streetlight

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  1. Same problems here, also on Champion.

    Maybe next time put up the big beta thing on different days than double xp weekend?
  2. Blake7, If you're committed to throwing that much money at the build, then here is what I would recommend. Perma-Hasten & double-perma-rage with a single Footstomp every two minutes (I hope you're using it more than that). It uses three expensive purple sets and one expensive PVP IO set. I use a no purps version of this for my own farming, which has dropped off a lot since I went the way of the marketeer.

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    If you want to focus on PLing, you could switch out a combination of Concealment and Fighting powers for Leadership (Maneuvers, Tactics, Vengeance). Maybe drop Fighting altogether and Stealth from Concealment in order to pick up the three Leadership powers. Drop one more Concealment power and you can add Hand Clap to mule the AbsAmaz set.

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  3. Are you looking for a 1v1 build or a team build? An Ice/Mental probably won't translate that well to team PVP, but a 1v1 build might work. You'd have nice recovery and recharge debuffs, as well as slows, which would allow you to stay at range against melee opponents.
  4. Stalkers handle large spawns most easily by letting their AOE-heavy teammates handle minion-sweeping duties. If solo, set difficulty for smaller spawns. If farming, build a proper farmer; there are ways that will take you less than a day to get to 50 and give better results.
  5. From a pure numbers standpoint, I agree.

    Offensively, Scrappers tend to come out ahead where a regular damage bonus is available. Another 40% damage to a Brute isn't much compared to 40% more damage on a Scrapper. KM is particularly nice on Scrappers. If they ever get SS with Rage? Oh man...

    Defensively, Brutes are ahead of Scrappers across the board, thanks to greater HP, but can come out even further ahead with secondaries that emphasize the benefits of increased HP, like WP & Regen. The only reasons to choose the Scrapper based on the secondary are: 1) if a set was exclusive to Scrappers or; 2) if you wanted the offensive benefits of a set like Shield Defense to be maximized.

    The other two main factors are: 1) how much you want to need aggro; and 2) how hard you want your initial attack to hit. If a Brute is on a team with a bunch of other high-aggro ATs, it could find its Fury dipping and damage along with it. Plus, the Brute's first attack in any given mission will always be Defender-esque. Once they get Fury rolling, they can carry it from spawn-to-spawn pretty easily, though.
  6. I'd recommend exemping and/or running at highest difficulties with fewer players. Beat the STF in record time? Try it at +4. Handled that? Use placeholders to start the TF and go with fewer team members throughout.

    You can do a lot to create your own challenges.
  7. streetlight

    So, Beam Rifle.

    I run a Psi/EM PVP build in PVE on occasion. It has zero AOE attacks, but is still useful on teams. I just focus on things that are harder to kill and let the minion-sweepers on the team handle that aspect. Bosses will likely still fall to quickly on a decent team, but Beam Rifle should shine against EBs, AVs and GMs.
  8. Quote:
    Originally Posted by Most_Amazing View Post
    I am very glad to see somebody else paying rad/mental love - Rad/Mental/Ice is my only blaster
    That Rad/Mental is scary, though I've yet to see it farm. Can throw AOEs all day long and melt crowds quick.

    Ageless & Consume alleviate the endurance issues of Fire/Fire or Rad/Fire, but you can't ignore the blue bar altogether like a Mental with Drain Psyche would and Mental will exemp better because of it. Hot Feet is just too expensive to run and it scares targets away, but Blazing Aura and the PBAOEs work well. I like Fire/Fire more for the pure damage and because I can hit Aim + BU + Inferno whenever I get the urge to watch big orange numbers fly.
  9. Fire/Fire or Rad/Fire Blaster
  10. Quote:
    Originally Posted by Fiery-Enforcer View Post
    It's okay, but here are things you should change:
    • Go Mu Mastery for an extra AoE, six slot both elec fences and ball lightning and use damage procs. With your extra power pick, pickup stealth or something for another LotG.
    • Switch out the Damage Armageddon for the proc.
    • Take the 6th slot out of Rage.
    • Move the Numina over to health and slot a Miracle while your at it.
    • Get one or two more slots into stamina and slot the Performance Shifter proc.
    • Take the slots out of kick, they're useless.
    • Your over the cap for 5% recharge bonuses, so don't slot up temp protection.
    • Add another slot to Fiery Embrace.
    Good advice all around.

