passes around buffs.

    and having any defense kicks in if you use purples for tougher fights.
  23. Quote:
    Originally Posted by Futurias View Post
    Actually, I generally find them to be a hassle to make. I don't play this game to craft. I play to be a super-hero.

    You are basically saying that you have to have IOs to play 'effectively'. Another shut up and learn to play.
    Nope, I gave at least three options. One included using only SOs. You have chosen to ignore that one, and deliberately misinterpret the other two.

    In your first post you said that you "add +1 level to the primary mission holder". That means you turned the difficulty up above normal. I said, turn it back to normal if you can't handle the increase.

    I also said choose a different enemy group to face, because some are harder than others. Lots of people avoid the circle of thorns, malta, and knives of artemis. They are a pain, much harder than their levels suggest, and there is no bonus reward for going after them, so many people skip them altogether. If you have an issue with arachnos, then just fight council, nemesis, freaks, lost, rikti, etc. There are a ton of options. At your level head to Striga or Croatoa and do the stories there, no arachnos great content, no changes to your build required.

    I also said add one extra slot to your attacks, or change from 1 acc 2 dam to 2 acc 1 dam.

    None of these are "learn to play" none of them are "IOs are needed".

    If you don't want to craft, then buy them finished. The ones I recommended you should be able to get for very cheap, like 200k or less crafted. I bought a few attack IOs redside yesterday for 65k to 150k crafted.

    Quote:
    Part of that I think is because they are holding over the -1 Sidekick level... even though I think more people would be happier being even level with their team/mission leader.
    Your experience is totally unrelated to the sidekick mechanics. Let me give you an example, let's say in some random sport Chicago always beats LA but always looses to NY. Meanwhile NY always looses to LA. If Chicago went around saying that NY was way too good and twinked and no fun and the league needed to change the rules to make it a fair contest, LA would be really confused. LA would tell them, try to change your strategy, your opening lineup goes right into NY's strengths, or whatever. NY is fine, we kick their *** all the time. And clearly it's not a "learn to play" issue because Chicago takes down LA, so they obviously know how to play. It's just this one matchup, for whatever reason, is harder for them.

    It's not the sidekick mechanic. That's trying to pass the buck and dodge responsibility. Some enemies require different tactics and different builds than others. And some are just never going to be easy for a warshade. Zombies resist negative damage heavily, so do the circle of thorns. They will always be harder for you to kill. Widows have unusually high defense and an attack that debuffs your tohit. If you do not slot extra accuracy to compensate, you will miss more often. That is all there is to it. The same thing will happen at any level.

    You can either adapt to the different enemies, or you can pick your fights. But blaming the devs for your build not working equally well against 100% of the enemies is silly.
  24. Quote:
    Originally Posted by Futurias View Post
    I really think the side-kicking being at -1 level is a hold over from the old framework, which is not meshing perfectly with the new difficulty changes (a +1 boss and +1 minion is considered a 'normal' spawn for duos... but there are some lower level duos that get totally chewed up by that.)
    That is also very much going to be a factor fo teh powersets and AT's as well as the boss in question. For instance, my BS/Regen can solo over 18 Crey tanks of various kinds including a large number of the power tank lieuts. I can, and have, had 10 of them attacking me and gotten up to make a cup of tea, then came back and killed them. On the other hand, one lone Roman Boss can get a pair of back to back crits and I'm down.

    That's not because there is anything wrong with the difficulty, or he was too high level, it's because Regen as a powerset is very strong against slow ongoing damage and very weak against spike damage.

    Similarly, I have an elec/elec brute who can handle rikti mobs of nearly any size and level. But many smashing/lethal enemies like nemesis and freaks tear her to pieces. She has 90% resistance to energy, but only ~30% to smashing/lethal. Again, not a problem with the difficulty, but simply the fact that some builds are better against some enemies.

    that's why I asked you above, what AT, what Powerset, and what enemy. It makes a big difference.

    Much more of a difference than +1 or +2 levels.

    Quote:
    (a +1 boss and +1 minion is considered a 'normal' spawn for duos... but there are some lower level duos that get totally chewed up by that.)
    Also, I will point out that at low levels the difference between a boss and a lieutenant is a joke. I mean below level 10. A level 1 Boss has 108hp a level 1 Lieut has 73. The boss is worth 5 times the experience.

    By level 20 the boss has 674hp and the lieut only has 359. The boss is still worth the same x5 exp but now he has nearly twice as many hit points. Way, way tougher than the lieut.

    Low level, bosses are squishy pinatas full of candy and xp. Mid level they rapidly become dangerous.
  25. Quote:
    Originally Posted by Futurias View Post
    What happened to IOs not being required to play the game?
    You have two options.

    #1 Turn your difficulty down to match your skill level and character build.

    #2 Turn your build's power higher to match your difficulty level.

    IO's are the best way to achieve #2. You can also add more accuracy SOs and fewer damage SOs. Or take slots from other powers and add them to your attacks. But I think you'll have more fun following my frankenslotting advice and it will save you inf also.

    They are not required, they are simply more efficient and help you achieve #2 easier since you are not interested in #1.