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archgemini24
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Everything posted by archgemini24
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This is the part that sticks with me the most about Regen, and not just on the "back-end" where a player uses said clicks. There is also more attention on the "front-end" that has to be paid to that Green bar to help make the best use of the clicks, whereas other mitigation sets either have one click to manage (Dark Regen, Dull Pain, Healing* Flames) or said click acts as an attack (Burn, Shield Charge), further reducing overall risk. I am also going to bring up a power that is probably beneath most of the people reading this, but does Rest also deserve a mention, especially since it is a now a zero-recharge power rather than the 10-minute, then 3-minute cooldown it used to have? Only asking because with that power always available, sets that do not have to manage clicks/cooldowns have a power that can effectively "erase" the damage inflicted between spawns, so their mitigation only has to hold up for one mob at a time, whereas if Regen got caught with a problematic spawn, their powers may not be available for the next.
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While you're at it, can female Kheldians get their Sash? My Warshade still has to use the Carnival of Light option, and while it works, I would love to have the "official" sash.
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Sorcery Pool Updates in Issue 27, Page 2
archgemini24 replied to Captain Powerhouse's topic in Developer's Corner
I would imagine it would work like filling inspiration holders in an SG base with the inspirations you want, then just chain-replying to yourself while attaching one of the inspirations per email. To use during a fight or before a long-running event, just run the prep-work in advance? If not in an SG base, the Auction House is simply a slash-command away, and they could just buy a bunch on the market. I would be bored to tears to do prep lots of inspirations that way, but for people who are running the game while watching TV or doing something else (like marketeering), it's just doing something else with the same time period. I admit I have stored some Large Lucks and a few "Rez Packs" that way. -
Don't get me wrong. I liked the idea before the clarification, and like it as much if not more with the clarification, but I still think working it in with Lieutenants and Bosses (the idea of one Boss per group always being a Boss+ seems really appealing to me, especially if it is a named boss of a mission) adds value to single-target characters, especially if the passive also provided a morale boost of some sort to the whole spawn like extra Defense, Resistance, and/or Regeneration. Even better, could they be designed so that if they are controlled, the "bodyguard" passive (and morale boost) drops to help add value to control-focused characters? If those enemies get dispatched, even if it is just one or two, it would effectively "turn the AoEs back on" for the team. I also maintain that the + versions should be worth more than the standards, or most teams won't want to turn them on. I agree that it is unlikely to affect the top teams (not much is going to, really), but it would certainly help team members on non-steamrolling teams feel like they are contributing through precision controls or removals.
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Have to agree with this part. For teams that are not rolling packs of fully Incarnate-slotted demigods, I feel like there are enemy groups with tricks and ways around our obnoxious build strategies already: Rularuu, Arachnos, Longbow, Carnies, Malta, Vanguard, even some Devouring Earth and some of the stuff in Dark Astoria (where enemies receive a base to-hit bonus). Even among the forumites, some of those group are notorious for what they can do and get avoided because of it. As far as the idea of beefier minions that have more HP in exchange for counting as more than one mob for the sake of adding some single-target emphasis or adding more value or to staying around to clean-up after the initial AoE wave, why not have the option to expand the concept to lieutenants and bosses, as well, so long as the defeated enemy is worth the same as the original mobs it replaced (or at least in the same ballpark)? More options to customize the playing experience are usually a good thing, but if the return doesn't stack up, the options may never be used. If I am dealing with a Lieutenant with the HP of 3 Lieutenants, and it effectively consumed 2 other enemies in the group, I am already losing the extra drop chances by not blitzing lesser enemies, but no need to stiff me on XP and INF, too.
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No problem, at all. If nothing else, you just got more options for every hero, villain, vigilante, and rogue you roll! Even if you end up indecisive about which pool to take (if any), knowing you can is always a good thing! Happy Hunting!
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And it recharges fairly fast when slotted. It's not Footstomp, but is anything, really? Like you have noted for Shadow Maul, Touch of Fear puts in significantly more work on Tanks than it does for everyone else. Unfortunately, I think it only applies the Fear and To-hit Debuff on the primary target. If even just the To-Hit Debuff applied to everyone that it damaged, it would be awesome. If even a lesser Fear applied to everyone it hit, Dark Melee could actually finally play nice with Dark Armor.
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I will check my characters when I get off work to confirm, but I am not sure if this is true. You should be able to have 4 common pools and an Ancillary or Patron pool. Speed/Leaping(or Flight)/Leadership/Fighting is my go-to for most characters, then Fire, Soul, Mu, or Mace. Looking over a lot of the build samples on the Melee pages shows similar limits (4 commons and an Ancillary or Patron).
