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Posts
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Well, without know what you've taken it's hard to say. Hasten, Combat Jumping, Provoke, Recall Friend, Grant Invisibility, Detonator, ???
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No, rez powers only work on players.
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Quote:You make a generally good point. However, he's looking at Sonic Blast, not Sonic Resonance, and both Sonic Blast and Rad Em are fast developing sets. Unless he wants something such as Choking Cloud early I don't see it as being a big deal. If he is worried about early development then the Defender is probably a better choice, as most of Sonic Blast's >L20 powers aren't great and are mitigation powers that a Rad Em Def can live without.Percentages and numbers aside, here's the question I'd answer:
Which set of powers do you want to get to first?
If you want the shields up as fast as possible, sonic dispersion, etc. go for the Defender. They'll have everything by 32 - and sometimes getting those powers faster is more important.
If you want all the blasts first, go corrupter. (And hope nobody needs Clarity before level 35.) -
I'd lean towards the Defender myself.
I think Siolfir's numbers are off a bit somewhere. Here's what I come up with...
Def Dmg = 0.65 * (1 + 0.95 + 0.25 + 0.3) * (1 + 0.3 + 0.2 * 3) = 3.0875
That's the base multiplier times the enhancements plus buffs times the -Res effect.
Corr Dmg = 0.75 * (1 + 0.95 + 0.2) * (1 + 0.225 + 0.15 * 3) = 2.7009375
That's a 14.3% advantage to the Def without considering Scourge and giving the Defender the full Vigilance buff. In practice I find I get about an 11% damage buff from Scourge when solo'ing.
As for Scourge versus AVs... theoretically it should produce roughly a 22% buff to damage.
The best way I can think of to illustrate why this is the case is to use an analogy to a car trip where you speed up as you near your destination. What we're interested in is the trip time since we'll assume in both cases that you'll reach the end and therefore travel the same distance (i.e. do the same total amount of damage). It's the time that will vary in the DPS determination. We'll set the Corr's speed sans Scourge to a nominal 1. So the average speed with Scourge minus 1 will be the effective damage buff of Scourge.
Now, the speed one travels towards 0 HP for the foe depends upon your place in the trip. Up to half way it's 1. Over the last 10% it's 2. In between those two points it is 1 + 0.025 * (50% - distance from the finish expressed as a percentage). This is a linear equation, so the average speed for this segment is 1/2 of the sum of the speeds at the start and finish of the segment, or 1.5. So it takes us 0.5 / 1 + 0.4 / 1.5 + 0.1 / 2 = 81.67% of the time to finish as it would without Scourge. 1 / 0.8167 - 1 = +22.4%.
Note that I assumed the same total amount of damage in this. If your foe is Regenerating this assumption won't be true as shortening the trip time also reduces the total number of HP you have to do and so increases the value of Scourge. I also ignored the overkill effect that has a large impact on Scourge's effective damage buff when fighting foes with few HP and is why I get a much lower number in practice. -
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If they do it the same way they've done in the past it will be left in the power but won't do anything.
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I find getting fillers - including someone willing to park a toon till you finish - for solo'ing the high level TFs is more trouble than just doing the TFs. Especially the short ones. Here are the TFs that drop components and some key points:
ITF: 6 to start, L35+. Soloable by any AT with a quality build and patience. A favorite of players looking for Shards, so not too hard to get a team together for this one, especially when it's the WST as it is right now. It will take up to 2 hours for teams after Shards though. Speed runs are very practical for almost any time budget however.
Dr Kahn TF: 4 to start, L45+. It's not practically soloable, which is a shame since it is not that hard to come up with 3 fillers. This TF can be really quick though, so it's best just to run it with a team.
Barracuda SF: 4 to start, L45+. This one is not practically soloable either, and low DPS teams can take some time to finish it, so it's not as friendly as Kahn.
LGTF: 8 to start, L45+. Soloable by many as long as they have Hold powers to deal with Hamidon. Like the ITF this is a highly popular TF, especially for speed runners.
STF: 8 to start, L45+. Probably not soloable by a Corr.
LRSF: 8 to start, L45+. Also probably beyond a Dark Corr's ability to solo except with both tremendous skill and patience.
Apex: 8 to start, L50 and those with no Alpha slotted suffer a -4 Level debuff. Probably not soloable by a level 50. Given how short the TF is and the need for 8 50s to start, it's probably a lot easier to just do the TF with a team.
Tin Mage II: 8 to start, L50 and those with no Alpha slotted suffer a -4 Level debuff. The same story as Apex.
Basically, none of these is suitable for solo play either because of the team size needed to start them or the challenges in the TF itself. Many WST are however, if you can get fillers.
