Obitus

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  1. Quote:
    Originally Posted by Adaptionist View Post
    Ok, at work so dont have mids. But. Both builds have drain psyche slotted of course, and it is near perma. No fitness pool (I19)

    Build #1: Capped Ranged and AOE defence (45%). Lots of sacrefice, mainly having no AOE attacks. Just flares, blast, blaze (with enough recharge to be chained gapless). Expensive, have to have +3 PVP defence IO. Good s/l resists too (50%, 75% all except psi with force of nature).

    Build #2:Capped Ranged, Energy/Neg defence (47%). Not much sacrefice. Have more global recharge as well as fireball, psychic shockwave and inferno. Electric mastery (46 s/l and 29 energy resists, 75% all except psi with power surge). No need for PvP IO (can then put it in my tank).

    So my main question is: Will the lack of AOE defence cripple me much (even though i have high energy and negative defence)? Are there many pure s/l AOE attacks or do most contain an energy component, thus being affected by energy defence?

    I am wondering about this from the standpoint of AV/GM soloing as well as general gameplay. I have slotted build #1 now, but feel it a bit constraining not to have AOEs as well as needing the PVP IO in my dark tank. So I hope build #2 is not a lot worse than #1.

    Any thoughts?
    Without actually seeing each build, I'd have to say option #2 is better. My Fire/Mental Blaster is one of my favorite characters, and I've spent countless hours fiddling with various builds for her -- and so I know how hard it is to shoe-horn soft-capped AOE DEF into that power-set combo.

    I can say with almost complete certainty that you're sacrificing too much to get there. You'll end up with a very survivable Blaster, certainly, but given the amount of effort and influence you're spending on that project, you're gimping your offense unnecessarily. Might as well play a Scrapper, IMO.

    Even leaving aside that bit of personal-preference reasoning, AoE DEF just isn't that important. The vast bulk of your survivability is coming from the ranged DEF, and you have the capacity to kill most spawns before they get off a third shot. Beyond that, yeah, you'll occasionally run into a brick wall -- but every build has weaknesses.

    One of the things that strikes me about the high-level game is how varied the content is in that level range. Oddly enough, I actually tend to feel the every-build-has-a-weakness thing more often on my Tanker than on my Blaster. The former is used to surviving everything, and so it's a shock when I run into a struggle. On the Blaster, it isn't as much a shock.

    (Probably the closest thing you'll get to a build with no weaknesses is a high-end Dominator or certain high-end Controller builds. Damage/attack types and buffs/debuffs are varied enough at the high end that passive mitigation will only get you so far. Proactive mitigation or control is more likely to carry the day when your defenses fail for whatever reason.)
  2. Quote:
    Originally Posted by Dechs Kaison View Post
    I am by no measure a Tanker expert. I happened to do fairly well with my DA/Fire tank, but I have little to no experience with any other primary.

    What I love about my tank: He is absolutely invaluable on a sub-par team. With a bunch of poorly built, low budget characters or simply bad players, it generally doesn't matter. With my tank, I can lock down aggro and assure that my bumbling teammates are not in danger, then turn everything into a war of attrition that I won't lose. The enemies will not kill me, and my team will eventually overcome them.

    What I hate about my tank: On a top end team (read: heavy on defenders/masterminds/corruptors/controllers), my tank is absolutely worthless. I feel like I'm not contributing at all. The best teams share aggro and turn AVs into trivial minions with a lot of hit points. In this scenario, my aggro control is not needed, and my damage output pales in comparison to the rest of the team. Simply put, I offer nothing to this kind of team.
    One of the things I love about this game is that there's so much room for different build approaches. Dechs sums up the Tanker situation quite well, but my own response to that situation is different from his.

    I tend to go the Scranker route because I figure it makes me a better soloist and a better all-around contributor to teams. Tanker damage really isn't that bad; we're talking basically third place among hero-side ATs. Is it Scrapper-level damage? Usually not (though there are exceptional comparisons that actually favor the Tanker), but if a team is rolling through content anyway that extra bit of damage from a Scrapper ain't gonna matter.

    And if a team isn't rolling content, the Tanker is more useful.

    So you can either play up your defenses on the theory that teams that need you will really need you, or you could decide not to sweat the defenses because your teammates will likely have some measure of support for them. Either way, you really can't go wrong. Preference and play style will be the deciding factors.

    Maybe I'm a little biased because I started out with Scrappers when the game launched, and back then all the we're-useless-on-teams complaints were centered around Scrappers. Now those complaints are pretty well spread out; except for buff/debuff ATs, you can make an argument for just about any build being trivialized on well-run teams. Play what you want; the rest'll take care of itself.
  3. Quote:
    Originally Posted by Deacon_NA View Post
    Thx, I settled on Build C, the one with soft-capped Psi, just did my "pre-spec" to move out IOs I won't need.

