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Mr. Vee

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Posts posted by Mr. Vee

  1. Using it as alpha with explosive arrow (with kb to kd IO) following it up will help that as the explosive arrow will actually hit first and knock them on their butts for the rain. I've also not noticed anyone running out when I use it from out of line of sight, but me not noticing doesn't mean it doesn't happen.

  2. 2 hours ago, Draugrok said:

    That's disappointing to hear. I really dislike the concept of the Fighting Pool's tough and weave as much as I disliked Stamina on live, it wasn't really a choice.  Guess I'll continue to stick with non-melee classes as much as I like my tw/bio scrapper.

    You can choose to do without it, you just won't be as tough as you would be otherwise. I really don't understand you character concept folks but what kind of sword fighter wouldn't also learn some hand to hand stuff on the side? or do cardio for that matter?

  3. You could presumably cap melee fairly easily with a whack of defensive sweep. The problem is that unlike parry or divine avalanche or guarded spin, the devs for some reason known only to them decided to make defensive sweep melee/smashing instead of melee/lethal. Practically this means that all those ranged attacks that are lethal and debuff defense, i.e. tons of them, are hitting you full on and causing cascading defense failure. With basically no source of defense debuff resistance outside of ageless radial if you took it and your teammates, that can get bad fast. Now of course /bio has layered defenses so you're probably still going to cakewalk council no matter how many minions are pinging you from ranged with their rifles. But a couple of crabs at ranged adding to the bowl of pain arachnos already is can ruin your day.

     

    As far as fighting pool, i wouldn't skip it, especially if you're planning on keeping offensive adaptation running.

  4. I'm a few seconds off on paper but actually perma-hasten with my offensive amplifier and the likelihood of the force feedback proccing a time or two over the duration of hasten. Really though I don't know that I couldn't get by without hasten altogether. At +3/8/bosses (I'm not level boosted yet) anything short of an EB is dead before I ever even get to use follow through, and that was true leveling when I didn't even have hasten.

  5. 20 minutes ago, Papaschtroumpf said:

    "If you apply a Boost to an Attuned enhancement"

    once you reach 50, there is no longer a need for attuned enhancements, they will examplar normally, so that's the time to boost them.

    Just because they exemplar normally doesn't mean you necessarily want to dump your attuned. Exemplaring normally means you lose your set bonuses below level 47 on a 50 or 50+5 set that isn't pvp or purple. My general approach is to use all attuned of normal sets, and then boost generic IOs, pvps and purples. But then I exemplar a lot and keeping my set bonuses to 3 levels below the bottom level of the set is more valuable to me than the % gains from boosting them at 50, especially with the boost you already get at 50 from incarnate stuff. If you're only playing the alt at 50 or only rarely exemp for weekly tfs or something then by all means, boost away. 

    • Like 1
    • Thanks 3
  6. 1 hour ago, DR_Mechano said:

    Namely that bar the usual stable big earners (LotG etc.) that big earners don't stay big earners for long.

    But they often come back soon after. Unbreakable Guard is a good example - when the price goes down you can just convert them to the more stable aegis. When it's up they're worth good money on their own. Sometimes it's just a piece or two that gets too much or too little supply. People jump on and off these niches quickly so it pays to check things you know earned well in the past now and again.

  7. Here's the one i just made. Mine's 47 so haven't tried it yet. Also note that it'll be keeping the amplifiers on so that's why defenses can stop at 40.

    Spoiler

    Hero Plan by Mids' Reborn : Hero Designer 2.6.0.3
    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

    Click this DataLink to open the build!

