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tidge

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Everything posted by tidge

  1. These displays should give folks an idea of why some mid-to-low-end video cards of the Live era gave folks problems. I don't know how the zones were constructed and/or what tools are available for the editing of the maps... but drawing all the content that folks should never see is a waste of resources. In earlier eras it was possible to go through maps with a "cutting tool" to remove bulk. I can somewhat understand wanting to keep some of the resources as is for cutting/pasting reasons, but several zone (e.g. Port Oakes) were particularly bad about having many complicated structures extending pretty far below ground (that was itself somewhat complicated. These days? It's almost certainly not worth addressing.
  2. In my day job (the one I don't get Patrol XP for) I find myself on both sides of issues like this: explaining why we just can't write requirements around specific implementations and motivating testers to demonstrate that any invocation of the "80-20" rule had better be thorough enough to show me that such an issue (caused by a specific immutable implementation) happens less than 20% of the time. I think it was Genghis Khan that said "There will always be one software engineer willing to walk alone into the blizzard just to scream at the Dzud."
  3. That's not the Carnival of Shadows after a shift change... That's the Paragon Police Department after a shift change.
  4. I don't mind the defeat all in the Synapse TFs as much as I dislike the 'run around Steel Canyon and click on things', and then pop into Boomtown, and "btw lets send you to another zone" after that. For revamping Synapse: I would strongly prefer the first few missions (the defeat alls, the talk, the hunts, the clicks) to be replaced with an instanced map of Steel Canyon similar to how the Penny Yin TF has an instanced version of Independence Port. Fight groups of Clockwork, talk to somebody, click on things... but all on the same map. If 'Bertha' is so important to the story arc, send us to an instanced map to fight with her. The Clockwork Court is a neat idea... but the execution of it feels off to me. Partially because of the 'go back to Positron while Babbage spawns'. I would revamp the penultimate mission to be in a single map where the TF has to defeat different members of the clockwork court to assemble/unlock the one-shot temp power (that was stolen from Positron). Again, taking a page from Penny Yin's TF where three of the missions require explicit defeats of spawns to progress.
  5. For what you ask: Nothing is better for Tankers than taking your Taunt ASAP (level 12) and putting a Taunt duration enhancement in it. You can collect aggro by doing more, but the aggro cap limits mean that you won't ever be able to protect everyone if the spawn size exceeds the cap. After taking the Taunt, you should focus on your own survivibility, which means different things for different primaries. In my experience the early slotting for survivibility means Endurance reduction for toggles, and 'just enough' Defense or Resistance to buff what your primary gave you. With INF you can invest in some of the Globals to boost those things. Some Tankers will rely on their attacks to survive, so don't short change those.
  6. One more thing I want to say about why I eschew multiple (i.e. more than 2) %damage procs in single-target powers: If a single-target attack is not reliably defeating minions and LTs at 100% Health, there is no effective difference in my mind between maximum damage values from MIDs if I have to swing twice to defeat them no matter the slotting (1). Slotting an enhancement set that scales with the power is almost always the more effective choice, for a wider variety of game content. There are times when I don't follow this: low DPS ATs get more DPS by adding %damage procs to powers (at least for now) There are some powers (Holds are the typical example) that can take a LOT of %damage procs, but also do good 'raw' damage worth enhancing. The Fortunata Dominate falls into this class, as it has some good choices (as you point out) for alternate slotting that scales across almost all content. I consider the specific slotting in Dominate to be a sort of 'dealer's choice' depending on what else a player wants to do with the build . and what attacks will be available across level ranges. (1) It is possible to debate the effects of random %damage on 'harder' targets (AVs, GMs), but I suspect it is more valuable to try overcome the purple triangles with stacking -Res debuffs or tricks like -Regen, -Max HP than prayers to RNGesus of %damage.
