Jump to content

Glacier Peak

Members
  • Posts

    5493
  • Joined

  • Last visited

  • Days Won

    31

Everything posted by Glacier Peak

  1. Can confirm it does NOT apply +perception bonus on target (teammate or enemy).
  2. It adds 100ft of perception and persists for a while after activating, a whole 2 minutes in fact.
  3. It's worth pointing out, if it hasn't already been said, that players can create builds on the beta test shard and fully trick out the build without having to invest any inf or PL to 50. It's normally what I do if my build idea has made it past the 'looks good in Mids' phase.
  4. The travel pool power Teleport provides around 5 seconds of Untouchable status after completing the activation of the power. If a player slotted the +perception unique in to this power, they could use the power, receive the Untouchable status, and utilize the +perception to survey the area for potential threats (if teleporting around randomly or on/in an unfamiliar area/mission/map).
  5. I thought about this, and it depends. Having it in teleport means a player can teleport in to a mob or enemy and utilize the power's Untouchable status (which lasts around 5 seconds) to inform them of the potential threat in the area, with added +perception, without experiencing the potential risk of doing just that. On the other hand, Combat Teleport would be the ideal power for the unique +perception proc. The proc activates after the animation/teleport power finishes, so it's usefulness would be best utilized before engaging in combat in order to get the most perception of mobs at a distance. Kind of putting the chicken before the egg... knowing that there is a mob/enemy ahead that is cloaked (thinking Knives of Artemis) means you don't need +perception to see them, but if you've teleported in to an area that looked clear before activating, only to realize that once you've landed there with the +perception activated, it becomes moot anyway. I'll admit this is an outlier scenario for sure, but worth bringing up nonetheless I think.
  6. I believe this is a constraint of the game engine? Being untargetable means that, both by the player and enemies. I also believe there is a command in the dev console (for those who run their own servers) that allows the player to target untargetable entities. All that to say, yes, I believe it is working as intended.
  7. Teleport is already, at base values, much better than any other travel power at its highest movement cap. The fact that Teleport can more than double the movement cap of the second fastest travel power, Super Speed, I think, should be noted for its unique circumstances, especially when comparing it to other travel power set IO bonuses.
  8. First, I wanted to give a big thanks to @AboveTheChemist for the Freebies Popup Menu, makes testing so much faster!!!! Summary: The new travel power IO sets (Thrust, Hypersonic, Launch, and Warp) all improve the travel speed and decrease the endurance costs of each of their respective travel pool powers, mainly due to the fourth IO for each that provides added +movement in addition to unique bonuses that improve the respective travel power even more so than could be achieved with other travel IO sets in each respective category. As you will see below, reaching the speed caps for each travel power is relatively easy thanks in large part to the recent changes here on Homecoming to movement speeds. Improving the travel speed alone can be achieved with the current (live version) travel IO sets rather well, however, the global set bonuses that these sets provide will now need to be weighed for their pros and cons against the benefit of using the new travel IO sets, specifically applying or conserving the fourth slot for the travel pool power or a different power depending on the constraints of the build. Looking at these powers strictly through the lens of travel powers, not combat powers, an inference can be made that they are better than their respective travel IO set compatriots. When looking at them through the lens of travel powers used during combat, there are added benefits from both the global set bonuses and from the unique IOs for each travel set that their travel IO set compatriots do not have. That being said, the unique bonuses provided by the new travel IO sets offer things that are truly unique to IOs, and even to other powers available in the game. For example, Fly Protection from the Hypersonic Flight IO set provides 2.0 Fly Protection, which, when used in conjunction with Hover and Fly (and I believe Evasive Maneuvers?) grants the user 7.0 Fly Protection (or 10 if EM is active, I believe). That is enough to stop nearly any enemy in the game from dropping a player out of the sky. As was mentioned previously in the thread by @Booper, these new travel power IO sets can be slotted in to accompanying travel pool powers. For example, Warp can be slotted in to every power in the Teleportation travel pool except for Fold Space, though the unique proc can only be