Madadh

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  1. Quote:
    Originally Posted by Supermax View Post
    Shards are technically not obsolete. You can still get them on non-incarnate content. Threads you can get only on the 2 incarnate trials.

    As far as why...I guess they wanted incarnate stuff to ONLY be unlocked/slotted by doing the 2 trials, not in any other way.

    But at least the shards can be converted 10:10 to threads, so it's ok.
    Technically, Model Ts aren't obsolete. They can be made street legal, and you can still use them to drive to and from work.
  2. Quote:
    Originally Posted by Necrotech_Master View Post
    if thats what you were planning, thats perfectly acceptable, from what i saw in your build before you removed it, it looked like you had 4 endmod enhances in it, so could have just misread it
    I did. Hadn't crafted the +End yet. And SOs drop like rain, so I figured may as well until I have the Proc.
  3. Quote:
    Originally Posted by Pampl View Post
    Thanks for your words of encouragement, and a big thanks for all your help I just made it to 35 so this build will start hitting its stride soon!
    Sweet! Good luck. Maybe I'll catch ya in game if you play on any of the servers I do. Be fun to see your results in action.
  4. Quote:
    Originally Posted by Necrotech_Master View Post
    note on this, beast and ninja runs are disabled for MO attemps, i do not remember about the jump pack, but i believe that is disabled too, you HAVE to have a non-temp/booster travel in order to use it on no temp/no death master runs
    I believe they are all disabled in standard Mo runs. And they are disabled in the iTrials at present, but I believe I saw a red-name post that this was going to change in the near future for iTrials, allowing some travel only temps to function. I don't recall that any specific temp travels were mentioned as specifically included or excluded, however.
  5. Quote:
    Originally Posted by Necrotech_Master View Post
    hmm, well in the case of WAWG i dont think it needs more than 5 slots really for the purple immob set which i have in mine, it would prolly be better to put on surveillance (i would go with an acc/rech something since both is better than one or the other)

    a reason i would not put a dmg proc in WAWG is because its aoe is really small, so unless the mob is tightly packed you prolly wont hit more than 3-5 baddies anyway

    is this extra slot your mentioning the 4th slot in stamina? because if not i would suggest moving a slot off of stamina, your 4th slot is adding almost negligible amount of bonus
    Thank you. One vote for Surveillance, owing to the fact that the WAWG has a very small AOE. In general use I find WAWG hits about 5-8 targets, which I think gives a decent chance of it proccing on at least one target, but my skills in statistics and probability are fairly weak, which is part of why I wanted the input on this specific choice, so I appreciate your help.

    And no, the extra slot is not the 4th slot I have in Stamina. The 4th slot in stamina is the spot for the +End proc, which is generally considered a not insignificant addition. I'll let you know if I find it t be not worthwhile.
  6. Quote:
    Originally Posted by Linea_Alba View Post
    - I would get another 1.8 Melee defense minimum.
    I'm capped to all positions as is, so excepting the trials, I think I'm pretty good. In the event of a debuff or other form of cascade fail, I doubt the 2% will make a significant defense.

    Quote:
    - I would work in some Achilles -res in at lease one ST and one AoE.
    Have it, but I looked at your slotting, and when doing my respec may move the powers it's in. Thanks.

    Quote:
    - CT:O is a waste on any build with IOs or after you reach TT:L.
    I'm slotted fairly lightly for ACC. Having CT:O makes a quite noticeable difference while exempted below the level of TT:L. Expecially on the AOE attacks, or when fighting enemies with some form of shields, or tohit debuffs. Oh, and CT:O has tohit debuff protection,and TT:L doesn't.

    Quote:
    - Travel powers are optional now days. You don't even need Ninja Run or Beast Run. You can get by simply by slotting Sprint, Hurdle, Swift, then buy a Jet Pack in GVille
    Indeed they are. I choose to take advantage of that option. I'm impatient, I like to get where I'm going faster than Jet Packs can. I also had nothing that would significantly up my performance in another area to spend 1 power on, but no slots.

