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twozerofoxtrot

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Everything posted by twozerofoxtrot

  1. Simplest version: Everthing but Bash and Taunt. Unless you want to taunt. 4 single target, all with fairly long cooldowns. I'm assuming based off your post that you don't build for bleeding edge performance, so you'll need all 4 to keep attacks consistent. Clobber is the best of the bunch. Two AoE, but once you have Crowd Control you may find yourself ignoring Whirling Mace since it isn't very good. Crowd Control does more damage, faster, and although it's a cone its 180 degrees so it'll hit everything forward of your hips.
  2. It's not a dream. Damage Resistance works as its own debuff resist stat. So if your tanker its at say 100(+) SLFCEN resist, then even though you're only getting 90 Dam Res, you're still getting 100% debuff resist on those stats.
  3. I mostly play on Everlasting so most of these folks are people I've seen there. In no particular order: @Felis Noctu & @Metalios who, along with a few other people, help keep Mids updated and chugging away. I'm pretty sure they helped saved it from going vaporware but I don't have the inside scoop on that so maybe I'm mistaken. @Amur is a quiet professional who helps others with actual accurate information in help chat, free of conjecture, bias (inasmuch as one can) and unsolicited thoughts. Along with silently popping up in game to help get hard content run. @sundew runs casual iTrials every Sunday (maybe Saturdays, too?) on Everlasting after the scheduled stuff is complete. Despite being "casual" (ie: not going for badges) they are professionally ran, with the same detailed instructions that the other Everlasting TFs content leaders provide, and are a great way for people who are new to iTrials to experience without a lot of stress, as well as farming up a few extra and Incarnate merits and salvage for old-timers with severe altitis. @Andreah has consistently run casual RP teams in PI and other places for years now, possibly since HC opened. It might not seem like a big thing, but as time has gone on these sorts of easy-entry roleplay teams have become increasingly scarce, and this sort of public service lets people who both want to casually dip their toes into the experience as well as veterans who want a change of pace from big organized plots or spicy nighttime writing. @PresidentDSG has run weekly open roleplay content in the form of AE story arcs you may or may not have tried for years under the premise of a Hero Corps job fair, and for villains their "Hench Co." analog. Again, another great help to people who want to get out there and actually roleplay their character with others either for the first or fortieth time. @Defeat All Snakes is a true hidden treasure. If you like to RP, they have some of the most well-written, well-voiced characters you'll ever find. If you can find them. They also make incredible stand-alone AE arcs. Speaking of which, try #45220 "The Most Wonderful Crime of the Year" since it's that season. It won a Dev's Choice award so it should be at the top of the list. @Fictional is another diamond in the rough. I don't know if she plays anymore, but she's been running small-group Hero and Villain RP teams for years, creating elaborate bases, months and months of AE story content, weaving each character's personal arcs into the overall story of the group, etc. And best of all, she's down to earth and level-headed. Always wanting to have fun, and make sure others are having their fun and their voices heard, too. @Darmian & @TwoDee for being Homecoming's resident Praetorian Loremasters, as well as cranking out some legendary AE story arcs and being generally cool guys. I'm not sure about Darmian but TwoDee was also a huge pillar in the Everlasting RP space for a long time and his characters will always have a fond place in my heart. @Nayreia for being one of us weird storywriters, and then one day getting uplifted to the Dev team to become one of the best members of the City Council and producing not only some of the finest content this game has ever had since launch, but also keeping in touch with us and staying responsive to bugs and even little requests like helping a lupine guy let his hips sway. There's probably many, many more. But my memory fails me, as it often does.
  4. I cannot offer proper Hmong pronounciation but standard transliteration of Japanese つ is "Tsu" which is how I pronounce Tsoo. The issue with these transliterations of origin characters to Roman characters is that we doesn't capture the lingual mechanics of the speech. All that to say: "Sue" is fine, but start with the tip of your tongue pressed gently to where the back of your front teeth meet the roof of your mouth. It will create a bit of an aspirated break that I believe is appropriate for pronouncing Tsu, if not Tsoo.
