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Major_Decoy

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Posts posted by Major_Decoy

  1. 29 minutes ago, OdinAZ said:

    I decided to go Shield/MA.  So far, it is pretty fun.  Any good builds out for this?  Or Advice?

    Slot the Might of the Tanker +resistance proc into Storm Kick.

  2. So, you can never reduce an enemy below a 5% chance to hit and an even level minion will have a 50% to-hit chance (without any other bonuses). So soft cap for normal content is 45% defense.

     

    Incarnate level content is different. They have a higher base to hit chance. If I remember correctly, the soft cap for incarnate content is 59ish% (maybe something like 58.5%?)

     

    Then there's the 1-4 star difficulty settings. Certain task forces offer higher difficulty setting with higher buffs for the enemies. Four star difficulty setting enemies get +30% to-hit buffs, so the soft cap becomes +75%

     

    I think generally the most survivable sets for Super Reflexes are considered to be Dark Melee for the heal and to-hit debuffs and Radiation for the heal.

     

    Edit: Resistance caps for Scrappers are 75%

    • Thumbs Up 1
  3. There are probably a number of invite only chat channels that see a fair amount of use, but if it's just about wanting to talk to strangers while you play, most people feel like General chat is fine and they don't need a special purpose channel.

  4. If you're building with the Set Enhancements, you can slot two absorb procs (one Tank, one Healing), a number of regeneration buffs, and a couple of healing procs (Panacea, Power Transfer) and all that helps make up for lack of a heal. I've got a Shield/Street Justice tank that plays fine, I enjoyed my Psionic Melee/Shield Defense stalker (very sturdy), and I've played both Shield Defense/Martial Arts and Martial Arts/Shield Defense (I didn't like the way the animations worked together on Shield  Defense/Martial Arts, but I'm pretty happy with Martial Arts/Shield Defense)

     

    I have not tried Shield Defense/Energy Melee, but I'm sure it'll be fun. It's really hard to go wrong with Shield Defense. It is a great set.

    • Like 1
  5. 18 hours ago, ZemX said:

     

    As far as I can tell, they haven't.  Before Tanker Tuesday yesterday I looked at this both in the info screen for the power and in the power monitor.  FA is still using 0.25 end/sec with a single 50+++ endrdx IO in it.  So it's base is still 0.39 end/sec.  Combat monitor also agreed that turning it on increased consumption by around 0.24 end/sec (so some rounding going on but otherwise in the same neighborhood).

     

    Guess I'll skim the beta and bug forums to see if it's been reported.

    I thought the base used to be .78 end/sec

     

    Edit: yeah, if you go to City of Data and change your settings to show Cryptic instead of homecoming values, it shows the cost of Focused Accuracy to be .78 end/sec

    • Thumbs Up 2
  6. With the changes to how defense works, I'm not sure that pushing for soft-capped Smashing-lethal damage is really worth it anymore. Where it used to be that an attack that did both smashing and fire damage would check against either fire or smashing defense, whichever was higher, now attacks only have one typed defense they check against.

     

    Smashing/Lethal defense was valuable because almost all attacks had either one or the other but that's no longer the case.

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  7. Comic book characters do not delineate nicely into archetypes, they all have to meet the story being told.

     

    Antman has mastermind like aspects. He can, at times, command ants.

    Multiple Man has mastermind like aspects.

    The Living Doll is full of tinier men.

     

    • Thumbs Up 2
  8. 5 hours ago, eiynp said:

    was any thought given to having the bomb detonate when the target dies, rather than dropping to the ground? That seems like a more elegant approach to me, since it's hard to think of a situation where you'd actually want it to drop off

    I think this would make it difficult to use in certain Archvillain fights.

  9. 6 hours ago, FupDup said:

    This feels kind of forced TBH. Instead of trying to ram this square peg into a round hole I'd rather have a new character added or maybe repurpose an existing one whose AT isn't fully clarified (maybe Blast Furnace? IDK what he was supposed to be other than having fire powers). 

     

    EDIT: Blast Furnace has too many melee attacks to be a Sentinel, so scratch that one. 

    After all her experience with Mind Control gone bad, Mother Mayhem, and the events leading to her death, I could understand if she kind of gave up on it when she came back. The harder to explain part would be giving up on Force Fields.

  10. On 12/11/2023 at 3:14 PM, ZekeStenzland said:

    Just seems to me I would have seen a build long before now, if you could slot the Absorb in Rest. 

    As has been pointed out, Rest can't take it.

     

    However, if you take the Sorcery pool, Spirit Ward does take heal sets, so you can just mule Preventive Medicine in Spirit Ward.

