Tonality

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  1. Quote:
    Originally Posted by Primal_Dark View Post
    Aion is a great game to base PvPvE gameplay off of. I genuinely enjoyed the abyss gameplay and also wound up with upwards of 1000 kills before finally getting burned out by the grind (crazy bad there) and coming back to CoX. This also coming from someone who never really PvP'd in any other game before.

    CoX has so many innovative features in it (including better leveling speed) that it's a shame to see PvP in the state that it is.
    You too? I left with 1600 PvP kills after two weeks of nonstop grinding. The bots and grind got to me.

    After seeing this topic, I made this one in the PvP boards about Aion's PvPvE system.
  2. Quote:
    Originally Posted by B_Witched View Post
    While the ideas are good, I doubt coh will impliment a system form their old developer. Probably a lot of legal problems there...and if you look at what goes on in bb,sc, wb and rv -there is pve content there with rewards. I have gotten purple drops from npcs in RV, you get an in game nuke from BB, shivan in game pets for pvp or pve, inf and xp - av's even show up in RV from both sides.

    They tried the whole reducing dmg thing by giving squishies high to capped resistance. They had to change it because pvp became low to almost no defeats.
    Aion was developed by NC Soft, not Cryptic, which just happens to also the IP to CoH. Also, the rewards offered in PvP zones are hardly comparable to anything you see in Aion.

    Quote:
    Originally Posted by black_barrier View Post
    the io drop rate for npcs is higher in pvp zones.

    people are rarely attracted by this.
    PvP IO's would be a very simple thing to implement, hence why it could be done now. As for people rarely being attracted, I recommend you look hard at how Aion treats the Abyss. In general, enemy mobs give more valuable drops and XP, making it an attractive, but risky place to level. Mission rewards are also raised. Visibly increasing reward for the greater risk is a good option.

    Quote:
    Originally Posted by macskull View Post
    I like the idea of PvE mobs in PvP zones dropping PvP recipes, but it would probably be too easily farmable to be really considered.

    PvP will never become "popular" because most people just don't want to PvP no matter what the rewards, for whatever reason.
    I was a strict PvE'er in CoH before I played Aion. After playing Aion, I found the PvP experience exhilarating. It can be frustrating, but it can be loads of fun! I think the failure of PvP in CoH has led our community to reject the possibility of any success for future PvP in this game. I believe examining successes in what makes PvP enjoyable in other games is a very good idea when the devs decide to look at PvP again.

    For PvP IO's, I imagine if PvP IO's dropped about as often as purples off of NPC's, it would be acceptable. I have seen discussion in the market forum showing that very rare drops encourage farming. However, in a PvPvE environment, with the unpredictability of players, the often negative consequences of farming (burnout) are somewhat negated by the imprompt appearance of an ambush. Win the fight, and you can happily resume your killing.

    For RV, it makes complete sense that both sides would actively attack not only PC's, but NPC's. You get some of that with pill boxes, but again, for some reason, that purpose has been reduced to farming for the badges, or to spawn the AV's.

    Quote:
    If you want an incentive for PvEers to PvP, the two systems need to work at least somewhat alike, and they managed to break even that.
    The differences are very effective in Aion.

    Quote:
    Regarding some of your points, I have a few comments:

    1) Currently, all attacks on you from NPCs follow PvE rules (except mezzes, because there is no mez protection in a PvP environment). Before they "fixed" NPC mez in I15, NPC mezzes were lasting full PvE duration and they were often a death sentence, making some NPCs more dangerous than other players (go figure). Likewise, any powers you use on an NPC will follow the PvE rules. It's just that PvE combat was designed around PvE rules, and the PvP rules being applied to you (travel suppression, heal decay, DR) make taking out even a medium-sized spawn of Longbow a royal pain.
    One of the interesting features of Aion is that if you are mezzed, your resistances go up. Mez then becomes a tool to take someone out of a fight. This should be possible to implement.

    I definitely do agree that shorter duration mezzes are essential.

    I agree that a lot of the new PvP rules get in the way of actual PvP. I also agree that the PvE design of this game makes it very difficult to design a viable PvP system.

