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FourSpeed

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Posts posted by FourSpeed

  1. On 3/13/2020 at 2:41 PM, FourSpeed said:

    I'm using Version 2.23 of Pine's Hero Designer.

    @Warshade14 -- I'm not sure if the current data chunks in the guide will actually import into Mid's Reborn.  I don't have it, to find out.  What I do have, and what the builds were created in was Pine's 2.23 as mentioned previously. They import properly into that.

     

    I can, as an interim help, post the long text versions here, but unless I get around to using Mid's Reborn, or you can pick up the old version of Pine's, we're a bit stuck here...  😉 

     

    Regards,

    4

     

     

    L25 Build

     


    Villain Plan by Hero Villain Designer 2.23
    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

    LBBF: Level 25 Natural Brute
    Primary Power Set: Spines
    Secondary Power Set: Fiery Aura
    Power Pool: Leaping
    Power Pool: Speed

    Villain Profile:
    ------------
    Level 1:    Barb Swipe    
     (A) Accuracy IO
     (3) Endurance Reduction IO
     (9) Damage Increase IO
     (13) Damage Increase IO
     (15) Damage Increase IO


    Level 1:    Fire Shield    
     (A) Resist Damage IO


    Level 2:    Lunge    
     (A) Accuracy IO
     (3) Endurance Reduction IO
     (5) Damage Increase IO
     (11) Damage Increase IO
     (15) Damage Increase IO


    Level 4:    Spine Burst    
     (A) Accuracy IO
     (5) Endurance Reduction IO
     (7) Damage Increase IO
     (11) Damage Increase IO
     (17) Damage Increase IO
     (19) Endurance Reduction IO


    Level 6:    Blazing Aura    
     (A) Accuracy IO
     (7) Endurance Reduction IO
     (9) Damage Increase IO
     (13) Damage Increase IO
     (17) Damage Increase IO
     (19) Endurance Reduction IO


    Level 8:    Combat Jumping    
     (A) Defense Buff IO


    Level 10:    Healing Flames    
     (A) Healing IO


    Level 12:    Temperature Protection    
     (A) Resist Damage IO
     (21) Resist Damage IO
     (21) Resist Damage IO


    Level 14:    Super Jump    
     (A) Jumping IO


    Level 16:    Build Up    
     (A) To Hit Buff IO


    Level 18:    Hasten    
     (A) Recharge Reduction IO


    Level 20:    Plasma Shield    
     (A) Resist Damage IO


    Level 22:    Quills    
     (A) Accuracy IO
     (23) Endurance Reduction IO
     (23) Damage Increase IO


    Level 24:    Consume    
     (A) Endurance Modification IO
     (25) Recharge Reduction IO
     (25) Recharge Reduction IO


    Level 26:    [Empty]    
     (A) Empty


    Level 28:    [Empty]    
    Level 30:    [Empty]    
    Level 32:    [Empty]    
    Level 35:    [Empty]    
    Level 38:    [Empty]    
    Level 41:    [Empty]    
    Level 44:    [Empty]    
    Level 47:    [Empty]    
    Level 49:    [Empty]    
    Level 1:    Brawl    
     (A) Empty


    Level 1:    Prestige Power Dash    
     (A) Empty


    Level 1:    Prestige Power Slide    
     (A) Empty


    Level 1:    Prestige Power Quick    
     (A) Empty


    Level 1:    Prestige Power Rush    
     (A) Empty


    Level 1:    Prestige Power Surge    
     (A) Empty


    Level 1:    Fury    
    Level 1:    Sprint    
     (A) Endurance Reduction IO


    Level 2:    Rest    
     (A) Recharge Reduction IO


    Level 4:    Ninja Run    
    Level 2:    Swift    
     (A) Run Speed IO


    Level 2:    Health    
     (A) Healing IO


    Level 2:    Hurdle    
     (A) Jumping IO


    Level 2:    Stamina    
     (A) Endurance Modification IO
    ------------
     

     

     

    L40 Build



    Villain Plan by Hero Villain Designer 2.23
    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

    LBBF: Level 40 Natural Brute
    Primary Power Set: Spines
    Secondary Power Set: Fiery Aura
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Villain Profile:
    ------------
    Level 1:    Barb Swipe    
     (A) Kinetic Combat - Accuracy/Damage
     (3) Kinetic Combat - Damage/Recharge
     (9) Kinetic Combat - Damage/Endurance
     (13) Kinetic Combat - Damage/Endurance/Recharge
     (15) Crushing Impact - Damage/Endurance


    Level 1:    Fire Shield    
     (A) Steadfast Protection - Resistance/Endurance
     (27) Steadfast Protection - Resistance/+Def 3%
     (40) Steadfast Protection - Knockback Protection


    Level 2:    Lunge    
     (A) Kinetic Combat - Accuracy/Damage
     (3) Kinetic Combat - Damage/Recharge
     (5) Kinetic Combat - Damage/Endurance
     (11) Kinetic Combat - Damage/Endurance/Recharge
     (15) Crushing Impact - Damage/Endurance


    Level 4:    Spine Burst    
     (A) Scirocco's Dervish - Accuracy/Damage
     (5) Scirocco's Dervish - Damage/Recharge
     (7) Scirocco's Dervish - Damage/Endurance
     (11) Scirocco's Dervish - Accuracy/Damage/Endurance
     (17) Scirocco's Dervish - Accuracy/Recharge
     (19) Multi-Strike - Damage/Endurance


    Level 6:    Blazing Aura    
     (A) Scirocco's Dervish - Accuracy/Damage
     (7) Scirocco's Dervish - Damage/Recharge
     (9) Scirocco's Dervish - Damage/Endurance
     (13) Scirocco's Dervish - Accuracy/Damage/Endurance
     (17) Scirocco's Dervish - Accuracy/Recharge
     (19) Multi-Strike - Damage/Endurance


    Level 8:    Combat Jumping    
     (A) Defense Buff IO
     (31) Defense Buff IO
     (31) Defense Buff IO


    Level 10:    Healing Flames    
     (A) Numina's Convalesence - Heal
     (36) Numina's Convalesence - Heal/Recharge


    Level 12:    Temperature Protection    
     (A) Aegis - Resistance
     (21) Aegis - Resistance/Endurance
     (21) Aegis - Resistance/Endurance/Recharge


    Level 14:    Super Jump    
     (A) Jumping IO


    Level 16:    Build Up    
     (A) To Hit Buff IO


    Level 18:    Hasten    
     (A) Recharge Reduction IO
     (37) Recharge Reduction IO
     (37) Recharge Reduction IO


    Level 20:    Plasma Shield    
     (A) Aegis - Resistance
     (34) Aegis - Resistance/Endurance
     (34) Aegis - Resistance/Endurance/Recharge


