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Yomo Kimyata

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Posts posted by Yomo Kimyata

  1. I've been noodling a bit myself on a blaster.  I haven't achieved much other than journeyman status on blasters as a whole, but I'm paying a lot more attention this time around.

     

    On my fire/atomic I'm currently running with Assault Mastery as well and here's how I'm currently looking at it.

     

    Body Armor:  Glad Armor proc, Glad Armor Resist+5, Glad Armor Resist/REch +5.  I have a tough time saving enough slots for Unbreakable Guard, especially since any recharge or endurance is kind of wasted.  I'm running Sorcery and Rune of Protection which gets GA Res+5, GA R/E +5, GA R/Rech+5.  Between those two my KB protection is covered through set bonuses.

     

    Sleep Grenade:  This is a bit of an odd one.  I chose this mostly for the Call of the Sandman % for heal, and then have two pieces of the purple sleep set (A/R and A/S/R all +5).  A 15% heal that has a good chance of activating when hitting a crowd makes a pretty reliable spot heal, and having the group sleep a bit gives some time for the regen/recovery of the sustain to kick in.

     

    I skipped Cryo Freeze Ray since I've got Radioactive Cloud and may add in Positron Cell as well.  Surveillance looks ok, but I'd be looking for a group debuff rather than a single target.  I may sneak it in there if I end up trying to make this an AV hunter.

     

    I just dinged 48 and added LRM rocket at 47.  My current plan is to frankenslot with HO/DSOs and an Annihilation proc, but I haven't used it yet.  I'm not sure it's going to make the final cut, but I'll give it a shot soon.

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  2. Remember, stuns (like all mez) works on two different factors:  magnitude and duration.  Mag 1 will only affect underlings; mag 2 also affects minions; mag 3 also affects lts; mag 4 also affects bosses (and AVs when their purple triangles of doom are down); mag 7 also affects EBs.  Magnitudes stack, so getting stun from multiple sources is great, especially when one or more of them are AoE.

     

    There are a few procs that add % to stun, and if you are clever you can use them to great effect.

     

    And remember, you can't stun them if you can't hit them.

     

  3. 17 minutes ago, Andreah said:

    No serious database should have that problem, ever.

     

    I'm not a programmer (but I play one on tv), so that's just idle speculation on my part.  My thought process is based on how the character items claim (or super pack opening) used to periodically hang for reasons that seemed unrelated to my gameplay or timing.  Eventually the workaround was a timing governor in order to slow down the system requests. 

     

    When they fixed the display bug (and I apologize, I don't remember which dev did this, but I will look it up shortly because they definitely deserve a name drop), the dev mentioned that the current activity in the /AH was a factor.  Since I have seen hangs at various numbers of "claim all" including below 32 (and it is inconsistent), I've been assuming that there is some correlation with the number of other /AH requests in the system other than me.  Dunno.

     

    I still think that a freshly created /AH would not be a bad idea, but I also understand the sheer fear of screwing something up and losing all the data currently in there.  However the /AH was designed, it was certainly not for up to 200 market slots per character, up to 5000 characters per account.  I also am guessing that the seeding of salvage and brainstorms and hero/winter packs were done by the shortcut of offering a million blocks of 10 somehow, possibly through dummy characters.

     

    EDIT:  thank you again @Number Six!

     

     

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  4. I really hate the way the /AH interface shuts down when you claim all with too many items.  I figure I can click 50-100 times in that amount of time, and I assume that it is a database problem more than anything else.  Also, and I can't promise this is going to happen frequently, over the years I've been the recipient of many fat finger trades, many of which I would have lost a good portion if I had been blindly claiming all...

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  5. 15 minutes ago, Monty Haull said:

    I tested awhile back.  You can grab up to 32 items before getting paused.

     

    I may be remembering wrong, but there were times it would process 30 without hanging, and there were times it would hang on 30.  My takeaway was that it depended on the number of other transactions being processed at the same time by other players, which seems like a reasonable guess.  I've never had it hang on 25, so that's what I go with now!

  6. I like staff a lot, but many people do not.

     

    What I like:  great defense bonus from Guarded Spin that only needs to hit one opponent for a big melee defense boost (and it stacks across applications); lots of yummy AoE; I personally like most of the animations and most of the weapon skins (although I want more!).

     

    What many people do not like:  single target damage isn't the strongest; damage per animation is on the low side; Sky Splitter can really be annoying when it misses.

     

    If you want to message me with specific questions, I'd be happy to chat.

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  7. It is my understanding that the GET ALL INF button can lead to inf over the cap disappearing, whereas the individual GET INF. buttons halt the claim.