    The combination of Electrifying Fences and Ball Lightning beat Fire Ball nicely over time, just because you have an extra AOE in your attack chain. I once thought that Fire Ball could come out on top with enough recharge, but I haven't been able to reach that point yet.

    You can only have any particular set bonus five times in a single build, which is also called "The Rule of Five." Any additional bonuses are ignored.

    Market PVP is usually just flipping recipes. Place a bunch of lowball bids on high-volume recipes, craft them as they come in, then put the crafted IO up for sale with whatever profit margin you think you can get. Price a little below market for a quicker turnaround. I started out crafting recipes at 5M+ margins and now I'm up to 100M+ margins per recipe. Some people prefer to corner a market on something and jack the price up (see salvage prices on any given weekend).
  11. Quote:
    Originally Posted by JuliusSeizure View Post
    Yes, but your build HAS made sacrifices and conveniently uses Rage as a band-aid for the most egregious: a dirth of accuracy and damage. Just because it works for the combination of Super Strength/ELA doesn't mean that you can make blanket statements about ELA overall. There's only one primary with Rage.

    You have sacrificed socketed enhancement values, end mod in Lightning Field, End Mod in Power Sink, global accuracy, global recharge, proc damage opportunities, augmented knock back protection, and the ability to use Energize as a spot heal rather than an endurance management/regen tool to name a few. These are all sacrifices in exchange for defense to the SM/L vector with no DDR. You would be surprised to find out how much survivability you are sacrificing by not having end mod in Lightning Field and End Mod capped Power Sink augmented by Musculature Radial.
    Both strategies are viable, though I agree with Auroxis in that I'd rather have Spiritual for the recharge on a Brute without a lot of AOEs. I also would've changed at least one power and the slotting on several, but that's just down to personal preference. The Musculature bonus to damage just doesn't match up against the Spiritual bonus to recharge in this particular case.

    While SS may be the only primary with Rage (an absolutely incredible power), you can't discount what it brings to the table. I'm not a big fan of double-stacking it in normal PVE (too much time spent crashed), but that's just me. It does cover a huge hole in most Brute builds (accuracy), which is also why it is one of the most popular primaries.

    If you change to Elec/Elec, then different things become important. You can't rely on Rage to make up accuracy or provide a consistent damage buff, so you have to build differently to remain competent. You end up with more AOEs, so you have to deal with slotting limits a bit more, too. I'd say that it becomes harder to softcap and easier to maximize sapping, which would make JS's style a bit more useful. Accuracy becomes a serious and occasionally debilitating issue.
  12. The key thing to consider is what opponents are you farming and what is the goal of farming? For instance, do you want to focus on fire ambush farms in the AE or do you want to diversify? Also, do you plan on doing this for your benefit (tickets/inf) or for someone else's (xp)? The answers to those questions can change your build quite a bit.

    If you're just looking to make inf, then stick to market pvp. You'll make a lot more and spend a lot less time doing it.
  13. Fire/Fire/Mace, Spiritual Core Paragon + Ageless Core Epiphany, no purps

