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I have never played a Electric Armor character. However, from a purely hypothetical standpoint, it looks like you could be more survivable by draining everyone's endurance at the start of a fight.
Power Sink can drain 75% endurance from your enemies every 30 seconds, which is fast enough to use it at the start of every fight. Lightning Field can drain 5% every 2 seconds. If you get Ball Lightning, you can drain another 10%. That leaves most non-boss mobs at 90% endurance. By the time you activated Ball Lightning and Power Sink, they should have taken two ticks of endurance drains from Lightning Field and be just one tick away from being completely empty.
Defense and your resistances will help you take the alpha strike for those first few seconds. After that, it should be easy cruising with most mobs attacking only every few seconds due to endurance recovery. -
Quote:Thanks for the input. I was worried about endurance consumption being high. I suppose it's a price to pay for trying to reach (surpass?) the survivability of a Stone Tanker. I'm waiting for I19 to come out before I put any serious effort into that character. It looks like we should gain some endurance reduction options for the Alpha Slot. Who knows... there might be endurance recovery in other slots later.It's an ugly build. Tough as nails, but ugly and expensive as hell. That PvP IO alone will cost 2+ billion or 30 hero merits. The endurance usage is horrendous.
If I were you, I'd swap the slotting in Combustion and Fire Sword Circle. FSC is the better attack and deserves the slotting. Besides, it needs more endurance reduction if you plan to use it. Right now, if you use it every time it's up, you'll be chewing 1.12 end/sec. I don't have the inherent stamina addon, but unless you get another 0.66 end/sec out of it, this attack will drain your endurance bar on its own. You probably will get that much, but realize that you're going to need much more if you're going to cycle any amount of attacks regularly.
Right now, your net recovery shows 0.26 end/sec, which is 0.46 including the one proc. When you add inherent fitness and another proc, it should bring you up to about 1.5 end/sec. This is all without toggling focused accuracy on. My tanker has 2.1 end/sec net recovery and I can run my endurance dry if I try hard enough.
This might work for you. All I'm saying is I worry about how much endurance you'll have and how much you'll have to rely on outside endurance help.
As far as the PvP defense IO goes, I'm still working on obtaining one. I'm up to 14 Hero merits as of today. -
Soft capping defense is the easiest way to make any build feel much tougher than it already is. By doing so, you reduce incoming damage by up to 90%, depending on how many damage types or positionals you soft cap. At level 32, don't expect to be able to achieve perfect defense, though. You might be able to get it into the 30%ish range if you took the right pool powers.
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If you want to PvP, disregard my comments as I have no experience with or desire to do PvP. These are from a purely PvE perspective.
With everything on except for IH, MoG, and Shadow Meld, your first build has 40.8% S/L mitigation from defense, 27% from resistance, regenerates 51.2 HP/s, and heals a maximum of (.95 hit chance * 260.9 hp / [2.112 cast + 3.54 rchg] ) = 43.9 HP/s from Siphon Life. Those are your downtime statistics.
MoG is up 23.77% of the time and puts you at 90% defense mitigation and 75% resistance mitigation. Shadow Meld is up 59.29% of the time and puts you at 90% defense mitigation. However, you probably won't use both at the same time. You would probably press MoG, wait 15 seconds, press Shadow Meld, wait 25.3s, press Shadow Meld again, wait 22.8 seconds, then repeat the process. In that scenario for maximizing your clicky defense use, MoG remains the same but Shadow Meld is being used for 30 seconds out of every 63.1 seconds, or has a 47.54% up-time.
Instant Healing gives an extra 100 HP/s with 52.60% up-time.
Averaging all of that out gives you 78.06% average S/L mitigation and 147.7 maximum average HP/s. Including Arcanatime in the numbers for MoG, IH, and Shadow Meld would not make much of a difference, but would lower your real average mitigation slightly. Its late and I'm too tired to bother with it. The bottom line is that you can soak 673.2 pre-mitigation average damage per second before it starts to beat your healing.
