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Posts posted by tidge
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16 hours ago, Xalon said:
Making all IOs slotted +5
Attuning all IOs slotted
Adding Hamidon enhancements
Adding all purple enhancements
Which of these gives you the best performance (or possibly mix of a few of these).
Attuning was explained by @Psyonico. I'll just repeat: non-attuned pieces can be boosted
Because of Enhancement Diversification , boosting provides the most value when one or more is true:
- The enhancements slotted in a power aren't being crushed by ED [e.g. ---/Endurance Reduction pieces in most Purple Sets)
- The enhancements slotted in a power don't need to be catalyzed to work "all the way down" in level [e.g. Purples, PVP, IOs]
- The enhancements slotted in a power aren't contributing set bonuses (or the player doesn't care about them below whatever level) [often with Frankenslotting]
Hami-Os are like pre-boosted pieces, the base enhancement values of a level 50 are roughly equivalent to a 50+5 piece. Superior pieces (ATO, Winter) are equivalent to boosting a non-Superior to +5.
Franken-slotting is mixing and matching sets/pieces. It could be using just one of something like Accuracy/Endurance, or multiple Heal/Recharge from different sources.
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18 minutes ago, Uun said:
Only the T3 Thugs henchman fights in melee. The T1 and T2 stay at range.
Which is more melee engagement than the robots. Towards endgame, it's the T3 that is doing the big damage... and Marine makes the Bruiser more effective IMO.
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Marine is excellent no matter the henchmen. Marine improves Mercs and Thugs more than it improves Robots IMO. The reason is because Robots are ranged attackers, whereas melee attackers will benefit more from what Marine brings and melee henchmen generally require more effort to keep in any given fight. Marine provides coverage for melee.
Personally, I prefer Robots. As they are ranged, they are easier to control in all combat. In particular I find that they work very well in bodyguard mode solo... on teams they require a little more direct management.
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I definitely would not slot an %proc from the Endurance or Health sets in it, except possibly Preventive Medicine's %absorb. As noted by @Maelwys, put other such pieces in auto powers.
As noted by @twozerofoxtrot, it is alrady 'perma', so with typical amounts of global recharge you should have time to casually click it as a refresh.
Personally: I wouldn't slot it for either more Recovery or Regeneration: More slotting hits the point of diminishing returns pretty quickly (especially Regeneration on a Blaster). Kuji-In Toh is IMO a very convenient power for enhancement mules. Slotting it with a set for a bonus isn't a terrible idea.. but it really depends what other powers you may pick that might benefit better from the sets you might slot here. Personally? I'd consider 4x unbreakable guard here... the Global, plus some pieces with recharge. The bonuses are pretty good for a character that will be in melee.
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56 minutes ago, battlewraith said:
Lol like Darwin. Galileo. Socrates?
They laughed at Einstein! They laughed at Galileo! They laughed at Bozo the Clown!
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4 hours ago, tidge said:
The difficulty some folks have about "moving on" from their own suggestion is sign of under-developed problem-solving/critical-thinking process. I know this sounds insulting, but critical thinking and problem-solving are skills that have to be developed. A common 'first step' in problem solving is something like 'spitballing', but it is literally just the tiniest of first steps, and despite what some management seminars might say there are some "bad ideas"...
54 minutes ago, battlewraith said:It sounds insulting because it is. It's writing off people that don't agree with you by assuming they lack good reasoning skills.
Many folks provide sufficient evidence of poor reasoning skills.
The "there are no bad ideas" statement often made in as part of a problem solving exercise is insincere politeness. ... most problem-solving seminars immediately go to something like an is/is-not analysis which weeds out the bad ideas (because those ideas "is not").
Specific to the engagement in this forum... many folks simply post "solutions" for things without even identifying a problem... It is mucvch more like "Hey, I just thought of *this*". The most polite guess as to what the problem *is* becomes "person who made proposal wants validation for their exceptional thinking"... which bears out when *any* negative criticism becomes seen as a personal attack (i.e. the other user not recognizing the exceptional thinking).
Folks who get hung up on their own ideas, and insist on defending them to the death, is not using good reasoning.
