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nihilii

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Everything posted by nihilii

  1. This is a good tip, thank you for mentioning it! I will keep this in mind and give it a go - especially as my characters tend to shoot for 100% slow resistance, so I don't have to worry about the cooldown being messed with.
  2. Start by observing the new player from a distance to get a sense of its behaviors and patterns. When you do approach, move slowly and calmly so as not to startle it. Bring some of its favorite food like berries, nuts, or meat scraps to get its attention and show you come in peace. Keep your hands visible at all times and avoid direct eye contact, as many new players see this as a threat or challenge. Speak in a soft, soothing voice to help the new player become accustomed to your presence. Let the new player approach you first rather than crowding its space. Be patient and give the new player time to get comfortable with you being around. Sit or crouch down to make yourself appear less intimidating. You may need to repeat visiting the same location consistently over weeks or months before real trust can develop. Once the new player seems at ease, you can slowly extend a hand and allow it to sniff you. Don't make any sudden movements. With time and using positive reinforcement like food rewards, you may be able to cautiously pet or handfeed the new player. Always avoid cornering the new player or doing anything that could make it feel threatened or provoked. Be prepared to safely retreat if it acts aggressively. While building a bond is possible in some cases, remember a new player is unpredictable and your safety comes first.
  3. She is definitely one of the toughest AVs out there. It's OK to not be able to solo her. Many characters who can beat other enemies of similar rank (EB/AV) will be powerless against Silver Mantis. Many of them do. Silver Mantis' is crashless.
  4. You know those alerts we get in incarnate trials and the like. "INCANDESCENCE IS STORING POWER". Big red letters in the middle of your screen. I'd love to get the same stuff, as an option, for powersets with T9 crashes. At the same moment the icon starts to blink, which I think is 10 second before the crash? Having text right in front of my character. It gives the same functionality we currently have, with the blinking icon. But makes it more obvious for sleepyheads like me who easily miss a tiny icon lost in 30+ status effects in the corner of my screen.
  5. My characters are Mary Sues, they'd be Statesman level of insufferable as NPCs. A dev would end up writing a story arc to kill me by the time we hit I27p8.
  6. Most definitely! It stacks with it. Without other buffs, I think the idea SO slotting for a Leadership team is 3 DAM, 2 END and 1 RECH. As much damage as possible. Good endurance reduction to make sure you don't run yourself dry, especially running those toggles. And one recharge because, really, you don't need anything else at this point.
  7. I feel this particular number can be thought of another way: a Peacebringer contains 1 powerset combo. A Defender contains 224 powerset combos (16 primaries * 14 secondaries). In a naive way you'd expect to see 224 Defenders for every Peacebringer, based purely on diversity. No doubt epic ATs get a (large!) premium due to their classification as a distinct AT. But, in terms of powersets, it can get interesting: - 1146 scrappers used Titan Weapons, at a time where TW was arguably the most overpowered primary. - meanwhile, "Luminous Blast / Luminous Aura" was played by 1397 Peacebringers (obviously). So you had more peacebringers than the Flavor of the Month/Year melee build, for example.
  8. I'm enjoying this so much. Full crits on Slash + Placate now working reliably. It's so meaty. Level 54 lieutenants die or close enough. Level 54 bosses lose a large chunk of their life. Then the maxHP and resistances. Anyone who's played SR on Scrappers + Brutes + Tankers likely knew what to expect here, and was not disappointed. Adding even a little bit of resistances to characters with scaling res has a much more profound effect than one might expect, because that +10% res from 10 to 20 becomes going from 70 to 80 at the times you really need it. Having a bigger HP pool also increases the playable range where scaling resistances kick in. I used to feel the lack of healing. Now passive regen carries a Night Widow through many fights. Those buffs are ace. It truly helps the NW find her niche apart from a melee Fortunata with less controls. Placate nudges further towards Build Up rather than Follow Up, as you can leverage the reliable crits for high burst damage. It all fits together. The AT still "suffers" from lack of DDR. Or does it? Between Elude and buffed Placate, there's so much range for safety now. Only real struggle remaining is the high endurance consumption. Which really, is a byproduct of powerful attacks animating extremely fast. First world problem. Once again smoothed over to an extent with Elude, or otherwise incarnates. I guess the AOEs are kind of weak even with the Psychic Scream buff. Or, well, awkward to use (cone, low radius PBAoE). I'm happy picking epic Dark Obliteration instead and calling it a day. More time to claw stuff up. Fun times. It almost makes you wonder if this isn't overbuffed compared to the Bane. But then I guess the Bane has his role as a force multiplier, a paper cannon with more -RES debuffs than a defender now that Venom Grenade, Surveillance, Shatter Armor all can fit seamlessly. While the Night Widow is a beefy stalker tank. Lovely stuff.