Now for your shield build. Without using One With The Shield ever, you have 93.52% S/L mitigation, regenerate 19.4 HP/s, and heal (.95 hit chance * 269 HP / [2.112 cast + 3.92 rchg] ) = 42.4 HP/s. This build can soak 953.7 pre-mitigation average damage per second before it starts to beat the healing.
Both builds are incredibly resilient, but offer different play-styles. If you don't mind depending on clicking those defense buffs when you need them, or when they are up, regeneration can work for you. If you would rather not bother and just have your mitigation on all the time and never have to worry about it, Shield Defense is better.
Edit: I should mention I don't have the I19 addon to add the effects of Health to the builds, but it would benefit the SD build more because it is a larger % of increase to current regeneration values. -
Thanks for pointing that out. I will have to pull a slot away from Stamina or Physical Perfection to fix it. That leaves me with a two-slotted Stamina and one extra slot for a Performance Shifter proc.
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Quote:Endurance gain appears lower than it actually will be unless you use the I19 Mids addon due to Stamina changing to inherent.I'm by no means an expert on Set IO builds but your Net Gain for Endurance is a bit low. You're using over half of what you gain with just your toggles
I noticed a pretty big flaw in my above build. Cloak of Fear's accuracy was pretty bad, so I re-worked my build to perform without Cloak of Fear on. This also saves a good chunk of endurance consumption. Here is the new build, with an additional slot for Stamina.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Fiery Melee
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Dark Embrace -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(3), Aegis-ResDam(3), S'fstPrt-ResDam/Def+(5)
Level 1: Scorch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(5), T'Death-Dmg/Rchg(21), T'Death-Acc/Dmg/EndRdx(31), T'Death-Dmg/EndRdx/Rchg(50), T'Death-Dam%(50)
Level 2: Death Shroud -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(33), Erad-Dmg/Rchg(33), Erad-Acc/Rchg(48)
Level 4: Combustion -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(34), M'Strk-Dmg/Rchg(36), M'Strk-Acc/EndRdx(36), M'Strk-Acc/Dmg/EndRdx(36), M'Strk-Dmg/EndRdx/Rchg(37)
Level 6: Obsidian Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(7), Aegis-ResDam(7)
Level 8: Dark Regeneration -- Theft-+End%(A), Theft-Acc/EndRdx/Rchg(9), Nictus-Acc/EndRdx/Rchg(9), Numna-Heal/EndRdx/Rchg(19), Dct'dW-Heal/EndRdx/Rchg(19)
Level 10: Murky Cloud -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(11), TtmC'tng-ResDam(11)
Level 12: Cloak of Darkness -- LkGmblr-Def/EndRdx(A), RedFtn-Def/EndRdx(13), DefBuff-I(13)
Level 14: Hover -- LkGmblr-Def/EndRdx(A), DefBuff-I(15), DefBuff-I(15), Zephyr-Travel/EndRdx(17), Zephyr-ResKB(17)
Level 16: Fly -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(21)
Level 18: Boxing -- Empty(A)
Level 20: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(23), Aegis-ResDam(29), GA-3defTpProc(34)
Level 22: Cloak of Fear -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(23), SipInsght-Acc/Rchg(33), SipInsght-ToHitDeb/EndRdx/Rchg(34), SipInsght-Acc/EndRdx/Rchg(46), SipInsght-%ToHit(46)
Level 24: Weave -- LkGmblr-Def/EndRdx(A), RedFtn-Def/EndRdx(25), DefBuff-I(25)
Level 26: Combat Jumping -- DefBuff-I(A), DefBuff-I(27), Zephyr-Travel/EndRdx(27), Zephyr-ResKB(29)
Level 28: Fire Sword Circle -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(43), Erad-Dmg/Rchg(46), Erad-Acc/Rchg(48)
Level 30: Maneuvers -- LkGmblr-Def/EndRdx(A), RedFtn-Def/EndRdx(31), DefBuff-I(31)
Level 32: Taunt -- RechRdx-I(A)
Level 35: Incinerate -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(37), T'Death-Dmg/Rchg(37), T'Death-Acc/Dmg/EndRdx(40), T'Death-Dmg/EndRdx/Rchg(40), T'Death-Dam%(48)
Level 38: Greater Fire Sword -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(50)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
Level 44: Physical Perfection -- Numna-Regen/Rcvry+(A), P'Shift-End%(45), P'Shift-EndMod/Acc(45), EndMod-I(45)
Level 47: Conserve Power -- RechRdx-I(A)
Level 49: Soul Transfer -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
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I am looking for some build advice for my Dark/Fire I19 build that I want to make. I want to cap positional defenses instead of a couple typed defenses. I also want to be contributing to the AoE damage through Combustion, Death Shroud, and Fire Sword Circle, so global recharge is nice to have.
