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Everything posted by tidge

  1. In another thread, this was one of my suggestions for a 6th IO for a hypothetical (Superior) Taunt set, similar to the Contagious Confusion proc in the Superior Confuse. It might not be as useful for the AoE Taunts, but the philosophy of such a hypothetical set (with 5 other non-proc pieces) wouldn't be radically different than many other ATO/Purple sets.
  2. Before we ask that single-target taunts be altered, how about we get a Purple (or PVP) IO set for taunts?
  3. I actually played a little with more slots in Mind Link when leveling up, but I didn't see any benefit. I'll be honest: Aside from the Global recharge and whatever other Defense boost you prefer (pure Def, Def/Rech, or Def/End) from a second element of the LotG set, aside from high HP ATs, I don't see that much benefit from the 3+ slots of the LotG set. I think mathematically you can eek out a little more Recharge using 4 slots before Enhancement Diversification cuts in, but my in-game experience showed Recharge (on Mind Link) was boosted by only a second or two. I simply didn't find that to be worth a slot... especially not on the Widow that already had Mind Link perma and positional defenses past/near the soft-cap without Mind Link. In the build I shared, you can see I have some odd choices in procs, and (weirdly, IMO) 2-slots used in a travel power to get some extra positional defense from Blessing of the Zephyr. I'm not going to fault anyone else for their slot choices, but make sure that you are getting what you want from those choices. Respecs and unslotters are plentiful.
  4. I feel like there is a parallel meme that involves causing a team wipe because of chatting (to the team or to a channel).
  5. This was the deciding factor for me to switch to the sgpasscode. Besides the fact that I switch between builds (which resets all power timers) I have the following personal flaws: I am constantly forgetting to do things in the base before I leave (empowerment buffs, sell extra enhancements/recipes, dump salvage), I often accidentally click on the base portal (immediately upon entering), sending me back to where I started from, My toons get pushed around by walking civilians while trying to TP to base!
  6. Robots/Traps Mastermind. You may not level as quickly (on your own) as with other toons, but such a build can run in farms. Traps has a lot of options to keep enemies in place, each of the bots (and assorted primary/pool powers) can be slotted for Knockdown to keep farm critters where you want them for AoE attacks (from the pets). Warning: this will be any extremely noisy farming experience, and it is one that you can't run on auto-pilot.
  7. For reference, here is my build. This is one-half of a build that includes a Fortunata, so I (mostly) avoided duplication of attack powers with that build. I had an alternate build which tried to improve S/L defenses, but with the variety of enemies I face I just didn't see it as a good investment. Particularly I found the Fighting pool to be a bad investment. I didn't need Weave, and the Toughness was an extra toggle that didn't do enough for most content. This toon will go down to some single-shot AVs (ehem, Lord Recluse) but I didn't want to gimp performance against all the other game content. The primary thing I don't like about the choices in this build are the three extra slots in Health and Stamina, even if they do harmonize with Unrelenting. I don't mind burning Endurance (and HP) during fights, but I prefer to move quickly between targets/groups. This is a perma-Mind Link build, FWIW.
  8. There are still a few elements of your build that I don't understand. I'm open to read your explanations. Why 6-slot (in Unrelenting) with 5 Numina + 1 Preventative Medicine when you can just 6-slot PM for more endurance a global recharge? You can put one of the other procs you want in the Health slot. Why so many slots in Mind Link? I grok that experience varies, but outside of teaming/Lore pets I really only use Mind Link as the mitigation against Defense Debuffs. My experience is that it simply isn't worth chasing for Perma-status. A far better use for the slots would be IMO to 6-slot Mask Presence with Reactive Defenses. You want the Scaling Damage Resistance anyway, so why not get the Endurance discount and +Recharge as well? Mask Presence is the toggle that gives you the bonuses to positional defenses, 6-slotting with Reactive Defenses is almost 12% to all positional attacks. I also feel like you may have put too many slots in Tactical Training: Leadership. Are you planning on PVP where the extra perception and ToHit are going to offer some help? TT: Leadership has always been a single-slot power for me (%BuildUp or IO-Endurance, depending on the level of the build). Full disclosure: I don't take this power on my Widow build. On my builds, I find that 2-slots for Tactical Training: Maneuvers are all I need (LotG: Def/Global Recharge and Def/End). I experimented with a 3rd slot (alternating between a Def IO and a LotG: Defense) but I didn't find it made a significant difference in terms of play. (FWIW: I play my Fortunata with a lot of controls, so extra defense is less useful when enemies aren't attacking. My Widow has fewer control powers but still only has it 2-slotted) Sorcery: Mystic Flight is probably not getting much from the Fly IO. I've been replacing Fly IOs with one of the Universal Travel sets (Knockback Protection or Slow Resist). Likewise slotting a Fly IO in Mental Training may not really be helping as much as you think. I put a Run IO there. Do you need Hasten? My Widow build is rough on Endurance, I can only imagine that it would be worse with Hasten. Even so, it looks like maybe you are trying for a Perma-Hasten? I have never taken Elude. Can anyone speak to it's value? Why two slots in Combat Jumping? The two Defense IOs seem like overkill. I also usually take the power at lvl 49, but only as a mule for the 5th LotG Global Recharge. I only ever toggle it on if I'm facing potential Defense debuffs, or significantly higher level enemies. Some comments on Presence: Pacify. First, it won't put you in Hidden like Placate will. That being written, I have found it very useful at lower level content (or when soloing EB/AV) when you need an emergency break from a one-on-one combat. You must take either it or Provoke to get access to Unrelenting, so mileage varies depending if you want this as a 'breather' power or if you want the Presence: Provoke as an AoE taunt rather then the primary single-target Confront. Either choice is valid IMO; but they serve very different purposes and play styles. I played with both on my Widow build and settled with a single-slotted Provoke with the Perfect Zinger: %Psi because I wasn't using either very much and I was more often trying to pull aggro from Controllers/Dominators that got in over their heads than anything else. A pure Taunt IO would help more in that circumstance, but honestly I just wanted to add a trivial amount of AoE damage to the build.
  9. I can make some of the easier suggestions. With 125 million inf, you should consider marketeering in the AH to increase your wallet. Widows/Fortunatas have a lot of options to play with, I find myself burning Inf just to test out different choices. Tactical Training: Leadership doesn't need more than the single slot. I keep Gaussian's Synch: Chance for Build-Up there. You may find that until you have your Endurance under control that you are using it all the time. Once you have accolades, etc. You probably don't need more than a single slot in Health, using the Panacea Proc. If your Endurance is an issue while leveling, consider one of the other procs as a second slot, but you will be able to respec out of it later. It looks like your build was to start with the Teleport pool. I don't like to criticize the choice of travel powers chosen by other players, but that particular pool doesn't offer much for most builds: I suppose Recall Friend may help on some stealth-to-end missions, but that power could just be taken instead of Teleport. The Sorcery pool's Mystic Flight combines a low-Endurance Flying with a Teleport option. Just a note: I usually take some form of Flight, and with the cap to flight speed in place I usually simply slot Blessing of the Zephyr: Knockback Protection in whatever flight power (at low levels for Positron TFs, at higher levels there are a few EBs/AVs that have significant knockback as well.) Don't put more than 3-slots in Mind Link, even if you don't have the optimal IOs (LotG Def/Global Recharge, LotG Def/Recharge, Adjusted Targetting Recharge). You cannot eek out much more +Recharge in it via its slots, and whatever extra bonuses you you can get for ToHit and Defense will mostly be for your teammates. The Kismet: Acc (+6% ToHit) should be in Combat Training: Defensive (an Auto Power). I usually have that power 3-slotted adding the PVP Shield Wall global resistance and one of the five allowed LotG Global Recharges. As for choosing which sets to use, I recommend using the market to sell/convert into catalyzed versions and then use them in powers such that you don't lose bonuses when playing lower-level content. Even if you are strictly leveling up, the low-level content offers plenty of merits and inf which you can use.
  10. The utility of slow movement on bosses/EBs/AVs is one more reason why I detest the forced secondary Traps T1 (Web Grenade) over the T2 (Caltrops). There is simply too much utility to be had from a placed AoE -Movement as opposed to the (weak) single-target Immob which requires a ToHit check. I've read the folks who try to defend Web Grenade as a -Fly, but the circumstances where that ST attack is actually valuable are so very rare. The few times when I find myself actually wanting to -Fly an enemy are Spectrals in the giant cavern rooms with small ledges present in Orenbega maps...and those villains will apply their -Perception *anyway*, so just waiting with some Caltrops out is more useful to catch them upon their return.
  11. I want to disagree with the OP suggestion that the pool powers don't offer players the option to vary their build. Naturally enough if you feel boxed into selecting the same 4 or 5 pool powers for MaxStats I can understand, but that's a decision made by the player. I would appreciate opening up all the pools such that I could pick the 4th and 5th powers as 2nd and 3rd choices, just because I think there is a lot of flavor there which doesn't get explored. Honestly, the first thing to 'fix' with power pools is the Teleport powers; the best of them are niche and the worst are useless.