  5. Sure, I'll explain. I don't like to put the toggle on fellow players because I don't know what they'll be doing or where they'll chose to go. Likewise pets get stuck on stuff, or respond slow to player repositioning. I prefer to control where that extra damage goes. As for the End thing, I dunno. I sit at a 2.00 end/sec difference on recovery without it on. That's like, baseline for me. Not a big deal but I prefer to leave travel toggles on, etc. I guess you can ignore that part of the comment if it doesn't apply to you.
  6. I know how it works. It's less effective that way, not to mention it uses up end when not in fights.
  7. I use a rotating bind to apply tide pool, shifting tides, and shoal rush to an enemy anchor. It's pretty devastating. As for Soothing Wave? Never taken, completely unmissed. Power of the Depths Perma + Barrier Reed absorb. Why care about -12% enemy damage when they're on their backs before dying?
  8. Don't pick up Willpower on Stalkers. It's really, really bad. Just look at the powerson the character creator screen to understand why. Otherwise any set is potentially good to okay. Staff and Kinetic melee are actually pretty decent.
  9. My vote is for Plot Armor.
  10. Based off of a brief conversation I had with him years ago it's a creative interpretation of Latin for "True Heart" which would be something like Cor Vera. Edit: Which was prompted by this poem in his base, which luckily is still open for viewing.
  11. Couples share account info all the time. Sometimes relationships go bad. Not saying that's what happened because I don't know but it's not a stretch to imagine. Anyone who was deployed to the middle east and came back to find their spouse cleaned out the bank account and left them can sympathize, I'm sure. I think you are missing what @Battlecruiser said about how they tried to get the name back earlier and were unable to. The fact they pinged Troo (who has made his decision so really it's a moot point now) right after and offered a fair trade (with a name I personally think is better) I believe speaks to a certain veracity and forthrightness.
  12. This strikes me as not someone requesting a name back as much as socially engineering (ie: lying) to get a name they wanted and were unable (ie: tol slow) to get after the policy went live.
  13. Imagine thinking you would need to even pull anything on what is essentially "SL Farm, the Task Force."
  14. I don't disagree with the suggestions posited so far but I'm going to offer an alternative in case you don't have the infrastructure or desire to slot Mrs. Mole with the IO sets and procs to help tame BA's end consumption. Go Brute. Slot for for low or no damage until you're past 32 and can gain more slots as you level. Brute Fury goes a long way to compensating for a lack of damage slotting. This should allow you to focus on Accuracy and End Redux up front, making your combat resource expenditure more efficient. If you do go Brute, then Rad and Elec both have good End management tools. Rad being more defensive and Elec being more Offensive. I'd lean towards Bio, though. The king of versatility: you can stay in Efficient Mode until your End woes are calmed, then start playing in Offensive mode to wreak havoc and switch to Defense as required. Since you are playing with Mr. Mole, at the end of the day the target caps and AoE spread matter less; or so I wager. My assumption being you're just looking to have a fun time playing socially without frustrations, not achieving the highest solo clear speed for a leaderboard.
  15. I know the question was meant for Betty but I'll weigh in with some common knowledge: depends on your primary. A lot. In order of Best to Worst regen brutes I've leveled: Battle Axe (got mid-way through leveling and then BA buffs came down the pipe and was much better after they went live). War Mace Energy Melee Martial Arts (quit and deleted) Dual Blades (quit and deleted) My observation is that the amount you can mitigate incoming damage and effects matters a lot for Regen. Having powers that also let you slot for Force Feedback proc also dramatically improve your level path once you unlock MoG. Also I second what Betty said about insps. I don't think it's a bad thing, either. For me, it's nice to be have a reason to care about orange insps, etc.
  16. Must be an Excel thing. Most ASFs I've seen on Everlasting, the glowies get clicked.
  17. I agree with this assessment though I went the complete opposite direction and found it to be really useful as a "slot budget" power because I just Theft of Essence proc the one slot and call it a day, giving me effectively endurance-free debuffing that I can rapidly restack if the orange ring is up.
  18. Sadly a misleading name. Lore Clockwork are the Praetorian Clockwork, not the little metal amalgams you fight in Synapse. They'd actually be a good fit in most cases.
  19. Do not skip this power under any circumstances. As Zem points out, it's your tanker taunt aura. Likewise the stacking +Recharge buff is crucial for helping you keep Particle Sheilding up, which besides providinga lot of absorb also improves your regeneration and endurance recovery significantly.