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10 hours ago, Ghost said:
What discourages people is that they want to be praised.
“such a wonderful idea!!”
Which is why they can’t move on after posting a suggestion.
It’s also why some have felt the need to argue and reply to every post about their suggestion.
Them getting discouraged is self induced.The difficulty some folks have about "moving on" from their own suggestion is sign of under-developed problem-solving/critical-thinking process. I know this sounds insulting, but critical thinking and problem-solving are skills that have to be developed. A common 'first step' in problem solving is something like 'spitballing', but it is literally just the tiniest of first steps, and despite what some management seminars might say there are some "bad ideas"... the subsequent steps of problem solving (which can happen internally, there is no prize for flooding the whiteboard with bad ideas) involving applying critical thinking to avoid burning mental energy on impractical and/or dispositive suggestions.
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1 hour ago, battlewraith said:
Ok, so with respect to this conversation you're pointing to an idea that had nothing to do with this forum and was immediately removed.
Absence of evidence is not evidence of absence.
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The "devs" have implemented objectively bad ideas. The most obvious one that comes to mind had these characteristics:
- It "solved" a specific "quality of life" issue that was experienced by a small number of players (possibly only one)
- Was added with no summative testing (i.e. no time to get feedback)
- Was immediately removed from the game (not even added as an option/toggle setting, which should emphasize just how poorly considered the idea was)
The idea was: "Alignment Tip missions should just keep rolling in, discarding the tip missions the player isn't choosing."
On its face, this doesn't look to be that big of a deal... but in practice it was a nightmare. A small amount of kibitzing would have exposed the likely defects with this idea. I don't think this idea came from a public suggestion, but there have been plenty that would have introduced similar painful experiences if implemented.
I'm not dumping on the dev; I bring this up to point out an example of something that the devs choose to work on and implement, in an area many of us can look at and think "no big deal" or "I see an issue, maybe the issue could be addressed by _____" but was still bad enough of an idea (and/or one with meaningless impact) that it isn't in the game.
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9 hours ago, DrRocket said:
Often Quality of Life are rejected by the negative minded, by saying and in some cases (if polite) actually providing the work around, which is great while the QoL is done and not as an excuse to reject it.
This is a somewhat narrow perspective. I've seen plenty of suggestions labeled as "Quality of Life" improvements that were more like "radically change the game to suit *me*", some that address specific individual pet peeves, and some that focus exclusively on things like the User Interface are are agnostic to powers and play styles.
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2 hours ago, Rudra said:
That MM PBAoE heals stop missing the pets adjacent to the MM. (Edit: Sometimes they work, and sometimes they don't. And the farther away the pet is, the more likely the heal is to work and affect them until they are out of range. It's rather frustrating to see Genin A at the limit of the heal's radius get healed, though I am still glad he was healed, but the oni right next to me doesn't get healed even though he needed it more.)
There are probably a half-a-dozen things relating to MMs and 'nearby' henchmen that don't work 100% as expected... and it is practically impossible for a player to figure out what is going on. Client-side v. server-side is probably playing a role.
For example: If I drag henchmen on bodyguard mode "far enough" towards something like a Giant Monster, it is somewhat common that the GM gets of an attack that hits nearly all of the henchmen despite what their defense values ought to be based on Supremacy, MM toggles, auras, etc. I'm convinced that it is related to the henchmen code (and the 'aura' effects like Supremacy), because it is very rare that the MM takes any damage (so it isn't bodyguard transfer) this simply doesn't happen to Lore pets dragged along as well.
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1 hour ago, UltraAlt said:
What color is "coop"?
I suggest green or orange if there isn't one.
I honestly can't recall... I have a vague recollection that the Shadow Shard zone names show up in mauve, but that is probably the Mandela affect
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I'd like to see the zone names color coded (blue/red/yellow/coop) on all zone transport options (e.g. Ouro)
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7 hours ago, golstat2003 said:
*Random meme pic inserted that may or may not be related to the topic at hand*
3 hours ago, PartyKake said:[A quote from a movie that nobody knows, so it's taken literally]
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I am not a fan of the Controller Energy Font... I consider it to be the worst of the ATO procs. One of the things I dislike about it most is that there is almost always another, better choice of set (PVP, Purple, or even Winter), including the other Controller ATO set.
