Sailboat

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  1. Sailboat

    CoX take 2

    Quote:
    Originally Posted by DSorrow View Post
    It was rather silly pre-ED because everyone could be insanely powerful.
    Even Defenders?

    My memory of those days was that defenders were regarded as largely superfluous.
  2. Quote:
    Originally Posted by LSK View Post
    I was so impressed on how fun the shield/battle axe tank looked i made one for champions for this coming Tuesday. Its only lvl 6 atm but if anyone have some good ideas for it please let me know.
    Here's a post where I discuss a relatively cheap and dirty way to soft-cap a Shield/Battle Axe Tank that still leaves most of your attack slots uncommitted, so you can slot your attacks for whatever you want.
  3. Sailboat

    ice/storm

    Quote:
    Originally Posted by Frost View Post
    I don't mean to hijack the thread, but I've been out of the game for a bit.
    Welcome back.
  4. Quote:
    Originally Posted by Dispari View Post
    This is a really good one and deserves heavy mention. I see a lot of people in PUGs who don't use inspirations at all, and just let their bar fill up uselessly.
    If at all possible, keep a slot open for new inspirations to drop, even if it means using one when you don't really need to. Particularly, clear out the low-tier insps until higher ones drop, and keep those. It's a steady flow as long as you have one open slot; it dries up when you're full.

    Buddies can pass you critical inspirations in combat...IF you have one or more open slots. Many times I will quickly drop a purple or green inspire on a teammate who is in desperate straits, but it's wasted effort if the dreaded "does not have room" message comes up.

    But you know what's REALLY a waste? Trying to give someone an Awaken inspiration and getting the "does not have room" message. I feel like saying, "Dude, you're dead, what were you saving them for?"

    Ahem. Not that I haven't been dead with a full inspiration tray myself many times...but at least I'm embarrassed when I realize it.
  5. Quote:
    Originally Posted by Jake_Summers View Post
    Slot your attacks for endurance reduction and accuracy before damage.
    Quote:
    Originally Posted by UberGuy View Post
    Accuracy I can agree with. Endurance reduction I strongly disagree with. Damage slotting increase damage/time and damage/endurance equally. Slotting endurance reduction increases damage/endurance only. You are provably better off going for damage first, because you need to defeat your foes not only before your blue bar empties, but your green bar too.
    Agree with UberGuy, although I'll make a possible exception for Brutes. Brutes need to keep fighting, to keep their inherent power, Fury, as high as possible; it takes endurance to keep fighting. Fury supplies so much damage that lower-level Brutes can get by without slotting damage enhancements until they have enough slots to do so comfortably.
  6. Sailboat

    Itf.

    Quote:
    Originally Posted by UberGuy View Post
    That seems incredibly odd to me. I attend speedy ITFs constantly, usually at least one a day, and losing 1-2 people is rarely anything more than the merest of speed bumps to the team. We've barreled through all but the fight with Nictus Romulus with as many as half the team dead sometimes. Given that I don't even expect that many teams run and gun as hard as we do, restricting the team composition so, of all things, someone can hand off a res inspiration really doesn't sound like a very reasonable speed optimization tactic to me.
    I agree with you that it sounds odd...and until this week, I'd never seen any behavior like that.

    But this week I was on an ITF and when we were fighting Romulus and his Nictus buddies, some of the squishies died and did not immediately go to the hospital. I just kept fighting, but our tanker ordered them to hit the hospital and get up as fast as possible, and then when the fight was over (we lost and had to regroup) he quit the team, leaving us tankless, apparently because he felt that players who did not quickly rez and rejoin the fight were "leechers."

    I'm no fan of leechers myself, but I thought these guys were mostly just overwhelmed by all the action. Those of us left in the TF got ourselves sorted out, went back, and finished the task force with no deaths at all, so I guess I'll never know if they would have been slow to revive a second time.

    Someone with the mindset to quit a TF on the final fight because teammates are not rezzing quickly enough might want an all-one-faction team.
  7. Quote:
    Originally Posted by Call Me Awesome View Post
    I don't think I would agree with that, Fire is #1 for AOE; possibly #2 behind Electric Melee. In the comparison of Mace/Axe you're right that Mace wins.
    Well, Fiery melee is great, no doubt. But after Fire Sword Circle and Combustion, there's downtime unless you use Breath of Fire, which, if you take the power, isn't that great.

    Axe has the ability to alllmost continuously chain Pendulum (albeit limited to five targets), Whirling Axe, and Cleave...without global recharge. Add in global recharge and pretty soon it's continuous. Cleave is a narrow attack like Breath of Fire, but most builds would take it, I think, and it does a ton of damage.