    Level 22:    Quills    
     (A) Scirocco's Dervish - Accuracy/Damage
     (23) Scirocco's Dervish - Damage/Recharge
     (23) Scirocco's Dervish - Damage/Endurance
     (29) Scirocco's Dervish - Accuracy/Damage/Endurance
     (29) Scirocco's Dervish - Accuracy/Recharge
     (34) Multi-Strike - Damage/Endurance


    Level 24:    Consume    
     (A) Endurance Modification IO
     (25) Recharge Reduction IO
     (25) Recharge Reduction IO
     (27) Recharge Reduction IO


    Level 26:    Boxing    
     (A) Stupefy - Accuracy/Recharge
     (31) Stupefy - Accuracy/Endurance


    Level 28:    Kick    
     (A) Bruising Blow - Accuracy/Damage
     (37) Bruising Blow - Damage/Endurance


    Level 30:    Maneuvers    
     (A) Endurance Reduction IO
     (36) Defense Buff IO


    Level 32:    Weave    
     (A) Endurance Reduction IO
     (33) Defense Buff IO


    Level 35:    Superior Conditioning    
     (A) Endurance Modification IO
     (36) Endurance Modification IO


    Level 38:    Burn    
     (A) Scirocco's Dervish - Accuracy/Damage
     (39) Scirocco's Dervish - Damage/Recharge
     (39) Scirocco's Dervish - Damage/Endurance
     (39) Scirocco's Dervish - Accuracy/Damage/Endurance
     (40) Scirocco's Dervish - Accuracy/Recharge
     (40) Multi-Strike - Damage/Endurance


    Level 41:    [Empty]    
    Level 44:    [Empty]    
    Level 47:    [Empty]    
    Level 49:    [Empty]    
    Level 1:    Brawl    
     (A) Empty


    Level 1:    Prestige Power Dash    
     (A) Empty


    Level 1:    Prestige Power Slide    
     (A) Empty


    Level 1:    Prestige Power Quick    
     (A) Empty


    Level 1:    Prestige Power Rush    
     (A) Empty


    Level 1:    Prestige Power Surge    
     (A) Empty


    Level 1:    Fury    
    Level 1:    Sprint    
     (A) Endurance Reduction IO


    Level 2:    Rest    
     (A) Recharge Reduction IO


    Level 4:    Ninja Run    
    Level 2:    Swift    
     (A) Run Speed IO


    Level 2:    Health    
     (A) Numina's Convalesence - +Regeneration/+Recovery


    Level 2:    Hurdle    
     (A) Jumping IO


    Level 2:    Stamina    
     (A) Endurance Modification IO
     (33) Endurance Modification IO
     (33) Endurance Modification IO
    ------------

     

     

    L50 Final Build



    Villain Plan by Hero Villain Designer 2.23
    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

    LBFF-Final: Level 50 Natural Brute
    Primary Power Set: Spines
    Secondary Power Set: Fiery Aura
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Villain Profile:
    ------------
    Level 1:    Barb Swipe    
     (A) Kinetic Combat - Accuracy/Damage
     (3) Kinetic Combat - Damage/Recharge
     (9) Kinetic Combat - Damage/Endurance
     (13) Kinetic Combat - Damage/Endurance/Recharge
     (15) Crushing Impact - Damage/Endurance


    Level 1:    Fire Shield    
     (A) Steadfast Protection - Resistance/Endurance
     (27) Steadfast Protection - Resistance/+Def 3%
     (40) Steadfast Protection - Knockback Protection


    Level 2:    Lunge    
     (A) Kinetic Combat - Accuracy/Damage
     (3) Kinetic Combat - Damage/Recharge
     (5) Kinetic Combat - Damage/Endurance
     (11) Kinetic Combat - Damage/Endurance/Recharge
     (15) Crushing Impact - Damage/Endurance


    Level 4:    Spine Burst    
     (A) Scirocco's Dervish - Accuracy/Damage
     (5) Scirocco's Dervish - Damage/Recharge
     (7) Scirocco's Dervish - Damage/Endurance
     (11) Scirocco's Dervish - Accuracy/Damage/Endurance
     (17) Scirocco's Dervish - Accuracy/Recharge
     (19) Multi-Strike - Damage/Endurance


    Level 6:    Blazing Aura    
     (A) Scirocco's Dervish - Accuracy/Damage
     (7) Scirocco's Dervish - Damage/Recharge
     (9) Scirocco's Dervish - Damage/Endurance
     (13) Scirocco's Dervish - Accuracy/Damage/Endurance
     (17) Scirocco's Dervish - Accuracy/Recharge
     (19) Multi-Strike - Damage/Endurance


    Level 8:    Combat Jumping    
     (A) Defense Buff IO
     (31) Defense Buff IO
     (31) Luck of the Gambler - Recharge Speed
     (42) Defense Buff IO


    Level 10:    Healing Flames    
     (A) Numina's Convalesence - Heal
     (36) Numina's Convalesence - Heal/Recharge


    Level 12:    Temperature Protection    
     (A) Aegis - Resistance
     (21) Aegis - Resistance/Endurance
     (21) Aegis - Resistance/Endurance/Recharge


    Level 14:    Super Jump    
     (A) Jumping IO


    Level 16:    Build Up    
     (A) Rectified Reticle - To Hit Buff
     (43) Rectified Reticle - To Hit Buff/Recharge


    Level 18:    Hasten    
     (A) Recharge Reduction IO
     (37) Recharge Reduction IO
     (37) Recharge Reduction IO


    Level 20:    Plasma Shield    
     (A) Aegis - Resistance
     (34) Aegis - Resistance/Endurance
     (34) Aegis - Resistance/Endurance/Recharge


    Level 22:    Quills    
     (A) Scirocco's Dervish - Accuracy/Damage
     (23) Scirocco's Dervish - Damage/Recharge
     (23) Scirocco's Dervish - Damage/Endurance
     (29) Scirocco's Dervish - Accuracy/Damage/Endurance
     (29) Scirocco's Dervish - Accuracy/Recharge
     (34) Multi-Strike - Damage/Endurance


    Level 24:    Consume    
     (A) Endurance Modification IO
     (25) Recharge Reduction IO
     (25) Recharge Reduction IO
     (27) Recharge Reduction IO


    Level 26:    Boxing    
     (A) Stupefy - Accuracy/Recharge
     (31) Stupefy - Accuracy/Endurance


    Level 28:    Kick    
     (A) Bruising Blow - Accuracy/Damage
     (37) Bruising Blow - Damage/Endurance