  9. I have the same problem as you do. Slow AS and snipes are the main attack powers causing issues in City of Heroes. Thankfully, both have "fast" versions meant to be used in combat. It switches to this mode as soon as you attack or get attacked. So my solution is to always open with another power. Unless I make a conscious choice to use a slow AS/Snipe. Also important to condition oneself into not using AS after you Placate... *or* to stay still. I will sometimes drain my end stupidly regardless. There is no perfect fix. I definitely think Scrappers have an edge for that reason. Stalkers take a little extra mental workload. Perfectly playable for people with our "condition" regardless, but I expect to be more involved mentally when I play a Stalker, than when I play a Scrapper, when I can relax and mash buttons.
  10. Grail Gal got a quick tuneup with I27p7. With Gloom recharge increasing from 12s to 16s, the good old Gloom Haymaker KO Gloom Haymaker Footstomp is no more. On the other hand, we get faster holds now, recharging in 24s rather than 32s. Given that KO Blow is also a 25s recharge power *and* holds as well, there are obvious synergies there. I'm not the biggest fan of Cross Punch, but it fills the obvious gap. Haymaker CP KO Haymaker CP (epic hold) is an easy chain, and I like easy. Now for the particular epic to choose. Given that all I needed was a standard ST hold, the new Dark epic was the most interesting choice. Tar Patch! On a melee AT! When the public beta came, I thought no way this will go through testing unscathed. In the end it looks like we are getting it unscathed. I'm still in disbelief. Almost -20% res, almost perma, and in a 15 feet PBAoE. I put the girl through the gauntlet of a blind 2* LGTF, and she did honorably for herself. Could work through groups at an OK pace with the T9 up. Pylon testing gives better DPS numbers than before - which would be expected, with Cross Punch + Tar Patch. Nothing stellar, we're in the 350 DPS range. Enough to work through a normal lvl 54 AV at least. All in all, as enjoyable as ever. Losing Gloom was worrisome initially. I considered tweaking everything for recharge to keep the Old Ways alive. Alas, the recharge requirements were unreasonable. So one must embrace change. This new version feels right. We lose some on AoE output ( -dark oblit) and debuffing ( -darkest night), we win some on force multiplier ( +tar patch) and hold magnitude ( +petrifying gaze).
  11. It is +3 to you (levelshifted) so you deal 65% damage. Naively, I'd guess dividing your number by 0.65 would give you your normal DPS? We need the mathbrained to opine. It also resists -RES better, so if your build relies on this you would see a greater change. My brute goes from 2:50 on a dummy to 8:30 on a Pylon. That's 0.575 rather than 0.65, which would seem to make sense. She uses the Fury proc in Cross Punch, and Tar Patch. Level 54 Pylons are quite sensible for practical gameplay evaluation. Most AVs we'll want to hit in the face are 54 these days. Maybe I will move in that direction myself - but it is also nice to get a less accurate number much faster.
  12. Personally I remain a Granite fan. It turns you into a wall by lvl 29 (lvl 21 exemplared). I feel it's easy to fall into a trap of past behavior, where we had to run Granite all the time; primarily because the other armors sucked, but also because Granite detoggled everything else. Nowadays it's entirely possible to use Granite like you would Shadow Meld or Moment of Glory. Except the duration is entirely to your liking. You pop it for 10 seconds, 20 seconds, 30 seconds, to tank whatever troublesome thing is hurting your health bar past normal armors. Then you drop it back. Oh, and if it turns out you took it off too quickly? The recharge is much faster than SM and MoG too... It's quite flexible and convenient. That said, my own bias: I hardly ever fly save through a jetpack for encounters where jetpacks are absolutely necessary, and I like to do stupid stuff which might lead me to face +4/x8 or +5/x8 enemies while still mostly on SOs. Either way I love that Stone has been buffed strong enough we can have such radical divergences in perspective and still end up with top tier characters with either choice. To be honest, Stone is overpowered, but Bio is overpowered too and I'm happier seeing 2 overpowered armor sets than just 1.
