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Maelwys

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Everything posted by Maelwys

  1. That build is not going to provide you with a fun or efficient AE farming experience. And I don't see Hasten there either. For Active Farming, you primarily want lots of global recharge and at least three AoEs that look like this: (the empty 6th slot is for a -Resistance debuff proc, a Force Feedback +Recharge buff proc, or another damage proc) - - - - - - - - - - If you just want a build to copy; then look here: Active Farming Brute and Tanker builds are usually set up in much the same way; it's a little trickier to reach 90% res and 45% def on the Brute... but remember that for "Active" farming maximum survivability is much less important (I have a RadArmor Scrapper that can Active Farm just fine with only 75% S/L resistance and 15%-ish Defense!). The main considerations are always Mu Mastery and an offensive Primary powerset with at least one KB-inflicting AoE; all procbombed. Having an ability that can slot an Achilles' Heel -res proc is a bonus (e.g. Beta Decay or Corrosive Vial). Stone Armor and Fiery Aura are slightly better on Brutes due to Fury affecting Brimstone Armor procs and Burn. Passive ("AFK") Farming requires a vastly different setup; and realistically you'd be better off just copying someone else's RadM/Stone Brute or X/RadM Tanker builds. (One of my RadM/Stone AFK-farmer Brute builds is listed here in the above Farming Microguide thread)
  2. I appreciate the time you put into making builds; but the above statement is blatant misinformation. On AE Fire Farms the enemies you encounter INFLICT fire damage; they're not weak or strong vs a player character's fire or ice damage. (and similarly, the enemies on AE Smashing/Lethal Farms merely inflict Smashing and/or Lethal damage - they don't care what type of damage the player dishes out!) The custom critters in all of the popular AE farming maps are specifically crafted to have zero damage resistance; MaxHP boosts or defense of any kind... and that's because the whole point of those farms is to provide the player with an enemy group that (i) deal a specific damage type with little/no CC (ii) die as fast as possible whilst still giving full XP. If the player knows in advance exactly what damage type they'll be facing, they only have to mitigate against incoming damage of that type (and can ignore debuffs or CC other then Knockback). Which gives shedloads of build leeway that can be used to boost damage output, maximizing your influence and/or exp gain per hour. Prior to the advent of AE; the older traditional farms did indeed contain enemies that were stronger/weaker vs specific damage types. If memory serves the usual culprits were Freakshow (e.g. "Dreck") which are strong vs Cold and weak vs Energy, Council which have no particular resistances (other than mekmen and warwolves), Praetorian Behemoths which are strong vs Fire and weak vs Cold and Carnies which are weak vs Lethal and strong vs Psychic. But AFAIK about the only farming that happens these days outside AE is Mapserver events and the Labyrinth; neither of which will overly care about your damage type. And regarding Incarnates for AE farming: Assault Core is more useful than Assault Radial for Active Farmers because they will be using the Inspiration-combination keybind from the above farming thread and spamming it so that they convert inspiration drops to Reds and chug them as they go (which effectively lets them constantly sit at the damage cap, therefore additional +damage buffs from Assault Radial stacks would get wasted). It's possible to swap the Alpha to something other than Musculature on Active Farmers for the same reason. "Passive/AFK" farming has the same Incarnate setup as above but much stricter survivability thresholds (90% res, 45% def and 35+HP/Sec Passive Regeneration) and is currently most efficient on either a X/RadM Tanker or a RadM/StoneArmor Brute.
  3. Which power set? Spines? Battle Axe? Either way; why on earth would they be better against enemies that deal Smashing/Lethal damage?? Your offensive powerset has virtually zero bearing on farming; because the mobs in an AE farming map won't have any damage resistances. The only time it'd matter is if the set has a defensive clicky that is stronger against a specific damage type (such as Katana's Divine Avalanche vs incoming Lethal damage). If you meant Radiation Armor... it provides no defence to any damage type. Proton Shelter and Alpha Barrier both give identical % resistance boosts (so it's the same vs Smashing/Lethal and Fire) however Fallout Shelter also gives a bit of Fire resistance and it's trivial to get 5x"+6%" Fire resistance from Purple and Winter IO Set Bonuses. All that said... if you're active farming then you really don't need to cap your resistance and defence to whatever type of damage is being dealt by the mobs; because you'll be behind the wheel to activate defensive clickys, insps + temps. - - - - - - - - - - EDIT: Ah. You've been listening to JJDrakken. Go here instead. The point of running a S/L or Fire farm is NOT for you to wield S/L or Fire damage against your enemies; it's to allow you to have an easier job of surviving the incoming damage dealt by the enemies. You run a Fire farm if you're better vs incoming Fire damage; and an S/L farm if you're better vs incoming S/L damage. If you know exactly what type of damage you'll be encountering; then you can build your toon specifically to mitigate ONLY incoming damage of that type - which allows you to devote more effort (enhancement slots/power selections/set bonuses/etc) to increasing the raw damage you can dish out; which vastly speeds up your farming runs.
