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Nemu
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Testing a new "melee friendly" Fort build/ Couple IO Questions
Nemu replied to Gammos's topic in Arachnos Soldier & Widow
There are powers that are worth procs and powers that are not worth procs. The starter attacks have low cool down so you are going to get very low proc chances off those. Those are better left for set bonuses and you can fit at least 1 if not two of the ATOs in those early picks that have low cooldowns. There is that conventional wisdom that long cast time = bad. That's only half the story. Look at Psi scream vs Psi Nado. What's the cone size on scream and damage on it? What's the radius on Psi Nado? What's the radius on Spin? The fact that Psi Nado can also slot a force feedback proc makes it an absolute no brainer for me if I had to choose between scream and nado. While we are talking about force feedback procs and the recharge it gives you, your build needs mind link to achieve softcap defense vs all positions. The force feedback proc in Telek Blast gives you a false impression that mind link has an 89 second cool down. Turn the green dot off on Telek blast and you will see that mind link actually recharges in 127 seconds. You need a lot more recharge to get to perma mind link, if that's what you are going for. But all that recharge is completely neutered the moment something applies -recharge debuff on you. Don't skimp on slow resist especially if you are not taking hasten to act as a -rech buffer. You may not encounter slows all the time but when you do you'll have a real bad day without any buffers/slow resist. Finally you need to understand the fundamentals of proc builds. Those builds need a few things to function: 1 - Enough global Recharge to make up for the lack of recharge slotting in powers that you plan to proc 2 - Enough ACC or to hit bonuses to make up for the lack of ACC slotting in powers that you plan to proc 3 - Good enough endurance management to make up for the lack of endurance reduction in powers you plan to proc You NEED set bonuses to hit some of those goals. To slot every power with procs without a way to compensate for the above 3 factors is a bad idea. There's a lot of synergy with a fortunata build that makes fitting in all those easier: More global recharge means Mind link recharges faster. If made perma it gives you both survival and to hit. When you add the to hit bonuses from leadership and followup, and various +acc bonuses that you can pick up through slotting sets (most notably purple sets that offer 15% global acc), you can take care of both items 1 and 2. End management is much tougher, especially if you choose to take the fighting pool and all the toggles and/or the actual leadership pool to double stack maneuvers/assault/tactics. Easy way out is to drop those toggles/power picks. Second tip is to be selective about what you proc and how many procs you fit in those powers. You can also pick up medicine pool for the self heal and field medic. With the latter the self heal will also give you endurance back. This is not a pool that's used by a lot of people but for forts it hits a sweet spot. Understanding what you build needs, having a build plan and then executing with cohesiveness and synergy is important to constructing good builds. Here's my build, take a look at my slotting decisions/methods. I know you might not have the budget to get there now but it's for your reference. P.S. field medic is a dead last pick because this is a level 50 build and aid self doesn't care what level you got field medic, only that you have it. So the last time I checked, it will still give you endurance even if you are exemped. This Villain build was built using Mids Reborn 3.2.17 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Fortune Weaver Proc: Level 50 Natural Arachnos Widow Primary Power Set: Fortunata Training Secondary Power Set: Fortunata Teamwork Power Pool: Sorcery Power Pool: Leaping Power Pool: Speed Power Pool: Medicine Ancillary