Here is what I have so far. This is assuming an unlimited budget so I can have a goal to aim for. Please consider that Cloak of Fear's debuff counts as an equivalent amount of defense. I know the defense isn't optimal for AV tanking, but I will either have buffs or inspirations for situations where my build doesn't perform at its best.
This is using the I18 Mids without the I19 plugin. Just pretend Fitness is inherent.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Fiery Melee
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Dark Embrace -- HO:Ribo(A), HO:Ribo(3), ResDam-I(3)
Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(37)
Level 2: Death Shroud -- Armgdn-Dam%(A), Erad-%Dam(13), Oblit-%Dam(36), Sciroc-Dam%(36), EndRdx-I(37)
Level 4: Combustion -- Oblit-Dmg(A), Oblit-Acc/Rchg(5), Oblit-Dmg/Rchg(5), Oblit-Acc/Dmg/Rchg(9), Oblit-Acc/Dmg/EndRdx/Rchg(17)
Level 6: Obsidian Shield -- HO:Ribo(A), HO:Ribo(7), ResDam-I(7)
Level 8: Dark Regeneration -- Theft-+End%(A), Nictus-Acc/EndRdx/Rchg(9), Theft-Acc/EndRdx/Rchg(11), Numna-Heal/EndRdx/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(13)
Level 10: Murky Cloud -- ResDam-I(A), HO:Ribo(15), HO:Ribo(17)
Level 12: Cloak of Darkness -- HO:Enzym(A), HO:Enzym(19), LkGmblr-Rchg+(21)
Level 14: Hover -- LkGmblr-Rchg+(A), HO:Enzym(15), Zephyr-ResKB(33), Zephyr-Travel/EndRdx(34)
Level 16: Fly -- Flight-I(A)
Level 18: Cloak of Fear -- HO:Enzym(A), HO:Enzym(21), HO:Enzym(34)
Level 20: Boxing -- Amaze-Stun(A), Amaze-EndRdx/Stun(27), Amaze-Acc/Rchg(34), Amaze-Stun/Rchg(46), Amaze-Acc/Stun/Rchg(48)
Level 22: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(23), HO:Ribo(23), HO:Ribo(29), ResDam-I(29)
Level 24: Weave -- LkGmblr-Rchg+(A), HO:Enzym(25), HO:Enzym(25)
Level 26: Combat Jumping -- LkGmblr-Rchg+(A), HO:Enzym(27), Zephyr-ResKB(31), Zephyr-Travel(33), Zephyr-Travel/EndRdx(33)
Level 28: Fire Sword Circle -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(40), Armgdn-Acc/Dmg/Rchg(43), Armgdn-Acc/Rchg(45), Armgdn-Dmg/EndRdx(45)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(31), HO:Enzym(31)
Level 32: Taunt -- RechRdx-I(A)
Level 35: Incinerate -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(37), C'ngImp-Dmg/Rchg(40), C'ngImp-Acc/Dmg/Rchg(40), C'ngImp-Acc/Dmg/EndRdx(45)
Level 38: Greater Fire Sword -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(39), Hectmb-Acc/Dmg/Rchg(39), Hectmb-Acc/Rchg(39), Hectmb-Dmg/EndRdx(46)
Level 41: Focused Accuracy -- GSFC-Rchg/EndRdx(A), GSFC-ToHit(42), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
Level 44: Physical Perfection -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(46), P'Shift-End%(50)
Level 47: Laser Beam Eyes -- Apoc-Dmg(A), Apoc-Dmg/Rchg(48), Apoc-Acc/Dmg/Rchg(48), Apoc-Acc/Rchg(50), Apoc-Dmg/EndRdx(50)
Level 49: Soul Transfer -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
Edit: Forgot to mention... I know I didn't save many slots for stamina. A Numina's proc would go in Physical Pefection while a Miracle would go in Health. That leaves two extra slots for Stamina which currently appear in Physical Pefection. -
If you didn't understand the above answer, the simple answer is that scrapper base damage is 50% more than brute base damage. Take damage caps into account and it is easy to see why Scrappers are favored for Elec/SD builds when teaming with kinetics.
