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tidge

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Posts posted by tidge

  1. On 3/19/2021 at 10:01 AM, Heraclea said:

    On a Manticore, I suspect that since you probably aren't going to be controlling or bursting down the Paragon Protectors at those settings, waiting for their Moment of Glory to wear off would get quite dull. 

     

    1 hour ago, Doomguide2005 said:

    Lol but I suspect the vast majority of teams would never notice ... I mean it would go from 'whiff, whiff, whiff ...' to 'whiff', whiff, whiff ...'.  The only thing changing would be the pretty graphics on the Crey.  (Not even sure 'streakbreaker' would notice 🤪)

     

    It's the "Moment of Glory" combined with the "Defeat All" missions that keep me from running Manticore TF at +4. Not that I wouldn't join such a TF, but I would have to set up a second screen to watch something like the Snyder cut of Justice League to help pass the time.

  2. 5 hours ago, Carnifax said:

    +4 Citidel? Ew Ew Ew.

     

    Citadel +4 should not be a struggle for a TF that is expecting it... it may be LONG, but most exemplared lvl 50 builds should not really have a problem. My experience with the non-AV missions in (lower level) TFs run at higher difficulties is that it is usually the ToHit difficulties and the Control durations that offer the biggest challenges. Synapse at +4 is much worse. Positron 1 & 2 at +4 can be a horror show.

     

    As for the OP: I agree that running TFs as advertised, and asking on-the-fly regarding difficulty changes is the way to go.

     

    I have a few minor peeves, specific to way a very small number of players approach the Penelope Yin TF, relating to advertised expectations:

    • When advertised as a "defeat all", and in mission one it is revealed that this includes Prison Doors (?!), don't start crying when players start opening all the doors in the final mission.
    • When advertised as a "defeat only what we need to defeat" don't be surprised when groups of freaks are skipped in the first mission.
    • Like 1
  3. 17 hours ago, AerialAssault said:

    Provisionally, I would say no. My personal belief is that it would be a step on the road towards further power creep. People already feel that the game is too easy, to me, the response wouldn't be to make things easier, and I sincerely believe that it would make things easier. Nobody here has been lamenting that they can't fit another pool in when they've picked Presence, Medicine, Concealment and Teleportation.

     

    I also feel like making the call to lift the limit on 4 (Basic) power pool choices to be asking for more power creep, which in turn will fuel more calls to "make the game harder" (even though I rarely see people doing "hard" content like +4 Rularuu).

     

    For myself: I have yet to feel the need to chase more than 4 (basic) power pools, because if something in a power pool was *that important* for a specific character concept, I would choose the appropriate AT along with a Primary and a Secondary that matched the concept. The only concept I see folks chasing here is "I want to hit the (soft) caps." I absolutely look at some power pool picks to allow my builds to slot thinks like Global Defense and Recharge pieces, but in my case those choices are always fit into the build (a) if there is room and (b) they are picked after I have the core power set for the AT established. I never start with the concept "I'm going to hit the S/L Resistance cap". YMMV, as I see a lot of builds where this is the goal.

     

    An improved QoL change to power pools would be, IMO, to re-examine the number of "predicate" powers necessary to get the 3rd, 4th, and 5th powers in a pool. Being able to immediately select a true travel power (historically, the 3rd power in a travel pool) is a HUGE QoL improvement. The following would make many characters MOAR BETTA, but I'd be happy for:

    • Allowing Tough (Fighting) to be a 1st power pool pick. We can already pick (fast) Travel and +Recharge (Hasten) immediately, why the concern about a toggle for S/L Resistance?
    • Allow Invisibility to be a 1st power pool pick. While I can see a progression from Stealth/Grant Invisibility to Invisibility, the existence of Stealth Enhancements for travel powers makes this moot, IMO.
    • Allow Invoke Panic (Presence Pool) to be a 2nd choice. I love the Presence pool, but no two of the necessary choices (before being able to choose either Invoke Panic or Unrelenting) offer any synergy. (Those choices are a Taunt, a Placate, and/or a single-target Fear).

