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Riverdusk
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Travel Powers - Some Better, Some Much Worse
Riverdusk replied to Troo's topic in General Discussion
Super Jump got a lot better for me once I saw someone post the bind that lets me be lazy with it: /bind J "powexec_toggleon Super Jump$$++autorun$$++up" Also like it more as it now works well to get quickly across even the shadow shard zones thanks to double jump. Infiltration is my go to now though unless my character already has a stealth power in their primary/secondary. It is just so versatile and does so many things in one power. Not to mention the only tier 3 travel power that you can slot a LoTG in, so even if I'd normally be tempted to skip a travel power entirely, it is worth taking just for that a lot of the time. -
Agreed. Also think it is a very bad idea to do any significant change to something now that you are unable to change on an existing character. Origin is baked in and unchangeable. As others have said, any actual mechanical impact and it'd immediately be meta gamed. Right now origin is mostly just a RP thing and I see nothing wrong with that myself.
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Help me decide what to play solo -- but no melee.
Riverdusk replied to RooGirl's topic in Archetypes
I'd second this, since you said you are more interested in aoe. Plant controller with almost any secondary of your choice. It blooms early (sorry pun) and gets better and better. Edit: Tip, pick up your single target immob and/or arcane bolt from sorcery pool. Helps a ton with getting an actual single target attack chain going early. It isn't going to be a blaster or scrapper of course, but always seemed plenty fast enough to me.- 15 replies
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Touch of fear is pretty good now and I'd definitely add it to the build, especially proc'd up as mentioned. If anything you'll be tempted to spam it to the exclusion of almost anything else when you are in at least a decent size crowd, and it is easy to spam with how fast it recharges. I do also like shadow maul personally, but I could see skipping that one if you really need to do so. I got pretty good at hitting multiples with it back when it was only a 45 degree cone, now that it is 120 degrees, it seems super easy to me to hit at least 3 (and it is worth it dps wise as long as you are hitting at least 2 things with it). The tanker version at 180 degrees is just silly, but not needed to be good. But, I'm probably also one of the few that always takes shadow punch. I like having the smooth attack chain early and without it the set doesn't feel "punchy" enough for me. I've seen others complain the set ends up feeling like you are always just sticking your hand out and things die and it feels weird, never had that feeling with mine. I also have never taken soul mastery to this point which seems everyone's favorite epic pool (usually go leviathan for the easy one power wonder of water spout). So, I can say my builds are probably not the min/max most optimal out there.
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Yeah, this isn't going to change as has already been stated by a HC powers dev that no more scrapper armor sets are getting a taunt aura. I'd take an educated guess he'd not be for adding it as a pool power either. I think the firestorm taking them away would cause is the only thing keeping safe so many sets that have it now. Maybe we can get them to look at toning down the running/flee code though. In the meantime, if I want to play an armor set that doesn't have a taunt aura as a scrapper I look to brute or tank, or since I'm not a big brute or tank fan, more often stalker. At least with stalker compared to scrapper you can usually quickly burst damage kill your target so they don't have as much chance to run. I did try a dm/sr stalker that I didn't have too much issue with runners. Midnight grasp also helps since it immobilizes. Very useful against AV's who can be some of the most annoying runners, and another reason why dark melee is one of my favorite sets. Ice melee also a good choice thanks to ice patch and that set happens to be best on a stalker. Stone armor would have been fine if the immobilize effect of mud pots was more powerful, that'd be nice to see as an alternative. Right now the immobilize is only mag 2, and strangely isn't even enhanceable. Per City of Data, 2.25 seconds base, unenhanceable, with a 2 second activation. So that means +2 or higher level things can escape thanks to purple patch. and of course anything higher than a minion ignores it completely.
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Are people sure that creepers can be buffed by fulcrum shift? Different set, and of course I might have messed something up, but in a quick test on test server of a plant/nature I did once, I saw zero increase in the vine attack damage after using overgrowth (which has a +66% damage buff) on the creepers. Roots and an epic aoe attack fulcrumed would still be amazing though, no doubt. I personally also am on the side preferring the sets with strong -res, as I know those for sure increase creeper damage. They also increase proc damage which is actually probably the bigger damage potential from creepers anyway. I still believe plant/storm or plant/ta are more likely to be the true aoe king.