    As far as Health and Stamina go

    Under either scenario, Health will be 4 slotted with 3 Numis (unique, Heal, Heal/whatever's cheapest) and one Regen Tissue (unique). Stamina 3 slotted with Perf Shifter (End Mod, proc, End Mod/whatever's cheapest).
    The linked build was short a slot to do what you describe, unless I missed something. Anyway, I plugged in the four slots in Health, and I found that you were way overcapped on HP (something like 3730 out of a possible 3534), so I'm not sure what that third Numina (Heal/Whatever) is doing for you. All it does is lower your potential regeneration rate a bit when compared with a generic Heal IO in its place.

    Personally I'd probably drop that slot altogether, or put a Miracle unique in its place. The extra recovery is probably a good idea because your toggle costs are through the roof. Not having Rage crashes will obviously help, but you have less end reduction in every attack than my INV/SS Tanker, and about 160% more toggle cost (1.31 versus 0.5ish EPS). For what it's worth, even with Miracle, that build of mine still occasionally has to watch his end.

    The Cardiac Alpha boost may be your goal, of course, as it is mine.

    Similar to the above, I'm not sure I see the benefit of the Numina set in Dull Pain. Seems to me you're better off with just pure Doctored Wounds, given that you're already over-capped on HP and given that you're on the low side for global recharge (especially since you didn't take Hasten). In fact, even if I sub in Doctored Wounds for that Numina set in DP, I'm still overcapped on HP by about 130. Maybe mixing some of the LoTG sets around would be beneficial, like that DEF/RECH in Tough Hide, which when swapped to a generic DEF IO gives you another ~0.2 DEF to all (except Psi).

    If you want to go pure defensive, it's fine to roll with four-slotted attacks, but as others have pointed out, you're severely underslotted for accuracy given that you skipped Rage. If you can't hit the kinds of mobs that teams are likely to want you to tank, then you're going to have a harder time tanking them.

    You might reconsider Rage, or if you're dead-set against it because of the crash (which is at least an understandable view for a team-oriented Tanker), you might consider picking up Tactics. A Kismet unique would help too.

    All in all I like the approach. It's certainly different. If Tankers are your least favorite AT, though, I can't imagine why you'd want to double down on what most people seem to hate about it (that is, the feeling that you're a low-damage taunt bot). With the kind of money you're throwing at this build, you could easily go in the opposite direction and have a very sturdy character with Scrapper-competitive offense (double-stacked Rage).

    Still, an interesting thread and an interesting build idea.
  4. Quote:
    Originally Posted by Gilia View Post
    IIRC, isn't the Brute's damage modifier higher and then comes down to 0.75 around level 20? If that's the case, then if nothing else we can say that pre-level 20 is not going to give an accurate comparison of post-level 20. SO's only exacerbate that inaccuracy.
    Yeah, all characters start off with nearly the same (if not exactly the same) AT damage modifier. It gradually levels off as you progress up into the low twenties.

    Controllers are the big winners in the lowest level range, because they still get Containment even when their AT damage modifier is artificially inflated.

    Quote:
    You can say this about DM and KM as well. Aside from what you mentioned, Power Siphon and Soul Drain put both sets leaning heavily on +dam buffs. For all of these sets, the Scrapper is going to out pace the Brute. Damage buffs for all of these powers are higher on Scrappers on top of the higher base damage Scrappers get, so they offer a lot more damage to the Scrapper.
    Yeah, in general, any set with a consistent damage buff is better on a Scrapper. That goes double for KM, because (AFAIK) Scrappers not only get a higher damage bonus, but they also get it more often.

    Personally, the only Brute I'd play is SS at this point. Then again, I'm mostly a solo player. If you plan to team a lot, the higher caps on Brutes (combined with the inherent pseudo-Gauntlet effect on Brute attacks) might make them better overall.
  5. I plan to respec three or four characters to account for Inherent Fitness. The extra powers are appreciated, but it's just not worth the effort to respec every single one of my characters.

    I'll eventually get around to respecing the rest piecemeal, but not any time soon.

    My enthusiasm for creating and leveling new characters just got a violent upward bump, though
  6. Quote:
    Originally Posted by Lightslinger View Post
    I have a Cold/Sonic Defender who will be 50 very soon. I rolled this guy for one reason, I want to beat up Giant Monsters and AVs solo. I even named him Gamebreak, because he'll be so powerful he effectively "breaks the game" To me, the pinnacle of power in this game has to be defeating something that was designed for full teams or even multiple teams to defeat by yourself. While its in-game rewards might be pitiful, it's just freakin' epic.
    At the risk of a minor derail, I don't think it's quite fair to say that such a build breaks the game. Cold/Sonic is probably the best (or at least among the best) single-AV-soloing builds in the game, and one of the better teaming builds too -- but it's not by any stretch generally the best soloer.