    Quote:
    - - Get the GVE Jump, and (Ninja Run or Beast Run) to finish out the build for Masters Runs, if you still have mobility issues.
    I have the GvE Jump. Quite like it. That being said, I have zero mobility issues already.

    Quote:
    - Frag is both nice and not. Only experience will be able to tell you if you like it. I don't.
    I like it all right. It completes my AOE attack chain, and there are no other powers that I could take in it's place that would, so even if I were completely underwhelmed, I'd be stuck with it.

    Looking at your build, it looks a lot more melee oriented that I was going for. That does explain your choice of melee defense over ranged. It looks like a very effective build, and should I want to build a melee huntsman, I'll certainly consider using a lot of the tricks you employed.


    I appreciate all the time, and the help. I think I'll really like the changed choice of slotting location for the -res proc.

    But, still sorta doesn't answer the question I asked. Don't mean to sound ungrateful, just that I'm still in the same position I was before as to not really having an answer to that question.
  7. Quote:
    Originally Posted by Wyldhunt View Post
    UberRod, I agree with you. Unfortunately, several other players and at least the Devs that matter don't agree with us. So I don't take Power Surge and likely will skip Unstoppable when I next try Inv/. I do wish we had an option though - options are good.
    You do have an option. Take the power and use the tricks mentioned above. Or take the power and don't, and risk death. Or take the power, and kill everything before it drops. Or take the power, use it as a mule and not bother with it in your tray. Or skip it. Plenty of options. Or avoid the whole set if it bothers you that much.

    Quote:
    Originally Posted by UberRod View Post
    The point is that you shouldn't have to worry about the consequences of a power crashing and whether or not you will survive having all your toggles drop. Especially if you are a tank or a brute where by nature you will be surrounded by lots of enemies at the time of the crash. That's just bad design and shows why Strength of Will is a much better power.

    A blaster or defender nuke with a crash? Sure. But a tank? No.
    Quote:
    Originally Posted by abnormal_joe View Post
    I know its a bit off the original op but I wanted to address....

    "When you see the Unstoppable icon in your buff bar blinking? Get the hell out of there, or pop as many Purple and Orange insps as you can, and get ready to mash on some greens and blues too."

    Why would you bother with unstoppable with those in your insp tray?
    Mark me down in the fix it or replace it camp.
    My invulns have combat shield, wedding band and insp instead of that stinker of a tier 9.

    I personally don't like the power or the crash on my Invul tank, and skipped it entirely. But, I have seen it used to great effect by others; tanks, brutes, and scraps. It doesn't suit my playstyle, but it is a situationally useful power. In fact, I appreciate sets in which I don't feel the NEED to have every power. And find it a sign of good design to entice different types such that in a lot of cases, the 'skip-able' powers aren't even agreed upon.

    Short version, I agree, I don't like the power, but that is far from evidence that it needs fixing.
  8. Quote:
    Originally Posted by LSK View Post
    I might be wrong but if u have 6 IO's slotted in it only 3 of them count not all 6.
    They all 'count'. They are not all worth the slot, however. ED just gives you massively diminished returns for you SO/IO and slot investment past 3. So, all else being equal, and assuming n the hard cap for the attribute in question doesn't enter into the discussion, a power slotted for something with 3 slot will be less then the same power slotted for 6.

    For example, if I were silly enough to put 6 Damage SOs (or IOs) in a power and someone else had an otherwise identical alt with 3 Damage SOs (or IOs) in it, mine will do a minuscule amount more damage.


    At least that's what I've been led to believe by personal experience, and several other independent sources. I'll admit I have never conducted a well thought out test for this, however.
  9. Quote:
    Originally Posted by New Dawn View Post
    Dead people = less of everything overall. Trials on timers really could do with people who aren't running back from hospital or waiting for a res.
    Pretty much this in most cases. Situationally, I'll buff for different needs, but in general, having the whole team there working together is going to trump having 2 or 3 there buffed, especially as there is a good chance they may not benefit much from a buff, due to cap situations.
  10. If you're mostly duoing, you'll be getting a decent sized damage buff as a defender. Just something to consider.

