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I've posted up a fix for the pets bug... something I'll have to look into when I'm back from Florida next week.
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Thanks for that. I now can see exactly how uber my Fire/Rad Corr will be with perma-Hasten, Perma-AM, and a perma-Arachnobot Disruptor. Now all I need is HUGE amounts of Inf to get all the IOs I need.
And I'll be in Florida at the end of August with my wife and kids doing Disney. -
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...Btw, you probably know this, but when you look at the abilities of placement pets (Traps' pets, Dark Servant, Tar Patch, etc...) there's a weird error that doesn't show anything...
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I for one would really appreciate it if you could fix this one little thing. I see all the pet powers and normal stats, but all the Effect numbers (like Damage) are 0. It's hard to crunch numbers and come up with the perfect IO based respec for a char with pets when all the numbers are 0, and there are a LOT of chars with pets given the way certain common powers are implemented. Granted most Trollers and Doms want to maximize the damage of their pets, you don't really need to know those numbers. But numbers really help if you want to maximize the Slow in Caltrops, stack Warburg nukes in a raid without going over the cap, or whatever. -
Screwloose has it right. Your fastest option is to slot Sprint with 2 Run Speed IOs (initial plus an extra slot). After that, do the same with Swift and Quickness in any order. After that, give a third slot to Sprint. After that, give a third slot to Swift and/or Quickness in any order. But understand that the third slots in those powers won't do a whole lot.
As I've said many times in this thread, pick up Hurdle instead of Swift. It's a MUCH larger movement bonus. Give it 3 total slots in Jumping, and you're all set. Yes you have to jump around like a bunny everywhere, but it's fairly fast and doesn't take many slots. -
I love the Fire/Rad combination. It was my first villain, I got it up to 50 very fast, and it's fun to play. I'll likely be looking VERY closely at all this myself, as I'm a hard-core number cruncher. But here's a few things I noticed that I would do differently. Note that my Invention info is from ParagonWiki, so it's only as accurate as that source.
Your Fire Blast power set descriptions are pretty much dead on. Avoid Flares, it's just bad. Blazing Bolt isn't really needed. I skipped Aim as I don't PvP. But I did take Rain of Fire at higher levels, as both Lingering Radiation and a patron AoE Immob make this a deadly power.
Radiation Emission was also dead on. I like Radiant Aura as it's a guaranteed heal. Radiation Infection gets 3 ToHit debuffs no questions asked. I like to cap the Slow effect from Lingering Radiation. It keeps mobs together for debuffs and such, but it lets them waste their time trying to run away. Mutation works well in really tough fights (RSF), and meshes well with Recall Friend and Vengeance. EM Pulse is the best hold in the game. Long duration, 60 foot radius, and a 50% chance to hold bosses. Almost an "I win" button.
Fly no longer costs a huge amount of END. It's more in line with Super Speed and Super Jump these days.
Leadership is nice if you're playing in big teams, almost no matter what. Maneuvers combined with Radiation Infection means you will be hit rarely. Tactics gives you Perception, mandatory in PvP these days, and required for anyone facing Night Widows.
In Leaping, Combat Jumping provides a very small Defense bonus, and is mainly good for Immob protection. Acrobatics provides Hold AND Knockback protection.
Speed is worth it for Hasten alone. Super Speed with a Stealth IO will give you complete Invisibility. And well slotted Hurdle will let you jump over almost anything, as Hurdle is a surprisingly large Jump buff.
Personally I went with Super Speed and Teleport for travel, Fitness for Stamina, and Leadership because I usually play on BIG teams. I'm wondering how IOs will change that though.
Patron Set: I took Mace Mastery (Black Scorpion). The first 2 powers are awesome on a Fire/Rad. Web Envelope is an AoE Immob, just the thing to keep debuffed mobs together for your AoEs, including Rain of Fire. Scorpion Shield is a Defense based armor that when slotted and stacked with Radiation Infection gives you effectively capped Defense to Smashing, Lethal, and Energy attacks. This is the biggest reason. All of the other Patron Sets give you a Resistance based armor, which just doesn't compare to capped Defense.