    Quote:
    2) The anti-survivability changes (heal decay, DR, travel suppression) all work to make a squishy die faster when they're mass-targeted. It's no wonder most of the terrible players only play melee toons, because with rare exception they're the only ones that can escape a bad situation most of the time when phase/Hibernate isn't up. Likewise, PvP damage was specifically increased to balance around DR and base resistances. The net difference is negligible in most cases. I'd rather not have my damage reduced against another player simply because the fight should last longer - that's where inspirations, movement, and player skill should come into play. If my opponent wants to last more than a few seconds, they need to work for it instead of having the system give it to them. Unfortunately, when I go up against even a mediocre Blaster in zones on my Rad/Therm, more often than not I'll be forced to Hibernate because I can't put out enough damage to get them on the defensive before my health gets low, and I can't heal or run at that point.
    Balance is certainly a problem that I think Castle has admitted he wants to work out. If I remember, Fire/Dark Corrs are very effective compared to the other sets for a corr, which indicates balance problems.

    However, by increasing the length of fights, player skill comes into play. It allows players time to react to surprises by countering with inspirations - especially the squishies.

    As for the net difference being negligible, my heavily IO'd Nin/Nin stalker would strongly disagree with you. There is a stark difference if I engage an NPC in a PvP zone with a PvE zone. I won't even start with talking about what I think of hide in PvP.

    Another key point about Aion is that often, PvP is done in groups. Suddenly, that rad/therm corr is a little more handy to have. One interesting feature is that there are fortresses to take where you kill a fortress guardian (closest thing would be taking down Hami). This is one case where group PvP thrives. It is also where the edge in builds start to break down.
  3. Quote:
    Originally Posted by ShadowNate View Post
    I have me a Ele/Ele brute who i would love to exploit in every conceivable way, need to make a return on that IO investment and all that. So what would likely be pretty good groups for various farming scenarios, ie: For monies/PLing things on various alt accounts. So far I have come across Crey energy/power tanks, which work pretty well but im sure there is a better option out there. Halp?
    Quote:
    Originally Posted by Not_Epsilon View Post
    Preatorian Circuits, elec blast enemies with inherent energy weakness.

    Enjoy.
    I'm fairly certain you don't run across those redside.

    To the OP:

    I would highly recommend that you try the RWZ, as electric armor works quite well against the Rikti. I believe Levantera's fourth mission where she sends you to an outdoor map to kill a certain leader is ideal. If you don't have this mission, doing repeatables from Borea works well too.
  4. If CoH were to apply a PvPvE approach to the PvP zones, I believe even the current version of PvP would be more popular.

    In Aion, once you hit level 25, you can enter the Abyss, a large PvPvE zone filled with NPCs, and of course, PCs of the opposing faction. There are rewards for entering this zone, not only from killing players, but from killing NPCs. What I propose is a multi-stage approach to PvP.

    What can be done now?

    For starters, PvP IOs could be set to drop from NPCs in PvP zones. This encourages players to enter PvP zones for the purpose of killing PvE mobs. Ganking is a possibility, but if you want to take a risk, you are more than welcome to!

    Smart players will begin to team up with friends, while smart predators will begin to team with friends as well. Enter group PvP. Enter a new use for being in an active SG or VG.

    While allowing PvP IOs to drop from NPC mobs will indeed encourage farming, it inadvertently leads to PvP. In my case, I found the rush from PvP in Aion enjoyable enough to stop grinding and start wasting my money actively PvPing.

    What can be done in the future?

    Revamp and simplify the current DR system by:

    1) Governing all PvE mobs in PvP zones to follow traditional PvE rules in combat. Every attack should work exactly as it does in PvE, so it makes sense to entering PvE'ers.
    2) Increasing the duration of PvP combat by reducing player damage on another player by an arbritary number (such as Aion's 50%).
    3) Diminishing returns would not be needed under this system. Yes, tricked out builds will rule in PvP at times, but there are these things called inspirations and player skill...
    4) Further encourage the PvPvE concept with scripted onslaughts of NPCs on enemy bases, allowing players to join in on either side.
    5) Open-instanced challenges - the defeat a certain enemy missions, with an appropriate reward.

