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Katharos

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Everything posted by Katharos

  1. I'm not generally a fan of corruptors, but there is a really strong argument for playing that build on one -- Blizzard is one of the few nukes that can scourge after using it as an opener. Since it will keep ticking and rolling for scourge over its entire duration, it doesn't matter if enemies have 100% health when you use it. Compared to one shot nukes like inferno, where using it at max health is sad damage and using it in the scourge window is overkill with a lot of wasted damage, Blizzard's just perfect for the corruptor inherent. Thanks for hosting. This was a super fun contest and I loved seeing how everyone approached the question. Fingers crossed for more contests like this in the future.
  2. No, I think he's saying most of the effort involved in Hamidons is in the organising, rather than calling anyone a leech. Which seems fair. This is fairly far off topic. Perhaps someone should start a different thread for this.
  3. I have no idea why there’s all of this talk of incarnates driving merits down. Few of these arcs are in the 45-50 range incarnates are allowed. And for cases like Dr Q where the problem is the sheer quantity of missions, most of which are defeat alls, spread out across over several dozen zones, the biggest factor for completion time is TT, not incarnates. Balancing merits around how many people have TT seems insane. Incarnates are almost entirely irrelevant to my original post.
  4. A large number of mid to late game arcs were made more difficult by i27's sweeping buffs to the Crey enemy group, but there has been no proportionate adjustment to the rewards those arcs offer. Those rewards should be buffed to reflect the increased difficulty of completing them. Task forces Following Countess Crey - Manticore - 32 merits. Manticore is a signature task force and will always spawn the buffed level 35 enemies. Explorers and Exploiters - Dr Quaterfield - 122 merits. Crey feature in at least 14 of 24 missions, which makes it the longest Crey-based task force in the game. Mission arcs Blueside: Revenant Hero Project - Gordon Stacy - 27 merits. Missing Melvin and the Mysterious Malta Group - Indigo - 58 merits. Crey only appear in two missions in this rather long arc. The Evil Countess Crey - Janet Kellum - 52 merits. Redside: Vindication - Abyss - 8 merits. Armour Wars - Black Scorpion - 13 merits. Iron Fist - Captain Mako - 13 merits. Mystic Mayhem - Ghost Widow - 13 merits. Countess Coup - Regent Korol - 4 merits. Code Merlin - Tavish Bell - 10 merits. Vigilante Justice - Tavish Bell - 7 merits. Building a Better Vermin - Terrence Dobbs - 8 merits. The Conference of Evil - Viridian - 13 merits. Bane of the Heart - Westin Phipps - 17 merits. This is not intended to be a comprehensive list of arcs impacted. I deliberately omitted long arcs that feature only one Crey mission, and likely have missed more besides. Edit: I’ve been told not many people know difficulty in this game often goes hand in hand with increased time to completion. These arcs, most of which are sub level 45, are likely to take longer with the Crey buffs.
  5. Are you on Everlasting? There’s someone on Everlasting who does this on literally every team they join, as far as I can tell as someone who forms a lot of teams. They even bought a crafting table for it on every one of their characters. I suspect they’re going for badges, and aren’t really trying to be helpful — I’ve noticed they’ve never actually given out IOs people actually want and use, just vendor trash or generics that don’t even sell for a mill on the market. I despise them. Their junk is just plain worse than even level SOs, so they can even hurt first time players doing that. And really, first time players are probably the only ones who could possibly benefit from that.