As an added bonus, Scorpion Shield should accept Defense Sets, which means another Luck of the Gambler 7.5% Recharge Reduction IO.
As to slotting...
Fire Blast: I'm going 5 slots worth of Decimation on this. So what if the individual bonuses (capped at level 40) are slightly smaller than those of Devastation and Thunderstrike, the Recharge and Endurance set bonuses are too good to pass up. Definitely going with Build Up as well in here, as it'll proc VERY frequently.
Accelerate Metabolism: If you're looking for extra slots, that last END Mod really doesn't add a whole lot.
Combat Jumping: I see some wasted slots there. It costs almost nothing to run, and it provides almost no Defense, so it's hardly worth slotting for either of those bonuses. Yes you definitely want the Luck of the Gambler 7.5% Recharge reduction IO. You may want another for the +10% Regeneration set bonus, and I'd pick the Luck of the Gambler Def on general principle. The other slots only give you unimpressive set bonuses.
Super Jump: I'd give this 3 Micros if I had it. It costs a moderate amount of END, and it takes 3 SOs to cap the movement, so it really does benefit from all 3.
Health: I usually recommend taking Swift and Hurdle on builds that have a quick and easy self heal (like Radiant Aura), but IOs definitely change that. All my Rads are going to have Health now. But I'll likely go 4 slots, to include 2 Miracles (Heal and +Recovery), with the Set bonus +Recovery on top.
Blaze: The range on this power was somewhat recently increased. I've got a Dam/Range SHO in it, and it goes plenty far these days. I'll probably even be comfortable without that extra range, so I'll be going with the 2 Thunderstrikes.
Lingering Radiation: I'll probably go with 5 Tempered Readiness on this. All of the Slow Enhancements will let you cap the Slow debuff even against higher con mobs. All of the set bonuses are a bit small, but they're all nice.
Acrobatics: Costs 0.26 END/second, so it's definitely worth it to use the starting slot for END Reduction, and at most one more slot for the same.
Mutation: It heals someone to 100% HP and doesn't accept Heal Enhancements, so it probably doesn't accept Heal Sets. I'd probably go with an END SO, or IO if you have the Infamy to waste.
Inferno: I'm not sure what sets it should take, so I'm not sure how to handle this yet.
EM Pulse: I'd add Recharge Reduction, as this power is too nice to ignore.
Shark Skin: Definitely try to get a Steadfast Protection Res/+3% Def(all), as it stacks nicely with Radiation Infection.
I was originally rather unimpressed with Inventions as the bonuses all looked to be so small. But then I decided to take a holistic approach. Slot with certain sets and your individual powers cost a little less END. Slot with certain sets to get Endurance or Recovery set bonuses. Slot unique IOs in auto powers for more Recovery bonuses. Put all those together and the END situation is looking pretty nice. Same thing applies to Recharge Reduction, slot the right sets and powers and suddenly everything is recharging faster, including Hasten and AM. Put a Chance to Build Up proc in a fast cycling power and it's going to activate often. When you have enough END to cast fast recharging damage boosted AoEs often, you're going to roll over mobs. -
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For example, is it better to pair a /SR scrapper (DEF based) with a FF (DEF) or a Sonic (RES) defender? My instinct tells me that RES + DEF makes for better survivability than RES + RES or DEF + DEF.
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You're mostly wrong based on Tic Toc's post. It really depends on the Scrapper's build. An SR Scrapper can hit the effective Defense cap if built for it, at least in I9.
(Toggle (13.785%) + Passive (5.625%) + Weave (3.75%) + Maneuvers (2.275%) + Combat Jumping (1.875%)) * Enhancements (1.57) + Steadfast Protection IO in Tough (3%) = 45.9% Defense
At that point, mobs have a 5% chance ToHit. More Defense is only useful to counter ToHit buffs or Defense debuffs. So in this case, the Sonic Defender would add to the Scrapper's survivability by reducing the little damage that did get through.
