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Posts
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Joined
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Quote:IIRC, the best rolls money wise are 35-39 Bronze. The average earnings beat any other farming (though it's still horribly slow compared to marketeering).....I must be doing it wrong. I do roll at -1x8 somnetimes for purple drops but I heard +3/8 is best for cash. I'm not a hardcore farmer by any means. Lately I've been using my SS/Fire/Mu Brute running a certian "Non-explotive" AE farm clearing about 5mill per very quick run (less than 10mins) and I've been doing quite well with mid range silver rolls 20-30 recipes and low lvl Bronze rolls. I've had 3 +regen proc in the last hour, quite a few Erradication/kinetic combat recipes, and other 5-10+ mill each recipes. Am I doing that right?
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My problem with One Piece is that my first experience with it was the original English dub. Yes, that one. And no matter how much better it's supposed to be when done properly, I just can't bring myself to watch it. That said, even that was better than DBZ....
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He, there were some ridiculous builds in NWN. My favourite was the Druid/Shifter/Monk. I can't remember the exact level distribution, but you took druid high enough to get Shifter, Shifter high enough to get Dragon form, then the rest in monk IIRC. Basically, look at the list of Monk abilities Nightphall posted earlier, then imagine that it's not just some weedy little human with them, but a dragon
Sadly, as far as I'm aware, this wouldn't work in PnP. -
Quote:These days, AE farms aren't like the stupid exp generating exploits we had in the past. In fact, they're pretty much the same setup as the well known non-AE farming missions (pick an outdoor map, find some easy enemies, profit). People farm in AE because, in general, tickets provide better income than drops, though the latter gives you a higher chance of a really big payoff.>.>
I don't advocate AE farms. I had to go through the stupidity of the Meow Farms and the insurgence of AE Babies, through the hordes of Fire APP blasters dumping Bonfire in every spawn and saying it was "good DPS". If you're going to farm, play the game and farm, don't sit in the AE.
/rant -
Nah, needs more Enoby...
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Ergh, I hate these guys on my F/F Tank. Their end drain is almost as bad as Sappers, and they're a lot harder to kill being bosses.
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Quote:While I agree that in this case, it was horrible GMing, but IMO, all rules should be considered guidelines rather than something rigid you stick to. Now, that's not to say that I think the GM should suddenly decide that, say, all characters THB is halved or somesuch stupid, but bending, or even out-and-out breaking of the rules should not just be allowed, but encouraged when it would add to the players' enjoyment.If you're DMing by fiat, changing the written rules of items, adding them to the game on the fly, and then making them work how you want, you aren't playing D&D anymore. You may as well be playing cops and robbers, pointing your fingers at eachother and arguing "I shot you!"
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Quote:While over time this is true, in practice, I find, due to the unpredictability of the proc, it's not as valuable as a flat .2 e/s enhacement would be.It averages 10 endurance every 50 seconds, so .2 end/sec.
Of course, it's still way better than the .04 e/s for the third end mod -
I'm at work so I can't use mids to give you a proper build, but from my experiences with both DB and FA (albeit separately), I can see a few things to change.
1) Skip...the first power in DB. It's so pointless I can't even remember what it's called. The first two combos are a waste of time, and unless you expect to be spending huge amount of time exemped below lvl 21, you'll have no problems running a good attack chain (BF->AV->PS takes very little recharge).
2) Take Blazing Aura. DB/FA's strength is in AoE damage, so why leave out one of your best sources of it? While the damage from this might not look impressive, it's constantly running, takes no time to use and is very endurance efficient (IIRC, it's balanced around hitting 1 target...).
3) Temperature Protection is very much an optional power. Slow resistance is nice, but not essential, and the F/C resistance ain't much use.
4) None of the APP/PPP powers are *that* important for a DB/FA IMO. Possibly CP/PP if you've end problems, or Shadow Meld if you want a mini-"oh crap" button, but there's nothing that leaps out at me as a must have.
Off the top of my head, I'd say, power wise, I'd take the following:
DB: Skip Confront and the T1
FA: Skip TP and RotP
Fitness: Stamina, Health + preq
Travel power: Whatever you want (Fly?) + preq (though, personally, I'd rely on Ninja Run + Hurdle and take CJ for the defense which frees up anotehr slot)
Fighting: Tough, Weave + preq
That leaves 2 powers left for APP/PPPs, Hasten, RotP etc
In the end, unless you go crazy with IOs, you are going to be comparatively squishy for a scrapper. But you've got a damn good damage output, and as long as you don't try stuff like soloing +4x8, you're tough enough to survive long enough to kill them
IO wise, my gut feeling would be to go for a nice base of SL defense (say, ~30%) and then get some +rech. -
Actually, it works however the DM wants it to work
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Well, for blasters, the only secondary powers which will increase your ability to do AoE damage at range is Build Up, which is available in every set barring devices, and Psi Scream from Mental (it's a cone). There are however a fair few melee AoEs around.
