TopDoc

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  1. I'm putting together a new SuperTeam based on mostly Tankers. See the thread HERE. Please read to the end if you're interested in trying it, as the team goes through some changes throughout the thread. Then answer the questions I've posted. The team consists of the following:

    3 Ice/Fire Tankers
    3 Stone/Fire Tankers
    2 Kin/Sonic Defenders

    Everyone takes Maneuvers by level 12. Stacked with the Defense oriented armors of the Tankers, they'll be effectively capped. That means they'll take very little damage. The Ice Tankers with Chilling Embrace will debuff mob Recharge to the floor, while slightly debuffing movement speed and damage. Stacked Mud Pots from the Stoners will immobilize everyone nearby. The Tankers all use Fiery Melee, and specialize in the AoEs. The Kins keep the END flowing, keep everyone moving fast, attacking fast, hitting REALLY hard, and increase damage even more by spamming attacks with Damage Resistance debuffs. Fulcrum Shift and Chilling Embrace combined will debuff mobs near the damage floor.
  2. The following is a quote from _Castle_ HERE in the Training Room forum in a thread on Kheldian Energy Flight. It contains some valuable info on the internal workings of movement.

    [ QUOTE ]
    Swift/Quickness/Lightning Reflexes gives scale 0.1 * Melee_Runspeed Level Lookup.
    Swift/Quickness/Lightning Reflexes gives scale 0.1 * Melee_Flightspeed Level Lookup. The Flightspeed table is a lower multiplier than the Runspeed table.

    At any given level, Swift, Quickness and Lightning Reflexes all give the same Runspeed bonus to the character. It also gives the same Flightspeed bonus to the character, though the Flightspeed bonus is less than the Runspeed bonus.

    Example:
    Our example case is a level 35 Scrapper.

    Quickness gives a 32% boost to base Runspeed.
    Swift gives a 32% boost to base Runspeed.
    Combined, they give a 64% boost to base Runspeed.

    Quickness gives a 12.2% boost to base Flyspeed.
    Swift gives a 12.2% boost to base Flyspeed.
    Combined, they give a 24.4% boost to base Flyspeed.

    A Single SO increases the 32% boost to ~43% while the same SO would only increase the 12.2% boost to ~16.2%. I'll let you folks take the math from there.

    The next question is 'Why?' The tables that were used in this math were set up specifically for powers that boost Run and Fly speed before the game ever went live. Since this is exactly what these powers do, those are the tables I used. Is it 'Fair' to Flight? Considering it was something Flight did not have before, sure. I'm sorry the boost is not as strong as many folks would like it to be, but it is as strong as it is likely to get.

    [/ QUOTE ]
  3. Initial testing and an educated guess indicates you'd get credit for about 2400 damage. But it would take a lot more testing to be sure.
  4. BTW, the END cost of Flight has been reduced. It used to cost 2 eps (END/second), but now it's only 1 eps. That means you can Fly without running out of END, as long as you aren't running many other toggles. But you still don't want to fight with it active.

    For comparison, Super Jump and Super Speed are 0.45 eps.

    As usual, they forgot to change Khelds. Peacebringers get Energy Flight at level 1, but it still costs 2 eps. On the plus side, Group Energy Flight (the PB version of Group Fly) only costs 0.52 eps.
  5. Actually, you should find a level 53 Guide. It doesn't matter what level you are, the one-shot code will prevent you from dying. For example, a level 32 char only has around 800 HP, they get hit for around 2500, but they survive and end up with 1 HP.

    You will fully heal between attacks if you're a Melee AT with a Healing SO in Rest, otherwise you need a fast auto-fire heal (Healing Aura or Radiant Aura) or outside assistance.
  6. I did a little testing on Flight and Swift. Hover, Fly, and Group Fly have not changed since my original tests. Other than the effects of ED, the flight speeds are still correct. Swift now adds 2.87 f/s (1.96 mph) to all forms of flight. That includes Hover, Fly, and Group Fly. With 3 even SOs, it's up to 5.58 f/s (3.80 mph). All in all, not terribly impressive.
  7. Someone over on Badge-Hunter finally did a test with and without Accolades, and found that having Accolades DID prevent you from getting full damage credit.