  6. The seas are cold and lonely. Especially so when you're a sailor-drowning abomination from the deepest, darkest depths. Is there forgiveness to be spared for a sad siren singing for salvation? Pros: *Tough's a mule! *Your standard softcapped r/e/n defence and overcapped s/l res! (impossible to debuff s/l resistance, if needed, with tough on.) *School of sharks can lock enemies at range, leaning into r/e/n defence caps. *Hibernate both doubles as an endurance management tool and a panic button. *Supports sonic resonance's lesser-loved control and debuffs with ice blast's often overlooked debuffs and controls. *Liquefy+Blizzard= - 70% tohit and a lot of knockdown. A very bad day to be an enemy of the sea. *Defender procs add a nice slice of extra survivability to a support set that has a single layer of mitigation. *Good team player - the team shields reach at least the second ED wall, defender manoeuvres is a blessing, and optional assault and vengeance leans harder into sonic's -res. *Exemplars down to 20 well. *Sacrificial coralax! *Shark minions! *Doesn't need incarnates to function! Cons: *Sonic resonance's biggest problem, in my opinion, is its endurance consumption. Going for combat jumping over hover, turning tough into a mule, and slapping hibernate onto there helps, but doesn't fix it entirely. *Skips four sonic resonance powers. I'm sorry, I don't like them! *Going sixteen levels with only one attack is sad. *Favours team play over solo play. That's going to happen with a set that has only one self-affecting power. But with mez, softcaps, and resistances, it'll still have a good time soloing a good slice of content. *Freeze Ray's apocs need a boosting to cross the 145% accuracy threshold for purple conning enemies. I originally made this build for a casual levelling premade with my villain group, where we'd just spam mayhem missions from 1 to 50. I was mainly aiming for theme and synergy. I generally hate leviathan mastery because it's so hard to make work with most themes, but for a siren, it's the perfect pick. I also suspect that the mezzes in ice will shore up sonic's one-dimensional defenses, in a way that feels puzzle-like and challenges the mind to consider the best angle of approach for every engagement. I hope this build is fun for you regardless of its performance in the contest. This Hero build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Defender Primary Power Set: Sonic Resonance Secondary Power Set: Ice Blast Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Leviathan Mastery Hero Profile: Level 1: Sonic Barrier -- StdPrt-ResDam/Def+:30(A), RctArm-ResDam:40(15), RctArm-ResDam/EndRdx:40(34), RctArm-ResDam/Rchg:40(34) Level 1: Ice Bolt -- SprDfnBst-Acc/Dmg:50(A), SprDfnBst-Dmg/Rchg:50(3), SprDfnBst-Dmg/EndRdx/Rchg:50(3), SprDfnBst-Acc/Dmg/EndRdx:50(5), SprDfnBst-Acc/Dmg/EndRdx/Rchg:50(5), SprDfnBst-Rchg/Heal%:50(7) Level 2: Sonic Haven -- GldArm-3defTpProc:30(A), RctArm-ResDam:40(37), RctArm-ResDam/EndRdx:40(37), RctArm-ResDam/Rchg:40(40), UnbGrd-Max HP%:50(46) Level 4: Super Jump -- BlsoftheZ-ResKB:50(A) Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(7) Level 8: Disruption Field -- EndRdx-I:50(A) Level 10: Aim -- GssSynFr--Build%:50(A) Level 12: Sonic Dispersion -- RctArm-ResDam:40(A), RctArm-ResDam/EndRdx:40(13), RctArm-ResDam/EndRdx/Rchg:40(13), RctArm-EndRdx:40(15) Level 14: Boxing -- Empty(A) Level 16: Freeze Ray -- Apc-Dmg/Rchg:50(A), Apc-Acc/Dmg/Rchg:50(17), Apc-Acc/Rchg:50(17), Apc-Dmg/EndRdx:50(19), Apc-Dam%:50(19), UnbCns-Dam%:50(34) Level 18: Tough -- RctArm-ResDam/EndRdx/Rchg:40(A), RctArm-ResDam:40(43), RctArm-ResDam/EndRdx:40(45) Level 20: Ice Storm -- Artl-Acc/Dam:50(A), Artl-Dam/End:50(21), Artl-Dam/Rech:50(21), Artl-Acc/Dam/Rech:50(23), Artl-Acc/Rech/Rng:50(23), Artl-End/Rech/Rng:50(36) Level 