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MonteCarla

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Everything posted by MonteCarla

  1. No worries! Here's how to make money for buying SO's and IO's, by the way. You can get Reward Merits for finding all the exploration badges in a zone. You can find them listed in wiki pages like here: https://homecoming.wiki/wiki/Atlas_Park#Exploration_Badges and each one has a little copy link. Click that and paste it into chat on the game and you get a thumbtack on your map to find the badge. ( Ignore "Tried and True", it's special and outside this system. And enter City Hall and go downstairs for "Edge of Chaos" ) When you have all 5 you get 5 reward Merits. Go to Wentworths (W on the Atlas Park map) and use the cash machine Merit Vendor to buy Enhancement Converters (under Salvage->Special) - 5 merits will buy you 15 of these purple things with yellow arrows around them. List them all for 1 inf on the market by talking to one of the green blazer people, and they'll sell immediately for 50,000+ each. You now have nearly 1 million inf. Repeat with King's Row next, if you want more $$. Someone showed me this trick when I started, so pass it on! 🙂 You'll also get Reward Merits for completing story arcs, so do the same with them.
  2. In the beginning, there were 5 origins (Science, Tech, Magic, Mutant, Natural) - that's still the case. You started with Training Enhancements, which were 1/4 strength. At level 12 you could start using Dual-Origins (DOs) appropriate to your origin type (eg Mutant/Magic, so you can only use them if your Origin is Mutant or Magic) which were 1/2 strength. Then at level 22 you got Single Origin enhancements (SOs) - useable only by 1 origin type, which are full strength. 3 of these SO's will max out the stat, and there's very bad diminishing returns for adding a fourth. eg only slot 3 Damage SO's in each power. 4 is a waste. These days you can get SO's (full strength) from Level 1, but they're a bit expensive. And yeah, your enhancements go off once they're 3 levels below your level, which really sucks IMO. These days you can use Invention Origin Enhancements (IOs) which don't go off as you level. Plain cheap IOs just act like normal enhancements, and are worth buying at level 22, when you can slot level 25 IOs. Set IOs have set bonuses for stacking more than one in a single power, which is where the high-end building comes in. Worry about that later.
  3. Hey Ironveil! Welcome to the City! Far from bothering anyone, there are lots of us here who love helping out new players. No-one gets meme'd here for asking questions. 🙂 Tankers take a while to mature. By the 30s you can consolidate your armor powers with slotting, and Tough from the Fighting pool, and be very hard to defeat. In the lower levels, especially solo, you'll want to concentrate on building up your damage powers instead, since that's what finishes missions and gets you XP. I've not much experience with Bio Armor or Savage Melee, but I've got some general advice: Slot your powers with 1 accuracy and 3 damage if you can for these starter levels. You can also boost your offensive power by talking to the START vendor in Atlas Park (on the left side as you're looking at Ms Liberty) and looking under Prestige Powers, and find "Sands of Mu" This is a multi-hit cone melee attack that will help get you through the lower levels when you only have a few attacks. You can also get the Double XP booster from her if you're finding these low levels a grind to solo through. Your next attack is Vicious Slash at 16. Maybe before then take Boxing or Kick from the Fighting Pool as a filler attack to keep swinging while your other attacks are on cool down. One of these is necessary to unlock Tough later, so its not a wasted pick at all.
