Minotaur

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  1. Quote:
    Originally Posted by A Man In Black View Post
    Hm, that's a bit of a different take and I'll have to give it some thought. I always considered Grounded essential, but I guess with the Zephyr global in there I can safely push it back.

    What would you do if you weren't staying as close to my build as possible, save for needing a proper travel power?
    Not sure, I just shunted powers around where convenient, the levels of the individual powers should be taken with a pinch of salt.

    This squeezes a little more defence:

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  2. So the 3 sets of purples I've sent to a mate's inactive account while he waits for going rogue will all disappear, wonderful.

    Actually that's a complete lie, but not impossible, as I seemed to prove you can send emails with attachment (1 inf) to an inactive account.

    They've really got this horribly wrong, and should have publicised it.
  3. Minotaur

    I'm confused!

    A couple of members of my SG got it, and were equally confused.
  4. Minotaur

    g-a-y supergroup

    I must admit I haven't read all of this thread, but have read a fair bit of it. I understand as a (straight male British) US server player where many of the points of view I've read come from.

    My main server is Victory, which happens to be where a lot of the GLBT community play, and I have often teamed with them as a couple of my friends (one G one not) were in RAF or the gaymers.

    Some of the stereotyping is brought on by the community themselves. I'm blurring the name so as not to incriminate anybody but trying to give you a sense of what I saw. If you call your toon Bitter <non derogatory word for G man>, and your bio is all about your breakup with your ex boyfriend and how you need to find another man, and all your toons are not just G, but high camp (Julian Clary style for any brits reading) G, think how the straight community see it.

    If a straight man made a whole series of macho male toons whose bios were all about how they existed only to bed women, this might be seen as vaguely creepy, but I saw an awful lot of toons like that among the G community, and some players where all their toons that I saw were of that ilk.

    That said, GL to the OP, I hope you find a like minded group, finding a group of Europeans on the US servers certainly extended my life in this game and made it a lot more fun.
  5. I think this build works a lot better going for S/L def rather than melee (for the sort of reason that you can slot 4 kinetic combats in the melee powers and then one trip or quad, and either leave it at 5 slots, or make one of the KCs the proc on attacks that don't have KD and stick a trip or quad in the 6th slot). I find having the KD proc in my fast recharging attacks does help mitigation.

    I did a DA/stone tank with S/L def rather than melee and soft capped it, and I start out just under 8% better off than you due to the stealth power in DA, so have higher values than you do otherwise.

    Not necessarily what I'd do, but as close to your build as possible switched to maximise S/L def. Note that your melee def doesn't actually suffer much either.

    I like to fit a force feedback +rech proc in footstomp, but that would cost you some defence.