    Stick to my original advice. Avoid DoTs and even small fast attacks (Galaxies). Stick to bigger slower attacks if you have Accolades.
  8. My 50 Corruptor had some problem when I first started with Ice Thorn Casters (I use 2 52s). Ice Thorn Casters have 2 ranged attacks (one short range, one long) plus a melee attack. I had a hard time trying to get them to just use the one long range attack when I was using Super Speed to position myself. They prefer range, so they're happy to attack if they can see you at range. But they move closer if they can't see you, and when they get close enough to see you through a minor Stealth power they decide to charge into melee. So now I turn off Super Speed and it's simple to get them to attack me at long range with the one attack. This probably applies to many or all mobs who prefer range, so make sure you turn off Stealth powers when trying to position mobs to use ranged attacks.
  9. Someone asked me a question about limited mission selection, so I thought I'd add a few comments here for everyone to see...

    Some characters have a very limited selection of missions. Villains have the Newspaper, which can give unlimited missions with a number of different factions. They have it easy. Heroes are not so blessed. In fact some heroes have finished all of the missions from their regular contacts, and may think they're out of luck. Not so.

    There are 2 sources of infinite missions for Heroes. Shadow Shard missions, and Task Forces. Several contacts in the Shadow Shard will keep giving you the same set of missions, time after time. These are probably all against Rularuu, but at least that's something. Also the Shadow Shard TFs have a wide variety of level appropriate foes from different factions that you can experiment with, to find the best mobs to deal damage. See below about how to run the TFs.

    If you don't like those missions, it's even possible to rest by mobs on the street in a City, Hazard, or Trial zone without going AFK. You just have to be in a TF at the time. If you're in a TF, you will not go AFK or auto-logout. You can find a good mob to attack you in a secluded place and just rest there. Of course someone else could always come by and defeat it. Or they could train more mobs on you, or do other nasty things. That's why I usually recommend working on damage inside a mission.

    Now a TF will disband if you are the last person in it. So find a friend with a retired level 50 char, plus 6 other people to help you start the TF. Once started, the 6 other people can quit the TF. Your friend can log out without quitting. You're now in a TF and can freely wander around zones or in TF missions without ever going AFK or auto-logging. Unfortunately you can't team with anyone else or enter their missions. Note that non-Shadow Shard TFs will auto-exemp you if you're too high level. That's why I recommend using the Shadow Shard TFs for this. However, if you plan to take damage or otherwise idle in a PvP zone (which is usually a bad idea), the PvP zone auto-exemp takes precedence. A level 50 char can start the Positron TF and get auto-exemp'd to 15, then head to Recluse's Victory and be 50 while there.
  10. A couple more thing I like to mention when these sorts of guides get posted...

    Play in big strong teams. You get 70% of the XP for a minion in Inf. If you solo, you're fighting minions almost all the time. You'll get Lts (120% of XP in Inf) depending on the faction you're fighting. You'll usually get a named mob at the end of a mission who will only be a Lt at the lowest difficulty. And you'll get 100% of XP in Inf for the mission bonus. You average 80-90% of your XP in Inf. In bigger teams, you're fighting more Lts (120%) and bosses (200%!). In a team of 8 where you fight 2 bosses per spawn, you're likely earning closer to 120% of your XP in Inf. That's a pretty major difference.

    Play in big strong teams. Those Lts and Bosses are more likely to drop Enhancements than Minions, or so I've heard.

    Play in big strong teams. The mobs will be +1 level if you have 6+ people in your team. The Enhancements they drop will probably average +1 as well. They will last longer when you slot them.

    Play at higher difficulty. Again the Enhancement drops should be higher level, so they will last longer if you slot them.

    Fight mobs of the same origin. If you're Magic origin, fight lots of CoT, and they'll drop lots of Magic Enhancements.

    Sidekick or Lackey. Again you'll be getting better drops. And if your mentor is only slightly higher than you, they may be able to give you green Enhancements that you can use.

    Exemplar or Malefactor. You won't get Enhancement drops or XP, but you will get plenty of Inf. I don't recommend doing this if you like levelling fast.

    Die a lot. If you are in perma-debt, you will level half as fast, but you will continue to earn Inf at the normal rate. I don't recommend this either, unless you're trying to earn the debt badges.

    Hunt bosses, or even Lts. There are places in the game where bosses or Lts spawn solo or in small groups. A boss is worth about 4.4 times as much XP as a minion, but about 12.5 times as much Inf.

