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Midnight Mystique

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Everything posted by Midnight Mystique

  1. I was testing on a controller when I ran into the problem, haven't had a chance to try it out on the dom I created last week but it does sound like it is controller specific EDIT: I just checked sleep nade out on my dominator and it works just fine, you get a targetting circle when you activate the power and the nade fires off when you click on a target area. Definitely a controller only problem.
  2. the latest version of sleep grenade cannot decide if it is a targetted AOE or a location AOE - when you click on the power, you get a location target cursor but attempting to click the cursor on a target fails with a invalid target floater. Attempting to use a "powexec_location target sleep grenade" macro also gives and invalid target floater and fails.
  3. So my Storm/Regen just hit 45 and I am on my way to L50 so I am working on a L50 build and while I have what looks like a decent build, I have a few questions that I hope some folks can answer My current build goals are as follows: 1) Recharge to keep Cat5 up as much as possible 2) Resistances to take the edge off damage to buffer Instant regen's absorb and my overall regen. I chose to slot for resist instead of def as regen has at least some base resist in resilience but no def. 3) Mixing in as much non-cold damage as possible, which is why I took electric mastery and picked up paralyzing jolt which has ok damage plus nice stun 4) otherwise slotting as much +hp, +regen and whatever def I can get without burning a ton of slots on it. In general, I don't build with a lot of purples. I have a lot of alts (like, 100+ currently, about 15-20 at L50) and I don't do +4/x8 solo tough task force builds so in the past I haven't considered anything but the archetype sets worth picking up, as they cost about 8 mill a piece plus the cost of the catalyst to upgrade to superior (<= 1 mill, but I run enough L50+ raids with my current 50's that I get a lot in drops) vs the 14=16 mill cost for most other purples. However, I have been running a lot of hami raids lately (1-2 a day when I am playing) which are generating enough merits (120 per run) that have been picking 1-2 sets per new 50. The recharge on my current build is just, possible even to much so what I am looking for at this point is suggestions on any tricks to squeeze out more resistance and feedback on a couple of build choices I made: 1) I can't decide if I am better off taking gust vs hailstones - while the second power is better damage, that plus cloudburst means most of my single target damage is cold dots. Gust does good damage in a storm cell and is smashing, so not sure which is best. 2) I am looking at taking lighting field (electricity mastery) in place of chain lightning for extra aoe - some of the feedback I have read on chain lightning is that the secondary damage is sub-par compared to the primary plus it doesn't proc well, which is ugly for an 18 end, 20 second recharge aoe. Mids gives me an exception when I try to do a forum export through build sharing, so I am just attaching my saved build: MonsoonThunderL50respec.mbd A last note on procs - I am not a huge fan of putting procs instead of enhancement sets that buff damage and give you a lot of set bonuses on AT with decent base damage. I will certainly include procs in enh sets that have them and add in the occasional extra proc, or proc out a low damage power like electric fences, but otherwise I am not big into them, which is good as the feedback I have seen on storm blast is that it sucks for procs. Thanks for any advice MMystique
  4. Proc's in general are bad in storm cell and a lot of the other powers in storm blast. Check over in the sentinel forum for some analysis of why but the conclusion there was to slot for set bonuses and damage rather than proc's. (Check this thread in sentinel forum)
  5. I am playing a storm/ice blaster, currently level 28 and its going pretty well. I slotted frigid protection with 2 heals and a slow so between that, ice patch and all the kb/repel in storm blast it makes for a pretty hardy blaster even without any def or res. My only real complaint about Storm blast is the T8 single target, cloudburst - it cast time is ok, but it takes extra time for the animation of the storm cloud to move to the target before it even starts doing damage then the damage takes nearly 3 seconds to finish - it's DPA may look good, but in groups I find it almost a waste of time to cast on anything but bosses and solo it just doesn't kill fast enough. I find I am missing gust, which I dropped when I respecced at 27. The damage isn't great unless you have storm cell up, but its fast casting and fast recharge. Hailstones is ok , the DoT on that attack is so fast (1s) you don't even notice it. Love the animation on the snipe. One interesting thing I did notice with storm blast when comparing Blasters and Sentinel's is that the sent's storm blast is very close in base damage to the blaster version, like only 5% less and while the Sent loses the snipe (getting a decent tier 3 blast in its place) they get a 90s recharge tier 9. which on my L29 Storm/Regen Sentinel is up almost every other set of mobs. Storm cell + Category Five = Chaos. Just an FYI - I have found that you can use water blast in Mids as a rough placeholder for storm blast, at least as far as enhancement set slotting goes - the first 4 powers match up almost perfectly (2 single target, a ranged AOE (water burst) and a location AOE (Whirlpool). Dehydrate mostly works for direct strike, you just can't slot snipe sets and water jet/steam spray mostly match up to cloudburst/chain lightning, just level swapped.
