Pyro_Master_NA

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  1. Pyro_Master_NA

    Imperious TF

    On average, how long does this task force usually take? A few sg mates are going to do it soon but I'm not sure if I'll be on long enough to finish. I'd be using my 38 ss/fire brute and I have no idea what toons they would be using, so assume the playing level of a knowledgeable pug.
  2. Quote:
    Originally Posted by Silverado View Post
    Dark or Fire primaries with Shield (expensive) or SR (cheap) secondaries.
    If it's your first time soloing them, I sugest Dark as a primary simply because the heal in siphon life will give you some breathing room for those occasional hits that get through.
  3. Quote:
    Originally Posted by Timeshadow View Post
    So good, in fact, you might end up bored.
    So good in fact, that banes can one shot even level LTs, and crabs have 4 or 5 aoes to wipe a whole mob out in under 10 seconds. Not to mention the power you get when teaming with other SOAs.
  4. Quote:
    Originally Posted by gameboy1234 View Post
    The main Def IOs I use for this are Gift of the Ancients. Only takes two and you get +2% per pop. You can slot up to 5 of the same bonus, so that's +10% Recovery with only 10 IOs right there.

    Don't forget that 4 enhancements from that set gives additional total endurance, so not only is the total bar bigger, but the 2% is getting more endurance back as well.
  5. Seriously though, I like Maelwys' approach to this. It's unique, but sounds like it would be very fun to play, and out of the ordinary. And anyone with fallout or vengence would love your constant faceplanting.
  6. Quote:
    Originally Posted by Postagulous View Post
    . ' be , s . "better" . , "DELETE" , .
    "different" "character" "ANYTHING"
  7. Quote:
    Originally Posted by Kelenar View Post
    Now I'm curious if there is an AT with no confirmed AVs solo'd. The only AVs I don't remember ever hearing of soloing an AV are tanks and the four EATs, and I'm sure most of those can pull it off.
    VEATs I can see doing it relatively easy, especially with how easy it is to softcap on them. HEATs I think it would be easier on a PB because of not needing a constant flow of dead bodies to fuel yourself. If built for ranged defense, and using whatever a PB's best attack chain is, I think it could be done. I really want to see someone try it.
  8. Pyro_Master_NA

    AV to GM

    Quote:
    Originally Posted by Frosticus View Post
    No one said it was supposed to be easy

    edit: I just threw a build together that has 119.9 sec rech on hasten and 40.3% ranged (so ~46% w/ RI) without the pvp IO, so it is certainly possible I'm sure as that isn't technically perma hasten.
    Haha I'm assuming more than one purple set was used? Ah, time to get to farming.
  9. Quote:
    Originally Posted by Exxar View Post

    However, the thing that sticks out the most is the end redux IO in Lightning Field... Man, you really don't need it with Power Sink and Energize
    My first 50 vil was /elec (before energize too, would have been much faster with it) and I have to agree with that. Especially since you have stamina too. Mine didn't and I was fine.
  10. I like it, but as a dom set, backup would be like a Rougue Island Police, and we fight them as enemies, so I don't know how that would work out. Other than modifying that idea a little bit, it looks pretty good.
  11. Quote:
    Originally Posted by Dechs Kaison View Post
    AVs - Scrappers and brutes. Maybe Stalkers and tanks.

    GMs - Nobody.*

    Not without nukes, shivans, HVAS, a stack of envenomed daggers, and a truckload of insps.
    He's right. After reading up on GM regen, you NEED some sort of debuff to beat them. AVs I would imagine that any archetype could do it if build for it. That doesn't mean any sets, but with each AT I'm sure there's a set combo with the possibility.
  12. Pyro_Master_NA

    AV to GM

    The problem I'm having is that I can't get enough recharge into the build to get perma AM/Hasten without taking away defense.
  13. Pyro_Master_NA

    AV to GM

    Quote:
    Originally Posted by Silverado View Post
    Learn to fly and your worries will go away, young grass hopper.
    Yep, that was the next thing I was planning. Would it also be a better idea to go for ranged defense over s/l? Looks more expensive, since the epic shield can't help there, but probably worth it, right?
  14. Quote:
    Originally Posted by StormyDarkness View Post
    More recharge means faster FS.