slotted once in the build (see image at the bottom of the post in the Teleport section for example). As @Booper noted on page 2, the intent was "to have these sets fall between the Universal Travel sets (Blessing, Winter's) and the non-universal Travel IO sets (e.g. Freebird, Unbounded Leap, Celerity, etc). The two-slot and three-slot set bonuses are purposely weak to perform in-line with the non-universals while offering a significant four-slot set bonus to reward anyone willing to invest that many slots into a travel power." The current build for these travel power IO sets accomplishes this based on my testing. Suggestion and Feedback: I do not believe that the travel power IO set bonuses should change at all. I think the appropriate amount of consideration should be made by the player for which travel power, what set bonuses, and what unique IOs are worth it. If a player is chasing resistance bonuses and likes using a specific power, they can utilize the travel power IO set that gives them the most bang for their buck with these changes. The Warp Teleportation IO set is a great use of the already inherent base speed of Teleport, which at base value, is faster than the second fastest travel pool power Super Speed at capped running speed. Throw the Warp Teleportation IO set on to Teleport and you nearly double the speed of the second faster travel power at its cap! And you get very useful global set bonuses, and you can utilize one of the few +perception bonus IOs in the game. There is a lot to decide with these new travel power IO sets and I think that is the right direction to go. More options means a more unique experience for the player while balancing the pros and cons. Edit: I have not tested new changes to the travel power IO sets that have been suggested in this thread. Update may occur later if such changes are patched. ----------------------------------------------------------------------------- Based on the current Build 1 of Page 3 of Issue 27 on the Beta shard. All builds had no other enhancements slotted during testing. Here are the numbers: Now looking at each travel IO set in their respective travel pool power (i.e., Super Speed, Fly, Super Jump, and Teleport), the following information was gathered. Running Sets Flying Sets Leaping Sets Teleportation Sets Warp set slotting example:
  9. Bopper you are a great member of this gaming community! Thank you so much for breaking it down for me, and hopefully others who read your awesome guide.
  10. Check out this thread for more in depth numbers and explanation on the proc. I stand corrected, it actually uses base HP.
  11. If you can ride a magic carpet, disbelief should be suspended enough! 😄
  12. @Bopper great thread, I've been using it a ton on my Elec/Regen Sentinel trying to maximize every bonus and proc chance. I noticed a few differences between the CoD entry for PT: Chance to Heal Self (henceforth PT:CHS) and the HCWiki and your guide, if you have a chance could you answer my questions below? 1. Does PT:CHS use Base HP or Max HP? (I recognize you indicate it uses Base HP in your guide, just double checking) 2. Can the effect be stacked with itself using different powers that aren't auto powers? (i.e., I use Lightning Bolt and assuming proc activates, does the effect also allow the PT:CHS I slotted in Zapping Bolt to go off?) 3. Can the effect be stacked with other Chance to Heal Self procs? (i.e., Entropic Chaos: Chance to Heal Self)? I can slot both PT:CHS and Entropic Chaos: Chance to Heal Self in Zapping Bolt for example. 4. Auto powers seems to have the best chance to proc for this particular proc on this particular build, as all my attacks base recharge are under 15 seconds except for Thunderous Blast (which is a targeted AoE as well). I feel like this proc is a waste of a slot based on the alternative healing I could get out of slotting a Heal IO in one of the my passive regen powers (Fast Healing in particular). On to the question - in what situation would someone want to slot this type of proc?
  13. Nice write up, I had one thing I wanted to reply to about that PT: Chance for Heal proc - it is not a unique proc, meaning you can slot dozens in your build if you want to; though I wouldn't recommend doing so. The reason being that the return is so abysmally low that even acting as a passive healing mechanic, it does not provide a noticeable improvement to the health bar. I have an Elec/Regen Sentinel and I've slotted PT: Chance for Heal and Entropy Chaos: Chance for Heal in nearly every power, mainly as a niche regen idea to test out. The return on my Elec/Regen Sentinel with capped HP of 5% base HP amounts to around 100 HP when the proc triggers, with some powers at around 95% proc chance, and others below 50% (due to the base recharge of most attacks unfortunately). There aren't many builds out there that could slot as many of these Chance for Heal procs as the one I mentioned, so I figured it was a good proof of concept. That being said, I could gain more HP back from slotting Healing IOs in to one of my passive regen powers than relying on the passive Chance for Heal procs activating. Edit: Should've said base HP, not max HP.