22: Weave -- LucoftheG-Def/Rchg+:50(A), RedFrt-Def:50(27), RedFrt-Def/EndRdx:50(31), RedFrt-EndRdx/Rchg:50(33), RedFrt-Def/EndRdx/Rchg:50(46), RedFrt-EndRdx:50(46) Level 24: Maneuvers -- LucoftheG-Def/Rchg+:50(A), ShlWal-ResDam/Re TP:50(25), ShlWal-Def/EndRdx:50(25), ShlWal-Def/EndRdx/Rchg:50(27), Rct-ResDam%:50(45) Level 26: Combat Jumping -- LucoftheG-Def/Rchg+:50(A) Level 28: Bitter Ice Blast -- Thn-Acc/Dmg:50(A), Thn-Dmg/EndRdx:50(29), Thn-Dmg/Rchg:50(29), Thn-Acc/Dmg/Rchg:50(31), Thn-Acc/Dmg/EndRdx:50(31), Thn-Dmg/EndRdx/Rchg:50(37) Level 30: Assault -- EndRdx-I:50(A) Level 32: Liquefy -- BslGaz-EndRdx/Rchg/Hold:30(A), BslGaz-Acc/Rchg:30(33), Acc-I:50(33), EndRdx-I:50(45) Level 35: Shark Skin -- RctArm-ResDam:40(A), RctArm-ResDam/EndRdx:40(36), RctArm-ResDam/EndRdx/Rchg:40(36) Level 38: Blizzard -- SprVglAss-Dmg/Rchg:50(A), SprVglAss-Dmg/EndRdx/Rchg:50(39), SprVglAss-Rchg/+Absorb:50(39), Bmbdmt-Dam:50(39), Bmbdmt-+FireDmg:50(40), Bmbdmt-Acc/Dam/Rech/End:30(40) Level 41: School of Sharks -- Artl-Acc/Dam:50(A), Artl-Dam/End:50(42), Artl-Dam/Rech:50(42), Artl-Acc/Dam/Rech:50(42), Artl-Acc/Rech/Rng:50(43), Artl-End/Rech/Rng:50(43) Level 44: Summon Coralax -- ExpRnf-Acc/Rchg:50(A), ExpRnf-Acc/Dmg:50(47), ExpRnf-Dmg/EndRdx:50(47), ExpRnf-Acc/Dmg/Rchg:50(48), ExpRnf-EndRdx/Dmg/Rchg:50(48), ExpRnf-+Res(Pets):50(48) Level 47: Hibernate -- Prv-Absorb%:50(A) Level 49: Vengeance -- LucoftheG-Def/Rchg+:50(A) Level 1: Vigilance Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Health -- Pnc-Heal/+End:50(A), Mrc-Rcvry+:40(9), NmnCnv-Regen/Rcvry+:50(9) Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(11), SynSck-EndMod:50(11), SynSck-EndMod/+RunSpeed:50(49) Level 4: Double Jump ------------
  7. I've been consistently getting invalid door IDs in Provost Marchands arc. Many parts of his arc involve "two step missions" - you're granted a door mission, then upon completing the door mission, are sent to another door mission. I've been duoing this arc with a friend, selecting his mission and doing it, with my Collaborative Missions enabled, so that we don't have to do missions twice. The first time I encountered this bug in this arc was in the Part 2: Refugees doubled-up missions. We did the first door mission, "Rescue Desdemona," again selecting my friend's mission and doing it, setting my options to enable Collaborative Missions. That left us at the "Rescue the Carnival of Light" mission. We decided to log off before doing that part. The next day, I logged in to see I had no assigned door ID for my mission. I abandoned the mission and reaccepted it from Provost Marchand, which meant my mission was then reset back to the "Rescue Desdemona" part. Luckily, I had a spare "Complete the current mission from this contact" sitting around and spent that, which brought me back to the "Rescue the Carnival of Light" mission. Yesterday, my friend and I did the "Bring Order to Brickstown" mission from Provost Marchand under "Part One: Culling the Chaos." After we finished, we were tired and went to bed. I woke up today to find that the ensuing "Bring in the Remaining Villains" had an invalid door ID. I again abandoned it, forgetting my lesson, and was set back to the "Bring Order to Brickstown" mission, which I had already completed. But now I'm on cooldown for the "Complete the current mission from this contact" option, and I'm just going to wait for my autocomplete to come back up. I don't know if I generate an invalid door ID before logging off, I've just been too tired to check. Seems like the issue here is some interaction with multiple indoor missions that don't send you back to your contact, and potentially something with the collaborative missions setting.
