Miladys_Knight

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  1. Quote:
    Originally Posted by Not_Epsilon View Post
    Whatever you ate, it was prolly bad for u
    Bricks are high in minerals but are lacking in vitamins and useful calories.
  2. The other thing that noone else has mentioned yet is that outside of domination the duration of your controls is shorter than that of controllers. That means that Doms have more issues than controllers when facing tough opponents outside of domination.

    This is especially true in the case of AoE controls in the lower levels of the game when you are slot poor. The AoEs have the same lower base accuracy that you are used to with controllers but have shorter duration. Using SO only slotting 2 Acc, 2 (mez), 2 Rech gets you enough Acc but doesn't give you as much mez duration or recharge as you may be used to on your controllers and it burns up more end since you haven't the slots to add end red if you want maximum effects from your controls.
  3. Quote:
    Originally Posted by Lucky View Post
    Since you mention it KB can be slotted way over the normal ED caps maybe it's the same case here.
    Knockback is on a different enhancement schedule from defense all of which is explained here.

    Knockback is schedule D and has much higher base values so the final numbers "look" much better after ED is applied.

    Defense is schedule B and has much lower base numbers and so a final value that looks much worse after ED is applied.

    This is the reason that many people substitute Enzyme Exposures for Cytos or Membranes. With Hamidon Enhancements defense debuffs slotted in defense powers provide increased defense. Defense debuff is Schedule A as opposed to Defense's Schedule B.

    This is a "feature" that the devs have not been able to eliminate and has been around so long that changing it now would be perceived by a majority of the player base as violating the cottage rule.
  4. Quote:
    Originally Posted by NordBlast View Post
    Is there any particular reason for randomness? IMO FIFO is much more fair...
    The only thing that we could come up with was, that adding a time stamp to all bids and offers just for resolving single influence ties, could potentially increase AH server lag for every bid/offer and only provide a resolution for a very very rare occurance. It's probably not worth increased lag, coding time, and increased server usage for those rare occasions and the devs decided to use a (not so) random number generator instead.
  5. Quote:
    Originally Posted by firespray View Post
    I'm wanting to do an Assault Rifle blaster and I'm wondering what's mechanically a good secondary to go with it. I can't stand devices, so please don't suggest it.
    If you want mitigation for your AR/ blaster then Ice is the way to go. It's also nice to have an immobilize as it lets you leverage ignite.

    On the other hand if you want to really leverage AR's strength's then /energy is the way to go. You won't be able to leverage ignite solo but boost range with all those cones is really really nice. Beanbag + Stun (not so much Total Focus post nerf but it can still be made to work) is a nice tool against bosses especially when combined with Power Boost.

    The things I probably wouldn't pair it with would be /Mental or /Fire most of the utility powers in /mental are melee or close range and with Buckshot, M30 Grenade, Flame Thrower, and Full Auto the last thing you'll need is another cone attack that will just sit in your tray unused. /Fire has the same problems in that most of the attacks from the secondary are slow animating PBAoEs or are endurance hungry (or both).
  6. Quote:
    Originally Posted by spiritfox View Post
    All blaster secondaries. I know a ton of people love blasters, but I hate the class with a passion because its the only class besides dominators that has two purely offensive powersets. Dominators work because control is the primary aspects, blasters have no control, no survivability, etc.

    And empathy. Ohh, empathy.

    Empathy is a powerful team set. That said, alone it sucks horribly. Get rid of absorb pain completely (such a ****** concept) and combine both auras. For one thing, a set called "empathy" needs a confusion. Put it where the first aura goes, make it an AoE cone or a fast recharging single target persuade "showing the enemy empathy and making him question his loyalties for a short period"

    Absorb pain could be turned into any number of things, personally I'd love to see one of two items

    - Team Stealth toggle, effectively enemies "see" you but because of the empathetic aura you exude they aren't sure if they should attack you yet. Add in an unsupressable

    - Single target +res shield, 20% resist to all, enhancable. Call it "Understanding Embrace" or something similarly empathy-ish.

