kendo

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  1. also betting that you will see it a lot more after I19 goes live making fitness inherent. those looking to fit in a couple of "nice to have but couldn't fit it into my build" powers that need little to no extra slotting may be picking up hover and/or fly. especially those with enough time in to skip right to level 14 power picks.
  2. I have seen this topic discussed as a side note in some threads but wanted to try to consolidate some ideas and opinions in one place.

    my question, for the marketing experts out there, is: are you better off rolling at 30 or 35 instead of 32 or 37 with the following set of circumstances.

    - I like to IO out my characters using mid-30 level recipes. if you can find any for sale on the market, they are usually way cheaper to buy and craft

    - I like to exempt down through Ouros, with my two favorite ranges being 25 - 29 and 30 - 34.

    - I random roll using merits, and now the new A-merits, mainly to get set pieces I need but try to sell the ones I don't need. not looking to make a lot of influence but would be nice to cover my costs for crafting the ones I keep for myself

    I have a couple of characters locked at 32 and 37 to rotate between AE, Ouros and Tip missions to get the recipes and sometimes the rare salvage I need. locking at 32 vs. 30 is nice because I get my final primary power but could easily run missions without it. being at 32 also has the advantage of being able to roll in the level 35 - 39 range, which is my favorite range to random roll.

    the trade off in IO effectiveness is really not an issue. the enhancement % between a 32 and 30 is probably .5 - 1% on most of the multiple effect IOs. but the picky math side of me figured that because my exemped to 29 characters could use a maximum level of 32, then that's what I should be using

    so, with all that in mind - would I get better over all results locking and rolling at 30 and 35, primarily to be able to sell more of my excess enhancements for better prices? or to be able to sell them at all, as it seems like there is a very limited market for 32s and 37s. though it doesn't always appear to be that much better at 30 or 35 for a lot of the recipes I don't need.

    if I were to switch to locking at 30, what would be the recommended range to random roll in place of 35 - 39. I have never really liked the 30 -34 range as there are just too many recipes in that range. maybe it's just my bad luck but I always seem to get way more trash rolling there than in 35 - 39.

    does 25 - 29 work any better? I would like to stay in a range that has a possibility for kinetics as I would have a use for those on several characters and any excess would sell well at any level.
  3. kendo

    Martial Arts

    Quote:
    Originally Posted by ClawsandEffect View Post
    Okay, so smashing damage is craptastic.



    And your solution to the craptastic smashing damage is to go with lethal damage instead?

    BRILLIANT!!!
    but taking regen should help with the pre-stamina endurance issues, which were all the fault of martial arts
  4. Quote:
    Originally Posted by JeetKuneDo View Post
    That's slightly insulting to my in-game cartoon ego. Oh the shame of it!
    if it won't mess up your plans too much, you might want to send in a bug report while the bid is still up on WW. let them take a look at the database to see if your bid is registered in there as well as being able to review the last 5 sales compared to your bid.

    if there is an issue with the bid showing client side but not server side, then having some examples to look at may help them resolve the issue
  5. Quote:
    Originally Posted by Mind_Games View Post
    Does anyone have a good issue 19 Spines/DA Build? I am currently using the build above. Thanks.
    the problem is that you won't be getting any more slots. so you will still need to slot up stamina and possibly health if you are using it to hold recovery procs. so in most cases, you will be looking at taking things that can get by with the base slot, maybe a rez power you didn't have room for, or throw in the taunt that scrappers almost never take, things like that.

    on my SR, I may use the extra powers to get aid self. it would work fine with its base slot for a quick HP boost every once in a while. obviously, dark doesn't need aid self but it will mainly be things to help with QoL like SJ or SS to make travel between missions a bit quicker.
  6. Quote:
    Originally Posted by Dechs Kaison View Post
    Damage aura.
    In set defense.
    End drain resistance.
    Perception and -tohit resistance.
    Psionic resistance.
    Toxic resistance.
    A better heal than anything else.
    thanks Dechs

    didn't see this before I pushed submit on my reply to Bill. looking over your list here, appears to me it's definitely a case of looking at the sum of the parts vs individual aspects. other sets can do one or more of the things in this list, along with doing whatever it is they are designed primarily to do. but none of the others can do all of these and the over-all package is pretty nice.

