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Everything posted by tidge
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I find the Hami raids to be a mixed bag: by all measures, a Hamidon raid is probably the most efficient way of earning merits/inf (MSR is a slightly different beast, IMO): Two raids can net 120 merits, the third raid is dealer's choice Waiting around for a raid is a perfect time to craft/convert enhancements for the market place Personally: I have been avoiding Hamidon raids because I no longer need to amass a fortune in INF, so I find waiting for the raid to start to be boring (sorry, the banter isn't witty enough). I seriously wish that the raid leaders would start the raid when the league is 2/3 full. The AH usually has enough EoE to cover anyone who didn't get drops/comes late, and button mashing during the GM phase doesn't really need an entire league. Once Hamidon spawns, we can discuss the subtleties of approaching the Hamidon... but I've only ever seen a full league give up, and I have seen smaller groups stick around and clean up a triple bloom... so it isn't as if a full league was really needed from the get go. As for easy merits: The first SSA1 arc mission can be run VERY fast, primarily because travel between the three missions is very easy (especially red side). My slowest times are with Masterminds; every other AT can easily get this done in under 10 minutes. It helps if you have some P2W attack powers as not all ATs will have enough attacks to speedily defeat the enemies (at the exemplar level), in my experience the MMs can still struggle because of Endurance issues. There are many other low-level arcs that give better Merit rewards (in the non-once-a-week sense, a repeated SSA offers 20 merits ) but the travel times between missions usually takes more time and many of them have at least one 'defeat all' mission. If a character has sped past low-level missions, revisiting them can be rewarding in multiple ways.
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What Duo could efficiently get through a +0 MOITF?
tidge replied to mistagoat's topic in General Discussion
"Master of" (no deaths, no temp powers, maybe other restrictions?) -
Rando contributions: 1) for ATO and Winters: if the market looks hostile (i.e. BIN too high, or too few pieces) I will just buy packs and play roulette. I typically stop when I'm within 1 piece of what I want and then go to the market to fill the specific hole. 2) Team insps: I try to pull them out for use (by level 50s) during low level TFs / SFs. If you play them frequently enough you can get a sense for which parts you will need them... Hello, why is everyone always grouping against +4 Clamor? <- Seriously, do folks not pay attention to her attacks? I think every time I've seen a team wipe in a Penny Yin TF at +4 it is because a majority of the team is standing toe-to-toe with Clamor, including the folks with ranged heals/debuffs/buffs/blasts.
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I think this is a good point, and I think has been good discussion around it. My own (selfish) build attitudes tend to make me want to skip (or deprioritize) certain powers that only target individual allies because I benefit so little from the power while at the same time (thanks to IOs) almost every character can invest in themselves to be less likely to need those powers be applied to them. I only dabbled with Empathy a little bit on (early) live, so I don't consider myself really qualified to comment on the set as a player... but when I am running lower level content for PUGs at higher difficulties I see teams with a good mix of ATs (including Empaths) do better than teams without.
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I seem to recall that back before IOs were a thing it was Scrappers that had folks declaring "Tankers are useless (because a Scrapper can do the same job)." This is just my opinion, but for me when I think of a melee character concept I decide on the AT based on my anticipated play style and available power sets. As for the actual topic of Inherents, I don't have a specific issue with the Scrapper inherent and I do worry whenever the topic comes up (usually in the context of radically changing Domination). Changing the Tanker inherent was (socially) messy (mostly because of Brutes, some because of Tankers) and specifically proposing a change because "Stalkers do it better (than Scrappers)" is sure to invite a lot of that sort of tension back. The closest I feel comfortable to staking out an opinion on the Stalker/Scrapper divide (I play both) is that my feeling is that it is a Stalker ATO that is making most of the usual perceived effect in terms of damage output, and not the Stalker inherent per se. I'm of the opinion that there ought to be more exploration of the design space around enhancements as opposed to AT mechanics; I am NOT re-inviting the specific question about 'game balance and IOs', rather I think that we should recognize that the game has the possibility to add more 'flavor' to ATs by considering new/alternate Enhancements, particularly with ATOs (although can I get that PVP/Very Rare Fear set first?)