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Do you watch people play games on youtube/switch?
archgemini24 replied to DougGraves's topic in Off-Topic
A Link to the Past: Randomizer races. A new spin on a loved classic. I have also rolled a few seeds and played them myself. No where near as fast as the runners beat them, but puzzles solved, nonetheless. -
Going to mimic most of the other advice given. If this is just going to be a farmer, you probably don't need Taunt, Shadow Punch, or Temperature Protection. Once you are IO-ed out and Incarnated up, you could use endurance reduction in your attacks and Ageless Destiny to fix your endurance issues, which makes Consume and Dark Consumption optional. At that point, nothing should be able to kill you in those Farms, either, so Rise of the Phoenix is a flavor pick, too. That's 6 powers and a bunch of slots. Some might make your final build for IO bonuses, but that should clear up the power crunch for Fireball. Maneuvers or Combat Jumping could get you some additional cheap Defense and another place to slot a Luck of the Gambler Unique. Unless you are married to (what I assume) is Hover and Fly, maybe reconsider the Flight pool. It's cookie-cutter for pools, but the standard is the standard for a reason: - Combat Jumping (could then get Super Jump if you really want a standard Travel power). - Maneuvers (Assault or Tactics, and then Vengeance for another place to put a LotG Unique). - Hasten - Boxing/Tough/Weave - Char/Fire Blast/Fireball
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I actually really feel this. Even most PuGs I run with really only need someone willing to eat the alpha, so either Scrapper can run point with just Against All Odds with little problem (plus the Electric starts most fights by blowing up most of the spawn, anyway). I know the Tanker could, as well, but knowing Tanking is more about about tactics than powers, I still felt some of the weight of expectation of having to have Taunt instead of just using Gloom to grab a runner.
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Quoting Heraclea, but Thank You all for your insights. Replies to various points will be all here. I put together both sets on Test already, which is what prompted the OP. On the Tank: While I did lose out of the fun large numbers of MG crits, running Shadow Maul, Touch of Fear, and Dark Obliteration was inspiring, and even with the Scrapper I never was able to put the DPS needed to the greatest of the Scrapper feats for some reason (and I run Smite-Siphon-Smite-Grasp). Another point for the Shield/Dark IMO was that the higher base values for Defense let me get him up to 59% for Incarnate running without too much in the way of sacrificing for other build goals. Darkest Night, OwtS, and Rebirth on top of what I had for steady-state mitigation made me feel like this is the first build my playing skills could get Linea Approved instead of just close. He didn't have Taunt, but only because I wanted OwtS instead. If I planned on teaming more than I ever actually get to, I would make the switch. On the Stalker: I did not notice a substantially more chasing with the Elec/Shield Stalker versus what I experience running the Scrapper. Lightning Clap has just never appealed to me, but I am just willing to admit that is a "me" problem. Trading it for Assassin's Strike and Controlled Crits was a win all the way around for me, but I admit I did not feel as significant a change in playing between the Stalker and Scrapper than the Tanker and Scrapper. I am also no where near 1000 slots, but the biggest reasons I was thinking of strips was because I was concerned the Scrappers collecting dust once the Tanker and Stalker were finished. My Market Fu is weak to the point where kiting out their replacements would be far less fun than just dealing with the "shortcomings" of the Scrappers. Anything easily acquired with Converters is fine, but I am trash at flipping to get the INF needed for AT IOs and Purples. Oddly enough, that is probably the easy part, and I just need to get over my hording and be willing to sell stuff. All that said, I will likely roll the Tanker (probably the Stalker, but that one is a bit iffier), get them to 50, and see how far I can get them with what I know I can do without the super-high-end enhancements.
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Sorcery Pool Updates in Issue 27, Page 2
archgemini24 replied to Captain Powerhouse's topic in Developer's Corner
Just pretty please, with a cherry on top, don't hurt my Lightform. I think it is the best armor T9 in the game, and should be the lens through which others are adjusted. -
I am in need of counsel regarding my Shield Scrappers, and I figured the best place to get the most objective advice was here. I currently have a Dark/Shield and Electric/Shield Scrapper as carryovers from before the Snap, and while I love them both, with the changes to powers, sets, and ATs, I am considering the previously unthinkable... stripping them both and rerolling them as a Shield/Dark Tanker and Electric/Shield Stalker. The Dark would have much greater AoE capacity because of the ToF and Tanker buffs, and the Stalker would have the single-target capacity that the Scrapper gives up for... Lightning Clap. Am I just missing something that the Scrapper versions bring to the table that warrant keeping them as such? Follow-up: I really would like a Scrapper on my roster. I had 3 (these 2 and a DM/Regen). The Regen became a Brute to take advantage of the additional HP, and I just feel like I got unlucky with picking the 3 combos that sync better with other ATs. I would very much appreciate any suggestions for combinations where Scrappers are the best version. Thank you.
