Lobster

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  1. Does the +rech proc in KO blow work for you? It seemed useless to me except in aoe attacks (Footstomp & Thunder Strike primarily).
  2. Just moved up to T2 & got the damage proc on my kat/da last night. I ran a quick ITF afterward for a notice and to see what Herostats would have to say about the proc.

    With a 25% proc rate, the Reactive proc was contributing about 9% of my total damage.

    From another angle: That's close to a 10% damage boost, across the board.

    From another angle: It was contributing almost the same damage as Divine Avalanche or Sting of the Wasp.

    From all angles: This appeals to me.

    It's going to be hard to convince myself to go for anything else on most of my builds. I suspect that even the ones where I don't go for T3/T4 Reactive, I'll still grab a T2 for kicks.
  3. I'm OK with the fiery flames and all, but seeing how the Judgement crowd gets to colorize their nukes... I wouldn't mind some green/purple/yellow fire.
  4. Last night I led my first (and second) Lambdas. The first we came SO close to finishing - maybe 10-20 seconds more and we would have had Marauder. It was still a ton of fun, and I didn't feel in the least like our time was wasted.

    Also, the fail was for completely avoidable reasons : some people just refused to listen. I know at least one of them had league chat on because they paused to insult me before leaving at the end :P.

    Please folks:
    1. Actively monitor your league channel
    2. listen to your League leaders and
    3. If they ask or tell you to do something don't take it personally.

    The second was composed of pretty much everyone from the first run sans the people that didn't listen + folks to fill in for those that left - including some first timers that listened and did well, as expected. It went off without a hitch and was just a solid blast.

    Both times we went 10/10 and got those merits. I hear it's much easier to get the Astrals in the BAF, so I'm looking forward to finally trying that tonight.

    After 4 runs I've got a T2 interface (Reactive.Is.Good. O.O) and 11% into unlocking Destiny.

    Oh, and I love I20 so far, even though I know that I'll never get all my alpha'd alts (~28) through all 4 new slots...
  5. Quote:
    Originally Posted by Snow Globe View Post
    Read the post just before where you asked this question.
    Yeah, I missed some of it via reading on my phone and a general comprehension fail. :/
  6. Quote:
    Originally Posted by Snow Globe View Post
    You can get 1 Empyrean Merit per trial per day (20 hours). So currently you can earn 2 Empyrean Merits a day for succeeding in both of the trials.

    Edit:
    Also Empyrean Merits and Astral Merits are two different things.
    1. Gotcha, I just realized that that portion was on diminishings, the other post I found said 18 hours though - which is it?
    2. Yes, I am aware of that.
  7. Quote:
    Originally Posted by Arbiter Hawk View Post
    Hey all,

    I saw this question and just wanted to chime in really quickly to help you guys out. There are three Astral Merits to be earned in Lambda Sector for the entire League. Here are the ways you can earn them:

    • Acquire all 10 Pacification Grenades during the Interior stage
    • Acquire all 10 Molecular Acids during the Interior stage
    • Acquire all 20 Acids and Grenades during the Interior stage.
    Additionally, an Empyrean Merit is awarded for successfully defeating Marauder during the final stage. This brings the Merit reward total to 3 Astral Merits and 1 Empyrean Merit for a full completion of either Lambda Sector or the BAF. Hope that helps!
    Wait, I thought the Empyreans were only for the first completion? If not, I'm missing one...

    [Edit: There must be more than 3, because I have 8 from two runs? Or does that have to do with the badge portion of the trial? I forgot to check on what badges I got.]
    [2nd edit: The extra one must be from the 'get components within 2 seconds of each other' portion, because I certainly didn't do the other 3. So, a max of 7 AMs available from Lambda then?]
  8. Quote:
    Originally Posted by SilverAgeFan View Post
    I must say, after 4 failed BAFs and 7 or 8 failed Lambdas (each of which inches further along towards completion as folks slowly climb that learning curve) and despite all the problems with the LFG tool and the total lack of costume bits, I am actually having a blast with i20. So yeah, *thumbs up* devs.