     

    • Like 2
  4. I'm perfectly happy with 4 pools plus an Epic/Patron. I'm only slightly peeved by the constraints on VEAT/HEAT, but I can accept them.

     

    My guess is that if players could pick without the constraints of specific pools, we would end up with:

    • An immediate desire to not be constrained by primary or secondary default choices,
    • Accusations of self-gimping because some folks refuse to pick from more than five pools to make their characters MOAR BETTA
    • Like 1
  5. I have no strong opinion on the Beta changes for MMs. My participation in the subsequent divergence was mostly motivated by:

    • I like playing MMs (solo) as I find there are different sorts of challenges in game play.
    • I dislike building MMs as I feel like they are subject to more build constraints than other ATs

    I am very sympathetic to the purple patch/level shift issues... but I don't play my MMs though such content.

     

    My personal interest is in content below level 50, and I think there are handful of (small, subtle) changes that could be made to make the class more fun. The Homecoming team should be congratulated on the changes they have already made on behalf of MMs.

    • Like 2
  6.  

    The powers I took on my Mind/Poison, each was taken at the level it was first made available:

    • current order:
      • t1: mesmerize
      • t2: levitate (5 slots) <- 1 of the 5 slots is in the category of "I couldn't think of anywhere else to put it"
      • t3: dominate (6 slots)
      • t4: confuse (6 slots)
      • t5: mass hypnosis (5 slots)
      • t6: telekinesis
      • t7: total domination (6 slots)
      • t8: terrify (6 slots)
      • t9: mass confusion (6 slots)

    I included how many slots the build uses in each power (at level 50, but the priority was roughly the same while leveling (through normal content, if that matters to anyone).

    I only added Hasten to the build at level 47 and it is single-slotted; I include this note just to offer some idea that I didn't see the need to prioritize Global Recharge,

     

    I didn't find the experience of leveling up to be particularly onerous. I participate in lvl 50+ content with no real surprises (except possibly that this character makes earning the Valet badge from Market Crash reasonably straightforward).

     

    I understand the emotional appeal of something like a Psionic Nexus pet... but quite frankly the current progression of powers (in Mind) "feels right" to me. Mass Confusion strikes me as "just right" for a T9 primary; I would be reluctant to see it diminished by moving it to a lower level tier (to make room for a pet).

     

    Finally, here are a few more comments:

    • The only part of the powers (that I took) that I really dislike is the application of damage at the end of Levitate. especially since %procs occur at the initial attack!
    • The secondary is Poison, which offers debuffs as well as complimentary controls. YMMV with other secondaries.
    • I specifically built this (concept) character to rely on extra damage from %procs. I don't feel (as an individual player) that Controllers need more damage, but I admit that having taken other Controllers to level 50 I wanted something with a little more "oomph". Again, YMMV.

     

    • Thanks 1
  7. I'd be thrilled if Unrelenting was as available as often as Rune of Protection (current or planned)... as long as the effects were untouched. I find Unrelenting to be the sort of click-buff that I use as often as possible on my melee/PBAoE characters that take it. The only reason NOT to use it as often as possible is if holding it in reserve for the healing. I suppose from a game balance perspective, it shouldn't be better than a similar primary/secondary Dull Pain (or similar) power.

     

    Frankly: Unrelenting is a reasonably powerful utility power gated behind some really unfortunate necessary power pool choices (Pacify and Intimidate). It requires having high Global +Recharge to make best use of right now.

  8. heh. I thought I was being diplomatic by offering to do away with the Level 6 Upgrade (because, well... it make some sense for the T1 hench, but less so T2 and T3) and add some sort of recharge intensive pet:

    • Recharge intensive pets take the MM enhancements that otherwise go to henchmen
    • The game already has recharge intensive pet powers
    • The game already has animations for P2W summons (that happen to be toggles)
    • A 'lil buffer pet would help when the henchmen start to suffer from level shifts.