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Instant Healing: why hasn't it been reverted to a toggle yet?
archgemini24 replied to LEUGIM6's topic in General Discussion
Fair point, and somewhere in my head I got the (potentially bad) idea to use Willpower's Rise to the Challenge as a parity point. If it was as strong as fully-saturated RttC, and didn't have the To-hit debuff (it could have Regen debuff resistance instead), it would be useful, and would not to have IH's original (kind of obnoxious) values. Or we could start further bumping its cost instead of being the relatively cheap 0.21end/sec for numbers closer to the original. Maybe bump its cost, anyway, since it is a no-risk version. If we cannot get Regen debuff resistance, a portion completely unaffected by buffs, debuffs, and enhancements would ensure that Regen is never completely without its secondary. Initial Toggle IH was strong, but I remember it being very expensive. I want to say the common practice was that Quick Recovery covered the cost of Instant Healing + 1 other toggle (usually Integration). A new iteration could be not as strong, but much cheaper. Personally, a win for me would look like the power was cut in half (to 400% from 800%) with a more enhanceable portion (250/150 instead of 600/200), given a small, refreshing absorb portion, and cost somewhere in the ballpark of twice-as-much as RttC (.42end/s). Maybe that is giving up too much, but it would certainly see more use from me than it does in its current iteration, which is often on the order of "too-good-to-use" because its uptime is meh. -
If I could wave a wand at strictly Pulsar, I would change it to mag 3 and 1. Either way, PB's don't get a lot in the way of hard-control effects, so the few they get could afford to stand on their own a little better. They'll never be Controllers, Dominators, or even Warshades, but at least the power will no longer be "either get it for the set bonuses, or hard skip."
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Thank you for providing the numbers. They make me feel more justified in not taking or recommending Pulsar, but good to see!
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Proof that the City has all kinds, and that is a Good ThingTM, because Pulsar didn't even come to mind. Low mag, not great duration, too long to recharge, as well as requires a lot of slots that are already going to be committed to making the forms function, but it could stack with mezzes from other characters to lock-down things as a team. Maybe if the power was adjusted? Solar Flare does respectable enough damage slotted so most builds that have Human-form powers have it, provides some defensive utility in its knock (and could be converted to Knockdown to keep things close to the Dwarf), and can use a Forced Feedback proc and an Achilles's Heel proc. Double Flare came to mind because a previous poster mentioned Orbiting Death for Black Dwarf, so I went with a more offensive choice.
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Being able to run Solar Flare along with Dwarf Flare would be pretty sick.
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Hey Devs, can you please some or all of this to HC?! :)
archgemini24 replied to BurtHutt's topic in Suggestions & Feedback
Kheldians got love in a few spots that make them play differently on each server, which is nice for changing things up. Some of the suggestions made here for /Regen made their way out, too. Flipside? Got to see the ridiculousness that Freeform Melee toons can achieve (or at least get to IO levels of power without IOs), so while that is nice to play around with, I can see why that hasn't made it anywhere else. Anything else? Homecoming. The others act as (mostly) non-deleting test servers. -