    Cold/Sonic's AoE capability is at best mediocre, and even its single-target damage isn't particularly good unless the debuffs have time to ramp up. (Bosses or higher, in other words.)

    And as you pointed out, the rewards for soloing AVs/GMs are pathetic.

    Quote:
    Not looking for a specific build just yet, but I am completely new to the idea of building to solo AVs and GMs. What specific attributes should I be building for? Right now I'm thinking soft-capped S/L Defense and as much Recharge as possible.
    I only recommend S/L DEF if you're planning to play a hybrid melee/ranged build, like a blapper or (most) Dominators. For a ranged build, you're better off with ranged DEF and Hover. The downside is that ranged DEF is generally a little harder to fit into a build (because S/L builds can rely on patron/APP powers to do the heavy lifting). The upside is that ranged DEF has fewer holes, allows for the selection of a resistance shield to stack with your defense, and is more exemplar-friendly.

    Quote:
    Anyone have any experience with Cold Domination for this task? I know Sonic Blast is the go to set for most AV/GM soloers, but I haven't found a lot to read about Cold in that regard. Benumb seems like the key power with it's -Regen.
    Cold is likely the best singular buff/debuff set for dealing with hard, single targets, in part because of Benumb's -regen, but also because Cold has tools to lower the target's damage output and damage resistance, and to diminish the target's situational tricks (like controls or heals; self-healing AVs are the bane of many AV-soloing builds).

    On top of that, Cold has enough -recharge available that you can put a serious dent into an AV's attack rate, even accounting for the 85% debuff resistance.

    Quote:
    And finally, what epic set helps out the most? Right now I'm leaning towards Mace Mastery so I can get Scorpion Shield, all that S/L Defense will give my build a lot of room to work with.

    Thanks, and any advice on general AV/GM soloing is much appreciate.
    Personally, I'd lean towards the Electric APP. The extra energy resistance stacks well with Arctic Fog, and Electric Fence is a relatively high-DPA immobilize power. Having access to immobilize is key for a ranged-DEF AV soloist, because immobilize is the one mez effect that AVs are consistently weak against.

    In theory, Snow Storm will be enough to keep most AVs out of your face if you Hover (because it will prevent flying AVs from lifting off to chase you), but I would rather use the immobilize because it comes as a natural consequence of attacking (which you're going to be doing anyway), and because it can't be detoggled.

    (Edit: Electric Fences also has a longer range than Shout. There are some AVs that have strong ~40' attacks, so it can be useful to hang far away from them.)
  7. Obitus

    Soloing +4/x8?

    Quote:
    Originally Posted by Eiko-chan View Post
    Well, fortunately, Dark Armour isn't without stun protection, and Tankers have the highest mez protection in the game.
    Right, but across the full spectrum of available builds in the game, there's a better than even chance that Malta will annoy you more than usual. Sappers are only part of that, though admittedly a very large part.

    I wasn't interested in the bit about Dark Armor.
  8. Obitus

    Soloing +4/x8?

    Quote:
    Originally Posted by Eiko-chan View Post
    Yes, that's exactly what she was talking about. Malta's status as a "problem enemy" is almost entirely based on Sappers, and Dark Armour is less susceptible to sapping than other armour sets (except maybe Electric, which is pretty much immune to it).
    Any character that doesn't have stun protection is going to have an annoying time with Malta, even if we ignore Sappers completely. Those ~30 second stuns are outrageous.

    The truth is that for all of our potential power (via high-end IO builds, via the upcoming Incarnate system), level 50 mob factions are more often annoying in some way than not. Every build will have a weakness to at least one or two of them, and probably more.

    Council is likely the closest thing we have to a vanilla late-game faction, and even they can present situational difficulties. As someone else mentioned, the Wolves are endlessly frustrating to deal with if you're used to relying on slows/immobilizes. For instance, my Ice/Storm Controller is one of the more consistent performers I can conceive, but those wolves give her heartburn.

    Even if you can theoretically handle +4/x8 missions, which probably isn't an unusual capability at least among forum posters, you probably can't handle it efficiently and consistently across all factions. If you're just trying to farm one mission then great, but if you're relying on the game to assign missions to you, then you're going to spend an awful lot of time running to the Difficulty-Slider NPC.

    I mean, seriously, even if you're immune to end drain and psi damage, does anyone really want to fight multiple +4 Carnie Illusionists every spawn?