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Allen Atom: Level 50 Technology Tanker
    Primary Power Set: Electric Armor
    Secondary Power Set: Super Strength
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Fitness
    Power Pool: Speed
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Charged Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5)
    Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(27), KntkC'bat-Knock%(31), F'dSmite-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(39)
    Level 2: Conductive Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam/Rchg(9)
    Level 4: Lightning Field -- M'Strk-Acc/Dmg/EndRdx(A), M'Strk-Acc/Dmg(5), M'Strk-Dmg/EndRdx(9), M'Strk-Acc/EndRdx(11), M'Strk-Dmg/EndRdx/Rchg(11), M'Strk-Dmg/Rchg(13)
    Level 6: Combat Jumping -- Ksmt-ToHit+(A), DefBuff-I(50), DefBuff-I(50)
    Level 8: Static Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/EndRdx/Rchg(19), RctvArm-ResDam/Rchg(19)
    Level 10: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(15), KntkC'bat-Knock%(15), C'ngImp-Acc/Dmg/EndRdx(17), F'dSmite-Acc/Dmg/Rchg(25)
    Level 12: Energize -- Dct'dW-Heal(A), Dct'dW-Heal/Rchg(21), Dct'dW-Heal/EndRdx(21), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-Rchg(23)
    Level 14: Super Jump -- Zephyr-ResKB(A)
    Level 16: Swift -- Flight-I(A)
    Level 18: Health -- Numna-Regen/Rcvry+(A), RgnTis-Regen+(31), Mrcl-Rcvry+(31)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(33), EndMod-I(33)
    Level 22: Lightning Reflexes -- Flight-I(A)
    Level 24: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(34), P'ngS'Fest-Acc/Dmg(36), P'ngS'Fest-Dmg/Rchg(36)
    Level 26: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/EndRdx(27), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(37), Efficacy-EndMod/Acc(37), Efficacy-Acc/Rchg(39)
    Level 28: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(29), Zinger-Taunt/Rchg/Rng(29), Zinger-Acc/Rchg(37), Zinger-Taunt/Rng(39), Zinger-Dam%(42)
    Level 30: Rage -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(40), Rec'dRet-Pcptn(40), AdjTgt-Rchg(42), AdjTgt-ToHit/Rchg(42), AdjTgt-ToHit/EndRdx/Rchg(50)
    Level 32: Hasten -- RechRdx-I(A), RechRdx-I(40)
    Level 35: Grounded -- S'fstPrt-ResDam/Def+(A)
    Level 38: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(43), Oblit-Dmg/Rchg(43), Oblit-%Dam(43), Oblit-Acc/Dmg/Rchg(45), Oblit-Acc/Dmg/EndRdx/Rchg(46)
    Level 41: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(45), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(46)
    Level 44: Weave -- RedFtn-EndRdx(A), RedFtn-Def/EndRdx/Rchg(46), RedFtn-Def/Rchg(48), RedFtn-Def/EndRdx(48), RedFtn-Def(48)
    Level 47: Char -- Acc-I(A)
    Level 49: Melt Armor -- Acc-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 4: Ninja Run



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  6. Quote:
    Originally Posted by GreenFIame View Post
    I make Mosty Scarppers, the best in AOE Damage is Spines and Elec Melee, if you want add a Secondary, I go with Regen, Willpower or Shield, Shield is nice for teaming and has a AOE that comes with it call Shield Charge.


    For the Best single Attacks go with Fire, Broad Sword or Martial Arts, Secondary would be Regen, Invul or Willpower.
    You may make a lot of scrappers, but you don't know much about damage, katana > broadsword for DPS, and broadsword is quite low on the list. DM is probably about the best for single target now and shield is the unargued damage king for defence unless you want a primary it's incompatible with.

    Several people have spoken a lot of sense above, sounds like fire/shield for a money no object build will fit the OP's requirements.

    Has anybody done MA/DA, I can imagine that being a bit of a nightmare, particularly on SOs.
  7. Quote:
    Originally Posted by JayboH View Post
    My apologies for not reading the whole thread, but one of my problems with dark is that it has a power that automatically removes health from you encouraging the spamming of a heal that takes a third of your endurance bar to use, barring enhancements.
    As said by somebody else, the self damage is trivial and you save yourself way more damage with the stun in OG. The heal only takes 1/3 of your end bar if you fail to slot it for end reduction (which is easy to do as you don't need to slot it for heal much if at all).

    Dark armor sucks to some extent on SOs, but with IOs it can be a really nice set. The theft of essence proc was made for dark's heal for example, meaning that in a crowd, it usually costs me little end if any.
  8. DA/SM as suspected is heavy on the end bar. It is however good fun, and I IOd mine at 32 with a load of kinetic combats and ended up with 45% smashing/lethal defence. The keys are theft of essence proc in dark regen, performance shifter chance of +end in stamina, I used physical perfection and stuffed another pshifter in there plus a miracle unique in health and my end was well under control.

    On a team, if you're really suffering for end, you just spam fault, and combined with OG, you just keep stuff stunned.
  9. Many secondaries will work, partially depends what you're going to duo with, and (taken to extremes) whether you want to play at +1x8 or +4x1.

    I like ice/stone, which has excellent ST damage, but not great AoE (and no end bar till you hit 26 and get EA). It holds aggro like glue and has buckets of mitigation.

