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tidge

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Posts posted by tidge

  1. 2 hours ago, Luminara said:

    Almost all defeat badges are just participation awards for repetitive clicking.  Like those annoying fucking mobile games that give you crap for tapping the screen several thousand times.  That's all they are. 

     

    My suggestion for the level-less Clockwork badge in Kings Row was suggested to motivate players to clean up the spawns to allow the event to reset.

    • Thumbs Up 1
  2. 2 hours ago, twozerofoxtrot said:

     

    Do you mean the Apparitions? They do have a badge called Disappearing Act.

    I'm not sure what other shadows you might be referring to.

    Not sure if Forlorn contribute to the Cannibal badge for Ghouls, but if they don't (I think they should) they'd probably deserve one too. 

     

    I mean the ones that hang out with Black Swan.

    • Thumbs Up 1
  3. 10 hours ago, twozerofoxtrot said:

    Having been very recently re-introduced to them: the Dregs in First Ward.

     

    Just about every Praetorian faction has a badge but this group. Now, to be fair you fight them in all of one mission... but still!

     

    For as annoying they are: I always felt the Praetorian Shadows deserved a badge.

     

    And because I can't help myself: Defeat 10,000 level-less Clockwork in Kings Row to earn The Great Reset.

    • Like 1
  4. On 5/24/2023 at 8:50 PM, biostem said:

    I really like atomic manipulation on blasters, and it offers a good amount of PBAoE buffs/debuffs/other effects...

     

    Allow me to jump on the /Atomic Manipulation train. I enjoy the heck outta Blapping, if the intent is to stay at range then it may not offer as much enjoyment as something like /Time. IMO both Atomic Manipulation and Time offer better "Build Up" type powers than are typically found in Blaster Primary sets.

     

    The only additional comment I feel like making about Atomic Manipulation is that slotting really matters to get attack chains smooth. Prior to the late 40s, I didn't feel like I had a really reliable ability to switch back and forth between Blasting and Blapping.

     

    Here is how my /AtomicManipulation powers are chosen and slotted at level 50. There is nothing particularly insightful, except possibly to note that this build doesn't lean into %damage from procs (except for the PBAoE Radioactive Cloud... even the primary doesn't use multiple %procs, in favor of raw boosts and set bonuses).

     

    This blaster also leverages Combat Teleport to get in-and-out of melee.

     

    Spoiler

    Level 1:                 Negatron Slam 

     (A) Superior Blaster's Wrath - Accuracy/Damage: Level 50

     (*) Superior Blaster's Wrath - Damage/Recharge: Level 50

     (*) Superior Blaster's Wrath - Accuracy/Damage/Recharge: Level 50

     (*) Superior Blaster's Wrath - Accuracy/Damage/Endurance: Level 50

     (*) Superior Blaster's Wrath - Accuracy/Damage/Endurance/Recharge: Level 50

     (*) Superior Blaster's Wrath - Recharge/Chance for Fire Damage: Level 50

     

    Level 10:              Ionize   

    (A) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50

     (*) Recharge Reduction IO: Level 50+5

     

    Level 16:              Beta Decay        

    (A) HamiO:Enzyme Exposure: Level 53

     

    Level 20:    Metabolic Acceleration    
     (A) Preventive Medicine - Heal: Level 50
     (*) Preventive Medicine - Heal/Endurance: Level 50
     (*) Preventive Medicine - Endurance/RechargeTime: Level 50
     (*) Preventive Medicine - Heal/RechargeTime: Level 50
     (*) Preventive Medicine - Heal/RechargeTime/Endurance: Level 50
     (*) Preventive Medicine - Chance for +Absorb: Level 50

     

    Level 24:    Atom Smasher    
     (A) Superior Avalanche - Accuracy/Damage: Level 50
     (*) Superior Avalanche - Damage/Endurance: Level 50
     (*) Superior Avalanche - Accuracy/Damage/Endurance: Level 50
     (*) Superior Avalanche - Accuracy/Damage/Recharge: Level 50
     (*) Superior Avalanche - Accuracy/Damage/Endurance/Recharge: Level 50
     (*) Superior Avalanche - Recharge/Chance for Knockdown: Level 50