    And I'd love to see adrenaline boost changed. Increase the regen and recovery on the combined aura described above and add in +50% recharge, and make adrenaline boost a targeted ally toggle. You essentially make one ally unkillable as long as you've got endurance, "Bond of Empathy" or something like that. I mean, for a healing T8 wouldn't it be great to be able to buff someone into a true level of God mode. +20% defense and +40% resistance, +10% tohit, mag 10 protection and 60% resistance to all existing debuffs of any kind. Make it cost 1.2 eps and you've got a great power.
    I have a feeling that you don't "get" the concept behind either AT/set you are unhappy with. Empathy is one of the most powerful sets in the game. It's downfall (which is an intentional design element) is to be strong on teams and weak soloing at both the early game stages and late game stages. Early game by heals and late game by other buffs.

    Much as we don't like the idea of Empathy being considered "h34l0rz" it's pretty clear that the original dev team had that in mind especially when taken in light of the defender inherent which is tailor made for the empathy power set as reactive "h34l0rz" rather than pro-active buffers and little more than useless for sets like FF and Cold.

    The main problem with blasters is the top-heavy design. I've always believed that the secondaries were poorly designed with too many attacks and not enough utlity powers. With long animating sets like AR and Sonic it is entirely possible to have attacks that you never use simply because the powers don't animate fast enough and you can get a smooth attack chain using SOs only and very light recharge slotting.

    I have always thought that the blaster epic powers, especially the armors, belonged in the secondary and many of the utility powers like power sink, conserve power, boost range, power boost, RotP, etc belonged in the epics. The epics should also have powers like physical perfection available.

    My blasters usually have to dip into pool powers simply because I have all the attacks I need to have a smooth attack chain by level 24.
  7. I have noticed some overly long delays on secondary effects. One thing that has happened to me often enough to notice is that I will get hit with an attack that can cause KB and it seems as if the server immediately turns off my powers even though no KB occurs.

    Some times I'll have upwards of 1.5 seconds where I can't activate any powers and then suddenly I can OR if my KB protection was exceeded then after that 1.5 second delay the KB effect finally occurs.
  8. Quote:
    Originally Posted by Fulmens View Post
    Huge difference between "enemies at the -runspeed cap" and "enemies at both -runspeed and -recharge cap". I'm not saying that -rrunspeed is useless, but 1/4 the incoming firepower is my personal priority.
    Well the comment was in response to "good use of rain of fire" which I took to mean "keep all the mobs in the damage radius for the duration of the power" which properly slotted Hot Feet + RoF does.

    In my experience there's not much difference in incoming damage between -rech cap and avoid + -runspeed cap, especially at the speed with which fire/ and /fire destroy stuff. The main problem is the 39-40 level wait to get it.
  9. Miladys_Knight

    Ice/Rad for PvE

    On my Ice/rad I run both AA and CC (CC is slotted with the lockdown proc and when I hit 50 AA will get the Contagious Confusion proc). I skipped Ice patch as I really didn't need it. I have about 15% range defense slotted and I don't solo with the toon so I tend to open by kiting with RI before the blaster unloads or as the scrapper is charging in, or throwing Shiver in once the tank has a good chunk of the aggro.

    Then I just waltz right in and every thing is held and/or confused and pretty much at the -rech and -run speed caps. Radiant Aura is enough to take care of what little damage does get through.

    I have Frostbite 6 slotted with Enfeebled Operation for the defense set bonuses but rarely use it.

    I have and use LR mainly for the -regen or on unbalanced and low damage teams that are heavy with tanks and defenders and lack blasters, scrappers, and khelds. I also get good use out of it on TFs that have lots of bosses/elite bosses/AVs like Manticore, ITF and LGTF.