    My favorite MM is Robotics. I already skip Repair, I don't put any slots in Equip or Upgrade, my 3 henchmen have to hold onto the diverse aura enhancements, and I only take two of the three direct attacks to grab aggro, get some set bonuses and for some soft controls. It's just that I feel like aside from my own choices on the (rather poor) primary attacks... I honestly don't have much variety in my Primary powers.

     

    Two extra powers would be neat. But my compromise (just replace the level 6 power) would at least free me up so that I could consider 5-slotting on of my henchmen powers with a single set.

     

    It would also be neat to be able to multi-slot my Gang War as something other than a Mule power for the Aura Enhancements.

  9. The Endurance bar refill from Domination is a wonderful thing.

     

    The Endurance struggle is real (while leveling); from my PoV this is one of the foundational reasons for chasing PermaDom. To express my own thought a different way: If I wasn't going to benefit from all the other reasons to have PermaDom, I probably would not be doing enough with the Endurance I'd otherwise be spending.

    • Like 2
  10. 4 hours ago, Coyote said:

     

    @tidge meant... "why don't the henchmen that you get access to AFTER you get access to the upgrade already have the upgrade built in?". Clearly the "powers being gated by level" argument doesn't apply when the upgrade is available at 6 and the henchmen only at 12 and 26.

     

    Yep, that is my exact point of inquiry. Because the upgrades act as a sort of "targeted AoE" it isn't as if there is an easy way to avoid buffing (only some) henchmen... so the necessity (or choice, if you prefer) of applying the L6 upgrade to L12 and L26 henchmen really does seem like a penalty. Minor perhaps, but hard to justify.

     

    I can totally accept a MM primary power choice that makes henchmen MOAR BETTER, but having to use TWO primary power picks... and having next-to-no utility from slotting those TWO primary powers... There is an upper limit on how much lemonade we can expect.

     

    I can suggest LOTS of things that could be done with those two powers that would risk game balance, but I can also think of some minimal changes that would not. Personally, I don't think baking the L6 upgrade into all the henchmen would be catastrophic to game balance. If the L6 upgrade was replaced with another power... the MM Endurance tax would almost certainly cost more (in the long run) than the cost of applying the 1-time upgrade.... but MM would have more options. Just to close out the circle of my thoughts:

    1. Give every henchmen (T1, T2, T3) the 'extra' powers (granted by the Level 6 upgrade) at time of summoning. This is a slight buff to the Level 1 henchmen, but effectively only for the first 5 levels of play.
    2. Replace the Level 6 upgrade power with a recharge-intensive pet which provides some boost (perhaps +Acc?) of suitable flavor for the primary... which ought to allow all MM classes the ability to slot the Aura pieces without having to frankenslot every henchmen build just to include them.
    3. Keep the Level 32 upgrade as is.

     

     

    • Like 2
  11. On 3/10/2021 at 6:38 PM, Nightmarer said:

    It's been a while since I've seen Pool powers discussed on the weekly discussions and I think it would be a nice place to input a few things to make the game more interesting:

     

    • Presence Pool: Does anybody at all take it? Is it worth trying to revamp it again or better just get rid of it? I don't think it's in a good place as it is

     

    The Presence Pool is one of my favorites, especially for defense-based characters. The gems:

    • Provoke <- A multi-target taunt. It requires a ToHit check, and has a smaller number of targets than Taunt, but it is superior to (single-target) Confront of Scrappers and VEATs IMO.
    • Invoke Panic <- A PBAoE "soft" control, that also allows for some %damage
    • Unrelenting <- If your character has high recharge, this power doubles as both a sort of self-Healing and a Damage boost, in addition to having a self-rez

    The Mediocre:

    • Intimidate <- A single-target "soft" control loses a LOT of utility as the content scales. I find that it's best utility is for "stacking" with other Fear affects. Without a %contagious Fear proc to slot (similar to %Contagious Confusion), this power doesn't merit the investment in slots.

    The stinker:

    • Pacify <- Extremely limited circumstances of utility, and doesn't even duplicate the Placate on AT which have a dedicated Placate. I understand why (from the PoV of "pools shouldn't be as good as AT variants) but the Placate mechanic is already pretty bad (for most circumstances) I would allow Pacify to duplicate Placate (for AT with Placate).
    • Having to take two powers before Invoke Panic or Unrelenting.