    Heroes can street sweep and save civilians. Civilians give a nice Inf bonus to whoever defeats the last mob in the group. It's actually a pretty big bonus.
  11. I do have a "max damage you can take by AT" table in the original post.

    As for damage to boosted HP not counting for the badge, I don't have multiple accounts to test this. I think I know a fairly easy way to test this, but it would require some help. But it looks like SantaLaws did some recent testing and found this was still the case.

    What can you say about the testing done by Peace_On_Earth?
  12. I don't know if self damage counts. I would think all damage counts, but you never know. (I seem to recall something about falling damage a while ago.) Still, you earn't going to earn any badges doing ET (Energy Transfer I assume) as you need a target (who will take a lot of damage), you can't do it while resting, and it has a somewhat long recharge.

    By resting in front of a mob, you can take nearly your full HP every 12 seconds for hours on end. That's the gold standard you have to compare alternatives against. Can ET or any other power drain your HP in around 12 seconds, and let you recover your full HP in those same 12 seconds? If not, keep looking. The healing is really the key, not the taking damage part. Excluding Hamidon agro tank healing, the fastest forms of healing are Rest and being Rez'd, and you can't rez while afk. That means you need to find a way to take damage while resting, and while afk.

    Carnies have been my preferred opponent for my Corruptor, but only one certain carnie. Attendants will stun a small percent of the time, but any percent is bad when you expect to take thousands of attacks from them overnight. Avoid them if you don't have status protection. The Strongmen and Fencers have 2 attacks with different recharges. Even with my heal, an even con one can take me down fairly fast. The only thing I've had luck with is the Jugglers. Their side effect is END drain, which isn't a problem while resting. At level 40 before Accolades, I was resting in front of a +3 Juggler doing melee attacks. With my heal and Accolades at level 50, I can survive 1 melee and 1 ranged as long as they're even con. But I think I can find something better.

    I've got my heal (Radiant Aura) 3 slotted for Heals and 2 for Recharge Reduction. Another Recharge Reduction would only help a little bit, considering the 2 I have are +3s. I don't need to worry about the END cost while resting.

    Kyasubaru, you'll want to slot your Rest with a Heal SO. Then crank up the difficulty and see if you still survive.
  13. Just posted by Positron in a Training Room thread about the Born in Battle accolade...

    [ QUOTE ]
    I've lowered the requirements for this from needing the "Nigh Indestructible" badge (100,000,000 damage taken) to "Unbreakable" (10,000,000 damage taken).

    This is in a future patch (not on the Training Room yet). I don't know when it will be promoted to TR or to the live servers, but it is in the pipeline.

    [/ QUOTE ]

    Anyone can earn Unbreakable in a few days using the method I've described. Unfortunately, they'll have to if they want the Born in Battle accolade, because few people get Unbreakable by level 50 naturally.
  14. Guess I'll have to update the guide to afk damage badge farming I posted yesterday.
  15. I posted a few things about Rest during my early testing. Originally I tested Controllers, Peacebringers, and Defenders, and they all capped with unslotted Rest at 2000%. Silly me assumed everyone did, so I mentioned that a few places. I even filed a bug that Healing Enhancements didn'd do anything in Rest. Then Beef Cake (a tanker) said a few times that slotting helped him, and Iakona mentioned there were different caps for melee chars. I retested Scrappers and found their 3000% cap by slotting rest (proving that slotting does help Scrappers), so I was willing to accept all of Iakona's numbers. The result is what you see above, with the recommendation to single slot Rest with a heal SO on Brutes and Tankers, and double slot it on Scrappers ans Stalker.
  16. Here's my complete guide to earning damage badges. In it, I will attempt to explain what the damage badges are, why you would want to earn them, and how to do so quickly and easily. And in case you're wondering, I'll list some alternatives.

    ================================================== ==================

    You earn badges for doing various things in the game, and there are 2 sets of badges that you get for taking damage. The first four are the normal damage badges, added in Update 2, while the last three are the epic ones that were added later. The epic ones really are for taking epic amounts of damage. Here they are, with hero and villain names. Thanks to badge-hunter.com for this info.

    Tough, Stoic - For taking 100,000 damage.
    Indestructible, Hard Case - For taking 500,000 damage.
    Adamant, Ironman / Ironwoman - For taking 1,000,000 damage.
    Unbreakable - For taking 10,000,000 damage.
    Nigh Indestructible - For taking 100,000,000 damage.
    Invulnerable - For taking 500,000,000 damage.
    Immortal - For taking 1,000,000,000 damage.