    I guess I can't claim to have compared damage output per hour, so you're probably right. But the ability to constantly chain AoEs is very attractive on Axe and Mace.
  8. Over the years there have been many forum posts where someone made a counterfactual assertion, and the argument escalated up until they insisted it was true "because it shows it right here in Mids." Numbers wrong, details of powers, that sort of thing.

    Take the most recent one I know about, the example I gave, Phalanx Fighting -- for a long time Mids showed your defense from this power as if you had an ally standing next to you, and people would come to the forums with builds that were that much short of the soft-cap, and each one, one at a time, would have to be educated on how to set Mids to show the correct number.

    Before that there were many cases where small details were off for a while before being fixed. Minor, it's true; but people talk about small details on the forums, so they're important.
  9. Sailboat

    Bugged Synapse

    Yeah, we typically have been logging the whole team out and back in, but apparently just the leader doing it will fix this fairly rare bug. It only takes a minute or so (30 second countdown to leave). This fix has saved several lengthy task forces from disaster -- keep it in mind!
  10. Quote:
    Originally Posted by Sailboat View Post
    But despite Foot Stomp being superb, Fiery Melee, Battle Axe and War Mace have better AoE, in approximately that order.
    Quote:
    Originally Posted by Finduilas View Post
    I'd definitely rank War Mace above Battle Axe for AoE. They're otherwise very similar, but the fact that Crowd Control can hit twice as many targets as Pendulum makes a significant difference.
    I quite agree. I meant to imply fire->axe->mace in INCREASING order of AoE goodness, but I see that I wasn't clear.
  11. Quote:
    Originally Posted by peterpeter View Post
    I think I'm sold on invuln. I was never fond of the graphics on unyielding, but now I can turn them off. And it sounds like I'll be able to tank everything I need to, especially if I throw a little money into the build.
    My experience with Invuln was that I could tank on Positron and Synapse Task forces when exemplared below my set bonuses, Tough, and Weave. One thing about Invulnerability is that Invincibility really rewards a difference in playstyle from squishies -- all tankers jump into danger, but Inv is significantly stronger when surrounded than when "pulling" from a distance. Dive right in!

    Quote:
    Originally Posted by peterpeter View Post
    Now... what about a secondary? It looks like ice can lock down a sapper with one touch, not that sappers often live more than a nanosecond against a good team anyhow. Battle Axe and War Mace have choppy smashy fun built in. I haven't heard good things about energy lately. Fire could be fun. Super Strength is classic. Any advice? Again, damage is a secondary concern. Holding aggro and surviving aggro take precedence, so the knockdowns in axe and mace might be handy.
    Sappers won't be much of a concern, frankly, because in addition to high defense (once you've made contact to fuel Invincibility) you'll have access to some end drain protection in one of your passives. And, in theory, the Sappers will be shooting at you and not an unprotected teammate.

    The stock answer is, any of the ones you mention interest in would be fine. If you want to fight a lot of significantly higher-level stuff, the synergy between Rage and Invincibility both boosting your to-hit might weight your preference slightly toward Super Strength. But despite Foot Stomp being superb, Fiery Melee, Battle Axe and War Mace have better AoE, in approximately that order. As I understand it, not having played it, Ice has okay AoE, but the ST damage lags a lot in exchange for the greater control.

    Once mature, you'll have enough durability that you won't particularly need mitigation from the secondary. I've read accounts of many very happy Inv/Fire tankers over the years. I like /Fire, although neither of my two high-level tankers using it are Inv. I'm currently enjoying the incessant knockdowns of a Battle Axe Tanker, but I don't think Inv needs that for safe Tanking.

    If you're not taken with any particular concept, you could try out a few of the sets at low level and see what appeals to you. You can also see all the animations (and alternate ones, for SS) in the character creation screen, which might help.
  12. I had a complete blast running the second team (Last Minoan). Due to my poor contact selection, we ran scanner missions and a Safeguard, then using the new contact the detective gave me, we waxed Infernal in the first mission of Mariah's arc.

    The funniest thing about the team was the secondaries -- for most of the night we had 3 Battle Axe, 1 Super Strength, 1 Stone Melee, and an Ice Melee Tanker. I also had Shield Charge in my primary. What do all those have in common?

    It was knockdown city! (Okay, the Ice Melee Tanker didn't have Patch yet. Still...the bad guys were constantly falling down.) I spent most of the missions with a big, goofy grin on my mug.