  14. If I remember correctly during testing, the innertube did allow a brief 3-4 second window to move around, much like other emotes that are being fixed as well. Not really a solution and allowing the emote to override animation sounds super buggy to me, but perhaps as one of the dozens of flying temp powers? I'm just spit ballin here, not for or against really.
  15. I was going to recreate Diddy Kong Racing 😥 Edit: With gif!
  16. Can you provide the enemy group/rank for where you are seeing this? It would help other testers reproduce and confirm.
  17. Oh I see now, well I think that is kind of an interesting idea. On one hand, you have a badge that requires collecting inf to acquire - creating a shortcut would negate the purpose of the badge and potentially open the door for other types of "I don't feel like grinding the requirements" types of requests in the future. On the other hand, epic badges like that one do require a good deal of investment to acquire - for folks who haven't snagged it, that may seem needless, to others that may be irrelevant. My philosophy with badges, and really anything in this game, is if you want it bad enough, you're going to need to put in the time and effort for the reward. That may be finding the most efficient way to achieve that reward in the end, but it takes some amount of time and effort to do so.
  18. I don't see a question in the above post, so I'll just add my two cents. Been playing my main since June 2019 and I still don't have the last inf badge. Sitting at around 364 million inf gained. Vet Level 88. Completed all story arc content, task forces and strike forces, Blue, Red (4 more story arcs for Recluses' Betrayer), and Gold side outside of Incarnate content. Collected 1493/1550 badges. I could farm the inf badge if I wanted, but I think I'll hold off until I have everything else. That amount is just through normal content (soloing mostly), without the 2xINF thing when it was still around either. For the folks who've got 16 badgers with all the badges, they must've figured out an optimal method for the last inf badge, maybe they will share their thoughts for the folks who want it bad enough.
  19. Agreed on your last point. I think with these changes Electric Blast will be in a good place on Sentinels.
  20. There's also a great temp you can purchase from the Elf dude in the Ski Chalet for Candy Canes, drops a bunch of rings on the enemy. There aren't a lot of requirements for anything in this game, except for team size to start (then teammates can quit) and level range.
  21. Cross-posting from the Seismic Blast thread: Jumping in with my anecdotal feedback on Seismic Blast (and Earth Manipulation): Short and sweet: Amazing sets, both visually and mechanically. I don't play Blaster very much, I am more of a Corruptor sort of player. The added effects (looking at Knockback/Down specifically) add SO MUCH survivability to these sets. Drawback is currently my own learning curve, I don't understand the mechanics well enough yet, lots of circles showing up in my tray around powers. This is not a fault (haha get it!) of the set, I just need to play it more to better understand it. I was able to enjoy Water Blast and Street Justice after a while, I know this will occur eventually for the Seismic Blast/ Earth Manipulation sets. Seismic Blast 1. Testing on an average (subjectively), SO-only Level 50 build (Seismic Blast/Earth Manipulation), with NO RESISTANCE OR DEFENSE powers or set bonuses, fighting mobs in Peregrine Island. I was capable of juggling and manipulating enemy mobs in to the air with my knockback/down powers that they didn't even manage to set off attacks. The viability of knockback/down powers are so underrated in my experience (only played a Storm Defender) but holy smokes - why even bother with chasing resistance or defense when you can just glass canon everything with knockback/down powers. I've got every power from the set selected, I open with Build Up and Seismic Force, drop a knockback/down power (either Upthrust or Tremor) then Meteor (good lord this is such a beautiful power, so much props to the designer, please don't change a thing about it!!!). After this point it is just a matter of juggling the enemies or targeting the main threat in the mob (usually the boss, but maybe the mezzer or special enemy). 2. Power icons are excellent, I may sort of echo what folks have said about certain ones not visually explaining what they are, but at the same time, it is a new set that will be learned eventually so this isn't worth changing IMO. Tombstone is a great power, in fact, all of the powers in the set feel balanced damage-wise (on SOs). The problem isn't that there are a few good ones and the rest are terrible, its that they are all effective and I have to prioritize which to select (this is a great thing to have to do for a build!). 