  4. Groovy! 🙂 Nature Affinity's a must, since you can grow mushrooms on your enemies, and create glowing mushroom ring patches. It really is one of the coolest looking sets in the whole game. For a solo character, you could go with: Plant/Nature Controller - Seeds of Confusion are pretty on point for this concept Dark or Sonic or Psychic/Nature Corruptor/Defender Thugs/Nature MM
  5. Could not agree more with: 1. The Animation times on Concentrated Blow and Focuses Burst need to be trimmed. 2. Concentrated Strike not doing extra damage on a critical should be changed. The set's defining features: Power Siphon and the -Damage effects could use a boost as well. The -Damage effect is around -11% on Tankers, -6% on Scrappers, and lasts typically 5 seconds or so from each hit. The stacking rules are per caster, and possibly per-power? If we extended the duration and made it per-power, this could become a useful effect. Against rank and file enemies it's not fantastic, but consistently whaling on an AV or GM should apply -30% (scrapper) or -50% (tanker) Damage debuff at least. At the moment you'd be hard-pressed to get 10% debuff with a Scrapper This won't work so well against AVs who resist their own damage, eg Infernal, so its a very situational effect that should shine when it does apply. Should a team with several Kinetic Melee characters be able to neuter an AV's damage output? Yeah! Power Siphon is currently: activate, build up stacks with some quick hits, then go to town with your big hits. The Damage Boost per stack is +31% for scrappers for 10 seconds. Build Up does +100%, so you need 4 stacks to marginally do better than Build Up. Good luck with achieving that! The pay off for Siphon: Body Blow, Quick Strike, Smashing Blow, Body Blow, then Concentrated Strike is 20% extra damage over what Build Up would theoretically do, only less common, none of the smaller attacks should miss, and the cognitive load of planning all this. I'd much prefer Build Up to that. This, btw, is why the set works best on Stalkers - they replace Power Siphon with Build Up! To fix this, either: - make the stacked damage buffs last longer than 10s, so you can build up a 200% buff before delivering your big hits. If you work for it, the pay offs are significant and worth chasing. or - make the duration of Siphon Mode longer, or even make it perma-able, either as a click like Rage, or even just have it as an auto power. As long as you keep attacking, you get a flat damage boost that's not quite Build Up levels, similar to Claws with Follow Up.
  6. At what point is it worth it to convert within a set? I've been thinking about this during the week, as I chew through the 800 merits I had earned on a recent level 50, playing converter roulette with crafted commons. If you have a set of 6, you have a 1 in 5 chance of getting the special thing, so it will take you 15 converters on average. Sometimes you'll get lucky, sometimes you'll get unlucky, but this average is exact. If converters cost 50-60K each (ie you could just list them instead and get that), then that's 750,000 to 900,000. So if the special item will sell for ~1 million more, then its better than break even for your time and clicking. Examples: Luck of the Gambler pieces sell for 4 million, Luck of the Gambler +Recharge sells for 5 million. I just sell the piece as is when I get a Def or Def/End or whatever. Kismet +to Hit sells for 4 million, but the others sell for around 2 million, if that, so definitely convert them when you get one! And there's only 5, so the converter cost average is 12 instead of 15 making this even better. The trickier question is - at what point do I give up? Say you're chasing that damage proc/special and you've failed on 15 tries. At that precise moment in time, the maths is exactly the same as when you started. You'll probably end up with a bum deal at the end, spending more in converters than the thing sells for. But the rational thing to do is try again, perhaps comforting yourself that one day you'll get the lucky three in a row.
  7. Yep, this kind of thing happens to me all the time. And it's perfectly balanced by those times where its takes 15 conversions to get the proc/special in a set that has a 1 in 5 chance. 🙂 Its like multiple lottery winners - we instinctively think that can't be possible to win big twice, but people do. Probability has no memory, and we humans have a really hard time in letting that idea go.
  8. I never feel safe with Poison, either if I run it or a teammate has it, whereas FF is the ultimate safety set. Electric Blast is a defensive kind of set, with End drain and a hold as its gimmicks, but it is very friendly for being in melee range with no cones. Elec/Poison could be quite fun!
  9. If you're looking for something less busy, Force Fields or Sonic Resonance are at the other end from Kinetics. Bubble everyone every four minutes, run a toggle or two, and get blasting! Beam Rifle would pair nicely with either conceptually, and provide a good contrast to Water Blast as a more single target focussed set. I had a look though my Corrupters and my favourite was Elec/Elec, but that's quite busy like Kinetics.
  10. I've taken Energy Blast to level 50 ten times now on various archetypes. It's the Blaster. If you can make them survivable enough (and you can with a big budget) Energy/Energy Blaster feels downright cosmic!
  11. I'd respec now, and fill your powers with your existing enhancements and then start swapping them in for sets as you go. Buying IOs with merits will be slow compared to this simple trick: 1) Buy Enhancement Converters with your merits 2) List them all on the auction house for 1 inf. They will sell immediately for 50,000+ each 3) Buy the enhancements you want from the auction house, already crafted. 1 merit = 3 converters = 150,000. so 6 or 7 merits = 1 million. Luck of the Gambler +Recharge are the most expensive items I recommended. They sell for around 5,000,000, so would take 30 merits or so to have one. Or you can buy the recipe for 50 merits, and crafting costs and ingredients will be over 1,000,000, plus it takes time. Start with getting 4 of them maybe? Doctored Wounds can be bought for around 1,000,000 per piece, and you need 5 of them to get the smaller recharge bonus. Maybe go for them next? Another handy little tip is to monitor your global recharge. Above your powers tray, click Powers->Combat Attributes and find Recharge Time Bonus in the Base section. That allows you to see your global recharge in real time in a little window.