Pool: Soul Mastery Villain Profile: Level 1: Poison Dart -- SprSpdBit-Acc/Dmg(A), SprSpdBit-Dmg/Rchg(3), SprSpdBit-Acc/Dmg/Rchg(3) Level 1: Combat Training: Defensive -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(5) Level 2: Strike -- SprBlsCol-Acc/Dmg/EndRdx(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(5), SprSpdBit-Dmg/EndRdx/Rchg(7), SprSpdBit-Acc/Dmg/EndRdx/Rchg(7), SprSpdBit-Rchg/Global Toxic(9) Level 4: Mystic Flight -- WntGif-ResSlow(A) Level 6: Tactical Training: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(13), ShlWal-Def(15), ShlWal-ResDam/Re TP(15) Level 8: Follow Up -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/Rchg(17), Hct-Dmg/EndRdx(17), Hct-Dam%(19), GldStr-%Dam(19), GssSynFr--Build%(21) Level 10: Indomitable Will -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(21), UnbGrd-Max HP%(23), UnbGrd-ResDam/EndRdx(23) Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 14: Spin -- SprDmnofA-Acc/Dmg(A), SprDmnofA-Acc/Dmg/Rchg(25), SprDmnofA-Dmg/EndRdx/Rchg(25), SprDmnofA-Acc/Dmg/EndRdx/Rchg(27), SprDmnofA-Rchg/DmgFear%(27), FuroftheG-ResDeb%(29) Level 16: Dominate -- SprEnt-Acc/Hold(A), SprEnt-Acc/Hold/End(29), SprEnt-Rchg/AbsorbProc(31), UnbCns-Dam%(31), Dmg-I(31), Dmg-I(48) Level 18: Psionic Tornado -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(33), SprFrzBls-Acc/Dmg/EndRdx(33), Bmbdmt-+FireDmg(33), Ann-ResDeb%(34), FrcFdb-Rechg%(34) Level 20: Mask Presence -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(34) Level 22: Foresight -- LucoftheG-Def/Rchg+(A), Rct-Def(36), Rct-Def/EndRdx(36), Rct-ResDam%(36) Level 24: Mind Link -- RedFrt-Def/Rchg(A), Rct-Def/Rchg(37), AdjTrg-ToHit/Rchg(37) Level 26: Hasten -- RechRdx-I(A), RechRdx-I(37) Level 28: Aid Other -- Prv-Absorb%(A) Level 30: Aid Self -- IntRdx-I(A), Pnc-Heal/EndRedux(39), Pnc-EndRdx/Rchg(39), Pnc-Heal/Rchg(39), Pnc-Heal/EndRedux/Rchg(40), Pnc-Heal(40) Level 32: Psychic Wail -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(40), Arm-Acc/Rchg(42), Arm-Dmg/EndRdx(42), Arm-Dam%(42) Level 35: Gloom -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(43), Apc-Acc/Rchg(43), Apc-Dmg/EndRdx(43), Apc-Dam%(45), Dcm-Build%(45) Level 38: Aura of Confusion -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(45), CrcPrs-Acc/Conf/Rchg(46), CrcPrs-Acc/Rchg(46), CrcPrs-Conf/EndRdx(46), CrcPrs-Conf%(47) Level 41: Tactical Training: Leadership -- HO:Cyto(A) Level 44: Dark Obliteration -- Rgn-Dmg(A), Rgn-Acc/Dmg/Rchg(47), Rgn-Acc/Rchg(47), Rgn-Dmg/EndRdx(48), Rgn-Knock%(48) Level 47: Confuse -- HO:Endo(A) Level 49: Field Medic -- RechRdx-I(A) Level 1: Conditioning | Hidden Level 1: Brawl -- Empty(A) Level 1: Sprint -- UnbLea-Stlth(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Run-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(9), NmnCnv-Regen/Rcvry+(11) Level 2: Stamina -- PrfShf-End%(A), PwrTrns-EndMod(11), PwrTrns-+Heal(13) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 4: Ninja Run Level 50: Musculature Radial Paragon Level 50: Born In Battle Level 50: Invader Level 50: High Pain Threshold Level 50: Marshal ------------ ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1581;737;1474;HEX;| |78DA6593EB4F527118C77F070E218879C16B808057024530B575D74C96A665D3696| |B159DE1B158C8A10366FD01BD7769695B9B6BF5A6F7D5EBB6D6DFD22B2FADD5D69A| |A3C7F37D4EE260631F9EEF73FD3D3F7E534FAFB8161713C342AA1FCD28F97C72445| |7520FB35A3E399F5ED056ECD795C2B2AE64AC42087742D30BCB593530AF2A4F543D| |30AD6B293BE941233239AB2BE96C3AFB208A30A5A0FC973CB3AAB2B4A2E98F4A7D2| 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|564899F9E28CA4FCBA646A264C46D3B0F5FBD907A517CE7881882B85B225AA4206E| |AA624232F6E79CC3BF6CEF48D006DA3AF7F06776FD06C3E5E3C6CAA578B974AA5C1| |A28971C357460968A936E6A691A3769BAB8B9B45BA5C67CA971BBD4F807BA4FEE06| |-------------------------------------------------------------------| -
Especially those of you. You will also get 100k downvotes added to your rep immediately.
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Bold of you to assume I'm wearing shorts. Or anything at all.