  4. Unsubstantiated claim about X being very good or very bad. Screenshot of a Speadsheet showing something overly complicated. EMPHASISED unsubstantiated claim about X being very good or very bad. Lots of Numbers and Acronyms. Claim to have finally addressed a falsehood/settled an argument that nobody else was actually aware of and/or participating in. (Sneakily edited to quietly amend some of the numbers in the hope that nobody has yet noticed they were wrong)
  5. If you *repeatedly* change the mode of a pet then it typically takes a second or two to reorientate itself; set the correct AI brain and choose a target. Personally I just do /bind G "petcom_all aggressive" then tap the G key once at the start of each mission and/or upon resummoning it.
  6. No, because the Staff improvement was primarily an increase to their Single Target damage, and the nerfs to Tanker damage output that actually made it to the Live servers really only affected their AoE damage output and for the most part is only noticeable when fighting more than 10 foes simultaneously (although Cone arcs got narrowed which hurts when fighting lower numbers of foes) I'm getting about ~135 additional damage per Sky Splitter cycle, before external damage buffs and Hybrid. The increase to Eye of the Storm bonus damage however is negligible.
  7. Rad Armor is still top tier for active farming, yes. It's just not as much of a runaway winner as it was prior to i28p2 (as both the target cap of Ground Zero and the proc rate of Radiation Therapy got nerfed). Stone Armor (Brimstone procs + Recharge) and Fiery Melee (Burn + Fiery Embrace) are particularly good on Brutes too if you fancy something different.
  8. I loves my snooker-queue-wielding Tanker... but yeah. The buff to Sky Splitter's bonus damage helped a smidge; however IMO they could really do with redoing the stances so that they're actually useful for something other than just spamming 1-2-3 combos (which really discourages epic/patron dipping). I'd happily take a Damage Proc baked into the stance forms al-la Brimstone Armor; plus an Arc buff to Guarded Spin and Innocuous Strikes in lieu of raw damage buffs or cast time tweaks to the Staff attacks themselves. Dark Melee is beloved thematically and has great potential in Soul Drain... but unfortunately half the set is hot garbage and procbombed Touch of Fear is its best AoE. Kinetic Melee though. Even if you halved the cast time of all its attacks and completely rejigged their ATBE; IMO you'd still be left with a set that is mediocre at best.
  9. Ideally for "active" farming you want at least one regular AoE that inflicts Knockdown; so that you can put a Force Feedback +rech proc in it and speed up the rest of your AoE attack cycle. Battle Axe has two such abilities in Axe Cyclone and Pendulum. The former is also a good spot for a Fury of the Gladiator -res proc. Martial Arts is almost as good (in fact until very recently it was the top Active farming powerset!) purely because of Dragon's Tail. Super Strength (Foot stomp) is also top-tier; but requires spamming Rage (for +ToHit buffs; which allow you to forgo slotting accuracy) and dealing with the resulting crash. Other sets can get close depending on the AT; but those are currently the top three IMO. Spines has never really been top tier for "Active" Farming; although because of Quills it's only beaten by RadMelee for "Passive/AFK" farming.
  10. I stand corrected. I was thinking more along the lines of the constant -res, +recharge, +damage buffs and/or damage auras, PBAoEs and Damage Procs that other defensive powersets get... but you're correct. Regen does indeed get a short duration damage buff in its T9 "Godmode" clicky.
  11. Looks fine to me. Completing the smaller asteroid map at +4x8 in anything under the 5 minute mark is passable for an Active farmer IMO. Tanker Elec Melee isn't half bad, because their copy of Lightning Rod is a Power Execution so it actually Procs decently so Thunderstrike isn't having to carry everything by itself. Lightning Rod on other ATs however is coded as an Entity Creation, so it Procs badly. Also IME Stone Armor (non Granite) is consistently one of the top performers regardless of AT, it's just that Brimstone damage procs are specifically tagged to benefit from Fury (but not crits) so it's particularly good on Brutes. Typically for Passive farming, being able to clear the map out in under the 10m mark doesn't really matter... but I find that mob density will start to really peter out after about ~6-7 mins. I've yet to bother making up a bunch of 6 minute autokick AE missions though!