    Disclaimer:

    1) I know the Devs have plans to revamp PvP sometime in the future.
    2) I know PvP discussion often ends in flames. Please don't make this true in this case.
    3) I know PvP is occasionally brought up on the forums. I searched and did not see any topic regarding Aion's PvPvE system.
    4) I am a pure PvE'er from CoH. After trying out Aion, I left the game with 1600 PvP kills. I found that I enjoyed the rush I got out of PvP, even moreso when I was in the middle of fighting enemy mobs.
  5. Quote:
    Originally Posted by GavinRuneblade View Post
    How would giving rewards for doing PvE in a PvP zone make people anything but really angsty targets? It seems to me it incentivises pure PvE people to come into the zones and farm NPCs, then complain loudly that they are being attacked when all they want to do is get drops from the NPCs. Then they will get frustrated and leave the zone.
    I went on a hiatus from CoH to play Aion, which espouses a PvPvE mentality. Once you hit level 25, you can enter the abyss, which has quite a few benefits to it. There is open PvP here, but the rewards for going out there not only to PvP, but to farm are wonderful.

    At the end of my two weeks playing the game, I had 1600 kills.

    This coming as a pure PvE'er from CoH.

    I think adding the potential for PvP recipes to drop from PvE mobs in PvP zones would work quite well - once you realize you can ignore those that whine, as they either ragequit PvP, or develop tough skin. I died countless times in the abyss and spent a fortune paying fees to travel all over the place, but the times when I was ambushed in the middle of a mob by someone and actually wiped them AND the mob was the most exhilarating gameplay experience I have had as of late.

    I think CoH could learn a lot from Aion's PvPvE system.
  6. I find that the two second cast time for teleport is what is most annoying. It would be much more enjoyable if the animation took a half-second, where the biggest limitation to teleport being the endurance cost.

    I don't need a toggle. I just don't need to two seconds to do some sort of chicken-wing gesture with my arms.

    Yes, BaBs. Chicken-Wing.
  7. Tonality

    Fire/SR help

    Reaching the softcap is a lot easier if you pick up tough/weave. With tough, you can slot a steadfast 3% IO, for 3% defense to everything, and with weave you get around 5.67% defense to all.

    As for things to drop to make room:
    Elude - if you're softcapped, this won't be very useful with the majority of the game.
    Scorch or Fire Sword - You don't need that many attacks
    Taunt - If you're still wanting to keep taunt, you can probably just take tough and slot in a steadfast to make life easier and hit the cap without it.
  8. Brutes work quite well when it comes to farming, and electric armor does wonders against the Rikti. You get 90% energy resistance, so their rifles do very little damage. Your lethal resistance isn't too bad, though stacking some S/L/Melee defense helps a lot in this department. You get +recharge from lightning reflexes, great endurance tools from power sink and energize, and a great damage aura, that can do as much AoE damage as ball lightning over time.

    You do have to watch for psi damage from the mentalists at higher difficulty settings, as your psi resistance isn't the greatest, but 0/8 should be a cakewalk.

    As for the primary, you can pick just about anything you want. Claws/Elec, Elec/Elec, SS/Elec all have some great AoE options. Dark/Elec is a lot faster than you think it would be. I'll take an Elec/Elec, SS/Elec, or DM/SD on rikti maps set for 2/8 for fun from time to time, and all of them perform well.

    As for energy resists, it isn't that noticeable.
  9. Quote:
    Originally Posted by Rinkoz View Post
    So this was fixed? The market should be in great shape if we can pad for 8 ppl and get the full rewards, we should be getting full of everything in one run of a medium sized outdoor mission if this is the case, pre i16 that would happen no problem if you padded, but thats not quite happening now is it?

    I can see that the market also has to do with the the fact that AE came out and ruined it as well but it should be recovering very quickly if drops are as good as you say they should be if this was fixed, ofcourse the drop rate is just awful on alot of things but thats not with this post is about =p, also nothing to say on the autosk thing, dont agree, disagree...?
    A tremendous amount of research was done in the market forum calculating the drop rate and comparing that to the drop rate Positron had given us. The topic is still in the market forum here. Specifically, a dev posted regarding this.

    You are also assuming that most players will be padding for 8 players. From my observation, this is not true.

    Quote:
    Originally Posted by pohsyb View Post
    This was caused by an uninitialized variable, in this case specifically it was a structure declared locally when awarding a drop table.

    About four function calls deeper, something was using a member of that structure to determine if you were fighting something grey (no drop). Uninitialized variables can be anything, but often have tendency to be zero, which would not cause a problem (actually any positive value would not matter).