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Looks like my cover's blown. I am the inner circle. No use hiding in the shadows anymore. There's gonna be some changes around here now that I've been unmasked. Drastic changes. I have in my possession the accounts/alt accounts of everyone in the farming community, and they will be promptly moved to a secret server. I also have in my possession the account/alt accounts of everyone in the anti-farming community, and they will be promptly moved to another secret server. In addition both parties will receive a perma-ban on the forums, your opinions bore me and I will have it no more. While I'm at it I will do the same with the KB/anti-KB crowds. I will also do the same for the folks that consistently /jranger any suggestion without coming up with any feedback or alternatives other than /jranger. You do not speak for me. Away with you peons. The day of reckoning is at hand... You can stop this though. If you convince @Yomo Kimyata that I should be the winner of his scrapper contest.
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What potential fighting venue might be interesting to add?
Nemu replied to Techwright's topic in General Discussion
Underwater, kind of like fighting the seeds of hamidon, but underwater, I think the tech necessary to implement the actual fighting is already there, you just have to suspend belief that people use flight poses underwater... The fight could start out in an underwater base and then someone does something stupid and pulls out a gun and you know, now you are fighting in the deep sea, guest appearance by Lusca. -
You can run primaries with cones but they just require more work to hop in, punch/kick stuff, then hop out, position/blast stuff. I've done a Dark/Rad in the past and my goal for that build is to use both Positronic Fist and KO blow. So in addition to the cones, she only had softcapped range defense. It's still doable, but requires more movement. Melee blasting doesn't mean staying in melee. You have to be smart and know when to get out. With the upcoming defense changes it'll be even more important to understand the art of movement and when to get out of melee. Range defense will be more important because S/L defense will no longer be able to act as a "catch all" defense as it does now.
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Forever Scrapper Contest: The Matching of Powers (part 2 of ?4?)
Nemu replied to Yomo Kimyata's topic in Scrapper
Staff/Dark Armor Synergy = +def weapons sets have synergy with resist based armors. In addition Staff also provides end reduction which Dark Armor appreciates even with the theft of essence proc. Staff also has knockdowns which are additional sources of mitigation that can pile on top of Dark Armor's own arsenal. Finally the knockdowns are sources of FF procs which compliment dark regen. Drawback = Don't expect to do top DPS with this combo, This build leans more towards survival than damage but I think most dark armor scrapper builds follow that path. Dual Blades/Energy Aura Synergy = Shooting for comboless chain and be able to squeeze procs in at the upper tiers of performance requires secondaries that can help out with +recharge/endurance management/+ACC or -Def. Energy Aura checks two of those boxes. Defensive sets are easier to build for around the comboless goal and EA is easier to softcap than other defense based secondaries. In addition, EA has a taunt aura, something that no other defense sets that can pair with DB has. Drawback = Energize is a click (that I put on auto) and it'll interrupt your chain every 30 seconds or so. Hasten is another click every 2 minutes. There's also energy drain for those rare times that you might need it. Some might find that annoying enough to look for a secondary that's more passive. Dark Melee/Radiation Armor Synergy = PBAoE proc monster, because procs in rad therapy and ground zero are not enough. You NEED more PBAoEs and MORE procs! Beta decay and Soul Drain ease the need for acc slotting and allows you to slot MORE PROCS! Drawback = You'll need to figure out whether you want to over invest in +def bonuses or go all out and support the proc strategy. Martial arts/Shield Defense Synergy = Capt America, the closest you will get to him anyway with your top 8 candidates. Drawback = not the most powerful pairing Claws/Invuln Synergy = Build up proc in invincibility pairs well with Claws and the damage buff can