  12. Yeah, this! Before Dominators there were the safer Blasters like Electric or Ice, who have enough mez to hold a tricky opponent long enough to then beat the stuffing out of them. Dominators just extend that spectrum by trading your damage nuke and some AoE for the control "nukes" that Controllers get. When I run Task Forces, I count the support sets who've joined, and I still kinda think of Dominators as support due tot he fact they'll be neutralising entire groups, and thus greatly increasing team safety.
  13. Do I slot 4 pieces of Basilisk's Gaze (for bonuses) and 2 boosted damage IO's in Shocking Grasp/Freezing Touch, or 5 Crushing Impacts and a Hold IO, or damage proc? Do I slot my Controller's ST hold with Basilisk x4 plus damage or Decimation x5 and a Hold IO, or..? I like decisions like this. Adding damage to control sets could give us one best solution for everything, which wouldn't be great.
  14. If you slot a defensive toggle with 4 pieces of Luck of the Gambler or Unbreakable Guard, you still get better power slotting values than 3 Res/Def and 1 End Redux SO's. So I don't mind the "wasted" +Recharge in the power for a normal toggle. Some toggles like Manouvers, Dispersion Bubble and Sonic Dispersion have non-negligible cooldowns. They're all 15 seconds base, so having some recharge slotted is great when you run out of end mid fight and your toggles drop. And when you do want that +Recharge (Fortitude, Farsight, Force of Nature and other god modes etc) it's really important that the main defensive sets carry these bonuses. So I think the presence of +Recharge in these sets is a conscious design decision, rather than scraping the bottom of the barrel. What would the alternative be? Def, Def/End, End and ... ?
  15. There's some sets with really nice bonuses but not so great enhancement values when you slot the whole set. Mako's Bite and Artillery don't give ED-capped damage until you're almost at level 50, but do give big +Ranged Defence at 6 slots. I wrestled with this with an early Blaster. Obliteration gives you all the damage an recharge, but a tiny +15% End Reduction from the quadruple, but gives a really nice +Recharge and +Melee Def at 5 and 6 slots. This gives you a source of build tension. Do I chase the set bonuses and make up for the shortcomings in the enhancements, or forego the 6th slot and frankenslot something better in there like a */Dam from another set or a HamiO or something? Some sets with a good bonus are sub-6 slots (eg Kinetic Combat and Entropic Chaos are both a bit light on +Acc for the power) but you can shore this up with an extra slot of something else, or just live with it. If these sets had a 7th or 8th member, that tension goes away and the choice is a no-brainer. For most sets (eg Thunderstrike, Crushing Impact) there is already no choice - both the set bonuses and enhancement values they provide are good. So, yeah, I'm not really sure what we'd gain from this? A set with 7 or 8 members just allows you to prioritise End Redux, Recharge or Acc in a power, kind of like I already do when 5-slotting Crushing Impact?
  16. Your build's full of powers six-slotted with regular IOs, so you're running into the diminishing returns of Enhancement Diversification pretty heavily. Basically, after 3 IOs of the same type you don't get much of a bonus. eg 6 Recharge IOs in Hasten is giving you only 118% Recharge, even though each one alone is worth 42%. I usually slot only two IOs in Hasten, and then +5 them with Boosters to get good enough values. The way to get perma-Hasten now is through set bonuses in IO sets. Have a look here at my advice for building "Bad-Ass" Empaths, ie ones who attack - there may be some useful info there. But in brief , my advice is: - 2 or 3 slot Hasten - 2 or 3 slot Stamina - 2 or 3 slot Recovery Aura - don't slot Hover for Defence, the base value is tiny. - Put a Luck of the Gambler +Recharge unique in Fortitude, Hover, Manouvers and Stealth. - Put the six slots of Preventative Medicine in Healing Aura - 5 pieces of Doctored Wounds in every other healing powers including Regen Aura - Obliteration in your nuke - 5x Sting of the Manticore in your snipe - Decimation in X-Ray Vision and Neutrino Bolt and Cosmic Burst - Positrons Blast in Neutrino Bomb This should give you around +80% global recharge, which works on top of your slotted recharge for each power. Your powers will generally also be better, since IO sets give you a good mix of accuracy, end redux, recharge and so on as well as damage/healing. If you want to put damage procs in your attacks instead, I got a guide for that too! 🙂
  17. What if.. Mastermind ATOs could be slotted in Mastermind attacks? That would ease up the slotting crunch for non Thugs/Demons MMs considerably.