3. As I mentioned above, I am not adept at the set's mechanics just yet. It is not a set you can just pick up and know how to use effectively immediately (I am thinking Fire Blast as the easiest example of this). This is more along the lines of Water Blast and maybe even Psi Blast. That is not to say that is a bad thing, in fact I love the added layer to the set and I hope it continues to exist as such when ported to live. Earth Manipulation 1. Fracture has a hella long recharge. 1 minute 30 seconds base for a power that does Mag 2 stun for 15 seconds? Okay, I am not a controller so that is fine. I can always build around recharge and +special effects to make this power worth it. 2. I dig the two toggles, Mud Bath and Beryl Crystals. Not much to say about them, but they are a welcomed change from the Absorb Shield I've seen a lot of added to recent Blaster secondary powers that feel too much like Sentinel armors. 3. Seismic Smash is a very heavy hitting power. And it's nicely procable! And it has a Mag 3 hold! Wow! Other 1. Why is there a ton of powers in the power window: 2. Not seeing the +33% accuracy in my combat attributes window from Beryl Crystals
  22. Jumping in with my anecdotal feedback on Seismic Blast (and Earth Manipulation): Short and sweet: Amazing sets, both visually and mechanically. I don't play Blaster very much, I am more of a Corruptor sort of player. The added effects (looking at Knockback/Down specifically) add SO MUCH survivability to these sets. Drawback is currently my own learning curve, I don't understand the mechanics well enough yet, lots of circles showing up in my tray around powers. This is not a fault (haha get it!) of the set, I just need to play it more to better understand it. I was able to enjoy Water Blast and Street Justice after a while, I know this will occur eventually for the Seismic Blast/ Earth Manipulation sets. Seismic Blast 1. Testing on an average (subjectively), SO-only Level 50 build (Seismic Blast/Earth Manipulation), with NO RESISTANCE OR DEFENSE powers or set bonuses, fighting mobs in Peregrine Island. I was capable of juggling and manipulating enemy mobs in to the air with my knockback/down powers that they didn't even manage to set off attacks. The viability of knockback/down powers are so underrated in my experience (only played a Storm Defender) but holy smokes - why even bother with chasing resistance or defense when you can just glass canon everything with knockback/down powers. I've got every power from the set selected, I open with Build Up and Seismic Force, drop a knockback/down power (either Upthrust or Tremor) then Meteor (good lord this is such a beautiful power, so much props to the designer, please don't change a thing about it!!!). After this point it is just a matter of juggling the enemies or targeting the main threat in the mob (usually the boss, but maybe the mezzer or special enemy). 2. Power icons are excellent, I may sort of echo what folks have said about certain ones not visually explaining what they are, but at the same time, it is a new set that will be learned eventually so this isn't worth changing IMO. Tombstone is a great power, in fact, all of the powers in the set feel balanced damage-wise (on SOs). The problem isn't that there are a few good ones and the rest are terrible, its that they are all effective and I have to prioritize which to select (this is a great thing to have to do for a build!). 3. As I mentioned above, I am not adept at the set's mechanics just yet. It is not a set you can just pick up and know how to use effectively immediately (I am thinking Fire Blast as the easiest example of this). This is more along the lines of Water Blast and maybe even Psi Blast. That is not to say that is a bad thing, in fact I love the added layer to the set and I hope it continues to exist as such when ported to live. Earth Manipulation 1. Fracture has a hella long recharge. 1 minute 30 seconds base for a power that does Mag 2 stun for 15 seconds? Okay, I am not a controller so that is fine. I can always build around recharge and +special effects to make this power worth it. 2. I dig the two toggles, Mud Bath and Beryl Crystals. Not much to say about them, but they are a welcomed change from the Absorb Shield I've seen a lot of added to recent Blaster secondary powers that feel too much like Sentinel armors. 3. Seismic Smash is a very heavy hitting power. And it's nicely procable! And it has a Mag 3 hold! Wow! Other 1. Why is there a ton of powers in the power window: 2. Not seeing the +33% accuracy in my combat attributes window from Beryl Crystals
  23. Thunderous Blast on a Sentinel recharges way faster than other sets, I think it's around 120 base recharge actually. With all my set bonuses, Hasten, and Agility T4 active, it's back in around 30 seconds. Makes for a greater opener and finisher, and can proc really well. Drains a bunch of endurance from the enemy too. Even so, Sentinel damage is anemic so it's gotta be used multiple times per fight.
×
×
  • Create New...