    Thanks all who showed up! You were solid teammates and you earned all those level-up dings!
  13. I don't have Mids, and the long history of people getting erroneous information from Mids and basing their thinking around it (Phalanx Fighting, for one recent well-known issue) would lead me not to use Mids for this sort of information even if I had it.
  14. Quote:
    Originally Posted by Vitality View Post
    I would go with DM/WP:

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 23 Technology Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Willpower
    Power Pool: Fitness
    Power Pool: Fighting

    Hero Profile:
    Level 1: Shadow Punch -- Empty(A), Empty(7), Empty(7)
    Level 1: High Pain Tolerance -- Empty(A), Empty(3), Empty(3)
    Level 2: Smite -- Empty(A), Empty(5), Empty(5), Empty(19)
    Level 4: Mind Over Body -- Empty(A), Empty(11), Empty(11)
    Level 6: Swift -- Empty(A)
    Level 8: Fast Healing -- Empty(A), Empty(9), Empty(9)
    Level 10: Indomitable Will -- Empty(A)
    Level 12: Siphon Life -- Empty(A), Empty(13), Empty(13), Empty(19)
    Level 14: Health -- Empty(A), Empty(15), Empty(15)
    Level 16: Rise to the Challenge -- Empty(A), Empty(17), Empty(17)
    Level 18: Boxing -- Empty(A)
    Level 20: Quick Recovery -- Empty(A), Empty(21), Empty(21)
    Level 22: Tough -- Empty(A)
    Level 24: [Empty]
    Level 26: [Empty]
    Level 28: [Empty]
    Level 30: [Empty]
    Level 32: [Empty]
    Level 35: [Empty]
    Level 38: [Empty]
    Level 41: [Empty]
    Level 44: [Empty]
    Level 47: [Empty]
    Level 49: [Empty]
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A), Empty(23), Empty(23)
    Level 1: Critical Hit
    One caveat -- I think the OP in specifically looking at farmig recipes. The build presented here has zero AoE powers. It's a little extreme to farm with a low-level, partly-slotted, single-target specialist. Heh.

    I know some people don't like Shadow Maul's animation time, but you might prefer it to farming, say, 30,000 Freakshow with Smite.
  15. Sailboat

    Dark/Mace Build

    Quote:
    Originally Posted by StormyDarkness View Post
    Level 8: Dark Regeneration -- Theft-Acc/EndRdx/Heal(A), Theft-Acc/EndRdx/Rchg(37), Theft-+End%(40), EndRdx-I(42), RechRdx-I(43)
    I really like the slotting for Dark Regeneration I discuss here. I didn't have my character handy when I wrote it, but it should be possible to reconstruct it , and if you express any interest, I will look it up when I'm home and be more explicit. It's very nice, especially when supported by some global accuracy bonuses.
  16. We've discussed flight speed caps before, and as I understood it, the general conclusion was that two slots in flight (the base plus one) and the base slot in Swift, all filled with SOs or better, will cap flight speed.

    Can anyone tell me what total percentage enhancement caps flight speed? If I knew that, I could pick a given level of, say, Blessing of the Zephyr set and/or additional increase from set bonuses and arrive at the same flight speed cap by accumulating an equivalent percentage of flight enhancement.
  17. Sailboat

    Poor Mans BS/SD

    If you ignore the talk about the pricey IOs, here's a very straightforward post with good advice about building a BS/SD. You could do the basic plan he lays out using just SOs; with dirt-cheap frankenslotting, this will be a formidable character, and every set bonus you can afford will just make him better.
  18. Last time TT came to Guardian I brought out Ironclad, an Invuln/SS Tanker.

    Yesterday I dressed the Last Minoan, a Shield/Axe minotaur, in a new white top hat and parked him in King's Row for tonight!
  19. Sailboat

    Hirelings?

    There's also the issue that I am playing a superhero, or supervillain, not a middle manager.
  20. Quote:
    Originally Posted by Raizen_NA View Post
    As a controller, only one accuracy was generally needed while solo, with the 90% base accuracy and all.
    90% base accuracy? Not sure what you mean by that.

    I have a 23 BS/Shield Scrapper in the Iron Eagles supergroup. The relevance of the SG is that the Iron Eagles play "hardcore" mode -- any defeat, even by accident, like someone else's purple ambush at the train station -- is final. Iron Eagles only get one life.