    One important consideration is that only damage to your base HP counts towards these badges. If you have Accolades that give you +20% HP (which counts as being on top of your regular HP), then losing those HP doesn't count towards taking damage. If you have Dull Pain or a similar power that adds 40% or more to your HP, then losing those HP also does not count towards taking damage for these badges. This is my current understanding, but as others mention in this thread that may no longer be the case. Here are the Accolades that you need to be aware of...

    Hero:
    Freedom Phalanx Reserve Member - +10% HP
    Portal Jockey - +5% HP and END
    Task Force Commander - +5% HP

    Villain:
    Invader - +5% HP
    Born in Battle - +5% HP and END
    High Pain Threshold - +10% HP

    Now Accolades remember what level they were received at, and you can exemplar or malefactor down to temporarily get rid of them. But of course you'll lose some HP, so it may not really be worthwhile.

    ================================================== ==================

    Why would you want to earn these badges? Well, some people just like to collect badges. They're shiny! But a lot of villains are interested in getting the Born in Battle Accolade because of the little bonuses it provides. Unfortunately, you need Nigh Indestructible to get Born in Battle. That's right, you need an epic damage badge in order to get an Accolade. You will not get this in normal play. You'll be lucky to get Unbreakable. Hey, I don't make the rules, I just play by them. But a lot of people have been asking me recently, "Hey, TopDoc, how did you get Nigh Invulnerable?" This is my answer.

    ================================================== ==================

    Now we get to the nitty gritty. How do you earn those badges?

    Obviously, you take damage. This is something most people are pretty good at.

    The art to earning these badges is taking damage and living. As in taking large amounts of damage over a long time and still living. If you want to take damage, then Defense and Damage Resistance are actually bad things. They stop you from taking all the damage! You actually want Damage Resistance and Defense debuffs! The way you live is by healing or regenerating the damage you are taking. And the fastest way to do this is by resting. And Rest has a huge built-in Damage Resistance and Defense debuff. According to the I7 Prima update, it's a 1000% Defense and Damage Resistance debuff. That's enough to cancel any Defense or Damage Resistance power, auto, toggle, or therwise.

    That's right. The fastest way to earn these badges is by resting while taking damage. Usually that means resting in front of a mob that just keeps attacking you. And you need to do this inside a mission so you don't idle out, as this is going to take a LONG time.

    Toons normally regenerate all of their HP every 4 minutes (240 seconds). This happens 5% every 12 seconds. Things like Health, Rest, and other +Regen powers reduce the time between tics, so you heal more often than every 12 seconds, but you still heal 5%. Base regeneration is considered 100%. Scrappers and Stalkers have a cap of 3000%, which means they can Regen 30 times faster than normal. This means going from 1 HP to full in 8 seconds. Tankers and Brutes have a 2500% cap, which means 1 to full in 9.6 seconds. Everyone else has a 2000% cap, which means going from 1 to full in 12 seconds.

    Those caps look pretty big, but consider that Rest is +1900% Regen. A squishy resting has capped regen. A Tanker or Brute with a single Healing SO in Rest is capped. And a Scrapper or Stalker with 2 Healing SOs in Rest is capped. Powers like Health (+40% Regen) are a drop in the bucket compared to Rest. Note that Regen Scrappers and Stalkers can get by with a single green SO in Rest if they have their other +Regen powers well slotted.

    Once you have Rest properly slotted, the object is to find something that will damage you a lot, but that you can heal from using Rest. This varies a lot by level, faction, mob type, etc. One of my squishy chars using a single +3 mob who does melee attacks. Another uses 1 even con in melee and 1 at range. Melee ATs can usually take more attackers because they heal more. And remember that Rest is a huge Damage Resistance and Defense debuff, so mobs will hit you 95% of the time for 4 times normal damage.

    You need to look out for mezzes. A squishy without mez protection should not rest by a mob that holds, disorients, or sleeps. That will knock Rest off. That's right, if you get Slept, you will stop Resting.

    Also look out for mob END usage. Some mobs use enough END on their attacks that they actually run out! Just like us! It's rare, but it does happen. If you think you've found a good attacker, watch for a few minutes. If their END is slowly going down, you may have a problem. They'll eventually run out, and then their END will determine their attack speed. It's probably best to find another mob.