    Ice/fire also works well.

    Ice/SS benefits greatly from the bug in rage that allows you to avoid the -20 def crash if you put rage up again. Castle has said several times he's looking at this, so that might be a fly in the ointment.
  10. Minotaur

    Concept Builds

    Hit girl - dual pistols/devices ?
  11. Quote:
    Originally Posted by RabidBrian View Post
    To be completely correct, no its not possible solo because the defense cap is waaaay in the 100's. Softcapped D and max resistances are still not possible because resistance IO set bonus's are near nonexistant. Granite, ElA, and Invuln should be closest to it.

    On second thought, maybe a corr/fender would have a bit easier time capping resistances, since their caps are lower...A group of 3 maybe?
    I hit the melee def cap on a BS/regen, triple stacked parry slotted for def + MoG + set bonuses + CJ + weave. Not sure if there was external buffing involved as well.
  12. I recently rolled a load of merits blue side (lvl 50 rolling 30-34), and got a shock at some of the prices.

    Pounding slugfest chance of disorient - 40M why ? well I got 3 of those out of 16 rolls
    Numina's regen/recovery x2 - Ok, that's always going to be expensive, 100M each
    Impervium armor resist - not sold it yet, but will be nice 60M+?
    LotG 7.5 - not sold it yet, but will be nice, 180M ?
    Obliteration quad - keeping it
    Kinetic combat triple - keeping it

    So that's 9 useful ones out of 16 and getting on towards 3/4 of a BN worth there, some of the others were 10-15M, a couple got vendored and some were a million or so more than break even so I crafted them to help the market. Some things don't change, got the obligatory immob and slow recipes

    I normally roll really badly, but shan't be complaining for a while.
  13. You're right, that's ugly to unplayable as you have to put all your slots into powers that you don't want to put them into. Most attacks grossly underslotted, recharge in EA underslotted etc. This actually technically fails to be softcapped as it needs EA which fails to be perma by the length of the animation, but that's a nitpick and easily fixed.

    Contrast with a /SR at tank values.

    Toggle: 13.875 scrapper, x4/3 to convert to tank, +56% enhancement = 28.86
    Passive: (1 slot): 5.625 scrapper x4/3, +20% enhancement = 9
    Weave: Tanker value 5%, +56% enhancement = 7.8

    So that's capped with minimal slotting and not even needing CJ, let alone maneuvers, meaning you can actually slot your attacks properly, and take the pool powers you want (like medicine and possibly hasten). It would also mean in an IO build, where you wouldn't take maneuvers, you could go all out for offensive bonuses, without needing to bolster your defences. On an ice tank you need to be well over 45% because of the lack of DDR, on a /SR you don't.

    Have you tried tanking antimatter's blue clocks on an ice tank without buffs ? It can be done if you corner pull every mob, but otherwise they will stay at range and your defence will cascade fail every group unless you're IOd up and have like 60% def. I can handle the damage relatively comfortably on a /SR scrapper due to the much better DDR.
  14. Quote:
    Originally Posted by Eva Destruction View Post
    Or, looking at it from the other side, quick Katies were a massive exploit. Actually, there is no other way to look at it. The Task Force as it was when i9 went live was horrifically exploitable. This was entirely the devs' fault. It set player expectations to a level that was too high and based entirely on this one, broken piece of content.
    Correct - back when you could fail the first mish, we were knocking these out sub 10 minutes on a regular basis. I probabably ran 500-1000 of them before it was fixed.

    The thing is, Katie is a nice TF, they should have simply fixed the last mission so katie's soul couldn't fly (and if they really wanted to, make the Amy mish a lead out) and kept the merits sensible or the random roll. By all means allow more than one random roll for the longer TFs.
  15. Quote:
    Originally Posted by Dechs Kaison View Post
    Correct me if I'm wrong, but doesn't Ice Armor have two heals?
    Depends if you include hibernate, if you really want to take yourself out of the fight so you're in prime position to deal with unexpected aggro ...
  16. Many people are reward driven, but some people see different rewards as the prime objective.

