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MTeague

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Posts posted by MTeague

  1. END drain is a relativey rare resist that very few sets get.

    • Fire gets it. It gets pathetic resistances to cold, zero defense skills, zero DDR, zero knockback protection.
    • Electric gets it.  It get zero defense, zero DDR, zero toxic resist, knockback protection that only functions when you're near the ground.
    • Bio gets it.  Bio is wildly OP out of the box. Late added sets suffer from Bigger-Better-Faster syndrome.  Frankly, if it were up to me, Bio would be nerfed.
    • Stone gets it.  If they have Rooted on, which is it's own punishment right there. 

    losing some Perception Debuff resist doesn't even come close to the price the other sets pay for it.  At least not in my book.

    • Thumbs Up 2
  2. Willpower gets Quick Recovery to back up Stamina to keep on going when most others are fatigued, same as Regen.

    You also get very solid Psi resist as an example of your will to continue fighting. 

     

    That's enough. The set doesn't need more. It was a conscious choice by the oldschool devs to leave this as a potential can-opener to Willpower. I see no need for that to change. 

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  3. On 2/14/2022 at 11:01 AM, mrdeeds7 said:

     It's got some of my favorite animations and sound effects...

     

    That is literally all that matters. Roll one up. Even "Bad" blaster primaries like Assault Rifle still kill things plenty fast enough.  

    This is not warcraft progression raiding where your entire raid team might fail if not everyone is perfectly optimized. This is CoH. 

     

    Unless the exact number of seconds it takes you to clear certain rooms genuinely matters to you, just go for it, don't look back, don't question it.  Just enjoy.

    • Like 1
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  4. 4 hours ago, A Cat said:

    Afaik, Praetorian ambushes can't see through stealth but still know your location and follow you. They just can't attack unless your stealth is broken.

    virtually certain they don't care about stealth and attack anyway. 

    It's been most of a year since I did the mission on my Nin/Nin stalker, though.

    Wasn't too bad on him, Caltrops and cone attacks and good basic defense got the job done. 

  5. I'm fine with Mind have two mutually exclusive powers, one of which to be a traditional pet.

    But leave me the option to stay status-quo.

     

    If Mind Control is made into yet another cookie-cutter pet-driven imitation of every other controller and I lost abilities i value in the name of that .... that would sadden me greatly. I don't know that I'd bother load up my controller again at that point.

     

     

  6. For general advice...

    • helps to keep moving and ambush them round a corner so they have to come up to you rather than shoot from across the room.
    • if you do IO's as you level, a panacea proc in health can help a lot on maintenance heals and keeping blue bar going on protracted fights.
    • they will KEEP coming. This is a mission where it helps to start with a lot of Luck inspirations. I like to save some for Shen himself, but sometimes you need to pop 1-2 getting up to him if you get an ambush combined with a normal spawn of syndicate.

    For a corruptor, depends a lot on your powerset. 

    Some, like Traps, Dark, Rad, Poison Trick Arrow, or Storm can do verrrry well ambushing them around a corner.  Debuff and burn. 

    Kin, you can keep your siphons rolling and heal in between burning. Can be edge of a knife, but can be fun, too.

    If you have Thermal, Sonic, Cold, Elec Affin, Empath, Pain, etc.  .... I would team or drop the difficulty considerably. They're solid sets but some are more team-focused and at that level, you don't necessarily have access to certain powers. 

     

    While I rarely see lots of people forming groups goldside, I suspect if you ask in chat and say "Hey guys, I need a hand here." you'll find people glad to hop over. 

     

     

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  7. 2 hours ago, gamingglen said:

     (fixed it for ya)

     

    You mean villains, er, redsiders, do not have handlebar mustaches and kidnap players to tie them to a train track monorail buoy surrounded by sharks to force them to marry for their land playtime?  😄  

     

     

    When we're not building moonbase lasers to blackmail the world for One Meeeelion Dollars!!

    • Haha 1
  8. If you're not already famliar with them, I *highly* recommend exploring what Enhancement Converters can do for you.

    I've got a small writeup on them: 

     

    But there's probably better guides out there.  Bottom bottom line, is knowing how they work can really let you buy / sell much more efficiently on Wentworth's / Black Market. You totally don't have to use them, and you don't have to make them a mini-game if you don't want to. But it made a night-and-day difference for me being able to afford what I wanted.

    • Thumbs Up 1
  9. 12 hours ago, arcane said:

    As with Bio and probably Shield, they decided to make sets that have very generous offensive tools but for whatever reason decided not to seriously counterbalance that with lesser mitigation as was done with Fire. So you’ve got a standard invincible tanker set but it throws deadly instant mini-nukes every ~12-15 seconds and its T9 buffs damage.

     

    Bigger-Better-Faster syndrome. Happens in a lot of online games. When a new class is added, especially if it's part of an expansion or DLC, it tends to be wildly OP to give people a reason to spend money on it. Powersets that were introduced in the age of microtransactions are like this. 

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  10. 39 minutes ago, Bill Z Bubba said:

     

    Ya know... I've actually been pondering this a lot lately.

     

    Why does it seem that most of the coolest looking powers/archetypes are also the worst performing?

     

    In the code itself, each power only has six slots. 

    The devs can either 6-slot it for Style, or 6-slot it for performance, or go 3-and-3.

    • Haha 6
  11. I only take Patron Pools if the powers feel like a thematic extension of my primary or secondary. 