  20. A tiny rant, from a tiny heart. Don't worry. That 5 minutes spent away from whatever your next superfluous goal was did not, in fact, matter in the grand scheme of things. But I'm sure the person who invited you anyways appreciated your answer to their call to arms, and saw it as an example of this fine, helpful community we have. Hopefully they never see this post.
  21. 292.5% (100 base + 192.5 added) is the magic number. Ideally? The closer you get to 300, the better. But that's hard bordering on impossible without expensive IOs. I see you're going for more affordable sets, but I think we might be looking in some of the wrong places with regards to set bonuses. I'd like to break out a few suggestions to help guide you with some of the set bonus knowledge I've picked up over the years. These are not definitive answers, but can help orient you to better options that hopefully won't break the bank. First, Water Burst: I see what you're doing here, going for the 7.5% recharge. Good attempt, but there's a problem. This set enhances Knockback magnitude, which in practical terms means how far you fling a target. With Water Burst slotted as such, you're going to be scattering your targets all over the place as opposed to just knocking them on their butts where they stand. This inefficient for Water Blast, since you want to chain AoEs into enemy groups. Not to mention it might make you unpopular with your team for the same reasons. I'd recommend the following setup instead: What does this do for you that your previous slotting doesn't? Besides eliminating the aforementioned scattering problem, it improves the damage, accuracy, and range of your attack. You trade 7.5% global recharge for 6.25%, which is a flat decrease, but that one extra Force Feedback IO in there? That's the proc that gives you 10 seconds of +100% Global Recharge. If you put it here in Water Burst and use this power whenever it's up, you're very likely going to have this buff up on you 1/3 of the time you're in combat. I'm not a math wiz, but I'll tell you that will have a dramatic impact on your Global Recharge and very honestly, can solve your Global Recharge problem entirely by itself. I would strongly recommend doing the same for Geyser: You may not use it as frequently as Water burst, but this will absolutely proc each time you use it. Alternatively, you could put a damage proc in the 6th slot. Either one is a good choice. Steam Spray. I would do something similar but with a -Resist Debuff proc slotted instead of the +Recharge (since it can't accept): This will net you more Global Recharge than what Detonation was providing (which is none). On to Hydro Blast: I'm not sure I totally follow the logic on this slotting. It's not bad, but it could be better. There's no Global Recharge bonuses present, either. It's not cheap, but the 8.75% recharge bonus on the 6-piece Defender ATO set Defender's Bastion is hard to beat: And when you hit 50, and get 6 Enhancement Catalysts, you can boost it up to 10%: You might be asking, "Why not include a Force Feedback +Recharge proc here, as well?" Well you could, and it's not a terrible idea, but proc change calculations factor in a power's animation speed and recharge (among other factors). Basically the faster a power animates and recharges, the less a proc will fire. Hydro Blast is a fast power, so not as good for a proc like Force Feedback which has a relatively low rate. It's better in Water Burst, since it will roll to proc on all affected targets. Next, Aqua Bolt: I get the sense that you're trying to eke out as much -Def as possible on this power, but let me be frank: you don't need to. Radiation Infection will do that work for you. This is a damaging power, and should be used to damage. How about Decimation's 5 piece bonus, which offers the same 6.25% Global Recharge as Positron's Blast? And it's relatively cheap; you can get 5 pieces from between 5-10 million total. The downside? It maxes at level 40, so your stats will be a little weak for this power at 50. But in my opinion that is okay, since it was a very weak power to begin with. You'll be a stronger Defender by getting that Global Recharge up to empower your Accelerate Metabolism and Hasten being permanent than having 10% more damage on your weakest attack. Bonus is that you get that one slot free to what you wish with, including some more -Def if that's your prerogative. A net loss of 3.75 -Def, in trade for more Global Recharge, and better damage overall. I think this is a win. Next up, I implemented the suggestion I made in my earlier post about repurposing the slots from Weave, And Acrobatics: We can get way more efficient with these slots, since Acrobatics gives you more than enough KB protection by default. So instead we'll go with this for Weave: And take that slot from Acrobatics and put into Scorpion Shield: This not only boosts your Defense from these powers (by a tiny amount) but gives you valuable cumulative 15% Global Recharge. Now to help teach you how to fish! Mids has this neat feature (recently reworked) called "Set Inspector" under the Windows tab in the taskbar: It will let you search by Set Bonuses for what sets you want: Hope all that helps!