    Level 30:    Maneuvers    
     (A) Endurance Reduction IO
     (36) Luck of the Gambler - Defense
     (42) Luck of the Gambler - Defense/Endurance
     (43) Luck of the Gambler - Recharge Speed


    Level 32:    Weave    
     (A) Endurance Reduction IO
     (33) Luck of the Gambler - Defense
     (42) Luck of the Gambler - Defense/Endurance
     (43) Luck of the Gambler - Recharge Speed
     (46) Defense Buff IO


    Level 35:    Superior Conditioning    
     (A) Endurance Modification IO
     (36) Endurance Modification IO
     (48) Endurance Modification IO


    Level 38:    Burn    
     (A) Scirocco's Dervish - Accuracy/Damage
     (39) Scirocco's Dervish - Damage/Recharge
     (39) Scirocco's Dervish - Damage/Endurance
     (39) Scirocco's Dervish - Accuracy/Damage/Endurance
     (40) Scirocco's Dervish - Accuracy/Recharge
     (40) Multi-Strike - Damage/Endurance


    Level 41:    Fiery Embrace    
     (A) Recharge Reduction IO
     (46) Recharge Reduction IO
     (50) Recharge Reduction IO


    Level 44:    Cross Punch    
     (A) Stupefy - Accuracy/Recharge
     (45) Stupefy - Accuracy/Endurance
     (45) Stupefy - Accuracy/Stun/Recharge
     (45) Stupefy - Endurance/Stun
     (46) Stupefy - Stun/Range


    Level 47:    Physical Perfection    
     (A) Harmonized Healing - Heal/Endurance
     (48) Harmonized Healing - Heal
     (48) Endurance Modification IO


    Level 49:    Tactics    
     (A) Adjusted Targeting - To Hit Buff
     (50) Adjusted Targeting - To Hit Buff/Endurance


    Level 1:    Brawl    
     (A) Empty


    Level 1:    Prestige Power Dash    
     (A) Empty


    Level 1:    Prestige Power Slide    
     (A) Empty


    Level 1:    Prestige Power Quick    
     (A) Empty


    Level 1:    Prestige Power Rush    
     (A) Empty


    Level 1:    Prestige Power Surge    
     (A) Empty


    Level 1:    Fury    
    Level 1:    Sprint    
     (A) Endurance Reduction IO


    Level 2:    Rest    
     (A) Recharge Reduction IO


    Level 4:    Ninja Run    
    Level 2:    Swift    
     (A) Run Speed IO


    Level 2:    Health    
     (A) Numina's Convalesence - +Regeneration/+Recovery
     (50) Numina's Convalesence - Heal


    Level 2:    Hurdle    
     (A) Jumping IO


    Level 2:    Stamina    
     (A) Endurance Modification IO
     (33) Endurance Modification IO
     (33) Endurance Modification IO


    Level 50:    Musculature Total Radial Revamp    
    Level 50:    Degenerative Total Core Conversion    
    Level 50:    Seers Total Radial Improved Ally    
    Level 50:    Pyronic Partial Radial Judgement    
    Level 50:    Assault Total Radial Graft    
    ------------

     

    • Like 1
  2. 6 hours ago, CoX4ever said:

    LOL Happy April's fool day to you too Curator

     

    LOL - If only it *were* an April Fool's joke... but nope, it's all too real...

     

    I'm sure the 3 or 4 PvPer's out there are just gonna love this...  🙂  A visible, tag-a-long to show everyone just where your stealthed character is lurking...  Nice. Perfect, even.  🙂 

     

    I've not seen what "the kid" does -- I just logged in and the little bastige is standing there beside me in the store (dammit - I gave custody of that little sh*t to my Ex-wife!), but if he does tag along on my mission, I'm hoping the little troll gets killed -- that will prevent all those phone calls from the school Principal complaining about little "Damian"   🙂 🙂 🙂 

     

    Happy April Fool's Day!

     

    Cheers,

     

  3. Both of my mains (Father and adopted daughter) live in a nice apartment (recently remodeled 😉 ) in a swankier area of Atlas Park.  However, since the adopted daughter was a native of the Shadow Shard, both of them also have guest quarters at Firebase Zulu and spend extensive time in the Shard helping the Expeditionary Forces there.

     

    My primary villain (a Stalker) has a place in Bloody Bay. It makes it easier for him to watch his "turf" -- He does, occasionally spend some vacation time in Sharkhead & St. Martial.  😉

     

    The only other character that whose home I thought about was my Peacebringer who melded with a retired actor who owns a couple warehouses in Kings Row.

     

     

    Cheers,

    4

  4. In addition to robopop's comments, that issue is another reason why you want to open up Incarnate Powers. Your T3 Alpha power also provides a level shift that works in normal content as well. That will effectively make the mobs +3 to you only, which is a big help.  That is also why I mentioned earlier that the fully levelled & IO'd build doesn't need a Kismet once you get there, but it certainly can help.

     

    You can monitor your to-hit in-game with the Combat Attributes screen (Powers -> Combat Attributes). The number for  "Last Hit Chance" will tell you what your number was against the guy you most recently attacked. Bear in mind that 95% is the Max allowed. The game always has a 5% chance of missing on any attack, unless streakbreaker is invoked.

     

     

    Cheers,

    4

     

     

    PS>  Gratz on L50!

    • Like 1
  5. 23 hours ago, Crimsonpyre said:

    Problem with DO's and SO's is you have to keep buying new ones as you level. The light bulb came on for me when I realized that a lvl 25 IO is the same as a lvl 50 SO, and it never losses it's bonus regardless of your level.

     

    22 hours ago, TheOtherTed said:

    Eh, would love to respond, but I think I've derailed this thread enough...

     

    18 hours ago, RikOz said:

    Me, I don't start plugging in basic IOs until level 26, ever since I noticed that the bonus on a level 25 IO is lower than a 25 SO right up to character level 25, but the IO is better as soon as you hit level 26.

     

    I don't use TO/DOs at all. I usually just buy a set of L15 IO's when my toon hits L12  (Sometimes I even get L10's at L7).  They're better than TO/DOs straight-up, you only need a few of them, and if you have any marketing savvy at all, you'll have plenty of inf to afford them (and, they're often *real* cheap in the AH - because a lot of folks think they're worthless).  Also, I don't run DFB's (I'm much more of a solo player), so I don't blow thru the first 20 levels in an hour...  😉   

     

     

    21 hours ago, Snarky said:

    What would this macro look lime. And how would you edit it on the fly?

     

    10 hours ago, PirateCrew said:

    It's not a macro, but I can share how I use a bind-within-a-bind for this.  The idea is to make a "setup" bind so that one keypress does most of the work of creating another "on-the-fly" bind (for the key to perform the actual name-targeting command).

