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Everything posted by cohRock
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Noob question: When to stop using 2x XP buff?
cohRock replied to out51d3r's topic in General Discussion
I trade 25% of my influence for XP all the way to 50. I'm not in THAT much of a hurry to get there, and I am still interested in low and mid-game content. Plus I hate to completely mooch off my other selves. The one exception I make is if someone is willing to power-level me in a farm, and I feel like twiddling my thumbs while someone else does all the work. For that uncommon occurrence, I cancel the 25% XP bonus, and make it 100% for the time I remain in the farm. After that, I go back to 25%. Pet Peeve: Not all farms are fire farms. For a sitter, it is sort of silly specifically asking to join a fire farm. Would you reject a cold farm, lethal farm, energy farm, or psionic farm? They all exist, and what type only concerns the hitters, not the sitters. So don't limit yourself in the type of farm you wish to join. (My ice armor brute once had a person join the farm I was leading -- an ice farm of course. He had the typical fire build and got pi**ed at me when he died because his build was quite weak to cold damage. In my lfg message, I had specifically stated I was looking for hitters to join me in a cold farm, but I guess some people don't listen.) -
Thanks for the tweaks and exactitude. The numbers are so close, I'll remember it my way, though, now knowing it is actually slightly better than that.
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The two attributes of a Hami are both equivalent to an even level single-origin enhancement, or 33% or 20% (depending on the attribute). Since IOs at level 30 and above are stronger than an even level SO, the main advantage of HOs, IMO, is that you do a lot with a few slots. Two-slotted your Boxing? Throw in an acc/dmg HO and a damage IO, and your two slots are doing the full work of three. You've been two-slotting Teleport Target with acc and recharge IOs? Replace the acc IO with an acc/range HO, making the base range you can teleport foes 1200 feet instead of 1000.
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A lot of players probably don't realize the math involved in figuring out how strong attributes from set enhancements compared to invention origin enhancements (IOs). It took me a while to fully figure it out, but I knew from the start, a set element enhancement two attributes offered less of each than an IO with just one attribute. But how much less? 2/x, where x is the 2, 3, 4, or 5, or one higher than the number of attributes being raised. In other words: 1 attribute: 2/2 of an IO, or exactly the same amount of buff as an equal level IO 2 attributes: 2/3 of an IO for each. So if a level 50 IO offers a 42% buff to accuracy, a level 50 set enhancement with acc and dmg offers 2/3 of that to each, ie, 28%. 3 attributes: 2/4 of an IO for each. 4 attributes: 2/5 of an IO for each. Now here is where friendly fractions make their mark. Let's assume you have 2 slots in Build-Up, and slotted with IOs for recharge and toHit. With level 50s, that would buff recharge by 42.4% and toHit by 25.6%. Let's replace that with two elements of the Adjusted targeting set: 1) recharge/tiHit, (a 2/3), offering 28.1% recharge and 17.1% toHit 2)recharge/toHit/end, (a 2/4), offering 21.2% recharge, 12.8% toHit, and 21.2% end 3) total: 49.3% recharge, 29.9% toHit, and 21.2% end, as well as the 2% global damage set bonus. I.e., even though the two set elements might have looked weaker than the two IOs, they were actually stronger in every way, including two extra ways above what you had with pure IOs.
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My defender chose the Blue Wisp Pet as his Prestige buff pet. It is providing a bit of recovery as documented, but I believe the defense it provides is bugged. With the pet up, Combat Attributes : Defense shows it's Empowering Aura as 2.50% in the Base Defense line. However, this value is not propagated to the individual defenses (as their "Base Defense) as I believe the buff pets would do in the past. I do not know if this is a GUI issue, or if something is actually scrogged which is preventing the pet from providing defense.