trigger organically without physical activation of a power. Claws low end usage can also help offset invuln's heavy toggle count. Invuln has a taunt aura to keep stuff within SPIN range. Drawback = Invuln doens't have any other offensive capabilities and invuln builds are pretty boring. Katana/Bio Synergy = +def for Bio is a plus. Quick animations are also a plus for a set whose survival depends on timely clicks. Katana's lethal damage is augmented by offensive adaptation. Drawback = Squish factor is still high despite the +def from kat. Mace/Ninja Synergy = You are a ninja with a warmace! That's only slightly less OP than a ninja with an Axe!. Ninja has endurance management tools to offset warmace. Warmace is warmace. Drawback = Lots of clicks Energy/SR Synergy = You intentionally hurt yourself to raise your resistances, so you can save yourself. Drawback = Other than the "I punch myself so I can save myself" gag, the combo is boring. ____________________ Second string picks ____________________ Savage/Stone Synergy = Endurance discount paired with an endurance hog of a secondary. In my experience Stone Armor is more endurance intensive than any of the other armors in this tier. Def armors means more LOTG which means more recharge for Savage Leap. Drawback = The endurance discount might still not be enough depending on how much you proc stuff like Savage Leap and how quickly you can spam it. Radiation/Ice Synergy = Double auras, and ice has end management tools to keep them on. -def helps land more attacks, slows to keep stuff in aura longer (though you really have to slot chilling embrace a good bit for that to be effective), and you also get a conditional heal over time to supplement Ice Armor. Drawback = Slow animations can really kill the feel of a character. Radiation's contamination gimmick is annoying when you need that radiation siphon heal right now! Stone Melee/Electric Armor Synergy = Endurance management for an endurance heavy primary. Mitigation for a resist based secondary. Drawback = The combo is solid but this also means I have to pair STJ with Fire Aura. STJ/Fire Synergy = Very little, other than going all out on offense. Spinning strike KD + burn is about it. Drawback = No synergy, squish factor is high. If you play like a melee blaster you should be fine though. I'm only doing this for your money, which you should give ME more of. @Nemu -
Nothing changes, S/L/E/R still covers a lot, and if you understand how to make movement an advantage then you are golden. Even more so when you have other forms of mitigation at your disposal. The other school of thought is to cram all those 6 piece winters to buff up F/C def. That works too, but can be expensive, and also at the cost of other bonuses/procs. I also expect to see more pure range builds, That's the easy way out.
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The typical cookie cutter build that gives blasters a good balance of offense and defense will include both the fighting and leadership pools. Defense is the easiest way to augment blaster survival. This link gives you an explanation of why defense is important. https://archive.paragonwiki.com/wiki/Defense_Effectiveness
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issue 27 Focused Feedback: Symphony Control
Nemu replied to The Curator's topic in [Open Beta] Focused Feedback
Maybe Capt Powerhouse is a Pierrot Lunaire fan. -
Second brainstorm, why more people don't just make their home there is beyond me. You don't want to grind to get maximum rewards - done, it even gives you all the accolades, imagine the grind to get all those! You don't want to worry about the economy - done , you are so rich, or nothing holds value, that your net worth would make even yomo jelly. You have a family and can't spend too much time in the game - 10 minutes gets you a fresh 50 IOed to the gills with T4 incarnates and you can even run AE farms for another 20 minutes after that. I have characters that's sitting idle there for over a year and a half now so it's not like the shard is constantly being wiped.
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Since you are interested in learning the whys, you may find this useful in the future:
