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nihilii

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Everything posted by nihilii

  1. I'm right there with you. Revealed preferences spell a story.
  2. Indeed! CP after Retsu is useful to counter the 20 seconds of no recovery. I find with Kyoko alone you can end up retoggling and yet manage to drain yourself dry again if you start fighting, or find yourself uncomfortably low on end regardless. CP lets you carry on; and, incidentally, if you cycle Retsu nonstop you will only have a ~30s window without CP, after which Retsu's recovery helps. I also cycle CP in general situations. In non-Retsu mode (as one does not necessarily want to *always* use it), it's pretty much required for this build lest Kyoko is used so often it cuts into animation time. Even during Retsu, the end bar can drain slightly, so CP gives 90 seconds of infinite endurance during which no Kyoko is required either. My loose modus operandi is essentially, I attack until the end bar is around half then 1) use CP if available 2) use Kyoko if CP is down 3) sometimes use Retsu solely for endurance modification, it's nice to get a 3 minutes boost in just one click!
  3. Hmm, odd! It opens for me on Mids 3.6.6. There were 2 misplaced powers (picked at incorrect levels) because I used the older Mids back when the Battle Axe buffs rolled out. So I fixed that now. Let me know if this chunk works any better:
  4. Here's another BA/NIN. This was my favorite character for a long time. It's optimised for comfort and flexibility over anything else. - full attack chain available by lvl 21 exemplared - plenty of endurance between Kyoyo, CP and Retsu - can run Retsu on a 3 minutes up 2 minutes down rotation - Barrier + Kyoyo handle Retsu crashes with ease - 100% slow res ROTATIONS ST: Cleave -> Swoop* -> Gash* -> Chop AoE: Cleave -> Pendulum* -> Axe Cyclone* "*" are under the effect of the Critical Strikes proc, roughly half of the time
  5. I hate necro limits on every forum I've seen them. What is even the mindset behind it? Is a public forum topic a private exchange between the OP and whoever answers? Obviously not, else these would be DMs, not public. The whole point of forum content being public is the possibility it may be of interest to anyone else. Admittedly, there are topics that are... topical. Say this related to an event of early 2020 specifically. "hey guys what's happening for the next anniversary?" With no mention of date. Then, you could assume people are going to be confused about the anniversary and will reply wrongly. This is the absolute best steelman argument I can make for the necro hate. Even then, I consider it a weak argument. There's no telling what might interest anyone. Perhaps it will be cool to someone to have a window into historical interest for past game anniversaries (to keep on with the previous example). Outside of those time-sensitive topics, the wide majority of subjects can be as relevant today as they were then. Discussing the Hunt down Shen mission from Bobcat is most certainly as interesting today as it was 3 years ago. Nothing changed on that front. Except builds are stronger with wider access to early SOs? Now *that* would be interesting too, if sentiment emerged in that direction, if most of us now felt Praetorian content is easy enough. So I would amend the previous statement to say: nothing changed on that front *to make the topic invalid*. In fact, it is extremely rare in life for the addition of time to turn a matter of discussion worse rather than better. Remember the golden rule: ideas > events > people. The more we talk about something outside of a narrowly focused prism in time, the more rewarding the conversations tend to be. The Shen mission discussion is more interesting with +3 years of accumulated experience than it was in early 2020. Classic forums have a simple mechanism for content relevance, order by most recent reply. It is to me a much more superior scheme than all the upvote nonsense and algorithm feed newer platforms have tried. It also gives any hypothetical hater of "old" matters direct power to influence discourse: avoid replying to what you don't like. It *is* that easy! No need for extra rules to restrict the range of acceptable conversation. Time is good. Stop hating time. /rant
  6. Is this a chatGPT post? Strange first post, strange phrasing, and the answer was already given. But thanks! 😅
  7. I'd go for Life Drain, and use it situationally (either reactively when I need healing, or proactively in situations where I think I'm going to need constant healing). This would let me pick Barrier for MOAR survivability, lessening the need I might use Life Drain in the first place; or Ageless to go all out with damage procs in the other 3 attacks, thus improving my DPS in situations where I don't need healing.