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page 3 [FOCUSED FEEDBACK] Mastermind Archetype Adjustments
cohRock replied to The Curator's topic in [Open Beta] Focused Feedback
I somewhat disagree with eliminating the cooldown on upgrade powers. First of all, it has already been pointed out that they are AoEs, so generally they only need to be case once per summoning your group. Second of all, the absence of any cooldown is confusing. The feel is wrong to see the power be immediately back after use. In the back of my mind I'm thinking, "Did I even do anything?" Thus I suggest restoring about a 3-second cooldown to these powers. Then we'll se the icon go into cooldown, and know that you just didn't have a mouse misclick or something. -
Regardless of how good a Sentinel's perception and ability to hit are, the primary gain of Coordinated Targeting is that you are sharing the 20% accuracy gain to your teammates. Do any other powers even do this?
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Whatever was done requiring a client refresh this morning fixed my problem. My character logged in with no problem. There was a minor regression of about 10 minutes. He found himself in the Cimerora entrance cave, but the zone intro (with the 5 talk-tos) I had done needed to be repeated.
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Easy enough to instatest. Shift to a second build, which i think trainers will allow once your character is at least level 10.
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About 30 minutes ago the game froze while my character "G Test" (account Courtney) was fighting open world in Cimerora. When I try to log him back in, I am sent back to the main login screen with a notice stating: I've tried several times but get the same result each time. There is actually a loop of errors: attempt to log in character, system responds as above attempt to log in Courtney account, notice states, "This account currently logged in." second notice then says, "You have been kicked. Error Code: -11021031511" successfully log in Courtney account select Brainstorm choose "G Test" (currently the only character on that account) loop back to 1 Note that I have no problem logging characters from my primary account, cohRock. I have not yet tried creating a second character on the Courtney account.
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I led with it because it has been, as stated, a very minor irritation for a very long time, even back to Live. The obvious point of the suggestion is to add 3 slots to use for anything, not just the level 49 power. You can choose to ignore or believe whatever you wish, up to and including my opinion of your gracious nature.
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I'm not sure you'll maintain this position when your TF leader has set difficulty to +7.
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As I said, the level 49 power restriction was a very minor issue. My main point is the owning of three more slots on 50+3 characters.
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It's always been a (very) minor irritation of mine that the power you choose at 49 can never be fully slotted. I was hoping for a while that we would be able to level our characters to 51, with the 51st not granting a new power, but three slots. I realize now that the game already has issues with level 50 toons being overpowered, as evidenced by the upcoming optional scaling of foes to +5 for non-incarnate content and +7 for incarnates. New slots would not be restricted to the 49th power however -- the could be placed in any power. To avoid further power creep, it occurred to me that we could just get the three slots without a 51st level. Three incarnate powers, Alpha, Lore, and Destiny, individually offer +1 benefits. I suggest that as each +1 is achieved a new slot is gained. A character would go to a trainer to get one (or all) of the new slots placed. They would not have to wait for +3 to train. (I wouldn't really object if this were the case, though.) slots would be normal, not special in any way slots would be permanent. Even if you chose a different Alpha power, say, and went below tier 3, the slot would remain. slots would not be affected by examplar status. Even if doing the first Positron TF at level 8, any slots in active powers would remain. slots would be respeccable. During a respec, you could re-assign the "extra" slots just like any other. slot limit would remain at 6 for all slottable powers.
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Sentinels, Don't Sleep on what will become on of your most popular and well regarded powers -- Mace Mastery: Coordinated Targeting. Think of it as a super Tactics. With the upcoming +5 to +7 difficulty levels, that super advantage will become well appreciated. Here is a comparison between Tactics and Coordinated Targeting: While Tactics has several advantages, particularly if your Sentinel stays far from the center of action. Its 25-foot area of effect would seldom help the melee guys. But if you don't mind being up close and personal, its 20% shared accuracy will be a major benefit. Yes, its ToHit is significantly smaller, but the direct accuracy gain heavily outweights ToHit. Since this is a high-end power, and all Sentinels have excellent Stamina gain anyway, the doubled base cost becomes inconsequential wiht a smart build. That said, if you have room for both powers, and you don't mind the additional endurance load, you can take both! Help your team hit every +7 foe 95% of the time. Note that Coordinated Targeting is quite similar to the Energy Mastery: Focused Accuracy power available to most melee characters. The difference is that the Sentinel version is shared, while the melee version only effects the player who has it.