Unfortunately the devs really haven't released the solo friendly Incarnate content yet. -
I have nothing to add to simplify the instructions, but I do have some advice for the solo player. Solo'ing to get the T1 Alpha is fairly easy, but getting the higher tier ones is not. I have 27 characters with Alphas slotted, most (23 or 24) earned the T1 solo, while only one or two of 14 with level shifts have gotten their higher tiers that way.
Some points that may help for solo progress:- Any foe of equal combat level or higher may drop a Shard. So you can get Shards when Ex, such as when doing Flashback arcs. This can provide you with something fun to do while getting the Shards rather than just farming for them.
- Bosses, and to a lesser extent Lieutenants, are more likely to drop Shards than Minions. So if you do decent single target damage make sure you have Bosses turned on.
- Defeats are the key, so turn difficult up to the top of your comfort zone for the +0 level setting. Don't go beyond that comfort zone though, as you'll end up slowing your earnings rate down. Don't raise the level unless your bored and already at x8. Don't lower the level or most of the foes will not drop Shards.
- Look at the components you need to get the buff you want. If there is a Gr'ai Matter in the mix you can buy that from the Vanguard terminals using Vanguard Merits. So if that's the case, make sure to log out in the Vanguard base for the day job bonus and take Rikti missions whenever you can. It costs 150 Vanguard Merits for a Gr'ai Matter, which is the equivalent of 4 Shards. Doing arcs such as Levantera's "Welcome to Vanguard" or Serpent Drummer's "Dreams of Peace and Acts of War" through Flashback can just about double your effective Shard drop rate if you can use a Gr'ai Matter. For the latter arc, set the difficulty low for the first two missions to get them out of the way fast (I often autocomplete or deliberately fail the 2nd mission), then up the diff after that. And note that the last mission is one you can clear after completing and has LOTS of Rikti in it. For simplicity, you can run Borea's repeatable missions, but I tend to prefer something that will also give me a few Reward Merits at the end (the L40-44 arc "Division: Line" from Angus McQueen is one that I'll often speed run for RM with the VM as a bonus) and has some big maps in it.
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Quote:KO Blow is a 100% chance to hold and is actually the 2nd longest of the Holds at 14.9s. You missed Char, which has the longest duration of the MM Epic Holds at 17.88s.Looking at Red Tomax from the paragonwiki links Shackles has the lowest duration of the PPP holds (for MMs at least).
The other three have equal duration, but different extra effects.
Soul has the coolest animation, I'd say, but leviathan also has KO Blow which looks like it can (or always) do a hold as well (description says chance to hold, but the power info at Red's doesn't list a chance, indicating it always happens) so Leviathan gives you two holds. -
Not particularly. It does decent damage (Damage Scale 1.05), END drain (-7) and -Recovery (100% for 8s). But it pays for those with a the longish cast time (2.376s in ArcanaTime) and DoT (6.3s for full damage) and a short duration compared to the other MM Epic Holds (which vary from 11.92 to 17.88s in duration). The -END/-Rec isn't all that useful and its 8s Mag 3 Hold means it only a 23.3% base up time and isn't generally effective against Bosses since it's too low in Mag to hold them with one application and can't be practically stacked. However, since you're /Poison, you can use Weaken to make bosses vulnerable to it, and it does provide a mezz to take out pesky Lts.
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Quote:? I don't quite get this question. Basically, there are three steps to determining damage done:so when your hard capped the game has scaled her min/max input accordinglly?
First, any enhancement, buffs and debuffs modify a base damage amount.
Second, the Purple Patch scales the damage based upon relative level. Note that in an AoE two different level targets can be hit for different amounts of damage based on this.
Third, once hit by that damage you might resist some of it, reducing the amount. -
For some reason I didn't consider Claws or Spines weapon sets, though they are. In which case Claws is a very good choice for a Brute and Spines for a Scrapper. One of the criteria was WP, Inv or Regen however.
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It's KB, and well over the cutoff.
The Monsoon seems to stick by my side for the most part, and only enters melee if I do. However, since you're talking about a Tier 4 I suggest you get the components and copy to the Training Room and test it out to make sure it works with your play style before crafting in on Live. -
Quote:Regen causes redraw on weapon sets (so does Stalker WP), which isn't that big of a deal with a build that doesn't need the self-heal much, but on a low cost build either WP (non-Stalker) or Invuln may be better.Hello,
I need help picking a Weapon set from the melee types that will be three things.
1.) Good damage
2.) Good attack chain
3.) Light on the Inf.
Secondary/Primary to go with each set will either be Willpower or Invulnerability or may try Regeneration.
Its fairly simple, I only have 40mil inf and no level 50. For those of you that say to get a Farmer, no thank you, I rather make this character the actual way it is suppose to be made with this game, back before the AE plague hit. Now with that said, I hope you can help me, Im not asking for Build per say, just your choices of weapon set and why you think that will suffice. Thank you for your time and good day!