    Phoomie Goonie: Level 50 Magic Scrapper
    Primary Power Set: Titan Weapons
    Secondary Power Set: Bio Armor
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Defensive Sweep -- LucoftheG-Def/Rchg+(A), SprScrStr-Rchg/+Crit(13), SprScrStr-Acc/Dmg/EndRdx/Rchg(15), SprScrStr-Acc/Dmg/Rchg(15)
    Level 1: Hardened Carapace -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-Rchg/ResDam(3), UnbGrd-Max HP%(46), GldArm-3defTpProc(48)
    Level 2: Titan Sweep -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(5), SprCrtStr-Acc/Dmg/Rchg(5), SprCrtStr-Dmg/EndRdx/Rchg(13), SprCrtStr-Acc/Dmg/EndRdx/Rchg(45), SprCrtStr-Rchg/+50% Crit(50)
    Level 4: Environmental Modification -- LucoftheG-Def/Rchg+(A), ShlWal-Def(17), ShlWal-Def/EndRdx(17), Rct-ResDam%(40)
    Level 6: Follow Through -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(7), KntCmb-Dmg/Rchg(7), KntCmb-Dmg/EndRdx/Rchg(9), Hct-Acc/Dmg/Rchg(9), Hct-Dam%(11)
    Level 8: Super Speed -- WntGif-ResSlow(A)
    Level 10: Build Momentum -- RechRdx-I(A), RechRdx-I(11)
    Level 12: Adaptation 
    Level 14: Inexhaustible -- Heal-I(A), Heal-I(19)
    Level 16: Ablative Carapace -- Prv-Heal(A), Prv-Heal/EndRdx(21), Prv-EndRdx/Rchg(23), Prv-Heal/Rchg(46), Prv-Heal/Rchg/EndRdx(46), Prv-Absorb%(48)
    Level 18: Rend Armor -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx/Rchg(21), KntCmb-Dmg/EndRdx(23), KntCmb-Dmg/Rchg(25), Hct-Dmg/EndRdx(25), Hct-Acc/Rchg(27)
    Level 20: Evolving Armor -- StdPrt-ResDam/Def+(A)
    Level 22: Combat Jumping -- LucoftheG-Def/Rchg+(A)
    Level 24: Kick -- Empty(A)
    Level 26: Whirling Smash -- Arm-Acc/Dmg/Rchg(A), Arm-Acc/Rchg(27), Arm-Dmg/Rchg(29), Arm-Dmg/EndRdx(29), Arm-Dam%(31), FrcFdb-Rechg%(40)
    Level 28: DNA Siphon -- SprScrStr-Dmg/Rchg(A), SprScrStr-Dmg/EndRdx/Rchg(31), SprScrStr-Acc/Dmg(31), TchoftheN-Acc/Heal(33), TchoftheN-Acc/EndRdx/Heal/HP/Regen(43)
    Level 30: Tough -- ImpSki-Status(A), ImpSki-ResDam/EndRdx(33), ImpSki-ResDam/Rchg(33), ResDam-I(45)
    Level 32: Arc of Destruction -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(34), SprAvl-Acc/Dmg/EndRdx(34), SprAvl-Acc/Dmg/Rchg(34), SprAvl-Acc/Dmg/EndRdx/Rchg(36), FrcFdb-Rechg%(43)
    Level 35: Genetic Contamination -- ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/EndRdx(36), ScrDrv-Acc/Dmg/EndRdx(36), ScrDrv-Dam%(37), Mlt-Acc/Dmg/EndRdx(37)
    Level 38: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def(39), ShlWal-Def/EndRdx(39), ShlWal-ResDam/Re TP(39)
    Level 41: Moonbeam -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(42), SprWntBit-Acc/Dmg/EndRdx(42), SprWntBit-Acc/Dmg/Rchg(42), SprWntBit-Dmg/EndRdx/Acc/Rchg(43)
    Level 44: Parasitic Aura -- TchoftheN-Heal/HP/Regen/Rchg(A), TchoftheN-Acc/EndRdx/Rchg(45)
    Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48)
    Level 49: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50), LucoftheG-Def/EndRdx(50)
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit 
    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: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run 
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Heal(19), NmnCnv-Regen/Rcvry+(37), Mrc-Rcvry+(40)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- PrfShf-End%(A)
    Level 0: Freedom Phalanx Reserve 
    Level 0: Portal Jockey 
    Level 0: Task Force Commander 
    Level 0: The Atlas Medallion 
    Level 1: Momentum 
    Level 12: Defensive Adaptation 
    Level 12: Efficient Adaptation 
    Level 12: Offensive Adaptation 
    Level 50: Agility Core Paragon 
    Level 50: Ion Core Final Judgement 
    Level 50: Degenerative Core Flawless Interface 
    Level 50: Vanguard Radial Superior Ally 
    Level 50: Ageless Radial Epiphany 
    Level 50: Assault Core Embodiment 
    ------------