    This bug as been in since Issue 9 and was not caused by specifically by anything related to I16 (Whenever code is changed the tendencies of uninitialized variables can change). I suspect the changes made with I16 caused drop rates to be closely scrutinized.
  10. Quote:
    Originally Posted by Rinkoz View Post
    Now what we call "padding" is set for 8 people is 7 other people in there taking your rewards even though your the only one in there although I would agree that making the level lower then your current does help drop farming somewhat but I'd give that up in a second to have drops rates before when padding for 8 with 52's....
    Please clarify this.

    Edit: I understand every word used, but words when wrong the spot follow can't I are.
    I'm not intentionally belittling you. I just want to know what you're trying to say here!
  11. Quote:
    Originally Posted by Memphis_Bill View Post
    But why can't you and your friends make a second SG on a server on the "other coast," specifically for network issues and whatnot?
    I know this question wasn't directed at me, so forgive the intrusion.

    For me, I do have a few characters on other servers, but my home server has been infinity on the two accounts I have. It's the server I've invested the most in, and of course, it's where I keep my piles of inf.

    If you wanted further explanation, all you have to do is wait for a big event when freedom server gets locked out to realize that a lot of players stick to one server, no matter what rational reason might encourage them to move.
  12. From a cost perspective, positron's blast may be preferable, depending on how much you want to invest in that particular build. And then there is always ragnarok if you want damage...
  13. Quote:
    Originally Posted by Psion1 View Post
    Post Deleted
    I saw his post earlier this morning and figured Gilia would get a response like that.

    I love brutes, and you can get around a 500%+ DMG buff with a saturated SS/shield, but don't count out fire/kins. Outside of bragging rights, there isn't a big reason to farm 54's when 50's drop the exact same thing, but faster - and when it comes down to it, it's all about drops and inf/time. The only reason to farm 54's I could see would be for powerleveling - and even then, I just don't see the risk/reward table being worth it.

    It's a big game, and there are a lot of impressive farming builds out there, and given how diverse farming is, I'm reluctant to declare any one build #1.
  14. Quote:
    Originally Posted by Ghost_Ripper View Post
    Problems: Running out of End, Green bar doing the Yo-Yo effect, having to really rely on HF to survive, and when not up, chewing candy for life. Died about 3-4x last night on a +2 map, with a team helping.
    A couple of things:
    -Fire IS going to yo-yo. Healing Flames is what keeps you alive. (switch the heal/end with end/rech)
    -If you haven't get the 4 accolades that will give you more end and health.
    -Weave is pointless for the nemesis farm because of stacking vengeance. All that matters is regen/heals and KB mitigation for a brute. Take those slots out and put them in health. Get the panacea +hitpoints/endurance, and miracle recovery.
    -Soul Tentacles is an immob, which isn't always so nice if you can use footstomp for damage mitigation.
    -Obliteration in Blazing Aura is going to make it pretty end heavy. Try a more endurance efficient slotting. Yes, I know the set bonuses are nice...

    Quote:
    I originally had the MU set, but when I did Electric Fences and Burn, it cut out the mitgation part of burn (naturally) so I took more damage and died even faster. I have almost a BILL into this build and would really like to fix it, so that I can farm faster, and survive longer.
    The Burn/Immob combo is all about locking enemies within the burn patch, not mitigation. Mu is picked over soul because of the Targeted AoE being easier than a cone. As for mitigation, inspirations drop like candy, and the color you want is orange.

    Quote:
    Also, I am still getting knocked back by the Fake Nem bosses, I have the proc, so what is going on there? Thanks for the help.
    You need 3 KB procs to deal with the KB from Fake Nem Bosses. In order to get that third slot, you're going to have to free up some things - namely by taking out the bulk of your slotting in rage. You could grab a steadfast KB or karma KB for res or defense and put an extra slot in somewhere. In order to give you back some rech, I threw a FF chance for rech into footstomp. Then I made room to put oblit in burn. Oh, and if you don't want to spring for the panacea, try regenerative tissue +regen.

