
BassAckwards
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Time to revamp Sister Psyche tf?
BassAckwards replied to RiskyKisses's topic in Suggestions & Feedback
Unfortunately for game Lore, Sister Psyche is no longer with us, same with Statesman. So, I guess we could revamp it, but she no longer exists in game so it seems kind of moot. On top of that, there are likely people who would still like to play the original version for nostalgia’s sake, so are we going to have two Sister Psyche TFs that need to be accessed through Ouro? In this case I think development resources would be best used elsewhere. -
20th Anniversary Badge 'Reunited' says 'P2085754929' at Luna
BassAckwards replied to Troo's topic in Bug Reports
It’s obviously Luna trying to give you her digits bro. -
I just looked all over and couldn't find it either, must not be an option 😞
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Logged in to the wall in Rikti War Zone
BassAckwards replied to Doomgamer3000's topic in Help & Support
I wonder if there used to be a door there before they revamped the base? I remember back on live, there was a door that was halfway underground in Peregrine that you could log out near, and when you logged back in, your character would spawn walking out of the door and you'd be under the map. -
AI integration with NPC's would be interesting.
BassAckwards replied to speczero's topic in General Discussion
Agreed I think the best we could hope for is using AI to help build tools that will make development of new things easier for the devs. -
I would be fine with more chest emblems or SG emblems etc. I think we are just seeing a large portion of development going to new costume parts (at the moment) due to player demand, as they have the most visual impact. Idk how many people are using chest emblems anymore, over actual chest pieces, but I would be in support of more development here. I would assume (but we know what that means) that emblems probably have a high return on investment as far as development time. Meaning I'm guessing they are easier to develop than new costume parts. I just don't know how much demand there is for emblems vs new costume parts.
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So in order to prevent confusion from happening, you need confuse protection. If you had Mag 10 Confuse protection, the enemy would have to stack a couple of Mag 3 or 4 confuse attacks together on you (beyond mag 10) before you would become confused. Mez Resistance simply reduces the duration of the mez. So if you had no confuse protection and you get hit with a Mag 4 confuse with a duration of 20 seconds, your mez resistance (as shown by your current numbers) would reduce that to 10 seconds. A lot of the attacks that cause confuse may not even have a position type, and may be strictly psionic, so you would need psionic defense to have a better chance of the attack "missing." Your psionic resistance will only lower the amount of any possible damage the power may inflict. It does not affect the success of a mez effect. The Crey that is causing confuse is Crey Crisis Unit. Freem isn't that new, but it is a fairly recent addition. Its like a crit in a sense and it was added to give the council a little boost as they were largely seen as the weakest enemy group you could come across. This gave them a little more teeth. As far as Succubus, I don't see any auto To Hit Debuff powers on them, but there are a lot of CoT enemies that have [Chill of the Night] that are likely to be surrounding them. Namely the ghosts (like you mentioned) and Death Mages and Master of Death.
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AI integration with NPC's would be interesting.
BassAckwards replied to speczero's topic in General Discussion
If it doesn't improve the AI of Sister Solaris and getting her butt to the altar, then I don't want it! 🤣- 30 replies
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Looking for a end drainer character ??
BassAckwards replied to smnolimits41's topic in General Discussion
Given that all the interface procs are relatively weak, I would say *yes* but maybe not that noticeable. I took gravitic on my elec/elec/mu sentinel and really didn’t notice a difference, but it’s just stacking and making my drains a little more powerful. -
Looking for a end drainer character ??
BassAckwards replied to smnolimits41's topic in General Discussion
I recently had this same urge to build an end drainer. I made an elec/elec troller, defender, and sentinel. With elec or mu mastery depending on which one had the powers I saw as most useful. The sentinel is by far my favorite and does the best at draining end quickly. As others have said, enemies will be able to attack with even the slightest endurance and the sentinel has enough resistance to withstand a couple of blows until they are drained again. Controller does decent end drain but takes a little bit to build up. The defender takes the longest to end drain by far (or maybe least consistent is a better way to phrase) because Thunderous Blast recharges so much faster on a sentinel. -
Respecs for Incarnate Abilities / Powers
BassAckwards replied to Squid Vicious's topic in Suggestions & Feedback
Would I like the ability to respec incarnates? Sometimes, yes! But my initial reaction is this may be a step too far in making the game easier. Certainly not as disruptive as making incarnate salvage tradeable though, so maybe it would be fine. Mechanically, I’m not sure if this is possible. I’m sure this suggestion has probably been brought up and debated before, but I’m interested to hear other people’s thoughts on it. -
yeah, when selling at the store I leave 4 of any common or uncommon salvage in personal inventory and sell the rest, this usually allows me to have most everything I need for crafting without filling up before the end of a TF. While doing this organizing I am finding that some rare salvage clearly drops more commonly than others. I have 50 Hamidon Goo for some reason 🤪 I definitely don't *need* 5 or 6 shelves of rare salvage, but the drop rates are so abysmally low relative to other salvage that I hate to put them up on the AH when I get them. This gives me time to replenish naturally as I use up some of the salvage but if I find the optimal amount of the salvage necessary to hold on to, then I would feel more confident about selling rares when I have exceeded that amount.