    I am critical of many parts and decisions when I post, but I hope it seen at worst as a form of fan based tough love.
    The answer to the Lamdba seemed to me to be:
    1. have a leader who's done it
    2. shut up and listen

    I mean, we were dying all over the place at the clicky stage & during the bossfight. Not a problem. If it helps, this worked for our team(s) for the Lambda:

    1. Clear all the way around
    2. Clear courtyard
    3. Clear turrets
    *These stages should not be a problem. If your team is having any issues here then I'm confused.
    4. Split into two teams, MAKE SURE that everyone knows the plan. Explain it before starting the counters.
    5a. Speed through to the clickies, ignoring mobs (although tanks should try and grab the aggro so squishes dashing by don't pop) & spiking destructibles.
    5b. Try for 10/10 in order to get the Astral merits, so you have them even if you fail. I'd like to try it with a kill through approach to compare, but speeding worked for us both times. The acid (training area, I think) team had a stealth/porter who would move us to the destructibles, which helped but did not seem critical.
    5c. Whichever team finishes first should help the other.
    6. Give all acids to one team leader, all grenades to the other
    7. Team leaders responsible for for using acids & grenades, makes for much less chaos.
    8a. Kill Marauder.
    8b. Ignore the crates/deployments while doing so. We didn't need any of the drops either time, and it seems like splitting the team up, or breaking away from Marauder would have made things worse. If your team does need the crates, then go for it, but we didn't, and we had pretty average pug team composition. I wasn't even level shifted.
    9. Move when he does his pboae. Seriously there is a huge warning, and it's long enough that no power animation is long enough to keep you locked in place unless your lag is bad.

    Hope that helps .
  9. Did my first 2 lamdas last night, both wins (thanks to great leadership and teams who listened) and had. A. BLAST. I'm not sure how it will feel on the 50th run, but for now I am enjoying the "new grind". The lamda pacing is nigh perfect with the teams I had: I was on a non shifted kat/da - the first league was like 12 dps, 1 tank, 1 corr,1 cont, second one was much more balanced with 2 def/cont/mm, etc. Both were awesome.

    I do support the soloers though and think that there should be more ways than just converting shards (really slow) for them to work on their incarnate stuff. It should be slower...but not that slow. Hopefully i21 will flesh that out a bit.
  10. Anecdotal evidence: 5k bronze + 5k silver + 50mil crafting and listing costs has so far returned 200mil, with several items still waiting to sell.
  11. Lots of new stuff to do. Mostly because I have a bunch of 50s I'm going to want the extra incarnate powers on.

    CHOICES.
  12. Thanks Dispari!

    One request: Would it be possible to include the various lore pet abilities (mostly just the support ones - I understand one of the seers has Fort, for example) in their portion of the list?
  13. Quote:
    Originally Posted by TheXor View Post
    Welp....decided to check out all the Elec/Fire/* stuff myself and finally rolled one. He's at 50 and IO'd now, sitting on around 25% F/C Def and 85% Rech for as cheap as I could get it (no purps, LoTG mule-only powers, etc..).
    I've been working on an elec/fire/mu as well. I've come away more pleased than you I guess. By 47, with ~32% f/c & 110% rech it was doing my preferred farm mish (FIRE!) at something like 6:30 or less on 2/8/bosses. Not uber fast, but no lotg or level shift yet, and much faster than my fire/fire/pyre tank and probably close to how fast my ss/fire/mu was at that point.

    The ss is currently faster, but he's using a veng build, and I'm not going to do that with the elec/. So, while she may be a bit slower (and I won't know until I get her level shifted, get a couple more lotg and move up to my usual 4/8/bosses), I've found that she is just way more fun to play. No rage crashes, and FE+LR is good, clean, disgusting fun for the farming family. I can see how /soul would actually work fine, as I usually have a spare aoe or two that I don't fire off in my attack chain. Also, I was surprised at how well Thunderstrike came out in the herostats #s.