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

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Fiery Aura
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Punch
    • (A) Crushing Impact - Accuracy/Damage
    • (3) Crushing Impact - Damage/Endurance
    • (3) Crushing Impact - Damage/Endurance/Recharge
    • (5) Crushing Impact - Accuracy/Damage/Recharge
    • (5) Crushing Impact - Accuracy/Damage/Endurance
    Level 1: Fire Shield
    • (A) Titanium Coating - Resistance
    • (7) Titanium Coating - Resistance/Endurance
    • (7) Titanium Coating - Resistance/Endurance/Recharge
    • (9) Aegis - Resistance/Endurance
    Level 2: Haymaker
    • (A) Hecatomb - Chance of Damage(Negative)
    • (9) Hecatomb - Damage
    • (11) Hecatomb - Accuracy/Damage/Recharge
    • (11) Hecatomb - Accuracy/Recharge
    • (13) Hecatomb - Damage/Endurance
    Level 4: Healing Flames
    • (A) Doctored Wounds - Heal
    • (13) Doctored Wounds - Recharge
    • (15) Doctored Wounds - Heal/Endurance/Recharge
    • (15) Doctored Wounds - Heal/Recharge
    • (23) Doctored Wounds - Heal/Endurance
    Level 6: Hasten
    • (A) Recharge Reduction IO
    • (17) Recharge Reduction IO
    • (17) Recharge Reduction IO
    Level 8: Knockout Blow
    • (A) Crushing Impact - Accuracy/Damage
    • (19) Crushing Impact - Accuracy/Damage/Endurance
    • (19) Crushing Impact - Damage/Endurance/Recharge
    • (21) Crushing Impact - Accuracy/Damage/Recharge
    • (21) Crushing Impact - Damage/Recharge
    Level 10: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    • (29) Blessing of the Zephyr - Knockback Reduction (4 points)
    • (31) Karma - Knockback Protection
    Level 12: Hurdle
    • (A) Jumping IO
    Level 14: Super Jump
    • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 16: Plasma Shield
    • (A) Titanium Coating - Resistance
    • (25) Titanium Coating - Resistance/Endurance
    • (25) Titanium Coating - Resistance/Endurance/Recharge
    • (27) Aegis - Resistance/Endurance
    Level 18: Rage
    • (A) Adjusted Targeting - To Hit Buff/Recharge
    • (27) Adjusted Targeting - Recharge
    • (37) Recharge Reduction IO
    Level 20: Consume
    • (A) Efficacy Adaptor - EndMod/Recharge
    • (31) Efficacy Adaptor - EndMod/Accuracy
    • (31) Efficacy Adaptor - EndMod/Accuracy/Recharge
    • (33) Efficacy Adaptor - Accuracy/Recharge
    Level 22: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (23) Numina's Convalescence - Heal/Endurance
    • (29) Miracle - Heal
    • (33) Numina's Convalescence - Heal
    • (50) Miracle - +Recovery
    • (50) Panacea - +Hit Points/Endurance
    Level 24: Stamina
    • (A) Performance Shifter - Chance for +End
    • (34) Performance Shifter - EndMod
    • (34) Performance Shifter - EndMod/Accuracy
    • (34) Performance Shifter - EndMod/Recharge
    Level 26: Boxing
    • (A) Empty
    Level 28: Blazing Aura
    • (A) Scirocco's Dervish - Accuracy/Damage/Endurance
    • (36) Scirocco's Dervish - Damage/Endurance
    • (36) Multi Strike - Accuracy/Damage/Endurance
    • (36) Multi Strike - Damage/Endurance
    Level 30: Burn
    • (A) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (33) Obliteration - Accuracy/Recharge
    • (37) Obliteration - Damage/Recharge
    • (37) Obliteration - Accuracy/Damage/Recharge
    • (40) Obliteration - Damage
    Level 32: Foot Stomp
    • (A) Armageddon - Chance for Fire Damage
    • (39) Armageddon - Damage/Endurance
    • (39) Armageddon - Accuracy/Recharge
    • (39) Armageddon - Damage/Recharge
    • (40) Armageddon - Accuracy/Damage/Recharge
    • (42) Force Feedback - Chance for +Recharge
    Level 35: Fiery Embrace
    • (A) Recharge Reduction IO
    • (40) Recharge Reduction IO
    Level 38: Tough
    • (A) Titanium Coating - Resistance
    • (42) Titanium Coating - Resistance/Endurance
    • (42) Titanium Coating - Resistance/Endurance/Recharge
    • (43) Aegis - Resistance/Endurance
    Level 41: Gloom
    • (A) Apocalypse - Chance of Damage(Negative)
    • (43) Apocalypse - Damage
    • (43) Apocalypse - Damage/Recharge
    • (46) Apocalypse - Accuracy/Damage/Recharge
    • (46) Apocalypse - Accuracy/Recharge
    Level 44: Dark Obliteration
    • (A) Ragnarok - Damage
    • (45) Ragnarok - Damage/Recharge
    • (45) Ragnarok - Accuracy/Damage/Recharge
    • (45) Ragnarok - Accuracy/Recharge
    • (46) Ragnarok - Damage/Endurance
    Level 47: Soul Tentacles
    • (A) Positron's Blast - Chance of Damage(Energy)
    • (48) Positron's Blast - Accuracy/Damage
    • (48) Positron's Blast - Accuracy/Damage/Endurance
    • (48) Positron's Blast - Damage/Range
    • (50) Positron's Blast - Damage/Endurance
    Level 49: Weave
    • (A) Luck of the Gambler - Recharge Speed
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Fury
  15. Quote:
    Originally Posted by Dysfunctional View Post
    It could be the Nvidia driver, there were a batch of drivers between versions 186.xx and 189.xx that caused a black screen in CoH on my Win7 x64 machine. Try the latest driver from Nvidia, I'm using 190.62 and that solved the problem in my case.
    I second this. Upgrading my driver solved this problem.
  16. Quote:
    Originally Posted by Gardo View Post
    How often do they actually go off? and Are they worth slotting in Footstomp and KO Blow?
    Force Feedback works well in Footstomp. If you often hit 7-10 foes with your footstomp, you'll see about a 30% success rate, giving you around a 15-20% recharge bonus. However, this is an erratic bonus, and I would suggest you not calculate this in with your recharge.