  8. Having the same problem again, too. Really coming to loathe Avast.
  9. We already did that, but it’s a bug worth reporting.
  10. In the Night Ward mission Recruit Sir Lucane from Sir Bedwyr, the Sir Lucane NPC inside the mission is not flagged to be immune to combat or damage. This means he can die to AOE damage from enemies, which seems unintended given the context of the mission. Once he's dead, the mission cannot be completed, because the objective itself is to talk to Sir Lucane. It gets stuck. It doesn't even fail - though I'd advocate for making Lucane immune over adding a fail condition.
  11. Think that’s a relic of when FoT was the blaster sustain. It has no endurance modification properties now in which to modify. The description should be changed.
  12. Something about editing outside the confines of the base geometry causes the click to teleport function to go crazy, which makes base editing much more annoying. An option to disable that feature would be handy.
  13. Overwhelming Presence: Chance for Energy Font doesn't proc in Plant Control's Carrion Creepers, I'm assuming because it'd be a pet spawning out of a pseudopet. We only tested the unattuned version. Normal damage procs appear to work as intended.
  14. It only did this for me the night I posted. I figure they made some server adjustments shortly thereafter.
  15. I actually really like these proposed changes. I can easily imagine how it would change general sentinel gameplay into something much more thoughtful in solo play and helpful in team play, with minimal conscious exertion on the part of sentinel players. It's not exactly carving out a weird new niche so much as complimenting existing composition, and I can see it playing well with a variety of ATs in a variety of contexts. Though, I really wish less enemies in the game had total immunity to slows. Less of a complaint about the idea and more a complaint about the broader game. It even sounds fun! I confess that the weird range tax sentinels have to pay is my biggest barrier to enjoy them, enough that I deleted mine upon realising her ball taoe would be a pathetic 40ft. Bundling up range improvements in the ATOs was completely useless for my purposes - the other set bonuses were useless for my character in my circumstances. I like the perception improvement because when you notice you're having perception problems, you're usually a deep breath from having full-on survival problems. If just because Arachnos are already a hard enemy group without all the rare debuffs and status afflictions. As far as I can tell, this proposal addresses just about all my major problems with sentinels with fun and useful sounding alternatives.
  16. AFAIK EMP arrow’s bugged to have 0 effect on enemies on every AT. It doesn’t even notify them when you use it. Earth really is the most control-y control set, though. Just a wonderfully well-rounded experience.
  17. I opened up my market alt tonight only to be greeted with massive crippling lag spikes whenever I interacted with the market. I opened up netgraph and like clockwork, whenever I had a market interaction - if I stored something, if I posted something, if I claimed something, if I sold something - there was a corresponding red bump in my chart. If I exited the auction house and just moved around or did normal content, netgraph would stay in the green. Unfortunately this happened late at night in my TZ, so I couldn't get anyone around to confirm if this was local to me or a general problem to the game. These literally linked up to the second of any market interaction I performed. You can see exactly where I exited the AH window and decided to run off and bully some level 2 enemies. Moreover, sometimes I can see I'm getting lag spikes in response to things I've sold on the market even when my window is closed - I see the "you have sold obliteration: damage" message in chat, and then a red bump appears on netgraph. This happened at 2331 Pacific, I don't know if that might have an impact.