  6. I find the best way to get merits solo is to run story arcs in oro flashback. You don't have to work your way through a contacts 'get to know you missions', plus you can use the pillar in oro to teleport straight to the contact when necessary. That said, I don't know which are the fastest arc's redside as I mostly do this blueside. I do know that there are a lot of blueside arcs that stalkers or other stealth capable characters can speed run very quickly, including the old Sister Psyche's TF which gives 50 merits. I find I have averaged about a merit a minute on the better ones. The drawbacks to this are you can't start until L16(blueside, not sure about redside), the flashback will act like a task force in that you can't interrupt it to do other things and you will be sk'ed down. I usually do arcs in level group just below me so that I was never SK'ed more than 5 levels down (which means you keep all your powers) - so at L16-19 i would do the L10-15 arcs, and at 20-24 the L16-19 and so on.
  7. The new sets/proliferations finally tempted me back after a year or so break and looking at updating some of my older chars. I have a fire/traps corruptor who is currently L34 and I am looking at slotting a full malice of the corruptor set but can't figure out where to slot it. My natural thought is in rain of fire or inferno in place of a bombardment or obliteration but looking over a lot of fire/* corruptor builds folks are sticking it in blaze and other place. It would seen that the fire proc would be best in a long recharge power, although that is an even better arguement for the scourging blast proc. What do folks think and why? Thanks
  8. I slotted it primarily for the def bonuses, but its still worth keeping the build up proc rate up so it sounds like musculature is my best bet. Thanks for the advice folks
  9. So I just hit 50 on my electric/shield stalker and opened up her alpha slot - now I am left to decide which alpha to build for her. I am torn between the following: Agility: While I don't really have any end problems (having slotted all 3 end boost procs - perf shifter, numina and miracle) this is one of the few options where ALL of the enhancements are usefull. I am slightly short of the def cap on melee/ranged (about 1.5%) and more recharge means LR/SC up more often, so going partial core revamp -> Core paragon would mean no wasted enhancments. Musculature: Extra damage is always nice on stalker, but pretty much every other enhancement it gives me is useless Spiritual: The more often LR/SC and AS are up, the more damage I can do and a secondary boost to healing will help true grit push up my HP, so this is a possible alternative to musculature. Any thoughts on this would be appreciated - I have included my build below, its from Pine's v2.23: | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1447;630;1260;HEX;| |78DA6594CB6F524114C667E052CAAB8058680BA5502954A05750F72E6C35312569D| |2C48D0FBC85116EBC691168A24BB7BE62DCB8F2199F1BFF28EB63E563E7C2071E38| |1F20B93721BF3BDF9CEFCC393377A8DC58F7BF3F7BEB949081D396D1E954B7BB867| |54DB55D15A361D69C821E37FD9290AB156529A56F58AAD66D9B35C3626134BDAEAE| |AADD8ED2B79BA6B2EAC3A1F06DEDED59FA19CB6C34BB017EEFBF9ABB8DE060B4A98| |CBA6A779A66CB3F1CB76832B6D1326BFA68E9FD6AC5E87455FBE61C55B442BFDB1E| |81A7A7098350D6846307AC31B53AA89817724439F008312B07DA1D0F24CA2391670| |A79A690671A79A691E72E799CEC71397F39069AF737F887E9FF0BF698D1BE83788F| |BC2EACE7C27A33586F06EB85B05E08EB55A96E37D7ED727BB9EE437930C931878B6| |08CF4454DCC41BF485E0F7B9D9E346B51CC0D63CAA08F8EDBC7B5091F62EF53BD01| |6881026B97286790351984B6003EA0F830FA0BA3BF05F497407F09F497447F57285| |F44CAC11A11AC7B39C747D4AF7B368378F498C438759CF75452DD31D418EBD1239C| |A4CCB3DB318F8CA9E224358A8923268E98747292618A5944CC627A72B7867C481D2| |FE16B586AC17F9D79A40D76C17D6606BBB5435D2EC3BB0C6F06DE0CBC5978B2C891| |8537E2E69BD0F7AEBCE4AFECE82BF035F886997F0BBE631ED0C6ADC2BBFA98F3E59| |F308B4FC167E073E6DA0BE64FBF1005780B1FF804D60EC08FCC639FC0CFE0176694| |6AD6710375EC5F8DF6A084D32BE164E3DAE876F712E3F7FE904E376F534A36A56C5| |34ED894933665D3A66C69A3FF0721078A2734BAFDBDAF5E9A95FFCF7E1F2B529EE7| |3B9A3B47CC69E29B2DFAC75871C814F79E1BF2119FD53F50FCE590| |-------------------------------------------------------------------|