     

    Level 28:    Radioactive Cloud    
     (A) Unbreakable Constraint - Accuracy/Recharge: Level 50
     (*) Unbreakable Constraint - Chance for Smashing Damage: Level 50
     (*) Gladiator's Net - Accuracy/Recharge: Level 50
     (*) Gladiator's Net - Chance of Damage(Lethal): Level 50
     (*) Ghost Widow's Embrace - Chance of Damage(Psionic): Level 50

     

    Level 30:    Positronic Fist    
     (A) Hecatomb - Damage/Recharge: Level 50
     (*) Hecatomb - Accuracy/Damage/Recharge: Level 50
     (*) Hecatomb - Accuracy/Recharge: Level 50
     (*) Hecatomb - Damage/Endurance: Level 50+5
     (*) Hecatomb - Chance of Damage(Negative): Level 50
     (*) Hecatomb - Damage: Level 50+5

     

     

     

     

     

    • Like 1
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  5. I don't feel much of a need to offer suggestions on a build that has obvious success, but here is what I shared in email. It is specific about the choice of Dominate. I recognize how easy it is to add %damage to that attack, and I can see what Thunderstrike is offering... and I have done something similar with my Fortunata (in the past)... it's just that whenever I am casting Dominate as a single-target attack in large spawn combat, it feels like such a waste-of-time! Using it for stacking Holds is a different, but rare use... see my comments below.

     

    Unless Dominate is serving double-duty as some sort of "single target snipe", I would absolutely use 2 pieces (plus the %damage) of Gladiator's Net to boost Accuracy, Hold and Endurance cost and take the extra Endurance set bonus.... otherwise, if it is mostly used as a damaging attack, I think I'd replace it with an cone AoE (Psychic Scream), primarily because in pretty much all large-spawn, non-hard-mode content the issue I have with Fortunatas is that they aren't great at quickly and repeatedly nuking (all enemies in) large spawns... so having a cone AoE to hit multiple enemy targets (with additional %damage) seems to be more valuable to me (for more content). 3 pieces of Artillery is only providing +0.94 Ranged Defense as opposed to Thunderstrike's +1.25 value, so ignoring the effect of an unbootsed Hold (current slotting) I think the thing to weigh is faster defeat times against spawns with more aggro versus the slight extra chances of enemies to land ranged attacks.

     

    ----

    To be honest, the ONLY thing I would do differently with your build (and goals) involves Dominate, but it costs a little of that precious extra Ranged Defense:

     

    Level 12: Dominate -- GhsWdwEmb-Dam%(A), GldJvl-Dam%(31), Thn-Acc/Dmg/Rchg(31), Thn-Acc/Dmg/EndRdx(33), Thn-Dmg/EndRdx/Rchg(33), UnbCns-Dam%(33)

     

    I almost always three-slot (and boost) Gladiator's Net Acc/Hold, 4x, %Lethal. I know the value a long duration Mag 3 Hold can bring, so I am assuming this is why you have this at level 12. I actually dropped Dominate in my post-page 5 builds, as I was somewhat unimpressed with the single-target damage.

     

    Me, I always consider Psychic Scream for hitting more targets. With your goals I might go:

    1. Bombardment %Fire
    2. Positron %Energy
    3. Javelin %Lethal
    4. Artillery Acc/Dam
    5. Artillery Dam/End
    6. Artillery End/Recharge/Range

    You lose a little bit of Ranged Defense, but you could be hitting more targets. Obviously with the content you are completing, you don't need to make such a change, but it might make the Synapes go faster!

  6. FWIW: Catalysts aren't exactly hard to come by. At level 50, every character has a chance to get a Catalyst drop once-per-day as part of a regular defeat. The chances of the drop are quite high, I want to say that defeating something like 8 spawns of 8 (*1) should be enough for a Catalyst to drop. Any random tip mission with the spawn size turned up should do the trick, provided the enemies are actually defeated.