  7. For what it is worth, I only have two slots in my Fortunata's Aura of Confusion, so I don't feel like I'm 'wasting' slots in it. As I ALWAYS start with when I have this argument.. it is IMO getting ANY damage in on enemies to get onto the %drop table that is the primary benefit of using the %damage procs in the PBAoE. Enemies that totally defeat each other without you scoring damage on them means you aren't on the drop tables. You may not notice this, but if I have run a lot of x8 content at level 50, this is the difference between getting 1 Very Rare drop per hour and going longer. As far as Global +Recharge, I don't think I have very much, and I don't really miss it. My build is getting the +10% Global Recharge bonuses from: 5xSuperior Dominion of Arachnos 5xArmaggedon 5xCoercive Persuasion (in the single-target Confuse) I used to have Ragnarok in the build, but I found that I didn't need it (and could add %damage to a cone instead) because the build also had: 5x LotG pieces (CT:Defenses, TT:Maneuvers, Foresight, Mind Link, Combat Jumping) +8.75% Global Recharge (Preventive Medicine, Reactive Defenses) +6% Global Recharge (Positron's Blast, Glimpse of The Abyss) I should note that my Favored Fortunata Build doesn't include Hasten. I have room for it, but I checked the math and even experimented with it and I was barely getting an improvement in Mind Link uptime, and the 'key' longer recharge AoE powers were only getting a tiny improvement in recharge times. I ended up replacing it with Weaken Resolve, which I have kept even though it was nerfed a bit. I also had alternate slotting in Dominate for +Recharge bonus, but I found I simply didn't need it. In my build, the only two powers that I found were really benefiting from more recharge was Unrelenting (because of the LONG base recharge time) and Aim (because of my lack of slots for it) If you REALLY want to have MOAR damage on a %proc build, I have another recommendation that will go against your slotting philosophy: Unless you are always playing on large teams, I would move the full Gaussian's Synchronized Fire Control set out of Tactical Training: Leadership and into Aim. You will get lots of procs from the %Build Up if you are working with teammates (and/or pets), but in smaller groups you can get an on-demand use of the %Build Up (90% anyway) by putting it in Aim. On my Fortunata, I didn't have the slots so my Aim is slotted with the %Build Up proc and a Recharge IO 50+5.
  8. Slotting Aura of Confusion with %damage procs doesn't stop the characters who take %damage from being confused. This is not a zero-sum choice where something is sacrificed, it is adding to an already good one (the PBAoE confuse effect). As far as what else you could be slotting instead of the %damage procs in the PBAoE: You will almost certainly be at a "final to hit" of 95% anyway, so it isn't as if more accuracy is really going to make a difference... all the misses are coming from the RNG > 95%. Longer confuse times (either from direct enhancement) mean very little for an AoE Fortunata, the targets will either be defeated or ready to be controlled in some other way... it's just not worth trying to "perma" confuse a target with the PBAoE. The potential extra range of the PBAoE Confuse by relying on the %Contagious proc is minimal, and the duration (of a single confuse from the %contagious, or the increased magnitude for a double-hit target) is similarly short. For even-level minions, it is sometimes only long enough for them to get through a single cycle of attacks. Hitting the (now confused) enemies with %damage, immediately "wakes them up" to start attacking each other. You don't have to 'wait' for the AI perception check. If you want to benefit from the subtle and sly use of confused status, you want to also take the single target power (Confuse) and slot it with the Coercive Persuasion set. I can understand if you have the opinion that the ST Confuse is a waste of a power, but it is a force multiplier for the PBAoE confuse. I have a parallel sort of feeling about Dominate and Mass Domination. I played around with using both in my Fortunata builds, but I found: Enemies held by Mass Domination would be defeated before the status ended, or They wouldn't be, at which point I'd have to deal with all of their alphas In either case, it was just me fighting with a a bunch of statues that weren't clustering... plus the recharge times on the power were too long to use in every fight. Stacking the ST hold from Dominate was too much effort when facing large spawns. So... I dropped Mass Domination and slotted Dominate (taken at level 12) with a Damage IO, 2 PVP %damage pieces, 2 very rare %damage pieces, and a level 10 %damage piece (so that the %proc damage is available at low level SFs, keep in mind that my build explicitly eschews the claw attacks). One of the builds above has Dominate taken at level 26 and loaded with %procs... IMO level 26 is too long to wait to take a power available at level 12 and try to turn it into a %proc attack... the ST attacks should be the ones to carry the set bonuses, YMMV. If you aren't going to take the ST Confuse and you want the 5-piece Coercive Persuasion bonuses, I won't try to convince you to avoid trying to get those set bonuses... I just think that this is probably a case where trying to overload other attacks with %procs has backed a build into a corner where the build is making (IMO, YMMV) a bad choice but trying to get a set bonus from a power that doesn't otherwise do damage because the powers that could get set bonuses and be slotted for damage are being filled with %damage procs.