     

    The pool would have a LOT more love IMO if we could pick either Invoke Panic or Unrelenting as the SECOND power pick.

     

    • Like 2
    • Thanks 1
  12. 6 hours ago, Maxzero said:

    What arbritary line does auto upgrade powers cross? Are people trying to say wether or not to click the upgrade equipment button is some great tactical decision? I would argue that long resummoning timers were something I did have think about and plan for especially in high damage situations. Yet here we are.

     

    I don't feel strongly about either side of the argument, but here is what looks to be the thinking behind the upgrade powers:

    • By giving the henchmen new abilities, the upgrades mimic the new powers that can be taken by other classes (at appropriate levels) to improve performance at higher-level content. Granting "auto-upgrades" could risk imbalance (at lower levels).

    Now, even though I don't feel that strongly about the specific arguments back-and-forth about whether or not the upgrades should be automatic, I will repeat my complaint that to me, they feel like boring and wasteful power picks... even as I recognize that without the upgrades (in the current game) the henchmen would be rather pathetic.

     

    There is another peculiarity (beyond the fact that slotting the upgrade powers is near-pointless): Why is the level 6 upgrade necessary for the level 12 and level 26 henchmen?

     

  13. Oddball "upgrade" Power suggestion for spitballing:

     

    The First Upgrade gives all of the new powers, to pets of each tier.

     

    The Second Upgrade supercharges individual pets, but ends up destroying them after 90 seconds, forcing a resummon/upgrade of that pet.

    • Like 2
  14. Widows are GREAT, but I won't recommend as a "first" character for a couple of reasons:

    • They eventually are forced to respec, and that respec will be confusing if you can't foresee what the new power choices will bring
    • They burn a LOT of Endurance at low levels (few slots, many attacks and toggles)

    For learning the game (or enemy types) I think a non-DPS AT is a good choice. It will be slow to level up, but that is no sin! There is no better way to understand how different powers work against different enemies than simply taking solo missions. Any of my characters will help out other players on missions, and I know I am not the only player that feels this way.

    • Like 2
    • Thanks 1
  15. 57 minutes ago, TheMoncrief said:

    I don't *LIKE* that the Assault Bot is the only really combat effective pet in the set, but at least it gives some freedom to slot stuff I want elsewhere without hindering my damage too badly.

     

    FWIW: I did use a second build on my Bots/Traps MM as a "Boy and his Big Robot", i.e. a 1-pet only MM. This allowed me to slot the aura pieces elsewhere. The result was... disappointing.

  16. 34 minutes ago, Decaying Rose said:

     

    While I'm not sure about the first modifications you've proposed (those look like a lot of work, but for some really cool benefits), I'm all for the last one--being able to slot the aura buff IOs into the equip powers.  That would put a little more slot pressure on the MM's non-primary powers (you'd want to add at least one slot to each equip power, maybe two if you put all six def/res auras in) and free up some room for effects in the pets.

    • Bots get a little more room to slot in defense/heal in the ProBots, and the other bots get some room for other effects.  (Repair's also pretty junky currently.)

     

    If the Robots are ALSO trying to slot for Knockdown, that's another "tax" on the henchmen. Personally, I'm ok with opting to "burn" one slot on each henchmen for KB->KD, but also trying to fit the aura pieces in... well, lets just say that there doesn't end up being a lot of room for that much more actual enhancement of the henchmen.

    • Like 3
  17. 4 hours ago, Snarky said:

    I never recommend putting Gaussian proc on auto fire.  It can fire while you are standing in a hallway doing nothing.  I use it manually right before I need a ton of damage, way increases the chances of it being effective.  in my opinion.