     

    (*1) Crude estimate based on clearing all four of the Kings Row Paladin level-less spawns twice.

     

    A side effect of running (any) level 50 content at high spawn sizes are the common IO recipe drops; on average, the level 50 IO recipes sell to vendors at 100k. Typical AH pieces for useful (non Superior, non PVP) enhancements, run from 2Minf to 6Minf.... (the 6Minf is extreme for things like luck of the Gambler) and if a player is running actual arcs (which includes completing an morality 'capstone' tip) mertis should be rolling in as well.

    • Like 1
  7. As far as random drops go: Prismatic Aether Particles are a sort of reward complementary to (Very Rare / PVP) recipe drops: The former are easier to collect by completing missions quickly, the latter are best accumulated by defeating as many mobs as possible on a map with large spawn sizes.

  8. Hidden is the level-50 slotting I landed on:

     

    Spoiler

    Level 50 Science Corruptor

    Primary Power Set: Water Blast

    Secondary Power Set: Nature Affinity

    Power Pool: Speed

    Power Pool: Sorcery

    Power Pool: Concealment

    Ancillary Pool: Dark Mastery

     

    ------------

    Level 1: Corrosive Enzymes         

     (A) Accuracy IO: Level 50+5

     

    Level 1:                 Hydro Blast        

     (A) Superior Malice of the Corruptor - Accuracy/Damage: Level 50

     (*) Superior Malice of the Corruptor - Damage/Recharge: Level 50

     (*) Superior Malice of the Corruptor - Accuracy/Damage/Recharge: Level 50

     (*) Superior Malice of the Corruptor - Damage/Endurance/Recharge: Level 50

     (*) Superior Malice of the Corruptor - Accuracy/Damage/Endurance/Recharge: Level 50

     (*) Superior Malice of the Corruptor - Recharge/Chance for Negative Energy Damage: Level 50

     

    Level 2:                 Water Burst       

     (A) Superior Frozen Blast - Accuracy/Damage/Endurance: Level 50

     (*) Javelin Volley - Chance of Damage (Lethal)

     (*) Bombardment - Chance of Damage (Fire)

     (*) Positron's Blast - Chance of Damage (Energy)

     (*) Impeded Swiftness - Chance of Damage (Smashing)

     (*) Force Feedback - Chance for +Recharge

     

    Level 4:                 Mystic Flight      

     (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50+5

     

    Level 6:                 Whirlpool           

     (A) Undermined Defenses - Defense Debuff/Recharge/Endurance: Level 50+5

     (*) Tempered Readiness - Endurance/Recharge/Slow: Level 50+5

     (*) Ragnarok - Damage/Recharge: Level 50+5

     

    Level 8:                 Arcane Bolt        

     (A) Apocalypse - Damage/Recharge: Level 50+5

     (*) Apocalypse - Accuracy/Damage/Recharge: Level 50+5

     (*) Apocalypse - Accuracy/Recharge: Level 50+5

     (*) Apocalypse - Damage/Endurance: Level 50+5

     (*) Apocalypse - Chance of Damage (Negative): Level 50

     

    Level 10:              Regrowth           

     (A) Panacea - Hea/Recharge: Level 50+5

     (*) Panacea - Heal/Endurance: Level 50+5

     (*) Panacea - Endurance/Recharge: Level 50+5

     (*) Panacea - Heal/Endurance/Recharge: Level 50+5

     (*) Panacea - Heal: Level 50+5

     

    Level 12:              Dehydrate         

     (A) Superior Scourging Blast - Damage/RechargeTime: Level 50

     (*) Superior Scourging Blast - Accuracy/Damage/Endurance/RechargeTime: Level 50

     (*) Superior Scourging Blast - Accuracy/Damage/RechargeTime: Level 50

     (*) Touch of the Nictus - Accuracy/Healing

     (*) Touch of the Nictus - Healing

     (*) Touch of the Nictus - Chance for Negative Energy Damage

     