  8. Do you get a rare component each time you complete the same task force with the Master Of requirement, or only the first time when you earn the badge?
  9. This makes sense. Conceptually it's silly for us to bang at the same door every minute (? or whatever the timer is on a single door). And in gameplay terms it's also dumb, it encourages filling up the team or league and staying at the very same spot spamming clicks. It might sound extreme but I'd love to see a 1 hour timer on clicking the same door, to try and see what dynamics emerge. Intuitively, you'd expect heroes scattering through the whole map. If it turns out to be too much hassle for too little enemies, why not crank up the spawns. The immobility is basically the bad part here. We see AFKing and leeching because any scenario where you can stand still and have XP bags delivered to you is bound to encourage the lowest level of player activity.
  10. I like tohit debuffs or defense buffs as has been suggested. I think something that does knockdown would also be thematic, for that slip on banana feel. The storm / cold rains are appropriate as their visuals can be relatively light (makes it so your victims are almost slipping on their own). I like your original choice of MInd, confuse is a great status effect to roleplay as bad luck ("oops, I hit my buddy instead of the hero"). Overall it seems like a Mind/Time controller would be the most practical combo here.
  11. I can see 160% def being helpful to solo +4/x8 Rularuu. The eyeballs still hit a bit through 120% def, and their +perception can make for double or even triple aggro in those large cave rooms we often fight Rularuu in. ~140% def seems to be the level that floors them. Then there's the Shadow Shard TFs where you sometimes fight Nemesis and Rularuu in the same group, the vengeance of Nemesis lieuts boosting Rularuu eyeballs too. This is a situation where 160% def would come in handy!
  12. nihilii

    ENERGY MELEE

    You have it right, ATO is Archetype Origin. Put the Superior Critical Strikes +50% chance to crit ATO in Total Focus, this is the one that gives you a big chance to crit for a few seconds. If you slot no other recharge enhancement in Total Focus, this maximises the chance for the proc to go off. The Superior Scrapper's Strike set is good in a damage aura if you have one, or failing that, another one of your attacks. The effect of the Superior Scrapper's Strike is passive.
  13. But... But... How else can we do damage if the 4* is Tankers only? 🤔
  14. Offensive 99.99% of the time. In theory, you can switch quite fluidly, as animations are fast. In practice, most situations in which you'd *need* Efficient or Defensive over Offensive are likely too heated for you to require the extra mental step of switching adaptations. Switching seems most useful while leveling, solo, at a relaxed pace.
  15. At 10k, I'm not sure there's any sort of manipulation going on. For years, I've been straight up deleting my uncommon salvage from my inventory. At 10k per pop, I'm now motivated to list it for 1 on the AH instead (even though it's *probably* still not worth my time on the grand scheme of things). It may just be that an overall maturing playerbase, in average character level played and personal wealth, has pushed more and more people to this behavior, to the point too many of us are deleting salvage instead of selling it. Suppliers need to be motivated. 10k seems like as rational a price point as any.
  16. I like the EBs as is, as a solo player. I think the suggestion to tie it to reputation is a great one.
  17. I thought you might be thinking that, but then I also thought they changed it a couple years ago so any AT gets the rifle. But maybe this is an invented memory / wishful thinking. Does anyone know for sure?