That said, your average SR scrapper without Weave, Maneuvers, and the IO, and with Combat Jumping one slotted, is at 32.7% Defense. An FF Defender will give them effectively capped Defense, as the mob ToHit drops from 17.3% ToHit to 5% ToHit, so they'll take only 29% of the damage that they used to at 32.7% Defense. A Sonic could provide 55% Damage Resistance, which means they'd be taking 45% of the damage. In this case the FF is significantly better.
In general, you're better off building on the protection you already have. But if you're lucky enough to hit a cap, it's time to start working on the other sort of protection. -
The information in general is accurate, though a bit dated. Things have changed a bit since I posted this nearly 2 years ago.
Those powers that you're asking about are relatively small run speed buffs. Your base running speed is 21 feet/second. Sprint is a 50% Run Speed buff, which means it adds 10.5 feet/second. Swift, Quickness, and Lightning Reflexes are all 35% Run Speed buffs, which means they add about 7.35 feet/second. Enhancements slotted in those powers affect the Run Speed buff that they provide. Slot 3 even SOs in Sprint and it'll add 20.5 feet/second, so Sprinting can be almost double the speed of normal running. Slot 3 SOs in Swift or equivalent and it's an additional 14.4 feet/second. Those buffs are smaller, so you don't get as much bang for your buck.
If you really want more unsuppressed movement (for PvP?), but don't want to spend a whole lot of slots, then give those powers 2 slots total and put IOs in them when I9 goes live. With 3 slots, ED would significantly reduce the value of the last slot. -
Checking numbers at City of Data...
Granite Armor is 50% Resistance to all but Psi. Stone Skin is 10% Resistance to Smashing and Lethal. With well slotted Granite and 1 slotted Stone Skin, you slightly exceed the 90% Resistance cap for Tankers. (Find a better use for those extra 2 slots in Stone Skin.) Tough does absolutely nothing except cost END. Well actually, it does help when you've been hit by Resistance debuffs. But I'd still say it's really not worth it.
Granite Armor is 20% Defense to all but Psi, or 31% when well slotted. Weave is almost 8% more when slotted, which is VERY significant. That said, Granite Armor is so silly strong that Weave isn't needed. I'd only consider it for the Statesman TF if you have to face multiple high level AVs, or maybe for a PvP build.
Rock Armor is what you need at lower levels, but it's handy at higher levels too. It doesn't come with the damage and recharge debuffs that Granite Armor has. It's sufficient for solo and small teams, and helps you defeat mobs faster.
I don't see how Crystal Armor goes with Minerals. Of the mobs I can think of that use nasty Psi (Carnies, Psychic Clockwork, and the Praetorian crazies), you'd be better off with Rock Armor.
Mud Pots is nice for doing damage, grabbing agro, and slowing mobs. It costs 0.78 END/second, which is the same as 3 of your armors. It REALLY needs END Reduction, I'd give it 2. It also needs Accuracy to hit. While Slow is nice, I don't think it's needed.
Focused Accuracy is an even bigger END hog than Mud Pots at 1.18 END/second. Give it 3 END Reductions before you slot any armor.
Conserve Power only costs 10 END. I'm amazed you would use 2 slots of END Reduction on it when you skip them almost everywhere else.
Breath of Fire is a really great attack. It does about the same damage as Fire Sword, but it costs 50% more END and can hit 10 targets. Sure it's a waste to use it on a single target. But if you're a Tanker and can take a few seconds to group mobs together, it's the most END efficient attack in the set by far.