    Cheap e/f/m build if anyone is curious (I took the cone for kicks, I'm tired of ball lightning, take ball if you want optimal). Just remove the lotgs (which I don't even have yet) & the oblits to save $$:

    Villain Plan by Mids' Villain Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Electrical Melee
    Secondary Power Set: Fiery Aura
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Havoc Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg/Rchg(27), C'ngImp-Acc/Dmg/EndRdx(36)
    Level 1: Fire Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(3), Aegis-ResDam/EndRdx/Rchg(11), Aegis-ResDam(15), Aegis-Psi/Status(43)
    Level 2: Jacobs Ladder -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(5), Sciroc-Dmg/Rchg(13), Sciroc-Acc/Rchg(25), Sciroc-Acc/Dmg/EndRdx(34)
    Level 4: Blazing Aura -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(5), Sciroc-Dmg/Rchg(11), Sciroc-Acc/Rchg(23), Sciroc-Acc/Dmg/EndRdx(27)
    Level 6: Healing Flames -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(15), Dct'dW-Rchg(31)
    Level 8: Thunder Strike -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(9), Sciroc-Dmg/Rchg(9), Sciroc-Acc/Dmg/EndRdx(23), Sciroc-Acc/Rchg(31), FrcFbk-Rechg%(34)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 12: Boxing -- Empty(A)
    Level 14: Temperature Protection -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(36)
    Level 16: Plasma Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(17), Aegis-EndRdx/Rchg(17), Aegis-ResDam/EndRdx/Rchg(21), Aegis-ResDam(46)
    Level 18: Chain Induction -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(19), C'ngImp-Dmg/Rchg(19), C'ngImp-Acc/Dmg/Rchg(21), C'ngImp-Acc/Dmg/EndRdx(37)
    Level 20: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(40), Aegis-ResDam(40)
    Level 22: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(37), LkGmblr-Rchg+(37)
    Level 24: Consume -- Mocking-Taunt(A), Mocking-Taunt/Rchg(25), Mocking-Taunt/Rchg/Rng(39), Mocking-Acc/Rchg(40), Mocking-Taunt/Rng(43), Mocking-Rchg(46)
    Level 26: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(48), Mocking-Taunt/Rchg/Rng(48), Mocking-Acc/Rchg(48), Mocking-Taunt/Rng(50), Mocking-Rchg(50)
    Level 28: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(50)
    Level 30: Build Up -- RechRdx-I(A)
    Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34)
    Level 35: Fiery Embrace -- RechRdx-I(A)
    Level 38: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
    Level 41: Electrifying Fences -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43)
    Level 44: Static Discharge -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
    Level 47: Maneuvers -- LkGmblr-Rchg+(A)
    Level 49: Rise of the Phoenix -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(36)



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  14. I hope the devs never lose sight of this: being able to take on huge (well, 17) groups solo is one of the things that make this game great/fun. If it was ever changed to something like more standard mmo gaming (one or two even cons at a time), I'd probably be gone pretty quick.

    I can't do it on all my alts, but the feeling you get when you get one to that point is awesome and worth the wait.
  15. Quote:
    Originally Posted by Deevian View Post
    Also, preliminary results on the comparison of claws/fa with elec/brute shows claws lacking GREATLY vs elec. I went ahead and pl'ed an elec/fa, even without mu he doubles the inf/sec of my claws(which is currently at 36 mil/hour) clocking in at 74 mil/hour. I will have more detailed numbers once I get them both with an IO set comparable to my SS/FA/Mu brute and I get the elec/fa mu.
    Interesting, looking forward to the #s.
  16. I'll second both /energy and /storm, as well as the comments about grav/ being weak (relatively) for a dom & better on a controller.

    I took a couple swings at grav - I abandoned a grav/thorn at 38 (and several others lower than that) before finally connecting with a grav/energy/energy. I probably spend more inf on that build than any of my other doms... just to see how good I could make a grav. She IS good - but, I would say, not as good as any of my other 50 doms (ice/psi/scorp, plant/fire/mako, fire/stone/cold & elec/ice/soul).

    Not to say she is bad in the least... just not quite as good "overall". However, she does have two or three niches that work well:

    1. Range focus: This is a function of my build & playstyle, not necessarily the sets. I do have TF & ET, but just as set mules for the time being. I'm going to drop ET & /energy epic next respec for /mako I think. However, sing helps out with keeping things at range, so this is a case on capitalizing on what is available.
    2. Moving the weakened hamidon. Grav doms are good for this. <.<
    3. Stacking mag on single targets (as others pointed out).

