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tidge

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Posts posted by tidge

  1. 1 hour ago, JKCarrier said:

    Funny, my view is pretty much opposite: I could maybe see having an alternative way to get the "boost accolades" (e.g., I wouldn't mind a solo-friendly way to get Task Force Commander). But I feel like the badges that have no benefit other than "bragging rights", you should have to get the old-fashioned way. Because otherwise, what's the point?

     

    Fair enough, but it certainly seem that folks who want permanent stat boosts, purple sets, etc for no/minimal effort have motivations somewhere on the 'bragging rights' spectrum too.

  2. 4 hours ago, Psi-bolt said:

     

    The only one that is really annoying is the Siege mission, which is mitigated on Excelsior, at least, by BAFs being run quite regularly.  If the Siege mission gave a badge (and thus was in Ouro) it would be fine IMO. 

     

    The level 45-50 arcs are available (one time only) for level 50s, and Maria Jenkins requires no introduction. The original Tina M arc is in Ouro. I suppose it is 'annoying' but so are shoelaces.

  3. This sort of request feels (to me) like another FOMO by not having everything (Stat boosts, Purples, Accolade Powers, blah blah fishcakes) on every character, at will.

     

    In-game, blue side: The Tina and Maria PI contacts are excellent for accumulating XP (including Incarnate XP, should the character be there) for both teams (natch) *and* solo... solo is especially good because of the NPCs that help in certain missions, and the variety of opponents that are weak to different damage types. The player needs to know which missions are which, but if the player is *bored* by those arcs and didn't learn anything... why does that player deserve an easy path?

     

    I agree with the sentiment that "waiting" for a contact to give a specific mission is annoying... so here is some validation on that point. I simply don't think it is that big a deal, because for solo play we have a mechanism (Ouroboros) to get missions that grant things we need for (most, certainly the stat-boosting) accolades.

  4. I no longer bother with keybinds for henchmen commands. I always found them clunky, and now with fast resummons and AoE buffs they are less necessary than ever IMO. For fine control I use the pet window.

     

    That being said, I only use macros for:

     

    4: Agressive

        5: Defensive

        6: Passive

     

        7: Attack my target

        8: Follow Me

        9: Goto 

     

    Plus STAY and DISMISS

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  5. 2 minutes ago, golstat2003 said:

     

    I've found badges to be supremely easier to get then some of the accolades. 

     

    But I honestly have no dog in this fight.

     

    I'm avoiding commenting in the MJ arc, but I've come close to hitting thumbs down on the OP. My point about badges v. accolades comes down to: if someone has got no time or willpower to collect the 4 stat-boosting accolades, they certainly don't have time or willpower to collect 1500+ badges.

  6. On 9/10/2025 at 5:38 PM, Ukase said:

    II'm not sure I understand why anyone would play a dominator in lieu of a controller. For stamina? That's easy to get. For status protection - my controllers only had to deal with mez when they were farming master illusionists for that kill the pets they have badge. Dominators - at least the way I play them - are not as good as controllers, and it's not even close. Don't forget, a controller can use the lockdown proc and lockdown bosses on the first attack just like a dom. And even if they miss it, the tools are there to handle it. So, yeah, my take is - don't know what it was like before, but the dom plant set is not that good compared to control plant set. Take that for whatever inf you can get for it. 

     

    I feel like adding: I feel similar about Controllers v. Dominators. I can build both, both play well for me, but I find Controllers to be much more fun than Dominators. Much of the feels are certainly due towards building for perma-dom as it limits the design space for me (for any given Dominator combo). Without perma-dom, DOminators are somewhat meh, with permadom they feel like narrowly specialized Controllers.

    • Like 1
  7. The accolades aren't that hard to get... they are one of the few in-game rewards for individual (not bankrolled) characters that are unlocked through playing the (specific) character.

     

    The stat-boosting accolades have a tangible reward on play.... better to ask for the ability to purchase more difficult things to achieve, such as badges. (not my suggestion, but badge count has zero effect on character play.)

  8. 7 minutes ago, Uun said:

    I've never heard anyone suggest skipping Whitecap. Shoal Rush is most frequently suggested.

     

    On other ATs, I'd never skip Whitecap. On MMs specifically... even though I play something like /Traps in near-constant base contact with enemies... I don't know that the rest of what would come from /Marine benefits that much from going into melee combat (as the MM). For me, it would 100% depend on how the playstyle develops. So much of Marine requires being close to the henchmen or picking targets from range, so Whitecap (again, on MMs) feels like the odd power out to me.

     

    On my other ATs with Marine, Whitecap ends up as a 6-slot power... and slots are especially precious for MMs in my experience. This is why I'd deprioritize it without establishing my playstyle for the MM (and henchmen).

     

    EDIT: Shoal Rush is an AoE debuff, which I find important for MMs. Less so for other ATs. It should work with minimal slotting, and should be a good %proc power (on cast) similar to Caltrops (on a Traps Masterminds) if there is a desire to invest some slots in it.

  9. Marine Affinity is absolutely a pick 8 or 9 power set. Ironically, a power close to the "go ahead and skip" in Marine is Whitecap. This is an excellent power, good for %procs and it can be an important source of -Resistance... but it is going to commit the MM to being in melee... not normally an issue, but sometimes it absolutely is. It will depend on how survivable you can make the MM. 