Overall, I'd say your slotting is fairly poor. You've got 3 Accuracies in every attack, plus Focused Accuracy. There's absolutely no reason for that unless you want to PvP. For PvE I'd recommend 2 at most, and no Focused Accuracy. You've got almost no END Reduction, so you'll run out of END really fast if you actually fight. I bet you had problems even with a Kin Defender using Speed Boost on you all the time. KristyTracer went a little overboard with 2 END Reductions in armors, as I'd recommend only one. I'd put an END Reduction in most attacks, as well as Recharge Reduction.
I wouldn't waste extra slots in Swift. If you've got a Kin friend, you won't notice the slots in Swift. If no Kin, those slots will let you move faster, but it'll still be hard to notice it. You'll want to Teleport everywhere in combat, or turn off Rooted and Granite when out.
Taunt is needed to hold agro versus AVs. You don't do enough damage to out-agro a Blaster or Scrapper, and Mud Pots and Gauntlet don't work on AVs.
Your attack chain looks pretty light. It looks like you're not using Scorch or Boxing at all. Without Hasten, you probably waste time standing around even at higher levels when you have plenty of attacks. Before level 28 it looks like you're only using Fire Sword and Combustion.
P.S. Check my sig, I've got a 50 Stone/Fire. -
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PB: Bright Nova Bolt recharges in the time it takes to cast any 1 other Nova attack. I almost always alternate it and another attack, so I don't benefit from slotting Recharge Reduction.
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With slotting, you can get it so you can basically alternate the single target attacks nonstop. With a rech SO and hasten, blast recharges in under 2 seconds, and the act time on bolt is 1.5, so there's maybe a .4s gap. But I mostly like slotting rech into the AoEs, so if you need them more than once per fight, they're there for you.
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I was just recommending not slotting Bolt for recharge. You definitely want Recharge Reduction in the other Nova powers for high-end damage. Someone posted a PB guide about a year ago HERE. My last post in that thread was an analysis on Nova form attack chains. Take a look there if you want to tweak your slotting for max damage. -
First off, GREAT guide. It's got everything a Kheld would want. Time to Favorite this and get rid of all the others, it's that good. But I do have a few minor points...
It's ALWAYS better to slot forms for END Mod rather than END Reduction, but you probably shouldn't do either. The first END Reduction will reduce the toggle cost by 0.065 END, while later ones do less. END Mods add a flat 0.083 each. You'll get a bigger bang for your buck by slotting the powers in your forms for END Reduction. You basically said this, but I want to emphasize it.
PB: Bright Nova Bolt recharges in the time it takes to cast any 1 other Nova attack. I almost always alternate it and another attack, so I don't benefit from slotting Recharge Reduction.
WS: Shadow Step I always leave unslotted. It's just safer to use Black Dwarf Step if you want to use Teleport as your main travel power. You get high Resists and Mez protection while Teleporting in Dwarf form, so what's not to like?
WS: Stygian Circle is game changing. I'd give it 6
My PB build is similar to the one you have specializing on forms. Nova is better slotted, including the base power for END Mods and Micro HOs. I've shaved some slots off Dwarf form to buff up some human powers. I went Super Speed and extra situational PB powers (IS and Dawn Strike) rather than Presence. I can stealth missions, do nasty damage in Nova form, or sit there and take it in Dwarf. Just don't expect me to do much damage in Dwarf form. My PB is 50, and loaded with HOs wherever they can go.
My WS is only in the low 30s, so I can't comment on them as much.
I had a bind on my PB that would toggle off forms, toggle on Super Speed, set IS to auto, target a void or quant, and hit follow.
I think with WS you can use a single bind that calls both Shadow Step and Black Dwarf Step. One will be ignored, and the other one will fire.
Teams of Khelds are just plain sick. Three Novas will take out most mobs excluding bosses with their first 2 AoEs. -
A few comments...
