Jump to content

Hew

Members
  • Posts

    964
  • Joined

  • Last visited

Posts posted by Hew

  1. 3 hours ago, Vanden said:

     

    Have you tried getting some Range bonuses on your characters? It's subtle, but once you get used to them it's hard to go back. They're great for cones, especially, even though they don't make the cones any wider, since the area of effect still gets much larger.

    I wonder what happens when you pack some +range on melee attacks that are cones/ToF style. How much global +range do you need to see a significant return on investment?

  2. 40 minutes ago, Peacemoon said:

    I think a 4 slot set is asking for too much of people personally. 

    I 4slotted the jumping one in cj for the big big s/l resist + the melee defense and the regen, but thats really the only one it seems worth it for. The global +range I am not even sure is worth it, unless its adding degrees to cones as well!

  3. On 11/5/2021 at 9:06 PM, Peacemoon said:

    I think the travel sets are really held back by the fact the travel powers themselves don’t really need enhancing that much, and mostly are used as mules for global bonuses

     

    This is sad but true. Even as I slot warp into combat teleport, im still only slotting 3 and leaving the 4th slot for the tohit +percep. My infiltrate is all uniques and globals. 😐

     

    Very sad. This is a broad, systemic "problem" depending on your point of view, but I don't think powers were ever intended to be picked solely for their mule or proc capacity. The fact that I do it myself because of the massive outsized gain, even in a power you picked ONLY to mule and never ever actually use, is nigh impossible to pass up. 😕

    • Like 1
  4. 2 hours ago, ForeverLaxx said:

    For some reason, I'd like to know how many people are completing content at these difficulties so I can really see how much of the "I want harder content" crowd is putting their money where their mouth is.

    I am an ultra casual player, and for me, I doubt I will ever do less than a base hardmode for this. It gives all of my chars to shine in a way that just sitting at some random point in a team maybe or maybe not being productive doesnt. I don't view this as a soloist thing at all; it is an insurance policy that I get to be useful for the intended purpose of what I wanted to do. A debuffer that never has time to apply debuffs before the team moves on to the next the next the next fight is frustrating. Having things not die instantly and lets my debuffs work is a wondrous feeling.

     

    This is just one example, and I know there are a significant number of people who will do the content not for "hard" factor, but the direct impact that it has in their role being viable on a team and not left in the dust.

     

    • Like 1
  5. 7 minutes ago, ForeverLaxx said:

    That's what's going to happen to this new VS design and I won't really enjoy it. It makes one of the neat things about the set, that is, giving Blasters a "pet," almost entirely skippable for me. It's bad enough that Elec Blast has a reputation for having a bunch of skippable powers based on playstyle, so adding another probably isn't going to feel good.

    I do not think this is really going to be the case anymore. All of elecs powers scope out to bring Shock to the table, which is a mad crazy damage up, plus an efficient means of establishing very firm, soft control.

     

    I agree on VS. When it first came out I was like, NO SIR. But then I found in any team, it did wonders in a fire and forget way. In fact, it has been so useful that I don't think I mind losing the click deploy. It just takes some time to get used to.

     

    For sure though, I would not skip any eleblast powers anymore, unless constrained by power pick selection. And I would absolutely go out of my way to slot synapse or pt, and frankenslot for value needed.

    • Thumbs Up 1
  6. 4 hours ago, Gatling said:

    Looking over the AV and GM Endurance changes. I am thinking "Shocked" vs a target that is an AV/GM is gonna be next to impossible in a single person as Elec group. Which is ultimately lowering the Builds DPS vs AV's / GM's. 

    Which takes me back to my unease with lowering AIM's Damage scaling. If you won't see shocked vs Most High level content (AV's Some EB's and GM's) you are just doing less damage period. 

     

    So, you really need to actually try this. You can absolutely leverage shock damage as a solo endmod person on a team, even against +3 and +4s, on generics and SOs. 

     

    A hint: Make sure you actually slot your damn blasts with endmod.

     

    There is a dangerously high level of awesome in this change.

    • Like 1
  7. 6 minutes ago, theDarkeOne said:

    No I get it. . . I dont test often but have been here since issue 4 so I am well aware of cones versus targeted.

    I simply mean that using Fault resulted in a multiple "Misses" from the cone regardless of my position. . . I know it is a 5 target max on Scrappers and the crew all came tumbling down but reliably I was seeing only 1 "hit" on the damage portion. 

    Even went back in this morning and reviewed combat logs during a mission and cone damage rarely hit more than 2 times. . .

     

    Again, could be my wonderful luck - because if it werent for bad luck I would have no luck at all - but just an observation on scrapper. Havent had a chance to test on my SD/SM Tank yet.

    This power now is capable of dealing damage against up to 5 targets (10 for tankers) in a cone area between the caster and the (fault) area of effect

    It acts the same way as ToF (direction you point it at) but as a narrow cone from you to the target, rather than a fireball effect at the destination target. The cone is narrower (obviously) than the "fireball" fault effect. It isn't going to do a whole lot of amazing on a scrapper, but rather a significant upswing on a tank for larger cone values and higher target counts. I would not look to it as being a notable "fireball-lite" damage effect on a scrapper.

     

    tl;dr yes on a scrapper unless the mobs were stacked on each other, 1, MAYBE 2 getting hit with damage is about right.