     

    18 hours ago, TooManyButtons said:

    Slightly off-topic question, but does putting an Achilles Heel proc in Mercs T1 minions stack? I heard conflicting information and a 60% debuff sounds better than another damage proc.

     

    I'd put a (single) %damage piece in the T1s before the %-Res piece... because damage always stacks, %-Res from the same source does not (although stacking it resets/extends duration)

     

    16 hours ago, twozerofoxtrot said:

    But you can skip that Tier 7 power on Bots because it's really bad, and your Protectors already heal with the second upgrade, and because very likely you'll have your own heal with Marine. Skip that, and skip one or two beam rifle attacks and now you can fit in a new power pool.

     

    The T7 robotics power pick is now Maintenance Drone, which is an excellent power. It's a great use of 6-slots for Preventive Maintenance. It's the most no-brainer heal power in the game IMO. It is much more reliable than the T2's heals. The drone also happens to be one more thing you can cast upgrades on after summoning a replacement henchmen (during the untargetable phase). It should pretty much minimize the need for Soothing Wave (on robots). Soothing Wave is a good pick-up for Thugs (and Mercs) ... less so than for the Robots.

     

    Soothing Wave is IMO good for the melee henchmen because the MM is likely to be focused on the enemy being engaged with, so the debuff and heal happen at once.

     

    For Robots, I try to have both Pulse Rifle Burst and Photon Grenade for -Regen, and the effects help keep aggro on the MM. Soothing Wave should also help grab/keep aggro (max 10 enemy targets to hit) With Maintenance Drone I'd probably minimize slotting on Soothing Wave. Soothing Wave will work on all allies, the Drone only heals (your) Robotic henchmen.

     

  10. So... I get what you're cooking, yet there aren't many powers (certainly not when compared to attacks/controls) that would benefit from from Defense/Resistance/Healing pieces... and if limiting this hypothetical set to Tankers via ATO is narrowing the window. 

     

    As I wrote: I used to grumble that that most Tankers could only use ATO in Secondaries (see also Defenders),, and I still occasionally grumble about the 'control' ATOs but specific to Tankers, their primaries and ATOs I feel like disclosing my general feels about ATOs:

    1. ATOs are convenient to use while leveling up
    2. At level 50, Superior versions often offer very good set bonuses and useful procs (and sometimes excellent globals)

    I write the above because my experience with Tankers is: 

    1. There are very few primary powers that need many slots, mostly because they simply don't need more than three (set) pieces, often only two are good.
    2. There are some Primary powers worth franken-slotting... but then 4,5,6-piecs set bonuses aren't in play.... so ATOs would have to have some extremely good 2 or 3-piece set bonuses

    As for the need... I'm specifically thinking about things like resistance toggles:

    • They pretty much exclusively only need Resistance and Endurance Reduction
    • They typically don't need to be toggled on (depending on enemy attacks)
    • Extra (i.e. past ED cap) increases of that specific resistance are very likely to be marginal

    On the final point: I know the arguments about damage resistance resisting resistible damage resistance debuffs, the "but 50% of 4 points of damage taken is 2 fewer points of damage taken" and the old (pre-typing change on HC) ideas about S/L ... but creeping up specific damage resistances by fractions of a percentage by gong well past the ED limits is IMO typically a real waste of slots... especially for Tankers that can really benefit from things like %Heal, +MaxHP, Scaling Damage Resistances,  and +Regeneration in ways that few other ATs (Brutes really) can because of the pool of HP.

     

    Having written all that: More enhancement sets would be welcome. Personally, I'd focus on gaps in current power types (Primarily: Threat and Fear; see also 'Accurate' powers like ToHit and Defense Debuffs plus "Accurate" Healing) before trying to create more ATOs (or HO/DS)

    • Like 1
  11. 7 hours ago, Steampunkette said:

    You know...

     

    Creating an ATO set that can be put into your secondary, and doing the same thing for all the ATs, could be great.

     

    Except Tankers, obviously. You'd need to make an ATO set they can slot in their primary.

     

    Not changing what exists, but making a new third full set of ATOs for every archetype.

     

     

    I'm not disagreeing... but I want to share a revelation I had about Tankers and ATOs  (but applies to all armor primary/secondaries):  The enhancement schedules for things like Defense and Resistance are different (lower) so a hypothetical Tanker ATO would have to consider the caps for both Defense and Resistance... and of course, not all Armor sets are equivalent.

     

    That is: a Hypothetical Tanker ATO would have to have a 6-piece distribution of something like Resistance, Resistance/Endurance, Resistance/Recharge, Defense, Defense/Endurance, Defense/Recharge to be "fair", and then trying for a 6-piece bonus would be a losing proposition for most Tankers.

  12. 6 hours ago, Agorazium said:

    I would love for it to be competitive with Arcane Bolt at least on Controllers. Sorcery doesn’t fit every theme but having a pool ST attack is so nice on most builds. 

     

    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.

    • Like 2
  13. 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.

     

  14. 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.

  15. 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.

  16. 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.

  17. 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.

    • Thumbs Up 2
  18. 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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  19. 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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  20. 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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  21. 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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