  18. Love this in-depth analysis, @Maelwys I pretty much agree with everything you've written on the procs and their usefulness. Some of them favour certain powersets. The Minor Heal PBAoE for Defenders is great for Force Fields or Sonic Resonance, but a bit of a drop in the green healing ocean for Empathy. The Mastermind ones are better for primaries with an extra pet like Thugs and Demons, due to the very weird sliding block puzzle that is Mastermind pet slotting. What has always bugged me is the set bonuses, especially where Recharge is concerned. Mastermind's can split Mark of Supremacy 3 ways, and add in 4 pieces of Command of the Mastermind to get 4 recharge bonuses out of the sets, 25% while levelling, 40% at level 50. Defenders and Corrupter can split Vigilant Assault and Scourging Blast 3/3 to get 3 recharge bonuses. (Kheldians can do this too, I see) Most ATs get two Recharge bonuses from their ATIOs. And poor old Controllers and Dominators (who love recharge the most!) are left with 1 Recharge bonus, because Overwhelming Presence and Dominating Grasp have terrible set bonuses, as well as underwhelming (and concept-breaking) pseudo-pet procs. I doubt its common to build these low HP classes for +HP or Smashing Resistance, but that's what we get! (Oh, and Tanks and VEATs also only get 1 Recharge bonus too.) My Defenders/Corrupters celebrate turning 50 by getting an extra 11.25% Recharge when they catalyse their sets. My Controllers and Doms get only 1.25% extra, although they do get very good Purple set opportunities to compensate. That never felt fair to me.
  19. I've gone this route for a number of characters. It reminds me of Champions Online's Acrobatics travel power, which combined Speed and Jumping without being as good as either, but did the job nicely. Only here it's completely free! Oh, I'm also using Prestige Power Slide and Athletic Run with a Path Aura for ice slides for my Ice/Ice blaster Zero Kay. And loving it!
  20. Super Reflexes is OK - at its peak you become very survivable (except to Devouring Earth and Nemesis with their +To Hit) and get the speed/Recharge bonus. Electric Armor can lead to insane resistances and survivability along with the Speed/Recharge bonus, a damage aura, unlimited energy, and a mild self heal. My Elec/Elec Brute ended up with 90% resistance to everything except Toxic and Dark, and was an absolutely indestructible machine. She prompted me to write my "Resistance for Brutes" guide. I'd go Electric Armor.
  21. Oh yeah! You can't really play an I8 Tanker any more, between the low damage, lack of Stamina and everything else they had to put up with. I do remember a friend playing his Inv/SS Tanker getting a little bit pissy at how effective I was compared to him - he was playing a Shazam-style superman and I didn't have any powers. 🙂
  22. I'd go Scrapper for this. A lot of other classes are able to shore up their weaknesses using IOs, but Scrappers had that sweet spot between dealing damage and survivability back then. My MA/SR Scrapper did really well in this era, and both sets are pretty much unchanged. There are probably even better combinations, but I'm no expert on Scrappers.
  23. I'm not 100% sure, but I think the cap only applies to how much damage you take, rather than your resistance to debuffs. So if you build up 100% Smashing Resistance, say, then you'll still have 90% effective resistance to damage on a Tank/Brute, but you can't be debuffed at all.
  24. I've noticed this with Council vampire bosses. They often run off and refuse to stop running to the point where it's almost comical - chasing one up and down a corridor landing hits on them till they fall. Even if they're taunted!
  25. I know. But, I run multiple task forces most weekends. In the past year that's happened maybe 3 times, and in each case we figured out due to some combination of - teleport target/fold space - rain powers and damage auras - everyone runs round the corner and the enemy's popped out of the wall by themselves Its certainly less trouble than being picky about my teammate's powers
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