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  11. https://cod.uberguy.net/html/category.html?pcat=inspirations

     

    That City of Data link will give you a more exact definition, but roughly:

     

    Insight allows you to see ghosts that are trying to escape and increases your to-hit chance.

     

    Sturdy increases your damage resistance.

     

    Luck increases your defense.

     

    If you're missing a lot, pop a yellow. If you're taking too much damage, pop an orange, if you're getting hit too often, pop a purple. If you're confused, pop a break-free.

    • Like 2
  12. 38 minutes ago, Rudra said:

    Bombardment and Experienced Marksman both grant a +5% range buff stackable up to 5 times for +25% range buff.

     

    Blasters, Corruptors, and Defenders get a +7.5% range buff from their ATOs, or a +10% range buff from their improved ATOs. Each of those are stackable up to twice if you split the set into two sets of 3 for +15% or +20%.

     

    I'm not even looking at the PvP only range set bonuses which are also +7.5% each.

    It doesn't seem like considerations like that are particularly made with uniques.

     

    Slow Resist: Tiny Slow Resist: 5%, (no small slow resist), Moderate Slow Resist: 7.5%, Large Slow Resist: 10%, Huge Slow Resist: 12.5%, (no Guargantuan Slow Resist), Ultimate Slow Resist: 15%. Winter's Gift Unique: 20%

     

    Range: Tiny Increased Range: 2.5%, Small Increased Range: 3.8%, Moderate Increased Range: 5%, Large Increased Range: 6.3%, Huge Increased Range: 7.5%, Guargantuan Increased Range: 8.8%, Ultimate Increased Range: 10%. If we followed the above pattern, where the unique is two steps up from Ultimate, it could be 15%

  13. 29 minutes ago, JasperStone said:

    Both of them have Defender and Controller type actions.

    Can't tell you how many times I hit Heal Ally to save a Teammate about to go down.

    If you look at Super Strength and Luminous Blast (just the human form powers) you'll find that they both have similar amounts of holds, knockback (though Peacebringer has more AoE knockback), and disorient. Stone Melee is about the same too. War Mace and Street Justice focus more on disorient and lose the hold, and War Axe focuses more on knockdown and loses the hold. An Energy Blaster that takes Knock-out Blow from Leviathan Mastery has many Controller type actions as a Peacebringer.

    Warshade loses a lot of soft control (as compared to Peacebringer) in favor of -recharge debuffs, but it does have a hold, an immobilize, and a disorient aura that's cool, but would be cooler if you could use it in dwarf form. (same thing is true of Orbiting Death. Eclipse doesn't even provide status protection). You can call those "Controller and Defender type actions" if you really want to, but they're tools that almost every other archetype has access to too, at the very least through ancillary power pool options that Kheldians don't get.

     

    I am NOT saying that current Kheldians are bad.

     

    There are some really powerful builds out there and people who can leverage the very most from the archetype.

     

    What I am saying is that if you're playing through a Task Force on a Warshade and you discover "Oh, we are really not doing as much damage as I though we would be, we could use a blaster" and you've actually slotted your Nova Form attacks, you can switch to nova form and pick up the slack. If you discover that your tank has skipped Unyielding because it didn't sound cool and you have invested slots in your Dwarf Form, you can switch to Dwarf Form and take over tanking duties.

     

    But those are the two roles you can shapeshift to fill. You can't get better at buffing or debuffing than you are in human form, and you can't get better at controlling either. What makes those roles sacrosanct?

     

    When the game was launched, you couldn't have one attack do different things depending on if you have a specific toggle active. You can now.

     

    Why an alternate kheldian? Because the bodies and the animations for those bodies exist already. Because the lore exists already. Because it'd be interesting to see what the current developers could do with kheldians if they don't have to worry about the cottage rule.

  14. 11 minutes ago, biostem said:

    If you look at how dual pistol powers are in their descriptions, you'll notice that each and every one, (that is affected by the ammo swapping ability), has to be coded to account for each form.  This means each and every Kheldian power that would allow such "modes" would have to be revamped to permit this change.  In short, not likely to happen.   That being said, what I would like to see is some way of further customizing the existing Nova and Dwarf forms - either by being able to color more than the aura effect, or by entirely replacing/doing away with the model replacer...

     

    Well, the idea is that it would be an entirely new build from the ground up. It wouldn't get rid of the existing Kheldian options, it would be a new one. I don't know if it'd still be broken up by Peacebringer and Warshade or if you'd be able to choose Luminous Blast with Umbral Aura for a Peaceshade or Umbral Blast with Luminous Aura for Warbringer.

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