     

  8. 41 minutes ago, theDarkeOne said:


    Fault seemed to miss the damage aspect every single time even with a 95% chance to hit

     

    You will have to be a little more clear here. You do realize that the fault damage is not the same AOE as the fault kd I hope. The hint is in the power description as to what gets damage, and where. If you are thinking everything is in the same aoe bucket, then that would be why you think this is not WAI.

  9. 11 minutes ago, Peacemoon said:

    It sounds really good!! 
     

    My thoughts would be not to confuse dangerous and challenging with slow and time consuming (and I’m not saying this is, but something to be mindful of).

    By this I mean, the higher difficulty levels should be dangerous and there should be a risk of being defeated and wiping if you don’t play your cards right. What you don’t want is just mobs that take an age to kill but still don’t provide a lot of danger. That wouldn’t be fun. 
     

    I’m okay with inspirations not being allowed. I would actually not allow wakes either and encourage more rezz powers to be taken and used. I think it would make death feel that much more powerful and make a lot of underloved powers suddenly very interesting.  

     

     

    So, this is a valid question, and is answered by approaching challenge mode less as a brute force operation, and more as a proper surgery with a full team of people from Slick Hands Rick, and On The Bag Bob, backed up with Elanore Dont Fall A Sleeeeeeeeee doing anesthesia.

     

    Two people with rez are probably ideal on ASF max diff, with at least one person having teletarget to do corpse retrieval. Operate as a proper team. Also, powers like Power Boost allow amazing things to happen with +special. This is not limited to just cors or fenders, but anyone that can get it.  It really  maximizes "odd" powers and functions in a set to leverage maximum power against ASF hard targets in novel ways, allowing your team to dismantle them.

     

    I would recommend looking at all the powers in your common play sets, looking at special and non-(primary) functions to see what can be boosted, why, and how, and use THAT as a basis.

     

    Even in this page, there are some astounding power combos that do massive synergy to wipe out pretty much everything in ASF max challenge, _as part of a team_. I have a collection of useful stunts like this that have a high chance of getting me killed solo, but totally ensures a smooth team slay on a team. 

    • Like 1
    • Thanks 1
  10. 7 hours ago, EnjoyTheJourney said:

    As an initial reaction, the 30% global defense buff for relentless and the 30% to hit buff will probably require extensive adaptation to builds. 

     

    It would seem that with 45% defense being the current softcap for most content, on relentless 75% defense is needed to reach the softcap. Perhaps a smaller to hit buff could be selected, but with a buff to accuracy added in as well. 

     

    A global 30% defense buff for relentless means substantially more effort will need to be expended on raising to hit values.  Builds that rely on first hitting mobs to raise to hit values and to heal / buff could be at a relative disadvantage if whiffing becomes a lot more common. Power sets such as earth control, storm, cold domination, and other sets that have one or more powers which automatically debuff defense in a wide area will surge ahead of their peers for how well they help teams tackle relentless difficulty content. 

     

    A key question that ends up arising is whether these particular global buffs for relentless will promote the importance of different roles, while also raising the value of particular powersets well above their peers in the same AT, at least on relentless. Not sure how this will play out. 

     

    It plays out by not being a soloist, and instead a team player. Diverse teams doing what their AT does best do better than wild packs of soloist, doing some that they are good at, and making power concessions to be fully solo-capable at X artificial power boundary. This is clearly evinced in the content people run. A diverse team can defeat any challenge, with anything, in a reasonable time. A team of soloists are only going to be as strong as their weaker link, since power picks were not driving altruistically, but simply for the Me principal. 

     

    The top ASF challenge modes arent scary at all if you have a team full of teammates, instead of a team full of soloists. In which case, soloist builds are useless, as you are implicitly stating in your first 3 paragraphs. 🙂

     

     

     

  11. I have multiple chars 4+ slotting travel powers. I find that launch and warp are both great sets, and a global bonus to +range isnt something that is really out there. My combat teleport is slotted with tohit +percep, warp +precep, warp range, and warp range/end. I also have some bits of thrust in there as well for the +recov in my infiltrate (which is 6 slotted full of dooooom).

     

    There are plenty of reasons to slot these. I think a broader view of the page needs to be taken into consideration. The flashback and ASF challenges alone point out a need for a diverse, non-soloist driven team composition to really succeed. Challenge modes will strip you to your undies, so you wont be temp-power-traveling AT ALL, so might as well get some use out of your actual travel powers with a slot or two beyond nothing...

    • Like 1
    • Thumbs Down 1
  12. 49 minutes ago, Zed said:

    HM3 rewards... wasn't the table supposed to be different from lower difficulty with some incarnate components ?

     

    Oh. And i appreciate you put this the WST this week, these yummy 120 merits per run.

     

    Check your astrals and emps. In V++ mode, you have astrals and emps dropping from all the avs, significantly boosting raw merit reward count.

     

    • Thumbs Up 1
  13. 5 minutes ago, Albion said:
    1 hour ago, Industrious1 said:

    Lore question (asking here because Hero 1 appears to be somehow involved in this).

     

    Did Hero 1 ever come back to his senses or is he still fogged up from the Rikti brainwashing?  

    No and yes, but alternatively, yes and no (kind of).

     

    It depends on if Dr Frankenstein has the switch turned on or not, as to if the monster kicks.

    • Haha 1
  14. If we do see a hard mode for content, I would expect it to be accordingly rewarding, and above all else, something that leverages the entirety of a chars powersets, in balanced teams, filling multiple purposes. So, not x8 blaster, x8 scrapper, etc etc. More of a mélange of ATs filling their respective strengths.

     

    • Banjo 1
×
×
  • Create New...