There are plenty of threads comparing the actual numbers for the two in various situations. I believe the Scrapper comes out on top for damage in every situation except when the Brute has 100% fury bar, which is only possible just after using the villain alignment power. -
Phalanx Fighting gives 3.75% (unenhanceable) defense with ZERO allies nearby. Turn it on in your build with zero allies and reconsider your slotting. Because the zero-ally bonus is unenahanceable, most builds I have seen do not slot Phalanx Fighting with defense. Instead it is used as a mule for LOTG global recharge and/or Kismet 6% to-hit.
Also, you seem to lack purple sets, but you have LOTG's and a Gladiator's 3% defense. The Gladiator's is going to cost you at least 2 billion inf. -
Slot MoG with 3 recharge IOs for the best return per slot. After that, get as much recharge as you can afford from IO sets, Luck of the Gambler: Global Recharges, and hasten. Global bonuses, set bonuses, and bonuses from buffs are not affected by diminishing returns. IO sets are affected by the rule of five, meaning more than five of a specific bonus and value won't affect you. Read Paragon Wiki if you want to know more.
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Just consider the numbers. If you want 15 seconds of being invincible every 2-4 minutes, go ahead and take it. I'm sure you can fit it in your build and still get all the other power choices you need. However, using it does not guarantee victory as much as other sets' emergency powers do. Even in the best situations, that boss, EB, or AV will probably still be alive and ready to pound on you some more when MoG wears off. If you want to survive in dire situations, you need something that lasts a bit longer. Inspirations come to mind, and those last 1 minute with no recharge...
Its your build. Take the powers you want, especially if you feel they are worth it.
Why is my credibility in question? Does someone's forum join date have anything to do with how long they have played the game? Does a post count really matter? Or is there something else you are judging me by? -
Actually, someone in /b figured it out. I spent a couple days asking my SG about it, adjusting my graphics settings, and messing with the colors. Some sort of indicator of SG mode overriding costume colors would help in situations like this. I don't have any SG symbol giving me a reminder that SG mode is on.
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I would like to know if this is a bug or just my graphics settings before I /bug this. When I go to the tailor, my beard color looks the way I want. It also looks the way I want in the character select screen. However, when leave the tailor or enter the game, it turns completely black. I have tried adjusting my character detail level and the colors. I even tried switching to odd colors for hair like blue, red, and yellow. No matter what I do, it looks black in game. I don't think this is an environment lighting issue as I have tried changing it to white and moving to different zones that are brighter.
Here are some screenshots. First, the tailor / character select screen:
Now for in-game:
Edit:
Actually this was SG mode overriding my colors. For some reason, it was on by default after changing the colors. -
Before you continue leveling, consider switching defensive sets. Regeneration is just not as good as it used to be when the game first came out. Enemies easily outdamage your regeneration rates, making most situations a kill-them-before-they-kill-you scenario. When it was released, Willpower basically became the new Regen set. It includes some defense and resistance to everything.