The only question I have is how much do the set bonuses from the Obliteration set in Solar Flare matter to you? Franken- or IO set in 4 slots + the Forced Feedback +recharge proc and the Overwhelming Force KB->KD should easily fill-in any recharge gaps you might still have. Astral.Kai, for your consideration: |-------------------------------------------------------------------| |MxDz;1541;697;1394;HEX;| |78DA6594CB4F135114C6EF4C67A82D20A5BC8A3C0B94B6142A55376A8C51890F28D| |A84C49D2145066882405A4074E7829D2B376E7C2D7C80AF95AF951AFD2F74A37169| |78243E3018534FE7FB849A99A4F9DDF9EE3DDF39F7DCB91D5CE82B7B7AE2CA61A5F| |98F4DA673B9E194953E6F8D643353E356D67D3A3D3B974D4FAAC2E3965FA87876F8| |CCD8983595CBCC5BF1E4DC85CCD4F45C6EF8A878CC76FCB7AACF72AC3A22A6CA9B9| |A9E9E8C0FCD58D668B93D3C9E199F9895980AFB2D69A547AD6C6E223353F6EF7D46| |265540CAE896DFA6A9F8E44DB56428953054FB32F910EC78443E269F802B8558CD8| |ED5549D0C9A0CD51315860DF5DBE494F86A5FB0BEE4B50B7C07EE7803FADE82FEF7| |E09AC4BA10ABBB06355BEB1E22BF62CD1F5963D2DF0CEBB6D61A018351B28B8C81E| |D853A02866A933370B36E774CA1165293390F7C95272F4FA12FAA94994AEFC2A9EC| |1E791FDCF9805C027DCBA02E6EE5742BB7DD5489521574AB605FC2CFC8E7E40B30F| |A927C056A125BC9D8CA93D0FCA7C0DA7E72006C4D9283A021955461CF7A550D7A59| |5D4DFAC0EFB2D31AF6BD867DEF61DF7BD8F74AF1A9A34F1D7D02F409D0C7903AEBB| |1C6ACFFECB27BBE6B51070FA0338D07C94360F37EF09314D0C08E35D0BF567236C1| |CFD544ADF91B7C9B07505782359892BB853D6A617FA337C0AE9BE42DF236D87D07F| |C21FB6F63EE367E0FBF440B71BFA10DE4EA4C2057670CDC903511C645EC53BE1A52| |2AC62A62F370DA7D915C202F8189CBE4223AB02A6E716454F13DBC19D2815E6ABD4| |1859D1B8AD72F9F6F34B66E71E1552A483A9494B1752395662B2B5E51E8AAB5A38A| |D5622D026D6D5BD3B5202AD2CFF2ACFB71DFD7B7D7B8B4EBFCFAAF81C63AFADBF91| |38C386A1B12C5C30C1E9EB0F703A2BD1FC12E4754AF43493894BD0E659F43F1F8B6| |FE6FF29BB5920C95E453DEEDF1B9A271BA683C5234FE0B738202AC| |-------------------------------------------------------------------|
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I think you have end recovery through Lightform's crash it either does not have a Recovery debuff or it is minor and can be played around using Conserve Power, a stacking application of Lightform, and/or Ageless Destiny. The setting to 50% endurance rather than zeroing part really helps here. I cannot open your build since I am at work, but will definitely trade notes once I get home. With the stats you have listed, I doubt you have anything that is going to jump* out and wasn't an intentional decision. Another build option that some folks run (and makes more sense for Multi-Form builds) is to grab all the other Shields and use them as slot mules for the Impervium Armor psionic resist IO. You wouldn't get a lot of defense, but most of that was wrapped up in toggles you do not use with the Forms, anyway. In exchange, you get nearly as high psi resist.
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On the Warshade I would say go for it. On the PB you already have Radiant (you would need to convert to KD) and Incandescent Strike (already does KD). If I-Strike is too slow for you, switch that one for Air Superiority. All 3 is probably overkill, but I cannot say a whole lot: I took Cross Punch because I was already committed to Boxing and Kick to get Weave (for once, I didn't need/want Tough).
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I had only thought of that crash example through experience, lol! And, being a if not the Claws guy, I am sure you can appreciate this next bit probably more than I do: It is a slot tax to change most of the KB to KD, but if you do, you can chain-flop everything in your surrounding area as a bit of active mitigation. Photon Seekers - KD Dawn Strike - KD Solar Flare - KD Luminous Detonation - KD Between those, Lightform, Defense Amp, and actual Defense, I actually feel a little congratulatory to a mob that manages to stick enough mezzes on my PB. I blow them up with another round of recharged AoE, but I do acknowledge them pulling it off.
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Doomrider covered most of it, so this is a just a "my experience" thing... Lightform is what Unstoppable wishes it was. Permable, gap-filling (Mez protection), and a much softer crash. My PB doesn't hit as hard as some of the others on here because of build preferences, but I run a human-only with perma-Light and 32.5%+ positional defenses (acting as poor-man's Mez protection and Slow Resistance) and I love him. Adding the Defense Amp actually brings him to respectable mez protection. I highly recommend keeping Lightform, especially for close-combat enthusiasts like us! Yep. Really neat when it happens if you have been really pushing your survival in a fight. If your toggles dropped during a LF crash, you may have been below 50%, anyway. If it comes close to or corresponds with a Hasten crash, or worse, after you opened with Inner Light, Dawn Strike, and Solar Flare, you might have tanked your blue bar that way.