    *noms on Recharge*
    This. And if you play kin like I do, and rely on tansference for endurance, (staminaless) more recharge on that is also very helpful. Although with 2 kins I doubt that will be a problem.
  15. Pyro_Master_NA

    AV to GM

    Well I tried Adamastor, and I got him down almost half way 2 times. One thing I didn't think about was that AVs I have solo'd can be immobilized, and get perma containment damage, but the GMs cannot. This also resulted in him trying to close into melee range, and I try to keep a distance so PBAoEs don't hit imps. With them dying every so often, I either had to resummon, and hurt my endurance in the process, or deal with a lot less damage by not having them there. I ended up running out of endurance the second time, and the toggle drop killed me.
  16. Pyro_Master_NA

    AV to GM

    Quote:
    Originally Posted by Silverado View Post
    Kraken, Paladin, Babbage, Adamastor, Croatoa GMs and Jurassik are some good ones to try.
    My defense is s/l not ranged, so I think that rules out the first three. So I'll go with Adamastor first, and if he works...well let's just see if he works first haha.
  17. Pyro_Master_NA

    AV to GM

    So with the level differences, what would be an "easy" GM to start with? Kraken and Croatoa ones are in the lowest zones I can think of.
  18. Pyro_Master_NA

    AV to GM

    How much more dps do you need to take down a GM than on an AV? I tried to solo one of them roaming around the top of PI, and I got it about 1/4 of the way down. Then it ran back to the top of the hill and another GM was aggroed and the two killed me. I'm just curious how much dps is needed to solo one. This was on a fire/rad troller by the way, mostly IO'd out, but no LotG yet, or the Purps I want.
  19. Quote:
    Originally Posted by Rigel_Kent View Post
    Dual Pistols

    Balance Issues
    • The secondary effect of Pistols (defense debuff) is removed when changing to fire, cold, or toxic ammo, but no replacement secondary effect is added. This results in Pistols having no secondary effect when using fire, cold, or toxic ammo.
    Isn't the secondary effect just the +dot for fire, -dmg for toxic, and slow for cold?



    *I'm not positive on the toxic, but off memory I thought that's what it had, and cold may or may not have -rech as well I believe.
  20. This is a quick build I threw together with about 30 defense to melee, and one use of parry will cap it. The other positions are not ver high, just what weave/cj gives them. It has roughly 65% rech bonuses as well. Keep in mind I'm not an expert at making builds, but it should be pretty good. No purps for cost concerns.