    I love playing this dom, but just from a "raw power" perspective, I find that grav falls behind, even with sing - but sing does a TON towards closing the gap.

    Also, as mentioned, the fast animation & activation times in /energy assault help out a bunch with grav/ - I really noticed an improvement over /thorns. Grav has some pretty long feeling animations - especially on wormhole, which frequently lets the targets take shots at you - so anything that reduces the "stuck in an animation" time was good for me.

    re: grav/storm controllers: If you love grav/ and not doms in particular, trying this is good advice. /storm gives you lots of backup control & safety as well as a second disorient to stack.
  17. Very, very nice! Something to look forward to when I get back to mine .
  18. Quote:
    Originally Posted by ultrawatt View Post
    Pretty sure we already know it's not. Generally its +2/x8 or +3/x8 if you are level shifted. But it all depends on what your toon is capable of. Honesty i dont understand why everyone insists on running at +4 all of a sudden.
    I've been doing 4/8 for pling mostly. I never farm solo, because I don't want inf/drops that bad. I generally play with an alt I'm testing out, or one that's been stuck a while. So the 30 seconds or whatever that +4 adds to the timer is totally worth it for the extra xp - the less times I have to click the AE machine the better! This is also why I generally run FIRE! - because you go 5 missions before you have to reset.

    I think the 4/8 also gives us kind of a "MAX POWER!" metric.

    If we were testing pure ticket farming, we'd run -1/8/(no bosses solo/or teamed) right?

    It looks like the leading builds are really pretty close. Close enough that:
    a) Someone's playstyle might allow them to do better on one of the close builds (elec/fire/* say than ss/fire/*, or vice versa)
    b) Maybe the stomp or the port boom is just more fun for them? It never hurts to have a little extra fun when you are doing the same thing over and over again.
    c) Someone who doesn't care that much about having the absolute fastest time in the world has a little leeway in build choice

    I've seen claws/fire/* mentioned a few times - does anyone have any times for a solid one?
  19. Quote:
    Originally Posted by Berzerker_NA View Post
    I love my mercs/poison, but I have to admit you are right about the lack of AOE mitigation. I was so desperate I gave in and took poison trap. I could handle +1/x2 after that, but only if I concentrated real hard on what I was doing the whole time.

    I took the Heat Mastery ancillary at level 41, and Bonfire is helping things a lot. It's wicked awesome on this build.
    I've also found that bonfire is really, really solid on mms that lack decent aoe controls. /pois, /pain, etc.
  20. Quote:
    Originally Posted by BeastMan View Post
    Midget what's your time for #482818?

    Lobster - I dig your build, its cheap, aside from the Ag's, majority of it drops from the bronze reward pool. I'm curious though as to how hover affects your burn?

    And is Fire (other) the two level AE that either Ultrawatt or fiery built? I can't recall but I remember it being listed about 15 pages back. Frankly the fire (other) and fuzzy's are my two favs. I've tried to duplicate the missions in case someone tells, I'd have a backup but haven't found it.

    Sad thing is, without these AE missions, I'd probably had cancelled my 4 acct. subs.
    Thanks! Hover just was in there for an LoTG, but I never got around to getting one. Also, if I have a slot at 49 I tend to take hover for random utility (mitos is LGTF, etc.), so it turns up in the majority of my builds.

    I respecced to a more expensive, farm oriented build, and it doesn't seem to have boosted my speeds much... so no reason not to go with my cheap build if anyone needs one .
  21. Quote:
    Originally Posted by ultrawatt View Post
    It does have less dudes.
    Does it give you the same or lower returns as the standard? I need to run some more #s later this week when I get some time, but the two runs I actually tracked, it was returning the same or better #s than the other version... I need to start tracking kills too, I guess.