    especially now that I can change the power colors so that I can actually see my character instead of a great big dark cloud
  7. Quote:
    Originally Posted by Bill Z Bubba View Post
    What Dechs said. I've never had fury generation issues on any of my brutes before or after the fury nerf. (Which is why the change will ALWAYS be a nerf to me.)

    As mentioned a post or two back, I ended up keeping my claws/wp and making a new claws/dark. I won't have any idea how good it will turn out until after SOs since claws on a brute rocks so hard in the low levels it messes up my ability to analyze it properly early on.

    EDIT: Just looked at the differences between Cloak of Fear and Oppressive Gloom. Think I'll be going with OG as it costs a LOT less end and has normal accuracy versus CoF's .67 base ACC.
    not trying to be argumentative, because I would certainly lose any argument with either you or Dechs when it comes to power set potential or optimization but I am not seeing why, other than maybe for concept purposes, you would go with dark over some of the other sets. like the WP you already started.

    and I keep changing my mind between cloak and OG on my scrappers. set to /+8, the HP loss on OG can start to add up a bit but a couple of uniques in health covers it. the main issue I find with OG is the mob behavior with a stun is still to run have way across the map. feared mobs generally do the "stand in place and cower" routine. I also prefer cloak as much for the extra TH debuff as the actual fear component. it either gets me the rest of the way to defense cap or provides a little extra insurance against def debuff mobs
  8. Quote:
    Originally Posted by Dechs Kaison View Post
    1. You don't have to take the control auras. See the tank in my video.
    2. You can still max fury just by attacking, so stunned mobs won't be so bad.
    which was my main question, in #1, if you don't take the control auras, then what is the benefit of using dark over some of the other secondaries?

    #2 is good to know though. I wasn't sure, especially with the recent changes to fury building, if you would be taking a big hit to your fury bar if most of the minions weren't attacking.
  9. Quote:
    Originally Posted by Bill Z Bubba View Post
    Hell... I might reroll Chaoswolf, currently claws/wp brute, as a claws/dark brute. Sound fun and fits the concept.
    why dark as a brute secondary? dark is a pretty decent set, I have a couple scrappers using it and it's a good combination of mitigation (with either cloak of fear or oppressive) and heal. but for a brute, doesn't using either of your mitigation powers cut into your fury?

    you can get damage auras and heals in other secondaries, so what else is left in dark that would set it apart? the psionic resist?
  10. however, if the attack hits, isn't any resistance applied separately?

    so if a melee attack is a combination of 100 smashing and 100 cold and you have

    def
    melee 25
    s/l 40
    ice 10

    resist

    s/l 40
    ice 60

    assuming an even level mob attacking, you would have a 90% chance of avoiding all damage but if you were hit, you would take 60 pts of smashing damage and 40 pts of cold damage?
  11. Quote:
    Originally Posted by Supernumiphone View Post
    I did occasionally get knocked around while jumping on mine. My solution was to slot a Steadfast -KB in Grounded, since the resistance on that power isn't really worth slotting. Since I did that it's quite rare to get knocked around on mine.
    that would work well also. thanks for the suggestion

    just so used to taking CJ as it's got so many good things about it for next to nothing in endurance cost.
  12. Quote:
    Originally Posted by SpiderTeo_OC View Post
    Katana has MA beat on AoE.

    And even though Cobra striek a great power to take early and to keep on all the way to 50, its stun is nothing compared to Divine Avalanche's defense buff. I mean, +15% to defense is a nice fatty chunk of mitigation there. Even though I have been able to stun even AVs with the new Cobra Strike, its duration is not long enough to really make a difference.