  10. Its funny, everyone who has replied so far has touted their favorite secondary but none of them actually answered your question directly by giving numbers/info on performance. I took a look at all the numbers in character creation as well as on a few of my blasters, here is a list of the sustain powers in each of the secondaries: Atomic Manipulation: Level 20 Metabolic Acceleration(toggle, +225% regen, +50% recovery, +20% recharge) Devices: Level 20 Field Operative(toggle, +stealth, +225% regen, +50% rec, +1.75 def) Darkness Manipulation: Level 20 Touch of the Beyond( Single target attack, 10 sec rech, 80' range, mag 3 fear, -10.5% to hit, +225% regen, +50% rec for 60 sec) Energy Manipulation: Level 16 Energize(click power, 120sec base recharge, 60 sec duration, 80% end reduction, 225% regen, small heal) Electric Manipulation: Level 20 Force of Thunder (PBAoE stun+kb, 30 sec base recharge, +225% regen/+50% rec for 60 sec) Fire Manipulation: Level 20 Cauterize(PBAoE Damage aura toggle + small heal, 225% regen, 50% rec) Ice Manipulation: Level 10 Frigid Protection(30'r PBAoE slow toggle, +50% rec, 5.13 absorb tick) Martial Combat: Level 20 Reaction time(30'r PBAoE slow toggle, +run/fly/jump spd, +50% rec, 5.13 absorb tick) Mental Manipulation: Level 20 Drain Psyche(PBAoE Click, base recharge 2 min, 10'r, 10 target max, -250% reg/rec to targets, +75% reg/rec per target for 30 sec) Ninja Training: L20 Kuni-in Toh(Click, 3m 20 sec recharge, 3m 30 sec duration, +225% regen, +50% rec, 7% psi resistance, 3.8 fear prot) Plant Manipulation: L20 Wild Fortress(toggle, +50% rec, 3.15 confuse protection, 5.13 absorb tick) Tactical Arrow: Level 20 Eagle Eye(toggle, +20% Acc, +120% perception, +225% regen, +50% rec) Temporal Manipulation: L20 Temporal Health(toggle, 2.05 + 5.13 absorb tick, +50% recovery, resistance to slows and regen debuffs). Some notes on these - for all the powers that offer 225% regen, only half can be enhanced. The toggles that give you 5.13 absorb tick result in a pulsing absorb shield that renews itself about every 3 seconds and is good for about 30hp of damage at around L20 (as observed on my /ice and /martial combat blasters) with only a single L20 heal IO slotted in the power. I have no idea how well the tick heal on Cauterize performs but considering that you waste every tick that occurs when you have full health, it strikes me as a bit less effective than the other powers. Basically all the powers are roughly the same when it comes to end recovery - all of them give you +50% end recovery except for Drain Psyche, which gives you a variable amount based on the # of targets you hit, and Energize which gives you End Reduction rather than recovery. So to answer the question you originally asked (" which blaster secondary has the highest recovery? ") is probably energy manipulation - as an 80% end reduction on all your powers is FAR more effective than even the huge amount of end rec Drain Psyche could give you if you hit the 10 target max. Energize is also fairly easy to make perma - 3 L25 recharge reduction IO's and its up every minute. Now, I don't actually like energize - the sound the power made firing off every 60 seconds drove me crazy and I ended up deleting the fire/energy blaster that I used to test the secondary out but that's personal preference, the performance of the power is great. Ultimately all the secondaries have good end recovery and either a nice regen boost or some other hp recovery/dam prevention method, so its really up the other things each secondary offers. I like Tactical arrow for the thematic fit with archery but I also like Ice manipulation for the huge slow field (30' radius) and ice patch.
