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tidge

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tidge last won the day on November 24

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  1. This is a special feature of Snipes. Currently, on HC: "Slow Snipes" have longer range, and base damage is increased by 22%. They are interruptable, and the interrupt time eats into time for other attacks. "Fast Snipes" are not interruptable, have reduced range, but every amount of +ToHit increases the damage of the attack, up to +22% (equivalent of the "Slow") In terms of performance... the nearest equivalent I can think of is the Stalkers' Assassin Strike from Hidden. Those do more damage, but multiple uses of them slows down attack chains, and when used as the opener takes longer. To repeat what I wrote earlier: If a Blaster can take a snipe at low level (e.g. Moonbeam at level 8), slotting the fast snipe piece makes it behave like a 'regular' attack with a predictable cycle time. I find this to be most convenient when I don't want to take both the T1 and T2 blasts to have a regularize attack chain. Personally: I never feel the need to play 'far away blaster' except on certain Master of ____ runs, so I don't plan on opening at Slow Snipe range as most of my attacks are not at that long range. I *do* miss the original (HC) fast Snipe range, because runners. It isn't particularly hard to have a solo level 50 Blaster sitting at/near +22% ToHit. Kismet can get +6, there are Build Ups, Aims, Tactics... and for certain builds (I've done this with Temporal Manipulation) a Build Up like Chronos can be auto-fired every 22ish seconds, with a ~90% of having the Gaussian's %BuildUp proc activate. For Scrappers/Stalkers who get Snipes in an Epic/Patron pool in the 30s... they shouldn't need the snipe for a realistic attack chain... so the Slow snipe (as an option) makes more sense for them IMO. Depending on the primary, those ATs may not have another ranged attack, so Sniper enhancement sets may not even be an optimal choice for them. Blasters usually have lots of different options for various damage enhancement sets, and IMO the Experienced Marksman set offers attractive set bonuses for Blasters.
  2. @Uun identified the ones that I will skip (unless I specifically need one or more set bonuses). Energy Font/Fiery Orb can be cute, but there is almost always a better use for that slot. The best are the Scrapper ATOs, after thos... probably the Stalkers, VEATs and Tankers... but generally they are good. As for set bonuses: I will share one trick relating to Dominator ATOs and set bonuses. I have one (perma)Dominator that already has five +10% recharge bonuses from purple sets, so I use the non-superior Ascendency of the Dominator set to get +8.75, since the superior set's bonus of +10% would be wasted.
  3. I find the Fast Snipe (and range!) enhancement from Experienced Marksman to be a very sneakily good option. It is also the 6th piece, so it isn't by any means necessary... the rest of the set offers good enhancements (including Interrupt times, Recharge) what I like about this piece: There are a few blast sets that get a Snipe at low level, so having the Fast Snipe gives the character a 'regular' attack... I know this can feel like 'but I lost my infini-range attack!', but for most content this isn't really necessary. The Mechanics of the Fast Snipe are such that building for +ToHit (up to +22%) adds damage to the Fast Snipe. We did lose range on the Fast Snipes, but the range enhancement helps to mitigate that. This is the purpose IMO to slot that piece even though in-combat the Snipe powers all become 'fast'. IIRC, +22% damage is what the Slow Snipe does... so a Kismet piece and power choices can have Blasters pretty much almost always at +22% ToHit. I typically don't use Fast Snipe pieces on Scrappers/Stalkers... I like them to have the option for very long range attacks, and when in combat they will always have Fast Snipes anyway (as noted above).
  4. Re: Winter ATOs. I almost never use those in builds. The Entomb %+Absorb is probably the most likely to be used, as Absorb is somewhat hard to come by, and many powers that can take it tolerate improved Recharge and still maintain good %proc rates with the Superior version. Occasionally, I'll slot two pieces for more Slow Resist, but that it about it. I can understand why old school Fire Farmers used them in builds, and they can appeal to folks chasing "Defense Caps" but I almost always see better choices for my builds. For a while, I was using Winter ATO only while leveling up... and recycling... but I eventually found enough characters where I wanted them in the final build so they got taken out of circulation. I now use attuned PVP pieces or Universal Damage pieces for that purpose.
  5. Since the stated purpose of the new indicator ring (around power icons) for MM Robotics primary to indicate the duration of the effect, is it possible to add the same indicator to the temporary power Envenomed Daggers?
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  6. Influence is always being created... pretty much whatever a player is doing (ignoring players only playing 1-49 with 2XP)... so this model doesn't really make sense to me, except in this context: Almost everything on the AH is easily available, much of it is trivially available... so there isn't IMO much holding up prices except demand. We used to have incredibly high demand... I'm not sure that the demand is at previously high levels. This could be fewer new characters, fewer players, a higher percentage of players who don't need to use the market... any combination really. There absolutely are players who "hoard inf"... or rather "accumulate Inf for the sake of Inf"... that is pretty much the casual definition of an Ebil Marketeer (and to some, AEternal Farmers). It's not much different than collecting badges IMO, just one more part of the game. Without the AH, massive Inf accumulation/time really only takes off above level 45... and even then only with increased spawn sizes... so eventually every player (minus the "I only play to level N" crowd) is going to get there.
  7. Any level shift change would also end up with ToHit penalties, just like for MM henchmen.
  8. That's Numberwang!
  9. Afterburner would bother me a lot less if it had a shorter cool-down, like the START jump pack.
  10. This sounds like a bug. I'm guessing the -1 setting is supposed to alter every players' levels by minus one in the mission?
  11. I'm unconvinced that the Sally recipe ever drops. I did a LOT of testing upon release, and I never got it to drop... and I got all the other zone monsters to drop recipes (although never tried the Rikti Dropship solo). I think it is because Sally doesn't give rewards. I 'defeated' Sally easily 100+ times with no recipe drop.
  12. What are you slotting in them now?
  13. I remember it happening with Soldiers of Arachnos as well.
  14. I slow-soloed the Dr. Aeon SF today, specifically to see how I'd do on even-level against the 5 Council AVs... I had 4 deaths total, at least three of them because I had sacrificed bodyguard mode. One death came in the Council fight. My character didn't feel any different in it, except that it seemed to take longer (probably by the 20%, but it has been years since I did that SF solo. This problem (specific to Robotics MMs) has existed for years. There are a handful of other primaries for other characters that this happens... each one I encountered was because of a hand weapon. I want to say that the renaming/renumbering of the "guns" is the issue.
  15. tidge

    +0

    This is me... on both counts: I prefer "even level" solo (not just for MMs) because I've done elevated difficulty as proof-of-concept, but I find it boring. I can also 'survive' whatever content.... although Lusca is now firmly in the category of difficult and boring to solo, so I'm not ashamed to admit that she was just boring to solo before. IPerhaps it was just my (lack of?) reading comprehension... but on Open Beta I didn't see many people posting time differences. I posted mine for GMs, for Tips @ 50 and some Incarnate content. And mine was only for a single MM. I'm not salty about the changes... but because of the level-less effects, they hit *me* in what I do most with my solo MM. I can believe that the Devs would prefer no one be able to solo a Giant Monster... but that appears to have simply pushed people towards multi-boxing them... with some irony is that it is both easier and more rewarding to multi-box GMs. The current round of changes don't seem particularly inspiring to get more people to play MMs... as @Maelwys notes... there is no shortage of suboptimal builds and playstyles, and eventually that catches up with the enjoyment. It will be new primaries that drive the real excitement.
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