  22. Fire/Kin is it. People already covered the important part so I'll throw out tidbits for consideration since Snarky hasn't played much Kin. Transfusion. Yes, a heal but you can hit yourself with it in melee. And you're going to be in melee range anyhow so might as well. Also it has a -50% Regen debuff. That stacks. You can usually keep 3-4 stacks up if you're aggressive about it, letting you chop away at AV regen while you keep yourself healed and burn them down. I know it's not a lot but little things add up. Siphon Power. Often overlooked but if you want to close that 65% bonus damage cap Uun mentioned, this helps. Or skip it. Lot's of people do. Siphon Speed. This is the anti-Speed Boost. The selfish Speed Boost. Keeping this up at max stacks along with Hasten is insane. I literally use this in my Kinetic characters' attack chains it's that good. Increase Density and Inertial Reduction. Good for 1 slot mules like Gladiator's Armor or BotZ.
  23. This is a very fair concern, it can happen. I would save Lingering Radiation for the hard targets (EB and above) which your entire group is likely to be focused on. That should spare you the enemy's unwanted attention. Not too many. It looks like you've got 6 slots available per power, that's good. Remember that the most important consideration is Global Recharge. You'll want to get Hasten and Accelerate Metabolism permanent. That means expensive ATO and Very Rare sets. One thing that Water Blast has working against it is that it's entirely Ranged Single Target and Ranged AoE attacks. That means you don't have the diversity to slot a lot of different Epic sets to get 5x 10% Recharge Reduction. BUT, there's a trick that Defenders (and Corruptors) can pull off to get there with their ATOs, and I did it on my Rad/Rad build, which is to split the Superior Vigilant Assault set in half, since the 10% recharge bonus is for 3 pieces. Balance it so you have a good amount of accuracy and damage per power, then fill in the rest for procs. I think Steam Geyser and Dehydrate are good candidates for this strategy because both powers have decent proc rates and provide access to damage procs from other sets like Touch of the Nictus and Lady Gray. Speaking of which, I've noticed you kept Aqua Bolt in your build and while I won't question why or push to do otherwise, I'll just say that it's an exceptionally weak attack that is locking you out of better ones. Other thoughts: You have more KB protect than most tankers. It's probably overboard. You can drop the slots for Karma in Weave and the generic KB IO in Acrobatics and and still have 13 KB protect (which is Tanker-level). That frees up 2 slots to invest elsewhere, like placing Luck of the Gambler procs into Scorpion Shield and Weave to get the +7.5% recharge bonus. If you need KB protect at your current level, take the stealth out of Super Jump and put the KB Protect IO you had in your previous build back in there. If you feel like you need Stealth, rotate it into your Sprint. Being able to sneak and stand up is more important than walking a little faster, in my book. Tidal Forces: pick this power up earlier. It is a huge component of doing damage for Water Blast. If you need suggestions for what to swap it with, I'd posit that in your 20s and 30s you usually don't have the Endurance Recovery to sustain so many Power Pool Toggles at once. I'd personally take Maneuvers later. Stamina: You have Preemptive Optimization in the 3rd slot, but if you put another Performance Shifter in that slot (like Endmod/Recharge) then you'd get the same boost to the power and the 3 set bonus from Performance Shifter (any extra HP is good on any build). Combat Jumping: Assuming you always keep this running, if you drop the Def/End from Luck of the Gambler and add a Kismet: Accuracy +6% IO you will be better off for it. This is a bit of an advanced tip so I'll explain: As you level into 20 and beyond, you'll have exhausted the hidden buffs that lower level characters get to their ToHit, making it harder to land attacks. Having the Kismet IO slotted will help offset that effect. Unlike what the IO says in the name, it actually provides +6% bonus to ToHit, not Accuracy. This makes it much stronger than it seems, and is like having a self-only Tactics running as long as your Combat Jumping is toggled on. You do have to trade something for this functionality, which (at lvl 50) comes out to 0.35 Def to all, -0.01 End per second, and 11.45 HP. In my opinion, well worth it.
