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Rylas

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About Rylas

  • Birthday January 1

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  1. When it comes to what they enhance and what they boost, Taunt sets fall a little flat. Sure, their bonuses are comparable to other good sets out there, and I'm not suggesting that those bonuses need to be improved. But look at what they enhance. Taunt, recharge, taunt, some range, and taunt. Oh, and a smidge of Accuracy. Did I mention they enhance taunt? If you're slotting them into Taunt itself, this is mostly wasted. Taunt as a power is so strong, that enhancing the taunt aspect itself does very little for the majority of a Tanker or Brute game play. The best the power gets out of it is recharge and some range, and that's not bad. But Taunt outside of PVP needs no accuracy help. And Tankers and Brutes do more than just spam Taunt to be good at their job, so all that recharge isn't exactly necessary. If we can't touch an existing set for "cottage house" reasons, then let's introduce a few new sets. Suggestion: introduce more accuracy and some damage to existing sets. Not a lot. Around one SO's worth to a set as a whole. Here's an example using Perfect Zinger: Perfect Zinger Now: Enh % at 50 Perfect Zinger New: Enh % at 50 Taunt 42.4 Taunt/Acc 26.5/26.5 Taunt/Rech 26.5/26.5 Taunt/Rech 26.5/26.5 Taunt/Rech/Range 21.2/21.2/12.75 Taunt/Range 26.5/15.9375 Acc/Rech 26.5/26.5 Dam/Rech/Range 21.2/21.2/12.75 Taunt/Range 26.5/15.9375 Taunt/Acc/Dam/Rech 18.55/18.55/18.55/18.55 Proc 3.5 PPM Proc 3.5 PPM Pre-ED Totals: 116.6/26.5/74.3/28.6875 Pre-ED Totals: 98.05/45.05/39.75/66.25/28.6875 Why: Tankers and Brutes can benefit from taunt enhancement in their actual attacks. At least, more than they can by enhancing the absolute taunting powerhouse that is Taunt. But as they stand now, taunt sets are largley wasteful in an attack power, which should at least have fairer accuracy enhancement to be reliable. Balance maintained: Sets that enhance 5 aspects of a power might be rare, but it's been done. Synapse's Shock enhances 5 aspects and was brought in to address the same reasoning here; more diversity in slotting attacks that have secondary effects. It enhances for a total of about 9 SOs. The above suggestion comes just shy of that (I'm not suggesting all sets enhance 5 aspects). Even if someone's trying to maximize bonuses with frankenslotting 2, the above example would still require trade-offs for the 2-4 slotted bonuses. TL;DR: Let's do what was done for endurance modification sets, and bring more diversity to taunt sets.
  2. The only time I'm on the red side is when I need to get my PPP unlocked, so I'd be ill-suited for finding the best route to get the badges there. That said, if someone wants to work on finding a good path, I'd be happy to build out the map and write up the step-by-step. I'll update the post to reflect that this is blue side only.
  3. Hey Thanks! Great catch on item 3. My familiarity with popmenu's is minimal. What exactly were you thinking?
  4. Oooh, the tram hadn't even occurred to me. Great idea. I'll test that out; the tram would still outpace using a portal for that stretch.
  5. It's a brute I'm considering making a tanker as well, but Rad melee pairs for some fun synergy. The two damage auras are pretty juicy and if you put a -res proc in Irradiated you'll have some nice bonus damage here and there.
  6. Hello fellow accolade junkies! If you're like me, you like to grab your passive accolades as quickly as possible for your toon (Atlas Medallion, Freedom Phalanx, TF Commander and Portal Jockey). One of the ways I like to make this go more quickly is to grab the exploration and history badges for all of these at once. Below is a map I follow to collect these badges in one quick trip around Paragon City. What this guide is not: This not a fully comprehensive guide to collecting ALL the badges required for all 4 accolades. Mission related achievements and hunt badges will not be covered here. This is also not a guide for how to collect these badges on the villain-side (though if someone wants to collaborate on that, I'm open to working up the map for that). What this guide is: This hero-side guide will show you a fast and streamlined path for collecting exploration badges and reading plaques, with as few trips through Ouroboros or base portals as needed. In fact, just having the Ouroboros badge is all one needs (and perhaps a travel power). Useful items: Having a travel power will help with getting through this course as quickly as possible. Depending on your travel power, it's possible to get all the badges in just over 13 minutes. Other things that can help will be temp powers such as the Jump Pack (if you're using Super Speed), and stealth abilities if you're trying to run through high end zones at a low level. The Map: The Step by Step (refer to map for locations): Start: Get yourself to Brickstown by taking the train there or using a base portal. You'll be dropped off at pretty much the same spot, so either works. 1. Head south to the first Scholastic plaque. 2. Head to the southeast corner of the zone for your next Scholastic plaque. 3. Use Ouroboros to travel to Founder's Falls and make a very short trip north for the third and final Scholastic plaque. Congratulations! You've already completed the Scholastic badge. 4. Hop on the train to King's Row and travel southeast to the power lines for the Keen Sighted badge. 5. Go southwest to the middle bottom of the map to find the Summoned badge. 6. From there, head northwest a bit for a Pupil plaque. 7. Then head far north for another Pupil plaque. 8. Go through the Independence Port tunnel, and just southwest on top of a building is the Vigorous badge. 9. Shortly northwest of there is an Authority plaque. 10. Further northwest on the bridge is another Authority plaque. 11. Travel down the bridge and into Terra Volta and travel south (speedsters will want the jump pack for fastest results) for your third Authority plaque. 