    I tend to play toons to 50, then move on to a new toon, hence I often like to get plenty of XP and drops off a TF as well as the merits.

    I'm probably one of the people keeping the rewards up for the ITF, as I often run them at +2 killing pretty much everything with non cookie cutter teams that struggle to just dogpile Rommi.

    Similarly while I can run a manti in 45 minutes, I rarely do, more often running it at +2 or +3 and coming in around 75-90 mins, killing a few more things.

    Part of the problem with the calculation of rewards is that if one person runs a TF in 30 mins, while 20 others take 2 hours, but the person who runs it in 30 minutes runs it 4 times a day on different toons, then he utterly distorts the average completion time calculation and hence the reward. The actual normal completion time for the average person bears no resemblance to the time used for the merit calculation. This would be fine if all TFs were equally speedable but they're not.

    Basically the speed runners horribly distort the rewards purely by the sheer number of some TFs they do, and short of keeping track of "percentage of TF completed" and thus modifying the merits, this will always be so.
  17. Quote:
    Originally Posted by _Deth_ View Post
    Comfortable softcapping with SOs doesnt make any set "farcically good" the same thing could be done with an Ice tank. oh, wait, my Ice tank does just that.

    The thing is, i get a string of bad rolls, I have a heal to back me up. SR does not.
    Ice is a set I know very well and like with 3 50s and another in the high 30s.

    Ice is nowhere close to softcapped just on SOs unless you have maxed out EA (and in usual play, if you're taking on an AV with team mates, you won't get to refresh EA with >1 target). I usually take the medicine pool on my /SRs and rarely get interrupted (2 interrupts slotted). The advantage ice does have is not the heal but the +HP that goes with it (and the -damage aura, but this is a lot less useful v +lots mobs).

    My /SR scrappers are much more survivable than my ice tanks against heavy defence debuffing. Ice's heal is on a long enough recharge that it will save you once, but not on an ongoing basis, you will very rarely get to use it twice in the same fight with SOs.
  18. Quote:
    Originally Posted by Bill Z Bubba View Post
    And rad gets a tier1 attack with a recharge so low that you can slap on auto and have it fire off between every other attack. The -def means that you're going to hit far more often than the /ene.

    Ene's KB mitigation is there, but it's certainly not something that can be counted on. You know /rad's -def is going to work with every successful hit.

    Your argument has no rational basis to it. You think rad < ene but can't back it up with facts. You think defenders "basically" can't solo "decently" when you've been proven wrong.

    Got anything else? Or do I need to go crank up an FF/Rad def, not take any vet powers and solo it to 12 to prove my point... again.
    EDIT: I'm curious how long folks think it should take me to solo a def from 1-12.
    Rad's -def became a lot less useful than it used to be when the devs (correctly) made the tweak to low level accuracy, you don't miss as often now anyway at low level. I was also doing mine pre I17 and the solo defender buffs, it would be fine now. I wasn't saying it was unsoloable, just not fast enough to be fun without the vet attacks.

    I also didn't say defenders can't solo, I said a new player with a FF/rad couldn't solo decently pre I17, my rad/sonic has always solod fine.

    Another comment from elsewhere I need to answer is the one that new players should be encouraged to team not solo. Quite right, BUT a lot of new players in my experience like to solo to start off with while they get used to the controls etc, I know I do in any new game I play. That's why the first say 10 levels should be very soloable for everybody.
  19. There is something to be said particularly redside for rolling 30-35. Basilisk's gaze quads were pretty much non existent among other things there and would sell for a fortune.

    When I did a largish scale test, I did better buying specific recipes, but this conflicts with other peoples' results.

    Then again, last night I rolled a dozen times and got 2 numina uniques, a LotG 7.5, kinetic combat triple and impervium armor resistance (as well as a couple of pounding slugfest procs which will also sell fine).

