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Everything posted by Peacemoon
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That would be a great way to add more challenging content. Also all players with an alpha slot are basically level 51, 53 in ‘incarnate content’ So any end game zone should have level 54 mobs as standard. In fact I agree with other posters. Having higher level mobs is an easy way to create more challenge, because +5 are harder to hit and debuff and do more damage. Also I keep wavering on this a bit, between is the game too easy or not. It’s hard because I’m a veteran of so many years, I know this game inside out, I know what each mob does and what strategies to employ. I like challenges and enjoy high difficulty. Things can break down a bit 40+ but I’m not sure how much that is down to inflated defence or just inflated damage in general. And it’s pretty cool when your hero becomes unstoppable, you feel like you graduate to proper “herohood”. If there was one thing I’d change it would be Judgement powers. I don’t want to derail the thread, but alpha is fun and interesting. Hybrid and interface too. Destiny, particularly barrier and clarion (if you want to talk about defences, look at barrier) and Lore have more impact but generally balanced. Lore has a 15 minute recharge and the pets easily die if not looked after. Judgement however is a 90s recharge nuke that one shots all minions, even +4s, and pretty much kills all lieutenants too (bosses are hardly scratched, interesting hp difference...). It’s fun solo but when you have a whole team with these powers it completely changes the game. Ironically while it’s annoying for low damage characters because there’s no mobs left to debuff, control, or generally defend against, the Judgement damage is the same for all ATs. So my Defenders and Controllers can now AoE nuke a spawn of +4s and kill most of them without much fuss. No wonder Blaster nukes needed their crash removing, we’re all Blasters these days at high level! If it was me, I’d nerf Judgement powers, increase their recharge to 10 minutes and halve their damage. Even then they would still be super powerful given how easily they are obtained. It will probably never happen so I will just enjoy the power they give my “support” heroes! I wouldn’t be surprised if the deterioration of high level teaming is what makes people happy to start afresh with a new alt!
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Yes that would be good... and some awesome crushing damage for robots!
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I think steamroll is open to misinterpretation, would advise using more precise language. To me it’s a little like rush through. I do like teams that want to kill most stuff though. If you’ve got a good group that’s earning good xp, why skip? The biggest annoyance for me though is when some melee like to go off and try solo. I organised a +3 Citidel TF and the Tanker we had would wander off and spend 20 mins trying to solo a room while we cleared the rest of the map. I asked them if they were trying to bore the mobs to death? And one of the Brutes then kept trying to do the same thing but kept dying. Shall I come rezz you I asked? 🙄 It doesn’t impress me much; it’s just bad teamwork, makes the TF take longer, and feels like showing off. There were lots of great buffs and debuffs in the team that they could have utilised, but some people prefer to do things the hard way. I can solo +4/x8 as my Defender, but in a team I know how to play as a team player.
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Adding damage to TK is an interesting idea that I hadn’t thought of. Great suggestion and yes, would then allow the slotting of damage IOs! (Ranged or AoE)
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They're good sets and can provide nice AoE bonuses while attacking. So you want them in attacks you use quite often. I would recommend Power Burst, Power Torrent or Snipe, because they are good attacks and would put the enhancements to good use. With Defender's Bastion I put all 6 enhancements in one power for the 5% ranged defence and 10% recharge (well, once you make them epic!) However with Vigilant Assault I tend to divide them between two powers. That way you get the +max end and +recharge bonus twice. So put 3 in one blast, and 3 in another, dividing up the bonuses as would be most advantageous.
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On the AH you can buy 'attuned enhancements' and these will scale with you as you level, so that at level 50 they will work as if they are a level 50 version. And if you exempler down, they will scale down, and the set bonuses (providing you are within the level range that the set stretches to), will also continue to work. So I would recommend using those while leveling, if you can afford them 😊
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Pretty much. On the Mids builder, when the enhanced numbers start going yellow and red, it means you're into diminished returns area. To fully enhance a specific stat you want to get it into the red, but without going far over as you start getting very heavy diminished returns.
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Fortitude I would change your slots a bit. You have two focuses with Fortitude: recharge so you can cast it on multiple people simultaneously, and defence because that tends to benefit people more than to-hit buff. So using SOs, I would go 3x recharge and 3x defence. How open are you to using invention enhancements and getting set bonuses?