Quote:I don't know why you think you need Psionic Defense over any other damage type. Psionic is hated by most players because few sets provide protection against it, not because it does more damage than other types.The focus here is Melee and Psionic Defense, with a nice chunk of Recharge as well.
I see you have 28% melee defense. That is nice, but many enemies will primarily use ranged attacks. Switching to Willpower would give you more defense against non-melee attacks, and more defense overall.
Quote:I'm not going to take Fighting because the first power is a total waste.
The entire Leadership pool is a waste on a scrapper. The base values are low and the endurance cost cuts into your potential DPS. You also should not even need the to-hit at 50 when you get your powers slotted and get a few global accuracy bonuses.
The self-rez power is another that I would not take. Awakens are easy to get. If you die in many situations, you don't have enough time to turn your toggles back on after rezzing anyways.
Moment of Glory does not need to be slotted with anything. The base defense values are far over the soft cap. The resistance values are just below the scrapper cap. I think it is a waste of a power choice because of the 15 second duration and long recharge.
An epic power pool might help. It is hard to say which one is right because they all offer different things that would be useful to any build.
I don't feel like putting together a build right now. Maybe someone else will put together a Kinetics/WP build for you. Willpower will feel a lot more survivable than regen. If you don't want to switch, that's your choice. Level 36 or even level 50 is not too far in the game to abandon a character. -
Quote:In case someone reads this in the future, don't set enemy groups to "None" as it will not allow you to play this mission that way. Set it to "Empty" to achieve the result intended by the quoted poster.Suggestion 1:
If you have bad AoE damage then your best bet in AE is to create yourself an boss farm. What you want is a big outdoor map and set enemy group to none. Then pick one boss who is weak to Negative damage (hint, don't use Banished Pantheon or Circle of Thorns). Shivans and Devouring Earth take 20% bonus Neg damage, Redcaps 14%. Set the maximum number of mission goal "defeat boss" set the group to weak so it is just the boss and 1 minion. Set your difficulty to +2/x1. Only go higher if you kill at the exact same speed as you do on x2. If it takes you several more hits to kill the boss, you are not increasing your inf/hour even if your inf/kill is higher. Do NOT change the player number, any attacks on enemies weaker than bosses are hurting your influence per unit of time.
Suggestion 2:
Outside of AE, find an Oro Arc that you can run very fast (-1/x1, or 0x1) and collect merits. Convert to Hero Merits and sell those for profit.
Suggestion 3:
Last, make a better farming build on your second build screen. Say pick Fire for your APP. Shadow Maul, Fireball, and Shield Charge should work for you to earn inf pretty quick at +0/x6,7,8 depending on what your defenses can handle. Keep bosses off for this as with AoEs you'll earn more by killing many mobs.
That suggestion was great and I now have a farming map I am satisfied with. I killed the bosses only (mission objectives only required bosses, not their minions) and got just shy of 1500 tickets on +1 x1. Took me about 15 minutes. I will probably increase the player count so I can do more damage from Soul Siphon and Against All Odds. My capped defenses and Siphon Life healing can handle it.
I am already doing suggestions 2 and sort of 3. My build is inexpensive, but made more for farming until I can afford the really expensive build I want. The merit conversion can only be done once per day, so farming hero merits isn't taking up much of my play time. For anyone with less time, I would definitely suggest farming hero/villain merits before looking to other methods of farming. -
I already do tip missions for hero merits. I am looking for another way to make INF after my tips are done.
