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Quote:Static Shield gives 103.8% End and Recovery debuff resistance, Grounded gives 69.2% just on End, and Power Surge gives 138.4 on both, all according to Mids. You'll generally have just the first two for 173% End Drain resistance and 103.8% Recovery debuff resistance. Those are the values for level 50. Logging in one of my many Claws/Elec Brutes, Static Shield indeed shows 103.8% in the Combat Attributes under Recovery Resistance, but the total value is 95% and it's blue, meaning that's the cap. At level 50, Recovery debuffs are only 1/20 effective. Checking on my level 38 Electric Brute, Static Shield shows 89.4% Recovery Debuff Resistance, with a capped total of 80.68%. Recovery debuffs work about 1/5 as well, and that's definitely enough to be felt when enough mobs are doing it. At level 30, things are probably even worse. Were you and the mobs still 30, or were you bumped up to 50 in the farm? If 50, you should have gotten the level 50 better resistance.Back when my CEBR was 30 or so, I tried some of the higher level maps that were supposedly for brutes with EA. The mobs in theses maps used electric attacks that drained my END way too quickly.
END Drain resistance isn't in the combat attributes, so I can't tell how it works. If it is similar, then enough little attacks will add up at lower levels. It's something I'll be testing when I work on a level 50 PL oriented farm for Claws/Electric Brutes. But I have a few more to level up first.
But in general, you want capped Defense so they rarely hit you with those attacks. -
I had a slightly frustrating night on a new Brute on Union. My /netgraph had a fair amount of red, like I was bleeding. I was rubber banding all over the place, and the mobs were rubber banding even worse. The mobs didn't even appear in 2 missions till I was standing in the middle of them. My power tray sometimes displayed powers as constantly being activated, even when they were recharging. My inspiration tray was acting weirder than normal. I was getting holes in it, meaning there were Inspirations sitting above the holes. There were Inspirations in my tray that I couldn't use. I found that if I moved them, they went away.
Despite all that, I hit level 23.6 at 1 hour, 32.5 at 2 hours, and 38.5 at 3 hours. I only died once. The Inspiration combining macros appeared to be working, which is good because I would have gone mad trying to manage them by hand. I should hit 50 tomorrow, this will be #8. That is assuming I21 doesn't go live. Hey, you never know. -
Unslotted a level 47 Brute Punch does 41.29 damage. That's 19.82 damage against a +4 (51) minion who has 432 HP, so it'll take 21.8 attacks to finish it off. A level 50 Brute Punch does 41.71 damage, or 20.02 against a +4 (54) minion who has 435.7 hp, so it'll take 21.76 attacks. I'm ignoring Enhancements, Rage, Fury, and popping reds because it's equal between the two.
So a level 50 Brute fighting level 54 Minions is faster by a whole 0.18%.
In other words, it doesn't really make a difference. Just farm 50s or people will look at you funny. -
First off, you can slot Brawl. But generally yes, set bonuses affect all powers except those few that are specifically set to not accept them. My Scrappers with a single ranged attack and high Global Recharge can have a full ranged attack chain by using Nemesis Staff and Blackwand, even though those two powers normally have 16 and 14 second Recharge Times. On the other hand, Lore pets don't benefit from Global Recharge for example.
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I'm all about ROI, Return on Investment. In this case, the Investment is my time. If I'm bothering to slot up a character significantly, that means T3s all around, and T4s for my badgers. I unlock all my slots without needing to spend Astral merits on iXP while earning iSalvage, so the real question is how to most efficiently earn iSalvage. That's my view of fun. The answer is BAFs, with LAMs being a close second. Keyes doesn't come close. Bumping it up to 2 Emp Merits is insufficient. It would need to drop 2 bits of iSalvage to be worthwhile. Better BY FAR would be to reduce the time it takes to be comparable to a BAF or LAM.
