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Everything posted by cohRock
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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.
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Minor Structural Difference between Positron 1 and 2 TFs
cohRock replied to cohRock's topic in General Discussion
I soloed it once on a brute without much difficulty. My preference is still teams, though. Thanks all for your replies. I never realized that some people would prefer running Posi 1 at 8 or 9. To me, that's just "ouch", no thank you. -
First, this isn't a complaint. It's just something I have wondered about for a while. The maximum level Positron 1 can run at is 15, and Posi 2 is 16. That enables powers to be active thru levels 20 and 21 respectively. There is a power granted at level 20, but not one for 21 (slots only). So the practical difference between the two levels is very minor, right? The only possible advantage I can think of for the level 16 cap is that a person could train to 21 and add slots and enhancements to his accessible level 20 power. (Usually TFs move so fast, a lot of folks wouldn't even bother training, but my point is that it could happen and could offer some benefit.) Is there any other advantage having the 2nd Posi cap be one higher? Slightly related warning: If you are organizing a TF and have a level below its cap, consider passing the star to someone at or above the cap. Levels do not change during a TF. So if a Posi 1 begins at level 9, it remains 9 until it ends. This is true even though the team leader will level multiple times during it. (Being stuck at 9 has actually happened to me.)
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The actual reason you don't want Consume Psyche on auto is that Psychokinetic Barrier (PB) is the power which should be auto-fired. With its current recharge, it grants the following every 40 seconds: +333.92 Max HP (perma) 1001.76 absorption (30 of every 40 sec) 0.41% per second regen (perma) 60% Regen Resistance 60% Recovery Resistance 60% Recharge Time Resistance (The resistances are technically 20%, but with a 40-second recharge, they all stack three times.) You are correct about [Consume Psyche] being best used situationally. With its quick recharge, it is frequently available, though. BTW, to get PB down from its normal 60 sec recharge time to 40 sec, I have it 4 slotted with the Doctored Wounds set. Healing/Rech Healing/End Healing/End/Rech Healing All 4 are at level 43. I chose that set because it was cheap to acquire and gives me better overall capability than the level 30 IOs I had until yesterday (a Recharge and 3 Heals). The character also just acquired a set bonus with 7.5% global recharge, and that will probably reach a high 20% level by the time I'm done converting to sets.
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I've been playing a psi/psi tank for about a week, and he's 40 now. I love the build, and I view him as basically a regen tank with good resistances , some defense, and a multifaceted PBAoE control and (slight) damage aura. That's not even counting his main taunt aura that adds a -rech effect. So far as what I'll be emphasizing in Aura of Insanity, it will be hold, disorient, and most especially confuse. The confusion will receive two buffs from his secondary powers. Boggle itself is a single-target ranged confuse (mag 3). I'll be 6-slotting his PBAoE tier 9 attack (Mass Levitate) with the Cupid's Crush set. This will add yet another chance of (mag 2) confusion. He has also taken the Fold Space power, which enables a very nice chain: Fold Space Consume Psyche Mass Levitate Supported by his 2 taunt auras and everything buffed with Focused Accuracy, he is quite comfortable in crowds. I haven't yet brought him to a fire farm, but with his high energy and negative energy resistances, he'd probably do well in an energy farm. Advice: get some decent recharge in Psychokinetic Barrier (PB). If you speed it up enough for its debuff protections to kick in, you can bump them from 20% to 60% effectiveness. I.e., Regeneration Resistance, Recovery Resistance, and Recharge time resistance will all be sitting at 60% aft the third 40-second cycle begins. Since PB is set on auto-fire, this is a permanent state. The Precognition power is providing 12.53% to Defense Resistance, and Focused Accuracy provides 76.5% To Hit Resistance. So he has the full set covered!
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@Marine XThank you for responding. I still don't know, though, the result of the proc firing. Would that unplacate the just-placated foe?