I am not a fan of flipping items or crafting and selling because it is causing unreasonable price inflation. For example, one recipe sells for 50 mil while the crafted IO sells for 80 mil. There is no reason other than greed for a 30 mil crafting charge. I may have to do it anyways... -
1. Yes
2. Yes
3. No. Capes require a mission to unlock them
After I19 you will be able to return to Praetoria -
I recently leveled and IOed my Dark/Shield Scrapper and I'm looking for a fast way to earn INF. The AoE damage is lacking, so most AE farming missions won't be very fast for me. If anyone could point me in the right direction of missions that would be efficient farming, I would appreciate it. It doesn't have to be AE. I just remember that's what everyone used to farm when I last played.
I did try searching for "AV" in the AE search window, but it fails to produce the results I'm looking for. The search filter will include missions with words like "have", "maverick", and "Dave" because "AV" is in the text. Someone directed me to a mission that was supposed to have AVs, but I only found EBs. I did have my difficulty set to +1, x4, bosses and AVs on, so I have no idea why it only produced EBs for me.
Sorry if this topic is frequently brought up. Either I'm bad at searching, or the forums are so cluttered with key words that it is impossible to find a relevant topic without sifting through many irrelevant ones. Searching for words like "farm" or "tickets" gives me too many irrelevant results and I did not find what I was looking for. -
Quote:Raising the cap would have no effect on the market. When you have this unregulated of an economy, prices raise because the total amount of currency in the economy keeps going up. Patience is not they way to lower prices. Supply and demand is. Supply people with more drops and prices will fall because people want to sell. You'll have a hard time convincing devs to change drop rates though.Raising the cap would only exacerbate the problem with prices on the market.
The main problem with the market are those people that are impatient to wait for something and have to have it right away, so they'll pay an arm and a leg. The sellers then see something is willing to be sold for more, so they raise their selling price and the cycle of life continues.
Quote:[STANDARD CODE RANT] You may not know it, but an int's max value is a little over 2.1 billion. Due to the cap being 2 billion it seems safe to assume they are using an int. Now, in order to increase it everything dealing with inf in any part of the game would need to be reprogrammed. -
Quote:Avoiding your weakness is an option. But, if you want to do a task force or some content that has your weakness, what are you going to do? Tell your team, "Sorry guys, I avoid these."You're right, I don't get swarmed by Arachnos or Carnies or any Psi group.
Why? .... wait for it....
I know my weaknesses and avoid those groups. I'm not going to dive headlong into a cluster of ice-flinging enemies on my Fire/Fire, nor am I going to run up and hug a cluster of Earth Mages on any of my Defense-based characters, NOR am I going to moon a Toxic Tarantula on any of my characters without a Toxic Resist-granting self-heal.
If you manage to obtain 30% defense against Psi, you should be fine enough to tank in mobs with heavy amounts of it.
The quoted poster tries to use his "experience" to make others look like they don't know what they're talking about without even considering how much experience the person they are attempting to belittle has. My last guild leader was like that and ended up being completely wrong about extremely important things, but everyone listened blindly because he had "experience". This game does not have complex fights (save for a couple TFs) like other MMOs where experienced players have any real advantage. -
Quote:Going over 45% defense does nothing for you unless you get debuffed or the enemy has a to-hit buff. For debuffs, Shield Defense has the potential to obtain enough DDR to ignore debuffs completely. To-hit buffs from enemies are generally so large that going over 45% defense still does nothing because they have over 50% chance to hit after defense is accounted for.This all started just after Going Rogue was launched. I had seen the inherent flaws in Shield Defense as far as tanking goes. Even with 55% melee and ranged and 50% AoE as well as about 380% regen, my Shield/Elec tanker was getting into situations that would defeat it, even on the well played ITF's . The lack of natural resistance and a heal proved to be its undoing. I had used Aid Self on a number of characters in the past, but never found it that useful. About the best use I got out of it was on a blaster, quickly running back behind a wall, healing up then rejoining the fray.
If you don't understand why going over 45% defense does nothing, try reading Arcana's Guide to Defense. It doesn't explain it directly, but the "bound" part of the formula is the part that makes the extra defense useless in most situations.