     

    I also dislike the hang that you get when you claim more than a certain number of items and you get locked out of the /AH for many seconds.  In practical terms, I usually claim all only when I have 25 or fewer items and that seems to be low enough to keep the system from hanging.  I don't believe there is a strict number of items, but it depends on the overall burden on the hamsters in the wheel of the /AH at the time of your request.

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  8. I generally play organically, which means I'll pick up powers and put in slots as I go.  Respecs are cheap (if not easy) so I feel comfortable using them each and every time I make a tactical error (which is often).

     

    I usually start with a Panacea proc for Health that I'll put in as early as level 7.  I'll also put an Endurance Mod SO into Stamina whenever I think of it.

     

    Performance Shifter proc comes in at level 17.  I add it as an attuned even though its level is unimportant because it is bugged and should only be able to be slotted at 18+.

     

    For lots of my characters, that's enough.  But I will add more slots that help with endurance recovery as I level if I need it.  In order, I'll generally add Miracle proc to Health, Perf Shifter end mod (attuned) to Stamina, Numina's proc  to Health.  This is all geared towards endurance recovery, since regeneration isn't something I really worry about until end game.

     

    By the time I ding 50, I've probably put together what I want the final build to look like.  I will also have a very good idea what my endurance needs look like.  At this point I'll look into slotting that adds regeneration or other healing or set bonuses if I cannot find a better place for it.  

     

     

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  9. 1 minute ago, Tankshock said:

    Hole crap, live?  Am I that out of date?


    We all are, my friend!  There have been so many things changed/added over (gulp) 20 years that there is absolutely nothing wrong with not knowing when it got changed.

     

    I do fondly remember putting Centrioles in Headsplitter.  That range increase was noticeable and kind of hilarious.

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  10. I feel that everyone has already forgotten about the Crey revamp.  Next to that, the Council was a rounding error.

     

    Every class needs to have a shortest kid, and the devs here have made it very clear that periodically they are going to take that shortest kid and stretch out their shins a few inches (or feet) so that some other kid will be the shortest.  they do that with ATs, with various powers, with enemy groups.  The power inflation over the past few years has been remarkable, and the reason people bitch about it is because when your specific wants aren't the ones boosted, suddenly you are the short kid and even though you are six foot seven you are going to bitch because you are the shortest.

     

    But nowadays I tend to use Malta as my level 50 chump opponents.  Until they get buffed.

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  11. As a new player, don't spend much time considering Oppressive Gloom and don't spend any on Cloak of Fear.  They are both good powers, but Cloak of Fear in particular requires a lot of slotting to provide a small amount of mitigation.

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  12. 11 hours ago, Damoklese said:

    2) Clickable defenses that can be perma'd OR some form of sapper protection that keeps them from becoming a wet noodle when sapped

     

    Sappers are pretty specific enemies, and usually easy to deal with as long as you know that they are around.

     

    You can make a macro to search them out (I use /macro T targetname sapper).  There is only ever one sapper in any mob, which makes it easy to target and remove them first and mop up the rest of the spawn at your leisure.  Three caveats:  Malta missions like ambushes; adjacent spawns can have two sappers in relatively close proximity; Murphy's Law tells us that if you cannot see the sapper in the mob, assume that it is hiding behind the pillar because that little S.O.B. is gonna getcha!

  13. I'm a big fan of Bio/Staff and making it on Tanker, Brute, Scrapper, and Stalker was one of the first things I did on Homecoming.  Before I got pretty good at builds and such, I found the scrapper was the least effective of the four, but over time I really got it to shine and it's one of my favorite alts now.

     

    I can't access your build, but I can tell you how I went at 50:  Only six powers from Staff Mastery (Precise Strike, Guarded Spin, Eye of the Storm, Serpent's Reach, Sky Splitter, and of course Staff Mastery (always in Body at 50) ); every power from Bio; Leaping (Combat Jumping); Fighting (Kick, Tough, Weave); Experimentation (Speed of Sound, Experimental Injection, Corrosive Vial); Soul Mastery (Moonbeam, Shadow Meld).

  14. It's Gravitational Pull that doing this, and it hasn't been around forever.  I think they added it in a few issues ago but I don't remember if it was listed in the patch notes.  I think it was the precursor to the mechanism that is now in Axe Cyclone.

     

    https://cod.uberguy.net/html/power.html?power=pets.singularity.gravitational_pull&at=minion_pets

     

    Repel is a different dynamic than knockback/down, and there is less access to repel resistance/protection.  When you get two or more singy on you at once, you are probably going to get bounced unless you have specific repel resistance or protection.  I know Shield has a lot of this, and it's probably here and there in other places as well.

     

    Break Free and Emerge only give you 50% resistance to Repel; the large or super inspiration will give you 100%.

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