    In my case I get the boost 25% of the time, and I can keep it from triggering by activating other powers should e need to. The non-proc boost is active 50% of the time. I also don't stand in doorways not attacking. We've butt heads on this before, so I know there is no changing of minds on this point. 🙂

  18. 5 hours ago, skeletor64 said:

    Admittedly, I’ve never used Dark blast before Homecoming. Was thinking of trying out a blaster using this primary. I noticed it doesn’t have build up but not sure how much I need it. I’m very low level atm so too early to tell. Any suggestions?  I rolled martial combat as a secondary.

     

    Dark has Aim. I have a Dark/Time, and use Chronos (at level 10) as The "Build Up", and added Aim late in the build (level 47) since I didn't really have any other options I felt would be as useful with only a single slot.

     

    This is a "concept character", so it ends up with a couple of attacks that I wouldn't normally recommend (Arcane Bolt, Repulsion Bomb) although they serve their purposes (to pick Run of Protection, and to hold a couple of set bonuses). Chronos is available about every 21 seconds if everything is clicking, with a 90% chance of triggering a 5 second extra Build Up (Gaussian's %proc), so it is on auto-fire. I have Aim to fill the gaps if I feel I want it and Chronos isn't in play.

     

    There is one peculiar slotting choice: I have the Kismet Accuracy (really ToHit) in Maneuvers. The power has to be toggled on to get the Kismet bonus, and I really only use this to add to the Snipe damage (from the +ToHit) during Fast Snipes (when Chronos hasn't already maxxed it out). I forget where I had that slot before (maybe in Health or Stamina? maybe in Mystic Flight for some extra Defense?) I don't doubt that this build could be taken in different directions, but I like where it is.

     

    Spoiler

    Hero Plan by Hero Hero Designer 2.23
    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

    Click this DataLink to open the build!

    Dark Temp: Level 50 Magic Blaster
    Primary Power Set: Dark Blast
    Secondary Power Set: Temporal Manipulation
    Power Pool: Sorcery
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Force Mastery