    I really like the AA + CC combo. I don't have to use many other powers aside from Block of Ice on bosses or Glacier on multi-boss spawns. That lets me use pool damage powers like Jump Kick, my vet attacks and renewable temps like Waylon's Bow and the Iron Sword along side Jack for damage. The combo covers everything too. Things like nemesis that resist confuse or Warwolves and BP that resist slows get held by CC, and stuff that resists holds like Arachnos get confused and slowed by AA.
  10. Quote:
    Originally Posted by Riverdusk View Post
    Love my fire/devices. On tough battles or bad teams devices is invaulable, on steamroller teams I just don't bother. So, slow? Not really. Anyway, I find most other secondaries have just as many skippable powers. Basically the big drawback is the no build-up, all it really comes down to. Yes, that's a big one though.

    I'd say all they need to do is give targetting drone an assault like constant on damage boost (to more than just AR's snipe) and tweak time bomb. No "total redo" necessary IMHO.

    One advantage of fire/devices is it is one of only two secondaries (other being /ice) where you can actually make good use of rain of fire.
    You are forgetting /fire. Properly slotted Hotfeet + Rain of Fire can put mobs at the -runspeed cap just like with /dev and /ice. The only problem is that it comes very late in the power set (level 38, 39-40 if you want decent slotting) and you HAVE to fight in melee/close range to take advantage of it.
  11. I've always hated that the keybind for tab was set to target_next so I have always changed mine under Menu > Options > Keymapping.

    I set target_near to the tab key, I set the numpad + key to target_far, numpad enter key to target_previous, and I bind target_next to the right mouse button.

    My left pinky drops down on the tab key to target the nearest enemy and then I can use the right mouse button to cycle through near targets or I can stretch my right thumb over from the mouse to hit the number pad + key to target far (for things like LRM) and if that's too far away or not quite the right target I use the thumb to hit the numpad enter key to cycle forward a bit.
  12. Quote:
    Originally Posted by Invincible_Ninja View Post
    I'm thinking of rolling a fire blaster and am trying to find a good secondary but i just can't (WARNING: this is my first blaster). I've had my share of experiences with EM in the past and would rather avoid it.
    Depends on what you want to do.

    If you want damage with excellent mitigation Fire/Dev or Fire/Ice. (caveat - /Dev is a very slow set to play. Roll fire/dev only if you are planning on soloing almost exclusively and don't mind a much slower and more deliberate playstyle).

    If you want raw damage output and aren't concerned with mitigation then Fire/Fire with Fire/Mental close behind.

    If you want something in the middle of the road for mitiagtion and utility then Fire/Energy.

    If you want something in the middle of the road with hard hitting melee powers and an endurance recovery tool then Fire/Electric.
  13. Quote:
    Originally Posted by JWatt View Post
    Well why don't you tell them that it's their job to chase the enemies that you bounce away from them. Tell them "fetch" while you're at it. That'll go well.

    Or you could learn to manage your knockback like a big boy. Use Hover to stay above enemies when knocking them back, making it knockdown, or make sure to knock them INTO a controller AoE power's radius, or bounce them against a wall and keep them there for the melee people. You could also use the immobilize power that almost all blasters get at level 1 to keep the enemy from being knocked back at all, and make sure to focus on one enemy at a time that no one else is aiming at so that you don't accidentally knock an enemy away from a player who is trying to kill it. It really doesn't take much thinking to figure out.

    Honestly, I don't really get a lot of people who actively complain about how I play, even when I know I've just made things harder for someone (usually accidentally). People in this game tend to be pretty understanding about things, unless you're so terrible that you cause numerous team wipes and have an attitude that says "why didn't you chase the enemy I just knocked 50 feet away into that big pile of AVs? You aren't doing your job, buster".

    Think about it like this: "If I shoot this bad guy and he's knocked back, how does that effect myself, my target, the enemies around my target, and my team mates?" If the answer is "The enemy will be knocked back into a position where he either makes things harder for my team mates and myself, or easier for itself and the enemies around it." then pick another target.
    You are missing the other side of the coin. Experienced melee players that know they are teamed with KB heavy teammates like energy blasters or Illusion controllers should be fighting and gathering aggro near walls and corners instead of out in the middle of a huge room. Most of the complainers are their own worst enemy not because the player that has KB isn't playing smart but because the melee player isn't playing smart.