  13. This took me a while to notice. Every instance of Mids 3.6.6 seems to start a Microsoft Edge WebView2 process, which consumes just a little bit of CPU (according to task manager) but sends my fans spinning like crazy. Why does Mids need to connect to the Internet, anyway? I see it checks for updates (which I'd rather it didn't, frankly), but I don't understand why it needs 2% of my CPU and 500mb of RAM consistently to do that...
  14. I'm either on x1 or x8 but it's rare I mess with anything between the two (unless on a very weak character when a granular approach is required).
  15. It's too late for me, saved it all. It doesn't seem to have erased anything! But if it does, for someone in the same situation as I am... You could just log on an old character with the right binds, and then save *those* binds to the default file once the bugs are fixed, right?
  16. Hear, hear. Plus, the 90% resistance cap for Brutes and Tankers makes a huge difference.
  17. I strongly feel /nin is the superior set out of the two, once you use the T9. This renders the DDR disparity moot and leaves /nin with a versatile array of tools. Of course, using T9s at all is an opinionated choice. The picture will be more even if we excluse T9s. Still, it should be said /nin has an easier time at T9s than any other powerset due to click mez + 0 cost end click. Which makes crash recovery flexible, independent from external conditions.
  18. I feel the nature of /bio makes it pair well with everything. Hard to think of even better synergies.
  19. I think EM is a great deal of fun on a scrapper, arguably better in a mechanically different way thanks to crits changing power behavior. I second suggestions of: 1) Battle Axe, great fun as you likely already know, and the potential for burst AoE works neatly with Critical Strikes proc. The 1-2-3 punch of Gaussian BU -> Cleave proccing Critical Strikes -> Cyclone critting in 15ft radius -> Pendulum critting gathered mobs is just great fun, and so is being able to cycle this (minus BU) nonstop. 2) Ninjitsu, Scrappers get a fantastic version of it. It's almost tailor-made to use the T9: click mez protection + free endurance clickie makes crash recovery unconditional, so smooth compared to everything else. 3) Bio Armor, /bio is OP for every AT but most of all on Scrappers. The power of Offensive Adaptation by lvl 10, instantly supercharging your tohit and damage by lowbie standards, gets you into the groove of things and makes anything you do with your primary more crunchy. Ditto with the -res and damage auras later on. You also get endless health, maxHP and endurance to go go go. It's just so well-rounded to propel your damage output, while making no real sacrifice on the defense side.
  20. TBH, playing on Indom I wasn't even aware of new rewards for GMs. The system alert for Ghost of Scrapyard seems pretty infrequent, at least at the hours I play.
  21. This bug turns out to be quite a ride. Thank [deity] for those crazy people from the old forums. Wonder where they are now.
  22. Clearly one of us has a false memory. But I'm left to wonder: why would archive.paragon.wiki show the icons I remember for RI and EF? https://archive.paragonwiki.com/wiki/Radiation_Emission But then I found this video from 11 years ago: ...where at 3:45, we can see him hover over then activate EF and RI with the icons you remember. So you were right and I was wrong. I'll be damned!
  23. This is very confusing to me. The icons for RI and EF always were the "swapped" options, weren't they? I want to say it has been this way since Issue 5 at least. archive.paragonwiki.com shows those swapped icons. So it is not so much "switching back". But "switching". It looks like I27P7 just switched the icons. Throwing 20 years of habits away. I suppose it makes sense from a consistency perspective, but it's going to take a while to get used to.
  24. Granite tank on SOs, facing slows. I was better off NOT knowing how long my powers take to recharge!
  25. Now that we're Live... Yum. Since Riot Siren explained the previous bug, I can understand how a skilled player might manage his environment efficiently, and get very little added functionality from the Placate buff. But I, as a keyboard smasher with slow reflexes? Yuge gains. It only took one mission to completely change my behavior. I now use Placate as soon as it's up, confident in the knowledge I am getting that guaranteed crit on my next attack no matter what. My burst damage output feels significantly improved with all those extra crits.
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