    Maybe my runs were just a fluke.
  22. Quote:
    Originally Posted by _23X_ View Post
    ran this map a few time and got 176 kills just clearing the first floor each time. the ambush map I normally run gets me 270 and that is just clearing the ambush waves not the whole first floor. wonder what the difference is? does the map change the size of the ambush waves ?
    You got me, let me know if you figure it out.
    I did notice that that mission does *feel* like it has slightly less kills than the normal one I run, but I was still getting about the same inf/tix/etc. I just added a pure farming (veng) build to that brute, so I'll give it another go tonight and pay attention to kill count (which is not a stat I've ever watch before -I just clear the room, click glowie, out).
  23. Quote:
    Originally Posted by iMidget Perfection View Post
    This my first time using hero stat, but I think 2.71million per minute is pretty good. Comes out to be around 162million influ per hour. This is on fire cybor map 1 person set for 4x8 no bosses, mission was completed in 3:42.

    http://i52.tinypic.com/rrk3fb.png
    Just did a run on that one: 5:16 / 284 tix/min / 1.6 mill inf/min

    I stick to the other ones because I tend to run them faster. Maybe just because I'm used to the spawn patterns?

    3:42 is pretty impressive.
  24. Quote:
    Originally Posted by Granite Agent View Post
    Thanks. I had tried the Fuzzy Kitten Frontload one but it seemed really short?
    I tested the 3 arcs in question just now on my (average) farmer.

    Setup: 4x8, 2 person team

    arc #460877 fire(other):

    235,362 -> 239,600 = 4328k / 5.5 = 768k inf/min
    6046 -> 7530 = 1484 /5.5 = 269 tix/min
    330s

    [EDIT:
    I moved downstairs and did a full arc of this on my good machine (other 3 tests were on laptop). Being on the fast machine cut my time down to 4:30 average over 5 runs. NOTE: I don't count zoning in my times.
    /EDIT]


    fuzzy kittens FRONTLOAD map #482818

    239,600 -> 245,565 = 5965 / 1084 inf/min
    7530 -> 9030 = 1500 / 272 tix/min
    330s (Yes, exactly the same as the other run. Weird!)


    #423253 (FIRE!)
    245,565 -> 252,386 = 6821/6 = 1136 inf/min
    150->1634 = 1484 / 6 = 247 tix/min
    360s

    I had been running FIRE! up until this point, but if the times hold, I'm going to stick with FIRE (other). Fuzzy Kitten is nice *BUT* it's only one mission, so you waste some time going back and regrabbing it every mish. FIRE! is a 5 mish arc. and FIRE (other) is at least 2. Haven't tried it all the way through yet.

    For those interested, my (average) farming build:

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    Lots I could do to improve it, but it wasn't particularly spendy, it works for me, and it works well outside of farming too. I'll probably split it into dedicated farm & non-farm builds when I get time.
  25. Quote:
    Originally Posted by Nihilii View Post
    1 billion? That's small potatoes. Make it 10 billions, with a trusted third party (to whom we'd both give 10 billions before agreeing to the bet, as to make sure the loser doesn't back out) and a set of rules laid out in the open, and I might consider taking that bet.

    @Rad- Personally, I don't give a damn about tickets, so my definition of clearing would be "kill all 6 ambushes and the groups near them, click glowie". Basically just the first room, as showed in my vids above.

    I will say that I took a look at those "fire cyborg" farms (I don't do PUG farms), and it seems rather poor. I picked the top one and highest rated, and it starts with the wrong map layout - abandoned tech lab, which is performance heavy, with double doors making you lose time and ambushes split onto three different objects/hostages rather than two. It doesn't work well and I can see this map taking closer to 4 minutes, due to the sheer inefficiency of it all. If all "fire cyborg" farms are like this one, I wouldn't accept a 3 minutes bet on these. Farming on a weak map is as slow as farming on a weak build.
    Yeah, I didn't really get the fire cyborg thing either. I tried it once or twice because of the references in this thread and, as you say, it's just not efficient for fast clears. Too much moving around. What you describe is similar to the one I do... digging around the thread to find the vids you referenced.

    Quote:
    Originally Posted by Rad_Avenger
    Yeah, I figured there was a communication issue on the subject of clearing fire farms. I assumed it meant "Kill the ambushes, click glowie, profit" - but if someone is clearing a less efficient farm, that would make comparisons problematic. thx
    On the map I do, I clear the two ambush triggering spawns & 1 extra - that gets me between 1400 & 1500 tickets. It takes me 4:30-5:30ish on my main farmer, but he's not as optimized as he could be (the build works well outside farming too), as you can see by the numbers I posted above.