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Posts
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Quote:Oops. Thanks for the correction. I always confuse the two. I'll edit my first post in order to not confuse someone else who might not read all the way down to your post.
Nitpick here, but Tohit and Tohit Debuff are both schedule B and gave the same enhancement value. It is likely you are thinking of the Defense mods. Defense Buff is schedule B while Defense Debuff is schedule A. -
It's pretty common in Freedom AP, as mentioned above.
I don't do it myself - I don't farm people for influence, nor pay for getting farmed ; but I understand the reasoning from doing so. The powerleveler provides a service, the powerleveled pays for that service. Don't see anything wrong with that.
What makes me chuckle is people who advertise free farms (as well as people who ask for dual farms). Seeing how strong characters are nowadays and how the reward system works, making a free farm means either you're very bad at playing, very bad at building or so desperate for human interaction that you'd lure people in your team with fast XP.
... Ok, that's probably not a fair generalisation. Sort of what like Dr Mechano said, there's probably people out there who genuinely enjoy farm maps rather than normal content and genuinely enjoy getting people some levels quick, I know even I can to an extent. Still, with some (*cough* many *cough*) farmers you can quickly tell they're just desperate for attention. -
Yes, it works.
The most useful ones are Damage HOs for resistance powers and Defensedebuff HOs for defense buffs, because they give 33% rather than 20%.
It's considered a bug and some people will argue that it might get fixed eventually. -
Quote:I suspect I'm too much of an addict to stop playing forever due to the NCSoft Launcher, but I sure am glad I'm paying month per month.
Question 5: Is migrating to the NCsoft Launcher mandatory?
Answer 5: Yes.
Also, this is worth quoting over and over everytime some PR ******** about "listening to the playerbase" comes up. -
I would never recommend Barb Swipe, period.
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Quote:I love this quote so much I want to post just to quote it.
And the Incarnet system is absolutely doomed to completely break every character in this game that has ever existed. UNLESS, the devs completely eliminate the deminishing returns system. What they are doing currently is providing people the means to make all their years of toiling into their favorite toons obsolete in every way. Because anyone who has had this game long enough to really matter at this point all has toons with "builds" of various different cost levels. The new stats introduced by incarnet only resist at max 1/3 of deminished returns. that means specificly that your toon, thats already built and is awsome for what you want it to do, has 2/3 of 33% whatever pushing them over into deminishing returns the moment the thing is slotted. So, if your actually smart about it, youll leave ALL the higher level incarnets alone, take only the lower level ones (at most), and be 100% better than the guy with a 4 billion dollar build and all the teir4 incarnets.
THEY HAVE BROKEN THEIR OWN SYSTEM. -
You like tanking and scrapping, play something/Shield and you can do both. Shield Charge is a fun power to have especially the first time.
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Can't give any help in regards to pulling, but... I think such a trio should have reasonably good chances at taking the remaining 6 down (if not the whole phalanx), especially once level shifted, by just jumping in. A FA tanker with frostworks (if you have it) and eventually a few purple and orange insps is very, very sturdy and can hold the final 8 without much trouble. As there's three of you, if you stay at range you can also feed him insps and with 60 insp slots, that should be more than enough to last at least long enough to take down one AV, and more likely more than that.
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Grav/Storm using DS, as mentioned, everytime it's up, Wormhole to teleport mobs away from the team, Hurricane and Gale to scatter things, and Snow Storm on whatever big target the meleers are attacking so they can't see anything. Ideally you'd also want to pick Group Fly and Team TP (both together - so you can TP everyone where you want, and with Group Fly slowing them down they can't escape).
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Influence per kills only, as to have a fair metric to compare speed between different characters (and different players). Actually gauging influence gains in a way that would be useful for comparison purposes would be much harder, because you start having a lot of variables ; loading times, time spent selling, volatility of market prices, and so on.
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Quote:I find anything that can break the 1M inf per minute barrier to be fast enough, and thanks to the level shift many builds can hit that.
if I can get inf at a decent pace I see no need to do so.
As for your Alpha choice, I believe ideally you'd want to cap your damage through red insps (WS cap being not that high it should be easy enough). If you go that way I'd suggest looking up some binds for converting, I've found it much easier and faster than manually doing it. The Very Rare Musculature is barely better than a small red insp (or equal to a medium one), on the other hand no insp can give you more recharge, and until you can chain your AOEs literally without pause, you can always use more recharge. -
You could also write down your inf before and after, and use a stopwatch to time the length of your run.