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First this: Nova only does radial scatter if you are in the middle of a pack of mobs, if you are at the edge they will get knocked back in a single direction. If you use the technique of jousting in the video, you will land at the edge the pack and turn your radial scatter into a directional knockback, because the Nova checks the knockback vector at the time you finish casting your attack. Second power boost If you change anything about the build take power boost. The +special it offers can give you a temporary defense buffer against debuffs, enhance your mezzes, boost your to hit when combined with build up/aim to punch through Paragon protector MoG among other things... It's well worth the pick on any AT. Third general play philosophy: Keeping stuff at range is your friend except when stuff gets in your face. Your build banks on hover. What if you can't fly anymore? What if you got tagged with -fly and then landed in a caltrops patch? Stuff will get to you, "Get away from me" powers can only hold off so much. Mobility is paramount on a blaster, and there are enough factions out there that can ground you and slow you, so you need a backup plan to hover, because when fly fails you it will fail spectacularly if that's your only game plan, and you will feel the pain of being grounded, immobilized and/or slowed with no way out. If anything build a respectable amount of slow resist. The winter travel unique is an easy 20% and you can get another 30-45% just by 2 slotting certain superior winter IOs. You can also ditch Hasten and make room for combat jumping, as it provides complete immob protection so that's one less Mezz you need to worry about. and should you be grounded it is another means for you to move around quickly. To make up for hasten you can also cram your build full of force feedback procs. But wait that means I can't slot 6 pieces artillery!. That's right. This Hero build was built using Mids Reborn 3.2.17 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Blaster Primary Power Set: Energy Blast Secondary Power Set: Energy Manipulation Power Pool: Leaping Power Pool: Flight Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Force Mastery Hero Profile: Level 1: Power Bolt -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(5), SprDfnBrr-Rchg/+Status Protect(7) Level 1: Power Thrust -- ExpStr-Dmg/KB(A), ExpStr-Acc/KB(7), ExpStr-Dam%(9), SprBlsCol-Acc/Dmg(9), SprBlsCol-Dmg/EndRdx/Acc/Rchg(11) Level 2: Energy Torrent -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Acc/Dmg/EndRdx(13), HO:Centri(13), Artl-Acc/Rech/Rng(15), FrcFdb-Rechg%(15) Level 4: Build Up -- RechRdx-I(A) Level 6: Power Burst -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(17), SprWntBit-Acc/Dmg/Rchg(17), SprWntBit-Dmg/EndRdx/Acc/Rchg(19), SprWntBit-Rchg/SlowProc(19), FrcFdb-Rechg%(21) Level 8: Sniper Blast -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(21), SprBlsWrt-Acc/Dmg/Rchg(23), SprBlsWrt-Acc/Dmg/EndRdx(23), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(25), SprBlsWrt-Rchg/Dmg%(25) Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(27) Level 12: Aim -- RechRdx-I(A), GssSynFr--Build%(27) Level 14: Fly -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(29), WntGif-ResSlow(29) Level 16: Energize -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(31), NmnCnv-Heal/Rchg(31), NmnCnv-Heal/EndRdx/Rchg(31), NmnCnv-Heal(33), NmnCnv-Regen/Rcvry+(33) Level 18: Hover -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(33) Level 20: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(34), Rct-Def/EndRdx(34), Rct-ResDam%(34) Level 22: Kick -- Empty(A) Level 24: Tough -- StdPrt-ResDam/Def+(A), RctArm-ResDam/EndRdx(36), RctArm-ResDam/EndRdx/Rchg(36), RctArm-ResDam(36) Level 26: Explosive Blast -- SprFrzBls-Dmg/EndRdx(A), SprFrzBls-Dmg/EndRdx/Acc/Rchg(37), Artl-Acc/Dam(37), Artl-Dam/End(37), Artl-Acc/Dam/Rech(39), FrcFdb-Rechg%(39) Level 28: Stun -- Stp-Acc/Rchg(A), Stp-EndRdx/Stun(39), Stp-Acc/EndRdx(40), Stp-Stun/Rng(40), Stp-Acc/Stun/Rchg(40), Stp-KB%(42) Level 30: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(42), ShlWal-Def(42), ShlWal-ResDam/Re TP(43) Level 32: Nova -- OvrFrc-End/Rech(A), OvrFrc-Acc/Dmg(43), OvrFrc-Dmg/End/Rech(43), OvrFrc-Acc/Dmg/End/Rech(45), OvrFrc-Dam/KB(45), FrcFdb-Rechg%(45) Level 35: Evasive Maneuvers -- LucoftheG-Def/Rchg+(A) Level 38: Power Boost -- RechRdx-I(A), RechRdx-I(50) Level 41: Personal Force Field -- LucoftheG-Def/Rchg+(A) Level 44: Temp Invulnerability -- GldArm-End/Res(A), GldArm-RechRes(46), GldArm-RechEnd(46), GldArm-Res/Rech/End(46), GldArm-ResDam(48), GldArm-3defTpProc(48) Level 47: Force of Nature -- UnbGrd-Max