  9. I suggest trying @DoctorDitko 's advice, because the extra bloat/overhead is probably not doing you any favors. Disabling the GeForce Experience completely (but keeping the drivers) would have almost certainly fixed the issue I introduced by myself. From memory, I had to log into the NVidia (or was it GeForce) account and find a setting in there that I had (previously, intentionally) flipped. I think it was my account 'remembering' the setting, so rolling back the software itself didn't put things back. From my recollection, it was hiding behind a 'cog wheel'. I feel like it may have been the 'overlay' that was on, as well as one other setting. I have an older rig, and I play older games without using co-op modes, screen captures or streaming... so I feel like I should have known better than to mess with software designed for a different class of user.
  10. Oh, I misunderstood the Reactive Defenses to be the Recticle! My Bad! I also believe that the LotG Global +Recharge doesn't scale, but some folks on general said it would. I keep mine attuned,.
  11. Aura of Confusion is IMO a better proc-based (there are two %damage options) attack than it is for slotting Coercive Persuasion, IMO. Other folks will argue about trying to leverage the %Contagious confusion for "Bosses", but I strongly disagree with slotting the Coercive Persuasion set in the AOE (unless you don't take the single-target Confuse) because: You get experience and (more importantly, IMO) rolls on the drop tables if you do ANY damage to a critter before it is defeated. The %damage procs in the AoE do this for you. You don't REALLY want the bosses KOing the minions/LTs. You can take care of bosses without them being confused. The area and duration of %Contagious Confusion aren't that great when layered on top of the AoE Aura of Confusion. If you have Coercive Persuasion in Confuse, you can use that to toss at bosses if you wish (after the AoE) to get a much longer period of stacked confusion... plus the potential for the %Contagious Confusion. Personally, I'd 3-slot Aura of Confusion (minimally) with two pieces of Malaise (A//Recharge, %Psi) to get the Recovery bonus and add the %Energy from Cacophany. You really won't need the confusion to last very long (with all your AoE), so if you put extra slots into it I would just balance Accuracy and/or Recharge, probably using IOs. Total Domination was something I played with but I found I didn't need in my attack/control chain. In my case, I was defeating enemies fast enough without it, and it wasn't up often enough to really make use of it (either as a control or as %damage dealer). Can you explain your choice of slotting for Mind Link? The Recticle enhancements are a level 10-20 set, so you won't be getting as much recharge as you would from: Level 24: Mind Link Adjusted Targeting - Recharge: Level 50 Shield Wall - Defense/Recharge: Level 50 Luck of the Gambler - Recharge Speed: Level 50 Shield Wall - +Res (Teleportation), +5% Res (All): Level 50 Where you boost the Shield Wall Def/Recharge to 50+5. (I dropped the global Shield Wall piece here because more recharge is past the point of diminishing returns, especially with Hasten), and I think you can boost the other pieces (Adjusted Targeting, Luck of the Gambler) to 50+5 to eek out more Defense and Recharge that will scale with exemplar since you won't be worried about set bonuses. (The PVP Shield Wall set should provide set bonuses all the way down)
  12. I believe you have access to 2 builds at creation, with the 3rd coming at level 50. When you switch builds, the character still has the same XP but you still have to go through the effort of picking powers and slotting as if leveling up. The extras builds are slightly more annoying for VEATs, because each build must also perform the forced respec.