As to fun for other people, Keyes needs to be made simpler. The instructions for a BAF can be given in a single statement. "Kill mobs, kill Nightstar, kill prisoners, kill Siege, kill Nightstar and Siege AT THE SAME TIME!!!!! If you get 2 Warnings, back off." Except for the Prisoners, everyone is together doing the same thing. The LAM is a bit more complex, but still not too bad. "Kill mobs outside, inside, turrets, robot, team 1 acid, team 2 grenades, acid all but 2 doors, grenades to main tanker, spank Marauder, watch out for his Nova Fist." Teams split up during the sabotage phase, but otherwise everyone is together. Keyes has lots of people splitting up, constant damage from his pulse, 3 different reactors with different cell gathering and activation methods, and a mob you DON'T want to damage. Finally, there are too many gimicks on the final AV fight. You can't effectively use your character while watching the Obliteration timer and checking for Entanglement and Disintegration. It's a very steep learning curve.
Keyes uses too many cheats to make it challenging. The periodic whole-zone unresistable auto-hit pulse is a periodic cheat, cheat, cheat attack. Increasing the pulse damage if Keyes is damaged is a cheat to limit pets and AoEs. Requiring Keyes to be by the terminals plus no Warworks around is a cheat delaying tactic. EVERYWHERE else in the game, you can click on a glowie as long as the mobs nearby are distracted by someone else, or just lead a hostage to it to complete it. Stop Time is a cheat that makes Obliteration or Disintegration much more dangerous. Entanglement is a failed cheat to keep people apart so they don't benefit from buffs. In contrast, the BAF has the 10 second dual-kill timer and sequestering, while the LAM has Nova Fist. -
Finished my 50 Brute on Guardian tonight. That makes 7 total, I just need 4 more to get a level 50 character on every server. I went from 36 to 50 in about 3 hours, and a total of about 5:40 for the whole run of 1-50. I was a bit slow at lower levels, trying temp powers, but I did find a good use for them. Plus I didn't die at all tonight. I had a sidekick for 2 missions, a level 4 Claws/Elec Brute who had read about this and was trying it for the first time.
Here's my new way to run. Load up on Inspirations as usual, saving 1 yellow, 4 Lucks, and 4 or so oranges. Eat lots of reds and run into the mission. Once inside, use all those saved Inspirations as you run to the first boss Alpha. Spin on auto to take him out and start the 3 ambushes. You'll get pushed around a bit, but try to stay around that spot for the rest of the mission. Target the yellow minion just to the right of the far boss Beta and toss a Hand Grenade. That generally agros the entire second spawn so they'll come to attack you. If you damage the boss in the second spawn that will trigger 2 more ambushes, and they will come to your current location near Alpha. Target Beta and finish him off when he arrives to finish triggering the ambushes. Then slaughter mobs for a while. If you don't have the Hand Grenade temp power (maybe because you just started on a new server and don't have a base with crafting table), attack Beta directly with a ranged Vet power. If you don't have one of those (newb!), use your starting Origin power. Those tend to be short range, so run close, use, then run back.
This method is better for two reasons. You start triggering the ambushes as soon as you reach the first boss, rather than waiting for the second boss. And you stay closer to the ambush spawn point (near the start of the mission), so it takes less time for the ambushes to reach you. Those two things combined means you're target capped sooner, and thus earning inspirations earlier than before. You're more likely to earn the Inspirations you need to survive earlier. Safer means less debt which means faster leveling. -
The Market is a PvP zone. Congrats DevilYouKnow, you have learned the true nature of the Market, and you have "won". Or at least you claim so, but none of us are in a position to argue since there is no Market leaderboard. Granted it isn't hard to win, so we're not about to doubt you. Nevertheless, your post is appreciated. Some people here go to great lengths to help others learn how to Market PvP well.
Giant2005, your concept of honor doesn't apply to the Market. The Devs have never created any rules or even a Code of Conduct for it. Using your time to troll Marketeers is a significant waste of $15 a month (required for forum access) unless you actually enjoy it. If you do enjoy it, why? Is it just because you enjoy insulting Marketeers and advocating your playstyle as the One True way to play the game?