I'll use pieces of the Overwhelming Presence set while leveling (it is convenient), but the only time I'll consider it is if there is a second Controller power that has multiple different types of controls and also takes Controller ATOs.... because the 'control' aspect works to boost multiple types of controls.
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59 minutes ago, ZacKing said:
They won't know what to buy, how to slot it or how to play with their new character that they just wasted all that free inf on. Hard no from me.
This part stirs a variety of feels. I remember the earliest days of Live when I'd pick content/street sweep just to get DOs that maybe I could combine with other pieces to help my characters avoid having red-level enhancements... so with that specific 20-year-old feel in place, heck yes I feel like helping new players with a little scratch has a tiny bit of appeal to me. However...
...The Homecoming version of the game absolutely sidesteps ever having to have those feels... unless a player is absolutely unwilling to engage with the game. In no particular order:
- It is trivial to burn through early (pre-22) levels (DFB, AE whatever)
- After level 22, a player may as well slot IOs... and because of lvl 25/30 crafting badges, those are readily available on the market (plus 1 for free from the University)
- IO recipes just *drop*. Certainly by level 50 I am always cleaning out Endurance/Recharge Reductions, Accuracy and Damage IOs.
I'm somewhat certain that giving out wealth leads to inflation. It's not as if lack of enhancements is equivalent to hungry and poorly clothed children.
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16 minutes ago, Ukase said:
I'm kind of on the same page as you, but I'm not going to presume that more than a few of these players don't need to learn it now. They've already learned it, and it's in their knowledge base. At least, given what I've seen, and picked up during the chat when teaming with some of them, that's what my take away is.
I got to this point, and then I thought about it, and I've judged that this is an argument with very little weight. I certainly feel like I've "mastered" certain sets and ATs such that I *know* what powers I want to take and how they will be slotted... and I feel that there is very little room for "more learning".. so there are two questions I have to answer for myself:
- Why am I essentially re-rolling a character?
- Is it important that I get *this* character to insta-50 with a full kit?
- If I must insta-kit, am I able to insta-kit this character?
#1: Sometimes I have a concept character that inspires me to make a new version of an existing character... but it takes very little effort to "reserve a name".
#2: "holding" a name takes very little effort. Peram-holds (@50) require no slotting. If I've already "learned the game"... that holds true for all 50+ content too! If I want to play with friends... do they care if I am loaded with Purples? Is there level-50 solo content that demands I be full-kit?
#3: If I'm smart enough to have solved the game... I'm smart enough to know the answer to this question. If I played the game enough to have gotten to the point I know I want to insta-kit... I know how to insta-kit.
The *one* solo activity that I can imagine demands insta-50s with insta-kits is AFK farming for Empyrian merits, since there is a cap on Empyrian merits from levels.
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On 9/5/2025 at 3:53 PM, Scarlet Shocker said:
I'm working on a Stalker, almost the first time ever, the name of Meatwave (StJ/DA)
I've just got my AS, and I'm thinking Combat Teleport would be useful to have - get me in, rip out the guy's spine, get out.
But I also note that AS is quite a long duration, 8 seconds which is probably the time I take to identify said spine before ripping it out. Would that negate CT? Is it a useful power to take?
I'd be interested in knowing what is a good technique and what powers I should and shouldn't take.
Others have explained the slotting and use of AS, I want to >*BAMF*< in and write that I LOVE Combat Teleport on melee characters. Escaping with Combat Teleport is not really that important... I used to set up a bind and macro to escape on every CT character, but there is very little content that benefits melee characters. It is also incredibly useful to select a teammate to pop next to.
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8 hours ago, Ukase said:
And really, if someone has a level 50 and 200M, that's really all the inf they'll ever need - unless they start making alts. It's the alts that sap the stacks of influence. And there are players who make a ton of alts. Some folks make a new 50 every day. No idea how they get a real feel for the character that quickly, but they're gonna do what they're gonna do. I'm just glad I don't have to fund them.