HP%(A), RctArm-ResDam/Rchg(48), RctArm-ResDam/EndRdx/Rchg(50), RctArm-ResDam(50) Level 49: Tactics -- EndRdx-I(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Empty(A) Level 1: Health -- Pnc-Heal/+End(A), Prv-Absorb%(11) Level 1: Hurdle -- Empty(A) Level 1: Stamina -- PrfShf-End%(A) Level 49: Quick Form Level 14: Afterburner Level 50: Freedom Phalanx Reserve Level 50: Portal Jockey Level 50: Task Force Commander Level 50: Vanguard Medal Level 50: Musculature Radial Paragon ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1485;677;1354;HEX;| |78DA65944B6F125114C7EF3033AD8552A448DF9442DF45296813E3236AB465614B5| |25B75679A099DD2491070A0B15DF9DEBB3031F1B9556B5DA971EDD7B046FD006D4D| |5CB9307866CEFF0AA637C08FFB3FE79E73E61C2ED9F5E9D69595CC39A1F82F148C4| |A65E93C7D564D5BCF1A792B279CD54CEF5EC84B0B46316F2E27678AA69DDF60E741| |695B5C2B974B76551AB346D12AAF158CAA552A8AD6F952A9909C338DB255CCFBDC4| |DA660E557AB01695836EDCAAA55F6B3CD319167FB4CD9CA2533253B67523C27CB46| |17953341EFE34E6D8A5B614D17421322AD098F027A989A0A6ACC269D795DFC5B354| |DDCF4081122E33AF3C006F8909DBD8F9827DC840A1F52DEB3D8FA119C225953455B| |B3EEEEDB1E785C9648569149A809E18A2709BAC29174FD154738F806DC64B6BF05B| |7988710F1943B131C6E7EA2B2F129B3E319F89CD9F5027C099DA6D982AE292D61C5| |157BFED036A289D3041F222B3ED4DAF39AD3FAE8A41F0FE2F17F61B16F1BECE5F03| |7C81A9043095CE2F0FD0BE0227899397005BCCA6CA10C41595B101906902148C610| |8C6A0885C776396D6C0FFCC5F4907358363D5CA32554923AE5F94EE71B3DF0603F7| |1941803E3CC33E4D52D5BDCFD81FB3FF4095479C2431A73A409C47C6CE7BEC8E1F6| |DEE24A476E3347EF8077C17BCCF1FB4C8DCA8CC8322378CCF10C3FD6F845E6C42CF| |32C79456599D1AF306E83DF9887BF833F4094F9992E511C99441C992AB41B46E394| |61FC02D2E0260518935D1DC3892D121372E28934E73832051E0353CCC949F028F31| |D2189886AF2378C511E421A43496328216A4D4A169C8A714D7D5AFD22D3CB99744C| |ABFF31D4E6F6DBE73569264971A51D6FFD08BCF61A2445C4B834EF0E7377BFFFCFF| |FA4C7DCE359EA710AA91A96E8A85FA5DA3C1D4CCB72AF356E8CC64DAE71535F73A1| |06F92F3B8CED5A| |-------------------------------------------------------------------| Tactics does far more for any build than assault. Having an answer against blind is much more useful than taunt or placate resist. And it offers additional to-hit which can be further boosted by power boost and fast snipe benefit from higher to-hit boosts. Speaking of hit chances, turn off the aim and build up buffs and look at your accuracy/to hit chance against +4s, they are not at 95%. 4 Force feedback procs should feed you a steady supply of +recharge, and stun is slotted to knock back foes to provide even more synergy with your game plan. If it were me though I'd rather use total focus, Why just stun when you can stun and take off a huge chunk of life in the process. I suspect it's because of the animation time, not that stun has it any better. Dealing with animation time rooting is only a problem for people that aren't mobile. If you know how to joust (and you should learn it on your melee ATs just for the battle maiden fight in Apex), getting rooted in the middle of a mob due to animation will NEVER be a problem.
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I'm not pig-headed, I can see your point, but I also think the majority of teams you will get on even if this was implemented won't care. If in the case it becomes an issue - Give the toggle a 15 minute cooldown 😁 Realistically it can be a 24 hour cooldown because I think the majority people that want to toggle it on won't ever toggle it off. Then you can just make an excuse that your toggle is still on cooldown! Hey, fat finger happens! Problem solved. And if you don't dig the team, play a mission then excuse yourself. Separate topic: I saw the build you posted. I can teach you to be a better builder and a better blaster, if you are open to what I have to say.
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Fire blast has a slight delay between activation and when you can use your next power, it always bugged me. Flares technically has higher DPA but there is something to be said about using Fire blast to finish off a foe with one shot rather than using 2 flares. In the end Flares just felt smoother but you can go with either. As much as I like Havoc punch, it has knockback and I didn't have slots to pay for the KB tax and get the bonuses I wanted to get. Knocking mobs back is not conducive to the playstyle, my survival depends on having mobs close to me so I can chain KD them. Charged brawl was the easy fallback.