     

    To create the "setup" bind, type the following in the chat window:

    /bind SHIFT+tilde "beginchat /bind tilde targetcustomnext "

    then press enter.  This is done once (per character).

     

    To actually use the "setup" bind to create the "on-the-fly" targeting bind:

    1) press shift+tilde (shift and the ~ key) which prints the first part of the "on-the-fly" rebinding command into the chat window and puts the typing cursor down there too,

    2) type the name (or part of the name) of the thing you want to search for,

    3) press enter.

    4) pan your camera or move around the map and press the tilde key (by itself) occasionally until the thing is found.

     

    You can use the keys you prefer by changing what I used in the setup bind.  Note that the on-the-fly bind will remain bound until the setup bind is used to rebind it.

     

    The one I use is:

     

    CTRL+X "beginchat /bind ALT+X target_custom_next enemy alive NAME-HERE"
     

    So, you press Ctrl + X and it pops up the /bind ALT+X part in your chat window... You change "NAME-HERE" to whichever Baddie you're looking for:  Sapper, Quantum, Malaise, etc.

    Then, you just press ALT+X and if they're targetable, it locks on to them...

     

    If you need to look for a different Baddie, just press Ctrl + X again, and repeat the process with a new name...

     

     

    As for dumb things, the list is lengthy. I've done the overbid thing, I've sniped at a passing purple guy with a lowbie (and got 1-shot for it), got lost looking for stuff (particularly in CoT maps) etc.

    One of the funniest things I ever saw though was my friend (who LOVES superjump). We're in the lobby in a warehouse mish, and he's hopping around like a mexican jumping bean on crack, and he literally gets stuck between the wall and a light fixture.  Even /stuck wouldn't get him out.  Hilarious.

     

     

    Cheers,

     

     

  6. My Grav/FF's Singularity pet is called -->  "Gee-a-Pet"  (a little pun on Chia Pet),

    and the Lore Pets are a Rularuu Overseer and a Bull Natterling named:  "Sauron" & "Da Chimp", respectively.

     

     

    Cheers,

    4

  7. 9 hours ago, warlyx said:

    bah no issues now lol , hit 50 farmed and worked on the build a bit more since i gained some millions , and  farmed the hell out of it ! still have 1 Lotg to get and 1 Mu epic power to slot , got all my incarnates but lore that helped 😄 

     

    now i can fund my others chars , plus a friend was happy that i give him one apocalypse that dropped ^^

     

     

    Awesome!  Glad you've got it sorted out and working for you now!

     

    Cheers,

    4

    • Like 1
  8. On 3/14/2020 at 10:23 AM, warlyx said:

    im following the guide almost 50 (still on lvl 40 cap) and the prices of the sets have go up sadly , while i gained some millions im still millions behind the lvl 40 build, like u said prices varies 🙂 , atm going with full IO  😄 , im farming 0/8 with easy , tried +1/8 and 0 issues , at 50 gonna work on enhancing the build a bit

     

    anyway  thanks! great guide !

     

     

    Prices do vary, but then again, that should also be true for the rare salvage you should be selling. Those are still reliably selling for 500-600,000 each (higher than when I wrote this guide). So if you're not having the same trouble that Maagic mentioned (about getting AE tix) you should still be getting around 1000 tix per run (iirc) so we're talking 1.5M+ income every two runs, minimum. If you get to L50, you can also run on Standard Rewards (no AE tix, but more cash, and salvage drops) and pull down ~5 Million per run.  In short, you shouldn't be having too much trouble with financing, except perhaps for a few of the specialty items (like the Karma KB for instance), and you can opt to get those IOs with reward merits as well, if need be.

     

    The common IOs are flat-rate priced (from the crafting table) so that hasn't changed any. There's some silliness going on with Yellow salvage lately, so those prices have jumped - the past few days I've been getting it for ~15K per yellow piece within a few minutes. One thing you might consider, if you've made yourself a SG base, is note the ingredients you need for the IO's you're planning to make. You can add storage bins to your base, and each will hold 100 pieces of salvage. In that case you can put some low-ball bids out on AH, and stockpile some of the stuff you'll need for later. That can help avoid paying the "buy it now" prices when the time comes. Also, if you make some Standard Reward runs, you'll also get salvage drops, and you can sell any yellow pieces you don't need on the AH, and take a little advantage from the pricing increases yourself. ;-)

     

    As mentioned, you shouldn't be buying any rare salvage at all as you can get the pieces you need for free from the AE, and once again, you can stockpile the pieces you need for crafting and sell the others as before.

     

    Additonally, there are also plenty of auctionhouse marketing strategies that you can use to increase your income if you're so-inclined. Those are beyond the scope of this guide, but there are guides out there for them, and they're really not very difficult. Usually the hardest part is for players to get past their discomfort about the auctionhouse in general.  ;-)

     

     

    Finally, as coaches say "Keep your eyes on the prize"  ;-)  Once you get your LBFF to L50 and kitted out as the build describes, you'll be making about 50 Milllion every time you run the full #2915 AE arc (of 5 missions), so it won't be very long until "money trouble" will be a thing of the past for you and any other characters you make.

     

    Regards,

    4

  9. On 3/14/2020 at 12:11 PM, Call Me Awesome said:

    Sorry you're not finding PvP enthusiasts, you're likely going to have to set it up ahead of time in order to find others who are interested.  In fact, it would probably be good to set up some specific PvP events like the Tanker Tuesday events.  Those of you who enjoy it can get together and have fun.

    Not to worry. I was always a bit "meh" about it myself, even back on live, although I was fairly active at it, but I know this guy was quite capable back in the day. Still, as I mentioned earlier, I don't particularly mind that toon doing mostly PvE stuff anyway these days, and he's the only PvP-centric build I have (or am likely to) on HC.

     

    Regards,

    4

  10. Pine's was the HC replacement for the old Mid's.  If I'm not mistaken, it's actually the same codebase that Mid's was based on, but reworked & updated for use with the HC servers (but don't quote me). They've since moved on to "Mid's Reborn", but Pine's 2.23 still works for these builds.

     

    As for the AE tickets, I've no idea what the issue might be there -- I've not had (or even heard of) that particular issue, and afaik, none of the other posters have had a problem.

    You might want to follow that up with HC support. I can't think of any reason it would be related to the build, assuming your settings are correct.

     

    Regards,

    4

  11. Hmmmm...

     

    Sounds like something isn't right there.  It looks like your "copy" is a bit weird...  I'm using Version 2.23 of Pine's Hero Designer.  As far as I know, that is the last version prior to them switching over to Mid's Reborn (which I haven't looked at yet).  Looking at your paste above, it looks distinctly different in format than my paste in the guide.  So, I'd re-try your copy, and double-check the version of Pine's you're using...  I just verified that the Final Build pasted in the Guide imports correctly with my version of Pine's using the "Import from Forum Post" option.