     

  8. 2 hours ago, Hopeling said:

     

    The swords in Apex have Parry. If you can't hit them, get out of melee range for ten seconds until the Parry defense buff falls off, then lead with a knock or mez when you come back in.

    Off topic but i didn't mean i can't hit them, i meant i can't catch the buggers. Also gonna have to tap out of this thread cuz went tldr super quick 😄

    • Haha 2
  9. Idk, it's strong but it has definite weaknesses. Most of the newer sets are really strong, and many of them don't have as glaring a weakness as TW. And its weaknesses aren't the kind that will show up well when you're fighting a stationary pylon. I've mentioned before how it is on good teams but even solo against moving enemies there are problems. E.g, most of us over the years have gotten quite good at lining up our cones for max targets even when we're saturated with enemies. But those techniques kind of depend on us then using the cone before the enemies move back around behind us. Now try doing that with TW - you might hit fewer enemies than if you'd just used the cones in the pile because they all had time to move behind you while you were animating. Now sure you can herd yourself into a corner to max cones but that's not always possible. Another thing - probably confirmation bias but it seems to me that if i'm going to miss with the set, 9 times out of 10 it will be on my first attack so that I have to have two slow animations before I hit anything.

     

    So yeah, it's a great set, maybe even insanely great with bio or fire, but if it gets a nerf because of its pylon numbers or because a few people are savants and can solo apex on it when i can barely manage to hit those stupid swords with any melee toon, it's likely to become just crappy enough that the greater number of folks abandon it as has happened with nerfs in the past.

    • Thanks 1
  10. 33 minutes ago, DarknessEternal said:

    Do we know definitively if charged brawl is better than havoc punch?

    It's pretty much a wash. Charged is +1 in DPA according to pine's. So pretty much use whichever you prefer. All other things being equal i'll take shorter animation. There are many who'd default to higher damage in such a scenario though.

  11. 1 hour ago, Sovera said:

    Fake nemesis are easy to find actually, and can be made to spawn as -1 lieuts so they can be two shot. I have a link somewhere about it but it's a TF in Steel that has them right at the first mission.

    It's the steel sig arc. look for the book

  12. 1 hour ago, Marine X said:

    I still need the 2nd Debt badge so there is a silver lining even if I lose, lol.

    the 100k? turn off your shields and go to the abyss (submarine in south Grandville). pick a fight with some GMs. Hospital is super close if you need to repeat. That should blow you past the 100k and the 200k you need for High Pain tolerance in a couple rounds.

  13. Just now, Huron said:

    Stooopid question (because I  am a dope)  you only have to KILL 100 ghosts, not TRAP 100  ghosts? Because I have been trapping the damn things!

    Yes, just kill. If you want exp for them run first mish of veluta lunata's arachnos ghost story arc in ouro or at level.

    • Like 1
  14. I wrote out what I do leveling up for the passive accolades and demonic/magus. Echoes a lot of the OP and subsequent posts but focuses on order a bit more for those leveling/wanting exp. Spoilering/uploading cuz wall of text. 

    Spoiler

    Starting from level 1 redside and wanting xp. I'm assuming you have vidiot maps. If you pl'd scroll down.