  24. Hi OP👋 I'd like to offer some suggestions based on a build I've been using, unchanged, since early 2020 to take down AVs/GMs and general grouping. These days she mostly participates in Hami raids unless I'm chasing down Scrapyard. I'll include some notes, and organize this as best I can. First, the build: Arcane Apprentice - Defender (Radiantion Emission).mbd You'll probably notice off the bat it's a Rad/Rad build, but I'm sure you'll be able to adapt to your setup. The important parts are the Rad Emission, anyway. Image for simplicity of reference (click to expand): There are some very specific choices in my build, some of may not be obvious or even fit your goals. In other cases, they absolutely should be part of your goals and I'll explain why. Rad Infection: A must-take. You'll notice my slotting is a bit odd, with a -Res proc in there and two -ToHit/End Redux set IOs slotted. I'd do better to just ignore those IOs and slot two +3 Enzyme Exposure Hami-Os, but I take the moment to reveal this subpar part of the build because it helps where you currently are if you buy these off the AH as attuned enhancements and slot them until you get to 50 where you can re-slot this power with those Enzyme Exposure Hami-Os (which will really supercharge the power). Accelerate Metabolism: Another must-take. Focus on getting it Permanent above all else. As you can see, with this build I can do with just 3 slots. I think Preemptive Optimization is a great set for when you want a high-recharge End Gaining ability without committing a ton of IOs; it's arguably strongest set bonuses are at 2 and 3 and it has a recharge on 4 of 6 pieces. I've 6-slotted Preventative Medicine in Spirit Ward because I wanted to take Mystic Flight and Rune of Protection, so I skipped Radiant Aura. On your build, I'd slot this set in Radiant Aura. The power doesn't need the full set, it's functional with a single +3 Golgi Exposure Hami-O, but you want the full set for the exceptional bonuses. Still, if you need to economize you now know how. Enervating Field: Must take this. Just a single End Redux IO and call it a day. Like Rad Infection, the power is Auto-Hit and has a fast recharge so all you're really worried about is the cost to you (and only a little bit, if Accelerate Metabolism is perma). Mutation: You can skip this. But I didn't, though I did pick it up last. Nobody hates getting a rez, though Venging them and tossing a wake is usually the better call. Lingering Radiation: You skipped this, and that was a bad call. Find something to drop (Aqua Bolt) and pick it up. Unlike Enervating Field and Rad Infection, it's not an Auto-Hit toggle on a short Cooldown. You can easily get away with slotting it with just 1 Recharge Redux like I have, or put a set in there for bonuses. Why is this power important? Well, it's your main source of -Regen. -500% Regen, to be exact, a huge contributor to downing hard targets from EBs to GMs. Even with the resists an AV or GM bring to bear, this will still debuff somewhere around -200% of their Regen and you will notice it. Keep it up through out the fight while your Rad Infection and Enervating Field are ticking. Personally I think the Slow set bonuses are hot garbage, which is why I chose to economize on the slotting here. Once Rad Infection is applied, you should be able to land this easily. Choking Cloud: Easy skip. I mostly took this as a mule for set bonuses, much like I've used Neutrino Bolt and X-Ray Beam; I don't actually use these powers in combat. However in some group play I have run Choking Cloud and it does work ~fine~ if not spectacular. I think Fallout is a Safe Skip as well. Funny alternate option instead of Vengeance. I would delete my character before picking up EM Pulse. A power that drains all of my Endurance and keeps me at zero for 15 seconds? The -1000% regen is not worth it if I can't run my toggles. Not to mention you can't keep this up permanently like you can with Lingering Radiation. You probably noticed I have a ton of Winter sets slotted. Not something I'd typically recommend but a) I built this a while ago and b) it still works. You might need a different approach with Water Blast. Speaking off, I would not skip Steam Spray unless you were hurting for power picks. It can be proc'd out for some respectable damage. Finally, you'll see my defensive toggles are pretty sparsely slotted. A lot of this is due to my heavy reliance on Winter sets which, while expensive, can be slotted into your build at level 10 and begin contributing very early in your build. I'm not necessarily making an argument here for this build style as much as explaining the pros and cons of my choice. Overall, Recharge should be your biggest focus, so prioritize those set bonuses where you can get them. Because Recharge gets Accelerate Metabolism to Perma, which basically unlocks god mode for Rad Emission since you can keep your three debuffs going all the time on your targets. Hope this helps you!
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