  12. Meh, it's fine now. Better than fine actually; with some work you can make what survivabilitywise is top-tier build. It just lacks any form of damage increases and (on Scrappers at least) a Taunt Aura. IMO pairing Regen with an offensive powerset that has a situational +Def buff - like Katana, Titan Weapons or even Staff - makes a pretty good starter toon. It'll withstand a LOT of punishment and let you get used to the game and solo anything short of a GM... it just won't be breaking any damage output records. Or keeping runners from bolting.
  13. I'm guessing "according to Ston's Melee Powerset Rankings" (which is not optimised for ATO2 and is also out of date since it leans heavily on pre-recharge-nerf Epic Snipes).
  14. This 100%. It is possible to build a Tanker who can do both; but for completing regular content you generally want to focus on boosting your all-round survivability... and for farming you generally only focus on withstanding the attacks of one set of very specific foes with very specific abilities within very specific Architect Entertainment "farming" maps. So as an example... a farming toon doesn't need mez protection (beyond perhaps a few points of knockback protection). And they don't need S/L/C/E/N/P/T Resistance or Defence if they're only going to be fighting foes that deal fire-typed damage. And they don't need to take Taunt (the ability) or a travel power. And "Active Farmers" don't need to worry about recovery or endurance reduction because they'll be running Ageless Destiny constantly. The build @Warshades posted above is an extremely good starting point to illustrate this - they've gone for maximum damage in each attack plus capped (95%) Hit Rate vs foes that are 3 levels above you (as you'll typically be a Level 50+1 character fighting level 54 foes); 90% Fire Resistance and 45% Fire defense; plus lots of Global Recharge. That's the typical goals on an average farmer. Personally I'd not even bother getting all they way to the 45% defense cap on an Active farming toon (as you'll be behind the wheel to press buttons and activate heals and insps) but if you can reach it without much offensive sacrifice then it makes things considerably easier. As an example in tweaking... below is the same build but with the Concealment pool instead of the Leadership pool. It has an additional LotG +7.5% recharge and a smidge more passive healing; at the expense of additional endurance consumption. Tanker (Fiery Aura - Battle Axe) B.mbd And here's a version of the build if you ever plan on fighting foes that are 4 levels above you instead of 3. Tanker (Fiery Aura - Battle Axe) C.mbd - - - - - - - - - - Now... if on the other hand you fancy a Tanker that's designed for regular content and is also capable of active farming (but not the most efficient at it!)... then rather than boosting just Fire Resistance and Defence, IMO you'd want to look at other forms of Resistance (particularly Smashing/Lethal) and boost your MaxHP and Healing Flames numbers; then maybe pursue melee positional Defence instead of fire typed defence. Note that a lot of players nay-say stacking defence on a Tanker that has no native Defence Debuff Resistance; but IMO it's still useful in a lot of content and can help you if/when you ever decide to step into a farm. I have a BattleAxe/FieryAura Brute that is built like that. Brute - Battle Axe - Fiery Aura (+Recovery).mbd If we compare it to the above Tanker... Note that they have exactly the same Global Recharge and roughly the same Passive Regeneration Rate (despite the former being a Brute!). However the former's Healing Flames is much more powerful (plus they've more "Chance for Heal" procs) and they have capped S/L Resistance and softcapped Melee Positional rather than Fire Typed defence. They could probably still do with a bit more Recharge Debuff protection (e.g. Winter Set IOs in Chop + Axe Cyclone and a Winters Gift in the Travel Power) but I purposely leaned in favour of more Global Recharge and Regeneration and as-is running Ageless Radial + the Time Lord day job + a Base Empowerment Buff can get it to North of 80%. The difference is that the Brute didn't take the Mu Patron pool (not enough enhancement slots left to do it justice!) and only Axe Cyclone and Burn are really "Procbombed". It does however have a fairly solid (although not procced-up!) Single Target attack chain and a Travel Power and Taunt. It's an all-rounder; not a dedicated farmer. Since a Brute can strike this sort of balance; a Tanker should be able to reach similar survivability numbers with much more wiggle room given their higher resistance + defence base scalars and the considerably-more-powerful-than-anything-Brutes-get Superior Might of Tanker ATO proc!