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I doubt you have played with him but I'm certain most here have posted knee jerk reactions to his comments the way people would swarm in on anyone that said healer back in the day. I have teamed with him. He doesn't treat people like shit - Misguided in some of his opinions yes, but far from a dickhead. His teams ran fine, and I've been on other teams where the leader had specific ways he wanted to run the team but hey, it's his team. There are occasions where the team didn't do what the team leader wanted and instead of kicking people, he just excused himself from the team like a mature person would. I'm totally ok with that. If I didn't agree with the leadership I can form my own team. Being afraid that you are going to get kicked off a team is just a sign that you are not willing to form your own teams. That's completely on you because you have the power to do so any time and you can also set the terms on how you want your team to play. From what I see in game, this game can use more people forming teams than people waiting to join them. I'm not ok with you just making a blanket assumption that this person is a dickhead and that if this change takes place then your experience with the game is going to be innundated with dickheads that will kick you off the team. Most people that play this game are decent people and it bothers me that you'd just attribute the worst onto them and use that as an example to shut down any compromise/suggestion.
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I focused on the impact of those slots consumed by the kb-kd IO on a build that uses the toggle vs one that doesn't. Because you seemed to state that having that slot opened up for builds, in this context of toggle vs no toggle, is an advantage. With the toggle on - mobs bounce on a damage field unable to fight back Without the toggle but with the IO - mobs bounce on a damage field unable to fight back Take bonfire for example, a lot of builds leave it as a one slot wonder so the build uses the toggle will be able slot the power with a recharge IO or a FF proc. Is it an advantage? sure, is it a significant advantage? Jury's out but I'd say no, especially on high recharge builds. Most of the KB hate I see is directed to the offensive sets like energy blast/PB/WS/AR etc.... Tornado, bonfire and other persistent KB powers and work differently than nova and it's kin, and they can be treated differently for this suggestion. You already noted that it is a benefit to having those persistent KB powers knock down rather than knock back and I'm confident that the overwhelming majority of the playbase agrees with you, including me. I see far fewer Tornado users that fling mobs everywhere than I do blaster/WS/PBs that use KB badly. It's probably because people have adopted the "best practice" at this point to slot a KB-KD IO into tornado/bonfire, (or maybe people don't play as much support in such an offense oriented meta). If we just isolate this suggestion to something like energy blast, the only people that stand to lose are those that want to have some of their powers kb and others KD. Because they will be paying a true KB tax on the powers they wish to KD whereas the other two camps can ignore the tax altogether. But really, if all I want is to have Nova KD, then that is just ONE slot I'm sacrificing in the grand scheme of things. That's hardly crippling to a build. In addition, compared to the status quo today, nothing changes for these players. Conversely, those that like the KD but want just one of their powers KB? Well, consider that a price that you have to pay to turn that toggle on, you sacrifice one QoL feature for another. So instead of a global toggle why not split it by the powerset/pool? If I were an energy blaster with bonfire I can have two toggles, one for energy blast and one for fire mastery. I toggle on fire mastery to save myself an IO, and I leave energy blast alone so I can blast stuff into the bonfire. My power tray will look like that of a staff/bio scrapper but that's not really setting a precedence at this point. When you decouple persistent KB and click KB, I think the suggestion is better able to come to a middle ground. Right now it appears one is serving as a strawman for the other. I don't see why we can't just compromise.
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There's a bit of emotion in that post. It's a QoL change for those that want KD instead of KB. It's not a QoL change for you, but again, you don't have to use it. As for tornado and bonfire, they don't need one additional free slot to be good. The former is already quite competent at AV/GM slaughtering, let's not make it look like one more slot is going to elevate the power to nerf tier. Bonfire is good enough with the default slot and the benefit one can get from slotting that with something other than a KB-KD proc (if they turned on the proposed toggle) is not going to be game breaking. The same can be said for any KB power really, if they become OP with that one slot then they are probably already OP in the first place. And let's just say you embrace KB and slot your powers that way without any KB-KD. That means you are saving potentially 1 slot which can be invested elsewhere to stack more bonuses/procs. With the toggle that's exactly what the opposite camp is doing. saving slots and investing it into other powers for set bonuses/procs. The only difference is that your powers knock back and theirs knock down. Are you telling me that the free advantage is then, in fact knock down? That somehow you too believe that Knockdown is better than Knockback? Is that what you are telling me? If there is indeed a free advantage, that also can be compensated for. Bio armor offensive adaptation carries a slight debuff to some attributes, yet people still stay in predominantly in that mode. So I'm pretty confident that those people that want to use the toggle will take the hit even if the kb-kd toggle carried a minor debuff.