     

    The AE tickets issue also seems odd.  

     

    When you select the AE mission from the list, it should pop up a dialog asking you about rewards with the choices being "Standard Rewards" & "Architect Rewards". If you want tickets, you select the latter choice. If you want normal drops, you choose the first option. 

    Also check your inventory -- there is a maximum limit (9999) on how many tickets you can have on your character before you need to exchange them.

     

    Other than that, I can't think of any reason you wouldn't get AE tickets for a mission if you select the correct Rewards option and you have room for AE tix in your inventory.

     

    Regards,

    4

  12. I went with a "standard" Nin/Nin, who's level capped for use in Bloody Bay (ya, I know -- PvP Lite 😉 ).  Amusingly enough, he's yet to make a single kill in HC-- there's never anyone in there...  😉

     

    That's ok though -- that build did quite well in the old, Live servers (in BB & Siren's), and I've enough altitis, and minimal desire for PvP anyway, that I don't mind just spinning him around the zone killing PvE Shivans, Freaks, and CoT Mages once in awhile...  

     

     

    Cheers,

    • Like 1
  13. Interesting idea.

     

    I wonder if that idea might also be adapted for finding out who is griefing Rikti Ship Raids.  The other day I was on one, and someone there thought it was amusing to phase the Pylons making them impossible to hit for several seconds.  In the end, it didn't really affect the actual raid much, but it was a bit annoying to see "Unaffected..." pop up on several of the pylons at the beginning.

     

    I really don't get the mindset of people who intentionally do Dumb Sh*t like that, but there's no doubt it's out there, if not prevalent (thankfully).  Still, if it becomes general knowledge that those people can be provably caught, petitioned, and possibly actioned by the GM's, perhaps a few of them may reconsider their behaviour  (I know, hope springs eternal) 😉

     

    Anyway, interesting idea, and a novel use case for /demorecord -- thx for sharing it.

     

     

    Regards,

  14. Hi Robopop,

     

    Sorry you deleted that post. I didn't think it was off-topic at all. As mentioned, I thought it was quite interesting, and might serve as a good thought provoker for other folks reading this Guide. In that regard, I'm glad I quoted it, so it isn't lost entirely.

     

    I'm always interested in seeing other builds because if there is a truism in CoH, we can thank Larry Wall (founder of Perl) for sharing it -- "There is more than one way to do it!" (Timtowdi) 😉 That is just as accurate in our game, and I often enjoy analyzing those builds to see how the player prioritized the various challenges and compromises involved in building a character for a specific purpose.  

     

    I do agree that some of the ideas in your build were beyond what we were doing with the LBFF as I outlined, but there are several points that were also worth considering.  The idea that does intrigue me is the two Electric AoE's. I honestly never even thought about doing a Patron arc (although I should have, having read Warlawk's thread, but there ya go)  😉 Since I have two identical LBFF's (one on each of my two accounts), I may just look into respecing one and comparing the two. That might make an interesting side project, and a little add-on for the Guide in a supplemental sort of way.

     

    I'd definitely say Hi in-game, but I only play on Indomitable currently, so it's less likely we'll run into each other, but I really do appreciate you stopping in and sharing your thoughts here.

     

     

    Regards,

    4

     

    PS>  I really like Crosspunch as well, and it's fun when you get that solid "Thwack!" sound, and the guy falls down.  I do want to revisit the damage on it (I wonder if Mid's Reborn has it right?) and see if it is worth reslotting -- it is *definitely* worth taking even so, but good damage would make it even better.

     

  15. On 3/11/2020 at 8:53 AM, Targren said:

    I really appreciate the time you put into the build, and to responding. I'm not really out to be an Uber-farmer. I'm just a newbie who needed a way to finance my altaholism until I find my niche, and this looks like it's just what I needed. So thank you for this.

     

    Thank You. You're exactly the type of player I was writing the guide for, and I'm very gratified and pleased that you found it useful. 

     

    On 3/10/2020 at 12:19 PM, robopop said:

    Hi, I enjoyed reading your guide. I have created several fire farmers myself, of different archetypes and powersets, sometimes bargain and sometimes not. I'm going to offer some constructive feedback, and I hope you'll get excited by the potential for making this beginner farming build even more of a monster.

     

    I think this final build makes three general mistakes, ones that I have made many times and that I'm sure I will make a few times more:
         1. Overslotting for endurance. END shortages are such a pain when leveling up. However, when you get access to incarnate powers (specifically Ageless), those problems can go away completely. The fire farmer also has Consume to tide her over. However, it's just reality that you gotta keep an eye on the blue bar. The only times I've gotten to the point where I don't need to think at all about END is when I've made too many trade-offs to do so, which might start reflecting on my green bar, or in the slowness which which I go through enemies. My 50+ vet level fire farmer still has to think about END... which involves clicking the Ageless button every two minutes or clicking Consume if the blue bar gets a bit low (usually corresponding to Hasten expiration). I think you can get quite a bit more out of your build if you shift some END and recovery bonuses to damage or defense. Also, powers like superior conditioning and physical perfection are very low impact (i.e. they don't do any damage). I used to take those powers, then I stopped, and now I wonder why I ever took them to start.
         2. Slotting for too-small bonuses. Whether slotting an enhancement to improve the power or to get a set bonus - ideally both! - I ask what kind of bonus I'm getting and is it better than the bonus I'd get if I put the slot in a different power. Take a look at "Combat Jumping"... there are currently three defense IOs slotted there. There are two issues. First, CJ offers a small bonus, so there is limited value in prioritizing enhancement of it's +1.88% defense value. Second, there is ED to think about. If you're not sure what ED is (stands for "enhancement diversification"), Google it and you'll be glad you did. Short story, after two IOs, the next ones offer diminishing returns. They are almost useless by the fourth IO. In your build, CJ is enhanced four times (the global recharge enhancement includes a defense buff), meaning the last IO adds only .1% to CJ's defense bonus. On most days, I'd argue you're going to find a better deal elsewhere. In evaluating all this, don't forget to use Mids to adjust the level of all IOs to 50 for your end build. There's a big difference between 30 and 50 when it comes to ED. At level 30, you get some value out of that third slot. At level 50, very little.
         3. Gimping a power to get bonuses. Cross Punch is a prime example here. You're making a build that doesn't have access to the big recharge bonuses in the purple IO sets, so it makes sense to use Cross Punch as an additional AoE, so that you always have one available. However, in this build, it's slotted with Stupefy, which doesn't have any damage bonuses, which greatly constrains the advantages you can get out of Cross Punch. Better to use another set of Scirroco's. That will both give you bonuses AND enhance the power to where it's going to give you some real value.