    It's easy to get caught up in on-paper analysis and declare that the game is laughably easy. In some ways, it is laughably easy. But I think the devs don't get enough credit for varying the threats among high-level mobs.
  9. Quote:
    Originally Posted by Forbin_Project View Post
    Best. Response. Ever.
  10. Quote:
    Originally Posted by Squishor8 View Post
    Thanks for the reply. Would it be an improvement in overal dps then to maybe drop fire blast and pick back up breath? Also on frankenslotting it, would you just pull some dam/range IO's from things like Posi? With regards to blast's slotting I couldn't figure out anything else in there so I am def ok with dropping it. With regard to ring of fire, I could take the slots there and throw them in Web to keep up the s/l, I am just not sure where I would get the other slots from as I need to keep atleast 3 for health and stam etc if possible I would think. Any idea on the worthiness of the force feedback in beam volley?
    Yeah, I think you should drop either Flares or Blast and pick up Breath. I'm not sure why you'd need three slots in Health; three (or even four, if you want to include the Performance Shifter proc) in Stamina is good, though honestly I'm not sure you'll need even that much recovery depending on how often you plan to use Consume.

    Force Feedback is generally an excellent proc to have in AoE powers. My SS Tanker loves it in Footstomp; if I'm facing a decent amount of enemies, the proc will fire more often than not. I'm not sure Beam Volley is worth it at all in your build, though, honestly, certainly not for the sake of a +recharge proc in a build that already has a lot of global recharge. An extra AoE isn't a bad thing, of course, but if you have to choose between Breath and Volley, I think most people would choose Breath every time.

    Quote:
    Another question I have is regard to stealth and invis and the def there. I know it drops once you start attacking so this build I have both the powers turned off. I was wondering if I still retain any def by running stealth even after I start attacking? If so, that may free up a few slots to play around with in other powers. Right now I just have them as mules for LotG's. I found it is pretty easy to get Kin Combats right now just running through AE missions and reward rolls. I already have 7 recipes that arn't the proc that I am saving for this build.
    IIRC, you keep half your DEF from Stealth in combat. On your build, that'd be about 2% DEF (with another 2% out of combat). If you don't mind the movement penalty and the relative large end cost for running Stealth full time, then go for it. Personally, I don't like to rely on it on my soft-capped builds; if I take it at all it's usually almost purely as a set mule.

    The movement penalty bugs me too much to commit to using Stealth full-time. And the end cost is only a little lower than Maneuvers'. If I want is a way to sneak past enemies, I'll use Superspeed (because hey, I'm taking Hasten anyway) and/or a +stealth IO in one of the Sprint powers.

    YMMV.
  11. Quote:
    Originally Posted by SM123 View Post
    im not really comparing defense to resistance, i guess i should have titled the thread defense vs mez prot, but oh well. I know soft capped s/l is way better than 40% s/l res, even without earths embrace, but mez protect is just so... nice
    There is no right answer. Even if you prefer one or the other, the situation will dictate which is more effective. Personally, on an Earth/Rad, I'd probably go for the mez protection and the damage resistance (Indomitable Will also comes with a hefty psionic +DEF perk).

    You have enough control that you shouldn't be all that worried about passive damage mitigation; far more disruptive is the possibility that you'll have your toggles dropped. Depending on your play style, a build mixing ranged DEF with the Psi Mastery pool would probably be more survivable than either of the choices you offer, but cramming ranged DEF in with enough recharge to feed Indomitable Will is potentially difficult and expensive.

    I went ranged + psi mastery on my Ice/Storm, but Ice Control has fewer hard-control options than Earth, and Storm likewise has less consistent mitigation than Rad. Storm's also better at keeping foes at range, if that's what you want to do.
  12. I wouldn't worry too much about increasing both S/L and Ranged DEF; in a perfect world, yes, of course it's better to have lots of both. But in practice, it's just not feasible -- not without gutting your offensive bonuses anyway. I suppose it's possible to cap out S/L and Energy DEF if you build on Scorpion Shield, but again, don't think it's worth the effort.

    Just from a quick glance over your build, it looks good. What follow are only a few observations/nitpicks:
    1. Ring of Fire is an outrageously good single-target DPS power, and you have it enhanced for Immobilize. I know Enfeebled Operation is helpful in adding S/L DEF bonuses (and a small recharge bonus too), but it's probably better to slot it in Web Envelope. Honestly, Ring of Fire is probably the main reason I'd want to take Fire Manipulation; it beats the pants off of Fire Blast (the Blaster version, anyway) and Flares in terms of damage-per-activation-time, and it comes with a useful secondary effect (especially useful against AVs, which are typically weak to immobilize).

    2. Fire Breath is your most damaging ranged AoE. If you're more interested in blapping, then that's fine. It's just a little unusual to see someone skip Breath in a Fire Blaster build. If you feel that Fire Breath is too narrow to use effectively, then that's understandable -- but I urge you to try slotting (preferably frankenslotting) some range enhancement into it. I have Fire Breath at about 60' on my Fire/Mental Blaster, and let me tell you it's a world of difference. At max range, my breath has a lot more coverage area than even Fire Ball.

      And Breath does a lot (a lot) more damage than Mace Beam Volley.