    The one thing that is essential if you are doing this for cash is to check the prices for the recipe and the crafted enhancement, 99% of the time it pays to craft before selling.
  20. Quote:
    Originally Posted by _Deth_ View Post
    The thing is, the scaling starts low enough that you won't get nickle and dimed to death off a string of bad luck on defense rolls, but a big shot that comes through will still be able to take you out.

    We aren't talking about scraps here though, we are talking about tanks. SR is not a tanking set, and for good reason. The lack of any static resistance, and no hp buffs/heals, make it a poor choice for tanking. An alpha and a bit of bad luck would equal faceplant more often than not.
    Err, then it's a mirage that I've tanked a load of TF/SFs on my /SR scrapper and brute without buffing perfectly easily. The reason /SR is not a tank set is because the numbers would be farcically good, comfortably softcapped with weave, CJ and SOs. It actually tanks stuff that debuffs defence better than a lot of the other sets like ice (and shield unless you have HOs in AD and a lot of recharge).
  21. Quote:
    Originally Posted by Bill Z Bubba View Post
    "decently" "can't"

    First word subjective. Second based on subjective opinion.

    I already stated that I was able to solo an FF/Ene Def from 1 to 12 at what I considered a "decent" pace.

    I found it "decent" in comparison to the other sucktacular for soloing archetypes/powersets.

    Anything in this game CAN solo at the base difficulty without vet powers. I have incontrovertibly proven this to be a factual statement.

    If people don't find a given combination from a given archetype "fun" to solo, perhaps they should choose an archetype\combo more suited to soloing.

    There is a reason that I do not play defenders, or tanks or stalkers or controllers. I do not find them "fun." However, I also do not seek massive game-wide changes based on my opinion of those archetypes.

    Such an action would be an ignorant waste of time for everyone.
    I did say "basically can't" rather than "can't". Anything CAN solo, it's a matter of how well.

    FF/nrg is way easier than FF/rad, you have bigger burst attacks (admittedly on slower recharge) that actually have some mitigation through knockdown, and your AoE kills up front and does KB rather than being DoT that does -def. Remember defender tier 1s and 2s weren't normalised like the blaster ones were.
  22. Quote:
    Originally Posted by SinisterDirge View Post
    Nope. Haven't tried a petless mastermind either, or a "MAN" build. I do have a lvl 39 emp/psi that I can solo with thouigh.

    Also, not directed to you personally Minotaur, but I always love when people say without this, or without that. Why wouldn't people use everything at their disposal? Hell, you don't even need vet powers anymore. You can't run a mish without 3 temp powers dropping on you these days...
    Without vet attacks because new players don't have them (and a lot more people only have 1), and they're the ones that are unlikely to continue with the game if extreme frustration sets in whether it be inability to kill stuff or end hell.

    I only really noticed this because I happened to start a FF/rad just before I17 and thought "just how bad would this be if I didn't have the 3 vet attacks". I played an I1 troller, before vet attacks, containment etc and this was worse.

    If you're a new player on your first toon, you may not have the cash for TOs let alone craftable temps in the first few levels.

    And don't say "Well if you want to solo, don't play a FF/rad", that's fine to say to me, but if you bought this game because you played superhero P&P and you wanted to play your favourite toon Dr Roentgen, the powersets exist to make him and then you find he's basically no fun. All toons should be able to solo decently at very low levels and some basically can't.

    As an aside vet rewards are the reason I don't start a second account. I don't want to be restricted to which toons are actually playable at low level, and don't want to have to PL toons with my main account. If you could transfer the vet rewards to a new account, I'd have one by now, as it is I buy slots, have filled up Victory with 36 and am getting that way on Justice.
  23. Quote:
    Originally Posted by SinisterDirge View Post
    Every character I have rolled is able to solo. Some faster/easier than others but they can all solo.
    You tried soloing a lvl 1 FF/rad def before the I17 defender changes with no vet attacks ?