    As to concept, really only ice and elec seem like good, obvious choices. That said, if you get creative, most can work. I've got a Mythic nature spirit type storm/archery that I quite like. No immediate ideas spring to mind about how to get storm/2gun to work, but I'm sure it's possible.

    From a game play perspective I think I might be tempted to try Storm/Dark, Storm/AR, or Strom/2gun if a defender, and fire/storm if you go the corrupter route.
  11. So..... Nobody has any experience with a damage proc in Wide Area Web Grenade? OK, I guess I can see that. But nobody is even willing to speculate either? And nobody has any experience with the trials that might indicate how effective Surveillance can be with such minimal accuracy?


    @Necrotech: I'm pretty happy with my build in general, and so while you're welcome to post your build, I didn't really need help with a build plan. I can still consider using another -KB global, as I have open slot that comes with Wolf Spider Armour. I do appreciate that suggestion, but I still do want some help with the actual problem I posted about.....

    Specifically, where does one think the one extra slot in my build would be most effective between the choices or WAWG or Sur? I'm surely not against suggestions that say, "Option C,and here is why," but I'd like that in addition to opinions to help decide between two places I'm most likely to end up putting it.
  12. Very nice rework. I think you're onto something fairly different, and fun. Should turn out quite nicely.

    Quote:
    Originally Posted by Pampl View Post
    If it matters, many of those IOs will actually be 35s.. still worth putting off the upgrade?
    In my opinion, 35s, 40s, 45s, and 50s, as far as common IOs are all fairly close. I don't bother to chase upgrades, just craft what drops if I have the salvage handy. Only once I'm better set for cash and level 50 and just putting on the final touches do I bother with it. In a lot of cases I still have an SO or two in a few places even, and don't really find I even notice.
  13. Madadh

    VEAT question

    Quote:
    Originally Posted by Schismatrix View Post
    Exactly.
    Currently Praetorians unlock no EATs of any kind when they hit 20. A message still pops up that you've unlocked an Epic Archetype anyway. The message is incorrect.

    i'm still hoping for a Praetorian EAT to be added at some point. Preferably with a plant theme for obvious reasons.
    I'm sorry, but I have to disagree. The reasons aren't obvious. OR at least obvious enough. So I'll ask outright... Why a plant theme, and why would you think that a plant theme should be obvious?
  14. Quote:
    Originally Posted by Pampl View Post
    (side note: which one should I shoot for? I like ranged pets, so I'm thinking the Mu Striker)

    I tried finding a spot for Wolf Spider Armor but it looked like the only thing I could give up would be TT: Leadership, and I'd really like to keep that so my pets can reliably hit things. Shouldn't leaving Fortitude on be enough protection generally?
    As to the Soldier PPP Pets, I've very little experience, so I'll have to leave that commentary for someone else.

    And as for Fortification, you are correct now that I look at the numbers. I warned ya Crab's weren't my strong suit. I'd forgotten that it had mez resists in there too. That said, since your Defense numbers are nowhere near capped (except for ranged, which is fairly close) I'd want to make my Resistance numbers higher, and I might try to work a slot or two into Fort to up the resistances.

    You're also 3 over the Rule of Five for set bonuses in the 6.25% Recharge Speed bonus. So I think I'd consider changing the Expedient Reinforcements for Blood Mandates for the huge AOE and Ranged Def bonuses. I know that means your pets aren't perma (or in CoRs case, further from Perma), but the best thing about that set (Exped Reinfor I mean), and the main reason it's pricey, is that big recharge bonus, and you're not getting it.

    Also, the Miracle Proc will only work after using Serum, which I understand you'll be trying to keep up all the time, but it still makes a lot more sense to me to effectively make that recovery bonus Permanent by slotting it in Health. I'd either slot Doctored Wounds Heal/Recharge (lvl 50) in it's place, or lose the slot, and add it to health.

    I really wish I had a good suggestion on how to fix your rule of 5 problem, but I don't really, since there are so few AOE sets, and even fewer Recharge Pets sets.. Hopefully someone else we see an idea I missed. I hope so, because it's really neat build concept,and I'd love to see it work out for ya.