    Quote:
    My reasoning for this is Electric Fences being a targeted AoE might be easier/faster to utilize than the cone immobilize in Soul.
    Yes, electric fences + burn is wonderful, and is why a lot of SS/Fire brutes go with Mu.

    Now the build:

    -Try 5 oblits instead of efficacy in consume. If you're going to hit 4-5 mobs at once anyway, it doesn't matter.
    -I wouldn't overslot Combat Jumping
    -Rage doesn't necessarily need that much recharge. Honestly, if you two slot it, use adjusted targeting rech and rech/to-hit for the 2% dmg bonus
    - Blazing Aura isn't effectively slotted. Try Scirr Acc/Dam/End, Dam/End and Multi Acc/Dam/End and Dam/End. If youi need more acc, slot in an acc, but you shouldn't with rage and your acc bonuses.
    - Any extra slots should go to health. Add a numi heal and heal/something
    - About the only way to add more recharge is to slot a purple immob set in elec fences.
    - I'm not sure I'd recommend pulling any powers to add more recharge. I've never been one to compromise powers for better global bonuse numbers. If you want to try, fitting in hurl or mu lightning and 5 slotting that with a purple would help, but I personally wouldn't try.
  17. Quote:
    Originally Posted by Starcloud View Post
    Teams are generally the best/fastest way of generating influence and infamy. Have you tried to form teams redside? Let me tell you, most of the time, you cannot get a large team together, redside, unless there is an event of some kind running.
    This is completely, utterly wrong. Are we even playing the same game?

    Set for 0/8 or -1/8, a player soloing will earn everything a team of 8 earned. A good farmer will even complete the run in a similar time to a team of 8.
  18. Tonality

    Cant decide...

    claws/energy pairs fairly well. Invuln is a well-rounded set that only really gets spanked when it runs into psi damage, which is more common red-side (but not necessarily enough to mean you shouldn't roll one).

    Mace is fun, especially since clobber is a much nicer attack now.
  19. Tonality

    Claws SR/Elec??

    Neither, really.

    Both SR and Elec have an auto-power that increases recharge/run speed, which isn't as needed on the claws set as others. In addition, claws has a built-in endurance bonus, so Elec's benefit isn't as noticeable.

    With that said, claws/EA or Claws/Dark work well, simply from an IO slotting standpoint, one because S/L defense stacks well on claws/dark (though it is expensive, and because claws/ea seems to fit claws a little better than SR.