People who buy Recipes, craft, and sell Enhancements are providing a service, and deserve to be compensated. The same applies to people who just flip things. They provide the one thing many players in this game really want, a store! Anyone can come to the Market and buy a piece of Rare Invention Salvage for 2M Inf, and many people do. If you want to buy an Aegis: End/Res, there's a decent chance that some flipper has one sitting in the Market just waiting for you. If you want to use the Market as a Market, then you can always save some Inf and place a lower bid. But if you go there just to buy stuff like in a store, you are paying a Flipper to provide that service. No thanks are necessary, your Inf is gratitude enough. -
I'm going to look at a level 1-50 CEBR oriented map for PLing, where the mobs do energy damage. But don't let that stop you. It'll probably take me a little while to finish leveling up all of my brutes so I have a 50 on every server.
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Quote:Integration is actually twice as much Regen as Fast Healing. That's not a big deal on Minions, but on Lts and Bosses it means more. Hand Grenade has an 80% chance to Knockback, which means most of the time. But yes, Integration should stop that completely. I don't want to use it for pulling as the ambushes are triggered by Alpha and Beta taking damage, 25%, 50%, and 75%. I've tried Striking the first boss on the way to the second, and ended up with several Ambush spawns heading to the first boss area and stopping.Well, what if you add integration, and took out fast healing? that way they have the same amount of passive regen (due to integration giving regen) but they have KB protection.. I know Hand Grenade only has a chance for KB, and being able to chain Spin -> Hand grenade will up the AoE damage by quite a bit, especially if you can limit the KB. granted, you'll probably burn end just as fast, but in theory it could cut down on the timing. And Hand grenade can be used to pull Alpha/Beta closer to you, so you have less running (and more time to smash)
Now that you mention it, I think a better start might be to Spin the first boss, then use the Vet power Blackwand to pull the second boss to the first. In the current map the ambushes spawn near the entrance, so fighting them closer to that means they waste less time running to you. You don't need to sit around the first boss waiting for Lightning Field to tic on him, that Spin will immediately trigger 3 ambushes. And you don't need to run to the second boss at all. Blackwand will do under 25% of the bosses HP, so the second boss ambushes won't trigger till he gets near you and you attack him. The Nemesis Staff would do Knockback (assuming no Integration) which would delay things. I'll play around with that and see if it works. If so I'll add Integration to Alpha and Beta, just in case people have already chosen the Nemesis Staff as their vet power.
You're a bit off on END though. One issue I forgot to mention earlier is the significant END usage of these things; they both cost about 15 END. You will DEFINITELY need to pop blues if you're using these things, and that means fewer Inspirations to combine into reds. Fortunately the increased kill speed probably makes up for it.
Quote:There is an AE arc titled "Crafter's Cafe" if I remember correctly, it has an invention crafting table in it. That could save time on the trips to recharge your temps since you just zone into the misson, craft, and zone out.
Also, doing this requires that you keep Recipes and Salvage on you, or you have access to /auctionhouse or /vault. Using an SG for crafting means you can grab Salvage from storage there, but you still need to keep a stock of Recipes. The SG method is moderately faster, but still probably takes a minute or so. The damage is significant enough that it probably could shave at least a minute off. But is it worth the added complexity when it saves maybe 5 seconds per mission?
All that said, I think the temp powers are useful for runs where Hasten is down. In those cases you run the risk of killing too slowly to keep up the Inspirations necessary to keep the farm going. These will definitely provide a boost, and you should have enough time to manage Inspirations between AoEs. The temp powers are probably VERY useful on the very first run where you don't even have Spin, unfortunately you need a pre-existing SG base for that. Even after that, an extra couple AoEs now and then when you're running low on Inspirations may be just the thing to keep people alive. And if you only use a couple charges every other mission or so, they'll last for several arcs. Maybe that's how I'll use them when I finish leveling up my Brute on Guardian. -
Quote:Just read my words and ignore everyone else, and you'll do fine.I did read that, but there have been so many words [so...many...words...] since then.
