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Yomo Kimyata

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Everything posted by Yomo Kimyata

  1. 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.
  2. 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.
  3. Give me a leaver long enough and I shall move the world.
  4. 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.
  5. Redact! Redact!!!
  6. 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.
  7. I’m pretty sure they got rid of that bug/exploit/feature in Live pretty early on.
  8. 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.
  9. 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.
  10. 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!
  11. It’s gone, but I think the devs use it to feed refugees in Galaxy City
  12. I’m tempted now to dual box two gravity controllers to turn the tables.
  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%.
  15. I've got a handful of masterminds with a full set of pets: Tribute to Harlan Ellison: Tribute to Kurt Vonnegut; Tribute to Money Heist/Paper House: And these are just for fun:
  16. Different people are going to have different styles based on their play and what they discover for themselves during gameplay. My style (which is clearly the best style (for me, that is (at this point in time) ) ) answers some of your questions this way: The current mechanics of procs for damage are favorable for low damage ATs, since they increase the total damage at the cost of a higher volatility. On scrappers, I tend to only slot them if I have an extra slot and I do not prioritize them. The purple damage procs for melee and melee AoE are definitely worth slotting (although only once each per build). I focus my proc attention more on -dam resist procs like Achilles Heel and Gladiator Strike. Slot for damage enhancement; I'll shoot for 95%+. Also, I use a fair amount of debuffs. Understand the scrapper ATOs and how they work in order to increase your overall rate of critical hits. With respect to the ATOs, I will usually split the Scrappers Strike set 3-3 between two powers unless it is a pure defense set in which case I will 5 or 6 slot it in one power. you should always slot the Critical Strikes proc, and sometimes that's the only one of the set I will slot. Usually I figure out a way to slot three for the accuracy bonus. Rarely I will 6-slot it in one power. This is where my biases really show up. I avoid barrier always because my scrappers generally are tanky enough and I also think it's kind of cheesy. Since I rarely play scrappers with defense debuff resistance. I take Ageless and when I do get debuffed I activate Ageless and it provides plenty of protection. Note: it does not override existing debuffs, but those tend to wear off pretty quickly.
  17. Experienced gives you 5 bars of patrol xp. This basically lets you gain experience at 1.5x normal rate, and it stacks with the P2P experience buffs. You cannot have more than ten bars of patrol xp, and the recharge rate of the power is ten minutes. I've currently got something like 3k charges of this power from opening hero/winter packs, so I figure out why not use them? They are useful both pre- and post-50 and make levelling extremely fast. Post 50 it's going towards vet levels (and the accompanying emp merits every three levels.)
  18. Countersuggestion: once a name is created it is permanently invalidated. I can’t speak for why name campers (and I’m flabbergasted that current devs can name them) do what they do. But it’s easy enough to make something new. It sucks if you have a personal connection to it. Probably the person who owns it does too. unless the devs choose to cut back on the thousand names per server. That makes total sense and the only objection I could see is if one of the other devs were the campers
  19. Another factor behind the original design of Kinetic Melee (in my opinion, I wasn't there) was that it adds an extra layer of protection in the form of -damage debuff on enemies. This has the approximate effect of additional damage resistance, which would enhance survivability. Unfortunately in this iteration, survivability is pretty much a given, especially for tankers with their ATOs. And so, players don't notice they are surviving more, since they have no problem surviving, and players then focus on why isn't my damage higher. I don't like Kinetic Melee enough to play it on a tanker or a brute, but I'll get some use out of it on stalkers or scrappers. Scrappers get a recharge of Power Siphon when Concentrated Strike crits (20% chance) but unfortunately that chance is not enhanced by either of the scrapper ATO procs.
  20. The kindest way I can respond to any of these "buff the power sets I don't use until they are better than the ones I use!!!1!" is a gentle pat on the back as I murmur "there, there, it'll be ok." I think @Glacier Peak did a fine job of talking up the set as it is. I have it on very few of my alts, but those that have it use it very well and use it exactly as they described. Maybe, maybe there is a learning curve that some people may not be aware of? I know that's blasphemy but I can't understand otherwise.
  21. Math-wise you get a lot more bang for the buck (and more drops) increasing your x rather than your +. Both help, but more enemies gets you stuff a lot more quickly. Try +1/x3 and see how quickly you go. then I'd try +1/x5, and feel things out from there. In my experience with melee alts, by lvl 40 I'm generally running +2/x5 and maybe x8 if I have enough Aoe. I'm at level 50 before I can blink. Also, the Experienced power (which is the same as Patrol XP) really helps a lot with rapid levelling. The devs give it out occasionally during events, but I get it mostly from opening hero or winter packs.
  22. I'm seeing it as -150% for radiation v. -100% for bio, plus a faster recharge.
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