    In terms of a fire farmer build specifically, one doesn't need to prioritize anything besides fire defense and resistance. For instance, the Kinetic Combats make your hero more well-rounded in terms of playing outside the AE (because of the S/L defense), but as you say, the farmer spends most or all of his career in the AE. You only need the 1.5% resist at 2 slots, not the (incredible) 3.75% S/L defense for 5 slots. Also, there is little need to prioritize slotting of single target attacks. Pressing the button for a single target attack is practically a waste of time when there are at least 10 mobs around you at all times. Ideally, your AoEs recharge so quickly that one is available instantly after another has finished. Now, it's hard to get that kind of recharge without those purple IO sets, but that's why you took Cross Punch, right?

     

    I took the liberty of adjusting your build a bit (I might steal it myself). I'd love to hear your feedback. Here are some notes on changes:
     

      Reveal hidden contents

         - Endurance changes. I removed most of the slotting specifically for endurance. Instead I did things like choose all the endurance modifiers in the Aegis enhancements for Fire Shield, since you don't need any extra fire resistance. I also added a Performance Shifter:Chance for +END to Stamina, and a Miracle:+Recovery to Health. These are both efficient sources of END recovery. They're a bit expensive, but not 25 million expensive, and you can get bargains if you craft or are patient with your bids.
         - Reduced extra slotting. Mostly I took out the third enhancement, when there was one (exception for Hasten, which you want to squeeze desperately for reccharge). These slots went into the other projectss... fire defense and new AoEs.
         - Fire defense changes. I slotted a lot more fire defense, removing that S/L defense that is of such limited value in the AE. Consequently Barb Swipe and Lunge were... eviscerated, but as I said above, ST attacks are of such little value in AE. The slots went into things like slotting Healing Flames with Aegis (Flames does have a toxic resistance component, which you can slot), fully slotting Cross Punch, and slotting up the new AoEs.
         - New AoEs. In exchange for emasculating Barb Swipe and Lunge, I got two new AoE's for Ol MacDonald: Electric Fences and Ball Lighting. These are slotted with nice, cheap Positrons, which provide 6.25% recharge. A good bargain set for a targeted AoE. Ol MacDonald will last-shot a lot more enemies with Ball Lightning than he did with Superior Conditioning! 🙂 To open the Mu patron powers, you'll have to do a patron arc; Black Scorpion's is recommended. I set the difficulty to -1/+0 and cruised through in like 30 minutes. Any friends who come along on the final mission also get the patron pools unlocked (for the character they use).
         - A trade-off. I exchanged Kick for Tough. This was a "tough" choice because it means Cross Punch doesn't get the 15% damage buff for having Kick. Still, Tough is an easy place to slot those three Aegis enhancements and ultimately get your fire defense to 41%. You can decide if you'd rather have +15% damage on your Cross Punch or 41% instead of 38% fire resistance (I'd obviously choose the latter, and that's from the experience know that it can be hard to stay alive at +4/x8 with less than 45% defense... the lower, the harder).
         - Cross Punch: got a Scirroco's Dervish set. It is now both giving a +1.5% fire defense bonus and doing a boatload of damage.
         - Also: Did I mention there are two new AoEs? 🙂
         - Kismet accuracy. I changed the base to-hit value in Mid's (it's in options, under "Exemping and base values") from 75 to 39. I'm not sure if that gets reflected in the export. You have a 39% chance to his a +4 level enemy, so I like to check that I'll be able to hit. The numbers showed me that you might want a Kismet +6% accuracy global, so I added one. If you always run with Tactics on, you might not need it, but you might decide that you don't even need the END drain of Tactics, when you  have the Kismet. I'm not sure which is best; I'd need to try it both ways myself.

         - Gladiator's Armor. Okay, this enhancement - that gives an insane +3% defense to everything - is not a starter build enhancement; it retails for 14 million to 16 million. But  you can get one for 10 if you let your bid sit for a bit. In any case, maybe not everyone can afford it right away, but it's something to leave a spot for. It is incredibly valuable.

        - KB protection. I put KB protection in flight, allowing me to move the slot reserved for the Steadfast KB protection out of... I forget which resistance power it was in. That one.

     

    That's it. I hope that's grist for the mill (whatever grist is). I'd love to hear your thoughts.

     

    And here's the modified build. There are two unassigned slots for... whatever. Regen or more defense, if possible.

     

      Reveal hidden contents

     

    Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7
    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

    Click this DataLink to open the build!

    Spines Fire: Level 50 Natural Brute
    Primary Power Set: Spines
    Secondary Power Set: Fiery Aura
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Barb Swipe -- Empty(A)
    Level 1: Fire Shield -- Ags-ResDam/EndRdx(A), Ags-ResDam/EndRdx/Rchg(3), Ags-EndRdx/Rchg(5)
    Level 2: Lunge -- Empty(A)
    Level 4: Spine Burst -- ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/Rchg(5), ScrDrv-Dmg/EndRdx(7), ScrDrv-Acc/Dmg/EndRdx(11), ScrDrv-Acc/Rchg(17), Mlt-Dmg/EndRdx(19)
    Level 6: Blazing Aura -- ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/Rchg(7), ScrDrv-Dmg/EndRdx(9), ScrDrv-Acc/Dmg/EndRdx(13), ScrDrv-Acc/Rchg(17), Mlt-Dmg/EndRdx(19)
    Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(9), Ksm-ToHit+(33)
    Level 10: Healing Flames -- NmnCnv-Heal(A), NmnCnv-Heal/EndRdx(11), Ags-ResDam/Rchg(27), Ags-EndRdx/Rchg(31), Ags-ResDam/EndRdx/Rchg(43)
    Level 12: Temperature Protection -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(13), Ags-ResDam(15), Ags-ResDam/EndRdx(15), Ags-ResDam/Rchg(21)
    Level 14: Super Jump -- BlsoftheZ-ResKB(A)
    Level 16: Build Up -- RechRdx-I(A)
    Level 18: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(31)
    Level 20: Plasma Shield -- Ags-ResDam(A), Ags-ResDam/EndRdx(34), Ags-ResDam/EndRdx/Rchg(34)
    Level 22: Quills -- ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/Rchg(23), ScrDrv-Dmg/EndRdx(23), ScrDrv-Acc/Dmg/EndRdx(29), ScrDrv-Acc/Rchg(29), Mlt-Dmg/EndRdx(34)
    Level 24: Consume -- Obl-Acc/Dmg/EndRdx/Rchg(A), Obl-Acc/Rchg(25), Obl-Dmg/Rchg(25), Obl-Acc/Dmg/Rchg(27), Obl-%Dam(31)
    Level 26: Boxing -- Empty(A)
    Level 28: Tough -- Ags-ResDam/EndRdx(A), Ags-ResDam/EndRdx/Rchg(33), Ags-ResDam(33)
    Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(36), LucoftheG-Def/EndRdx/Rchg(37)
    Level 32: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(42), LucoftheG-Def(43)
    Level 35: Electrifying Fences -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(36), PstBls-Dmg/Rchg(36), PstBls-Acc/Dmg/EndRdx(37), PstBls-Dam%(37), RechRdx-I(48)
    Level 38: Burn -- ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/Rchg(39), ScrDrv-Dmg/EndRdx(39), ScrDrv-Acc/Dmg/EndRdx(39), ScrDrv-Acc/Rchg(40), Mlt-Dmg/EndRdx(40)
    Level 41: Ball Lightning -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(42), SprFrzBls-Acc/Dmg/EndRdx(43), SprFrzBls-Acc/Dmg/Rchg(46), SprFrzBls-Dmg/EndRdx/Acc/Rchg(48), SprFrzBls-Rchg/ImmobProc(50)
    Level 44: Cross Punch -- ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/EndRdx(45), ScrDrv-Dam%(45), ScrDrv-Acc/Rchg(45), ScrDrv-Acc/Dmg/EndRdx(46), RechRdx-I(46)
    Level 47: Fiery Embrace -- RechRdx-I(A), RechRdx-I(48)
    Level 49: Tactics -- AdjTrg-ToHit/EndRdx/Rchg(A), AdjTrg-ToHit/EndRdx(50)
    Level 1: Brawl -- Empty(A)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Fury 
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run 
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(50)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), PrfShf-End%(3)
    ------------