    PS: That said, push comes to shove, the build doesn't look bad even with not getting those bonuses. If you want to keep to your concept, and just eat them, it'll most likely still be quite playable and fun. You just won't be getting your Infs worth out of those sets.
  15. Quote:
    Originally Posted by Necrotech_Master View Post
    hmm, based on your build i would put the slot in wolf spider armor

    reason i say to put slot in the armor is because you can slot it with another -kb IO (i personally like to run with min 8 kb protect) and the added resistance would help stack with tough

    edit: just noticed you had the bane armor in there already with the steadfast unique, man i cant read today lol

    Hmm. Hadn't thought of adding more -KB. But I can do that without putting the slot there, as I don't have anything in there currently. I had been considering the Psi Resist global, but ow I have a decision to make. Both, 1 or the other and more resistance, or spend the slot elsewhere like I'd first thought about.

    Thanks for the input and suggestion, even if it did make the decision ever more tough.
  16. Edited: Removed the build as it proved to be merely distracting extraneous information. I don't really need help with a build plan, or power selection, so I've made this edit to attempt to keep the thread on topic. Suffice it that it's capped to all three position, and has enough global recharge to allow a seamless attack chain, and all the long effect powers to be double stacked.
  17. Well, your data link doesn't seem to be working for me,and you didn't post a data chunk, so I can't look at the numbers, but I have a couple of suggestions. They're all fairly general, since Crabs aren't my strong suit, but they may help...

    All generic IOs can be made to level 50, if you like, as they don't have any set bonuses to worry about when exemping.

    No travel power. Might be an issue, might not, but since you have open power slots, and hasten already, superspeed, and a stealth proc is invis, and that's helpful in a lot of situations.

    If you're a little worried about End, and are taking Steadfast Res/Def and Steadfast -KB both anyway, I'd try to get them into the same power for a Recovery bonus. I fell if all else stays as is you can take a slot from Veng, and drop it in the Crab Armour.

    If you can find a slot for it, the Explosive Strike Damage Proc is nice to add to Frag Grenade. Last I checked, it was also quite cheap.

    The wolf Spider Armour isn't that great, but if taken late is worth it, in my experience. Just the Crab Armour is a mag 4 mez protection. But getting 2 mag 3s stacked is not unusual, in my experience. The Wolf Armour add Mag 2, meaning you'd have mag 6 total, which means 2 stacked mag 3s and you keep on trucking. Also, it's a spot for an Aegis or Impervium Armour Global. They're not super cheap, though, if you're on a tight budget.

    Lastly, if you're pet focused, the Patron route, any of them, should get you another pet, once you're past 40.

    Hope some of the above helps and is somewhat what you're looking for.
  18. So, I'm respeccing my Huntsman, and in the process I've cleared up an extra slot. I can see two possible spots for it. Just want feedback to help decide between the two.

    Option #1: Add a slot to my Wide Area Web Grenade. It is 5 slotted with Grav Anchor now, missing only the Grav Anchor: Immobilize. Was thinking of added a 6th slot to add the Trap of the Hunter Proc. Just not sure how much value that adds.

    Option #2: Add a slot to Surveillance. I took it late-ish, so I initially figured it could go pretty light on the Acc slotting, since I have my set bonuses by then, and the TT:Leadership. Currently it has the Analyze Weakness Acc/Recharge, The Achilles' Heel Proc, and a Recharge IO. So far, I've not had any issues as it is. But I was thinking of adding the Shield Breaker: Acc/Recharge. Or maybe a Acc IO. Or a Recharge IO. Really not sure, but was concerned that in the Incarnate Trials I might wish for more Acc or more recharge if slowed.

    Thoughts suggestions on those ideas appreciated.
  19. I'd agree with many of the previous posters, fire seems the way to go, given what you've said you want it to do. I also think for secondaries your best choices would be energy and mental. I'd choose mental myself because of the -regen debuff, but you do have to get close to use it.