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Does anyone have a list of the most commonly used salvage for crafting recipes? Particularly Rare, PVP, and Very Rare? Context for why I am asking: I need to organize my base storage better. I want to have everything I could need to craft as soon as I receive a rare drop (I hate having to leave my base to use the AH). I am using 2 racks for common, 4 for uncommon, and 5 (may incorporate a 6th) for rare salvage. This allows me to divide them up (mostly) equally and sort alphabetically, but I have a few extra slots that I could store extra salvage with if there is one that is more commonly required. Any advice is greatly appreciated! I'm sure I could parse through all of the Purple recipes, etc, and look for common denominators if this hasn't already been done by someone. If I don't receive any responses, I will do so when time is available and post my findings.
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Scaling Resist Damage; how does it actually work?
BassAckwards replied to Scarlet Shocker's topic in General Discussion
It has me on a mad quest to figure out what power I can justify removing a slot from to add this on my Rad Tank. I probably don't need it after SMotT, but 3% is hard to turn down. SOLUTION: I had Weave slotted with LotG 7.5 Rech, LotG Def, and Shield Wall +Res. I swapped out LotG Def with Reactive Defenses, and it only cost me 1.2% defense. -
Scaling Resist Damage; how does it actually work?
BassAckwards replied to Scarlet Shocker's topic in General Discussion
Interesting, not bad for 1 slot then. -
Scaling Resist Damage; how does it actually work?
BassAckwards replied to Scarlet Shocker's topic in General Discussion
It grants you a small bonus to Resistance (All Dam) based on your current HP stat. You get 0% boost at full health to as much as +10% at very low health. IMO it could be hit or miss on a blaster, I think it works better on builds with more hp that can withstand some hits at lower HP. Where as on a Blaster if you are already down to 20% health, one good hit is going to take you out regardless of that extra +10% resistance possibly. This is just my opinion, but others may have examples for why its a good use case for you. https://cod.uberguy.net/html/power.html?power=boosts.crafted_reactive_defenses_f.crafted_reactive_defenses_f -
Not sure if the question in your title "How fast is fast enough?" is rhetorical, but I try to shoot for perma-hasten in all my builds when possible, but realistically, whatever amount of recharge gets you to the most efficient or highest DPS attack chain your toon has available is all you need (though I hardly ever stop there personally). Any more is really a waste or to give you some wiggle room against recharge debuffs. There are the exceptions of trying to make singular powers permanent of course (Phantom Army for example). Interesting table with the best case scenarios for sure!
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It sounds to me like you may enjoy a different build more. Forcefields is really good at 1 thing, boosting defense of your allies, while adding in a little crowd control with KD, repel, and some minor-ish resistance debuffs. It won't add much offensively as you have found, it is purely survival buffs, but that is a trade-off in my opinion for the forcefield player also benefiting from some of these defensive buffs + PFF. Most sets only get very minor buffs that can apply to themselves. I keep trying to convince myself to make one but every time I draw one up on mids I just get a "meh" feeling. Some people love bubbles! It's good for shooting some quick bubble buffs on allies and then you are free to start blasting enemies. Very low maintenance in that regard. You might enjoy Cold Domination if you are wanting a defensive set. It will still give your teammates great defense buffs while giving you a more active role offensively with something other than your blast set.
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They all do the same base damage, so I'm not exactly sure what you mean by this? Sure, but using these powers against only a couple of hard targets isn't really their purpose is it? At a fixed 90 sec recharge I would hardly say these powers are part of my attack chain. They are situational. If you have 1 boss left in a mob and Pyronic is available to use, but you know 30 seconds from now you will be on a new group of 24 mobs, are you going to use pyronic on that one boss because it's available or are you going to save it for the next mob group? But sure, if you are fighting the last AV and no other mobs will show up, Pyronic would be great attack because of its fast activation and its higher crit chance, but again, that's not really the purpose of these attacks. Sure, if you are never going to fight more than 24 enemies (or are actively trying not to) at a time, I would agree pyronic is better because it has a higher chance to crit. However, as soon as you come across more than that Ion is the clear winner. If you think of all the enemies in a mob as one enemy with a big hit point pool, when you can hit 40 of them vs 24, you are doing way more damage than Pyro ever could. Again, ST DPS isn't the point of these powers. I don't use my Blaster T9 for ST DPS, I could, but that's not it's intended purpose.
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I agree, the secondary effects are nice. I still think Cryonic could use a little uplift, maybe a wider cone for example. I would welcome your viewpoint if you care to elaborate.
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Okay, now that is a really cool use case for Cryonic, does it 1-shot the fires?
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Like I said above from a pure damage/meta/numbers perspective, Ion out performs by a lot. Though I would concede that as far as "balance" they are all probably fine where they sit (for 90% of content). I was mainly trying to drive home the point to OP that Ion does not need any help. To an individual enemy, yes 428.36 points of damage. But when you take into consideration the target cap difference for example Pyronic Radial, Ion Core does 3,426 more damage. That is ignoring the fact that Ion Core has a chance to crit @40 targets unlike Pyronic Radial. Agreed, big advantage for them. I think they should animate faster than Ion. Yes, but vorpal is a cone (and although it is a healthy cone) the chain is more likely to saturate. This isn't even taking into consideration the target cap differences of the judgements that can crit. Vorpal Core only hits 30. Pyronic Core only 24. Again from a pure damage perspective nobody is talking about the non-crit branches. Ion really outshines all other Core Judgements. I can't speak for everyone else, but for me a lot, I like to run KM ITF. But sure, for some people the target cap may be overkill. Like I said earlier, I was really just trying to drive home the point that Ion doesn't need any help to OP and we should really be looking for ways to make the other judgments more enticing. I can't remember the last time I saw someone with cryonic.