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tidge

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Everything posted by tidge

  1. I have (and toggle on) World of Confusion, but it is a purely aesthetic choice (as well as a mule for Coercive Persuasion) . It is not a great power... the only active benefit it brings my Dominator (Fire/Psi/Psi) is that: If I haven't locked down the enemies, and If they aren't running away from Hot Feet, and If they are close enough to me, and If the WoC hits them, then There are a few seconds when those enemies don't do anything instead of attacking me or my pets. I'm not sure I've ever observed an enemy mob actually take a swing at another enemy mob unless Hot Feet is off, and even then such attacks aren't really helping. Bonfire w/ KB->KD is an awesome power, no matter the secondary, no matter if Domination is up or not. The only thing I haven't tried yet with Bonfire is to slot it with a -Res proc.... I'm not sure why I haven't yet, perhaps someone can chime in with their experiences doing so?
  2. And turbans. "You take the one in the kilt, and I'll take the one in the turban."
  3. I run my Fortunata (AoE, Control, Range) with just: Level 2: Health (A) Panacea - +Hit Points/Endurance: Level 10 Level 2: Stamina (9) Performance Shifter - EndMod: Level 27 (19) Performance Shifter - Chance for +End: Level 21 My Night Widow (Melee, perma-Mind Link on auto) runs with Level 2: Health (A) Panacea - +Hit Points/Endurance: Level 10 (27) Numina's Convalesence - +Regeneration/+Recovery: Level 30 Level 2: Stamina (A) Endurance Modification IO: Level 50+5 (9) Performance Shifter - EndMod: Level 27 (19) Performance Shifter - Chance for +End: Level 21 I want to note that lvl 30 is the point at which you get extra slots for powers to work on IO sets, or just to slot endurance reducers. You should also be able to get a couple of accolades to help with Endurance.
  4. Greycat's post was missing something...
  5. I should hope Ali will help!
  6. Obvious reply is obvious: I default to Ion Judgement just because I hate having to track down stragglers, or otherwise the mobs are standing too far apart for other options. I like the other options: judgement is usually where I invest extra components just to see how they play.
  7. Oh, my bad... I should have written Def or ToHit sets. In my head, I was thinking of the only possible pure Recharge IO, which happens to be in the ToHit category. I will correct my reply.
  8. This doesn't reflect players but characters, but I think it is illustrative of how much raw inf *could be* pumped into the economy via farming.
  9. Nice and Ebil. The only bit that surprised me was that Catalyzing ATO was worthwhile. I'm guessing that it is farming/PLing toons up to 50 that drives the demand?
  10. Nothing special follows, just my personal experience: The only character with whom I was able to tank a Master of Lord Recluse run with was an Invuln Tank, using flight to avoid standing toe-to-toe with him (sigh, Invincibility). Dull Pain was on auto (perma, even if Hasten is not) with a T4 Radial Rebirth ready for the healing/regen. Some purples were consumed as well. I couldn't really 'glitch' him and it was a more stressful run than I care to repeat. Tip o' the hat to those that have built to do it regularly.
  11. Pardon me while I .....WAAAUGH! I know that people believe this, but I was on a Positron TF (1 ?) and a 'veteran player' was 'teaching' a new player how to 'tank', and the tank proudly didn't have taunt.= "because he didn't need it"... instead the tank was running auras... and the teammates were dropping like flies. That was not 'tanking'. Now about those slots: While leveling up, I usually multi-slot Taunt because its the sole non-temp, non-P2W 'ranged attack' option for my tanks. The progression of Perfect Zinger set bonuses 'feels better' (to me, YMMV) as a tank is leveling up, but Mocking Beratement bonuses usually look better in a finished build (again, YMMV). My Inv/EM tanker didn't have any obvious need for those slots from Taunt in the build: He's 6-slotted in Taunt w/ 5 from Mocking Beratement and the Perfect Zinger proc. I suppose I could eek out a little more Endurance or Recovery with those slots...back to the builder...
  12. I want to second the DA Elder (Lieutenants). They are also on the streets in abundance. The trick is you have to aggro the Elders and then damage the masks simultaneously/before you defeat the Elders. It is much faster (for lvl 50+) to get 100 this way than any other method I have found. While you are in Dark Astoria, the third mission from Heather Townshend is a warehouse that will be overflowing with Tsoo, including Sorcerers and Ancestor Spirits. If you run this arc for Incarnate drops, turn up this mission to x8 and clear the entire map. To farm Vault Doors, I recommend (Heroes) farm Aaron Thiery's arc. It is low level, but the only door mission has an Arachnos prison. The map is small and it is the same every time.