I thought I'd take a look at temp powers. For farm purposes there are worthwhile 2 attack powers, Hand Grenade and Plasmatic Taser. Worthwhile means they do decent AoE damage and they're fairly easy to get (Common recipes with 2 pieces of Common Salvage).
Hand Grenade, "Ranged (Targeted AoE), Moderate DMG (Lethal/Smashing), Foe Knockback", 18 charges, 10 foot radius, 16 targets max, 1.37s Act, 16s Recharge, 10 base damage.
Plasmatic Taser, "Ranged Cone, Moderate DMG(Energy/Smash), Foe Knockback", 24 charges, 40 foot cone at 45 degrees, 10 targets max, 1.07s Act, 12s Recharge, 9.6 base damage.
These powers are affected by damage buffs, so damage capped the Hand Grenade will do 77.5 damage while the Plasmatic Taser will do 74.4. Against +1 mobs, that's 69.75 and 66.96. That will easily kill Minions, almost kill Lts (one Lightning Field tic away), and do a big chunk of damage to Bosses. It will likely kill post-rez Lts, and come close on post-rez bosses.
I have /auctionhouse, so it's fairly easy to bid on 10 of each of the recipes and Salvage, and grab them as needed when I want to craft them. A Crafting Table for a SG base costs 25k Prestige and doesn't require any Power or Energy, and I can get there when needed with my Vet power base Teleport. People without these Vet powers will have to spend time running between AE, the Market, and a crafting place. That's a fairly big time investment. You can use 4-6 charges per mission, which means you run out of Hand Grenade charges in 3-4 missions. I tried to keep them somewhat in sync by crafting both about every 5 missions.
Unfortunately, it doesn't seem to be worth it. I'm leveling up a new Brute on Guardian, and I'm slightly behind the schedule from my run on Defiant. I'm just under level 34 at 2 hours. Granted I made a few mistakes, like not turning on SG mode till level 24 or so. Basically the temp powers added complexity without significantly speeding up the process.
One issue with using the temp powers is that your Inspiration tray fills too fast at low levels. Before level 25, I had to eat every Inspiration that came in, and I still got behind. After level 25, I had to be careful to mash macro buttons between each AoE.
Despite killing mobs faster the first time, the Knockback scattered them all over the place. Knockback attacks that defeat Minions tend to send them extra far, so they ended up rezzing all over the place. This is a place where Integration on the mobs might be worthwhile, if it's strong enough to prevent the Knockback. The scattered mobs meant it was harder to keep Lightning Field and even Spin target capped later in the mission. I'm going to continue using the temp powers till I run out of my initial 10 purchase, but I have a feeling it isn't going to improve my time. -
As I mentioned in the OP, you only fight the 2 spawns around the ramp (in the old map) plus the ambushes. You lead one boss to the other and then fight everything where you kill them. You do not need to go to the end of the first hall for that spawn, that's a BIG waste of time. As you have found, you don't have enough time to run around and herd mobs. In the new map you'll only have 2 spawns in the first hall, so that will make things easier. Watch the video posted earlier in the thread, it's still appropriate even though the map is different.
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Quote:Hmm, I normally don't slot any Enhancements at all while leveling up, and I just did another 5.5 hour run on Defiant. Yes running at +0 rather than +1 will make you take longer. You still kill Minions in 2 tics of Lightning Field, and Spin still kills 10 mobs around you, you just get less XP for them. A lot less. Going up to +1 would probably let you finish in 9 hours if it didn't affect your death rate. I use the macros and I don't keep any Inspirations "just in case" in my tray. The entire tray is for holding Inspirations that I'm going to use or combine into reds. I do use the Empowerment buff, just because it's a decent buff for very little time. I bought 10 of the Salvage needed, and I only used 4 of them this time. I used Sands of Mu once this last run, and decided it wasn't worth the time....It still took me a bit more than double TopDoc's estimated time, and I can think of several reasons why. I think 5-6 hours would be Plausible for somebody well versed in the approach.