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The Maniplator (Manipulation/Control archetpe)
cohRock replied to cohRock's topic in Suggestions & Feedback
My original post specifically excluded both Devices and Tactical Arrow. Both differ in significant ways from the other Manipulation sets. -
The Maniplator (Manipulation/Control archetpe)
cohRock replied to cohRock's topic in Suggestions & Feedback
I failed to mention what the ancillary/patron pools would be like. I see them similar to the controller sets. Basically they would offer an armor, no additional pets, and at least two direct damage attacks. These attacks would not activate the Manipulation inherent, however. Similarly, damage attacks in other pools would not activate Manipulation either. I have no fundamental objection to broadened Manipulation, but I'm guessing it would make the implementation harder. That's the reason for limiting its scope. -
This is a counter-suggestion to @LightMaster's Manipulator suggestion from about a year ago. It is also an update to my original Manipulator suggestion from about three years ago. LightMaster had many good ideas, but mine is significantly different. An alternative name for his suggestion, more to its spirit, might be Soul Commander. My manipulator fuses two power set types, similar to the way Sentinel fuses a blaster primary with a scrapper secondary. Their primary would be the blaster secondary manipulator sets, and their secondary would be a controller's primary set. Manipulation Sets This would be mostly a full-power copy of the blaster namesake power sets. Most damage is via melee attacks. They all have significant stamina recovery powers and decent debuffs even outside their controller secondary powers. Two sets that would probably excluded, or perhaps significantly modified, are Devices and Tactical Arrow. Devices, because of the secondary nature of most of its damage as well as its self-buffing nature. Tactical Arrow because its focus is more on debuffs than damage, making the character have a very low damage potential. All the manipulation sets have an AoE debuff at tier 8. Since they already have plenty of such powers in their secondary set, this would be replaced with a Defense auto-power called Miss Me. A common power for an entire archetype is already extent, in that all Stalkers have Hide. Miss Me would have a base 10% defense, and slottable only with Defense enhancements. In addition to Defense, it would offer mag 2 KB protection, 10% resistance to all debuffs (such as immobilize and hold), and 20% resistance to all power limiters (such as -Recharge, -toHit, and -Defense). The Damage defense portion of the power would be added to the character's "Base Defense". (As far as I remember, only the Force Field set's Personal Force Field offers Base Defense, and IMO this category should either be redefined as "Defense to All", as several other powers and procs offer, or utilized more often.) Miss Me would be offered earlier to the character, perhaps at Tier 5. He needs the capability to get in a lot of melee attacks, after all. Controller Sets The full gamut of controller sets would be available to manipulators. However, as a secondary set (unlike for Controllers and Dominators) it would generally be weaker. Magnitudes of all debuffs would be lowered by 1, and the duration of each debuff would be reduced by 20%. However, debuffs would stack normally, both from the control set and primary set. Damage from their attacks, (such as tier 1 and 2 hold and immobilize) would not be lowered. The tier 9 pet would be just as strong as that of controllers and dominators, and any debuffs or buffs the pet offers would not be limited. Inherent Power: Manipulation This would have a 7-second recharge between applications. If charged, it autofires on eligible attacks from the primary set. The already extant Inherent timer could be used to track this. Any single-target damage attack on a foe under a debuff from a manipulator-secondary power would have its magnitude raised by 2 and duration extended by a fixed 7 seconds. Manipulation could not be stacked, although if somehow there were more than 7 seconds left in the debuff, it could be re-applied. If the original debuff had affected multiple foes, Manipulation would only affect the foe receiving the single-target attack. Also, secondary attacks from other manipulators could be buffed by any manipulator. Dominators vs Manipulatos Dominators primarily use ranged damage, whereas Manipulators primarily use melee damage. The Dominator's inherent, Domination, is heavily reliant on recharge and while active provides excellent mez protection among its offensive benefits. Manipulation, OTOH, has a fixed, 5-second availability and adds no direct protection of any type. Their Miss Me power, OTOH, offers continuous, low-level protection against damage and debuffs. Please post your opinions and ideas concerning this Manipulator archetype.