    You want to look for high damage slow attacks if you have Accolades. Remember that damage to your extra Accolade HP doesn't count for the badges. If you have +20% HP from Accolades, and you never drop to your base HP because you're taking small bits of damage that are constantly healed, you are not earning any damage towards the badges.

    How much do you heal while resting? Here are some numbers. The following is a list of every AT, their max HP at level 50, their max HP with 20% HP from Accolades, and how much theoretical damage they can take per hour with the +20% HP by resting.

    Archtype Max HP +20% dam/hour
    Blaster 1204.7 1445.6 434k
    Control. 1017.4 1220.9 366k
    Defender 1017.4 1220.9 366k
    Scrapper 1338.6 1606.3 723k
    Tanker 1874.1 2248.9 843k
    Peacebr. 1070.9 1285.1 386k
    Warshade 1070.9 1285.1 386k
    Brute 1499.3 1799.2 675k
    Corruptor 1070.9 1285.1 386k
    Dominator 1017.4 1220.9 366k
    Masterm. 803.2 963.8 289k
    Stalker 1017.4 1220.9 549k

    If you see anything wrong with these numbers, please let me know. The HP numbers come from Iakona's Power Data Standardization thread. The dam/hour is Max HP * 300 for squishies (100% HP/12 seconds * 3600 seconds/hour), Max HP * 375 for Brutes and Tankers, and Max HP * 450 for Scrappers and Stalkers.

    Why do I only list numbers for level 50? Because you don't want to earn damage badges when you're very low level. The HP curve starts flattening out around level 40. Between level 40 and 50, you only gain about 10% more HP. So I wouldn't work on damage badges before about level 40. Of course if you can SK to a high level char, that would work just fine. You can be a Tough level 1 hero if you really want.

    Note that you probably can't hit the theoretical number, but you can come fairly close. Remember that mobs will always miss 5% of the time (Rest is a big Defense debuff), but there's nothing to prevent a string of lucky hits. You can always start a bit low, and increase the difficulty of a mission to get higher level mobs that do a little more damage.

    Certain heals can add to this. My badge characters are Rads, and Radiant Aura is a PBAoE heal which can be auto-cast. It won't affect anyone else while I'm resting, but it will affect me. I have it slotted with 3 Healing SOs and 2 very green Recharge Reduction SOs. This lets me take about 100k/hour more damage than just resting alone. A dedicated Emp Defender could probably add about 200k/hour by setting Heal Other on auto, and they would get credit towards their Healing badges.

    Aid Self cannot be auto-cast as it is interruptable. Foe targeted heals like Twilight Grasp also cannot be auto-cast while resting. And remember you don't want to use Dull Pain or other heals which increase your HP.

    Now one problem is activating Rest near mobs. After all, they're probably attacking, and Rest is interruptable, so you'll stop Resting if you're hit while it is activating. There are a couple solutions. Chars with big ToHit debuffs or Defense buffs can just try a couple times, and it'll normally work. Villains with Demonic Aura or heroes with Eye of the Magus can use that +Def to help get into Rest. Everyone else should pop a few Lucks before trying to rest. If you're really desperate, you can Rest away from mobs, then pop 10 Break Frees and move over to them.

    Once you've got Rest properly slotted and you've found one or more mobs to attack you, the only thing left is time. You don't get logged off if you're inside a mission, so you just sit inside a mission taking damage for hours on end. Do it while you sleep. Do it while you work. It took me over 200 hours on my villain to get Nigh Indestructible, which is about how long it took him to go from level 1 to 50.

    By the way, I usually /hide and /ghide when doing this, as otherwise people think I'm on and at the keyboard.

    ================================================== ==================

    What are the alternatives to sitting inside a mission and getting beat up by mobs while resting?

    You can play your char and take damage the way the devs intended! Of course, in a decent team, you don't take much damage. Make sure you look for a bad team with lots of healers, you're going to want to take a lot of damage. Playing 4 hours every night with the same char in a bad team, it'll probably take you 6+ years to earn the first epic damage badge Nigh Indestructible. Regen Scrappers and Stalkers should be able to bring that under 3 years. Multiply that time by 10 if you want the last Epic Damage badge.

    Be the agro tank at a Hami raid.