You get Special Salvage for completing all of the PvP zone door missions. This salvage is required for building the better base items, particularly the Defenses. (I'm working on a big base guide, so I've been doing these recently.) You get Spells of Power or Alien Tech in Bloody Bay, and these are usually used for Advanced Defenses. Up to level 25 you get the same in Siren's Call. I also got Aberrant Tech and Scent of Brimstone in Siren's Call at 26 I think, though I think those are just rarely given out instead of the usual ones. I haven't tested higher levels in Siren's Call yet. In Warburg you get Unstable Rad Pistol, Nano Fluid, Weapon of Mu, and Demon Heart. These are used for Elite Defenses.
You earn a bonus 5 Rep when you defeat someone who has 15 Rep higher than yourself.
After one person defeats another in PvP, neither can get Rep from the other for 10 minutes. If someone defeats you in PvP, getting revenge isn't worth any Rep.
The Shivan that you can summon as a result of the Bloody Bay minigame is an Elite Boss. Using him, you can "solo" any other elite boss in the game.
Bounty in Siren's Call is Rep + 10 * Level. A level 50 with 400 Rep is worth 900 Bounty. A level 20 char with 0 Rep is worth 200. Your "Most Wanted" opponent is worth 3 times as much to you.
Strength of Will is very nice because it has a long duration. Earn a few of these and keep them in your Base storage, then grab one when you know you're going to fight a mezzing AV. -
The good old days. I have a Fire/Dev I created when it was FOTM over 2 years ago. Back when Smoke Grenade was uber, BP zombies were vulnerable to fire, and toe-bombing was all the rage. Got him up to 38, then got bored. Unfortunately I haven't built up enough stalker hate to bring him out of retirement for revenge.
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Most important: Once you hit 47, beg, borrow or steal 3 Membrane HOs for Fortitude.
I really hope that's a typo, and that Regeneration Aura should be 3 slotted for Rechg and not EndRdx.
You suffer from Obsessive Anti-Suppression Syndrome (OASS), common to most PvPers. You feel the need to slot movement powers which cannot be suppressed. But you're never going to use an attack and get suppressed! There's no need to slot Swift or Hurdle when you have Super Speed and Super Jump. Let go of your OASS.
Good to see you gave Super Speed and Super Jump 3 slots for Movement. It only takes 2 Run SOs to cap Super Speed, and probably 2 Jump SOs in Super Jump if you have Hurdle with a Jump SO, but I think more will help you move around despite slows.
Get 3 Membrane HOs for Fortitude.
Super Speed and Super Jump are fairly END expensive (0.45 END/second). Always give them 2 slots of END Reduction, and definitely 3 slot them before 3 slotting cheaper toggles. Three Micro HOs in each is very nice, and frees up some slots.
Some Golgi HOs are nice in Heal Other and Healing Aura.
Acrobatics is 0.26 END/second, while Temp Inv is 0.32 END/second. You'd save more END by moving one or two of those END Reduction slots to Clear Mind, as often as you cast it.
Grant Invis has a 20 foot range, and 3 slotting Range SOs increases it to 31.4. That's pretty much a waste of time, given you're moving around unsuppressed and fast. It has a decent Defense buff, even when cut in half after attacking. I'd 3 slot it for Defense, or Cytos if you're swimming in HOs. (It's a bit END expensive.)
If you lose toggles, you've got instant-on travel powers and 2 seconds to wait on Temp Inv. But you've got 10 seconds to wait for Acrobatics. If you have some spare slots, toss some Rechg in there.
And saving the best for last... Get 3 Membrane HOs for Fortitude. -
Unfortunately, you can't show all the UI stuff. There's enough in the demo file that a few windows could show a little bit of info, but nothing really worthwhile. For example, the demo file includes the buffs & debuffs that are visible on your char, but only by the visual effect (like Defense debuffs or the burning from fire based DoTs), and nothing about stacking.