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Hothead: Level 50 Technology Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Fire Manipulation
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Flares -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx(5), Thundr-Acc/Dmg(7)
    Level 1: Ring of Fire -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(13), Thundr-Dmg/EndRdx/Rchg(15), Thundr-Dmg/EndRdx(46), Thundr-Dmg/Rchg(50)
    Level 2: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(15), Posi-Acc/Dmg/EndRdx(17), Posi-Dam%(21), EndRdx-I(23)
    Level 4: Combustion -- Oblit-Dmg(A), Oblit-Acc/Rchg(23), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(45)
    Level 6: Rain of Fire -- Posi-Dmg/Rng(A), Posi-Dmg/EndRdx(7), Posi-Acc/Dmg/EndRdx(25), Posi-Dam%(25), Posi-Dmg/Rchg(46), EndRdx-I(46)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(11)
    Level 12: Aim -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(13)
    Level 14: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(43)
    Level 16: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(17)
    Level 18: Blaze -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(19), Thundr-Acc/Dmg/EndRdx(19), Thundr-Dmg/EndRdx/Rchg(21), Thundr-Dmg/EndRdx(27), Thundr-Dmg/Rchg(31)
    Level 20: Blazing Aura -- Erad-Acc/Rchg(A), Erad-Dmg(27), Erad-Acc/Dmg/Rchg(34), Erad-Acc/Dmg/EndRdx/Rchg(34), Sciroc-Acc/Dmg/EndRdx(34), Sciroc-Dmg/EndRdx(36)
    Level 22: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(45)
    Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39)
    Level 26: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-Pcptn(31)
    Level 28: Consume -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(29), Erad-Acc/Dmg/Rchg(29), Erad-Acc/Dmg/EndRdx/Rchg(45)
    Level 30: Vengeance -- LkGmblr-Rchg+(A)
    Level 32: Inferno -- Erad-Dmg(A), Erad-Dmg/Rchg(40), Erad-Acc/Dmg/Rchg(42), Erad-Acc/Dmg/EndRdx/Rchg(43)
    Level 35: Burn -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(37), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40), Oblit-%Dam(43)
    Level 38: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(48), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Dmg/EndRdx/Rchg(48)
    Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42)
    Level 44: Boxing -- C'ngImp-Acc/Dmg/EndRdx(A)
    Level 47: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
    Level 50: Spiritual Core Paragon
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    ------------
    Level 1: Brawl -- C'ngImp-Acc/Dmg(A)
    Level 1: Defiance
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(3)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-EndMod(3), P'Shift-End%(31)



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  14. DPS is a measure of how long it takes you to grind down an AV or pylon or whatever and Stalkers aren't designed for that, so they'll always come up short in DPS measures. They're designed for spike damage, the damage that you can deliver in a single click. In that aspect, they excel. They don't have to carry Fury into every fight or grind away on a target for 5+ minutes to realize their peak performance. They step up next to a target and take it out quickly (and safely).
  15. Quote:
    Originally Posted by dirty shadez View Post
    Umm whats scorpian shield?
    http://paragonwiki.com/wiki/Mace_Mas...corpion_Shield

    It's a very nice defense shield that helps Blasters softcap S/L/E defense and gives a little resistance to Toxic. However, to get it you have to go vigilante, then villain, then complete one of the villain patron arcs (most people recommend Black Scorpion's arc). Then you respec and take Mace Mastery as your Epic pool set, picking up Scorpion Shield as soon as possible.

    With Scorpion Shield, Tough, Weave, Combat Jumping (or Hover) and Maneuvers, you have a very solid S/L/E defense base for a Blaster (slot a Steadfast unique in Tough). Throw on a few set bonuses and you're softcapped to at least S/L very quickly and S/L/E isn't too hard to get.
  16. Quote:
    Originally Posted by dirty shadez View Post
    Hey im lvl 50 and have about 650m+ I want to be able to Solo/Team without losing much end but still be able to put out the crazy dmg.
    Are you okay with taking a trip redside to pick up Scorpion Shield?
  17. Quote:
    Originally Posted by dirty shadez View Post
    Im only two weeks in to this games, and im 46 i want to respec/ and slot my powers/ can anybody please help me out i have mids hero design, if you want to post build.
    I'd be happy to help. What sort of budget do you have to work with and how many reward & alignment merits do you have at the moment?