I don't think there's been post level shift numbers posted, so for reference I'm getting 2435k inf per minute in a +4/x8 fire ambush on my SS/Fire/Mu. Seeing as I'm getting a ~60% improvement on most alts, I'm thinking it's nowhere near the absolute high end - i.e. Fiery Enforcer said he did 2M pre level shift, that could be over 3M post level shift. -
I'm partial to Shield, but Inv can be made into something quite sturdy as well. I wouldn't worry about the softcap ; while it's great to be there, defense starts being useful before that. In other words, don't maximise recharge or HP if the goal is survivability (first, because you're going to be at or near the HP cap with Dull Pain anyway!).
Here's a quick 5 minutes build I'd go with if I had your goals in mind (easier to do that so maybe it can give you some ideas than to try to say the same thing with words) :
Code:It reaches 38% S/L def, 33% E/N, 28% F/C. I'm looking at my DB/inv billion build and I'm at 43% S/L, 34% F/C and 33% E/N, which isn't too much of a difference, and it feels pretty awesome.| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1379;655;1310;HEX;| |78DA6553DB4E1A51143D6718A422D7E21D0544B4167490B46FBD58AD6D62CA28891| |F40A770AA939091CE8C4D7DEB37F4A136D1BEF643FA3FBDFC4063377B1D91040259| |33EBACBDF63E8B73EC4FFB09213EEF08997AD97382A07DDCF19D7E5FF951DB39713| |B222684C8DF726D5BF594B26CC70F5DA7D7DEF5C3A0345CDB57EF951728EBC0FB78| |DEF394EFBC737B6E78913DF04E95AFBCD0BA7D48B4CECE7A5653397DD73B49F2CB6| |BF7E4341CBED9AAEB765C4FA56F855DE507A76E3FFBAAEF76ACBDB3EE45DB768250| |F917F334DD3AFDBE0EC6E4CF8D29DE123444CA61B8AF001D86F92EC393815CB2DC1| |0961C50135586548DE132A6D7C94F3609CA62D166583A64281C01E0F794E411ED17| |819F09BF09F87D2341147E91E89521444E54AE19D66BECF000F08C7431DD3776C4A| |5F7DE005A0C711B70C8F09CB493E82B26E7E86159CC1235A547992AB06942C33F31| |10481224D14224B1B51DA2D2BA268DF133183F83F1AF4890D563655153421C25C45| |1421C2B88E305C973DA2F07BF69F84DC32F4282192D988160168259084C12CC4110| |9D4B31351F67584C3314120C5B538024C335552D60CCE8421FB97E00F80C0FCF012| |12060D8A5AABC945C9547AF25F4AAC2BD8A969B68B9895E85D8204CC4B89C67A3EF| |4415754A45A4B4628FE6B28AB05611D61EC9CB7A8F65F45D45C30A1A5674C3F8E81| |E8B54B58626C61AFAAE5746E13822C406047203A7AA0AF8417F7B4D9F96DAA531A0| |B2E466E9192CCC50C70C75CC50C70C0DCCD0C00C39AADA4695DCC6696EE0342F99C| |37B485FFA88A239BC6A37D5B1D5ED31A631C63C1A631E8F31CD31A6650E6FB090CC| |4C66E89282B9F915A7551D85DCE274FEDC5152224A13F07B54BCC1D4DF3BCA9025A| |68C2F9CA881607FD27569E86DFF07C019CE76| |-------------------------------------------------------------------|
The attack chain for that MA/Inv would be just "use whatever it's up", with a preference for Dragon's Tail against groups (knocking them down) or Cobra Strike + Eagle Claw against bosses or troublesome debuffers (stunning them). It wouldn't be sustainable for a long, drawn out fight, but should have enough for typical gameplay. If you don't mind chomping a purple or a blue insp as needed, I think this scrapper could feel pretty awesome.