  13. Warning: I have a Widow that uses two different builds and two different bodies/costumes. One build is the ranged/AoE/Control Fortunata, and the other half is the Night Widow. These were intended to be complimentary, but I found that I wanted ranged sets on the Night Widow for set bonuses, so I ended up with some attacks on the Night Widow that don't precisely fit my concept of that half of the character. If I run with it at all, it is usually in lower level content so see that I completely switched characters. I played it a lot solo for certain level ranges (IIRC 1-12 and 25-30); above 40 I prefer the Fortunata. Frankly: I am tempted to use the third build on this character to keep the melee focus and try to improve it as a better force-multipler for team play, giving up the ranged AoE (powers where possible and slots) to lean into other aspects. The reach for Unrelenting is a BIG commitment on this build, and it includes using FollowUp instead of my preferred Build Up... but I like to experiment. If you are going for 'more human' I would also stay out of Soul Mastery and avoid Psychic Scream. You should be able to solo just fine with smaller spawn sizes. Larger ones will just be boring. I think you can do a LOT better than one I am including here: Villain Plan by Hero Villain Designer 2.23 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Night W: Level 50 Natural Arachnos Widow Primary Power Set: Night Widow Training Secondary Power Set: Widow Teamwork Power Pool: Sorcery Power Pool: Presence Ancillary Pool: Soul Mastery Villain Profile: Level 1: Poison Dart -- Apc-Dmg:50(A), Apc-Dmg/Rchg:50(3), Apc-Acc/Dmg/Rchg:50(5), Apc-Dmg/EndRdx:50(5), Apc-Dam%:50(7), SprDmnofA-Rchg/DmgFear%:50(7) Level 1: Combat Training: Defensive -- Ksm-ToHit+:30(A), LucoftheG-Rchg+:50(13), ShlWal-ResDam/Re TP:50(13) Level 2: Strike -- SprDmnofA-Acc/Dmg:50(A), SprDmnofA-Dmg/Rchg:50(3), SprDmnofA-Acc/Dmg/Rchg:50(9), SprDmnofA-Dmg/EndRdx/Rchg:50(9), SprDmnofA-Acc/Dmg/EndRdx/Rchg:50(11), TchofDth-Dam%:40(11) Level 4: Tactical Training: Maneuvers -- LucoftheG-Rchg+:50(A), LucoftheG-Def/EndRdx:50(15) Level 6: Mystic Flight -- BlsoftheZ-Travel/EndRdx:50(A), BlsoftheZ-ResKB:50(50) Level 8: Follow Up -- SprSpdBit-Acc/Dmg:50(A), SprSpdBit-Dmg/Rchg:50(15), SprSpdBit-Acc/Dmg/Rchg:50(17), SprSpdBit-Dmg/EndRdx/Rchg:50(17), SprSpdBit-Acc/Dmg/EndRdx/Rchg:50(19), SprSpdBit-Rchg/Global Toxic:50(19) Level 10: Indomitable Will -- GldArm-3defTpProc:50(A), UnbGrd-Max HP%:50(21) Level 12: Spin -- Arm-Dmg:50(A), Arm-Dmg/Rchg:50(21), Arm-Acc/Rchg:50(23), Arm-Dmg/EndRdx:50(23), Arm-Dam%:50(25), FuroftheG-ResDeb%:50(25) Level 14: Lunge -- Hct-Dmg:50(A), Hct-Dmg/Rchg:50(27), Hct-Acc/Rchg:50(29), Hct-Dmg/EndRdx:50(29), Hct-Dam%:50(31), GldStr-%Dam:50(31) Level 16: Provoke -- PrfZng-Dam%:50(A) Level 18: Intimidate -- HO:Endo(A) Level 20: Mask Presence -- Rct-Def:50(A), Rct-Def/EndRdx:50(31), Rct-EndRdx/Rchg:50(33), Rct-Def/Rchg:50(33), Rct-Def/EndRdx/Rchg:50(33), Rct-ResDam%:50(34) Level 22: Foresight -- StdPrt-ResDam/Def+:30(A), LucoftheG-Rchg+:50(34), LucoftheG-Def:50(34) Level 24: Mental Training -- Run-I:50(A) Level 26: Eviscerate -- Obl-Dmg:50(A), Obl-Acc/Rchg:50(36), Obl-Dmg/Rchg:50(36), Obl-Acc/Dmg/EndRdx/Rchg:50(36), Obl-%Dam:50(37), Erd-%Dam:30(37) Level 28: Mind Link -- AdjTrg-Rchg:50(A), LucoftheG-Rchg+:50(37), LucoftheG-Def/Rchg:50(39) 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: Placate -- RechRdx-I:50(A) Level 35: Gloom -- Thn-Acc/Dmg:50(A), Thn-Dmg/EndRdx:50(42), Thn-Dmg/Rchg:50(42), Thn-Acc/Dmg/Rchg:50(42), Thn-Acc/Dmg/EndRdx:50(43), Thn-Dmg/EndRdx/Rchg:50(43) Level 38: Psychic Scream -- SprFrzBls-Acc/Dmg:50(A), SprFrzBls-Dmg/EndRdx:50(46), SprFrzBls-Acc/Dmg/EndRdx:50(46), SprFrzBls-Acc/Dmg/Rchg:50(48), SprFrzBls-Dmg/EndRdx/Acc/Rchg:50(48), PstBls-Dam%:50(48) Level 