  11. Cool to know, thanks for the response Sunsette
  12. So dual pistol attacks can take quite a few different procs thanks to the various ammo affects - but do those procs only work when the appropriate ammo is chosen, or do they always work. The specific case I have been considering is slotting achilles heel -res procs in empty clips and/or bullet rain. Will the proc only fire when using standard ammo, as that is when you get the defense debuffs, or will they have a chance to fire all the time?
  13. I Just did this with my psychic blast sentinel - mental blast has such a slow projectile that if you fire it off then follow up with tk blast (with its much faster cast/projectile) I got stacking opportunities. It was amusing, only did it once but I will try to duplicate it in the future.
  14. I haven't had a chance to read thorugh all 11 pages of this post, so if someone has already suggested this then I second it, but I see 2 real problems here: 1) Players perception of how hard it is to move from red->blue and back. I saw at least one early poster who mentioned how he had to get his VEAT to L20 to go blueside, which is untrue. You can go blue side (and vice versa) as soon as you can get to Pocket D (which I have done at L2, but I suspect you could at L1) and talk to null the gull, who will change your alignment to any of the 4 on command. 2) Ease of group invitation. If you are running your rogue or vigilante on blue side (which I do to at least get in some groups) you can't be invited by anyone on redside, even if you technically could group with them. The same problem shows up in coop zones if you are vigilante/rogue - you can only be invited by folks in your nativezones or already in the coop zone. If you know what you are doing, it doesn't take much time to travel red side but it still puts a kink into accepting invites. We can fix one by making it a little more obvious how easy it is to move around. Put copies of Nul the Gull in atlas and mercy (obviously not offering to make you a full hero in mercy or a full villain in atlas) or even better, add the functionality to the P2W vendor - everyone knows to stop there anyway. The second one may not be possible to fix, but it would be nice to be able to invite anyone who is eligible to join your group whatever zone you and the inviter are in. This would also make it easier to form up RWZ ship raids and ITF's for Cimmerora. This change is likely to be a lot more code intense and also a lot more lilkely to break things, but it would be nice. Both of these options don't require designing new content, which cuts down on the work the homecoming team has to do. The only kicker is whether the code for handling invites is complicated enough that this can't be done and making sure you don't end up with full on villains in atlas (and full on heroes in mercy). My 2 cents, Midnight Mystique
  15. Hey folks, I was @Midnight Mystique or @Magik13 (depending on which account I was playing). I didn't really have any one main, but you might have played with me as: Midnight Mystique (Widow) Midnight Renegade(Bane Soldier) Andromache (Tanker) Lady Illusio (controler) Feral Rose Terra Fuego Lady Ariel Ariel Blaze Emerald Nightshade Jade Belladonna Lady Skye Operative Abaddon Argent Rose Astral Flare Jade Mystique and even more (2 accounts, nearly full loads on each). I absolutely suck at remember names, especially after 6+ years, but its nice to see so many from the old server. I have been playing on Everlasting (just picked randomly, didn't lknow it was <gasp> an RP server!). About the only person I remember is Chef Inferno and his frequently run redside strike forces. Anyone hear from him lately?
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