I'm of course aware that there's much better sets or ways to build, but the build I posted would be very very cheap. Outside of the Rectified Reticle, Kismet and Perf Shifter which might run into the multiple millions range, nothing else should cost more than 1M per recipe, and many should cost less than 100k with some patience. -
Just getting back to this topic now as I received a private message from Another Fan's mommy, and I can see that I was wrong to belittle Another Fan. I want to formally apologize for my bad behavior towards Another Fan. We should all consider ourselves lucky to have such a special person as Another Fan in this forum, and this is something that I'll always cherish, from now on, silently.
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If most of your team is levelshifted, you can get Midnight Dodger by simply killing Director 11. The minelayers only start spawning about 30 seconds after he comes in.
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I'm open to any improvements. I don't want to lose anything I have though, and things like PVP IOs are no-no because I don't have survivability issues so don't want to drop billions on something that would be better used on another alt.
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Quote:I already see that as the most efficient way in CoH, and since way before the alpha slot. There is a wide gap in power between an IOed out level 50 exemped at level 20 and a genuine level 20 : more enhancement and insp slots, a few more powers, more set bonuses, more accolades, and so on.
In order to protect the TF from becoming the mess that WoW has with the ideal way to complete a dungeon being to just get a high level person to run it for you.
I can agree that there's no reason to make it worse, and I hope there's no more level shift. -
Quote:Actually, that's not quite my experience, so maybe I explained myself poorly. I tanked all TFs on that tanker, with the occasional death here and there (but with RoTP, not an issue), without trouble. It's often superior to my survivability scrappers for the task thanks to higher caps.
While Nihilii's Tanker is very impressive, it can have troubles taking on more difficult encounters in a team environment(where insps aren't as common)
In a team, there is always either enough insp drops or enough buffs to get by, or no need for either. The only real gameplay situation where I could see this tanker having trouble would be a team of 8 running hard missions where most teammates would doorsit. What I said when I meant this tanker sometimes doesn't perform well without insps is the kind of self-imposed challenges some scrappers like, where they purposefully not use inspirations. -
Planned build :
Quote:I'm missing the Ragnarok set and most accolades. Despite that, I didn't have endurance woes, thanks to Consume hitting multiple targets most of the time in there. I did get unfortunate rage/hasten crashes at times, but that's player error rather than build deficiency.Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1423;695;1390;HEX;| |78DA6594596F524114C767E02285D216BA414B77684BA1DC725BD4B8A5B1D626D5A| |22418DF0CDED2118884129644DF7CF10BA8D1AFE3AEDFC24FE0F2EE723D3DFF2925| |81147EE79E397396FF9D69EEC96E408867DB42066ED4EC56AB78CFAE3F564D4FCE2| |E574BC22B849882A7B8AB1EA97A4B997B55D57C5ABCDE69DA51BD925335A5CC42A7| |4176A1DD54F572BB12DAAF5714996DF3D4F0E78F8F6B66A1A1D45180CD036537AAF| |5F2103FEC55CB95363D8D9C2E1DA966AB526D846F36AA2573A7D969AB62E1B8532B| |E6EC569B1A88506749FABEF3D18FA4AF70DC224B86255C19C0621811C2AC58F70BF| |D713C22E53A59194E32565718C904637D0D6831DEFB7472E118F22EE79BBBCD58C8| |331673C01D864945DCBA88FBA1E0F2478C7336A0180325461C45DE52110F46F0781| |C760DFC66F8FF308227492D31FA979F46FF313ED22E2F37E7B8BC2FD935FD8AB1F1| |82B1442FCF87B42E5F8A0BFA810DE0136518D4D20D42BA00A40B40BA20A49BA4444| |388934313BC628D333E508611BD3212E6600B7B3ED34A482B1142C38B182D862962| |182D8641E3DB3CA145FA8DE95D63D06FFC10808C93D06F12FA4DEFF36649FD4D609| |79898E61537B9C27AF630468B60B40846FB42FD4D618F9C821C33C026F51085AE32| |0A571A3028E9AC4E3A0B1DE6A0C35C9011A280791D308F8005042C20E02B555DD29| |D2E216996CA2DEB9197AFF13C2B57814BC0659CD22BC0734689E44AE85D098B5D6B| |19200D9838D41BC022D752B42BA54F73EA02CEF979467A13D8C201CA32BED13F065| |3776B5E24186E11A31133DA9789F24B9B31BA378BFEE8230E7A3D3ECE9537BA1749| |480E5A33BA17D7C9FB4FD486FDA0C7B67BECC31EDB17ECDE33E73BF9A5D499D33CE| |78F5E57825D3FCF5C52DE226355C4EFF33BF975B6E296B847C3AF1933B847D61B46| |A66FCC649FC7EAF364FB3C5B7D9E6D3AF2969EEC3F1035E19E| |-------------------------------------------------------------------|
As for Soul vs Fire, Soul gets a stronger single damage attack in Gloom at the cost of some AoE damage : Dark Oblit is a bit weaker than Fireball. You also trade Char for Darkest Night, most people would consider that a benefit but I actually don't use DN all that much (end drain and long animation) and I like Char - holding mitos in LGTF, ranged hold on faraway annoying mob, 2-hit boss hold on problematic bosses with KO Blow, so it's a bit of a wash for me. -
Lately I've been having a blast with my Fire/SS/Soul tanker, a combo that manages impressive damage numbers even by scrapper standards. Looking how fast I was killing things I was pretty confident I could get an ITF done in a reasonable amount of time (50-55 minutes). Then I realised I don't die nor use temps (except for ninja run, but I also have super speed), so why not make it Master?