    Mercy - grab plaque 1 by wall, kalinda 1st arc has a mish right there. (lorekeeper 1)

    PO - plaque on rock outcropping near the ferries (lore 2)

    Cap - Might as well grab all Explores for merits since need a tour for all 4 plaques (lore 3, technofreak 1-4)

    When you hit 12 and can slot stealth in sprint with SS do invader with alt account or beg Vee or someone who has it.

    Once stealthed - Ferry to shark - grab plaque nearest it (lore 4) and get on the chopper to Nerva North

    Nerva - grab locked and loaded from under longbow canopy thing, back on chopper to G'ville north

    G'ville grab overlord badge off bunker roof on east side. 

    Open contacts and use find contact to teleport to Dr. Shelly Percey - stealth the 2 nictus mishes - nictus keeper kill and release/escort junker.

    She should then give the Midas touched arc. If not, abandon til she does. Couple options here depending if you want merits or not. First 2 mishes are all arachnos with the second being a huge kill all. If you don't want merits set it to -1/as many as you can handle/no bosses and farm mish 1, /leaveteam when it's down to glowie, abandon mish, restart til you get the spider smasher badge for 200 wolf spiders. If you want merits do the same thing but finish mish 1 and use your judgement on when/if to reset mish 2. Mish 3 can be stealthed.

    Go see the gull and switch to vigilante. Since you should be 14 by now enter base and use the pillar to start rescue the mystic mish in the level 10 mish set (don't forget to turn difficulty back down).

    Use Galaxy echo porter, grab the plaque near where you enter (pupil 2).

    Team or mish tp to perez. Mission is usually near the plaque you need - under a tree near some circle (pupil 5). run the mish for spelunker badge, /leaveteam and tp to base again.

    Use base porter to Atlas - make a circle around from where you enter grabbing all explores for merits cuz why not, grab the plaque near the train/difficulty contact (pupil 1)

    Train to FF - grab plaque 1 on retaining wall near train (scholastic 1)

    Train to Bricks - plaque on building south of train and another in the bottom right corner of the map (scholastic 2,3)

    base tp to KR porter - grab pupil 2 and 3, one at the corner of a building behind and right of blue steel, another north on a brick wall.

    You now have a few choices - for xp options you can run Posi 1 with a full team and get a lot of your demon kills in mish 3/4, or farm those mishes yourself. Or you can just kill your demons on rooftops while here in KR.

    Do whatever til level 20 - use find contact to Stephanie Peebles and zip through her arc until you get to the Tommy One-eye mission. Turn diff to -1/as much as you can handle/no bosses and run to the back of the barge. Kill tommy one-eye and family minions/lieuts til you have gangbuster. then finish off the drug crates. If she gave you this mission first (it's first in flashback, usually next to last regular) you can quit now or keep going for wedding band temp power which is well worth it.

    Do whatever til level 23 - then LFG tp to moonfire. Start her tf at whatever difficulty you can handle, friends would be helpful. Finish mission one with the vamps. Run mission 2 but leave glowie. Have everyone log out and back in. Run it again til you have your 200 wolves. Quit team and lfg back to moonfire to run vamps til you have 200. Repeat that if necessary.

    Since you're probably 25 now hit the gull and go rogue.

    Base tp to sharkhead and talk to tarixus who's near where you come in. Get offer soul of Akarist mish right off if you're lucky or after some crap if you're not. While in the area grab Forged by hellfire and freak of nature explores. Mish tp to first akarist mish, ghost and kill him. Base/ouro tp back to Tarixus and the second mish should be near him. Ghost to glowie. Demonic done.

    Do whatever til 30. 

    At 30 go run 5 papers in st. martial and the bank. Pick Hard Luck as your contact. Ghost the Lucky beard mish he'll make you do and then talk/abandon til he gives up the unlucky artifact mission. ghost it for bad luck badge.