  18. Bring in Vanessa Devore in Praetor Tilman's arc generated an invalid door_id, when it should be in Neutropolis. I think this happened because I was in a team with a friend, and we had just done his version of that mission, and since the mission has a moral choice, it's flagged to not autocomplete. It's presenting a problem because I also can't autocomplete the mission with Tilman or abandon it. This is the sewer door that the mission should be at. This is the message we got when we tried to TT to the door.
  19. You shouldn't feel bad about removing a recovery bonus, honestly. They suck. I am very supportive of any effort to combat the endurance tax on MMs. It would make more sets viable for solo play, and I still strongly feel the biggest problem for MMs as an AT is how disparately they perform depending on their secondary. The matter of unique muling I think is most elegantly solved by allowing the upgrade powers slot them. I think I saw someone suggest that somewhere, but I can't remember who and where off the top of my head.
  20. I agree with many other posters here that the solution to a Corruptor’s uncomfortable place in the AT balance is likely more to be tinkering with Scourge than with their support secondaries. I’d advocate for a pair of things - giving all corruptor nukes and snipes a good chance to Scourge at full health, and letting Aim increase their chance to Scourge for a time. The change to nukes in particular will help all corruptors across the board, and should give corruptors an edge on high performing level 50 teams where all gameplay turns into chaining judgments and nukes from group to group until everything’s dead. It should improve the general playfeel of the AT, too, which is my personal priority. No one likes that using a nuke or a slow snipe on a solo corruptor on an enemy group at full health feels like it does less damage than a defender. These ideas may benefit some sets more than others - for example, sets without snipes or an aim equivalent will not benefit as much, like water blast or psy blast - but I think it’s okay if there’s pros and cons to playing them across different ATs, as long as there’s pros and cons worth having a conversation about.
  21. You've found a way to use radiant aura, a click ability, while you're stunned/held/slept? I'd love to hear how! We're going to have to take it to the bug report subforum, so as much detail as possible is important.
  22. Important thing to note: interior rooms of outdoor zones where you can't see outside through the windows (enhancements stores, the tailor, police stations) have no lighting. This is because the rooms are located under the map. They're functionally always night time rooms. Interiors where you can see out of the windows, like AE and Wentworths, are affected by the day/night cycle. They do not have true interior light sources. Both look like they have lights, but they don't have lights that interact with your character model, and you can see that when you go inside. They are lights of lies. I like this idea.
  23. There’s a lot of things I find frustrating about sentinels individually (their modifiers are sad, the inherent was designed based on theory and not on play, their funky position in team content, how ranged IO set bonuses really don’t want you to build for the various defence/res types sentinel secondaries need,) but probably the main dealbreaker for me is that their ball taoes have a weirdly pathetic range. 40ft instead of the standard 60, that all of their other attacks follow. Plenty of enemies can jump 40ft high. At that point, you’re basically in melee. Which, melee has ranged aoe attacks that have that range or even longer, but, you know, without all the other sacrifices. When I found out about the reduced range on ball taoes I nearly bug reported it because it seemed like such nonsense. You might tell me that’s just a me problem and the ATOs resolve that with a range increase in their set bonuses, but the ATO set bonuses aren't universally useful either. The lack of resists in them make them a lot less useful for resist secondaries, for example. Not that resist secondaries are necessarily a good idea with sentinel modifiers and sentinel base values either... Ugh. Still. It’s the weirdly nerfed ball taoe range that’s the dealbreaker for me.
  24. I’ve had this happen to me in that WWD too. Sometimes I’ve even see it be intermittent inside of one mission, sometimes protecting, sometimes not. This is not because of entering the bubble too late. I spent an entire cycle in the bubble just to test that. Unfortunately it’s a hard thing to test because it can kill even a well equipped tank, and the window in between each blast is so small you can’t realistically use an awaken, shake off the stun, and move onto your next idea before it fires again.
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