  12. I'd reconsider the choice of Numina on Aid Self; I get more mileage from the Absorb proc in the Preventative Maintenance set. For self healing (or just a damage boost) I go for Unrelenting in the Presence pool. It's a great fit for Widows/Fortunatas. The only drawback is having to take the single-target fear to get to it.
  13. I use both Ouroboros and the passcode exploit.. after resisting for a while, but it is simply too convenient because of the lack of recharge. Ouroboros to Independence Port is probably the one I find most convenient, even if it isn't too far from the SG base drop off. Positron 1 was mentioned as being more convenient for Ouro, but it isn't the only TF or arc. The ones that immediately come to mind are the Indigo/Crimson arcs where you have to check in with Crimson after every other mission. The talkie mission in Citadel is a bit of a toss-up (between Ouro and SG), as the fastest way to get to the contact is to port into Atlas Park and hustle to Steel Canyon. On the red side, if I am not confusing this with the SG drop off, the Ouroboros drop off in Grandville is inside the main hall, which is convenient for several missions.
  14. I think you are wasting slots in Mind Link, especially with Mental Training in the build. See the PSA thread. I didn't delve deep into the Global Recharges, but my Widow has Mind Link perma without taking Hasten and only using 3 slots.
  15. I run it with 3-slots only, usually taking the power at lvl 24: Adjusted Targeting: Recharge Luck of the Gambler: Def / 7.5% Global Recharge Luck of the Gambler: Def / Recharge This is just over 72% recharge. I've played with adding more x/Recharge, but I find that I only get a second or two off the power's recharge time. (no Hasten) Note: I usually have Reactive Defenses 6-slotted in Mask Presence, as the Endurance discount is more useful there. As I've written elsewhere: It is very rare that for my content that I even trigger Mind Link. My build will already have extreme ToHit bonuses and positional defenses will be capped (or just under) at normal content. The times I use Mind Link: I'm running pets (usually Lore) I'm playing with teams (especially when playing at lower levels or at very high-end content) I'm facing potential debuffs to Defense or ToHit Because I consider it to be somewhat niche (even if it can be great) I wouldn't hold it against any build that only single-slotted it. I would question going heavy into a Fortunata trying to make it Perma, as it really shouldn't be necessary for you to have it perma. Widows can get it perma much easier because of Mental Training.
  16. The above quote is my rational thought on the subject. My emotional reaction is that the proposal is extremely lazy, as a few hundred million inf is definitely not hard to come by. Farming isn't even the way I would recommend (although it is easily available) as the market can make the inf for you when you aren't even logged in to the game. Once you have the first 10K inf it is pretty straightforward to get the next 1M, and once you have 1M the jump to tens of millions is easy. Depending on the market choices you make governs how fast you can get hundreds of millions, but from my experience with *very* low-levels of AH use I've been able to double 200 million inf in about a week on low-level toons as they level up... and I am an extremely casual user of the AH. In less than a year of simply playing the game and playing the market my SG base is already loaded with IOs (ATO, PvP, common useful sets) that have been passed around different toons (as they level or simply try things out) or are just waiting for builds. Heck, I'm at the point of extra catalysts, unslotters, converters, and merits I will pull some 50+ characters out of mothballs just to craft/convert/catalyze/whatever ATO/PVP sets for try-out characters at lvl 7... so I suppose I am in the category that could 'easily' try to negotiate with the OP on the basis of the original proposal and I simply don't think would be worth my time. I'm a little surprised at the 1 billion inf estimate for any (single) build. I haven't maxed out all the ATs, (definitely no brutes or blasters) so I'm willing to learn something. I have a few builds that I've kitted out extensively; one is fully kitted in *both* the first two build slots (different power choices) and I think that one is probably somewhere around 600 million. If ATO sets are costing that much, then I suggest Pack/Converter roulette. Another note: if the OP is including things like Boosters and Hami-O's in the estimates, those aren't things someone else is likely to provide 'at a discount' just because someone thinks the AH prices are too high.
  17. I think the primary issue with PvP Gladiator's Net is that the same 7.5% recharge bonus is available from Basilisk's Gaze for 1 fewer slot. The Proc isn't terrible, but it is Lethal damage. I only have a few different characters with Primary set holds, and for their Holds I'm either franken-slotting or leaning into the ATOs. On the secondaries with hold effects, I usually don't have enough slots to dive deep into hold IOs.
  18. That was my initial leveling attack chain even as well. If you are committed to staying the same level as teammates who don't play as often, I recommend using Ouroboros (if you have access to a pillar) to do some low level arcs for 2xInf and merits, so that you can play the market. Things will be easiest if you can craft recipes as well. All builds benefit from IOs, and as soon as you can help yourself with the Endurance recovery the more fun the build will be.