    My stand point on my Energy/Energy blaster is "if it's flying, it's dying" I'll be killing it before it can get back in melee or before most melee players can catch back up to it. The biggest complaint I get is that I killed "their target" not that I KB'd something.
  14. Quote:
    Originally Posted by Katie V View Post
    Let me guess: you tend to play with fast-moving teams.

    Some of us prefer a slower, more deliberate playstyle, and Devices is good set for that. Cloaking Device's 35ft stealth lets you ghost most missions if you're careful, stacks nicely with Smoke Grenade, and lets you pick your battles in almost all situations. Caltrops keeps opponents out of melee range, and combines nicely with Trip Mine to catch fast-moving target such as the Halloween werewolves. Ever one-shotted an elite boss? Trip mines + hasten + recharge has the potential. Gun drone by itself is fairly useless, but summoning one is a good way to draw a mob across a minefield while remaining cloaked.

    I agree that Time Bomb is useless.
    While I enjoy my Arch/Devices/Munitions blaster I have to disagree with your post in most particulars.

    Even though it is good for a slow and deliberate playstyle (and don't get me wrong I like my Arch/Dev and my Sonic/Ice both of which have deliberate playstyles) it is much too slow and much too deliberate.

    Cloaking Device is not so good a stealth power because it costs you a power pick and it costs you endurance. It is replaceable by a single IO enhancement and that IO can be slotted in a power you get for free (Sprint).

    Sprint can be toggled on and off and you have 30 feet stealth for the next 120 seconds with out spending a single endurance and there is virtually no difference between 35 feet of stealth and 30 feet.

    The defense provided by CD is similarly not worth it. If you are playing a slow deliberate trapper you will seldom be taking any direct damage and won't need the defense. Not only that but the benefit provided by combat jumping, both in terms of defense/end and the status protection makes CD a waste.

    Smoke Grenade has similar problems. While it can be combined with CD for PvE invisibility it suffers the same problem as above. Too much end for the benefits and the secondary effects are both low value and have a to hit roll meaning that the power is only useful as -perception unless it is heavily slotted. Mobs outside the radius are unaffected as are mobs that you can't target due to being out of LoS or out of range.

    Super Speed solves that problem, most blasters have hasten anyway to leverage defiance, and it gives you all the same effects for yourself that smoke grenade does in the base slot. Combined with a stealth IO it gives you PvE invisibility. You can do all that in one power pick with 1 slot instead of 2 with heavy slotting requirements.

    While trip mine is nice especially when combined with Caltrops you won't be slowing wolves down ever. Caltrops have no effect on them since they are immune to movement and recharge slows and they move fast enough that they can run past a trip mine without setting it off.

    Gun drone isn't totally useless but it's end cost is far too great, it's casting time is far too great, it's duration is far too short especially when taken in the light of end cost and casting time and how little damage it puts out now due to the pet recharge nerf. The other thing that it used to be good at, contributing damage while the blaster is mezzed, is done better by the blaster now that the tier 1 and 2 primary and tier 2 secondary can be fired while mezzed.

    I won't disagree that casting one as a lure so that you can stay cloaked is bad but forgetting to dismiss it before you start setting up your next mine field can ruin your day, a trade off that I don't really care for.

    Also I never ever see posts calling time bomb useless from /Dev players that take the time to set up huge mine fields. It's quite useful for a player with that type playstyle. The other thing that you are missing is that primaries with crashless nukes like Archery and Assault Rifle or LRM from munitions benefit greatly from time bomb. 2 crashless mininukes used at the same time do more damage than a standard nuke and if you add in the time you don't have any end recovery from a crash it takes about the same amount of time to pull off as Time Bomb + RoA. Should it be able to be done faster? Without a doubt. Can it be done so that it is faster? I have no doubt that the dev team that has brought us power customization could pull it off.