* I slotted absolutely bupkiss in the build...
* I ran at 0/8 w Bosses...
* Macros. Basically, they drove me nuts.I ended up not using them. ...
* Inspiration Usage.
* Buffs ... I didn't do the SG Empowerment buff either.
* Death. On average, I'd estimate a death per arc.
...Sands of Mu was a glaring culprit - I finally removed it in favor of Brawl.
Quote:I also play slightly different than TopDoc with not combining my respites and using those instead. How he stays alive I don't know (How DO you stay alive with combining all the Respites TopDoc?), but combining all Respites got me killed a lot in the start, so I changed it and made a bind to specifically change Respites allowing me to still combine them, but removing the ability for the primary combine/use macro so it wouldn't eat the safety buffer.
I regularly use Strike and Slash, but I can do that because spamming the macros makes Inspiration usage quick and easy.
Quote:Last night I ran into a new and somewhat bizarre issue. I ran into a mission, hit Spin once - and then it just sat there as a tiny, non-recharging dot in my power tray...
This would be my second CEBR, on a new server. The second one really is easier than the first.
Quote:If you guys are looking for an energy-damage farm (as you can easily cap energy resistance at 90% by level 20 with 2 SOs in each of your +Res owers), I made a variant of the classic "DISCO" farm (EU players should know that particular farm well) a while back for my Energy/Elec Armor brute.
It's called "Energy WarWorks in Grandville", AE ID 506582. I'd recommend +2x8 for tickets at 50, or +4x8 for inf/PLing.
Quote:i was just curious for an outside build should i slot purely for recharge to get energize up asap, or try to softcap def?
Don't tell my wife that second part.
Combat had a long post that started with Brute versus Scrapper damage caps, and I wanted to end the night addressing that point.
You are right in some cases, but not when it comes to this farm. At level 1, Brutes do slightly less base damage than Scrappers, but WAY more damage capped. Plus Spin for brutes has a higher damage scale than for Scrappers. A level 50 Scrapper Spin at 98.85 base damage beats a Brute with 78.83 damage. But a level 1 Brute Spin at 17.96 damage beats a Scrapper at 16.2. When both are capped at level 1, Brutes do 139.19 while Scrappers do 50.22. And while it may be hard for Brutes to maintain that damage cap, they already start out ahead, and they have Fury as well. Scrappers just don't compare at level 1. -
Quote:Continuing (on Defiant), I was level 34 at 2 hours and level 40 at 3 hours. Infernus_Hades, I don't see how you could be only level 22 in that same amount of time, unless you take a couple minutes to zone or something. Time for a break. Let's take a look at Scrappers.As I just mentioned, I took a completely new character up to level 26 in one hour. That's one hour of actual playing; I stopped the timer a few times for kid agro. It was a total of 11 mission, or 2.2 arcs worth. Check the video posted earlier in the thread, that's basically what you should be doing. You only defeat the 2 spawns at the ramp plus the ambushes, then exit. Rinse, repeat, till 50 (or whenever you want to stop). I'll run the numbers for Scrappers at their damage cap, but I don't think they'll be nearly as good.