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Make windfall buffs drop as yellow craftable recipes, perhaps 25% chance to drop upon mission completion for non-radio, non-AE missions. Each buff lasts 30 minutes and can be stacked. Right now the only way to get windfall is through super packs if I have my facts right and it doesn't provide it's full benefit for AE content anyway. There's already respec recipes, so windfall as a recipe drop is probably not too difficult to implement, maybe. Also, I think it's time we looked at story arc completion rewards. These incentivize soloing. Let's share the wealth so that teammates get some of those rewards as well (maybe 25% to 50% of reward awarded) We can also tie guaranteed windfall drops to story arc completions - and share the spoils among teammates at the same rate I noted above.
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I see what you are getting at. At the same time you can just choose the third option - leave the toggle off and slot everything as you do today. Nothing changes for you. Those that turn the toggle on will have to adopt different strategies for keeping stuff away. You can consider that the cost of the toggle, just like the "KB tax" is the cost of slotting the KD IO into powers currently.
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I don't understand this vehement opposition to having the toggle option as the OP suggested. Those that want their KB can leave it off, slot KB sets into your powers to enhance your kb, go wild. Those that don't want KB can turn the KD toggle on Those that don't want KB in select powers can leave it off and slot the kb>kd converter into those powers like Explosive Blast or Nova. Absolutely nothing is being taken away from anyone. Everyone wins. This is no more than yet another QoL change, and we've had plenty of those implemented over the years, toggle suppression being the latest. What I see is a bunch of old guards set in their ways unable to entertain the idea with an open mind. I get it. I feel the same kind of gnawing dissatisfaction every time I see a pure ranged hover blaster build that skips all the melee attacks while having a melee heavy secondary. I think to myself "How dare you sully this AT with such a build, go back to playing sentinels or lol Melee ATs because you are obviously unfit to play blasters!" Perhaps that's the same kind of feeling some of the vocal opponents against this suggestion have. They've worked to make KB work for them and maybe they feel that the toggle cheapens their accomplishment? I can sympathize with that. But you know what? If others want to build and play that way it's fine, it's not my business and it doesn't take away my ability to build and play my characters the way I want. Everyone gets what they want.
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issue 27 Focused Feedback: Symphony Control
Nemu replied to The Curator's topic in [Open Beta] Focused Feedback
Is it me or does the power preview not play sound at character creation? Am I missing something? I usually don't play with sound on so never noticed this until now. -
Help me find my Forever Scrapper Contest (part 1a of 4, Scrapper Primaries)!
Nemu replied to Yomo Kimyata's topic in Scrapper
That’s what “they” want you to think! -
issue 27 Focused Feedback: Enemy Aggro Revamp
Nemu replied to The Curator's topic in [Open Beta] Focused Feedback
I'd be interested in understanding how this all works and how I can consistently pull off single pulls with this knowledge. I get the rank, distance, and damage done portion and how that impacts aggro, but I'd like to understand how adjacent enemy notifications work. I can definitely see this mechanic being expanded upon where certain factions have a larger notification radius and magnitude vs others. Make difficulty hard enough and you introduce yet another dynamic in how teams handle such encounters. -
issue 27 Focused Feedback: Symphony Control
Nemu replied to The Curator's topic in [Open Beta] Focused Feedback
You are most likely not just Savage leaping and then hopping out. You are more likely to savage leap/rending flurry and get any other opportunistic melee attacks off before moving out. The cumulative cast time on these powers matter, as your pet will have started to move into the mob as you are getting your attacks off. And by the time you port out the pet may not be in the best position to maximize it's targets with any cones it's about to fire. I think the fear can be turned into either a PBAoE or a TAOE, since that's a power with moderate recharge that's more likely to be spammed mid combat. I'd prefer that the mass immob be a TAoE due to reasons I mentioned in my last post. The sleep and the stun can stay cones since they are more likely to be used as openers.