    Also, for the moment anyway, I'd recommend that you just keep plugging away until you hit 47+. At L47, you'll be able to slot L50 SOs & IOs, which will make your respec a little more valuable. I'd hate to see you invest in anything at L46.
  18. My first choices are Spiritual and Musculature. Spiritual works well for every AT, so it's my default. Musculature works best on ATs with high base damage, though I also use it on my Rad/Rad Defender.

    If the build's endurance is REALLY bad or it would strongly benefit from additional resists, then I like Cardiac. Resist-based Tankers are one of the ATs that benefit most from Cardiac, so it isn't a bad choice for them.

    I think I have a pure meatshield Stone/Fire build that uses Nerve, but it's the only one and I only used Nerve to get to incarnate softcap. Haven't put the build in place though; not sure if I'd bother. The benefits of Nerve are pretty weak overall, even on Defense sets.
  19. Quote:
    Originally Posted by Dechs Kaison View Post
    Warshades are not heavy on knockback and they do not do energy damage. You seem to think the PB and WS are very much the same animal. That could not be farther from the truth.
    Three of the four Dark Nova attacks and Gravitic Emanation have KB, in some cases high magnitude KB, so I think the OP has the right image of them. PBs have more, sure, but that doesn't mean WSs aren't heavy on KB.

    To answer the OP, the WS has so much more utility than the Blaster that the WS is definitely worth it. However, it requires a very active playstyle. If you prefer to sit back and 1-2-1-3 your way through mobs, then I would not recommend the WS.
  20. streetlight

    so perma hasten?

    Gotta watch out for the Force Feedback proc. It's only up for 5 seconds, then down for 10 seconds. At best, that means it's up 1/3 of the time, which works out to about 1/3 of the effect.

    EDIT: Looking around a bit more, it seems like there may be some confusion on whether it still suppresses. It sounds like it might refuse to stack instead. So it might be possible to have a perpetual 100% if your FS was hitting every 5 seconds.
  21. streetlight

    so perma hasten?

    It's also a WP/SS, which makes Spiritual a better choice. Not quite the same story on an Inv/SS.
  22. streetlight

    Elec/Elec sapper

    Best Sappers would probably be Elec/Elec Dom, Elec/(Kin, Cold, Therm) Controllers or Elec/Elec Blasters. I'd recommend the Dom, but any will do well.
  23. streetlight

    Feeling lost

    Quote:
    Originally Posted by Nihilii View Post
    I try to remember the most efficient way to earn rewards in this game is, for normal stuff, the market, for incarnate stuff, large team content in which the difference between my worst character and my best character, outside of poor leagues, isn't enough to matter significantly.
    Agreed. Many of us have gotten sucked into setting the baseline at perma-Hasten and S/L softcap, when that isn't really needed at all. The character I've had the most fun with lately is an SO'd Fire/Fire Blaster at level 50. He'd be much more self-sufficient with a nice IO build in place, but his effectiveness on teams and leagues wouldn't change that much once buffs and inspirations are factored in.

    That said, some players focus on "master of" badging and high-difficulty gameplay. If you want to play the game at that level, then a weak build is a liability. Powersets are less of a factor, but can still be important. If you're running +0/x1 baseline missions & TFs, then it's not a big deal. Pick what you want and build it how you want, you'll be fine.
  24. Quote:
    Originally Posted by Syntax42 View Post
    Brute still out-damages the Tanker by a large margin in a cheap build farming scenario with no inspirations. To say that "Tankers can farm as well as Brutes" is ignoring the facts. A more accurate statement would be, "Brutes are better at farming, but Tankers can perform well."
    The ideal farmer has "just enough" survivability and as much AOE damage as possible. Brutes can easily get enough survivability and can throw more damage, so they're the more efficient choice.

    That said, Tanker would always be a safer choice, which might be a better option for some players. If you go Tanker, then Fire Melee may well be a better choice than SS. You get an additional AOE and Fiery Embrace becomes a very nice addition to all your attacks.