    Level 14:              Wild Growth     

     (A) Unbreakable Guard - Endurance/RechargeTime

     (*) Unbreakable Guard - RechargeTime/Resistance

     (*) Unbreakable Guard - Resistance/Endurance/RechargeTime

     (*) Unbreakable Guard - Resistance

     (*) Doctored Wounds - Heal/Endurance/Recharge: Level 50+5

     

    Level 16:              Enflame              

     (A) Superior Frozen Blast - Damage/Endurance: Level 50

     

    Level 18:              Tidal Forces       

     (A) Gaussian's Synchronized Fire-Control - Chance for Build Up

     (*) Recharge Reduction IO: Level 50+5

     

    Level 20:              Wild Bastion      

     (A) Preventive Medicine - Heal

     (*) Preventive Medicine - Heal/Endurance

     (*) Preventive Medicine - Endurance/RechargeTime

     (*) Preventive Medicine - Heal/RechargeTime

     (*) Preventive Medicine - Heal/RechargeTime/Endurance

     (*) Preventive Medicine - Chance for +Absorb

     

    Level 22:              Steam Spray      

     (A) Superior Scourging Blast - Accuracy/Damage: Level 50

     (*) Superior Scourging Blast - Damage/Endurance/RechargeTime: Level 50

     (*) Superior Scourging Blast - RechargeTime/PBAoE +End: Level 50

     (*) Touch of Lady Grey - Chance for Negative Damage

     (*) Javelin Volley - Chance for Lethal Damage

     (*) Positron's Blast - Chance of Damage (Energy)

     

    Level 24:              Spore Cloud      

     (A) Endurance Reduction IO: Level 50+5

     

    Level 26:              Geyser

     (A) Annihilation - Accuracy/Damage

     (*) Annihilation - Damage/RechargeTime

     (*) Annihilation - Accuracy/Damage/RechargeTime

     (*) Annihilation - Accuracy/Damage/Endurance

     (*) Annihilation - Accuracy/Damage/Endurance/RechargeTime

     (*) Annihilation - Chance for Resistance Debuff

     

    Level 28:              Infiltration          

     (A) Shield Wall - +Res (Teleportation), +5% Res (All)

     (*) Luck of the Gambler - Recharge Speed

     (*) Reactive Defenses - Scaling Resist Damage

     (*) Kismet - ToHit +6%

     (*) Blessing of the Zephyr - Knockback Protection (4 points)

     (*) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance

     

    Level 30:              Overgrowth      

     (A) Adjusted Targeting - Endurance/Recharge: Level 50+5

     (*) Adjusted Targeting - Recharge: Level 50+5

     

    Level 32:              Rune of Protection         

     (A) Gladiator's Armor - TP Protection +3% Def (All)

     (*) Steadfast Protection - Resistance/+Def 3%

     

    Level 35:              Dark Consumption         

     (A) Recharge Reduction IO: Level 50+5

     (*) D-Sync Conduit (EndMod/Recharge): Level 53

     (*) D-Sync Drain (EndMod/Accuracy): Level 53

     (*) Obliteration - Chance for Smashing Damage

     (*) Eradication - Chance for Energy Damage

     

    Level 38:              Hasten 

     (A) Recharge Reduction IO: Level 50+5

     (*) Recharge Reduction IO: Level 50+5

     

    Level 41:              Dark Embrace   

     (A) Unbreakable Guard - +Max HP

     (*) Unbreakable Guard - Resistance

     (*) Unbreakable Guard - Resistance/Endurance

     (*) Unbreakable Guard - Endurance/RechargeTime

     

    Level 44:              Soul Drain           

     (A) Armageddon - Chance for Fire Damage: Level 50

     (*) Armageddon - Accuracy/Recharge: Level 50+5

     (*) Armageddon - Accuracy/Damage/Recharge: Level 50+5

     (*) Armageddon - Damage/Recharge: Level 50+5

     (*) Armageddon - Damage/Endurance: Level 50+5

     (*) Eradication - Chance for Energy Damage

    Level 47:              Grant Invisibility              

     (A) Luck of the Gambler - Recharge Speed

     