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My first fortunata to 50, how to improve?
tidge replied to queequeg77's topic in Arachnos Soldier & Widow
The problem (with Mind Link) is that the 'recharge' portion of the Membrane's will not contribute to recharge of the power. HOs act like IOs, in that if the power cannot take an IO of a particular type then the HO portion of the same type won't contribute to boosting that aspect of the power. This isn't true for dedicated Defense or ToHit sets. You already have 5 LoTG, so replace one of the Membrane with a boosted (50+5) Shield Wall Def/Recharge and another (attuned) Def/Recharge piece from a lvl21-50 defense set. (or re-jigger your other defense sets) -
hem (or maybe... possibly?)
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/echo Assassin's Mark usually ends up in my Stalker's chosen level 1 attack. Almost every other attack has an alternate set choice that (I believe) serves my builds better.
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Do AoE Sleeps even serve a purpose in today's City of Heroes?
tidge replied to Solarverse's topic in General Discussion
I will agree that I find Mass Hypnosis (Mind controller, T5, taken at level 8 ) to be a useful power, albeit a situational one. I find myself using it: When exemplared to low level missions, it is a valuable control for the solo player. When playing x8 spawns and things are going pear-shaped. I agree that the mechanic is tricky, but an AoE Sleep is much more useful IMO than a single-target Immobilize. It certainly doesn't fit well with the preference for AoE damage, but that is a balance problem with AoE damage . -
Welcome home.
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Combat Jumping: Typically for my characters this is a slot 49 pick. It just gets a LotG Global Recharge piece. Assuming you don't need it to mule any other Defense set globals, for 'defense' toggles I usually choose: Luck of the Gambler Def/Global Recharge (attuned) Shield Wall Defense (boosted 50+5) Shield Wall Defense/Endurance (boosted 50+5) Shield Wall Global Resist (if it isn't muled somewhere else to get the +Health) The diminishing returns hits pretty hard IMO on Combat Jumping. The above slotting is usually my choice for a Defensive toggle taken at a lower level. Rune of Protection: In the current Homecoming rules, I have this just as a mule. It isn't worth slotting it any other way IMO. Arcane Bolt: This one depends on the AT. For my Blaster, I have this slotted with Apocalypse (x5) making it roughly as effective as the T1 single-target ranged attack (which is slotted with Superior Defiant Barrage). Other ATs with different damage scales and different power choices (and thus different enhancement set choices) will make different choices. It doesn't have the greatest inherent accuracy, so if you opt to go the franken-slot route (for an AT like a Controller, for example) I would try to include a ACC IO (boosted) or a boosted set piece like Gladiator's Javelin to get some endurance reduction as well (plus a 2-piece set bonus, along with the %proc, for +Recovery)
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Some of the information that kiosks could provide can be had by clicking on civilian NPCs strolling around the Rogue Isles, such as total hours of play time.
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If your chassis will take an optical drive, your power supply likely should be able to handle a second SATA optical drive. My guess is that the SDD/HDD are probably on one SATA connection and the DVD drive is on the second. A supplier like HP may be cutting things close w.r.t. power budgets, but you can review your components (primarily the video card) to determine if the power budget can comfortably accommodate another drive. Maybe its just my experience with certain commercial blu-rays, but as far as being a storage medium they seem much 'flakier' than CDs or DVDs. I have a couple of 'problematic' commercial blu-rays, but it's very rare that I have a DVD that won't be read (unless it is physically damaged). The net cost for an external blu-ray versus an internal is roughly in the same ballpark, The external ones will typically require TWO (adjacent) USB connections to be powered, and I would hope that all of your USB connections are 3.0 compliant (for a just purchased machine) but if not then the external blu-rays will be slower than from an internal drive. My (now, quite old) primary desktop was assembled (by my choice, although not my hands) with two DVD R/W which might have been overkill even for its era, but certainly is these days. During pandemic times I used both internal drives to archive a LOT of my CD & DVD collection; having two drives made that job a little easier. I used an external USB-powered drive to archive my blu-rays, or as an alternate reader if I had a slightly damaged DVD. The external blu-ray has been successful between 50% - 66% of the time to read/rip my DVDs that had no obvious signs of damage but couldn't be read via the DVD drives. In my configuration I don't have easy access to the necessary USB 3.0 ports so the BRs are much slower. (I could tear my rig apart to reconfigure the front panel USB connectors, and frankly I was surprised that it wasn't assembled that way but given the internal cable routings and the front-panel layout the risk outweighs the reward. The times I've been inside the box I'm surprised by how much effort this relatively simply task would take.)