Now if you want info on damage, that's another thing entirely. I've got a TCL script that reads through a demorecord and calculates the DPS of everyone in a team during a mission. It can do that because the floating numbers that represent damage indicate the source and destination in the demo file. It's a bit quirky, in good and bad ways. I think your damage done is always reported by the server, and thus recorded in the demo file. But you only see damage from teammates if it's nearby. Also, damage done by Imps and other pets I think is listed as coming from you, so you can't tell what did the damage if there are multiple sources. Finally, it's all rounded (or something kind of like that), so you can't get good data for small damage values. Now if you do solo testing, you can pick apart the demo file with a fine tooth comb and probably get everything you want.
I'd say _Brev_'s Imp analysis posted elsewhere was spot on. Imps will take a little more damage, and they'll do a little less damage in general. They'll do significantly less damage against significantly higher level mobs. That will somewhat hurt my all-Fire/Rad SuperTeam since we usually target significantly higher level mobs, but I'm sure we'll manage. The Imp and Epic damage nerf will reduce the speed of Fire/Kin farmers, but I'd have to run the numbers to see by how much. The Imp change is actually pretty minor to the farmers. -
The Devs specifically made Rent based on total Prestige in order to stop people from selling almost everything in their base right before paying rent. But apparently they couldn't find a forgiving yet non-exploitable way to collect rent after it's due.
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I hit 50 last night with the Tanker from my Tanker SuperTeam a couple posts up (after a little over 2 months of playing). The other Tankers are close behind. That means it's time for a NEW SuperTeam. I'm starting a SuperTeam composed of all Fire/Rad Controllers. The official thread is HERE, but I'll make the usual entry here...
Name: All Fire/Rad Controller SuperTeam (not very original)
Shard: Freedom
Overall Theme: AoE Control and Damage
Backstory: none
Group Make-up: All Fire/Rad Controllers, with Accelerate Metabolism (AM), Hot Feet, Flashfires, Choking Cloud
Combat Strategy and Power Combinations: Stack buffs, control the enemy, burn them down. Use 8 stacked AM from level 4 on for a massive damage, END Recovery, status resistance, and movement buff. Use 8 stacked Hot Feet (PBAoE damage aura) to do most of the damage from level 8 on. Alternate Flashfires (AoE Disorient) from 12 on to control the enemy, or Team Teleport with everyone running Choking Cloud (PBAoE hold toggle) from level 28 on. Sprinkle with Radiation Infection, Enervating Field, and a whole lot of Assault and Tactics from the Leadership pool. And don't forget the Imps. Avoid enclosed spaces.
Costume, Names, and Other Design Issues: None -
I'd always slot the Nova attacks for Accuracy, but that's personal preference. Bright Nova gives you a ToHit buff, but it's only 9%, or about 11% slotted with a ToHit Buff SO. The various Bright Nova attacks debuff Defense by 7%, or 14% for the Blast. Bolt lasts 3 seconds while the others last 6-10 seconds, so you'll usually have 2 or so stacked. Versus even con mobs, you shouldn't have much of a problem without Accuracy. You'll miss your first attack 14% of the time, but you'll quickly drop down to 5% miss chance once you start hitting. Versus higher con mobs, it'll be more difficult to land that first hit, and harder to keep enough stacked Defense debuffs to keep you at 95% ToHit.
This is one area where multiple PBs shine. Get 2 or 3 tossing AoEs and even low level teams will be hitting everything 95% of the time. -
I believe Alien Tech salvage comes mainly from running Bloody Bay missions. According to PDF Recipe List Tech & Arcane, Alien Tech salvage can only be used to create basic Tech base defenses including Chill Cannons, Improved Chain Guns, Sappers, and Tesla Cages. The more advanced versions of these items use Unstable Rad Pistols, which mainly come from Warburg missions. If you're not into base raiding, you won't need Alien Tech at all. If you are into base raiding, you'll want the better versions of those defenses. So Alien Tech is pretty much useless.
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I did him recently with a team. I was on my Stone/Fire Tanker with well slotted Minerals. I was planning on using Hyper Phase (temp power from the Warburg Patrol mission, a form of Phase Shift) for the alpha, then tanking him with Minerals. We'd already cleared the mobs up to the King with me using Minerals, so I didn't expect to have any problem. But a teammate gave me this great idea...