    3. Related to the above, Flares is actually slightly better DPS than Fire Blast on a Blaster. Fire Blast got hit with a relatively large penalty to its activation time when Castle did his Blaster-attack standardization project. (Interestingly, the faster version remains, AFAIK, in other places like the Tanker Fire APP.) It's not like it makes a ton of difference either way, but you might want to pick one of the two and skip the other. With all of your recharge, and between Ring, Blaze, and Flares/Blast, you ought to have plenty of single-target ranged attacks.

      (And that Devastation set in Flares isn't doing a whole heck of a lot for you. I mean, extra +damage is nice of course, but +3% in global damage isn't an end in itself, especially if you don't want the power it's slotted in to begin with.)

      Blaze is such a massively high DPA attack that you tend to hurt your DPS if you don't use it at the earliest possible moment. At sufficiently high levels of recharge, Flares/Blast/Blaze can actually be lower DPS than Flares/Wait/Blaze. That's why Ring is so great against hard targets; it animates quickly enough that it's unlikely to interfere with Blaze, and it does the same high amount of damage that Blast does. (Though admittedly in a DoT, which can be annoying in normal PvE missions.)

    That's all I can think of at the moment. I'm sure it's a fine build regardless.
  13. Obitus

    LVL 41 Powers

    Quote:
    Originally Posted by Chaos Creator View Post
    Unlikely. You're learning the powers from those who are their master. Why would they ever want to teach filthy heroes their secrets?
    Thematic justifications can be altered almost at whim to address game-mechanical needs. Now that side switching is available, there's an obvious mechanical gap between APPs and Patron Pools.

    Any hero who wants to use a Patron power and wants to remain a hero has to spend a minimum of eight days switching his alignment, running a story arc, and switching back. Any villain who wants to use APPs just has to select them upon leveling up.

    If the hero happens to have a few Hero Merits banked, then he has to spend several days spending those Merits before he switches alignment, or else he'll lose them. (The A-Merit stores gate spending to once per day, so if you were saving up for something big and you're halfway there, then you could be a long time spending those merits.)

    Seems like a lot of extra time and effort for something that villains get for free, no?
  14. Quote:
    Originally Posted by charlie765 View Post
    I'm breaking out my fire/fire/fire and I'm going to start slotting sets and not sure what to slot for. Is there a consensus on what to aim for? Def, Rech, damage? I'll post a build later right now i'm just wondering what to focus on. I'm planning on taking advantage of hot feet so hover blasting is out. I'd like to stick with flame mastery for concept but if i tint the ice mastery powers they could work too.

    So ideas?

    Charlie765
    You can't tint APP/pool powers right now, unfortunately -- unless I missed something truly huge.

    If you're planning on more of a range/melee hybrid, then your best (mechanical) option is probably going to be S/L DEF combined with as much recharge as you can possibly get. The upside is that that's fairly easy (and comparatively cheap) to do on a Blaster. The downside is that an APP armor toggle does a lot of the heavy lifting -- which limits your choices to the Ice APP (Frozen Armor) or Mace Mastery (Scorpion Shield).

    Of the two, I prefer Mace Mastery. Scorpion Shield has a fairly unobtrusive visual effect (it's like a purple-tinted blur around your character), and the Mace-Mastery AoE Immobilize is probably the best one availabe (though it does have a longish activation time). Rain of Fire just begs for an AoE Immobilize. The only problem is that Hero-side characters have to switch alignments to run the Patron story arc before they're allowed to select Patron Pools. That's at least a four day task. (Eight if you want to switch back afterwards.)

    All of that said, it's hard to post specific build suggestions without a clearer idea of your preferences -- which powers you like and why. You may well find that you're willing to forego soft-cap DEF in favor of more damage/recharge bonuses and a more thematically appropriate APP selection.
  15. Quote:
    Originally Posted by Blue_Centurion View Post
    I have not complained once in this post about the cost of my enhancers. I did discuss market pricing in the market forum. When the vast majority of the 700 posts there kept shying away from the topic of market discussion to how I built my Brute I came back to Brute forum.

    If you continue to harangue me like this I will complain to the forum moderator that you are engaging in annoying behavior.
    Much as you did in the Market forum, you've spent the majority of your time in this thread dismissing the good-faith and on-topic responses you've received -- and then complaining when the discussion inevitably moved on from there.

    Discussion threads evolve. If you hadn't explicitly invited everyone in the Market forum to come here and talk about your build -- if you hadn't annoyed so many people over there -- your thread would be long dead by now. In a way, it's a gift that anyone's still talking at all.

    Your problem isn't, and never was, that people refused to stay on topic. Your problem is that you haven't gotten the answers you wanted -- answers, presumably, confirming each and every one of your own personal biases. Unfortunately for you, and fortunately for the wider world, free discourse doesn't work that way.