    Devices big problems are that many of the powers (CD, Smoke Grenade, Targetting Drone) can be replaced by IO sets or set bonuses for less or no end costs and while it may be fine and safe for soloing the powers that can't be replaced by sets and set bonuses (with the exception of Web Grenade and Caltrops) aren't easily or effectively used for ANY team whether they steam roll or not. The pace is too slow even on a team of new players that are going slow because they don't know how to go fast and live.
  15. Quote:
    Originally Posted by Jabbrwock View Post
    for just one power set to get completely reworked, which set would it be?
    Both Blaster /Devices AND Grav Control need changed.

    Grav needs to be completely reworked with the cottage rule thrown out the window or at least temporarily placed in the trash bin.

    I think that /Devices could be successfully reworked while only slightly bending the cottage rule.

    If I were prioritizing the 2 projects though /Devices would go first.
  16. Quote:
    Originally Posted by SlimPickens View Post
    Meh. tricky tactics, but i like to kill things on my blasters... not play as an ineffective controller.

    Frozen aura has perhaps the worst accuracy base in the game, and is only available at lvl 38- if you really want an AoE sleep you can pick up the AoE sleep from /cold epic powers at 41, which has normal accuracy, and is a targetted AoE not a PBAoE, making it much more sleep friendly.

    I prefer to destroy my targets over spending activation times and power picks on weak controls though, so frozen aura having no damage component, and also having the terribad base accuracy makes it to me the absolute worst tier 9 power available to blasters.

    In the time it takes to lay out all the poor control, i could just have built for softcapped def and obliterated the targets with AoE damage with my cast times.

    On a defender this doesnt apply, but Id still rather being doing nearly anything else with my cast times then laying out poor controls.

    YMMV.
    To be honest I like "tricky tactics" and prefer it many times to simple button mashing. There are few opportunities for strategy in this game and Sonic/Ice is a good one for a different yet fully effective playstyle.

    Frozen Aura does not have low accuracy, it has standard accuracy, and most sleep IO sets are heavy on accuracy anyway.

    The sleep in the cold epic (Flash Freeze) does not work at all for what my Sonic/Ice uses it for since it has a damage component and a duration of 17.9 seconds with a 90 second recharge. This makes it unstackable. Frozen Aura lacks a damage component and can be stacked mutiple times especially when you take into consideration that it's duration is longer than it's recharge time before any sleep duration is ever slotted.

    The long durations on the sleeps also mean that if you do get mezzed during your alpha attack that mez has worn off long before the mobs awaken.

    Solo (or on teams of experienced players) sleeps are hard controls as long as you do not move or damage the sleeping mobs. This means that problem mobs like sappers, mezzers, and bosses can be neutralized by stacked sleeps.

    Mezzing lieutenants can be slept then stunned or held and taken out with single target damage without fear of disturbing other mobs. The same can be done with bosses. Kiting a sleeping boss with Freezing Touch and following up with a hold from an epic power can neutralize it. It can then be safely taken out with single target damage.

    Once all major threats are eliminated a seemless AoE chain of Shockwave, Howl, Static Discharge, Sirens (Pre-epic powers, Shiver can be used in place of Static Discharge placed after Sirens in the attack chain) will easily and safely dispose of the rest of the spawn.

    Best of all this can be done with only SOs or a very minimal amount of IO sets.

    With proper slotting and a bit of practice it can be done with out Hasten or the Fitness pool.

    My Sonic/Ice has Entropic Chaos slotted in the single target blasts and Call of the Sandman slotted in Sirens and Frozen Aura. The +heal procs have allowed me to dispense with the medicine pool and even beter yet, if I get slept and Entropic Chaos in my tier 1 and 2 blasts procs the sleep is broken and I can fire away at full power again.