Step 1: Buy several Awakens.
Step 2: Go with people who have never faced the King before.
Step 3: When you get close, start explaining that his alpha will drop even Tankers, etc.
Step 4: Watch as someone runs up to him in the middle of your warnings and face-plants.
Step 5: Pass out Awakens as needed and deal with him like you would any other AV. -
Yes, under Inherent cetagory, Inherent powerset. But they look a little funny. I think they are listed as doing 0 damage.
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I've got a new damage farm that appears to be significantly faster than anything I've heard of. It lets non-Tankers approach or beat Tanker level damage. Stalkers and Scrappers should be able to do it solo, but everyone else will need outside help. Here's the Why and the How.
The devs somewhat recently added "one-shot" code, which prevents someone from being defeated with a single attack. If you are at full health, no matter how big the attack, you can only be brought down to 1 HP. You take 4 times normal damage when Resting, so a Nasty attack turns into a Huge attack. If you are hit with a Huge attack every once in a while, but can fully heal between attacks, you can take a LOT of damage for a long time. Initial testing indicates that you can get credit for somewhere around 3 times your base HP towards the damage badges per attack. That's why this method is better than the previous method, which always assumed you were taking LESS than your HP every 8-12 seconds.
On the villain side, Operative Grillo gives a Rikti mission. (You may have to do all of Vernon von Grun's missions to get introduced to Grillo.) I don't know of any other level 50 Villain Rikti missions, but I haven't looked. If you know of any, please mention them here. The more damage the better, so set your Difficulty to Relentless. Head into the mission and deal with the ambush on the way to the boss at the end. This Rikti boss hits for 2560 damage (if you're 50 and he's 52) with a BIG sword type thing once every 8.5 seconds in melee range. His attack can knock you around, so you need Knockback protection or you need to get yourself in a corner. Stand next to the boss, and smack him to get him mad and in a melee mood. (You may want to pop a couple Lucks before to make sure he doesn't smack you around too bad while getting set up, and take some Break Frees as well.) If necessary, break sight around a corner, and make sure he's right next to you when he can see you again. Eventually he'll draw his sword. If you need to be in a corner, move a little bit at a time. If you get out of melee range, he'll switch back to ranged attacks. When you're ready, hit Rest right after an attack. If you need a Healer, make sure they're in position behind the boss and as far away as possible.
Heroes can do the same thing, but probably have it easier finding a Rikti mission. I think you can get a few friends together to do the Rikti Respec, and you'll get nice high level bosses.
Now this works solo for Scrappers and Stalkers IF they have 2 Healing SOs in Rest to cap their Regen. With 2 SOs, they regen all of their HP in 8 seconds, which should just beat the attack rate of the boss. Tankers and Brutes regen a bit slower, at 9.6 seconds with a single Healing SO in Rest. It takes some outside healing to survive, though maybe only a level 12 single-target healer. Squishies take 12 seconds to regen to full. Even squishies with PBAoE heals can't heal up to full between attacks, but they should be able to survive with a low level single-target healer on the side. (A level 1 Emp Defender should do thanks to Vigilance, but a Thermal Rad Corruptor will need to be level 5 and slot Cauterize with END Reduction.) Squishies without a heal will probably need a mid or high level single-target healer to keep them alive.
If you don't have any Accolades, this method should get you over one Million HP of damage per hour. Even with Accolades, it's still over 900 K per hour (depending on your AT). You can earn the Unbreakable badge overnight (required for the Born in Battle villain Accolade).
The one-shot prevention method was discussed on badge-hunter.com a little while ago, but didn't get very far. After some testing using minions, several people found that Circle of Thorns Guides worked fairly well if you had two accounts. But it wasn't worthwhile for 2 people to trade taking damage and healing. Thanks go to Arcannaville for finding the Rikti boss though. It makes this method by far the best way for almost anyone to earn damage. If you're a squishy, it IS worth your while to find another squishy, both train up healers, and take turns healing or taking damage.