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I would STRONGLY recommend against any 'escort' type missions: They are miserable for any character with any sort of movement increase, and for characters with some sort of Stealth (ehem, Stalkers) they become outright painful. I like the mechanics of the first SSA1 mission, especially redside as you get more agency and can make an actual choice that alters the way the arc completes. The 'click on object' aren't that bad either. I enjoy the frustration of the various 'protect objects from being destroyed', but the triggers need to be better implemented for some of them (because of random maps, it is possible to never stand a chance of saving an object).
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The more experience players tried to ask what the PUG leader's reasoning was, and he got very snippy... which is why folks dropped. He also had a deep misunderstanding of individual players' settings of spawn sizes would have on the missions. Most of us are aware of the tedious natures of the defeat all missions, but IMO there is no real difference in 0 and -1 as far as getting through those early missions. Synapse is one of the arcs that can be REALLY tedious if run at higher difficulty (because of exemplar effects, including on enhancement bonuses) but there is no real reason to run it at -1 for a team... especially if you want to 'show off' against the King. I've had some pretty wimpy (non-DPS) characters solo the Clockwork King, so it isn't as if that is a particularly noticeable achievement.
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Heh. I recently saw folks quit a TF because the PUG-leader was asking for everyone to turn down their difficulty to -1; I'm not exactly sure why this request was made. The PUG-leader was trying to make a case that this was necessary to finish Synapse, which was made all the weirder because the PUG-leader was a full-kit level 50 build that wanted to 'show off' soloing against the Clockwork King.
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Replying to an older thread: I don't think any of the updates affected Stalkers in a substantial way except for the reduction in range on the Epic (Fast) Snipes. I have both a StJ/ and /Bio Stalker, but not on the came character. I find that my /Bio Stalker does fine in all combat without having capped defenses (I have typed Defenses higher than positional) or capped resistances. Every so often it will get completely overwhelmed if I'm not paying attention, but that's pretty much limited to x8 spawns in Incarnate content. The StJ/ has all of the primary except Initial Strike and Placate. The /Bio has all of the secondary powers except Genetic Corruption.
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This is pretty much how I feel at this point.
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I love the unloved powers even if I don't take/use them. An advance word of warning that you have such a power and may use it in a PUG would remind me that the use of such a power may be coming give me further incentive to express my support should any other PUGmate complain
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Concealment Pool Update: Stealth or Invisibility?
tidge replied to Jimmy's topic in Developer's Corner
For the love of all that is good, please don't put a travel power in the Presence pool! It could use a touch-up, relating to one stinker of a power and the unfortunate need to take too many weak powers: 1) Provoke, Pacify, Intimidate require no previous Presence pool picks 2) Invoke Panic requires one previous Presence pool pick. 3) Unrelenting requires two previous Presence pool picks. Pacify: Take the reigns of this, and allow it to act just like Placate... its not like it is all that useful a power. Provoke: Can stay the same, although I wouldn't object to an increase in the number of targets. Intimidate: Can stay the same. Invoke Panic: Can stay the same, but a player would not have to pick TWO previous powers to get this. Unrelenting: DON'T YOU DARE TOUCH THIS! The recharge time is long, but it is fine as is with current implementation. RESIST THE URGE TO TWEAK THIS! -
This would be my recommendation. It is a relatively low-level arc, so you may want some P2W attack powers depending on your build. There is another fun/weird side effect of running this arc: the door to Perez Park is right there, so you can pop into Perez Park to collect some level-appropriate Hellions for both badges and (improved) drops/XP. Again, you will be at a lower level (if exemplared) but I've had a lot of fun challenging my characters in this way.