41: Dark Obliteration -- Ann-Acc/Dmg:50(A), Ann-Dmg/Rchg:50(43), Ann-Acc/Dmg/Rchg:50(45), Ann-Acc/Dmg/EndRdx:50(45), Ann-Acc/Dmg/EndRdx/Rchg:50(45), Ann-ResDeb%:50(46) Level 44: Tactical Training: Leadership -- EndRdx-I:50(A) Level 47: Darkest Night -- HO:Enzym(A) Level 49: Tactical Training: Assault -- EndRdx-I:50(A) 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 1: Conditioning Level 2: Rest -- RechRdx-I:50(A) Level 4: Ninja Run Level 2: Swift -- Run-I:50(A) Level 2: Health -- Pnc-Heal/+End:50(A), NmnCnv-Regen/Rcvry+:50(50) Level 2: Hurdle -- Jump-I:50(A) Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(27), EndMod-I:50(50) ------------ ------------
  14. I don't know how committed you are to the pets (not henchmen!). We had some good discussion in this thread that I think is worth reading. There is some later focus on investing in MOAR Leadership for yourself, pets and teammates. For VEATs, teammates are just pets with seriously wonky AI.
  15. The drop rate is higher for LT+ than it is for minions, and IIRC the rewards are 'split' among teams. This is just my experience: when I level up a character I typically am not facing large spawns, so the chance of rewards is reduced because of smaller spawn sizes with fewer LT+. Depending on the AT and my choice of offensive slotting (and investment) by the mid-40s I can usually turn up the spawn size to increase the net chance to earn drops. By level 50 most of my characters can handle x8 spawns solo, even while exemplaring down. The lower limit on effective x8 exemplar missions is character-specific and depends mostly on having access to offensive powers (to defeat the large spawns) and defensive powers (to avoid getting ground to dust by large spawns).
  16. Other folks have covered the advantage that VEAT bring to teams (and themselves) which is a strong selling point. I like both VEAT because (aside from rather gimpy alternate MM builds and certain HEAT choices) they are pretty much the only class that allows for truly alternate builds on the same character that can offer different, yet effective play styles. I leverage the alternate builds to explore the different paths and configure the VEATs to play differently, depending on my mood.
  17. Here is another specific practice I employ when trying to "RNG into the piece I want". This is generally more applicable for ATO (for reasons I will explain) than for Purples or Winters, but here goes: If I have a build that wants many pieces from both ATO, or I have a build that wants MULTIPLE Purples (disclosure: I almost never use multiple Winter sets in my builds) Using the converters to flip between ATO (by AT) rather than within a set is a reasonable way to fill out at least 2/3 of the sets. The ATO are easier because it is just 2 converters to flip back-and-forth between sets for the same AT, whereas there may be lots of Very Rare sets that do not interest you. This doesn't help avoid the issue of trying to fill a specific gap via converters, but the feeling of satisfaction of filling 80%+ of your build via RNG far outweighs any annoyance felt about trying to get the last 20% (or less) of teh build.
  18. I'll just add this bit of personal practice: There are certain sets where I will NEVER try to convert from uncommon to rare because the odds of getting another common are practically guaranteed (at a particular level). Those get a random roll on the uncommon table first. Hello Snipes.
  19. When the Shadow Shard was first introduced, there were "Invasions" of the lower level zones, similar to how the Nemesis Invasion event happens. It would be something different if occasionally we'd get those events again.