    Hero Profile:
    Level 1: Gloom -- SprDfnBrr-Acc/Dmg:50(A), SprDfnBrr-Acc/Dmg/Rchg:50(3), SprDfnBrr-Acc/Dmg/EndRdx:50(3), SprDfnBrr-Acc/Dmg/EndRdx/Rchg:50(5), SprDfnBrr-Rchg/+Status Protect:50(5)
    Level 1: Time Wall -- HO:Endo(A)
    Level 2: Umbral Torrent -- HO:Centri(A), HO:Nucle(37), CldSns-%Dam:30(46), PstBls-Dam%:50(48), JvlVll-Dam%:50(48), OvrFrc-Dam/KB:50(46)
    Level 4: Mystic Flight -- BlsoftheZ-ResKB:50(A)
    Level 6: Time Stop -- GldNet-Acc/Hold:30(A), GldNet-Acc/Rchg:30(7), GldNet-Rchg/Hold:30(7), GldNet-EndRdx/Rchg/Hold:50(9), GldNet-Acc/EndRdx/Rchg/Hold:50(40), GldNet-Dam%:50(43)
    Level 8: Moonbeam -- StnoftheM-Acc/Dmg:50(A), StnoftheM-Dmg/EndRdx:50(9), StnoftheM-Dmg/ActRdx/Rchg:50(11), StnoftheM-Dmg/EndRdx/Rchg:50(13), StnoftheM-Dam%:50(13), GldJvl-Dam%:30(39)
    Level 10: Chronos -- GssSynFr--ToHit:50(A), GssSynFr--ToHit/Rchg:50(11), GssSynFr--ToHit/Rchg/EndRdx:50(15), GssSynFr--Rchg/EndRdx:50(43), GssSynFr--ToHit/EndRdx:50(43), GssSynFr--Build%:50(45)
    Level 12: Arcane Bolt -- Apc-Dmg:50(A), Apc-Dmg/Rchg:50(15), Apc-Acc/Dmg/Rchg:50(40), Apc-Dmg/EndRdx:50(40), Apc-Dam%:50(42)
    Level 14: Kick -- FrcFdb-Rechg%:50(A)
    Level 16: End of Time -- SprBlsWrt-Acc/Dmg:50(A), SprBlsWrt-Dmg/Rchg:50(17), SprBlsWrt-Acc/Dmg/Rchg:50(17), SprBlsWrt-Acc/Dmg/EndRdx:50(19), SprBlsWrt-Acc/Dmg/EndRdx/Rchg:50(19), SprBlsWrt-Rchg/Dmg%:50(27)
    Level 18: Tough -- StdPrt-ResDam/Def+:30(A), Ags-Psi/Status:50(42)
    Level 20: Temporal Healing -- Prv-Heal:50(A), Prv-Heal/EndRdx:50(21), Prv-EndRdx/Rchg:50(21), Prv-Heal/Rchg:50(23), Prv-Heal/Rchg/EndRdx:50(23), Prv-Absorb%:50(25)
    Level 22: Weave -- Rct-Def:50(A), Rct-Def/EndRdx:50(25), Rct-EndRdx/Rchg:50(27), Rct-Def/Rchg:50(34), Rct-Def/EndRdx/Rchg:50(36), Rct-ResDam%:50(36)
    Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(45)
    Level 26: Life Drain -- TchoftheN-Heal:50(A), TchoftheN-Acc/Heal:50(29), TchoftheN-%Dam:50(29), GldJvl-Acc/Dmg:50(31), GldJvl-Dam%:30(31), CldSns-%Dam:30(31)
    Level 28: Future Pain -- Hct-Dmg:50(A), Hct-Dmg/Rchg:50(37), Hct-Acc/Dmg/Rchg:50(37), Hct-Dmg/EndRdx:50(39), Hct-Dam%:50(39)
    Level 30: Maneuvers -- LucoftheG-Rchg+:50(A), Ksm-ToHit+:30(46)
    Level 32: Blackstar -- Arm-Dmg:50(A), Arm-Dmg/Rchg:50(33), Arm-Acc/Dmg/Rchg:50(33), Arm-Acc/Rchg:50(33), Arm-Dam%:50(34), Erd-%Dam:30(34)
    Level 35: Personal Force Field -- LucoftheG-Rchg+:50(A), ShlWal-ResDam/Re TP:50(36)
    Level 38: Time Lord -- GldArm-3defTpProc:50(A)
    Level 41: Rune of Protection -- RechRdx-I:50(A), RechRdx-I:50(42)
    Level 44: Repulsion Bomb -- Ann-Acc/Dmg:50(A), Ann-Dmg/Rchg:50(45), Ann-Acc/Dmg/Rchg:50(48), Ann-Acc/Dmg/EndRdx:50(50), Ann-Acc/Dmg/EndRdx/Rchg:50(50), Ann-ResDeb%:50(50)
    Level 47: Aim -- RechRdx-I:50(A)
    Level 49: Temp Invulnerability -- UnbGrd-Max HP%:50(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Defiance
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- UnbLea-Stlth:50(A)
    Level 2: Rest -- IntRdx-I:50(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I:50(A)
    Level 2: Health -- Pnc-Heal/+End:50(A)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- PrfShf-End%:50(A)
    ------------

     

     

     

  19. "It depends" is a good answer. The only places I look to include %procs on Blasters are:

    • when the %damage is part of a set I want to use anyway
    • if the 6-piece set bonus isn't really that great (compared to a 5-piece set bonus), I will add another %proc (but only to AoE and Snipes)
    • if the power (typically secondary) has some secondary effect in addition to damage that suggests franken-slotting (e.g.  Life Drain from /Time)

    I will also typically forgo any sort of set bonus for cone attacks, but this depends on what other bonuses you are getting from other powers. For example, with Dark/, I like to franken-slot the Umbral Torrent T2 attack to boost Range/Acc/Damage with 2 slots of HO and Overwhelming Force KD, and then add 3 %damage procs. Boosting the range of cones improves the number of potential targets, and more targets means more potential %proc damage.

     

    To be clear: I typically don't try to add %procs to single-target attacks because usually the set I've chosen to slot is providing enough recharge that it is seriously hurting the %proc chances in that power... and it is rare that I consider the chance of maybe doing some more damage (via a %proc) to a single target to be more valuable than investing that extra slot in some other power.