    Villains can sit around getting burned by the fires in Mercy Island. They work something like Giant Monsters, in that they do more damage to higher level chars. Unfortunately, someone with ice powers can walk up and defeat them. You will idle-out unless you're in a SF, as you're in a city zone. And they do small tics which may not count if you have Accolades.

    Heroes can sit in the lava in the Tyrant mission. This may only be an option for Tankers, and they may need a healer or two on the side, as that lava does a LOT of damage. And again Accolades may significantly reduce the amount of damage that counts for the badge.

    Anyone can sit in the aura from the red pain crystals in CoT missions. These crystals have a level, and their damage is adjusted appropriately. (Don't bother going to the Hollows, where they'll probably be level 15 at most.) Find a high level mission with crystals, maybe even overlapping ones, and you'll be able to take some decent damage. But once again they may not count if you have accolades, as you will rarely drop below your base HP. And I don't know if the damage compares to getting hit by mobs. Finally, they are random spawns. If you need 2 together, you may need to reset the mission to get them.

    Heroes can rest on top of a burning building in Steel Canyon. I once heard that they do a HUGE amount of damage if they blow up. Make sure you discourage other heroes from putting the fire out. But somehow I don't think the Devs would approve of this.

    Monster dropping is the only thing that comes close to Resting. Have a friend with Hover and Recall Friend drop you on Monster Island (Peregrine Island zone, the island with all the monsters). Get stomped, rez at the hospital, repeat every 10 seconds or so. Of course this requires you both be actively playing your chars.

    ================================================== ==================

    Note to the devs...

    The bar is set too high on the epic badges. The only way people get them is by doing ridiculous things like resting in front of mobs overnight.

    An Accolade should not require silly farming like this.

    You might want to give Rest a higher magnitude Immobilize.

    It's silly that slotting Rest with Heals does nothing for a squishy. Document it. Or make Rest a +2900% Regen buff and don't let people slot Heals.

    ================================================== ==================

    Thanks to the collected wisdom of Badge-Hunter.com for a lot of this.
  17. As far as I could see, increasing your running speed always increased your jumping speed as well. So common sense says more running powers and slots will make you go faster. But common sense also says more Jumping slots will make you jump faster, and that isn't always the case.

    I got strange results when testing Hurdle with 5 or 6 slots of Jumping SOs (pre-ED). It was actually faster with 5 slots than 6. I tested and re-tested, and got the same consistent results. Also, the ground speed didn't increase quite linearly for other numbers of SOs, and mixing Hurdle and Super Jump just made things more confusing. I tried other combinations and eventually gave up trying to figure it out. The height appears to be rounded, but not to an even integer. For all I know, there are different hard-coded curves (which should be inverted parabolas but don't appear to be) depending on the height.

    The best thing to do is test it. It's probably a good idea to 3 slot Hurdle, just because it's the fastest movement power of the ones you're taking. If the problems I saw only occur at the higher jump heights, then you're probably safe to take and slot Swift, Quickness, and Sprint with as many slots as you want to spare. It's likely that every power and slot will increase your ground speed. But every once in a while, time how long it takes you to jump say 500 yards. If one day you find yourself going slower, unslot some of your running powers and see if it makes a difference.
  18. A few minor corrections on some of the stats you listed. Some will be a pleasant surprise.

    Spine Burst, Quills, and Throw Spines hit a max of 10 targets. Ripper can hit 5.

    Impale has an 80 foot range. :-)

    Quills hits once every 2 seconds, and the 1.04 END is also every 2 seconds. :-)
  19. I started a new SuperTeam this weekend, mostly with Tempest Legion people on Justice. Here's the team:

    6 Spines/Regen Scrappers
    1 Kinetics/Sonic Defender
    1 FF/Sonic Defender
    Everyone takes the first 3 Leadership powers.

    The Kin can provide movement powers for the whole team, between Speed Boost, Inertial Reduction, and her own Teleport with Recall Friend. The Scrappers may take Hasten + Super Speed as well. Hasten is almost perma with Speed Boost, and Super Speed makes it even faster to get from one mob group to the next.

    The FF bubbles plus stacked Maneuvers will floor most mobs ToHit at 5%, at least in I7. The only significant damage likely to get through is AoEs, as the team won't have a lot of Defense against them. The Scrappers have near perma Dull Pain plus a fast recharge self heal for the hits that get through. The Kin also has a very nice mob centered AoE heal.