12. Another Ouroboros quick trip to Talos Island will get you the fourth Authority plaque by the Talos statue. 13. After going through the Skyway tunnel, head to the northeast corner for the Purifier badge. 14. Take the tunnel to Altas Park and get to the top of the Atlas statue for the Top Dog badge. 15. Northwest of there, you'll find the third Pupil plaque. 16. Head into Perez Park, then go west by southwest for the fourth Pupil plaque. 17. Travel north to Steel Canyon, use the southern tram station to quick hop over to the norther tram station and then west for the Nimble Mynx badge. 18. Go to Boomtown, head north by northwest for the Regal badge (inside a tunnel) 19. Use Ouroboros to get to Echo: Galaxy City (portal behind the main building), travel east and read the last Pupil plaque. 20. Southeast of there, on top of a building, is the Brawler badge. 21. Head back to the Ouroboros portal and go to Echo: Dark Astoria. Travel east and read the final Authority badge. And there you have it! All exploration badges and plaques you need for your passive accolades are done. Why not just use base portals for all of these? Good hypothetical question, hypothetical reader. I tested using a route like this against using the base portals, and the amount of load times, reliability of a portal power being up, and/or using a mix of base and Ouroboros portals was just not as fast. Even when the base portal exploit was available it still wasn't faster. By avoiding loading screens as much as possible, this has been the fastest route I could find (so far) that allows for Ouroboros portals to recharge between uses and not backtracking to areas you've already travelled. Thanks for reading! I hope some of you will find this as helpful as I do in cutting down the grind for accolades. If anyone decides to find a more efficient path, please feel free to share it and I'll be happy to make updates. Special Thanks! @GraspingVileTerror for a huge time saver on the route. You knocked off a good chunk of time. @AboveTheChemist for catching a graphic error. Special Special Thanks! @AboveTheChemist for creating an amazing pop menu tool for running the route. This is especially helpful for learning the route on one's first few attempts, keeps track of what you've done, and makes everything all that much easier to accomplish. Make sure to check out his post further down the thread.
  7. If you're looking for more AoE stuns and have a main goal of ST damage, then you should look into Energy Melee. Plenty of ST damage and a great AOE stun in Whirling Hands.
  8. You... you realize that's what we're doing here, right? Getting away with Granite levels of survival without any draw-backs.
  9. Since the Rooted change, I've been enjoying my non-Granite tanker much, much more. Then I stumbled across this thread and was inspired to revisit my build. This isn't the current one I run, but it's what I'll be doing soon enough. Defense soft-cap for S/L/E/N/P. Res cap for S/L/F/C. No sacrifice to damage performance, plenty of recharge tossed in, and since I'm using Dark Melee, there's endurance management for when I'm exemplared and can't use Ageless. [Follow up] Forgot to mention that those res caps are when the Might of the Tanker proc is active. But in Mud Pots, that appears to be nearly all of the time.
  10. I commend your Res/Def numbers, but your methods... might cost too much for what they achieve. Not taking Rooted is a terrible decision. Especially since the last patch that removed any mobility issues from the power. Mud Pots is a pretty good tool for additional AoE output and aggro management. I'd reconsider not taking it. 6 slotting Physical Perfection doesn't provide enough return on the investment. Just move one of your Health proc enhancements in there and open up 6 slot for yourself. Tactics is a good power, but you're already going to be toggle heavy and you could probably edge out a few more accuracy bonuses if that's a concern. You don't need the Touch of Death melee bonus, since you're well past the S/L defense cap. (frees up another slot) Combat Jumping is a good place to put Reactive Defense Scaling Resist. Leave it one slotted and Weave can have 4 slotted LotG for an accuracy bonus. (2 more free slots) If you're hitting a res cap on a damage type, aiming for even moderate def for it isn't all the critical. Or vice-versa. It just becomes overkill that could benefit you even better with other bonuses (recharge, accuracy, procs, etc.). But I like your aspiration, so it will be interesting to see what changes you make.
  11. My goal here is to provide constructive feedback, but I have to laugh a little here when you say it doesn't need much buff, but then go on to suggest some really strong buffs. It might make sense to explain why any buffs are needed in the first place. 1. If the goal is to buy the ally some time to be able to reorient themself for the fight, then I'd maybe suggest some amount of absorb be given when resurrected, but Fort is a bit overkill. 2. Why the increase? If it's about saving time, seems like making CM a target based AoE buff makes more sense. Though, I'm sure that would have to have its numbers adjusted down to make it balanced. That, or non-targeted teammates get a slightly reduced buff. 3. That's a huge buff. And no change to its recharge or end cost?? Whenever I play an EMP, Fortitude has a ton of efficient use just by applying it to the right team mates. I've never felt it wasn't doing enough. What's the justification here? 4. Again, I have to ask why. What is AB not doing that you think it should be? I can cast it on someone, usually whoever is tanking, and pay little to no attention to them afterward. Sometimes it means I don't have to apply Fortitude to that person. That kind of management boost opens up a lot of my resources, why should I get a recharge boost as well?
  12. Oh wow! I totally missed that. Thanks for catching it. I'll have to get those added.
  13. Rylas

    Dark/?

    Dark/Rad/Mu. Lots of AoE fun, decent single target. Grab some +End procs (Theft of Essence in Dark Regen). Have yourself a good time.
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