    If you only look at energy, Elec, or rad for your primary, I don't know how I'd vote, it's a tough call. Energy is better damage, but the KB often isn't helpful. Rad is nice, but seems to have very long animation times on several key powers.
  20. Madadh

    Lore for tankers

    Quote:
    Originally Posted by Silas View Post
    No, if you have the level shift as long as you have a tier 3-4 slotted. Same as the Destiny level shift.
    Thanks for confirming. I had just assumed so, but realized I hadn't verified, and assuming, well, we all know how that can get ya into trouble.
  21. As long as you're asking about PVP balance, have you asked or tested Clarion vs Doms and Trollers in PVP? Just curious?
  22. Quote:
    Originally Posted by Lobster View Post
    Heck yeah, report all those /cold and /ff and /son players!
    Sincerely, thank you. If you'd not beat me to it, I'd not likely have said it so succinctly.

    And, I'm sure you didn't mean to exclude the Trick Arrowers.

    And, let's face it, Stormies are totally gimped with no O2. (Of course, I do like O2, and thinks it's underrated.)
  23. Madadh

    Lore for tankers

    Quote:
    Originally Posted by Spiritchaser View Post
    Looks like I'm going to have to pick something for this slot for my elec/fire.

    I'd love to hear people's thoughts on which lore pets they're thinking of taking

    I don't really find any of them conceptually appealing.......
    I totally hear ya there.

    Quote:
    but there's a level shift involved so I have to pick... something.
    I'm not so sure you do, but, if the level shift is the motivation, look over your incarnate salvage, and see what ya have, and which Lore that gets you the most progress towards a tier 3 on, and go that route. Then you never even need to worry about the pet. Slot that lore, remove the button from your tray, and forget about it.

    Or do you only get the level shift when the pets are summoned and on-scene? Have to admit I never considered this, and haven't checked to see if this may be the case.
  24. Quote:
    Originally Posted by Breog View Post
    Another one that might do well.


    Inv/Ice

    yeah Crazy as it sounds, but Ice Patch is crazy good mitigation. it doens't make you very mobil granted but its pretty amazeing how many things you can tie down when you drop 2 ice patches and then move onto another group.
    I'd strongly second Inv/Ice. It's quite tough, but admittedly on the lower DPS end, or at least my build is.

    However, I'll respectfully disagree with the above poster on 1 matter. In my opinion, Ice Patch makes you more mobile against many opponents. You're rooted during the animation, but after that you can run off and leave a lot of enemies just flopping for a bit. Freeing you to gather aggro elsewhere while still having on bunch largely neutralized. If your recharge is high enough, you can have multiple patches out, and be in yet another location tanking. Granted, if you're teaming with a VERY fragile group, or a very tough enemy, the ice Patch isn't gonna be enough mitigation to keep your team safe all by itself, but once you get used to using it that way, you're very mobile, and protecting your team in several places at once.

    Well, at least it works out that way for me. YMMV.
  25. Quote:
    Originally Posted by TwoHeadedBoy View Post
    The build I'm working on specifically right now is one for a Rad/Son defender to be used almost strictly for soloing. Most people's builds seem to favor ranged defense, but being solo I need to keep the groups close to the anchor and the best way to do that is to stand right next to him... So, I'm assuming I should build for melee defense? I tried building for AOE AND Melee on top of the recharge bonuses I needed for perma hasten>AM and the set bonus numbers were not where I wanted them. Then again, at the time I was under the impression that in order to be soft capped I needed to get the set bonuses to 45%, so I'm glad I posted this.
    I play a fair number of Rads, and use this same technique. In my opinion, I'd still build for ranged def or s/l. If you want to be well rounded, I'd say ranged. Then build for AOE, and melee last. Even with no melee set bonuses you'll likely end up with ~20% melee defense depending on how you build.
    Then, once you're standing in a mass in melee range, you'll have your -tohit active, I would hope, and since you'll likely not be soloing a group of EB or AV, but groups of minions and Lts, your debuff should be quite effective at getting you effectively the rest of the way to softcap efficacy. Things outside of the range of your debuff will be using ranged or AOE attacks..

    I know, it's not a perfect solution, but it's probably the best you're gonna get. It works pretty well for me.