    The Sword sets really don't need any more tweaks. With a decent number of AoEs, -def debuffs, and a couple KU/KD effects, plus good damage and a def buff, it's no question why they are so popular and effective.
    depends on your secondary. with something like regen, totally agree that divine is better than cobra. but on my capped SR or shields, then cobra is much better as I don't need any more defense and I don't take a hit in the damage dept.
  13. kendo

    MA/SR build

    Quote:
    Originally Posted by Shady Sam View Post

    However the one thing I have just realized certainly for scrappers ((but mostly for me)) is that MA/SR for me still has some end issues ... with fitness inherent i could fit Physical Perfection into the build to send those demons packing!

    Not to sure on other APP's for other AT's but i can certainly see Physical perfection becoming a staple in many a scrappers build come i19
    this is definitely the direction I will go on several of my builds. will be able to fit physical perfection into even the tightest builds now and even with just 1 slot, it will make a big difference in recovery. or it would allow you to remove a slot or two from stamina for use elsewhere in the build.
  14. Quote:
    Originally Posted by Lord_Thanatos View Post
    No, actually that is exactly how they work, the AI doesn't 'waste' a heal. It only heals when the power will use up every point of healing without overhealing. This occurrence has always been how the protector bot heals, which is why people don't recommend slotting it for heals. This isn't a new thing.
    thanks, beginning to think my memory was going. I thought I also read about this with the dark servant pet, that people suggested not slotting fluffy with heals as he might wait too long to help you out
  15. Quote:
    Originally Posted by Psylenz View Post
    What I hadn't stopped to realize is if I have Pet Damage IO enhancements with endurance reduction in them that the ember demon doesn't benefit on his PbAoE ember shield or heals. Cutting the endurance for the attacks is good, but it doesn't cover the full scope of his end usage, if that theory holds up.
    so if this does hold up, sounds like it might be worth while to slot generic endurance IOs of the highest level you can use. that should apply its endurance reduction to all powers that accept endurance reducers whether they are damage dealing, heals, etc.

    of course, that gets to be a difficult choice when I really like some of the 6 slot set bonuses
  16. very nice. thank you for putting this together.

    quick question regarding grounded. wouldn't taking combat jumping, slotted with a -KB proc, give you enough protection if something hit you while you were jumping around? definitely planning on taking grounded but that way you wouldn't have to be quite as worried about staying on the ground at all times in combat

    thanks again
  17. Quote:
    Originally Posted by EricHough View Post

    As for slotting heals in the ember demon - I am not sure that this will help the end issue. I would think it unlikely that the ember demon's AI is going to adjust it's heal rate based on the current amount it is healing - mostly because this would take a lot of calculation cycles, constantly comparing the value of thier heal against the damage taken by other pets. I suspect that the heals are simply triggered once one or more pets have taken a certain % of their health in damage and that % does not change.
    I will see if I can find some of the discussions on this but pretty sure I saw where it did affect them this way. it was rather surprising to me as well, which is why it sticks in my mind.
  18. Quote:
    Originally Posted by Necrotech_Master View Post
    the ember demon does spend a lot of end on healing, if you notice it spams the AoE heal whenever its up and uses single target heal on the every pet thats below about 60% hp

    and the reason its more noticeable in fights is because the ember demon is attacking AND spamming heals
    if your ember demon is spending a lot of its endurance on healing, one out of the box way to try to fix this is to slot a heal enhancer in his power. believe this forces him to heal less often but for more HP when he does heal. as I understand it, when he heals is based on how much he heals.

    made up numbers, but if his unslotted heal is set to heal 30% of base HPs, then he will cast it when anyone hits that level. slotting a heal enhancer in there, raising the heal % to say 40%, would make him wait until someone reached that level of damage before throwing out the heal.