    Level 49:              Stealth 

     (A) Luck of the Gambler - Recharge Speed

     

    Level 1: Brawl    

     (A) Empty

     

    Level 1: Scourge               

     

    Level 1: Sprint   

     (A) Quickfoot - Endurance/Running Speed: Level 50+5

     

    Level 2: Rest      

     (A) Empty

     

    Level 4: Ninja Run           

     

    Level 2: Swift     

     (A) Flight Speed IO: Level 50+5

     

    Level 2: Health  

     (A) Miracle - +Recovery

     (*) Panacea - +Hit Points/Endurance

     

    Level 2: Hurdle 

     (A) Jumping IO: Level 50+5

     

    Level 2: Stamina               

     (A) Performance Shifter - Chance for +End

     (*) Performance Shifter - EndMod

     

     

    I respeced a couple of times along the way to test /Nature... despite Endurance issues, I dropped Lifegiving Spores, and opted for Regrowth with Panacea slotted. Endurance was being such an issue that I moved a slot into Health for the Panacea +HP/+End Global effect. Timing a recast of Regrowth was too inefficient for my taste. The lower-level choice of Regrowth (as opposed to Wild Bastion) is why I slotted which sets in each power. Spore Cloud isn't often used, but it comes in handy.

     

    Endurance was a HUGE issue for me (even with Accolades) so I made some slotting choices such that almost every power I regularly cast has an Endurance Reduction component, often achieved through franken-slotting and boosting. I need the (Superior) Scourging Blast %+End (PBAoE) to fire reliably, so it got slotted in Steam Spray.

     

    I definitely leaned hard into %damage procs in two of the attacks, and almost every attack has some sort of %damage. I don't have that many damaging attacks, so I wanted to have the up-front %damage, along the various damage-over-time effects.

     

    This build has crap defenses, which I can make peace with. The build is great on teams, for solo it isn't going to set the world on fire. I don't have to explain the benefits of Hasten, as a practical matter I don't often use it, as I can set my own pace while solo. If I am providing the buffs for teams, I'll use it. The build needs Rune of Protection, Infiltration was a personal choice pretty much for Quality-of-Life (grounded zippiness) and as toggle for Kismet.

     

    • Thumbs Up 1
  9. 6 minutes ago, nihilii said:


    I don't think anything you're saying here necessarily disproves Zect's argument. Envenomed Daggers remove a lot of creativity for taking down tough targets.

    I like having the option, but I recognize in many cases I'm taking the cheap way out.

     

    We also have purchasable temporary powers for all sorts of things, including AoE attacks, travel, and Survivability/Offense/Defense buffs. Why draw the line at P2W Holds?

     

    • Thumbs Up 1
  10. On 5/20/2023 at 12:08 PM, Techwright said:

    Which forum(s) do you never read or post to?  and why? 

     

    I've been curious about this for a while having noticed that some of the server forums go without a posting for weeks at a time.  It's also true with the Real World forums, and as those that post there tend to be the same few, it's left me wondering if most forumites even know of their existence (they only show under "Home", not under "Home>City of Heroes: Homecoming", which I've speculated is the reason.)

     

     

     

    23 hours ago, Oklahoman said:

    I never read, post, or comment in the General Discussion forum.

     

    I want to thank Oklahoman for directing me to this forum on Discord.

     

  11. Hmmm...

     

    In this Homecoming Era, I think it is only my Crabbermind who has one.

     

    In an earlier era, I used them on (maybe two?) on some characters that did very little damage. In this era, luckily %damage from procs means that lower-damage ATs can get through even-level spawns without having to struggle.... the 15-minute recharge times on those Patron Summons didn't look too bad when it took 45 minutes to clear a map.

    • Haha 1
  12. There are quite a few; I think [Pool.Sorcery.Arcane Bolt] is the one I find is most embarrassing when it misses. First, there is the long wind-up, and during the cast you can already tell that the spell is going off-target. In my head: my characters are thinking "Pay no attention to whatever it is I am trying to do."