    Now port or chopper to G'ville and take the submarine to monster island. If you have a charge of experienced in email from packs use it now. Charge packs of monkeys til you either have paid off 200k debt or have it logged for working off. At this level you get about 1k debt per death so it'll take a few minutes depending on how much you've died prior. High pain done.

    Nothing to do til level 40. You'll want to be vigilante at 40. Go talk to Tina Macintyre. You'll have to do the clockwork king mish before she'll give you either thing you need. Do her main arc - use auto complete on the Check out Rho Mhu 7-2 mission (just trust me on this one). This arc will give you anti-matter, marauder and neuron.

    After you finish that arc keep talking/abandoning til she gives you the hydra dimension arc. Can either run it since you've nothing better to do or just run in and out to get the multidimensional badge.

    Nothing til 45. At 45 go talk to maria jenkins, run her first mish then run her full arc. Ghost where you can and it'll give you all the rest of the AVs but siege.

    After maria arc talk/abandon with her until you get Disrupt Nightstar's Ritual. Complete it for Shrouded badge (Nightstar will be on a roof). Then talk/abandon til she gives the Take Down the Warworks mission - kill Siege in there and Portal Jockey's done.


    If you PL to 50:

    Follow the same plan for explores/plaques on red. Only differences are you have to do akarist and unlucky artifact through ouro (still use contact tp for shark explores. make sure you do cap plaques first or tarixus won't be unlocked).

    Hit Grandville sub like before but go to the abyss instead. It should only take a death or two to get your 200k debt.

    If you're wanting XP for kills do Midas touched flashback til you get your wolf spiders. Otherwise go to where you found the second technofreak plaque in Cap and run around killing them. If you want xp for marcones and the wedding band temp power don't bother with marcones. If you don't care go to marconeville area of Port Oakes and kill 200 of them.

    Go blue and follow the same directions for explores, the spelunker badge and moonfire vamps/wolves as above. If you didn't kill your marcones run ring of peebles ouro and get your 200 from the first mish as explained above. If you want the wedding band turn diff back down and rush as much as possible through the rest as the merits aren't worth messing about.

    Now the demon choice - Posi 1 either solo farming them on mish 3/4, or a couple full team runs. Or you can just kill them on KR rooftops. Or you can run Smoke and Mirrors in ouro at high spawns til you get them all.

    Ouro Tina's Hydra dimension mission in 40-45 and Maria's Disrupt Nightstar's ritual mission for the 2 explores.

    Hopefully you have a friend or second account with the anti-matter mission saved or some kind soul in lfg/help does. If not, try to get on a Keyes trial. As a last resort run Tina's flashback but it blows without being able to auto-complete that one mish.

    Now a choice - either run Maria's arc and the siege mission from her as described above or do her old arc A Hero's Hero through flashback for good merit/minute return.

    If you don't have an alt account with invader contact access and no one's on who does then run the brickstown signature arc til you get 25 hero kills, or just wait til you've run rsf a couple times. 

    Head back to red to collect your demons and run invader. All done.
     

     

    Accolade_Guide_Forums.txt

    • Like 1
  15. Yeah morty's a mixed bag of pain - melee would have trouble with posi and monty et. al. would rough up the squishies. 

     

    Mantis is a pretty easy solo, just a bit of a slog to kill enough defenses at the end to spawn Duray. Mistral's easy but I wouldn't recommend melee fighting the AV without high defense - his heal is annoying enough even when it just gets through from streak breaker. Really though the best intro to soloing TFs is Penny - when it was tf of the week I soloed it on my mid 20s sonic/beam fendur.

  16. 4 minutes ago, Chirikiti said:

     

     

    A nice introductory SF to solo is Mortimar Kal on Villain side.

    What're you doing it on? I've thought about trying to solo it since it's one of my favorites but I was convinced I don't really have anything that could both solo it and keep the flames away from posi properly. That can be an adventure even with a team.

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