Pampl

Apprentice
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  1. I'm looking to make an alt to collect badges with, and was wondering what some strong or fun combos were. The obvious choice (to me) is something like Ill/Rad or Ill/Cold for soloing GMs and AVs, but on the other hand I play on Virtue so it's not that hard to find a team to take down these hard targets. I'd probably want room in my build to fit in a travel power, to cut down time spent getting exploration badges. It should exemp well for doing TFs or arcs in Ouro. I'm not sure what other considerations are important beyond the obvious that it should be something I enjoy playing. Things like taking lots of damage or getting mezzed frequently or whatever only account for a handful of badges out of more than a thousand, so they shouldn't be big concerns.. right?
  2. Pampl

    Musings on SR

    Quote:
    Originally Posted by Linea_Alba View Post
    My minimum is: 1000 hp with 45+ MRA Defense 0% DDR 20+ Resist and 25hps Regen/Healing.

    SR is All That and much more.
    1800+hp, 45+ MRA and Elude 90+ DDR Scaling Resists and Tough 25hps Regen and Aid Self. All that adds up for 6 to 10 times the minimum Survivability. Maybe I'm too easily pleased.
    Only MMs have less than a thousand HP at level 50, and anyone can get the pool powers that satisfy your resistance and healing criteria, so the only one that's tough to reach is soft capped positional defense. So yeah, if you only judge based on positional defense then SR is the toughest protective set in the game. If you judge it based on how well it survives relative to other protection it's a different story. Whether or not that means it's "squishy" is completely subjective.

    One thing I forgot to mention is how heavily insps and IOs are biased towards defense. You only have to sacrifice some potential recharge speed and 1-3 insp slots to equal SR's protection, but with SR it takes ~5 oranges and a green or two to equal a resistance set, and the amount of resistance available from IOs is negligible.
  3. With 0 fury, the tanker will do slightly more damage. Tanker damage scale is 0.8, brute is 0.75. They both have a ranged multiplier of 0.5, in case you're looking at epic powers or whatever.
  4. Pampl

    Musings on SR

    Quote:
    Originally Posted by Kangstor View Post
    For katana and how interface proc works. If they didn't changed it again proc set off at each tick rather than each attack.
    I'm pretty sure it's set off by each attack and it was just that for psuedopets each tic was an individual attack. You didn't hear anyone praising regular DoT powers for how broken they were with interface, just psuedopet powers.

    edit: DB is 6 tics in 5.28 seconds, katana is 6 tics in 5.412 seconds, so it's basically a wash anyways.
  5. Looks pretty cool. One thing stuck out to me though: isn't NE already less resisted than Energy? I think if it also has a much more useful secondary effect than no one will want to use positive energy, except maybe when fighting ghosts.

    Also, and this isn't a personal peeve but an issue I think the devs might have with it, isn't the usual side effect of NE -to-hit and energy KB? I'm not familiar enough with the changes over the ages to know how faithfully they stick to this so I have no idea whether this is a non-issue or a serious sticking point.
  6. Quote:
    Originally Posted by magikwand View Post
    Brutes, and all villains, are given access to their heroic counterpart's Ancillary Pool powers when they reach the appropriate level if they have changed alignment. Of course, if you want to choose powers from the Patron Pools, you will still need to complete the arc.
    They don't have to have changed alignment, IIRC.

    Brutes get Energy Mastery instead of Body Mastery. They can still get Physical Perfection though.
  7. Necro pets all debuff to-hit, which is sort of like a resistable defense buff that can stack with FF's. I've never tried Necro/FF so I can't claim from experience it's good, but on paper it's not without synergy.
  8. Quote:
    Originally Posted by MayorOfAngrytown View Post
    Well, on the first point they're being silly. There's nothing wrong with /elec, and more to the point in the current game I can't think of a brute combo that would be a "poor decision." Who cares if it's not OMGFARMSAUCE!!
    I know this wasn't your main point but I actually think /elec makes a decent farmer. Capped resistance to a damage type plus a damage aura is better than most sets do.
  9. Quote:
    Originally Posted by Yomo_Kimyata View Post
    If we go Mad Max level, I think a loaded shotgun is going to be worth a heck of a lot more than shiny metal.
    Sure, you wouldn't be able to buy a loaded shotgun with your shiny nuggets, but you could probably trade it for some non vital amenities with whoever has any extra. I'm assuming the end of the world won't entail the destruction of all cosmetics, entertainment, etc.
  10. Quote:
    Originally Posted by HelinCarnate View Post
    Since when does Seismic Smash put you in the air?
    I'm guessing he meant tremor.
  11. Quote:
    Originally Posted by MayorOfAngrytown View Post
    Necroquestion:

    Around how much +rch might that be? I have a new brute that might like to know eventually.
    With a spiritual core paragon it's ~185% to get it gapless.
  12. I know requesting more missions in Ouro isn't a new idea, but the writing in tips is so good (IMO) that it's a shame we can't go back and replay ones we've outlevelled, even if it weren't for alignment credit. Completists would have the chance to do every tip mission for all alignments on one character, which admittedly is technically possible now but a ridiculous pain in the rear.