    As for the elec craze, dark/elec is a decent option for PvP, but other than that, it's a little silly. (I'm speaking as the owner of a dark/elec, elec/elec, SS/elec long before elec was popular the second time)
  20. Try City of Data for some numbers

    It doesn't have the data for Static Discharge, but for PvP, mu lightning is more effective as it is a single-target attack, and gloom is better for PvP than Mu Lightning. AoE attacks are near worthless for PvP because the bulk of the damage is divided among multiple targets. If you're thinking of taking an Elec/Elec/Mu brute pvping, don't.

    As for PvP, the end drain on Mu or Electric attacks are negligable (way over-nerfed), so if you're thinking of making a sapper for PvP, it's better to look at a Kin/Elec corr or even better, a defender. My elec/elec/mu cannot sap anything quickly in PvP, and since one dies before finishing the sapping process, it is pointless.
  21. I find I rarely need powersurge, so you can get away with even single-slotting it. I run 30% total melee defense (with weave) on my elec/elec, and it works well with it.

    If you aren't willing to go for kinetic combats, you'll have more luck stacking melee defense over S/L, since I'm guessing touch of death is still reasonable to get on the market. Some of Obliteration may be expensive, but it is available.

    Jacob's ladder is a decent attack, animating in only .16 seconds more than havoc punch - and with that is a 'chance for AoE' if you don't want to spend timing lining up the attacks. Then if you are going for melee defense instead, you can 6 slot it with oblits for recharge and melee def.

    Definitely put doctored 5 slotted in energize. If you go melee defense, you can probably take out the slots in taunt, powersurge, and even 4-slot lightning field with this: scirr acc/dam/end, dam/end, multistrike acc/dam/end, dam/end, and get some very efficient numbers. If you go with melee defense, you'll be using titanium 6 slotted in 2-3 of your armors.

    All this is assuming you don't want to go for kinetics. If you can afford to go for them, I might consider S/L. If you stick with S/L, you should still consider jacob's and also still drop maneuvers. Even on an elec/elec/mu, you don't want to burn endurance too fast, as power sink eats into DPS.
  22. Quote:
    Originally Posted by Weatherby Goode View Post
    For Pure Mitigation, Max IO Potential:
    1 SR, Dark, WP
    2 Invuln, Shield, Fire, ElA
    3 Stone, EA
    Would that tier change in these circumstances?

    1) Rularru (there are a few maps redside)
    2) +4x8 Longbow spawns
    3) Eldersnakes

    edit: I know EA wouldn't budge in 1 and 3. Poor EA facing AoE toxic damage and to-hit buffs.
  23. Trance is the guy you want to offer some advice on with this set. Invuln is a good PvP set with the right build. You want to aim for enough recharge to perma dull pain and then work on improving your S/L defense and resistance.

    Your invuln will do very well against SS toons.
  24. Quote:
    Who IS #1 for farming?
    That question never ends well. You'll get the typical answers of the Fire/Kin and SS/WP brute, and then a few off-the-wall ones like that EM/SA. The better question for you to ask is not what build is best for farming, but which farm build you enjoy playing the most.

    With that said, here are some of the faster AoE builds out there:

    Fastest Brutes: SS/Fire, Elec/SD, SS/WP
    Fastest Scrappers: Spines/SR/Dark/Fire, Elec/SD
    Fastest Troller: Fire/Kin, Fire/Rad, Plant/Kin
    Fastest Blaster: Arch/MM

    It's all about AoE DPS.
  25. ElA has and will be competent at most tasks. With a high-end build, certain sets will outperform others - especially defense sets, which are able to soft-cap themselves to maximize survivability. ElA maintains superior endurance management tools allowing a player to burn through endurance at a rate that most builds cannot handle. It also offers some more unusual resistances to end drain and psi that many sets do not offer.

    In short, it would be very difficult to rank the armor sets once you begin considering invention sets. For example, for some builds recharge actually becomes the primary factor for survivability. This is shown especially for Fire's healing flames, though also being able to spam footstomp is especially effective at drastically increasing survivability.

    I have three ElA brutes. Elec/Elec, SS/Elec and DM/Elec. Of them, my SS/Elec is often the most survivable, but there are situations in this game that none of my builds can effectively handle. This is because every build has its weakness. Try taking a soft-capped SR, SD, or Inv against the demon map if it spawns the map with psi and cold damage. Try taking a WP against a spawn filled with longbow with -regen. Try taking a fire against Rikti with Fire's 30% energy resistance. What it comes down to is which build has the best survivability against content that is available in game. That answer is highly debatable.