I think Katana is the lowest cost melee set as it has Divine Avalanche for a significant cheap survivability boost and quicker recharge than Broadsword (which has Parry), making an attack chain easier with lesser recharge.
Personally, I deleted my Kat/WP Scrapper because it was easy mode. If you want a highly effective Scrapper that can be built cheaply, that's probably your best bet.
If you want a Brute I find the melee weapon sets there are power and slot intensive without very high recharge and I've had trouble putting together a cheap build for any of the combos. Mainly because I can't bring myself to do without Fighting to boost survivability on my Brutes. I like DB on Brutes because the Attack Vitals and Sweep combos benefit from Fury.
I don't care much for any of the weapon (aka Lethal Damage) sets on a Stalker. If I had to make a Stalker to fit your specifications I'd probably go BS/Reg.
On a Tanker I like Inv better than WP. My WP/DB Tanker is the only one of my 6 L50 Tankers that I don't play regularly. He's the only Tank I have of any level that has aggro management issues. I'm picky about that though. Really, any of the 6 combinations that meet your desires is probably fine. DB/Inv is probably the cheapest; what I like about that is that the Blinding Feint and Invincibility ToHit buffs make it a little easier to frankenslot early and live with that until you can afford a respec later on.
As for money: Run tip missions whenever you aren't working on something else and use the Alignment Merits to buy, craft and sell high value IOs such as the Luck of the Gambler: Global Recharge, Miracle: Recovery or Kinetic Combat: D/E/R. That will get you plenty of INF to work with. -
To expand on Strato's reply: It doesn't push stuff as much as Storm Summoning's Hurricane as it lacks the Repel. However, while the KB is only a 5% chance, it ticks every 0.25s. So it's a pretty common occurrence. Half of all foes will be KBed at least once after 3.4s on average (That is, there's a 50-50 chance of getting 13.5 ticks at 5% without a single success). It KBs foes more often than regular Hurricane, as the latter often pushes foes out of its effect with Repel (the Repel lasts 1s and so foes will often continue to be Repelled beyond the 25' radius) and so reduces the number of KB checks a bit.
I find it's not that hard to utilize, but then I have them on a Fire/Storm Controller that spams Fire Cages anyway. -
Quote:I'm not even seeing double myself, and I've only been one run where I'd say the team really had it down pat. I don't think Keyes will ever come close to a speed Lambda either. It may get down to being as fast as a pull BAF, but such BAFs are so easy that I don't think the rewards for the two should be equal.Not any more.
I'm seeing runs where we have 6-7 terminals done before Anti-Matter arrives at the reactor and not much over half an hour for the whole thing. This is way better than a week ago. Once you start getting teams where most of the players have done it over a dozen times, it becomes routine.
I don't think it will ever be as fast as Lambda. A good league can clear the lab and warehouse in about 3 minutes and grind Marauder into mulch. But Keyes already isn't taking 3 times as long for people who have done it repeatedly. Not even double.
However, I think any buff in the reward needs to be more on the order of just a single added Astral. Preferably through making one or two of the badges a bit easier to get. However, I'd also like to see Posi's three "tricks" (pulse, Obliterate, Disintegrate) have the timer slow down a bit on smaller teams to make running with minimal teams a bit easier. -
Quote:Wait... you're calling the rewards you can use to buy persistent stuff such as costume parts, auras and new powers ephemeral in contrast to the enjoyment of the actual play experience? I think you may want to look up the meaning of the word "ephemeral".I like Keyes because it's fun. Fun is the sole reward you get out of gaming at all. Some people just have more fun playing a challenging and complex task than in the ephemeral sense of value that comes from getting a prize that doesn't actually exist.
I personally get more fun out of having a Longbow Cataphract to unleash on foes on a regular basis or a fancy glowing suit of armor than I do out of any of the trials. At least after running them 50 or 60 times. The fun starts to pale a bit at that point. -
Quote:Regarding the Thread drop/iXP increase: What I'm seeing from that is quite small. Using my own personal valuations I'm seeing less than 10% more value in an average Keyes success than for the other two trials (I adjusted the iXP by dividing by the 0.42 factor I've personally seen to account for the bug so I could compare with pre-I20.5 trials). While I'm seeing slightly less than twice my average completion time comparing it with the BAF/Lambda run times I have from the initial version of those (that is, before the first Uncommon drop rate patch - I didn't note actual dates on the runs, just which game version they were run under). Obviously, these are based on personal experience (myself and one friend who sends me logs).Not sure I agree with that. I seem to get more threads just because of the large number of kills you get. Much more of it relies on killing (getting the cells from the goliaths in the second phase, clearing the area around the consoles of warwoks) that you get OTHER drops much more quickly and would get more iXP if it wasn't bugged.
Lamda you have the first clearing of the zone, but much of that can be skipped without much thought. Same with the glowie search. And with a fast enough team, the adds during the final fight won't be much of an issue if you knock out the big M.