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Regardless of AT what are your favorite builds without Hasten
Riverdusk replied to KaizenSoze's topic in Archetypes
I remember that. For most of my characters I wouldn't have a problem with it. It'd even improve some that already have another click that'd be nice to put on auto instead of hasten (like shield users). But a few (like my illusion controllers), it'd make life very difficult for them, personally anyway. I'd probably end up abandoning those. Assuming the flat % wasn't close to 70% anyway, I think I remember something like 20 or 30% was suggested. -
Regardless of AT what are your favorite builds without Hasten
Riverdusk replied to KaizenSoze's topic in Archetypes
Combine that with an armor set like willpower, that literally has nothing that benefits from hasten. Unless you really plan to spam the self rez I guess. 😄 -
I do the same thing. Then once you have all 5 AP City hall origin contacts introduced, they will in turn intro you to the next five origin contacts by level 6, and so on for each 5 levels. I make sure to open up all 5 contacts every 5 levels so that I have access to everyone, even if I don't decide to do any of their missions. If you do none of their missions you just have to go talk to them again in person when you hit the next level range for the next intro. Back to the original suggestion. Personally I don't mind have a bunch of "acquaintances" in my inactive tab, in fact I prefer it. Are you super close friends with every person you know? I find it more realistic to have a range of relationships from my contacts. But I guess if it bothers the OP so much, I'd have nothing against removing them as an option.
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Was my first thought too. Don't want to make assumptions, but very much smells like a PvP born suggestion.
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If they were to be changed, I'd rather see the old ones stay, but maybe once in a while they spawn as a more powerful version. Would be a nice surprise 😉
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Not quite. Infiltration gives +150.65% jump speed and +154% run speed The ninja run type prestige powers give +136.95% jump speed and +140% run speed. So, not a huge difference, but base infiltration is a bit faster, and then of course as you mentioned you can slot them, which helps a lot more. On a /ninja though I'd probably stick with Shinobi-Iri for the extra defense as more important. Take super jump/super speed instead if you want a faster travel power than ninja run + Kuji-in Rin. I take infiltration on a lot of characters as a way to get a decent travel power + stealth + the added bonus of an extra place to stick a LoTG all in one. However, a /ninja shouldn't be hurting for potential places to put LoTG and you already have a stealth power available, so infiltration isn't as attractive imo.
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Name one thing you dislike about playing Masterminds
Riverdusk replied to Zewks's topic in Mastermind
The noise and size of some of the pet sets. Although I know you can fiddle with the sounds, it'd still be nice not to have to so much. Even if I do, I know it is still annoying some of my teammates. I love demons, but they are the worst in this area as they hit both issues. I'd cut the size of them by a lot so they don't obstruct everyone's view, and of course the infamous screaming of the tier 2 pets. I tend to solo with my demons as I actually feel bad teaming with them. -
A good comparison of clear times (so dps really) for more "normal" mission running is here: As mentioned though, this is just one scenario. If you are looking at something closer to farming (x8) it is going to shift a bit, if you are looking at AV kill times it is going to shift a bit. But I think it is a good baseline. Demons and thugs do well as expected and are top choices. Beasts also do very well in this test and I think are often underrated. Bots don't come out so well in this test.
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That'd probably work too, I've noticed there's often more than one way to do the same thing with binds.
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It selects the first pet on your pet list, which should be the lich body (in case it wasn't already). Like costume slots, it starts with 0, not 1.
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Nope, no way to only release one. Personally I use two binds and just press one after the other and it works pretty easy and quick: /bind divide "petcom_pow Zombie dismiss$$petcom_pow Grave dismiss$$releasepets" /bind multiply "powexecname Soul Extraction$$petselect 0" First one gets rid of the zombies and knights and leaves just the lich body behind. Second one selects the lich pet body remaining and extracts from it (and name doesn't matter). You can of course change the bound keys to whatever you want, I use the divide and multiply keys on the numpad. At lower level pre lich you can alter the first one so that you can extract from a knight.
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Total Noob question : how does one do damage as a Controller ?
Riverdusk replied to ZEdglord's topic in Controller
Good point, I forgot how good energy melee is now for ST. An energy/bio scrapper should be up for the job. -
Total Noob question : how does one do damage as a Controller ?