  18. ^ if his scrapper has an aggro aura, the defender should get no personal aggro most of the time regardless of toggles. However, splash damage will be a thing. Especially in Barracuda SF during those "endless" waves. Granted, unless this is a MO attempt, you can live with... letting the defender die, then rezzing only once all the riffraff is removed. In AV fights your alts may get away with 0 survivability even on a passive multibox setup. Simply position your extra accounts at the right range, 40 feet away does the trick for Reichsman. Rad/Elec is a strong choice. RI+EF+CC+VS, LR on auto during AVs, the heal aura on auto rest of the time (to hopefully survive splash). I can't think of a better setup for completely passive. Although, as Ringo says, the MM option is worth exploring. -7.5% res difference on EF isn't that much, and a full primary of pets attacking beats VS by far. Does Pocket Defender have to be a defender? 😉
  19. I come close sometimes. Various setups: - full Power Transfer or Synapse's Shock set in Stamina, for the juicy bonuses. - 3 Synapse's Shock + Perf Shifter proc + Power Transfer proc in Stamina - Panacea + Numina + Miracle procs in Health. Sometimes I add the Preventive Medicine and Regen Tissue procs + a Numina or Preventive Medicine Healing, if that character has no means of healing
  20. Rage. It's not just having the permanent damage boost. It's the permanent tohit boost, too. It truly is "permanent Build Up". 10 seconds of downtime for 110 seconds of perma BU truly is an excellent trade on its own. With Rage you can more or less forgo damage slotting *and* accuracy slotting while on SOs. The power gives you so much impact on what are arguably the most important attributes of the game. This supercharges pool attacks, epic attacks. The already excellent Gloom becomes a monster. Once you have the room for slots anyway, it buffs your output beyond that of any standard character. Especially for tohit. A 2xRage endgame character will melt through the kind of enemy +defense and -tohit that makes most other heroes cry.
  21. I have to admit even after you taught me about the Placate buffs, my instinct goes to "why would I spend a power pick when I can just run away". But then, just-run-away is one of these ideas that makes sense on paper, and indeed tends to work out much of the time, but still takes some amount of time, adds some chaos, and sometimes plain doesn't work out. This video illustrates well of the advantages of your approach. I like the build choices in general. Skipping Energy Drain on /EA seems so counterintuitive (to say nothing of Fighting and Leadership), but with this Ageless + Unleash/Melee strategy you're clearly protected and condition-independent. Replicating the base setup of /nin while enjoying the maxHP and resistances of /ea. This is coooool.
  22. I have this character as a Tanker. Increased Tanker radius on AoE applies to OG and CoF. Tagging enemies 12 feet away rather than 8 feet is huge. It amounts to 225% of the base area. Also, Tankers get access to Conserve Power. Nice for end management without picking up Ageless. I find the difference in kill speed between a Brute and a Tanker negligible. Tanker survivability lets you take on crowds very early on, and boosted AOEs dispatch said crowds. Saiya's experience with OG is not surprising to me. Unslotted OG will permastun enemies, but only if they stay in range. On a Stalker, you only have 8 feet radius and no taunt effect whatsoever. Enemies happily wander out of the aura.
  23. I'm a CP fan to the point I'm surprised to see the FA love. CP is up about half of the time, and amounts to near infinite endurance while it's up - in that a build that doesn't drain itself dry within seconds normally, will be net positive while CP is running. This can very well fix some end woes by itself, or offer extra leeway in the build. Even as one slot wonder and on SOs, the downtime will be around 4 minutes provided you have Hasten. This is great to patch a Recovery Serum gap. Of course, maybe one does not want to use P2W temps even for temporary leveling woes, for whatever reason. The common suggestion is to slot more endurance reduction in attacks. Either way, I think between FA and CP, FA is an odd pick if the concern is struggle for endurance. Unless there's accuracy problems otherwise, it seems a given to me for a leveling build CP will improve endurance and FA will worsen it - the degree of either is debatable, but the direction generally is not. Grab CP at 35, play with it for a while, respec later if it doesn't work for you. Final thought: if you plan to take a ranged attack regardless of EPP, Laser Beam Eyes is kind of ass. Epic snipes are much better. Additionally Willpower would benefit greatly from Shadow Meld enhancing its defenses. I feel the best build route here would be to fix endurance issues with more aggressive endurance slotting in attacks (1 ACC / 3 DAM / 2 END is good baseline SO slotting), and go for Soul Mastery to grab Moonbeam and Shadow Meld.
  24. Mate, you're completely unhinged. Yomo was explaining to you there's more to the game than plain damage numbers. Bizarre rants replete with vulgarity and whataboutism about buffs to underpowered sets have no relation with that point. Calm down.
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