At level 1 a Scrapper Spin does 16.2 damage unenhanced. That's 50.2 damage at the damage cap of +210%, and 45.2 against +1 mobs. It takes 2 Spins to defeat a Lt, and 3 for a boss. However Scrapper Spin recharges in 9.2 seconds while Brute Spin recharges in 14 seconds, so Scrappers can Spin more often. But it's no where near enough to make up the difference in damage. Spine Burst is significantly worse in most regards. Spine Burst takes longer to animate (3 seconds rather than 2.5) and recharge (16 seconds rather than 14). Spine Burst averages 12.5 damage unenhanced, 38.8 at the damage cap, and 34.9 against +1 mobs. Spine Burst does have a 15 foot radius while Spin is only 8, but the mobs are fairly tightly packed. Scrapper Lightning Field tics for a base 2.05 damage, or 6.4 when capped, and 5.7 again +1 mobs. It takes 5 tics to defeat a Minion. You're likely to hit more Minions with Spin or Spine Burst since they stay around so long, and that's wasted overkill. Scrappers get critical hits, but that only increases their damage by 10% on average against Lts and Bosses. So it looks like Scrappers take 2 to 3 times as long to defeat mobs in this farm as a Brute. It takes fewer reds for a Scrapper to stay at the damage cap, but there are a lot fewer Inspirations coming in. I don't know if it'll be fast enough to maintain the farm at low levels. Scrappers have a 75% Resistance cap while Brutes are 90%, but it's probably not a big deal. -
Quote:As I just mentioned, I took a completely new character up to level 26 in one hour. That's one hour of actual playing; I stopped the timer a few times for kid agro. It was a total of 11 mission, or 2.2 arcs worth. Check the video posted earlier in the thread, that's basically what you should be doing. You only defeat the 2 spawns at the ramp plus the ambushes, then exit. Rinse, repeat, till 50 (or whenever you want to stop). I'll run the numbers for Scrappers at their damage cap, but I don't think they'll be nearly as good.I got my Blue Jett up to 22 last night in about 3 hours. I wasn't pressing hard or rushing. I took my time and just worked along only running the first floor.
I did nip over and get some enhancements for recharge in spin and end in stamina as needed. I then ran the same mission on my 29 Spines/Electric Scrapper. The Scrapper just melted everything even faster. -
Quote:I copied my arc and switched maps, and it looks like the warehouse one is reasonable. In one hour I went from completely new character to level 26, so it seems to be about the same as the other map. But there only appears to be 2 spawn points, plus it's nice and flat, so it's a bit easier to manage. I'll probably switch my original arc to use it after I hit 50, assuming I don't see any other issues.So to further refine this:
A) You can add Integration to your Mobs, and Reconstruction to them as well. They wont fire it in time for you to not kill them, and you do one shot them. Reconstruction might be iffy, I was testing it on bosses and didnt notice a difference.
B) Swap your maps from the Abandon tech lab map you are using to the Abandon Warehouse - City of Villains; Large; Map 2.
It'll concentrate all the bosses and Ambush Triggers into the initial corridor, along with the glowy being there. It makes it so you dont have to hunt for the glowy and you dont even have to drag the two Ambush Triggers, you can just kill them there. Just make sure the glowy is a wall glowy.
As to adding Recon and Integration, it would only be appropriate on the bosses. The Minions and Lts are already worth 100% XP despite their few attacks because they're so low level. The bosses are only worth 83% or so, but I don't think Integration or Recon will add much. It's probably not worth the change, given that I frequently get bosses low in HP when I'm running without Hasten. -
Quote:I made 3B on Monday alone AFK PvP IO farming due to some lucky drops (Glad Shield proc and 3 decent others). Why would I waste my time flipping Salvage for such a small return?OK, I'm a little embarassed that this works; On one character I put up a few 10-stacks of common and uncommon salvage at stupid prices and flipped 'em as they sold. I've sold 30 or 40 Rubies for up to a million inf each, and restocked all of them at 5908. Will nobody undercut me?
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The absolute ONLY use I would have for more Enhancement Tray storage is during respecs, and it isn't worth that much to me. I mostly ignore Enhancement drops, and delete them only when I need to make room for IOs. However I can see PvPers buying this in order to recover expensive PvP and Purple IOs from old builds.
More Recipe storage is moderately nice, but I'm rich enough to delete Common recipes whenever I need more room, and I know the IO Market well enough to delete things that won't sell. Vault storage is overpriced, it should be cheaper than personal Salvage storage. And I don't need more Salvage storage as I just delete all my Common stacks when I fill up. But between the 3 of these, I expect plenty of people will want more Recipe storage. Farmers will really like this.