    You have every right to report me if you like. I may even get censored as a result. Having the dude who feels so oppressed call down a higher authority to silence disagreement would be the capper to an immensely entertaining thread.
  16. Quote:
    Originally Posted by Nalrok_AthZim View Post
    You know, Blue has never really been outwardly aggressive to me, so rather than sit back and mock him (like you're doing) for something that's not even pertinent in this thread (I know about his market forum debacle) I try to suggest things that'll be to his benefit. If he really wants Panacea in there, then I'll suggest 4 slots of Panacea and 2 Mako's Bites. Notice how I adapt.

    You can sit there and rip on him all you want. I'm simply trying to offer him an alternative that keeps his love of SL's heal and adds in the benefit of it's Superior damage. And yes, he dismisses information after thanking for it. But for me, I already dismissed it when I said "if you're having fun, go for it." I never tell people what to do. I suggest.

    Jeez.
    And I was explaining why his build has been so heavily criticized. It ain't just because it's sub-optimal. It ain't just because it's expensive. It's because his build is willfully extravagant, even to its own detriment, and even in the face of Blue's loudly proclaimed financial victimhood. All of those things are inter-related. All of those things are pertinent. Why? Because Blue's playing a build that's causing him obvious pain, albeit indirectly. His specific question in this thread has been answered. The side issue of SL's slotting was addressed and summarily discarded on the first page, in fact.

    You don't think I've tried offering helpful alternatives to this lost cause? I have, several times. So have countless others. If you think you're automagically different, then more power to you. It's just barely possible that he might listen to you because you've defended him here. I'm sure your air of moral superiority will appeal.

    But the implication that anyone's trying to dictate to Blue, or mocking his build on its own merits, is unfair and unfounded. Personally, I'm a big fan of concept builds. I'm a big fan of purposely sub-optimal theme or just-for-kicks power picks or slotting options. I thought it was worth explaining why the view is different here.

    Go ahead and make nice if you want to do that. Me? I'll treat this thread like the mindless entertainment it's proven itself to be. Welcome to the sideshow.
  17. The defense from Hover itself doesn't amount to much unless you already have (or plan to have) significant DEF from other sources. DEF becomes more valuable the more of it you have.

    That said, Hover is very useful as a combat maneuvering power, and/or as a set mule. Toss two or three Fly Speed IOs into Hover, and you're moving basically at base Sprint speed, in three dimensions, at less end cost. If you want ranged DEF, you can slot a couple of Blessing of the Zephyr's. If you want recharge, you can slot Luck of the Gambler.

    Or both. Kismet's also a good one if your build lacks for accuracy.

    Personally, I usually take both Hover and Fly on my characters where Fly is concept-appropriate, but if I had to drop one of them, it would probably be Fly most of the time. On a melee character, Hover is obviously less useful; my Tanker for instance only has Fly. On a ranged character, Hover is ultimately more useful to me than Fly. If I had to, my ranged characters could get by on Temp Powers/Ninja Run with the Jump Pack for occasional travel-speed boosts. I can't replace the combat and slot utility of Hover.
  18. Quote:
    Originally Posted by Nalrok_AthZim View Post
    Blue, you'll remember my posts to you when you first posted up your build many moons ago. Same points people are making here. I mean, if you're honestly going for max +recharge, then go for it. If this build works for you, go for it. But if you're going to come in and ask questions with a build that's built sideways for it's intended purpose you're going to get a lot of flak.

    Remember: billions of inf's worth of purple sets do not always a godlike toon make.
    If it were just a matter of his wanting to play a sub-optimal build, then no one would care. Blue can play whatever he wants, and there really is no wrong answer when it comes to having fun in a game.

    The problem is that Blue wants to complain about the price of enhancements -- even going so far as to pose several insulting conspiracy theories about the evil capitalist pigs on the market. His build and those complaints are inter-related. He's basically gone out of his way to waste influence just so he can play the victim card.

    It's as if you bought a Lamborghini just for scrap metal, and then tried to put the dealership out of business because you feel ripped off. Better yet, it's like excoriating every rich person for not spending all of their money to feed starving children in the third world, and then spending all of your income on caviar and champagne while your own children starve. I don't even think you can call Blue's peculiar brand of self-oblivious paranoia hypocritical, at this point. He's moved so far beyond ridiculous that it's almost sublime.

    It's no wonder that Blue feels like he's oppressed if he truly believes that his build is reasonable. It's not reasonable, not in terms of cost, and certainly not in terms of cost efficiency. You suggest slotting Touch of the Nictus and Mako's Bite in Siphon Life, but that's crazy talk. Those sets aren't anywhere near expensive enough. Blue will jam six Panacea in there come hell or high water. And he will continue to insist that Panacea is the best set for him, no matter what anyone says, all the while no doubt cursing about how he's been oppressed by the Man.