If you try this, please post your results here. -
I'll probably test it and post the results here. You don't have to wait till I update the whole guide. Fortunately, the local Walmart just got GvE today, and I picked it up during lunch.
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ALWAYS LEAD WITH RI. ALWAYS.
I've played Rad since the game came out. Trust me, I know what I'm talking about here.
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QFT. I haven't been playing rads since the game came out, but I think I know Rads pretty well. I've played several Rads up to 50 (including a Fire/Rad Corr).
Slotting...
RI: I wouldn't bother with the Defense debuff. It's 25% base, you're putting an Acc in each attack, so you'll hit 95% of the time. If you ever do the Recluse SF, load this power up with 3 Enzymes.
CJ: 1 Defense Buff. It costs 0.07 END/second. NEVER slot CJ for End Reduction.
EF: Is an END hog. I'd certainly put in 2 End Reduction, but the 3rd is a matter of taste.
Blaze: I'd replace the Range with Damage. The extra Range doesn't really help all that much. You go from 20 to 24 feet. Meh.
Acrobatics: Probably 1 END Reduction, 2 at most. It costs 0.26 END/second base, .195 with 1 End Reduction, .156 with 2, .133 with 3.
Inferno: 1 Acc at the very most, and I wouldn't even recommend that. As a Nuke, it has a +40% Accuracy already. I slot it 3 Dam, 3 Recharge.
Fallout: According to the Prima guide, a lot of the player debuffs are irresistable, and they're pretty big. It does a huge amount of damage, so I'd slot 3 Damage rather than any debuffs. That'll take out over half the HP of squishies. Anything that survives short of a Tanker will be easy pickings.
EM Pulse: Radius 60 feet, hits 16 targets. It's the biggest, strongest AoE hold in the game. It holds Minions and Lts, and even has a 50% chance to hold Bosses. It has normal Accuracy, rather than the -20% Accuracy that most other AoE Holds have. It lasts longer that Dom AoE holds even with Domination. Use it often, then laugh at any Doms in your team. I'd slot 1 Acc, then as many Hold and Recharge slots as you can fit.
Patron Set: Black Scorpion FTW!!! The Defense from Scorpion Shield combined with the ToHit debuff from Radiation Infection (when both are slotted) means mobs have a 5% chance to hit you with Smashing, Lethal, and Energy attacks. Web Envelope at 41 means most of the mobs stay together. That makes them sitting ducks for Rain of Fire, and keeps them clustered for your debuffs. Web Cacoon can finish holding any mobs you miss with EM Pulse. And in PvP, it stacks with LR turns heroes into sitting ducks.
PvP: You really want a LOT of Accuracy in PvP. Versus non-Defense oriented sets, you'll do pretty well with your current build as long as you keep RI up. Versus Defense sets who usually resist Defense debuffs, you'll have problems hitting. But so will every villain who isn't loaded with HOs. Between Acrobatics and ToHit debuffs, you can avoid casual Holds. But Trollers and all Disorient will be nasty.
END vs. Recharge: After the traditional 1 Acc, 3 Dam, I go 1 End, 1 Recharge in all my attacks. I usually played with other Rads or Kins on the team, so 2 End Reductions per attack weren't needed.
Skipped primaries: Flares is a waste of time. Blazing Bolt doesn't fit the AoE orientation of the Fire Blast set. The ToHit of Aim is only useful in PvP, though granted the extra damage is always nice. -
This one post alone almost calls for a new version of my guide. Of course I'd have to redo all the numbers. Hmm. Do I have the time. Hmm.
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Good point. My numbers were for level 50, and that's all I tested. It probably scales. Assuming it's the same as running, it should be:
2.03 + level * 0.017 feet/second -
See the end of my original post to see how I did all this. If you want to learn more about demo files, do a little searching in the forums.