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Pure healer is a bit of a folly in this game. Obviously its your hero and you can do what you like, but my advice would be to diversify a bit. Its more about the 'opportunity cost', i.e. what you are comparably losing by pushing so hard in one direction for small gains. For example, you have 3 range slots in ressurect which takes the range from 15yards to 23.4 yards. Obviously more range in ressurect can be handy, but the opportunity cost is you could use those slots to double the damage of one of your blasts, and on balance that will support your team much more powerfully than the extra range on ressurect. Thats just one example that can be replicated across your build. There is nothing wrong with being an Empath that focuses on teams and support, but don't go "all in" and waste slots on your primary powers where they aren't needed and are providing very little gain. As a start I would take out the slots from ressurect and clear mind, and just stick with the original slot, and put those slots in your blast powers. A Defender can definitely do a lot of damage if you put some emphasis on it, and dead enemies don't hut people. I think this would be a good start 😊
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I hadn’t though if monitoring stealth radius, great tip!
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How COOL are their earth effects? The whole screen shakes, your entire vision is obscured by rock, stone and falling dust. The sound is so loud you can't hear anything else going on but the crumbles of stone. You can't see anything or hear anything but EARTH; your brave pets venture into the dust and are never seen again. Even better when it is a spawn with 2-3 of these earth casters. So this begs the question, when are these amazing earth effects being ported to Earth Control so I can use them in all my teams?! 😃 My current Earth effects are so minimalistic in comparison!
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I don't think Force Fields is worthless as a support set, not everyone caps their defence and if they do, it is full of caveats and holes unless you are something like super reflex. You only have to fight mobs that do -def or have +to hit to suddenly start getting into trouble very quickly. If anything, if more mobs utilised this sort of powers then things would get pretty hairy pretty quick. I think this slips into an overall discussion about the games difficulty, which we've had a lot on the forums, and that usally ends up discussing how Judgement powers will clear an entire spawn in one cast, or how players generally are doing a lot more damage. But its not universally felt and I don't see much consensus on the way forward. So we just carry on as we are for now... I still have fun at 50, but I will be honest, other than itrials and the odd TF, I tend to do most things solo at 50 unless I'm exemplering, I don't find level 50 teams that fun usually.
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Yes I meant to add that, also its a reassurance that I'm still at 95% but just been really unlucky!
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I believe so!
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Life hacks: Travel *Where the base portal and Ouro drops you off is different, use it to your advantage. *You can access ‘tram’ missions from the Ouro portal *You can slot stealth enhancement into sprint. Pair this with any other stealth for full invisibility (super speed works well). Great for stealthing missions. *Some TFs/Storyarcs have specific doors for each missions, like Yin TF, so you can start travelling before the mission is set if you remember where to go. *The mission teleport power from P2W has a 30 min cooldown. Save it for when you get a mission which is a few zones away. Or on TFs like Posi 2 for when it switches from Steel Canyon to Faultline. *Bind your travel power and sprint to the same key no matter character you are playing. Binds *Use same keybinds across all characters for the same type of powers, where possible. E.g. always have your travel power, self heal, hasten, crowd control, incarnate powers, bound to the same place. That way when you swap characters it will still feel intuitive. *Change the keybinds for slots 6-0 in your action bar so they are more usable. I bind slots 6,7,8,9,0 to keys q,w,e,r,t (plus alt and Ctrl variants). This makes them more usable and keeps all your combat powers in one place. *Create 2 different trays for your ‘always on toggles’ and other miscellaneous powers that aren’t combat oriented. *bind /ah to a button. *use an afk macro so it shows when you’re typing. Bind return “afk typing...$$startchat” *Once you’ve set up all your binds and windows, save them to the default so that any new character has them straight away. *Customise your characters speech bubble, title and ui to match their colour scheme! Combat *Knowledge is power, try to understand what powers your enemies use so you know which to prioritise. E.g Incarnate Banished Pantheon I always go for the ‘Sorrow’ mobs first (they do massive -def) as they are the most dangerous. Once they’re dead I can relax. *You can choose to monitor some combat attributes which puts them in a small box which is always visible. Ranged defence is a good one to monitor, also 'last chance to hit' which shows the accuracy chance of the last attack you used. Right click on the stat from combat attributes and choose monitor. *Movement is key - keep moving and repositioning to maximise your potential. *If a room is all spaced out and mobs can’t all be hit by your debuffs then it can be dangerous; try pulling and using LoS to group them up near a corner or doorway. *Backpeddling is a good way to get mobs to line up nicely for a cone. *Whether mobs are within range, or inside your cone attack or not, is all calculated the moment you hit the power, so if they subsequently all split up or run off, or run out of LoS, then you will still hit them all providing they were within range when you activated your power. Can be used to great effect with cones. *If you’re heavily debuffed then take cover out of LoS, wait for debuffs