  15. Nope. Spines was never great for Active Farming. Except maybe on Scrappers circa issue 7 (my old Spines/DA used to have loads of fun on Carnie maps!) These days it's handily beaten by Super Strength, Martial Arts, Battle Axe, Titan Weapons (bit fiddly but doable), Savage Melee, Claws, Dual Blades, and even War Mace. Battle Axe, Super Strength and Martial Arts are the big three. Super Strength is technically "best" in terms of pure efficiency; but it requires keeping Rage up (for constant +ToHit bonuses; which let you ignore slotting any accuracy within your attacks) and dealing with the resulting "crash"... so if you don't like doing that; I'd go with Battle Axe. Fiery Aura is still good; especially if you're Procbombing Burn - 90% native Fire resistance plus top-up clickyhealing and +MaxHP means you hardly need to focus at all on survivability from Set Bonuses (particularly if you're chugging rather than combining purples!) so you can devote more slots to procs and +rech. On Brutes, personally I'd still give the performance edge to Rad Armor; with Stone and Fiery more-or-less both sharing second place. And for AFK-farming it's Stone all the way. Rad Armor has Healing, Absorb, oodles of Recharge and two PBAoEs (even if Radiation Therapy isn't as OP as it once was) Stone Armor has Brimstone Procs and +Rech; plus a lot of regen and a Clickyheal. Honorable mention to Bio (in offensive stance, naturally!) for the -res debuffs, +Tohit and additional Toxic damage. Psi Armor is actually not half bad either if you have Aura of Insanity slotted with Acc/Mez HOs. And obviously you'll be running Ageless; so Endurance Consumption and/or Recovery buffs are a non-issue. The "Fastest" active farming toon isn't actually a melee AT at all - that title belongs to AoE-specced Blasters (albeit typically with lots of temps + pre-hoarded insps...) Out of the three four Melee ATs that can active farm relatively safely without external assistance however; Brutes are now a smidge ahead of Tankers. (And also sometimes behind Scrappers... because honestly Active Farming is something like 10% build and 90% method/skill!) 👨‍🌾
  16. In Blazing Aura the proc would have a 30.7% chance to activate once every 10 seconds; against up to 10 targets. In Burn it would have a 83.0% chance to activate every time you cast it against up to 5 targets. In Electrifying Fences a similar proc would have a 37.3% chance per casting against up to 10 targets. In Ball Lightning a similar proc would have a 71.8% chance per casting against up to 16 targets. (all assuming no LOCAL recharge slotting; but you can have all the GLOBAL recharge you want!) Primarily it's due to the base recharge time measured in Ice Ages (120s recharge time for Soul Drain and 180s recharge time for Dark Consumption). But the poor base damage, low radius and decidedly average target cap limits don't help either. And the fact that none of them have any worthwhile secondary effect (-ToHit pales in comparison to Slow, -Def and Knock whenever it comes to Procs; and ideally for "active" farming you want at least one good regular AoE that inflicts Knockdown so that you can put a Force Feedback +rech proc in it and speed up the rest of your AoE attack cycle)
  17. Yes. AFAIK the culprit is the bit at the top left of https://cod.uberguy.net./html/power.html?power=set_bonus.set_bonus.stalkers_guile&at=stalker Whenever the IO activates is applies the above set bonus on you for 10s. That set bonus lasts for 10s before expiring. Once you attack it cancels (not suppresses) until the set bonus can be applied afresh. Compare that to the Scrapper ATO2 proc: That proc expires after 3 seconds, but the Critical Hit buff lasts longer than that and does not cancel when you attack; so there is effectively no such "lockout period".