For corruptors, only Storm (through Tornado) and TA (through Oil Slick) have significantly damaging ranged AoE powers (though the former is hard to really leverage). However, there are a wide selection of sets which can enhance the damage you do. Dark, Rad, Storm, Cold and TA all have ranged AoE -resistance. Traps does too, but AM is more effective, at least on large spawns, if you drop it in melee, though you can always run back to range after. Kinetics can boost damage and recharge, though to really gain the most, again you need to be in melee. -
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Blueside - No question really, it's gotta be DA. Both a revamp in look and, more importantly, a full set of zone story arcs like Hollows/FL/Striga/Croa albeit with the new GR story tech. Ideally, I'd make it lvl 30-40.
Redside - Probably St. Martial. The look is fine, but the missions and arcs there are bad. It's all: "go beat up this guy who stole some money" or "theres some demons, kill them". Feels like I'm going back to Mercy and PO, instead of being a high level bada**. And with the new tech that allows NPCs to be removed from the game, we could kill Hardcase.... -
I would probably first off use my powers to ensure I, and my close family, could live a comfortable life. With that done, I'd lean more towards being a humanitarian rather than a crimefighter. There isn't a system of justice, including my own thoughts on the subject, that I believe in enough to fight for.
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3.0 Psionics....wsan't that the most horrible broken thing ever? I have vague recollections of someone having to roll around 150 d4s with one power...
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It renews it. All non-stackable ally buffs and nearly* all non-stackable effects in general work like this.
*I say nearly cos there might be a couple of oddities I don't know about -
I ended up doing exactly what I said I'd planned to do in the thread that came up last week (or whenever) - a couple of renames and dumping some characters I no longer play but can't bring myself to delete on to Defiant
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LotG +rech recipies (lvl 50) seem to be going pretty cheap still. While the history was settled at about 140m last night, I was still getting some for 110-120m. Crafted enhancements were selling for 190-210m.
Amusing, at one point last Friday, apart from the +rech, all the lvl 50 LotG recipies were selling for more that the crafted enhacement -
Something else that came to mind:
Seeing as, IIRC, we've been told that Widows can't customise their claws as the current ones are tied to the animation, how about new animations that let us use the normal claw options?
edit: As a continuation of the widow claw theme, I'd also like to just have the "blade" part of the current claws, and not the "spikes" (if you can understand that), and have the blade act as a normal weapon (ie it stays out) rather that just appearing during the attack animations. -
Villainous Peacebringers make perfect sense - they bring peace by killing all thsoe who oppose their plans for world domination
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I used to sympathise to some extent with those who complained about prices on the market, though I always felt it was being blown out of proportion, as the stuff you "need" - SOs or common IOs - were easy to get just from sellling the drops you get in normal play. Then, as a sort of experiment, I decided to read through some guides on the market forum, and see how much inf a new character I was starting (F/F tank) could make. Starting from scratch, and spending at most 10 minutes at the beginning and end of my play sessions doing a bit of buying/crafting/selling, after ~3 weeks and 30 levels, I have around 500m in cash/bids and another 400m or so worth of stuff up for sale. Making money is laughably easy.
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I'll second Neogumbercules' recommendation of a Fire/Dark corruptor. Good damage, good survivability, and, for those times you don't feel like soloing, very good on a team.
Since the Vigilance changes, some defenders might be worth considering too. Dark/ Rad/ or Traps/Sonic can put out good single target damage thanks to sonic's stacking -res as well as, again, having excellent suvivability. The lack of AoE might be a downside, but Trap/Sonic in particular can solo pretty much anything in the game, (including GMs).
Also, if you've unlocked them, try a VEAT. A Soldier of Arachnos with a Huntsman or Crab build has plenty of ranged (often AoE) attacks, and the defenses to survive. Widow -> Fortunata is much the same (with some nice control powers too).
Of course, you can still go for a blaster. While Fire/Fire can be pretty squishy, there are plenty of more suvivable combinations which will solo pretty well. Ice/ Elec/ and Sonic/ are good primaries to consider, while /Mental or /Ice can provide some good defensive abilities too. -
KM is fine for a new player, but if you want to play it, I'd recommend you do so on a scrapper. KM relies quite heavily on +damage buffs, and due to the mechanics of these, scrappers benefit far mroe than brutes (the same applied to the Shield Defense secondary). That's not to say a KM/SD brute would be bad by any means - as Candlestick said, all Brutes are good - but that it would be better as a scrapper (in return, some sets are better on Brutes - Willpower, for example, due to Brutes higher hitpoints increasing the effectiveness of its regenerative powers).
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Quote:It doesn't work. And just to rub it in, MT still casts so it has to recharge...I'm with this. Either it doesn't work, or it does, and it's hilarious. Like the time that Brute ended up stuck in Paragon City in I8.
We had a similar incident near the end of a Sis P TF. Apparently our mission was in the Praetorian tutorial zone