  13. This was my experience; there were never any 'Slow Snipes', and the damage was always in 'Fast Snipe' territory. I was just curious if anybody could offer a rationale for slotting that Proc.
  14. If we must go Marvel, I prefer to stay with the Red, White and Blue:
  15. I won't criticize except to say that the Hami-O Membrane in Mind Link is NOT contributing to Recharge. Better to 3-slot with 2xLotG (Global Recharge, Def/recharge) and an Adjusted Targeting: Recharge. This is I believe the maximum slotting for recharge for as few slots as possible (assuming you don't already have 5 LotG Global recharges). Mind Link can only get Recharge from Global Bonuses or from ToHit or Defense set bonuses. I can point out a few different choices I made. Comments apply for the lvl 50 build, not the leveling build. My Fortunata uses only 2 slots on TT: Maneuvers (LotG) and 6 on Mask Presence (6xReactive Defenses) <- I think there is more bang for the buck on Defense bonuses even once 'discovered'. The second LotG I use (after Global Recharge) is usually Defense/Endurance... but my Fortunata runs hot on offense and burns endurance like crazy. I have both of the Confusion's in my build, bu the single-target Confuse is 6-slotted with Coercive Persuasion while the PBAoE Aura of Confusion is only 2-slotted w/ Malaise (Acc/Recharge and damage Proc). The ST Confuse is only marginally useful at Incarnate levels, but the Contagious Confusion proc works much better in a single-target attack. I throw the PBAoE in x8 content to get a smidge of damage and to improve drop chances when enemies take each other out. (Hello, Knives of Vengence!) I did not go Tough/Weave, as I felt it unnecessary. I added Combat Jumping as a mule for a LotG, as I am almost always running my missions with Ninja Run on. I considered Hasten at lvl 47 to reduce the timing of Psychic Wail by 10 seconds, but I have enough attacks/controls that paying attention to Hasten would be a case of diminishing returns...I think she'd be 2 seconds+recast time off of Perma-Hasten without a major overhaul. I took Weaken Resolve instead, with the Achilles Heel proc slotted. I don't use it much, but you can imagine the situations I do use it. Here are my choices for defensive (and resistance slotting): Villain Plan by Hero Villain Designer 2.23 Level 1: Combat Training: Defensive (A) Shield Wall - +Res (Teleportation), +5% Res (All): Level 30 (7) Luck of the Gambler - Recharge Speed: Level 50 Level 4: Tactical Training: Maneuvers (A) Luck of the Gambler - Defense/Endurance: Level 50 (13) Luck of the Gambler - Recharge Speed: Level 50 Level 10: Indomitable Will (A) Gladiator's Armor - TP Protection +3% Def (All): Level 50 (19) Unbreakable Guard - +Max HP: Level 50 Level 22: Foresight (A) Steadfast Protection - Resistance/+Def 3%: Level 30 (29) Luck of the Gambler - Defense: Level 50 (31) Luck of the Gambler - Recharge Speed: Level 50 Level 24: Mind Link (A) Adjusted Targeting - Recharge: Level 50 (31) Luck of the Gambler - Defense/Recharge: Level 50 (31) Luck of the Gambler - Recharge Speed: Level 50 Level 30: Mask Presence (A) Reactive Defenses - Defense: Level 50 (37) Reactive Defenses - Defense/Endurance: Level 50 (37) Reactive Defenses - Endurance/RechargeTime: Level 50 (39) Reactive Defenses - Defense/RechargeTime: Level 50 (39) Reactive Defenses - Defense/Endurance/RechargeTime: Level 50 (39) Reactive Defenses - Scaling Resist Damage: Level 50 Level 49: Combat Jumping (A) Luck of the Gambler - Recharge Speed: Level 50 Not shown in the above is this character's investment in the Presence Pool; I prefer Provoke to Confront, and I find the last two powers great for high Defense, low Resistance builds. A PBAoE fear and a self-heal that doubles as a damage boost is pretty good (with enough recharge). Level 14: Provoke (A) Accuracy IO: Level 50 Level 16: Intimidate (A) Fear Duration IO: Level 50 Level 18: Invoke Panic (A) Glimpse of the Abyss - Accuracy/Recharge: Level 50 (21) Glimpse of the Abyss - Chance of Damage(Psionic): Level 50 (25) Glimpse of the Abyss - Endurance/Fear: Level 50 (27) Glimpse of the Abyss - Fear/Range: Level 50 (27) Glimpse of the Abyss - Accuracy/Fear/Recharge: Level 50 Level 26: Unrelenting (A) Preventive Medicine - Heal: Level 50 (33) Preventive Medicine - Heal/Endurance: Level 50 (33) Preventive Medicine - Endurance/RechargeTime: Level 50 (33) Preventive Medicine - Heal/RechargeTime: Level 50 (34) Preventive Medicine - Heal/RechargeTime/Endurance: Level 50 (34) Preventive Medicine - Chance for +Absorb: Level 50
  16. Does the Experience Marksman Fast Snipe proc contribute in any meaningful way? I noticed that when slotted, I never have the chance for Sniper Shot bonus damage. Is the fast snipe damage scale boosted by Kismet's +6% ToHit (called 'Accuracy')? If so, by how much?
