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Hedgefund

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Everything posted by Hedgefund

  1. I just stash a bunch of 100M e-mails out in the ether. This is for any character, whether a vet lvl 80 who blew his cash on amplifiers or a lvl 1 making sure he has Reveal. Typically for new characters, I take down 2 of these e-mails, grab whatever is available in base storage then pull down more inf from e-mail as needed, which is rare unless the build is heavy on winter-os, since I don't have a huge cache of WOs. Maybe I should finally open up those winter packs I spent (literally) all my inf on when they were 10M.
  2. No doubt you're 100% right. This was definitely a "for the lolz" pick. Your suggestion - SOLD!
  3. Got to 61.2 with some further tweaking. Can't say I made any notable sacrifices. I'm going to go with this unless someone shows a way to 70ish.
  4. I'm constructing an Elec/Elec tank now. I remember the nightmares live on my brute with the same powersets when encountering Toxic heavy enemies. So this time I'm making Toxic resists a secondary priority. Secondary to boosting less exotic resists, +HP and recharge bonuses, that kind of thing but a priority nonetheless. So far, I've come up with 56% from bonuses. Add in another 7% from P2Ws Defense Amplifier for a reliable 63% res. Throw in another 5% from base empowerment for 68. I'm ok with calling it a day at this point but I'm curious if anyone's gotten to a crazy number, like 80. Even 73 from the build would be interesting to see (so I could get to 80 with amp, then be 1 orange skittle from cap) if someone's willing to share how they got to that mark (73% Toxic).
  5. I'm not saying it's great, but I was practically forced into it on a stone melee brute. I 6 slotted avalanche in Tremor but the kd proc was causing random kb when it procced the same time the Tremor chance to kd fired and I NEEDED the Avalanche bonuses. Since I was deep enough in the fighting pool, I went with Cross Punch and I actually kind of like it. Stone doesn't offer much for AOE, so it provided something additional.
  6. A rotation of Demonic/Eye of the Magus then Barrier should get you through the red down at least. An insp load to hit the numbers above (using greens in lieu of +regen) Meat shields aren't my bag, but I have gone mano y mano with no tower cheese with 3 different characters on HC. All lived through their encounters: SR Tank - needs VERY attentive management, Rune, Barrier, Demonic, I have to use all the tricks and then keep some oranges on hand to last the duration. WP Brute - I still rotate the above, but it's not as frantic. Grab a few Arach minions to fuel RttC, especially the meleers Rad Armor Tank - pop the absorb shield and go afk to refill my drink. EZ mode for LR. From the "before days" Invul tank - had an "A+" build amost on par with what you can make here. The biggest risk was end drain from channel gun. Had to have some t3 catch a breath (whatever they're called) just in case. Dark Armor tank - struggled due to kb, even with, uh, I think about 12 kb mag protection from bonuses. Had no kb resists though.
  7. ZZZZZAP See y'all Sunday!
  8. A vsion of what's in store: See y'all Friday!
  9. I did this arc recently and suffered through this bug. I found a "fix" by simply exiting the mission, not restarting, then re-entering. This "shuffling" PP escorts do happened back on live. No idea why this particular type of mob has this happen.
  10. " In second mission you actually bypass the final angel wing whatever to first run downstairs to start the married couple arguments, then return to upper floor to dispatch the target while they eat up time with their dialogue" That is good, like really good. Wish I'd thought of that about 100 Heathers ago. Eventually you won't need reveal for the Tsoo mission because the map is always the same. Reveal is only valuable for the first mission since the cave map can vary. Just another method of farming Empys - assuming 2 accounts, one with a farmer, do a farm session (I only do them AFK now) and put your non-farmer 50 behind a rock to soak up the xp.
  11. Well I'll be darned, you're right, I'm looking at Neutrinos and Nucleoli right now and they are indeed bucketed. Is this a change that I missed? I swear I recall these being disparate items before. Well then... who's up for an Eden or 5?
  12. Me likey. I hope you end up doing this for all the Titan-Os. As is they're worthless at 48. Certainly this would cause market effects but in my mind they'd be beneficial, both for making Eden a more desirable trial to run and exerting some downward pressure on the price of the most desirable S/HOs.
  13. I was going to make a post for this, but after searching I was simultaneously glad to see it was already mentioned and saddened it got NO backing or support in 6 months. I will disagree with the OP that she shouldn't be teleportable though. She gets stuck in cave geometry ALL THE TIME. Well, a significant amount of the time. It's at least a 50-50 proposition. To resolve you have to either restart or pray a GM can help. On some rare occasions she'll free herself. She used to be able to be teleported, but among the many Katie nerfs (when this was the speed runners choice) this was changed. We're now in a world where Katie Hannon reward abuse is the least of the issues. Please make it so players can teleport her. I know of people that avoid this tf just to not have to deal with this. The players will have a less frustrating experience and the GM team would be freed from the requests they get hit with to resolve.
  14. This is far more impressive than yet another FOTM "optimal" exercise. Well done.
  15. As I showed above, my aborb for my /temporal was increased by 75% when Amp Up was applied .
  16. Here's some testing I just did, since I was looking at the description and was curious about +Defense, because as the image above shows, it explicitly says "+45 strength to defense". I was using a Defender and the value was supposed to be +75. I did see it boost other stats to varying degrees. I teamed up my Elec Affinity Def with my Time Manip Def. I saw no change in values for any Defense (Farsight, Maneuvers, CJ, etc). Moving on from that. Healing: Temporal Mending - 206 initially/55 HOT Amp Up + TM - 282/75 That's a boost but by 36%, not 75 as per the description for my Defender. ToHit: Farsight - 17.5 AU+FS - 26.88 That's a 53% boost. Looking for a way to test Absorb, I logged in my /Temporal blaster to measure the absorb over time Temporal Healing - 60 AU + TH - 105 Woo - hoo! 75% as promised. Just data. I do hope the text is changed if +Def is not intended, ETA - It occurred to me that I slotted enhancments for to-hit and healing and the 75% is to the base value. I slotted no additional absorb so that's why that is 75%. I'm leaving the above untouched even though I know the percentages are not computed correctly. Base values TM Heal 100.4/26.8 so the addition is 75ish. FS To-Hit 12.5, again additional is 75
  17. Hedgefund