    Squishy or not, this guy's reached 23 so far (although the process has been slow since the SG isn't very active these days) without ever dying, even once. Parry is really, really good.
  21. Quote:
    Originally Posted by American_Dynamo View Post
    As some has said before you don't need 60% in Melee, 45 is the soft cap and SR has excellent defense debuff protection.
    Fully-slotted /SR with all the toggles and passives has 95% defense debuff resistance, which is huge.

    By way of example, my MA/SR Scrapper is sitting at just over 45% to 47% to all 3 positions. I took point on two ITFs yesterday (yes, I got merits reduced for running them too close together). The Romans debuff defense...um...a LOT. They can tear apart most defense builds. But my defense never dropped below 42-44%, even when I was the only melee character left standing, surrounded by Romans and dark energy using Nictuses...Nictus's...Nicti? I didn't even bother to hit any purple inspirations, which of course one could carry for emergencies.
  22. Quote:
    Originally Posted by Moonlighter View Post
    For soft capping defense you shouldn't need to gimp your melee attacks. Slot out all your defenses, take Weave, Combat Jumping, +3% Steadfast and a full set of Gaussian's and you are done. You can also take Hover instead of CJ.
    That's what I did except instead of Combat Jumping or Hover I put a TOD set into Boxing (I wanted a "Fist of Death" and the negative damage proc going off when I'm slumming and using Boxing is funny) and then a Blessing of the Zephyr set into my travel power. Frankenslot those attacks for monster enhancement!
  23. Quote:
    Originally Posted by Call Me Awesome View Post
    I've kind of mentally pigeon holed Elec Melee as sort of a Spines type powerset; a fantastic minion killer but not so great vs bosses. I freely admit I've yet to play an Elec past 20 so I could well be off base there.
    That's my impression -- also haven't worked with elec much myself -- but he is asking about farming. Isn't farming mostly mass-minion-killing? :P
  24. Quote:
    Originally Posted by Dr_Dositheus View Post
    It's very simple, mezz them before they mezz you.
    That's the key. It's really the debuffs that kill with COT, especially the Nerva Spectral Lords with their darkness powers. The Scrappers and Tankers shrug off the initial mezzes, but then can't hit anything due to the debuffs, and eventaully mezz gets stacked up and then the whole cookie crumbles.

    The groups that have the most trouble with COT seem to want to corner-pull the Spectral Lords. Moments later a huge clot of COT arrive at the corner and three Spectral Lords debuff the team to 5-10% chance to hit, and the Mage stuns your Defenders, and it's all downhill.

    Instead, jump them by opening with area mezzes if you can. Hold or stun the Spectral Lords instantly, and the Mages soon after, and nobody gets started makiing trouble. They're just bags of hitpoints once mezzed.

    The biggest problem will be getting PUGs to try this. I've seen so many Controllers unwilling to act until the Tank pulls -- which of course wakes up all the debuffers and puts the team into the toilet again. Mezz first, and ask questions later! Or mezz second, for god's sake...just try to get the characters with controls to stop fireballing for damage and use their game-winning controls.

    Quote:
    Originally Posted by Zombie Man View Post
    Any high-defense Scrapper. If you're not hit, you're not hurt, you're not mezzed, and you're not debuffed.
    Well, actually I am pretty sure that some of the debuffs COT uses are anchor toggles and thus auto-hit. And the Chill of the Night is an auto-hit PBAoE aura. I know the Snowstorm slows cast by Air Thorns are autohit toggles, and I suspect the Spectrals have Darkest Night or some equivalent; the animation looks right. Anyway, a lot of the debuffs seem to hit my softcapped characters. And the Quicksand patches are auto-hit if you're in them, and at least the ones cast by Possessed Scientists are not resistable by defense debuff resistance -- they cut right through my /SR Scrapper's 95% DDR. Not sure if Earth Thorns' version is also unresistable, but I'd suspect they're the same power).

    The mezzes you can generally defend against; not so many of the debuffs.
  25. What about Electric for the second Shield Charge-like power, Lightning Rod?

    My personal experience with level 50 /SS (although it's Inv/SS) and level 50 Shield/Axe is that Axe has more knockdown and more AoE powers to click -- three if you count Cleave (Cleave can be used as an AoE with a little kiting; so far the most I've hit with one Cleave is 7, although 10 is the theoretical limit.)

    The only real annoyance with Axe is that Pendulum is limited to 5 targets max, unlike War Mace's equivalent power. However, Pendulum is very, very nice.

    There's no doubt that Rage and AAO would be a killer combo...I just find it a tad frustrating waiting for Footstomp to cycle. It's psychologically easier to swing the Axe a few more times.