  17. This is demonstrably false (ignoring the obvious situation in which a 'farmer' also creates IOs) as farmers are buying IOs from the market as well as placing raw materials on the market. Both of these contribute to setting market prices.
  18. IIRC, Enhancement Diversification was implemented in the same issue that released City of Villains (issue 6?) and IOs were something like issue 9. While I appreciate the bluntness of Redlynne's post, I can't offer a 'like' as it is calling for a nerf of Domination by calling for the prevention of Permadom. The post should be congratulated for a higher level of self-consistency than I see in the many posts asking for fundamental changes to the way Domination works that allow for Permadom under radically different circumstances. Personally I don't think that Permadom is 'something for nothing', as it requires the initial filling of the bar (small hurdle, but it is there nonetheless) and it requires serious consideration of not just power choices but also the slotting of the power choices to achieve Global Recharge. As demonstrated in the Dominator forum (and in the game itself) there are many different ways to this, and chasing Global Recharge does mean that PermaDoms must sacrifice in other areas.
  19. While it might be fun to have VEATs with more pool options, in the specific case of resistances it really isn't necessary. Widows in particular can have softcap+ positional defenses (i.e. >45%) by very straightforward slotting and power choices. I believe the amount of incoming damage (from an even con enemy) taken by a character with 45% defense and 10% resist is something like 9%, while the same defense with 30% resist would be around 7%. My experience with Widows (both paths) is that this really isn't worth worrying about. My experience with Fortunatas is that positional defenses can be soft-capped (non incarnate) without Mind Link, and I didn't bother trying to get Mind Link 'perma'. Night Widows have a much easier time getting Mind Link 'perma' (because of Mental Training). As a further aside: As the Soldiers of Arachnos share patron pools with Brutes and Tankers, it is likely that they'd only have access to the same Epic pool choices as Brutes and Tanks. There are a few good powers in them, but I'm not sure any of those sets would truly benefit any of the Soldiers. There are many ways to improve the survivability of your widow; if it is resistances you crave consider the Reactive Defenses Scaling Damage Resistance proc. You won't have the resistance at full health, but you will start to get it in fights against all opponents except those which would one-shot you.
  20. I believe the 10% from the Superior ATO sets is in the same pool of Recharge bonus as the 10% from the Purple sets, so if you are chasing Global recharge and already have 5x10% from Purples, you may not want to catalyze the ATOs.
  21. This is an excellent point. It is very common for my characters (all of which play mission content while leveling, YMMV) to use pick powers and assign slots differently than are planned in the lvl 50 build. The most prevalant reason in my cases is that the lvl 47 and 49 picks sometime serve as 'mules' for IO choices, but I actually want those IOs way before I hit lvl 47. I sometimes suspect that some fraction of 'nerf X' threads have heat generated in them because folks don't recognize the explicit difference between a levelling build and a post-50 build. For example: before level 50, there is no reason to consider slotting Purple sets. After level 50, the Purple sets drop pretty regularly (at least in solo play against a large number of mobs). The effect of post-50 builds may also be contributing to the perma-Haten threads for other powers and effects.
  22. Disclosing niches is one of the few areas of EbilTM which are not discussed. Disclosing the other areas of non-disclosure is among the other things not discussed.
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