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Here is Sister Mary Fisticuffs, a SJ/SR stalker: Villain Plan by Hero Villain Designer 2.23 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Sister Mary Fisticuffs: Level 50 Magic Stalker Primary Power Set: Street Justice Secondary Power Set: Super Reflexes Power Pool: Sorcery Power Pool: Presence Power Pool: Speed Power Pool: Fighting Ancillary Pool: Soul Mastery Villain Profile: Level 1: Heavy Blow -- SprAssMar-Acc/Dmg:50(A), SprAssMar-Dmg/Rchg:50(3), SprAssMar-Acc/Dmg/Rchg:50(3), SprAssMar-Dmg/EndRdx/Rchg:50(5), SprAssMar-Acc/Dmg/EndRdx/Rchg:50(5), SprAssMar-Rchg/Rchg Build Up:50(7) Level 1: Hide -- LucoftheG-Rchg+:50(A) Level 2: Focused Fighting -- LucoftheG-Rchg+:50(A), ShlWal-ResDam/Re TP:50(7), ShlWal-Def:50(9), ShlWal-Def/EndRdx:50(9) Level 4: Sweeping Cross -- Arm-Dmg:50(A), Arm-Dmg/Rchg:50(13), Arm-Acc/Dmg/Rchg:50(13), Arm-Dmg/EndRdx:50(15), Arm-Dam%:50(15), FuroftheG-ResDeb%:50(17) Level 6: Assassin's Strike -- SprStlGl-Acc/Dmg:50(A), SprStlGl-Dmg/Rchg:50(17), SprStlGl-Dmg/EndRdx/Rchg:50(19), SprStlGl-Acc/Dmg/EndRdx/Rchg:50(19), SprStlGl-Rchg/Hide%:50(21), TchofDth-Dam%:40(21) Level 8: Build Up -- GssSynFr--ToHit:50(A), GssSynFr--ToHit/Rchg:50(23), GssSynFr--ToHit/Rchg/EndRdx:50(23), GssSynFr--Rchg/EndRdx:50(25), GssSynFr--ToHit/EndRdx:50(25), GssSynFr--Build%:50(27) Level 10: Focused Senses -- LucoftheG-Rchg+:50(A), ShlWal-Def:50(27), ShlWal-Def/EndRdx:50(29) Level 12: Agile -- LucoftheG-Rchg+:50(A), DefBuff-I:50(29), Ksm-ToHit+:30(48) Level 14: Mystic Flight -- BlsoftheZ-ResKB:50(A) Level 16: Practiced Brawler -- RechRdx-I:50(A) Level 18: Spinning Strike -- Rgn-Dmg:50(A), Rgn-Dmg/Rchg:50(31), Rgn-Acc/Dmg/Rchg:50(31), Rgn-Dmg/EndRdx:50(31), Rgn-Knock%:50(33), JvlVll-Dam%:50(33) Level 20: Provoke -- MckBrt-Taunt:50(A), MckBrt-Taunt/Rchg:50(33), MckBrt-Taunt/Rchg/Rng:50(34), MckBrt-Acc/Rchg:50(34), MckBrt-Taunt/Rng:50(34), MckBrt-Rchg:50(36) Level 22: Dodge -- DefBuff-I:50(A), DefBuff-I:50(36) Level 24: Intimidate -- HO:Endo(A) Level 26: Shin Breaker -- AchHee-ResDeb%:20(A), BlsCol-Acc/Dmg:50(36), BlsCol-Dmg/EndRdx:50(37), BlsCol-Acc/Dmg/EndRdx:50(37), BlsCol-Rchg/HoldProc:50(37), BlsCol-Dmg/EndRdx/Acc/Rchg:50(39) Level 28: Quickness -- Run-I:50(A) Level 30: Unrelenting -- Prv-Heal:50(A), Prv-Heal/EndRdx:50(39), Prv-EndRdx/Rchg:50(39), Prv-Heal/Rchg:50(40), Prv-Heal/Rchg/EndRdx:50(40), Prv-Absorb%:50(40) Level 32: Crushing Uppercut -- Hct-Dmg:50(A), Hct-Dmg/Rchg:50(42), Hct-Acc/Dmg/Rchg:50(42), Hct-Dmg/EndRdx:50(42), Hct-Dam%:50(43), UnbCns-Dam%:50(43) Level 35: Moonbeam -- StnoftheM-Acc/Dmg:50(A), StnoftheM-Dmg/EndRdx:50(43), StnoftheM-Acc/ActRdx/Rng:50(45), StnoftheM-Dmg/ActRdx/Rchg:50(45), StnoftheM-Dam%:50(45), Apc-Dam%:50(46) Level 38: Evasion -- Rct-Def:50(A), Rct-Def/EndRdx:50(46), Rct-EndRdx/Rchg:50(46), Rct-Def/Rchg:50(48), Rct-ResDam%:50(48) Level 41: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50) Level 44: Shadow Meld -- LucoftheG-Rchg+:50(A) Level 47: Kick -- FrcFdb-Rechg%:50(A) Level 49: Tough -- StdPrt-ResDam/Def+:30(A), GldArm-3defTpProc:50(50), UnbGrd-Max HP%:50(50) Level 1: Assassination Level 1: Brawl -- Empty(A) 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 -- Empty(A) Level 2: Health -- Pnc-Heal/+End:50(A), Mrc-Rcvry+:40(11) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(11) Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 Level 0: Born In Battle Level 0: High Pain Threshold Level 0: Invader Level 0: Marshal ------------
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I've often repeated the original Positron TF 'for kicks'. I have a warm memory of being on this TF (live, playing a Tanker) and having the entire TF quit out of frustration. I logged back in the next day and completed it by myself. I wouldn't recommend it for everyone (with the original rules and options from Live), but it is completely do-able.
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But aggroing enemy spawns across the map is half of the fun with Umbral Torrent! It can really speed up 'defeat all' SFs if you can draw enemies to the rest of the team. The latest page has me still getting used to the reality that Umbral Torrent has a longer range than (Fast) Moonbeam. (YMMV, but this was a dumb change) I had Umbral Torrent 6-slotted with 5xRagnarok, but I switched up to a 4x%proc build (including the Overwhelming Force KB->KD) behind a Centriole (Dam/Range) and Nucleolus (Acc/Dam). I like the faster recharge time with the set slotting, but ultimately I found the slightly slower recharge to give me more time to leverage other tricks in my arsenal. Lysosome is not a bad choice since you will almost certainly be spamming that attack. Aside from the relatively low %proc chances (the reason for boosting range on the cone) IMO the drawback to the %proc slotting in Umbral Torrent is IIRC that there aren't a sufficient number of %damage procs that scale to lowest levels.
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My recommendation comes down to: Does your build allow for the +Def /+Res Global Mules (and others) without Tough and Weave? IMO: No slotting other than leveraging the Globals is going to offer as much 'bang for the slots'. I frequently don't even remember to toggle on powers like Tough. As a practical matter, once you start down the Mule path in Resistance and Defense sets, you will probably lean into other mules as well: +MaxHP, Scaling %Resist, Luck of the Gambler +Recharge. There are several different ways to work them into a build using other power pools (plus Epic/Patron), so Tough + Weave wouldn't even have to be your 'go to'. On Blasters, Maneuvers has one (strong) thing going for it: If you keep it toggled on, you can slot it with the Kismet +Accuracy (really +ToHit) which will boost the damage of your (fast) Snipe, assuming that you aren't always sitting at +22% ToHit. It works for Stalkers and Scrappers too, but they get access to Snipes much later in their builds and Stalkers can slot that piece in Hide from their default secondary T1 power.