    the draw back is that it's kind of a wasted slot in that only 1 of the tier 2 pets has the heal. I generally try to slot enhancers that will help all pets in a tier. but if you are close to maxing out endurance reduction under ED, and have a slot to spare, it might be 1 way to help control his endurance use.
  19. Quote:
    Originally Posted by Nalrok_AthZim View Post
    Whoof. Do I need to write another guide?
    did I miss a guide you wrote on electric armor? my search-fu is sometimes a little weak. or are you volunteering to write an updated guide on ELA? in which case, the answer would be a resounding "YES PLEASE!"
  20. Quote:
    Originally Posted by Kheldarn View Post

    As for Electric Armor, there are four semi-recent guides in the Brute Guides sticky. They can give you some good info. I haven't made it past 13 on any of my ELA characters, so I can't really offer any solid advice.
    also trying to find some information on this combination of power sets and I tried looking in the brute guides for information on Elec Armor. but I am not seeing anything more recent than I11 or I12 guides. and that pre-dates the huge changes to energize.

    did I miss some newer guides somewhere?

    thanks
  21. Quote:
    Originally Posted by Silas_Dark View Post
    I started my first character as Loyalist and was given the option pretty early on to switch to Resistance.

    I started my latest character as Resistance and, so far, haven't seen any way to switch to Loyalist. I can't get into the Loyalist Lounge to talk to anyone there, so I'm really not sure how to make the change in that direction.

    What I really want to do, with this particular character, is switch back-and-forth at least five times to get the badge, but I have no idea how to proceed.

    I checked out a couple of other "switching" threads, but I couldn't find an answer (other than "talk to Provost Marchand", which I don't know how to do, because I've never been Loyalist and he's in the Lounge).

    Any help would be greatly appreciated, thanks!
    the main issue I ran into with my first trip through praetoria is that you have to be careful not to out level your contacts. I haven't confirmed this personally with my second character but my first one got only 4 credits towards that badge.

    from what I have read in other posts, you may have to lock xp at levels 9, 14 and 19 in order to get the missions. once you hit 10, 15 or 20, you won't be given the alignment option missions from your contact, even though they may continue to give you other missions.
  22. Quote:
    Originally Posted by Talos_Maltalomar View Post
    dont forget oppressive gloom uses your own health to power it for every tick per enemy in the pbaoe. could hurt you if you dont pay attention. otherwise /dark is good. Personaly i went with /electric you dont have to worry about end and Lightning reflexes is indeed a nice boost to recharge.
    good point, though generally health with a slot or two, especially with a numina proc slotted in it balances out the loss from gloom. and with that becoming an inherent soon, it makes it easier to take physical perfection for a bit more regen if I need it. but I am leaning a bit towards electric as that's one set I haven't played yet. I do have a dual blade/dark but even with it, I went more towards the defense side than resist.
  23. after creating several heavily IO'ed defense builds, I want to try a heavy resistance based build and the new KM set seems to fit right into that idea with all the -dam attached to its attacks. looking over the secondaries, it looks like dark or elec might mesh well but want to get feedback from anyone that has played either set.

    with elec - you get good s/l, max eng, decent neg en, f/c and psi resists. no coverage for toxic. also get good debuff resist to slows, endur drain and recharge. along with reflexes to speed up your own attacks, should be easier to max out recharging SP. between stuns in the primary and end drain in the secondary, you should have reasonable mitigation

    with dark - you get decent s/l and f/c, good neg en, some eng and toxic and great psi resists. oppressive gloom's stun should mesh well with the stuns in KM's attacks and you have a pretty decent heal power.

    comments, suggestions, ideas on either combination would be appreciated

    thanks
  24. and one other thing to keep in mind is the upcoming change in I19 making stamina inherent. so some sets, like regen and wp that may not even need stamina, now get it for free any way. so those sets will have absolutely no endurance problems from lvl 1 up.
  25. Quote:
    Originally Posted by Snow Globe View Post
    That particular bridge only gives credit when swimming under the Imperial City side. It is the only bridge that spans a zone boundary where both halves do not provide credit for the River Rat badge.
    thanks Snow, good to know, appreciate the help