These are the parts of the post that resonate deepest with me. I understand playing characters up to level 50... I don't understand churning out level 50 after level 50 and also wanting each of them to have full-kits of Purples, Hami-Os, etc... while complaining that this self-made choice isn't trivial. The level 50+ content isn't going away... and *if* there is content that requires specific enhancement sets... I can guarantee that such content is better served by a player who listens and pays attention and understands their character more than anything else.
I tend to plot out my characters' power picks up from 1-49, as well as what I think the final slotting might look like... but I am test driving the character as it levels. Playing through low level content gives me a better feel for what powers to have when, and sometimes a power that looks good in theory simply doesn't perform to my expectations. There are a handful of powers that I see folks recommend that are IMO pretty inferior choices, there are some powers & sets that I feel really only work for a full-kit build, and there are some powers that work really well when leveling but aren't needed on a full-kit final build. Jumping straight to 50 is IMO not just skipping most of the game's fun times, but also skipping out on a lot of the learning.
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I've never taken the Mace pool on a Stalker... but here is some other info you may find useful about Snipes
"Quick" Snipes get a damage bonus based on the character's +ToHit, up to +22%. IIRC, at this cap it makes Quick snipes do as much damage as a Slow snipe. There are a few ways to boost ToHit (the Kismet piece can contribute +6%) and the Experienced Marksman piece will make the Snipes be always quick. In practice, I've found this to be a good option for any character that can sit close to the +22% ToHit value... but generally I can't get Stalkers there... so I tolerate the Slow Snipe. The range of the slow snipe is better FWIW, but once engaged I like Stalkers to have the ranged attack option.
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The T2 and T3 act as a pool of HP for the MM, no matter the scaling. Obviously they have a harder time staying alive if they are taking fire directly. This is just one more piece of the puzzle for playing MMs well.
After VEATs, I personally rank MMs as the AT most likely to benefit from multiple builds. If taking on +4 content, there has to be some effort put into keeping the henches alive and keeping aggro on the MM. This is a good strategy for all content, but I've seen some MM builds that fall short on those scores... part of what the player brings is making good decisions for the content they want to play.
Like @Rudra, I find solo +4 to be a real slog for MMs... more so than the typical +4xMany slog I feel when playing all the other solo ATs.
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1 hour ago, Jacke said:
Just remember, there are double
agentsLindys. But going triple is suicide.-
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On 9/3/2025 at 1:31 PM, golstat2003 said:
I've heard folks complain about having to do TFS constantly to earn merits also sooooo. 🙈🙉🙊
Don't ignore the players who've "won" via MIDS, know every Purple, Winter and Hami-O enhancement, and have figured out how to PL via multiboxing in the AE, but want to complain about the AH.
On 9/3/2025 at 1:31 PM, golstat2003 said:There is also merits, which you can use to fund yourself without ever touching the AH.
I think it was my first HC character that leveraged the market to make staggering amount of Inf... something like 250MInf (/s)... that was invested in future characters... and after I started using a SG base to store "commonly used" pieces the amount of Inf I'd pass to the next character got smaller and smaller... and eventually I stopped even trying to rebuild the 'kitty' for the next character. I still dump things into the AH (so the purse gets reloaded) but those funds are basically covering scratch fees for crafting, temp powers, etc.
For many years now... I've been exclusively relying on Merits to get most everything for characters... either directly (Merit Vendors for recipes/pieces) or indirectly via Converters (for crafted drops). This is highly inefficient (from a Merits -> Inf -> AH perspective) The content I play yields more merits than Inf... I can switch my content of course, but merits roll in without having to do anything but play.
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Can we Buff Project Will?
in Suggestions & Feedback
Posted
Here is a tip about Force of Will on Controllers (specifically, but applies in general):
If I want the "ranged attack" find it is generally better to take Weaken Resolve slotted with Accuracy/Recharge and two %damage pieces than it is to take Project Will. Add the %-Res if you like, if it triggers I'm pretty sure it will happen before %damage. Controllers have a poor damage scales, the %procs are fixed damage that ignore the scale.
Mileage varies of course if you want Project Will specifically to hold some other set, but for Controllers... unless there is a thematic reason to take Project Will "To Me, My CoX-men!" I don't need the piddling damage it can add.