I do have a 50 stone brute. It is very easy to survive with Granite Armor. The movement penalty is not too bad when you slot IO sets. The damage penalty is only 30% and is easily countered with rage. I doubt I could ever ignore the recharge penalty, though. The killing speed for a Granite brute is going to be slow, no matter what you do. -
Quote:I have a hard time thinking of a HP buff in that way just because it is only a HP buff. Sure, they have to do 40% more damage to kill off your health bar, but when you get healed, your HP total usually has nothing to do with how much more damage you can take. Consider that the AoE heal on emapth/pain heals for around 250 at level 50. You could have 1000 out of 2000 HP when you get healed, or 1000 out of 2800 HP when you get healed. Either way, you will die when you take 1250 more damage.Invln also comes with a VERY hefty HP boosting power with Dull Pain....this massive HP boost can literally count as another huge boost of "+res" and, in effect, grant you the "+res to psi" which Invln indeed lacks.
True resistance gives you more time to regenerate or heal your hit points, not just give the enemy more time to kill you. I'm not saying the extra HP is not useful. It just doesn't quite count as resistance in the way you make it sound like. Swarms of Arachnos are still going to kill you even if it takes them four more hits from Psi damage.
Quote:Stone is the only other one that really beats Invln in survivability, but there are huge trade-off's for going stone, so with those in mind, I do feel that Invln gets the overall edge in survivability. -
Soloing is the slowest way to level. Most builds don't get efficient at killing until their 30's or even 50 when they get IO sets. With automatic sidekicking, grouping is easier than ever. Everyone is brought up to 1 level below the mission holder's level. This means fewer people care about a level difference of 10 or even 20 levels.
That said, most power sets don't feel very survivable until they get IO sets. The power sets that are better at leveling can have some major flaws at 50. Willpower and Invulnerability are generally better at lower levels than the other sets. Invulnerability gets smashing and lethal resists early, but lacks psionic mitigation. Willpower gets high regeneration like the Regen set and gets some resistance and defense, but is vulnerable to -regen debuffs that are more common later in the game.
If you want something with the potential to be more powerful with IO sets at 50 than the two mentioned above, Shield Defense, Super Reflexes, and Fiery Aura are good choices. Shield Defense has an AoE damage ability and a damage buff. It is weak to endurance drains, but most sets are. Super Reflexes has a bit more base defense and a passive recharge buff. Fiery Aura's Burn was recently fixed so it no longer makes enemies run away. The extra AoE damage is very useful. -
Quote:Don't be fooled by this post. This person has probably not been swarmed by psionic-wielding Arachnos or had their defenses debuffed by Paragon Awakened groups. A whole 15% defense isn't going to make you feel tough against psionic damage and Invulnerability lacks significant defense debuff resistance.My 40 Elec/Invul Brute begs to differ. I don't feel squishy on him. Ever. With Combat Jumping and the 3% Global Defense IO I never die. Literally, I never die. Attacks just fly around me and anything that gets through is softened by my internal resistances. Invul is a set that requires every power taken to be fully effective, but it's totally worth it (especially with a primary that allows a skip power, like Hand Clap or Repulsing Torrent or Stun).
Invulnerability does combine high resistance with decent defenses. It does not require IOs to "feel" invulnerable against most enemies. It does have weaknesses, though. With far less than 50% resistance against non S/L damage types, the hits that get through your defenses are going to hurt. When you have 16 enemies beating on you, those hits that get through will come far more often and may happen all at once. Unstoppable may save you in dire situations, but don't rely on it too much.
Pick any defensive set and most people on these forums can point out the weaknesses. The only way to cover those up is through IO sets, which may not cover them up completely. Teaming is really the best way to overcome your weaknesses in your build. -
Most scrappers slot for enough defense bonuses to reach the soft cap for at least smashing/lethal. After that, recharge, global accuracy, regeneration, recovery, and hit points are other good bonuses to have. You will need to give us more information than just your primary or secondary power set if you want someone to help you with specifics on builds.