  13. 11 hours ago, Zect said:

     

    I think no temp powers should be provided; not only is it wholly unnecessary, it would be good for the community so that ingenuity and foresight are rewarded a little, as opposed to laziness and entitlement.

     

    I disagree. [Temporary Powers.Envenomed Dagger] is probably the biggest temp power game changer; I feel that if the game isn't broken with these existing, I don't think a Temporary power with a Hold effect is the end of the world.

     

    Personally: I'd like to be able to buy a P2W temp power that offers an Immobilize, like a single-target web grenade.

    • Thumbs Up 1
  14. The accuracy should help the %damage proc.

     

    On Tankers, I also 6-slot the Taunt, but I always opt for Mocking Beratement.

     

    Is this the point at which I get grumpy that we don't have a Purple Threat Enhancement set? I totally want a %contagious threat (to mimic %contagious confusion).

     

    Can I also complain about the utility of the D-Sync Provocation (Threat/Accuracy/Recharge) for non-Tankers driving the Black Market prices through the roof? I'm somewhat peeved that we don't have the following options for actual Threat Enhancements:

    • Threat/Endurance Reduction
    • Threat/Accuracy

    I'm fine with Range being prevalent... but some characters want/need to boost Accuracy as well as Threat (with few slots), and Taunt auras could certainly benefit from Threat/Endurance Reduction.

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  15. On 5/17/2023 at 5:46 AM, Bananiac said:

     

    I noticed that PVP recipies are continuously selling at very high prices compared to the level I was accustomed to a few months ago... Like in the upwards of 2...3Mil range.

    Also, supply seems to be a bit scarce recently. Which is a shame really, for obvious reasons...

     

    Anybody meddling with this? Is this a knock-on effect of the farming changes? Or what is going on here?

     

    My purely speculative guess is that with a new powerset available, folks are buying, and not yet doing anything remotely like "farming" enough to get drops that would otherwise replenish the supply.

     

    My rough personal experience running a lot of even-level (or +1) content at x8 is that on average I get either a PVP or Purple recipe drop for 1 hour of solo play. Obviously higher-level content is easier to solo at x8... but it is not common I'll get a PVP recipe on something like a full Synapse TF (although a few weeks back, I ended up with 2!)

  16. Where did I put that broken record?

     

    I like seeing how to have a Widow act as a tank... I have done a similar thing with one of my (pre page 5 revamp) builds, albeit with far less emphasis on resists. Mt TLDR answer is to leverage Scaling Damage Resistance and a fast-cycling Unrelenting to back up the naturally very good (positional) Defenses. I admit: I think that Provoke is a terrible choice for trying to grab (mass) aggro. When I use it it is typically under one of the following circumstances:

    • Low level PUGs, where nobody has a Taunt (and often they simply hope their aura will draw attention)
    • Higher level PUGs, where a squishy is getting ganged up on (usually because of a mass debuff) and they require help

    Now... at low levels, it is hard for a Widow to have much in the way of resists, but can have AoE control/attacks. It is easier with a Fortunata, but with the Night Widow I think the hard choice would be to use the cone (Dart Burst) to hit the spawns, leveraging the %Fear proc and lean hard into the Presence pool to also have the AoE Invoke Panic. available for Posi 1/2 I don't think even I would dedicate the power choices to take Unrelenting so soon... I understand the love of Spin, but if trying to "tank" sometimes you want the attention of somebody a little farther out.

     

    I also feel like I should suggest adding specific resist buffs from a SG Base.

    • Like 1
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  17. I *like* my StJ Stalker (performance, utility, power progressions) and yet I agree that there is *something* about the set that doesn't sit right with me as a Stalker. I agree with @Saiyajinzoningen that I think it is the immersive effects: The raw pummeling and sounds don't scream "stalker" to me... and my StJ Stalker is based on a villainous Catholic School Nun!

     

    I am satisfied with each of the attacks. I have a radical suggestion for a different change to the Stalker's Street Justice primary: Replace Placate (available at level 12) with an actual Taunt (not Confront) that can grab aggro from up to 3 enemies. This goes against a fundamental (but boring) idea that "Stalkers should Hide", but the nature of the attacks is such that the StJ Stalker wants enemies to come up to them.