    All in all it has a very different though effective playstyle and gives me relief from the constant and very vanilla damage, damage, and more damage of the typical blaster power set combinations.
  17. Quote:
    Originally Posted by Bierfuiz View Post
    This would be especially stupid considering that you can get one random purple every 1 1/2 hours with a good farming toon...

    Btw: Where does the 3.5 mpm number come from?
    http://wiki.cohtitan.com/wiki/Merit_Rewards
  18. Quote:
    Originally Posted by Smurch View Post
    Plant/Thorn shouldn't have to worry about alphas with the combo of Seeds of Confusion + Carrion Creepers.
    Unless you have some extra range slotting in Seeds many of the mobs will notify and queue an attack before the confuse kicks in. 12-15% ranged defense can make the survival difference for those mobs that get the alpha off after notification but before being confused and for that 5% of mobs that are always going to be missed.
  19. Quote:
    Originally Posted by SlimPickens View Post
    No. Time bomb is not the worst tier 9 in the game.

    That would be blaster /Ice Manipulation tier 9 frozen aura.

    That power takes worthless to another level.

    But yes. Time bomb sucks as well.
    Actually Blaster Frozen Aura is quite useful especially while soloing. It can be stacked with itself to sleep even bosses allowing you to safely switch to single target damage or it can be done quickly by pairing it with the Sonic Primary and following up Sirens with Frozen.

    I'm seriously considering switching to the electric Epic on my Sonic/Ice/Fire. I haven't tested it yet but I believe that I should be able to use Sirens then follow up with Frozen Aura to quickly sleep the entire spawn including bosses. Position my self in the exact center of the sleeping spawn. Fire off EM Pulse (which shouldn't break the sleep since it does no damage and doesn't reposition the mobs) and then follow up with Dreadful Wail. With proper slotting that should leave everything, including bosses, that lives through Dreadful, stunned and unable to retaliate until after the end crash passes off.
  20. Quote:
    Originally Posted by Griff Mender View Post
    Hey gang! So I've gotten the leveling bug out of my system for now. Got my 50 emp/dark, 50 kin/elec, 50 ill/rad, and a PB closing in on it. That'll do me for a while. Now i just need to kick back and relax. Now, the defender class has always been my fav. Support is just plain awesome and I couldnt solo if i wanted to with my SG pounding down the doors. (fun folks) So I'd like to know what you guys think would be the most relaxing defender to play as? I totally dont mind starting a new one really since my SG doesnt care what toon ya bring as long as you have fun. So im just looking for something nice and relaxing. I heard about FF being pretty laid back but didnt know if it would be "too laid back". What with 4 minutes of thumb twiddling in between buffs. Any feedback would be good. So far my emp/dark is pretty darned laid back. I run my leadership toggles, I buff them with fort and grant invis for the def bonus, I spot heal, then the rest of the time us fun and games with tenebrous tentacles and nightfall
    But is there anything more relaxed than that? I dont want to purple him out, I dont care about being uber. I'd just like a defender who is as relaxing as humanly possible to enjoy my few hours after work. So, suggestions will be greatly appreciated.
    I'd agree that FF is probably the most relaxing defender though I would mention that a /FF controller has the potential to be even more relaxing especially Ice/FF.

    Put one of the squishies on Auto follow, Bubble jack and the team every 4 minutes and cast ice patch when it's recharged. you can spend the rest of the time chatting.

    Ice/Rad is good for that too. Just toggle on Artic Air and Choking Cloud (adding the Lock Down proc to Choking Cloud is even better as is adding the Contagious Confusion proc to Arctic Air) and follow the tank around with Radiant Aura on Auto.
  21. Quote:
    Originally Posted by brophog02 View Post
    I disagree with most of this.

    /Ice is a very nice secondary for Fire, because it gives you what fire sorely lacks.....mitigation......and it does that better than just about any other secondary. Fire/Ice is a very effective and fun combination.

    /Elec....the AOE component to Thunderstrike is very small and the animation is so long that I always recommend skipping it. It just isn't needed with CB, HP, SG.