  18. Maybe if you're in melee range of multiple foes constantly (e.g. not jousting!) and you can keep the surrounding mobs from walloping them, *maybe*. In my experience against the standard +3 mobs, they only inflict ~5.3 damage once every 4 seconds and whilst they can last up to 20 seconds (4-5 ticks) it's rare that they'll survive beyond the first tick or two. And that's if they can actually close to melee range of more than one mob... which is rare because they use the regular "PL_FightPreferMelee" AI which means they'll try to hug whatever mob is closest; not the mob you actually want them to target. So the fight tends to go like this: (i) Attack activates, Pet gets spawned at your own feet. 1st Damage tick gets utterly wasted. (ii) Pet determines what enemy is closest, and starts flying towards it. It may or may not reach it before four seconds fully elapses (2nd damage tick) (iii) Pet stops a bit short of that nearest enemy; just within damage tick range. The next damage tick that actually lands (e.g. up to 4 secs wait) will grab its attention. (iv) The other 10+ mobs behind that enemy notice the orb and run towards it. Pet gets clobbered. It may get an extra damage tick off if it's very lucky. (v) Then the enemies aggro me. Hurrah! Realistically, yes, a Controller or Dominator can pin down mobs to stop (iv) and (v) from happening. But (iii) is still an issue. The stupid thing will keep hugging its chosen enemy until it dies or the font itself despawns; dealing a maximum of about 20 damage to it- e.g. less than a regular damage proc. Therefore realistically the only way to leverage it is to summon it in the middle of a big pack of mobs that are already bunched up and unable to fight back - in which case that 15ft radius autohit damage aura might actually do something. But standing in the middle of a big pack of mobs constantly is not typically something that most of my Controllers ever desire to do. They're basically identical other than the damage type (Fire vs Energy). I've tried one fairly recently on both my Illusion/Time Controller and my Arsenal/Psi Dominator. I did try rather hard to get one to work on the Dominator; as Psychic Shockwave already puts me in PBAoE range a lot... but you can only ever spawn a maximum of one per casting; and it consistently contributed less damage than a regular 3.5PPM proc. The 'Troller actually still has a copy in Distortion Field... but only because it was either that or a Superior Entomb proc and Perma-PA + Clarion-plus-PB'ed Farsight is nuts. FWIW their stats both look like this: They do gain the benefit of any Aura IOs and AoE Buffs... but I've never bothered to try and actually time (ha!) a Power Boosted Farsight to hit one.
  19. NERF NEPOTISM! ✊
  20. This. Whilst one thing or another might be "better"... if you don't speak spreadsheet and have never found yourself hunched over the keyboard buildcrafting until 2am then honestly just slot whatever you like. And avoid any Scrapper threads that include more than one page worth of people using the term "ATO2".
  21. The best Milage I got from it was in some of the (very oddly coded) Arsenal Control Pseudopets. You can absolutely get multiple copies out at a time and they can each last for up to 20 seconds (if a hostile mob doesn't sneeze in their direction before then!). However as mentioned above; the Fonts spawn at your own location (not at the location of the current target of the ability that procs them!) and their damage aura is quite low-radius yet they're both slow to choose a target and slow to travel towards that target. And if their current target dies, they're slow to pick another one. As a result... I find unless I'm standing right in the middle of a big dense pack of mobs; the daft things seem to do considerably less damage than a regular 3.5PPM damage proc. And the IO has +Rech aspect; which is actively harmful for PPM. 💩
  22. "RL" is the one with the fancy graphics, steep learning curve and slooooow level up progression; right? I think it's broken. No matter how many small animals I stomp on I never seem to gain any exp. And the NPCs keep giving me funny looks.
  23. Scrappers generally don't make efficient Active Farmers unless they're purposely not combining Purple/Green insps into reds and/or running either Temps or GodMode abilities to help keep their Green Bars full. And they can't Passive farm at all (unless you stick a self-heal on Autofire instead of an attack I guess...) Looky here if you really like the idea of Farming with Spines/.
  24. You have Burn; I guess. That's a start. Lose the current Epic Pool and take Mu Mastery instead. Slot Burn, Ball Lightning and Electrifying Fences like this: Acc/Dam HO, Acc/Dam HO, Damage Proc, Damage Proc, Damage Proc. In the 6th currently-empty slot, Burn should have Fury of the Gladiator: Chance for -Res. Ball Lightning should have an Annihilation: Chance for -Res. Elec Fences should have a Trap of the Hunter (Immobilize set) damage proc. That's your baseline AoE attacks. Add Hasten and a Musculature Core Alpha Slot, a Reactive Radial Interface slot, an Assault Radial Hybrid slot. Use the Inspiration-combination keybind from the above farming thread and spam it so that you convert inspiration drops to Reds and chug them as you go. The ideal would be to use a different offensive powerset than Dark Melee as it has no viable AoE attacks. Battle Axe, Martial Arts and Super Strength all have at least one proccable PBAoE ability that can be slotted like the above whilst leveraging a Force Feedback +Rech proc. Bonus points if you take Corrosive Vial (for an Achilles Heel -res). All that assumes you want to "active" farm, not "passive" farm though - the latter has much higher survivability requirements. Have a read through the above linked thread.
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