  18. 1 minute ago, twozerofoxtrot said:

    So if you're fiddling with the toggles, eventually Numina's buff will fall off, and won't come up again until somewhere in that first minute after activation. 

     

    Without personal experience with all the potential toggles that can take Numina's Convalescence: Regeneration/Recovery, I was reluctant to make a simple claim that perhaps the toggle should just be slotted with a (boosted) Heal/Endurance Reduction piece.

  19. 27 minutes ago, Clave Dark 5 said:

    From the wiki: 

     

    Numina's Convalescence: Regeneration/Recovery -- This enhancement grants a 20% bonus to regeneration rate and a 10% bonus to endurance recovery rate for 120 seconds. When used in a click power, the effect is granted every time the power is used. When used in a toggle power, the effect persists until 120 seconds after the toggle power is deactivated. When used in an auto power, the effect is always active.

     

    So at least this one proc is worthwhile in a toggle.  It does happen. 😃

     

    I suppose you can keep toggling the power on-and-off to conserve Endurance and enjoy the improved Recovery rate.

     

  20. 1 hour ago, Snarky said:

    So, I was seriously considering putting a PROC in a toggle.  But I need it to fire.  Consistently. It is the Blaster's Defiant Barrage PROC and it would potentially be going in Hot Feet from Fire Manipulation.  Is that going to work?

     

    No toggle is ever a good choice for a %proc, with the possible exception of Gaussian's %Build Up in Leadership toggles... and I have a bunch of caveats related to that choice. (One quick caveat: the character getting the benefit of a Leadership toggle %Build Up ought to have a decent damage scale factor, plus attacks, to leverage it. VEATS >> MMs)

     

    EDIT: The %BuildUp proc isn't bad in an Invulnerable Melee character's Invincibility

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  21. I popped in to write, based on my experiences:

     

    Tanks don't have to dedicate many slots to their primaries. I find myself picking slots based on set bonuses/global effects.

     

    (some) Tanks don't have to run with (all) their toggles on, the HP pool and fast defeat times from teammates can make toggles less important. This is empirically rediscovered every time my PUG gets to the AV fight and I realize I never retoggled some of my powers.

     

    The typical OP from this guy discourages me from coming close to a direct response: I'm not sure that the Tanker's primary job is to "prevent teammates from taking damage". Grabbing and keeping aggro is definitely part of the job, but it isn't like a Tanker can magically prevent AoE attacks. I definitely feel that (good) Tankers need to have a deep situational awareness of what is going on with a team, and with a mission. Some examples:

     

    1) If the team is speeding to the final boss on a map, and not every player can get there... maybe the Tanker shouldn't plow straight to the end waking up every spawn? There are a lot of maps where this is bad, but there are some where it is REALLY BAD (including Treespecs)

     

    2) If the enemy throws an AoE debuff on the Tank... maybe the tank shouldn't stay clustered with the rest of the team? Ehem Clamor. That green cloud you are rocking is lowering the Defense and ToHit of all your nearby teammates.

  22. Dual Pistols: Sometimes I love the look of it... but sometimes I feel the flourish is over-the-top. I can't play the set while the dog (who hates fireworks) is around.

     

    Dark: I rather like it. I think what appeals to me about it is that it is a pretty mellow basic blast set.

     

    Water: Crazy good as an AoE set for Blappers. The recent 'fix' for Tidal Power addressed what I saw as the only real negative (having accepted there is no Snipe), although I'm still not taking Water Jet. With Water Jet not available as part of an attack chain, the Tidal Power gimmick is far less important than just the build-up bonuses.

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  23. An Overwhelming Force KB -> KD piece slotted in the T1 henchmen is crazy fun. TBH, I usually slot that piece on all the T1 henchmen while leveling, but for some reason the Ninjas doing the knockdown always seemed like the knockdown was doing its part to help the AI make better choices.

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