     

    Plant/Psi dominatior declined all patron pools, took Psi Mastery. 

    Water/Sonic corr, only concievable choice was Leviathan Mastery. 

    Thugs/Traps MM, there Mace Mastery actually fits the character, so took it.

    etc.

     

    What's "optimal" or provides "best" slotting options is not even a factor for me.

    • Thumbs Up 3
    • Super Jump and Acrobatics stand out a bit to me. 
      • You've got Dispersion Bubble for Status Protection.
      • you're running with a Kinetics character who can easily toss you an Increase Density along with the Speed Boost, while you refresh bubbles on them.
      • I can't see Acrobatics being that key.  Is it for thematic / flavor / backstory / whynot reasons?
    • For general slotting, I mean there's the classic standbys
      • Luck of the Gambler +7.5% Global Recharge x5 is crazy easy peasy for your powers, do that.
      • Panacea proc in health, Perf Shifter proc in stam
      • KB protection in a travel power of your choice
      • you have no Tough, so your +3% defense all uniques in Mind Over Body
      • +resist all uniques in whatever defense power you choose
    • Tough to get into toooo many particulars. Normally, my biggest priorities in slotting is Defense, Recharge, and Damage 
      • But you're a bubbler who can easily softcap. 
      • Your Kin buddy will be feeding you both stacks of Fulcrum Shift after you Wormhole mobs in.  This may make damage procs less important to you. You may be much better off with decent base damage than the Fulcrum Shift can skyrocket. Plus, then you don't lose set bonuses by frankenproc'ing.
      • So I guess I would start slotting for Damage Resistance after capping defense. Some hits will get through every so often, might as well make sure they don't hit toooo hard when they do. 

    Oh and grats on 50! 😀

  12. I mean, you have your Kwai Chang Caine pacifist, from the old 1970's "Kung Fu" TV show.  He would fight of course, but it was never his first choice. 

    And then you have your Robert Jordan / Wheel of Time / Tinkers, adherents to the "Way of the Leaf" who would run if they could, but if escape was impossible, would allow themselves and their entire families to be slaughtered rather than pick up a weapon or even swing a fist. 

     

    One is vastly more practical in this game (and in real life) than the other. 

     

    That said, you do you. Not realllly worth arguing too much back and forth what's a "true" pacifist.

    • Thumbs Up 2
  13. 8 hours ago, Mr Pierce said:

    Is there a good reason for certain power sets to not get KB resist at this stage of the game? Dark, Fire, and Electric tanks can have a mag 20 KB protection and still get knocked on their butts against some of the harder AVs in the game. I understand some of the other ATs not getting the KB resistance for these power sets, but I don't see why that is true for any tank. There doesn't seem to be any trade-off for losing this resistance, so why not give it to them? Just a thought.

     

    Every "armor" powerset was meant to have a weakness.

    Every such powerset was meant to team up with a support class who could help mitigate that weakness. 

     

    Now, in today's reality, quite a few people want to be 100% independant, "I can solo anything", and nothing is wrong with wanting that.

    But the answer that exists today is "If your armor set doesn't include KB resistance, SLOT FOR IT with IO's".

    I do not see this as a pressing need requiring changes.

    • Thumbs Up 4
  14. 1 hour ago, PeregrineFalcon said:

    Super Heroes, as portrayed in the American four color comics, have always been about "beating up the bad guys."

     

    This. With the caveat that you can also be a bad guy, and beat up the good guys. 

     

    As has been said, Mind Control refrains from most direct acts of violence. But can you really say it's a pacifistic act to reach into someone's mind and warp their will until they try their very best to murder their friends? A case can be made that that's a mental violation far worse than just slugging them in the jaw. 

     

    If you truly want to avoid taking any damaging action and being completely pacifistic, I do not think this is the game you want.

     

    The whole idea of superheroes is you have enemies who will not just talk it over. Who can't be bargained with, or reasoned with. And who absolutely will not stop, EVER, until it is settled by superior force.

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  15. The thing I don't like about MSR is I can have absolutely NO IDEA of most of the mechanics, and still be part of a successful team. 

    Like, I can be entirely unware that there are such things as bombs, anywhere on the ship. Not even know where they are, how and when I'm supposed to interact with them, etc. 

    As long as I scrapperlock damage out in the pit, roll some leadership toggles, then .... I did .... good(?)

     

    It feels like more understanding of the objectives should be required. 

    But I did do WoW progressions raids for.... too many years.... so that likely skews my expectations.

  16. 6 hours ago, kelika2 said:

    At first, I did not want to do this but then I remembered how many of my old characters from live were remade from Scrappers to Brutes/stalkers when Homecoming hit

    Then I remembered how many of my old trollers are now Doms

    Then I remembered how many of my old x into y

    So I remade my kin/sonic into a sonic/kin, emp/water into water/emp, thermal/fire into fire/thermal, etc and so on.

     

    Blaster is the last remaining hero AT worth a fuck.

     

     

    What this says to me, is you are very focused on killspeed, and your ability to directly contribute to that by big damage numbers. 

    And hey, that's cool.  Control powers don't need to be appreciated by everyone. Defensive buffs and team-reinforcement is not everyone's cup of tea. 

     

    I do think Defenders are simply not an AT that you personally will be happy with. 

    That does not, by itself, mean that the entire AT is due a rework.  It just means you will be happier rolling a Corruptor.

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