The Auction House is probably the only one I'd consider, and that only with my 400 VIP points per month. I have most of my characters in personal SGs with plenty of storage for everything. That includes massive numbers of stored IOs and large amounts of mid and high level Salvage. If I'm doing lots of Marketeering, it means I have to switch characters a lot. More transaction slots means less switching, so it saves time.
But mainly I would treat the extra Market slots as extra Universal Storage, since I have /auctionhouse. Those 5 Transaction slots can store up to 50 Salvage or 50 Recipes, even if I'm in the middle of a mission. That's a LOT better than buying slots for 10 Salvage or 5 Recipes for the same price. I expect other people with /auctionhouse will feel the same. -
Actually I'm going to wait till after Double XP Weekend. Double XP doesn't work in AE, so I suspect a lot of people will be working on their non-AE oriented chars. I know I will. While I have a LOT of level 50 chars, I still have MANY powersets that I've never played.
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I just realized, this is going to completely ruin my next project. I was planning to make a big spreadsheet with weights and costs and such for all of the Bronze, Silver, and Gold rolls you can get in AE. That would let me determine the best way to spend tickets for all the new Claws/Electric Brute farmers I've created due to the "Cebr" guide I posted in the Brute forums. But prices are going to be completely wacked for a few weeks most likely. Hmm...
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Sorry for not posting much, I've actually been on vacation. I didn't want to post this guide shortly before Double XP weekend, as it relies on AE and you don't get Double XP in AE. So I had to post it shortly before I left, knowing that I wouldn't be able to play much. I've got CoH working on Mrs. TD's laptop with the NCSoft Launcher, but I have't actually logged in for nearly a week.
Glad to see eryq2 and others are having success. I'll check out Diesel Punk's suggestions and maybe update the arc. I'll also check out some of the macro suggestions. And I'll try to address all of the other questions and comments in a few days.
I get the same unexpected Inspiration usage that other people have reported because I mash macro buttons so quickly, so perhaps that helps me stay alive. It may also be because of my higher kill speed in general. I experimented with alternating leveling up characters on Liberty and Victory, so Hasten was always up (which increases kill speed). And I tried taking a break between every mission to do something around the house a few times working on my Zukunft Brute. And I ALWAYS start a SG and get the Increase Attack Speed empowerment buff ASAP.
By the way, have people been making personal SGs for this? I have, but I haven't bothered specializing because I already have a lot of Salvage and Enhancement storage bases. -
Quote:When you and a friend are running away from a bear, you don't need to run faster than the bear, you just need to run faster than your friend.I'm still sitting where I was. 10 IOs for sell, none sold. Things I learned from this,
1 people way overbid. If its is selling at 10 mill, most likely the ones getting the sells are pricing thiers at around 6 million. So pricing yours at around 8 or 9 million will just have them sitting there.
When selling things on the Market, you don't need to list for less than the bidders, you need to list for less than the lowest seller. -
Quote:Yes, it really is as easy as made out to be. As others have said, you need to follow the instructions. The instructions clearly state to set your difficulty to +1/x8 with bosses enabled. No, I am not crazy, I know exactly what I'm doing. Your low difficulty is exactly why you are failing. You pop Inspirations and enter, pull one boss to the other, and then your Inspirations start expiring. But there are only a few mobs in the initial 2 spawns. You waste most of your damage potential by having Spin and Lighning Field hit only a few mobs. You don't build up much Fury. You get very few Inspirations. Then the ambushes show up and your damage bonus is pitiful. You survive only as long as your Lucks last.Well, i just created a claws/elec brute. I attempted to run the arc mentioned. I don't seem to be leveling at a rate that would seem to be at 5.5 hours. I was also dieing in each mob and having to go to the hospital. It was taking 2 or 3 trips to get 1 run completed. Maybe im missing something. Im only running at 0x1 and using every isnp. that i can get a hold of. It's not as easy as made out to be. Unless, like i said, im missing something? Im only level 11 now and it's taken me an hour of runs. I dont think im hitting 50 in 4 more.