to expire, heal up if you can and then jump back in. *Inspirations! *Endurance recovery is calculated as a % of max endurance; raise your max endurance (by accolades or set bonuses) to increase your recovery in real terms, even if your recovery powers remain the same. Auction House *When you sell something on Homecoming, you’re selling the ‘concept’ of the item rather than the specific item itself. The AH will automatically convert the concept to whatever specifics the buyer wants. E.g. if you are selling a level 34 Positron damage enhancement for 2 million, a buyer could buy that as a level 50 version, a level 25 version, or an attuned version, for 2 million. *As such low levels can make good money selling enhancements, as they have very low crafting fees and people can buy their low level enhancement ‘concepts’ as attuned or high level variants as desired, which lets them make millions. *Level 50s have a harder time crafting to sell as most enhancements cost 500k as a flat fee to craft, which plus materials means you struggle to make a profit. But 50s make lots of money just by defeating mobs, whereas lowbies are well positioned to make money by crafting and selling. *When you sell salvage you aren’t selling the specific salvage you are putting on but the rarity. Which means you are selling common, uncommon or rare salvage, and they all sell for the same price according to their rarity. This is why Lucky Charms are no longer 10 times as much! *It costs the same amount to buy an attuned version as a non-attuned version of an enhancement on the AH. If you want to convert a crafted enhancement to attuned, you can sell it for the market price, then use that money to buy it back again as attuned. *Purple enhancements are always attuned, so don’t accidentally buy them as attuned! Always buy them as regular and then boost them. *If you don’t want specific set bonuses available at low levels, boost your enhancements to 50+5. Where it makes the most difference is where you’re boosting a stat that isn’t hitting the diminished returns ceiling. E.g. boosting the damage/endurance enhancement for the extra endurance reduction. *If you no longer need an enhancement, use an unslotter and store it in your base storage for another character or another day. Also use unslotters to experiment between procs for cheap. *Use enhancement converters to convert low value enhancements to their higher value procs for selling. E.g. any luck of the gambler enhancement could be converted to the global recharge and sold. *Epic enhancements can be converted to different sets quite easily as there aren’t many sets. So any excess epics store them in your base, ready to be converted for any new alts that make it to 50. Okay that’s all I’ve got for now ☺️
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Like Gulbasaur says it shows when the story arc was added to the game. It’s great for nostalgia!
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Thanks, I was thinking of regeneration which gets quick recovery a lot earlier!
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Unless you have a strong preference, I think WP is better soloing as it gets an additional +end recovery early on, and its semi focus on self healing helps against all damage types. I don't play much melee, so probably not the best person to answer, but I always think of WP as great for low downtime fun where you just keep going, and going, and going... defintely a good trait to have in Praetoria! For balance, Invuln will probably make your character 'tougher' ultimately, but WP just has so many nice quality of life features!
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Two articles worth checking out on the Wiki in regards to this: First, The Purple Patch According to this post, multiply the value of your debuff by 0.48 to find its true value against +4 targets. (This also works for damage, control duration, etc.) E.g. If your to-hit debuff does -10%, it will do -4.8% on a +4 mob. Note that at 50 and with your alpha slot, you usually only fight +3s which is 0.65 multiplier. Second, Arch-villains According to this post a level 54 Arch-Villain also has an inherent 0.87 multiplier against any debuffs against it. To quote the article: Hope that helps!
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Fair enough!
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I farmed until I completed my expensive build on my rad/ar defender. Now he just does all content on +4/x8 and gets silly amounts of inf as a byproduct while doing story arcs and the like. TBH I prefer it that way as less of a focus on trying to maximise inf gain, and you get loads anyway. Some mobs in story arc missions are easier than AE farms anyway.
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Nicely done, that’s really good! I love being able to see all the sets in one place and compare, very visual! 😃 In a way this helps me compare sets better than Mids! Im not 100% sure about the colours of the set bonuses though, in my mind I think I see it as more useful to colour by type (red for + damage, purple for defence, etc) rather than whether it’s tiny, medium, large or ultimate. Just a thought. 😊 Great work!
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This is not a criticism of Mids, but it is not always as accurate as you would expect, particularly when it comes to damage numbers, and some other numbers too. So I would use it as a rough guide and check some of the power numbers ingame (can be done from character creation screen too). The global bonuses and enhancement numbers are usually pretty accurate though. I tend to use it as a 'rough guide'.
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Yeah I remember that being added.. I think. The green and yellow lines were a good way of separating the higher and lower level zones too. All aboard the high level train! I think that’s another thing I dislike about the rogue isle, the transport was not as fun and different distracts of a city is more appealing to me than different islands of archipelago...
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It’s a bird npc on the truck. Took me a while to find first time as well