    /Energy is similar to /Elec due to the melee attacks, but not quite as damaging of a secondary since more of the damage is tied up in the long animating Total Focus and the set lacks a damage aura. Conserve Power is not as good of a recovery tool as Power Sink, although it does come earlier, and Boost Range is a solid utility power for those that want to stick to range. It does, however, stack with itself well with all of the stuns in the set.

    /Devices.......just don't. Seriously, if Ice could be said to be too slow of a secondary for Fire (which I disagree with), then devices would be like crawling in quicksand. Devices got absolutely neutered between ED, the old smoke grenade 'nerf', and Inventions. Targeting Drone, Smoke Grenade, and Cloaking Device are mostly replaced by Inventions and trip mine, time bomb, and Gun Drone are very slow casting powers. The set, frankly, needs totally redone to compete with other sets in today's game. There are those that play it, and it can be a fun set, but you have to play to its strengths and be accepting of its vast limitations.
    I too disagree with Jwatt and would say that most of what brophog02 has to say mirrors my opinion on the subject with perhaps only a few small nits that are playstyle choices rather than any thing else.

    The main one being that devices is a very safe and solid, though painfully slow, set for soloing. It takes a certain type of unhurried playstyle to really be happy with it.

    @Candlestick

    If you really want an AoE monster Rad/Fire is the way to go. Lots of PBAoEs. I'm really enjoying mine.
  22. Quote:
    Originally Posted by Adeon Hawkwood View Post
    I don't think that it's so much they don't want them as they don' NEED them (although there are plenty of players who don't play their level 50s enough to really want purples). Unlike other MMOs there is no content that is inaccessible to a team equipped solely with SOs so the only purpose of purples (and indeed IOs in general) is character progression for the sake of character progression (and a few extreme personal challenges such as AV soloing). Given that I think purples should take time and commitment to get since otherwise there is no real sense of progression just a sudden leap in power.

    I tend to agree that it would be nice to have some team based methods for getting purples but I don't see a good option without greatly decreasing their rarity other than allowing them to be bought with merits (which isn't a great idea). Anything that is based on random drops will always favor farming and farming will always favor being done with the fewest people possible.

    Purples could be added as direct buys with merits but overall I think this would be a bad thing. They'd realistically need to be at least 500 merits a recipe and that means people would start hoarding merits to buy purples rather than directly buying valuable recipes or better yet taking random rolls and injecting those recipes into the economy. The introduction of merits caused a huge decrease in the supply of Pool C/D (although subsequent changes have helped somewhat with that) and I think adding purples to merits would make that worse.

    What I would quite like to see is a re-balancing of the purple drop rates in order to try and even out the prices somewhat. The market is pretty oversupplied with the purple mez sets (particularly confuse and sleep) and undersupplied with the damage sets (particularly Apocalypse). it would be nice if the devs did the same thing they did with the random recipe rolls and rebalanced purple drops so a higher percentage of them were the more popular damage sets.
    Just as an FYI we've been told by the devs that the number of merits required to buy a single purple recipe would be more than we can currently hold. Currently we can hold 9,999 merits so a 500 merit purple is a pipe dream.
  23. Quote:
    Originally Posted by Kalikojack View Post
    ...you plan to fail.

    hello CoH community I'm a long time reader, seldom poster who has been playing on and off for the past 3 years. Yesterday i made my first serious foray into Dominators, and i have no clue what I want to build for with IO sets. I would like to start slotting at level 32 (level 12 right now.) What would be the best thing to slot for Defense, Recharge, Regen, Recovery? I don't have much experience with IO sets and would like some pointers. I also don't have much money, i should have around 50-60mil available. Any and all help will be appreciated.

    EDIT: it may help if i mentioned i was Plant/Thorn
    I personally would go for perma dom (recharge) then ranged defense.

    Having perma means that you don't have to refill the domination bar and it means that you can ignore some end red and recovery slotting because you'll constantly be refilling the blue bar.