With the difficulty set as instructed, you're hitting the target cap with every Spin and tic of Lightning Field. Your Fury gets near max and stays there till the very end. You get top tier Inspirations from each frequent level gain, which help damage as well as survival. And because of your high Damage bonus and massive number of nearby targets, you are defeating mobs quickly and gettings lots of Inspiration drops that continue to fuel the process. At low level, you need those level-up Inspirations to make up for the small Inspiration tray and your inability to combine Inspirations to make more reds.
If you're scared of riding a bike, you want to go REAL slow. But anyone who has learned to ride a bike knows that it is almost impossible to ride a bike REAL slow. You need speed to stay upright. It's the same thing in this farm. If you go slow, you're going to fall down. EVERY TIME!
Yes you will die from time to time, but that's the exception rather than the rule. Levels 20-25 tend to be hard because level-ups are less frequent and you still have a small Inspiration tray. Push through and it's smooth sailing. -
Thanks for that, I've never tried recording video on my new machine. It's fast enough to do so, but I just haven't gotten around to it. I like how you attacked the first boss. Macro? I'll have to try that.
Quote:Tried this out, TD. I'm still not that good a player, so I've died at least once every mission.
That should work just fine. Blazing Aura does a bit more damage, but you don't get Energize or Power Surge.
Quote:TopDoc How long is a run taking you unslotted with just hasten as your preclick power before zoning in? I'm talking no purples, nothing but like a L10 brute.
Quote:So either way you're not going to be getting an 80-90 second run without the investment in purples for all the outside and scale-able buffs.
Quote:I've just one little nit to pick with the OP: Most Temporary powers most definitely DO benefit from Fury (and other forms of +damage, such as inspirations). ... Some temps are flagged to ignore buffs and enhancements (like the Vet Reward temps) - this kind are the only ones that ignore Fury/inspirations.
However, I'm not sure that buying and crafting these would be worth the time expenditure...
One other thing for people to consider: While Inf earning scales with level, neither Ticket nor Prestige earning do. I run a Claws/Fire brute level-locked at 10, mostly to produce level 10 uniques and -KB IOs for myself. He caps tickets in about 3 minutes, and could probably push it to 2 minutes if I wanted to. The one benefit he has over a level 50 is that his enhancements aren't diminished to uselessness - I have all 5 of my Going Rogue preorder enhancements in Spin, which gives me about 2 SOs worth of recharge, even after scaling, plus the same in damage (for when I'm not damage capped), and the procs (which stop working at 21, were leveling up).
As others have said, it depends on the powersets. Any brute with a decent PBAoE and damage aura by level 6 should work. SS/Inv would suck, lacking both.
Quote:How would a spines/Dark Scrapper [edited] work on this? Think I am gonna give it a try and find out.
Quote:This whole thread reminds me a little of the old "Fire Tanker Club" days in early CoH...
Then the new fire tankers started ranting about how powerful Fire Tankers were all over the forums... And Fire Tankers got nerfed to the ground.
MUA HA HA HA HA HA!!!!! -
Quote:Yep, 20-25 is a bit of a dry spell. You may not have the Empowerment buff yet if you haven't earned enough Prestige. The big Inspirations from level dings have slowed down. And you don't yet have enough Inspiration slots to do much combining when you only have 10. But at 25 you should have enough Prestige to get an Empowerment Station in a small Workshop, the 15 slot Inspiration tray gives you enough room to combine most Inspiration drops into reds, and you're less likely to lose Inspirations from the tray being full.I tired it out tonight and got to level 26 in a couple hours. I didn't have either a Claws or an /Elec so its perfect for me to put these together. I started dying more in the 20's, but I think that is a result of me paying less attention and needing to make the inspiration binds.
Like TopDoc said, I don't see it dethroning my SS/Fire/mu as my main farmer at 50, but there is no arguing with the self leveling speed. It's astounding what you can do for 0 investment.