    Castle

    In one of the comics Castle talks to one his fire imps, he's definitely fire control.
  18. I’m clearly in the small minority that likes it as is - one of the rare risks of failure in game (the only one?)
  19. Purples give their set bonus all the way down to level 1, I tested this myself by joining with a lvl 1 and exemping to their level. And yes, the bonus is the bonus regardless, there is no scaling down of that. Also yes to PVP IOs exemping, but what I'm not 100% sure about is if the bonus applies below level 7 (you can slot them at 10). Regardless, lvl 50 PVP sets will give their bonuses on all the TFs/SFs/Trials. Your example with lvl 20 Miracles is correct, no set bonuses below 17.
  20. There's sort of a decision tree for me here. PLd characters and grinded (ground?) ones. PLd - do Flashbacks you plan to do anyway, like Peebles since everybody wants the +res shield, maybe Sucker Born Every Minute (for Paragon of Vice) for a handful of Wolf Spiders. Then do the PO thing mentioned above. Daytime kill Marcones, night time go to the fort, get pirates and wolf spiders. If I finish Gangbuster first, then I just focus on the docks in PO during the day. If not PLd, I try to get as many of both while leveling before I get to 30. Lowbie vill arcs heavy on Arachnos will make a dent. I don't have a specific one to point out. Go blue at 20 for the Peebles arc, a good source of Marcs. If your lowbie isn't quite ready for the prime time of x/8, then just whatever works. Once at 30 I do the Accomplishments and mop up whatever's remaining in PO. As mentioned above, Who Will Die pt 4 for Hero Slayer (and Invader) but I'll point out the same applies for the vill contact in St. Martial, Tyrka. It's almost identical to the hero one. Set to x (your choice for mob level) / team size 2. If you've got 2 (or 3) accounts, you can have one character that has Schweinzer open that can just choose the mayhems for your other toon to run.
  21. Howl + Shockwave gives Sonic a legit aoe chain. Just put a -kB proc in a Shockwave. For added yucks include a chance to kd proc in Howl.
  22. Will this work for lowbie SO drops (from AVs)? If so I'm a-ok with this. I hate that the lvl 4 SO from fighting the Vaz AV becomes useless in about 5 minutes but with this change... me likey.
  23. This is my go-to page whenever I need to reference tp binds. You can add one for Jaunt: /bind lshift+lbutton powexecname jaunt
  24. I just played my 2nd Sentinel to 50. This one Water/Regen. The first was Sonic/Bio. I've read 0 of the responses above, just wanted to give my thoughts on the AT and my selection for the poll. I rather like the AT. My initial reaction to Sents was "why make this when I can make a sturdy blaster with IO bonuses?" but I've seen the value of an actual armor set that has multiple means of mitigation vs a blaster that, once def gets debuffed, or encounters a specific damage type, comes crumbling down like the proverbial house of cards. The second time around, I basically ignored Opportunity. I selected the 3rd option for the poll but I'd really like to see no reliance on a specific blast power to utilize the inherent. I tend to skip one of the 2 initial blast powers for Blasters and Corrs and I did the same for my 2nd Sent.
  25. My normal process when making a build for a powerset I'm less familiar with is to start with a basic, no bonus build to see what it offers, both to self and team. I build for bonuses afterward. I spent very little time on Beta to test this. Some, so > 0 time, but not enough to really assess. That said, here's how I think I'd make a basic build: Everything looks useful, I don't see a "skipable" power in the lot even though I view a rez as the first to go, if I have to make such a cut. Just to go over one by one, based on numbers and description, not a lot of time played. Shock - reminds me at a glance of Corrosive Enzymes from Nature. It's a very nice power that will be a good debuff against a hard target. Like Corrosive Enzymes, it looks like 1 accuracy will be sufficient. Rejuvenating Circuit - Looks like standard heal slotting Galvanic Sentinel - perma out of the box (120 sec duration and 60 sec recharge). Give it accuracy and end mod and let it do its thing (whatever that is) Energizing Circuit - Looks like the main thing is to get it recharged quickly. Went with 2 RCH Ios. Faraday Cage - recharges quickly, just max out resists. Maybe an end would help. Empowering Circuit - I put 2 recharges and a to-hit, though it looks like one of those powers I wouldn't really use maximally in reality. I don't see using a ST buff every 8 seconds (that's without globals). Let me rephrase that, I ain't spamming a buff every 8 seconds. I have enough trouble paying attention to powers like Fort or Forge, both with notably longer cooldowns. Defibrillate - Looks like a rez that's funkier. Just 2 recharges. A real build would probably just have 1 recharge (if I take it at all) Insulating Circuit - Max out the absorb, seems to recharge quickly enough on its own. Amp Up - Based on my version of Mids, it seems like recharge is the only thing I could slot. So minimize cooldown as much as possible. Note - though I said this was a basic IO build, I slotted 1 ACC IOs when a true basic build would get at least 2, but in reality +acc bonuses will at least provide the value of another IO. So, for anyone that did check it out, does this look like a reasonable baseline to get the most out of the EA powers?
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