I did use inspirations, a lot of them, as they dropped, and buying some during missions. I know some people don't like them, but they're part of the game and part of my regular playstyle. It's obvious inspirations do a lot to plug the survivability holes a Fire tanker built for damage has - starting from ~20% def to all, 2 purples give you near invulnerability to most of the damage in an ITF. I think that tanker could do a MoITF run without insps, but it'd most likely take a lot longer (and possibly multiple attempts).
I ran the whole thing on x4, as to not have too many mobs (= lag), but still enough to do the 100 traitors fast during the third mission (in the finale, it's irrelevant because you get big spawns on the towers regardless of your settings - although setting it to x6 or lower means there's no bosses, hence faster kills).
First two missions are pretty uneventful, just free the 10 sybils and Solaris, and kill the 10 cysts. On the third mission I went for the generals first, then hit the computer with Rommie and Requiem at the same time. The plan was to kill Rommie and Requiem first and then the computer (any AoE damage I'd do with my ST chain on them with Burn is a little bit of time saved on the computer, as it doesn't regen). I unfortunately didn't pull Requiem right and he stayed up, so had to go back to him.
The fourth mission was... Interesting. I went straight for Rommie and his Nictus. The plan was to kill the healing nictus first, then the autohit, then Rommie, then the summoning one (the summoning one is helpful as it fuels Consume). I took the healing nictus alright, then I got confused and killed the summoning one rather than the autohit one - they were stacked on top on each other. By that point (only Romulus and the autohit nictus left), I was low on insps but I didn't want to back down. I hit Rommie for a while, triggering ambushes for eventual insp drops, but eventually it wasn't enough and I had to run away like a little girl.
Took out some traitors on the towers, went back full of insps for round two, Romulus didn't fare so well that time. Cleared the other tower, TF done in 57 minutes. A bit longer than my expectations, but then again I didn't plan for punching the wrong thing.
Another cool thing, I got 2 purple drops, one of them an Arma Dam/Rech. Definitely not a waste of my time.
Edit : pics, for people who might be interested in pics. Video would obviously be better, but with my current computer there's no way I could record and keep a smooth FPS - I was already getting graphic lag as is!
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Depends what rules you set for yourself, I guess. The way I see it, the Alpha Slot is part of your abilities.
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Agreed with removing the end crash without changing anything else. In today's game (shield charge, lightning rod, and who knows what else in I20 with the new Incarnate AoE) I don't see much balance reasons, if any, to keep the crash on old blaster nukes.
Many argue the crash isn't a big deal - to which I say, if it isn't a big deal, surely that works both ways and we can remove it as a small QoL improvement without the need to change anything else about the power. -
"Pick a map that's not a cave" cracked me up. If anything, caves are harder than any other kind of map as you can't navigate properly and mobs are scattered within each individual group.
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A speed LGTF is a rather poor benchmark, there's nothing really dangerous or hard to kill in that TF. In fact I'd say once you have one person with fast recharging holds on the team, your computer specs and movement speed are more important than your AT choice, because there's 5 missions within a 20-30 minutes period (lots of loading times and moving around).
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Heh, my thoughts exactly, but I didn't want to say it because I wanted to see what would come up next, see that new challenge get done, and so on.