Riverdusk replied to ZEdglord's topic in Controller
Don't the "squishies" have some of the best pylon clear times (thanks to some of their availability to huge -regen debuff powers)? That should translate well to soloing AV's and GM's. I have a hard time believing most tanks would take out an AV as fast as say an illusion/cold controller can, for example. As to a GM, I have a hard time believing a tank could take down one at all by themselves without a "P2W cheat" (as someone else described it), in this case daggers, or I guess a good Lore pet. But can't say I ever tried it on a tank, so could be wrong. I only really tried it on controllers (successful on several different combos without any temps or incarnates). I know TW/BIO scrappers were successful at GM hunting pre-nerf although I think they were using Degen interface to help. Yes, AV/GM killing is a tiny part of what most would consider solo play, but personally I find it a fun part of soloing, being able to easily take out the "big boys". I think that is a spot where at least some of the "squishies" can shine solo. -
Beasts really is the goto for kinetics. You can actually soft cap defense beasts with just their primary using the pet IO's, maneuvers, and fortify pack (although it takes a lot of recharge to get it perma). Since you'll have fulcrum, the lack of crits isn't as big a deal. Plus they have good resistances built in on top of it. And of course your heal is then easy to use as they are all melee. It is honestly the only MM set I'd pair with kinetics myself. On page 2 of the linked thread you'll see the defense numbers for it broken down. Edit: Not that I disagree totally with your thread title. That it only works well with one primary I agree makes it sorta lackluster for a MM imo.
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I can answer this one at least. Yes, they are immune to both +recharge and -recharge. As to procs, demon prince now has two damage procs available to him in slow sets. I plan on putting both into mine (although haven't gotten there yet to see how well it does). Everything he does has a slow to it, so it should be significant.
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Yep, as I said before, I treat MM's as a support class that is generally better at soloing than the other support AT's (although there are a few controllers/corruptors/defender power combos that can also do very well I admit). They also probably play the most differently than any other AT so are a good change of pace. Not all of my characters have to blow through 54x8 for me to have fun with them solo. I adjust things to where they are comfortable and still enjoy them. And there is probably nothing more fun than an all mastermind team. 😁 Been seeing more of those being run recently (at least on Excelsior).
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Let's talk about melee cones, because I suck at them
Riverdusk replied to KaizenSoze's topic in General Discussion
Well, to be fair, shadow maul is now a 120 degree arc (non-tanker version). Sands of Mu is still the 45 degree arc that shadow maul used to be back in the old days. I find it super easy to hit multiples with shadow maul now. As to the ones he's trying with, Cross punch is a measly 50 degree arc so that is going to just be a tough one to hit more than one with, eviscerate is 90 so a bit easier. @Bill Z Bubbahas a point that using big cones is easy enough to be worth trying to leverage them against multiples. Whereas a lot of times the small arc ones are more like single target with the occasional bonus of hitting something extra. Best example of that is Katana's Golden Dragonfly with its whopping 20 degree arc. I almost never bother treating that as anything more than just a single target attack. If something just happens to line up perfectly and I actually hit 2 things with it, I go "wow, neato!" For narrow arc melee cones that is the attitude I take. -
From teams I've been a part I hardly ever see people use them. Myself, I tend to see that "inspirations full" message and immediately use 3 or 4 of my non-purple ones whether I need them or not. So, I tend to have some going most of the time. I always do try to have some purple ones saved (which I find by far the most powerful when you get in trouble). Rinse and repeat. Oh, and my squishes will also save some break frees. The only ones I ever grab from email are rezzes. I also always just turn off rez inspirations from dropping as I find them a pain to deal with since you can't just click on them to use and clear them from your tray (have to rt click and then delete). When I want to stock up on rez inspirations I just buy them from AH (and go for the more powerful ones), and put them in mail.
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The one different macro I'll set up is to split a few of my pets between defensive follow and attack aggressive. You can still get a lot of mitigation from even a few pets in bodyguard mode. This prevents the great annoyance to me of the pets suddenly all stopping their attacks with an enemy or two still having a bit of health left because the enemy hasn't attacked recently enough. Then you get this fun staring contest. This is a bigger problem when you have a secondary with a lot of slows (like time, cold, etc.). Keeping some in aggressive also helps start things off as the bodyguard pets also respond if any other pets get attacked. It just makes things smoother to me without having to issue as many commands and allows me to almost go on auto pilot while still being safe. If you are in a tougher situation of course, you can quickly go full bodyguard. As to dying, probably one of the biggest dangers when I play a MM? Bank missions. For some reason my pets like to stand around doing nothing for a while when you first enter the bank door. The same time that you often have a big boss or even an AV waiting for you.