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Recovery Rate in my monitored attributes list. I wanted to observe it while I used an energy brute's Energy Drain power. When I was done, I told Combat Attributes not to monitor it any more. It went away. Next thing I knew it was back. I made it go away again. Soon, back. I'm pretty sure it comes back whenever the brute zones. Does anyone know what is wrong, and how to make this monitored attribute go away for good?
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Shard-Wide Double XP vs pre-existing accelerated XP
cohRock replied to cohRock's topic in General Discussion
@Glacier Peak Wow, that's a lot! I was happy with the +25% I had before, so I'll just keep it plus the extra 100% shard-wide XP. -
My characters normally maintain a +25% accelerated XP as they level to 50. I can see this possibly interacting with the shard-wide Double XP in a positive or negative manner. Positive: instead of +100% XP, my characters are currently getting +125% XP, at the pre-existing -25% loss of battle income. Negative: My character is getting +100% XP, but is still being charged the 25% fee. Neutral: The system ignores the fact that I have the +25% START XP, so I am neither gaining extra XP above the 100% nor losing any battle income. Should I cancel the START vendor +25% XP?
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Chance for build up proc in a buildup power?
cohRock replied to cohRock's topic in General Discussion
My character is an SS/Energy brute. I had already decided to 6-slot the Gaussian set in Rage. The set's 6th slot set bonus is extra defense to just about everything, and the earlier bonuses seem to be quite attractive as well. Thus, even if its Chance for Build Up proc of limited utility in this situation, it needs to stay where it is. -
The incongruity didn't hit me until after I had slotted Gaussian's Synchronized Fire-Control: Chance for Build Up. I put it in the to-hit buff / +damage set Rage, but it holds for normal build ups as well. The proc describes itself as so: I've been watching without triggering Rage, and it never seems to go off. If it only has a chance to fire immediately after activating Rage (or even normal Build Ups), what good is it? Sure it might stack a Build Up effect, but I would much rather have a more frequent effect than a stronger one. Should it be auto-firing about once a minute, rather or not I have activated Rage?
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I have a tank character I haven't played in a very long time. When he was young, I remember teaming with an advanced player who gifted me two attuned enhancements for the Pounding Slugfest melee set. acc/dmg and disorient bonus. The char was young, probably mid-teens, and he didn't want to give me weak elements of an already weak set, so he attuned them so I could slot them right away. They would remain as strong as the set could be as I leveled. Note that Pounding Slugfest has recipes rated from 15 to 30. It has four elements. As I started playing him again recently, I completed the set with the two missing elements with the recipes bought at level 30. The power was 3-slotted with an level 30 acc invention filling the third slot. He respecd and gave the power four slots so he could have the final set bonus. (2% damage but I had the slot available and I'm a completionist when possible.) I noticed something on my level 50 tank. The attuned acc/dmg showed attribute strengths of 26.5 for both attributes, while the two level 30 elements only showed attribute strengths of 21.8. "Aha! Attuned enhancements allowed level-capped sets to scale to 50!!" Apparently that was a wrong conclusion based on confusing and/or misreported data. I experimented with slotting the level 30 ones. Here is the full report. The take-away is that individual elements report higher buffing, slotted or unslotted. But the combined reports are identical, limited to the level-30 maximum of the set. I'm not sure this is some sort of reporting bug or not. It seems so to me, but maybe I am missing something. Anyway, it you didn't already know, don't bother attuning capped sets to make them strong at high levels. It doesn't work.