BAF, again, if you can knock out the AVs fast enough there won't be many kills from the adds, which leaves the prisoners.
Keyes, you have to knock out at least 15 EBs, which will likely lead to taking out many of their little buddies around them, and clearing the consoles makes for a lot more kills it seems.
Then adding a third e-merit for a day makes it worth at least one run a day. And you still get the normal 4-5 (or more) astrals and a component drop at the end.
In short, I find the Thread/iXP (adjusted) drop rate/minute for the extra fighting to be much lower in value than the average value/minute of the trials in general (which I consider to be extremely high), so it tends to lower the average reward rate per unit of time of the trial even further.
The value of R/VR components, and to a lesser extent Empyrean Merits (the value to put on those with the new vendors is subjective and tricky to deal with), skews the expected reward rate so much that simply maximizing your successful trials/hour tends to maximize your rewards. If you really highly value the Empyrean and feel you have a team that can handle Keyes quickly and certainly, then it's a nice 3rd option. Without the Empyrean its reward rate is iffy. Without the high quality team... it's awful. -
Quote:My experience is the same, though I haven't bugged it with such consistency.I've "bugged" it several times. In fact, I first started having this problem when issue 17 was on beta, bugged it then, bugged it when issue 17 was on test, and have bugged it on every issue since. The response is always the same post it on the forums. Here I am, since before the Keyes trial it was only annoying. Not sure if it is rooting when using hover, since I almost never use hover, my fly speed it hover is to slow. It will root when moving, stops me, heal aura goes off, resumes movement. It does not make any difference if I use some other power between uses of heal aura. Outside of mission, I've used heal aura 10 times in a row, it will root at least half of the time.
Not sure, either issue 7 or 8 there was a game patch for this, radiant aura from rad, warmth from thermal. Originally, warmth was supposed to root.
Also, I get rooted on my ground based healers as well as my fliers, but with less frequency. At one point though my Fire/Therm Controller was rooting on almost every cast of Warmth. To the point where I actually started thinking about the root before deciding when to use the power. -
Quote:I doubt Keyes will ever be run consistently as fast as the other two. Keyes is like expanding the collection phase of Lambda to a whole trial or as BAF would be if the towers didn't have blind spots. A well formed and organized team can complete it quickly, but a PUG is going to have the same trouble such teams have in the Lambda collection phase times three.Let's see - BAF and Lambda have been live for, what three months now? And have been run repeatedly so that people can do it in their sleep?
Keyes has been live for less than two weeks? It will soon become just as easy to run as the other two.
I like having a third option to getting the iXP and drops.
Also, Keyes doesn't seem to scale down to smaller teams as well as the other two, as Posi's key "trick powers" comprise a large portion of the challenge and they don't seem to scale at all. -
I find Keyes material reward rate to be about half as good as the other two. If you highly value the Empyrean merit or simply want a change of pace then it's worth it.
However, the dearth of Incarnate content and high desirability of the goodies you can get with the rewards leads to that content being used as farms - and as a farm Keyes truly sucks. -
I've only played two trials with toons that didn't have everything unlocked and both set new record lows for me by a wide margin. 4% towards Lore on the first BAF then an even lower 3% on the next.
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IMO, Stalker followed closely by Scrapper and then Tanker and Brute tied a good step back. However, Stalker doesn't get Power Siphon, so I considered Scrapper the clear cut choice for me.
Pretty much any Scrapper secondary can be made to work well with KM. The real issue for me was making a Scrapper that played differently to the ones I already had on Pinnacle: DM/SR, Kat/Dark and MA/WP. That eliminated /SR and /WP and I couldn't come up with a /SD build that I liked, so I fell back to /Fire for the synergy between +DMG and Fiery Embrace.
For Stalker I like /Nin. -
Quote:I think a dev (Posi or Sec-M) should have looked up all the possible sources instead of just having the catch-all category at the end.And that's why I want a list of every "game changing addition" that awards or doesn't award tokens. They should have added this to our account management well in advance to quell all this here say and confusion.
But I'll give the devs/reps kudos for having a real dialogue going this time instead of the marketing prepared proclamations of the recent past. Dialogue is the key to clearing up the inevitable misunderstandings that arise. And relying on informed community members such as Zombie Man or Arcanaville to clear those up is inappropriate, even if they do generally do a better job of it than the devs themselves. -
AVG and Avast are not better than NOD32. I personally have one machine running NOD32 and one using AVG and consider NOD32 the superior software. Avast is one I've use in the past and I like it better than AVG and would probably go with it over NOD32 now too, as it scans faster, but I don't think there's really enough difference in quality between the two to justify a switch.
As for the NOD32 false positive on CoH, I simply did my research to make sure it was a false positive and then added an exception.
A good site to start with if you're looking to upgrade your AV software is www.av-comparatives.org.