    This isn't, and never was, a discussion about attack chains, or even builds or the market Notice that even when Blue thanks people for information, he dismisses that information as irrelevant to him. Blue doesn't converse; he lectures. This thread is -- these threads are-- only valuable as an unintentionally hilarious sideshow.

    And in that sense, it's an enormous success.
  19. Quote:
    Originally Posted by Chant View Post
    So far I don't share the same concerns as others about RoF. The more I play the toon the more I may change my mind, but I see terrify working as a "ghetto" immob. Same with TD. Since I play with others usually, there is often someone to herd the baddies too.
    That was my thought too, at first. I have several Mind-using characters, and a couple of RoF-using characters, but I don't have any characters thus far with both Mind and a avoid-inducing Rain.

    Mechanically, Rains aren't as bad with fears as they might at first look. The constant damage from the rain only gives a feared target one chance to act every ten seconds (the same rate as procs in rain powers). What I'm not sure about -- and I should probably do more research here -- is how often other damage sources will give the mobs a chance to move.

    In other words, if the targets are being rained on, and Firebreathed, and Fireballed, and whatever else, how many chances per ten second period will they have to move away? The AI is pretty insistent about getting out of RoF in my experience. Losing some of RoF's potential damage output is a secondary concern; the main concern is causing scatter that will reduce the potency of your other AoEs.

    Tentatively, I'm planning to take RoF right now on my I-19 build, mostly for thematic purposes. Positron's Blast is pretty cheap so I figure it's no biggie if I have to ditch it later. By the same token, I'm sorta on the fence about slotting Terrify with Posi's Blast or Glimpse of the Abyss. Doesn't seem like the extra Fear duration will be that important in normal play, but then again an extra ~60 damage every 15 or so seconds doesn't seem like that big a deal either.

    I've even toyed with the idea of slotting Cloud Senses in Terrify, if the game will let me. Sets that carry both ranged DEF and +recharge are fairly rare (not so much on a Mind Control character, but in general); the only problem is that Terrify doesn't actually have a ToHit debuff component to enhance.

    Anyway, I've rambled enough.
  20. You might also want to consider a Range IO in Fire Breath. Increasing the Range dramatically increases the power's coverage; after playing with a 60' Fire Breath on my Blaster I honestly can't stand it any other way.

    Blaze is also a candidate for a little range boost. YMMV.

    Your global recharge can go up a bit in I-19 at considerably lower slot cost if you swap the Concealment Pool in for your Fitness selections. Either two or three powers from that pool can be used as LoTG mules, which would allow you to drop some of the slots in Health and Stamina.

    Assault might be nice in that third freed-up slot, if you're as interested in global damage as you seem to be..

    It's a nice build. Personally I'm addicted to DEF, but it's hard to fit that into a build with the Fire Epic. Possible, but it requires some tough choices, which I'm trying to figure out right now for myself, post-19.

    Also on the fence about Rain of Fire. It's a very pretty power, and it does a lot of damage in the right circumstances, but I'm not sure how well it'll work without an Immobilize. On a Blaster, it's a good power to have regardless; the flee effect works as control/mitigation (and nowadays you can grab an AoE immob from Patrons). On a Dom, you don't really need any more control/mitigation.

    Anyway, for what little it's worth, this is the basic direction I was planning to go with Mind/Fire/Fire:

    Villain Plan by Mids' Villain Designer 1.81
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Dominator
    Primary Power Set: Mind Control
    Secondary Power Set: Fiery Assault
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Fire Mastery

    Villain Profile:
    Level 1: Health
    • (A) Miracle - +Recovery: Level 30
    Level 1: Stamina
    • (A) Performance Shifter - Chance for +End: Level 50


    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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  21. At least until next week rolls around, I have to believe the devs are still trying to release ASAP. I don't imagine the devs want to put off a large and potentially problematic patch til the heart of the holiday season. If they can release sometime this week and work out the kinks, then they can enjoy Thanksgiving with their minds clear.

    In a sense, the silence is almost encouraging. Obviously, absence of evidence of isn't evidence of anything, but the devs might be holding their tongues because they don't know when I-19 will be released. Maybe I'm just hopelessly optimistic, though.
  22. Yeah, I can't see myself jumping out of melee range to use a ~2.7 second cone attack on my Tanker. The RES debuff is nice, but it's not that nice.

    Over time, the ability to use Fireball or Ball Lightning (or better yet, Ball Lightning and Electric Fences) every few seconds and without having to move gives you much, much better AoE DPS than the RES debuff from Arctic Breath.

    I can see Arctic Breath being situationally useful against a single target when you're playing in a team. Solo against a single target, I'm pretty sure the RES debuff is too low to justify the activation time.

    On a ranged character, I'd take Arctic Breath in a second. On a Tanker, there are much better options, IMO. Your mileage may vary.
  23. Quote:
    Originally Posted by Blue_Centurion View Post
    Difference noted. 35 points extra damage, or roughly 29%. thanks. Plus the toxic resistance.
    No. You're reading the wrong numbers, as usual -- to conform to your bullheaded biases.