    Assault plus Tactics means everyone will hit, and hit hard. No need to slot Accuracy once a few people have Tactics. The Kin has Siphon Power at lower levels to help bump up the damage, and Fulcrum Shift at 32 will easily cap damage. No need for Build Up at higher levels. Both of the Defenders have Sonic Attack for the occasional Resistance Debuff versus hard targets. Even AVs should go down pretty fast.

    Speed Boost plus Quick Recovery plus Stamina will generate the END to pay for everything, for the Scrappers at least. The Kin only gets Stamina, so she gets blue inspirations from the rest of the team if needed. It probably won't be needed much, as she doesn't need to attack often.

    The Spines Scrappers are the real damage of the team. Stacked 6 Spine Bursts from level 2 on decimate a mob group, leaving bosses, heavily damaged Lieutenants, and Minions that were away from the rest of the group. At higher levels add Quills and Throw Spines for more AoE damage.

    Mobs get an alpha strike, and that's about it. The stacked Spines poison with -Speed and -Recharge means they'll run in slow motion and attack once in a long while.

    My last SuperTeam (Tank Mages) was all about maximum protection for an all-squishy team. My Tank Mage hit 50 in a little under 200 hours. It was nice, but a bit tedious at times due to the large number of single-target buffs we had to maintain on each other. This team is all about mass AoE damage, with enough support on the side to keep the team alive and rolling over mobs. The damage dealers on this team do not need to stop or even slow down, ever. The buffers don't need to attack, though they certainly can when they have the time and END.

    As long as this team sticks together, I expect we'll hit 50 faster than the Tank Mages.
  20. See the guide in my sig for lots of numbers on movement powers. Personally I wouldn't bother with Combat Jumping, unless I planned to take Super Jump later. Combat jumping adds height and control, but it does not increase speed.
  21. Well I'm going to call shenanigans on _Castle_! He said the scale is 0.5. He listed the multipliers and final ToHit debuff for various ATs. But he never listed the same for mobs! Come on, is everyone else here blinded by the smoke??? He's only given us half the answer. Without the mob multiplier, the 0.5 scale number is as useless as the total Enhancement values that now show up when slotting powers. They both tell you nothing.

    If that Night Widow has a 1.0 multiplier, then that scale 0.5 debuff is actually a 50% ToHit debuff, which is MAJOR. The same issue may be why PP MoG is so much more effective than player MoG. I don't recall seeing anything anywhere on mob multipliers. Time for a PM I think.

    P.S. If I knew the post-nerf value of Smoke Grenade, I wouldn't have recently respec'd into it with my Fire/Dev. As _Castle_ just said, the -Perception is completely negated once you agro the mobs, because they will ALWAYS be able to see you. Sure you could use it to sneak by mobs, but just running by fast with Cloaking Device is a whole lot faster, safer, and easier. The only thing it has going for it is the ToHit debuff, but that's so small it can barely be measured. Oh, one other thing... Toe bombers without Super Speed can use it on small spawns, assuming they hit every mob and wait for Stealth Suppression to wear off. I'm sure there are at least a couple toe bombers without Super Speed somewhere.
  22. SK to a character at least 6 levels above you, and you can duo mission after mission without ever earning a single XP point. The missions are real easy too. That's all there is to it.
  23. All-Kheld would be a nice team. A small squad of Novas can alpha stike AoE entire groups. Send a Dwarf in first to take the mob alpha, maybe WS's could lock the mobs down, or take turns using Neb Form or Qfly to safely distract the mobs. The Khelds don't get damage or resistance bonuses from other Khelds though. You can't run Leadership powers while in forms. The only persistent buffs you can pass around are Stimulant and Grant Invis.

    The big thing an all-Kheld team has going for it is versatility. If everyone is tri-form, everyone can blast, tank, or buff as needed. Everything going fine? Most everyone is Nova, blasting for nice AoE damage. Accidentally agro an extra mob group? Everyone goes Dwarf till things calm down. And EVERYONE knows to go for the Q or void when spotted.

    Could an all-Kheld team roll over anything like a true SuperTeam? Almost. It would help that everyone would already have a level 50 char. But Crystals would be a REALLY BIG problem. It'll take a lot to avoid multiple deaths when facing those.
  24. All-Rad? Been there, done that, got my 50. :-) Check out the Buffer Overrun link in my sig, and the All-Rad Philosophy in the Info section on the homepage.