     

     

     

    Hi. I'm glad you enjoyed my guide, and you raise some interesting points, some of which I can agree with, and some of which I disagree with -- or, perhaps choose a different focus and priority than you did. I wanted to think about your comments and take some time to look at the build you suggested before posting a reply.

     

    In general, I agree that overslotting can be inefficient, or perhaps sub-optimal in most cases. On the other hand, it also depends. If that extra 1/2% of damage kills the mob in one less attack, then over time, it still may be worthwhile. One extra % of Defense may be worth an extra (mostly wasted) slot if you're soft-capping.  Usually though, I agree, it more often isn't.  In this case, CJ is probably overslotted (I'd forgotten that the Recharge IO also adds +Def).  I could probably find a better spot for it, but it's not too big a deal (imho). 

     

    Also, having played the Live Game continuously from open beta until shutdown, I'm quite familiar with both ED and Mids (or, in this case Pine's -- where these builds were designed). A point of clarification about ED I'd like to add, because I see this thinking in players a lot, is that the Number of IOs has nothing to do with ED. It is completely based on the Percentage of improvement you're trying to achieve. For Schedule A, ED doesn't even kick in until you reach 70% and hits harder and harder the closer you try to get to 100%.  So, for instance, using L15 IOs (19.2% each), you won't have any ED effects at all, until you put the 4th IO (of the same type) in, and it's minimal, even then. Whereas with L50 IOs (@42.4% each) you will start seeing definite ED effects as soon as you slot a 2nd one.  The so called "Rule of Three" is really just a convenient rule of thumb based on the idea of even level SO's (at 33% each) where you see ED effects with the 3rd one and the 4th one is severely degraded (since Schedule A's pretty much limit you to max improvement of ~100%).

     

    When we get to CrossPunch, opinions start to vary more. First, Pine's doesn't seem to cover that power properly (it won't show up in Power Graphs, for instance), so it's difficult to determine how effective it actually is (especially at the time I did this guide). In my version of Pines, it only shows it doing some 34 damage points, in your build - fully slotted. Barb Swipe, fully slotted shows 167 in my build, so it's pretty easy to see why I didn't care about its damage. What I *did* care about was its knockdown, and the fact that since Boxing & Kick are in the build, it improves the other, more damaging attacks for a few seconds. At some point, I'd like to look at that in an updated version of Mids, but at the time this guide was done, I went off the info that I had.

     

    I think we disagree on the value of the single attacks. Certainly, you don't want to skip the AoEs like Quills, Burn, Spine Burst, and even the incarnate Judgement power, but in terms of raw DPS Barb Swipe and Lunge far surpass ALL of the other attacks. If you're using those on the toughest guy(s) in turn, while your AoEs are also chipping away at the masses, I think that has value.  When I look at Consume, as a damage power, it has, again by far, the worst DPS of everything, and personally, I feel that those slots are better in something else entirely. That said, Ball Lightning and Electric Fences do deserve some thinking about though their DPS is on the lowish side, but more AoE might be worth it. I didn't think about doing any Patron Arcs, hence Energy Mastery. That's an interesting thought though. I did consider the Kismet, but I found it's unnecessary once Tactics is in there. Monitoring "Last Hit Chance" shows that even with the EB's, your chance to hit is 95% (the max -- there is *always* a 5% chance to miss a target) once you've used CrossPunch.

     

    Of course, that's the fun thing about builds -- they're very personal, and can really differ based on the perspective of the builder.  As long as they're effective for the intended purpose, it's all to the good (imho). So, disagreement here is *not* really criticism but rather a difference in our perspectives. For instance, I like that the LBFF build has higher HP, END, and Regen than the build you posted, although I *would* like to have the higher Fire Def your build has -- Instead, the philosophy there is just pop a Med Luck and carry on. Different perspectives... 😉

     

    Also, when I look at your build, I can't help but feel that you forgot several of the primary elements of what the LBFF was trying to achieve.

     

    1> The design criteria was intentionally avoiding Purple, PVP, or Attuned IOs, and most of the higher priced IOs

     

    2> MAX budget for cost was set at 50M (or less).  Final Cost ~38M

    -- The Gladiator's Armor IO you have costs 10M+  (looking on AH today)

    -- The Frozen Blast ATO's you have cost 20M+ per IO  (120M+ just for that set)

     

    3> The IOs the build did use were intentionally set at L30, to put them on par with SO strength, and reduce crafting costs.

    --  The L50's you use in your build, do pay off in reduced slotting needs, sure, but they also cost 10X as much to craft (454K inf vs 40K)

     

    4> This was intended as an Introductory Build, that would scale as the new farm player learns the ropes.  All the Uber Builds are in WarLawk's thread. 🙂 I simply wanted a cheap, simple build that would be effective and instructive. I'd expect "graduates" of this guide to progress to one of those builds if they're really into the farming aspect of things, or have something they could use effectively for casual farming when they feel like it occasionally.