    Here, I'll bold the relevant numbers for you:

    Quote:
    Originally Posted by Arbegla
    5 slotted hecatomb without the damage proc but with everything else in smite is 124.9 damage.

    5 slotted hecatomb without the PURE damage IO, but adding in the damage PROC is 153.66 damage.

    5 slotted hecatomb without the Dam/rech IO, but with the Pure damage IO and the PROC is 157.5 damage

    6 slotted hecatomb with everything is only 160.24 damage.
    160.24 / 153.66 = 1.042, or 4.2% difference.

    But wait, it gets better. Once you add the ~150% damage bonus from Fury, that 4.2% difference drops to somewhere in the 2-3% range. The pure-damage Hecatomb IO wouldn't be worth it even if it didn't cost any influence. It is simply a matter of saving slots for other, more worthwhile tasks -- like, say, enhancing Hasten.

    Oh, that's right. You didn't take Hasten. You didn't even know the recharge-reduction formula until I explained it to you a few minutes ago in another thread. But that didn't stop you from loading your build with purples and PvPIOs for the sake of recharge -- and then starting a whine fest in the market forum about how those enhancements are too expensive.

    Panacea in Siphon Life is hilariously bad on two levels: You're spending massive amounts of influence for a PvP set (influence that the so-called capitalist pigs on the market forum are extorting from you), and then gimping one of your best attack powers to slot it. Likewise, your slotting of Midnight Grasp is terrible; it would be LOL-worthy enough if you'd slotted MG with five Gravitational Anchors, but you went with six, I guess because you were just jonesing for an excuse to buy another purple.

    That's two of your best attacks gimped in the name of your bitterness-laced spending spree. Not just Siphon Life.

    But I think my favorite wrinkle in your build as posted -- after all of your class-warfare rantings and all your pontification about how your personal experiences validate your build decisions -- is that you wrote a whole rationale for extra recharge in Dark Consumption, because presumably you have end issues, but you don't even have the comparatively cheap Miracle and Performance Shifter procs slotted. (Cheap as compared with purple and PvP sets, that is.)

    In fact, you seem to place an undue emphasis on regeneration based on your slotting of Health -- which isn't a terrible idea on an Invuln build generally -- but just from using Siphon Life slotted as a normal attack, you'd get more healing over time than you'll get from those extra slots in Health. Including the Regenerative Tissue proc.

    Those are just a few observations. Enjoy your super-expensive gimpiness. By the way, as one of the criminally minded capitalist pigs from the Market forum, I only have a handful of purples slotted across all of my builds. All of them are singular proc enhancements. I don't have any PvPIOs. All of my builds are better than yours, for a tiny fraction of the cost.

    There is no broad segment of the game's population -- marketeer or otherwise -- that slots or even expects to slot as much expensive crap as they can on any one build purely for the sake of slotting it. The key is not how much influence you have, beyond a certain point. The key is how sensibly you use it.
  24. Quote:
    Originally Posted by Blue_Centurion View Post
    An interesting opinion. Do you have any idea how often Dull pain will be up with 125% global recharge and hasten on a build?

    Would it make any difference to you if I told you I already tanked BAB in the LRSF with this build?
    Base Recharge / (1 + Recharge bonuses) = modified recharge time. For simplicity's sake, we'll call your slotting 100%

    So 360 / (1 + 1.25 + 07 + 1) = 91.139 seconds.

    How much recharge would you need to approach 60 seconds? 360/60 = 6, or 600%. So once we subtract Hasten and slotting and the base recharge, we're looking at 330% in recharge bonuses from IOs. That ain't gonna happen.

    As you said in the other thread, you're chasing the dragon here, and you're spiting your own build (and your own wallet) to do it. And then you whine that the market is rigged because you have a hard time affording all of the absurdly expensive IOs that aren't even really an improvement to your build.

    I'm glad to see that you're at least willing to pick up Hasten when I19 hits, because that one power will allow you to get rid of some of the hilaribad slotting choices you've made in your quest for purples. But I am scratching my head on one thing: I thought the reason you didn't want to take Hasten was because this is a concept character -- and presumably Hasten is against theme.

    So what is your theme? Is it that you wanted to spend as much influence as inefficiently as possible so you could whine about the market, or is your theme simply that you wanted to maximize recharge? If the latter, then please do consider running some numbers using the above methodology to figure out what you're actually getting for your monumental effort to wring every last drop of recharge out of the build.

    After you've done that, maybe consider opening your mind to some supplemental build goals that are cheaper to reach and more beneficial to performance.
  25. Quote:
    Originally Posted by FourSpeed View Post
    While the preceding discussion on brain function is (honestly) fascinating,
    the above quote is sig-worthy


    Nice avatar!