    • Like 1
  20. On 3/13/2021 at 2:17 AM, smnolimits41 said:

    Hey guys and gals.  The title says it all.  So far i have 20 mil influence to play with.  I just hit lvl 50.  My characters name is Dominatrix Jace.  All your help is welcome.  Also, how do i post my current build ??

     

    If you are using one of the builder programs: Forum Export.

     

    Your first stop should be the Marketplace forum, we can turn that 20 Minf into serious Inf in no time!

  21.  

    This is one of my least favorite aspect of the MM primaries:

     

    21 hours ago, WindDemon21 said:

    At the VERY least, one of the main issues with using the upgrade powers is how you can't even affect the pet until they become actually target-table. At the absolute very least, the upgrades need to be pbaoe instead of a targeted buff so you can cast it without having to actually target a/the pet first.

     

    If I could ask for ANY other change, I'd like the upgrade primary powers to be able to also accept the IOs which contribute to henchmen/pet auras: defense/resistance/et al.

     

    I can make lemonade from the concept that there is practically nothing worth slotting in those powers, but I HATE having to sacrifice precious henchmen slots to cover the defensive issues that the henchmen have (especially the T1 and T2 henches).

     

    EDIT: I am also annoyed of course about the MM Endurance penalties, but I put this in the (shrug) category.

    • Like 1
  22. On 3/10/2021 at 6:52 PM, Papaschtroumpf said:

    Not sure what I might do with my new found slots. At least 3 of them off Elude, but also 3 of them off Combat Jump I think. Maybe 3-slot Reactive Defense everywhere for less End use a little bit of Def and minor some extra HP?

     

    Reactive Defenses is the only Defense set that I go out of my way to 6-slot. I just cannot defend against the Endurance Discount and the +Recharge. The next closest defense set that I consider multi-sloting is Shield Wall (because of boosting), but that is usually 'broken' by adding LotG +Recharge pieces.

     

    I didn't open your specific build, so I don't know what you did with Build Up, but I see a lot of builds that appear to ignore this power. Personally, I always try to 6-Slot it with the Gaussian's set (for the set bonuses) , but I have a couple of very tight builds where the equivalent power choice only has the Gaussian's %proc and a common Recharge piece. Typically this is a long-recharge power which will always be at the 90% ceiling for trigger the %proc no matter how much Recharge you cram into it.

  23. 17 hours ago, wmtyrance said:

    Is there a guide or something that list this?

     

    What are you hunting for? The posts above seem to make the assumption that it is strictly for XP (level appropriate).

     

    If you are hunting for defeat badges, there is some advice in the badges sub-forum.

     

    You can of course, combine both level-appropriate XP and "defeat X" badges, although the "defeat X" are easier if you circle back to them at a higher level. I will note however that there are some mechanisms to "circle back" and still get decent rewards at low (exemplared) level. For example, on the Blue side: It is possible to take Aaron Thiery's Atlas Park arc to collect defeats of the Wolfs and pop into Perez Park to fight Hellion Bosses at essentially the "correct" level for decent XP/Inf/drops.

  24. The first SSA story "Who Will Die?" has a solo-player payoff, that depends on if you did the missions as a Hero or a Villain, so I don't really recommend concluding that one as a team.

     

    The first Chapter of "Who Will Die?" has a couple of somewhat annoying (short) timed components of missions that will frustrate team members not ready for them... which has made that first story the de facto "run it by myself, for myself"  arc. I've run most of them with teams, I try to do this just to introduce other players to the content.

    • Like 1
  25. Just now, Bill Z Bubba said:

    Raises a good question: How much +ACC should one shoot for if they're usually fighting +4s? (He asks, sheepishly having looked at how much his current build is pushing....)

    I really like this question, as I've been on a kick of playing low-level TFs with +4 (on 8-man PUGs).

     

    Without doing any math, for me the "breaking point" is usually when I see the AoE power that I was so proud of franken-slotting is missing more than half of the targets.

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