    I have never been more happy to be a 70 odd month vet

    On the main subject of the post, at really low levels, unless you have a lot of vet stuff, you won't run out of end. The bad time is about 8-19 for a lot of toons, certain sets (try a DA/SM or ice/SM tank solo) are awkward beyond stamina till you get set IOs or your end recovery power.

    That said, it's always surmountable with a decent build, and acquiring the inf for a functional (if not uber) build has never been easier.

    Since prior to I17 I was only in the troublesome levels for about 5 hours or so of playtime (old posi and synapse would get you 10-20 on a decent sized team), I was happy to live with the way end use worked.
  24. Quote:
    Originally Posted by Dechs Kaison View Post
    Hang on, I said layering defense on heavy resists. The supplemental resists accompanying SR and Shield aren't any where near the resist values of Dark Armor.

    The point is having a ton of defense and a little bit of resist has potential to finish off capping defense. IOs can't do anything worthwhile for the resist side of the mitigation.

    Having a ton of resist and a little bit of defense has the potential of reaching the mitigation cap for defense on top of the already high resists. The result is more total mitigation.

    And the heal is just gravy.
    The resists on /SR when combined with tough are very significant at low hits. Also remember SR's a scrapper/brute set, so those values should scale up for a tanker equivalent. I've had 60%+ res on my scrapper which is more than a DA scrapper can do for S/L. Being essentially immune to defence debuff also helps.

    Been trying to check up exactly how the SR scaling resists work, but can't find anything on them, IIRC, you have 60% resists at 0% health so hit the scrapper cap of 75% at extremely low hits with tough, but can't remember where it starts scaling from. This implies at 4/3 as good for a tank, you'd hit the 90% res cap on a meaningful number of hits as you'd be at 104% or so on 0% health with tough.
  25. Quote:
    Originally Posted by Miladys_Knight View Post
    Smurphy and TopDoc both did some work on this. Smurphys work was quite a bit earlier so it may be a bit out of date. TopDocs stuff is recent enough that it's probably still entirely valid.

    Bottom line is if you are patient enough to accumulate 20 LotG +7.5s worth of merits you are marginally better off making 250 rolls and being patient at the market than simply buying 20 LotGs out right. There are other high value recipes (Numina, Miracle, and Kinetic Combat to name a few) that off set the randomness. All you have to do is sell them and buy the LotGs that you didn't get with your rolls.

    The market let's you do what you are doing now, slighty faster than the way you are doing it, and it leaves you with a tidy sum of left over influence. The only problem you potentially face is the randomness of the RNG but over a large enough sample that randomness is virtually eliminated.
    There are other factors in this. If you're level 50, random rolling is probably better, although when I did my research on a sample of about 3000 merits, I'd have been better specific buying by a long way as I rolled crap. (I'd have needed to make 8M a roll profit at the time I did it, and actually made about 6.5). It was also a lot more work and clogged my market slots for weeks.

    If you've accumulated 600 merits by level say 38 and want to slot your set IOs at that point, you may well be better off by a long way specific buying one or two due to the lvl 38 stuff you roll being worth so much less than the level 50 equivalents.

    My old posi running toon was a perma level 17, and I know for sure that spending 240 merits (about 4 hours work) on a lvl 20 miracle unique which I was selling for 150-200M was better than random rolling.

    The solution of forced rolling would mean I never did a posi or synapse TF till I hit 30+ as most of the pool Cs at level 15-20 are a waste of space. Hence the solution I proposed with tokens and a limited capacity for storing them. In fact it might cause me to leave the game as I use the TFs to get to 30 and doing them effectively without rewards would suck. Allowing unlimited storage of merits till a set level was reached (30 or 35 ?) would sort this issue out.

    I do a mix of random rolling and merit buying. What have I merit purchased recently ? Mainly pool As that just don't turn up with any frequency like kinetic combat dam/end and level 21 performance shifter +end. The only 200 sized purchase I've made recently was a redside basilisk's gaze quad, where there were none available recipes or crafted at any level.

    Removing the ability to merit buy specific recipes would also open up some potentially horrible market coups. At the moment, there is at least a safety net.