     

    Finally, Thanks for your post. It really was interesting, and I very much appreciate that you took the time to put together a different build for discussion.  In the end, as I said, builds can be very personal, and if the build you're using works for you, then it really is accomplishing its goal.

     

    Regards,

    4

     

    • Like 2
  16. Just at a glance, the only items there that catch my eye are the L50 & L54 Bosses with Melee Damage at 44% & 51% increases respectively.

    The LBFF isn't an AV killer, or really even an EB killer (though it can handle some of the latter in small doses), and the increases for the others look largely insignificant to me.

     

    We'll have to see if that has a meaningful effect, or not.  It may slow things down a bit, and / or  you may need to use more Purple Inspies if necessary, but I don't really see it being a major issue.

    At worst, you might need to drop difficulty down a notch if it becomes too troublesome.

     

    That said, bear in mind that the LBFF is *not* a "Be all, End all" Farming Build.  It's designed A> To help interested newcomers learn the ropes,  B> To be self-funded, and very affordably cheap, and finally, to help make the new farmer both Rich Enough, and Experienced Enough (fairly quickly) to advance to one of the more Uber Farming builds if they find they have any further interest in doing that.

     

     

    Regards,

    4

  17. My recollection is that Tips do not drop in AE missions. You have to venture out into the "real world" of content.

     

    I'm not aware of the new buff you're talking about - I last ran the LBFF a few days ago, and it was fine.  Future patches may well have an effect, but that would need to be tested once the patch is on the server.

     

    Regards,

    4

  18. 37 minutes ago, nzer said:

    I'm confused, why would the total ever be different? Killing things slower doesn't mean you're killing fewer things, you should be getting exactly the same inf from a 10 minute clear as a 4 minute clear.

    That's a good question, and tbh, I'm not sure why there are differences.  That said, I did encounter differences earlier as well, which I did mention in one of the posts. 

    Also, keep in mind that the rate / earning numbers were completely informal - I don't have herostats installed, so at best, count them as advisory rather than scientific claims.  😉

     

    I can confirm though that I earn 10M per each of the 5 missions on the #2915 arc with the current LBFF build -- so 50M total for the full arc. 

     

    EDIT:  As I think about this some more, it is probably  that that rate number was done with the No XP / Double Influence While Exemplared switch OFF, or I simply could have mixed up the measurements (due to that switch being mis-set when I thought it was on).  Maybe I'll sit down on of these days with the finished build and re-run those tests.

     

     

    Regards,

  19. On 3/5/2020 at 3:08 AM, Call Me Awesome said:

    Ok, I had a couple of 50 PB's on Live and one here on HC who's currently approaching 40.  Here's my thoughts.

     

    I'm on the fence about the reduced damage of Quantum/Void mobs currently vs where they were back when Kelds were introduced in issue 3.  It was a challenge and taught you to be cautious, but was probably a bit high then but it may be too low now.

     

    Having also had Khelds back on live and having written one of the early I3 guides on PB's, I believe that only two real issues need revision for the AT -- the KB and Slot Crunch.

     

    I think Quants and Voids should be left as they are.  Yep. For new Khelds, they're a real Pita ... initially.  To me, learning how to handle them effectively is one of the Defining Points of a playing a Kheld in the first place, as is the interesting and unique shapeshifting aspect (imho).

     

    On teams I played on, I handled Quants/Voids myself --> "They're Mine! You guys take out the other stuff". I simply made my teammates aware that those guys would be my immediate #1 priority when detected. Experienced Khelds have learned tactics, have binds, and are completely qualified to handle that threat, once they've got some seasoning under their belts.  

     

    As for the KB issue, I think RedLynne's idea is excellent and completely solves the problem.  For the slot crunch, I agree with Call Me Awesome that some significant testing would be needed to ensure reasonable balance, but I do believe that something similar to, or a compromise of, the ideas he and RedLynne  presented would be an effective solution for the slot crunch - especially, if KB --> KD IO's aren't needed anymore either.

     

    Finally, I also believe that Khelds have come a long way (for the better, imho) since their introduction in I3 -- I'm not in favor of vast sweeping changes to the AT. Addressing the two key issues they have, would be all they really need to put them on par with any of the other ATs afaic.

     

    Regards,

  20. 12 hours ago, nzer said:

    2915 +4x8 should be ~50 mil per run IIRC. Not sure why you're coming away with less than that.

     

    Also just FYI, the other level shifts only apply in incarnate content, they won't work in AE. The +1 from alpha is all you get.

     

    Yep. That's about what I make on it, in total, these days.  The number from earlier was with *just* his Alpha slotted. These days, he is fully T3'd (which is good enough for the budget build), and that does make it noticeably more effective, although I haven't bothered to check the rate since those prior posted numbers.

     

    22 hours ago, Targren said:

    Sorry for the necromantic noobishness, but where can I find more information about "Tip Missions" for the merits I'll need  for phase II?

     

     

    I'm not too sure which info you need?  In a nutshell, when you defeat mobs (L20 or higher), there is a chance that you will get a Tip Mission -- you can see them in your Contacts List under the Tips tab.

    You can have 3 (normal) Tip Missions in your list at any one time. Each time you run & clear one (they're usually fairly quick to run), you gain an Alignment point. Once you clear 10 of those missions, your next Tip will be a Morality Mission.  When you clear that one, you get 40 Reward Merits.  Paragonwiki has info on Tips -->  Here.

     

    Hope that helps.

     

    Regards,

    4

     

     

  21. On 3/4/2020 at 7:44 PM, Redlynne said:

    If you're clever and have built for it you certainly can ...

     

    /em knowing look

     

    On 3/4/2020 at 9:50 PM, Redlynne said:

    That said, it will find a lot more uses in the solo/small team context, rather than in the full team context.

    And just because you haven't seen it used well, doesn't mean it can't be used well.

     

    These.

     

    In my fairly limited experience with my Graf/FF, completely in a solo environment, so far, I find I use Dim Shift in a couple different scenarios.

    1> I'm fighting with an EB, or Boss Spawn and an "ambush" arrives.  Queue DS to cover the ambush so they have to wait their turn to get at me,     or

    2> I'm in a battle where I've taken more dmg than I care to, so Queue DS over the fight. Then I can back out of it and leave them to Singy for awhile, while I take that time to heal, and prep to dive back in.

     

    You can also wormhole another group into the DS, but since it only lasts 20 secs anyway, I find I don't do that very often, and even the scenarios above are only occasional. Solo, I find that Wormhole, repeated use of Crushing Field, along with Singy's help, locks everything down pretty well already.

     

     

    Regards,

    4

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