    Perma also gives you full time mez protection and increases the duration and mag of your controls allowing you to rely on them for much of your mitigation.

    The thing you will need defenses for is the alpha response to your opening AoE control and "most" of those attacks will be ranged attacks.
  24. If you have a few slots that you can pick up from other places you may want to consider 5 or 6 slotting Red fortune instead.

    You get 1.26% resistance to fire/cold at 3 slots, a 2% damage boost in 4 slots, a 5% increase in global recharge at 5 slots, and a 2.5% defense to ranged at 6 slots.

    If 4 slots is all that you can spare for the defense toggles then your best bet may be 3 Enzymes and the LotG +7.5.

    The defense difference between 3 Enzymes and a level 25 LoTG +7.5 and 3 Enzymes and a level 50 LotG +7.5 with this slotting is all but meaningless.
  25. Quote:
    Originally Posted by je_saist View Post
    Full disclosure: I personally haven't leveled an empath to 50, so take my advice with a grain of salt.

    I have, however, helped a friend level his empath / archery to 50, and helped him with SO slotting back when he was playing, so I do know a little about the class and how to play it.

    Absorb Pain is a painful power to use. If you're not careful you can kill yourself with the power... not just by literally removing your own hp points, but by ruining your ability to heal yourself and getting attacked.

    However, it's very useful. Unslotted on a defender you'll be healing around 670 hp. Slot it up with just SO's and you'll be topping 1300. Pick up some Healing IO's like Miracle, Doctored Wounds, or Numina, and with the healing boosts, I've seen some empath defenders clock 1500+ heals. To put this in perspective, my Spines / Fire scrapper, at 50, has an HP of 1383. Just on SO's alone a single Absorb Pain can pretty much take me from zip to full.

    Heal Other, at 50 on an Empath, has a base of just 262. Even if you cap that, you'll be doing maybe 524. If you max your recharge, you'll be doing one heal other about once every 2 seconds.

    The activation time is 2.27 seconds. So you actually are hard-capped there on just how fast Heal Other can recharge.

    So, lets do the math.

    If you maximize the recharge into ED on Absorb Pain you can be pushing a recharge time of 7.5 seconds. Every 7.5 seconds you can heal for 1400+ hp.

    7.5 / 2.27 = 3.3

    For simplicity, we'll just say you can do 3 heal others for every one absorb pain.

    524 * 3 is 1572.

    So, staying in the realm of ED and SO's with an emphasis on recharge boosts to get our maximum numbers, Heal Other and Aborb Pain actually offer about the same level of healing.

    ***

    However, how they deliver that healing is dramatically different.

    If you're laying on Heal Other... you really don't have much time to do anything else. You won't have time to deliver Clear Mind. You won't have time to deliver Fort or AB. You'll be hamstrung on just one power if that's what you depend on for ally heals.

    So, from what I found playing as a tank and a blaster to my friends empath defender, I much preferred him having BOTH powers.
    My Emp/dark/dark uses it on tanks/scrappers that are in trouble. Obviously, if it's the main aggro holder that's happening to, the team is probably on it's way to a wipe. In that situation I'll pop 4 small purples to soft cap my defense and heal my little emp tushie off. The -heal effect only lasts for 20 seconds and the purples last for 60 so I can use AP freely for 40 seconds before I have to worry about it which is usually long enough to turn the tide.

    My emp is set up to have AB perma without any outside buffs. I have 5 sets of Doctored Wounds slotted which gives me a 25% boost on the healing delivered by AP (1490 hp per cast) and Heal Other (584 hp per cast). I have HO and AP both 6 slotted. The 6th slot has a level 50 range IO in it. In those situations where I need a big heal NOW that's not a looming team wipe situation I can safely throw in AP from outside the range of mob ranged attacks and still use HO on targets from that same range.

    He's one of my first ever 50s but I've used him less and less since set bonuses have been out. He still comes out for the occasional Hami raid or MoSTF but that's about it these days.