    Hero Plan by Mids' Hero Designer 1.703
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Regeneration
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Sting of the Wasp -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(46), T'Death-Dmg/Rchg(48), T'Death-Acc/Dmg/EndRdx(48), T'Death-Dmg/EndRdx/Rchg(48), T'Death-Dam%(50)
    Level 1: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(40), Numna-Heal/Rchg(43), Numna-Heal/EndRdx/Rchg(46)
    Level 2: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(3), Dct'dW-Heal(40), Dct'dW-Rchg(40)
    Level 4: Quick Recovery -- EndMod-I(A), EndMod-I(5), EndMod-I(5)
    Level 6: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(7), GSFC-ToHit/Rchg/EndRdx(7), GSFC-Rchg/EndRdx(25), GSFC-ToHit/EndRdx(25), GSFC-Build%(37)
    Level 8: Divine Avalanche -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(9), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Dmg/Rchg(19), C'ngImp-Dmg/EndRdx(21), LkGmblr-Rchg+(21)
    Level 10: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal/Rchg(11), Dct'dW-Heal(15), Dct'dW-Rchg(15)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
    Level 14: Super Speed -- Run-I(A)
    Level 16: Integration -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Heal/Rchg(17), Numna-Heal/EndRdx/Rchg(19)
    Level 18: Hurdle -- Jump-I(A)
    Level 20: Health -- Heal-I(A)
    Level 22: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(23)
    Level 24: Boxing -- Acc-I(A)
    Level 26: Soaring Dragon -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(27), T'Death-Dmg/Rchg(27), T'Death-Acc/Dmg/EndRdx(37), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(50)
    Level 28: Instant Healing -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(29), Dct'dW-Heal/Rchg(29), Dct'dW-Heal(34), Dct'dW-Rchg(34)
    Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam(31)
    Level 32: Golden Dragonfly -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(50)
    Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(36)
    Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39), LkGmblr-Def/EndRdx/Rchg(39)
    Level 41: Ring of Fire -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(42), Enf'dOp-Acc/Immob/Rchg(43), Enf'dOp-Acc/Immob(43)
    Level 44: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(46)
    Level 47: Resilience -- S'fstPrt-ResDam/Def+(A)
    Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 6: Ninja Run
    ------------
    Set Bonus Totals:
    • 10.5% DamageBuff(Smashing)
    • 10.5% DamageBuff(Lethal)
    • 10.5% DamageBuff(Fire)
    • 10.5% DamageBuff(Cold)
    • 10.5% DamageBuff(Energy)
    • 10.5% DamageBuff(Negative)
    • 10.5% DamageBuff(Toxic)
    • 10.5% DamageBuff(Psionic)
    • 15.2% Defense(Smashing)
    • 15.2% Defense(Lethal)
    • 4.25% Defense(Fire)
    • 4.25% Defense(Cold)
    • 5.5% Defense(Energy)
    • 5.5% Defense(Negative)
    • 3% Defense(Psionic)
    • 21.8% Defense(Melee)
    • 6.13% Defense(Ranged)
    • 5.5% Defense(AoE)
    • 2.25% Max End
    • 65% Enhancement(RechargeTime)
    • 3% Enhancement(Immobilize)
    • 34% Enhancement(Accuracy)
    • 24% Enhancement(Heal)
    • 5% FlySpeed
    • 175.7 HP (13.1%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Held) 5.5%
    • MezResist(Immobilize) 11.6%
    • MezResist(Stun) 2.2%
    • MezResist(Terrorized) 6.6%
    • 2.5% (0.04 End/sec) Recovery
    • 44% (2.46 HP/sec) Regeneration
    • 3.78% Resistance(Fire)
    • 3.78% Resistance(Cold)
    • 1.88% Resistance(Negative)
    • 5% RunSpeed



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  21. Quote:
    Originally Posted by Coyote_Seven View Post
    Several times I've been on all MasterMind StrikeForces, where each player had Maneuvers, Assault and Tactics. It was always so awesome to behold.
    That's potentially 24 leadership toggles and 56 allies running around. The whole Arachnos army has nothing on that.
  22. Pyro_Master_NA

    PVP IO's

    I figured it wouldn't be much help. I was just hoping capped defense would still be good in there. Other than figuring new tactics, would a fire/rad with the av solo build be capable, or would I need to change it up completely?
  23. Pyro_Master_NA

    PVP IO's

    Quote:
    Originally Posted by Donna_ View Post
    Thats the reason they were introduced.
    I actually just solo'd my first 2 AVs yesterday without temps. Was Nightstar and then Siege. If I can handle them, wold that translate to good 1v1 pvp ability?
  24. Pyro_Master_NA

    PVP IO's

    Quote:
    Originally Posted by ClawsandEffect View Post
    Not necessarily the case.

    It's a random number generator. You could get a PvP IO drop on your very first kill ever.....or you could make thousands of kills and never see one.

    I PvP on a somewhat regular basis, and I've never gotten one. If I DO get one, it will most likely be sold to fund my build, since you can hit influence cap on selling one of them if it's the right one.
    True, But I was speaking on an over time, average basis. Similar to purples having such a low drop rate, but at the same time you can get lucky and get 2 in one mission.
  25. Quote:
    Originally Posted by Energizing_Ion View Post

    I'd say the best of the new temp powers would be:

    Recovery Serum (all around useful and not just for a certain mob type)
    Envenomed Dagger
    Hand Grenades (again pretty surprised at how good the damage is (on my brute that is))
    I agree with Recovery Serum and Dagger. I haven't used Hand Grenade yet, but stun grenades work great with another AoE stun to get bosses, and to fill in when the normal stun is still recharging.