    I'd also like to see random newspaper missions added to Ouro just for fun. I know it wouldn't get a ton of use but sometimes you just want to smash some Clockwork (or whatever) and teaming up isn't feasible or desirable.
  13. If you need to make the switch without gaining a level for whatever reason, there's an option in the options menu to turn off XP gaining.
  14. Now I wanna see a Huge character running around in fishnets and a mesh top. Bonus points if you can have both lipstick and a cigar.
  15. Pampl

    Flight Charm

    Quote:
    Originally Posted by Atilla_The_Pun View Post
    It's a concept thing, and regrettably this game doesn't support concept all that well.

    Some characters could be mixed magic and tech, others are pure (in my concepts). Some characters it doesn't bother me on, other's it's "Hey I do everything through magic, it's my MO".
    TBH I don't see why a character that refuses to use tech would move to Paragon City, where all transportation between neighborhoods is high-tech, crime fighting is done via police scanner and your ID is stored and tracked in an electronic database. I'm all for people playing what they want to play, but I don't really get how you could roleplay a character that doesn't fit into the world at all.
  16. Quote:
    Originally Posted by Cptn_Courageous View Post
    The system I proposed would have enough powers of the same type (pistol or rifle) to set up a chain. You may not have noticed that there are 4 powers in pistol and 4 powers in rifle. The 4 pistol powers are relatively moderate ranged, the 4 rifle powers are long ranged (and should be longer than other blaster powers). So players should use the rifle powers grouped together, and the pistol powers grouped together...again cutting down on the redraw time between different types of weapons... so NO, there shouldn't be excessive redraw time in this power set.
    I'm not sure it would work that way in practice, though.. what if the player wanted to use two aoes in a row? Or if the target moves from long range to medium range?

    I like the idea of a Western set, but I'm not sure a two-weapon set would work well in CoX, as the others said. Maybe you could combine them into a long barrel revolver set?
  17. Quote:
    Originally Posted by PleaseRecycle View Post
    I have an idea. You guys should try KM/FA. I hear it's a great combo that everyone likes if they're cool.
    I've had a blast playing that combo, but it was my first FA character so I dunno how much KM mattered to be honest
  18. Personally, I'd go with Necro/Dark (so you and the lich can give each other high fives as you spam dark powers together) and Demons/Thermal (for stacking resists). The one combo I personally would avoid is Necro/Storm, because the KB can be tough to use well when combined with melee pets.

    That's for gameplay reasons, I'm not sure which would work better thematically.
  19. WSTs give half a level of XP when you complete them, in addition to the normal reward.
  20. Here's a good thread that has some comparisons, too. The money quotation for me is "If you want to be a kick-butt, team-buffing melee, you should pick night widow. If you want to be more of a hybrid who's a solid melee but with a grab-bag of tricks and abilities, be a fortunata."
  21. Quote:
    Originally Posted by Nihilii View Post
    Anyone who wants to get low level SOs can do so by getting on a high level team with a level 1 character having XP turned off.
    I think enhancements dropped by enemies are at their level, and the type (training/DO/SO) given as a reward is determined by player level, so you'd just get high level SOs and maybe a level 1 training enhancement
  22. I made a relatively radical revision based in part on your advice (specifically the part about more HP and stamina slots, and dumping PS and Grounded's slots) and the advice of a friend (don't get Widow) and I think I have something better. The attack chain is SS > SF > Gloom > SF > HM > SF (almost the best one) and Hasten is only 7 seconds away from perma. It's got +20% HP, S/L defense of ~32.5%, and has all its resist shields pretty well enhanced. Still weakish against negative, fire/ice, and psionic but I didn't like any of the possible solutions to that. It also relies on running stealth continuously for its defense, which I know some people don't like for brutes but I always liked my /EA's cloak power. No idea what what incarnate powers I'd take, but I don't really like to think that far in advance anyway :)

    edit: D'oh, forgot to turn CJ on. Time for more tweaking!

    I had too many slots this time around, I just tossed the last 5 or so into anywhere I could get misc bonuses.
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  23. Don't worry, at level twenty you get a mission to go through a portal to Primal Earth and you explicitly choose whether to go to the Rogue Isles or Paragon City. Morality missions in Prae don't effect anything after you're done with Prae.
  24. Right now it almost always makes more sense to build for recharge and defense than damage and resistance, even if your powersets are more naturally suited to the latter. I think this is because recharge and defense bonuses are so huge.. recharge and damage are on the same enhacement schedule, but recharge bonuses from IO sets and globals are 2-3 times higher than damage bonuses. Each point of defense is worth 2 points of resistance, generally speaking, but resistance bonuses are smaller and rarer than defense bonuses.

    I think the solution to this is to make these bonuses more common (for example, they could replace the useless reduced XP debt bonuses) and possibly slightly larger - maybe make a 2.5% bonus to damage a 4% bonus instead, say. Alternately, you could reduce the size and prevalence of recharge and defense buffs from sets but I think that would be less popular. Either way I think the game would benefit from players having a real choice between building for defense or for resistance, and between building for damage or for recharge.
  25. Hooray, now we all can be D.o.P.E.s!