  19. I was using a Fortunata. Maybe it is because Caltrops have to hit, and melee defenses are through the roof? In any case, my toon was absolutely not bothered by Caltrops. I should note that aside from the one-off Slow resist, I don't have Winter Sets in use, and few/none of the set bonuses I have provide explicit Slow resistance.
  20. I won't knock anyone's choice of Mystic Flight, but my Fortunata build (and I assume other players as well) almost completely shrug off the Slow effect of Caltrops. (The no Jumping is still there). I was running 0x8 missions against the Sisterhood of Caltrops (Indigo's arc?) with no problems. One note about Caltrop users (applies to all enemy pseudo-pets): Confusing the caster turns the pet against the villains. You won't be affected by it and all villains will! Aura of Confusion is particularly fun when enemy caltrops are in play.
  21. It is definitely possible to routinely get faster times (at +0/0x8) without Superspeed (but with Ninja Run), and I find it depends on: 1) Build: Having (pb)AoE to hit as many during an alpha strike as possible. 2) Build: High defense (to ignore Tsoo attacking you during mission 3) 3) RNG: The shape of the first map (I groan when I see one of the twisted 'spaghetti noodles') 4) RNG: Runners in missions 1 (especially) and 2 (at least in mission 2 you can usually go fight another group while you wait for the runners to come back) I've had some VERY bad luck with runners in those first two missions. Tsoo Sorcerers an Guardian Spirits will come back pretty quickly but those chicken legs were made for running! I suppose turning down the team size for those first 2 missions would lead to better times as it can be difficult to immediately see which groups to defeat at the end of mission 1 (for large team sizes), and minimize the chance of runners. Often I will just speed mission 1 and then treat the other missions as farms (for the recipe drops), but sometimes it is nice to challenge personal bests. I don't bother with the team teleporter during the arc, I suppose it could shave some travel time before the first mission or between the second and third. Some things I found helps my times is to set up and use (Lore) pets during the not-quite-cut-scene dialogue at the end of mission 2. They provide extra attacks that are quick to catch the villains from those 2 spawns I may miss with my AoE. Another trick is to turn off Ninja Run at the end of mission 4 when descending to the final battle, as otherwise I get stuck on the 'Mot guts'. I always choose to 'save both', since its essentially a single click (of an AoE) that is likely to drop all the villains. Good luck, I am sure you can do better!
  22. The VEAT Widow builds wave as the pass by.
  23. As you will be starting with essentially minimal access to (attuned) IOs, and until the free respec you only have the two initial pools This is interesting. If you attack too quickly while running toggles, Endurance will be problematic. I would recommend starting like this: lvl 1: Widow Training - Poison Dart (probably a safer bet than Swipe, and this will be the only ranged attack for a while) lvl 1: Teamwork - Combat Training Defensive lvl 2: Widow Training - Swipe lvl 4: Teamwork - Tactical Training Maneuvers lvl 6: Sorcery - Mystic Flight (not always my preferred travel power, but it is relatively low endurance and offers Teleportation as well.) lvl 8: Widow Training - Follow Up lvl 10: Teamwork - Indomitable Will lvl 12: Widow Training - Spin Here is where I evangelize for the Presence Pool. The build so far has an attack chain that will deplete you of Endurance. You will find that you are probably not going to be running both toggles all the time. The Presence pool offers a good amount of control options which you will not otherwise have until your respec. The Presence Pool controls are relative light on Endurance, IIRC. lvl 14: Presence - Provoke (If your team has a 'working' Tank, or a Scrapper/Brute that wants to have Taunt maybe you can choose Pacify...but Pacify is only good to get you out of trouble) lvl 16: Presence - Intimidate (Your first control power! It is single target, but it is something that your team may find valuable) lvl 18: Presence - Invoke Panic (A PBAoE control! That you can use while in Melee!) lvl 20: Teamwork - Tactical Training Leadership The team-imposed limits on buying/crafting IOs will make going slow for everyone on the team. Fear IOs are very inexpensive however! I would slot your drops as soon as you get them, keeping in mind that the dropped enhancements will wear out quickly.
  24. Fair enough, but I was thinking of resistance across the entire faction and not just boss classes. There are several factions with bosses that have a higher level of resistance to certain controls.
  25. I can't think of any faction with 'native' resistance to Holds, but there are a few other control sets that don't work on certain factions. From memory, Nemesis (and Rularuu?) have some base immunity to Confuse. Certain Longbow grant immunity to the minions from Confuse as well, and Malta robots have a large Magnitude resistance to Confuse. War/Werewolves have such a large Magnitude resistance to Immobilize that I don't think I've ever observed one stuck... possibly because they've run away already. They have no resistance to Holds or Stuns.
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