  20. Amen. Frankly, I don't see the need to "balance" the range of Snipes (Fast or Slow, Epic/Patron or Primary/Secondary) when the enemy AI allows for (and practically forces) running, and the maps allow enemies to go to some pretty weird places and some extreme distances. I'm not calling for changes to maps, and I don't really know what if anything could be done to affect the AI... at least we are no longer playing with the AI rules where a "stunned" enemy 'stumbles' off at Mach 2! I grok the desire to enforce some sort of arbitrary offensive "balance" between player ATs, but from my PoV being able to single-target a runner strikes me as the "DPS AT Option" for dealing with them, as opposed to "Control AT Options" like Holds and Immobilizes or "Taunt AT" options that can prevent runners in the first place.
  21. Here is my favorite Blaster. My "concept" isn't radically original "Mystical Channeling of WEIRD FORCES", but I avoided explicitly copying a costume and name from anyplace. There is one element of the costume that could be considered a dead giveaway of the specific initial motivation, except that the costume builder doesn't precisely allow what I wanted 🙂 This build plays fine while 'Blapping', but it excels at range. The crunchy concept is: Blaster Offense, with Defensive options coming from ACTIVE (clicky) powers. Think "Spell Caster" as opposed to "(only) passively getting bonuses from Enhancements" The offensive spells are primarily Umbral Torrent, Moonbeam, Gloom, Arcane Bolt. I use the T9 Blackstar when soloing, or when a PUG 'needs it'. Chronos is on auto. Aim is only used when I want it (usually to boost damage of Moonbeam, for the 12 seconds Chronos isn't boosting it). Future Pain is a compromise for my play style: The bonuses from Hecatomb are too good to pass up, but I only primarily use it against a hard target that is (a) close by and (b) subject to Time Crawl. It's a power to remind enemies that if they REALLY want to get into my face, I have a specific attack JUST FOR THEM. See also End of Time. The (active) defensive spells are Time Wall, Timestop (to achieve Time Crawl), and Life Drain. Some caveats: The build has too many attacks to be considered "finely tuned". Arcane Bolt got a significant upgrade in the most recent issue, which was surprisingly nice for this build. Note that the many attacks of the build means it can shift from 'shoot at range' to 'deal with being swarmed'. Hami-Os are not that expensive for Papa DeepPockets. The Level 44 power is "Dealer's Choice". I wanted a (potential) -Res power that offered a chance for slotting decent set bonuses. I feel like the concept could really use the (now improved) Spirit Ward, but frankly adding it to the build as early as I would want it (to help with lower level PUG content) would IMO hurt the individual performance of the character. I rarely click Hasten. It's strictly there for content when I want slower-charging powers available more often. It's "perma" if I put any effort into setting it up to be retriggered. The build would be as effective (for my play style) with a different power The Kismet piece in Maneuvers is a bit of an oddity. It only contributes +ToHit when Maneuvers is active, it's primarily there to boost damage from (Fast) Moonbeam... although I'm not knocking the additional +ToHit. While leveling up, I would include the Kismet piece earlier in the build to improve accuracy ASAP, and worry less about set bonuses and defenses from Weave. You can of course swap (or completely alter) the slotting of Weave and Maneuvers, but the "defensive bang" from Reactive Defenses is greater in Weave. Keep in mind, my playstyle for this character is at range in PUG, so allies aren't getting the Maneuvers bonus unless they are close to me. I am this close to changing the slotting on Moonbeam, to make up for the loss of range on (Fast) Snipes. My slotting of Umbral Torrent has greater range than the (Fast) Snipe, which just seems WRONG. Hero Plan by Hero Hero Designer 2.23 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Dark/Temp Mistress: 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 -- DfnBrr-Acc/Dmg:50(A), DfnBrr-Dmg/Rchg:50(3), DfnBrr-Acc/Dmg/Rchg:50(3), DfnBrr-Acc/Dmg/EndRdx:50(5), DfnBrr-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: Tenebrous Tentacles -- 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) ------------
  22. My "worry" about far-roaming runners is exclusive limited to "defeat all" or needing to defeat the mobs that are required to complete an objective, such as: rescue the hostage defeat BossBoy and his lackeys final battles in certain arcs (I swear: CoT ghosts that fly away are easily the most annoying enemies in a final combat)
  23. I have a (theme) Blaster with Arcane Bolt at a relatively low level (it is available for all TF/SF content); with my slotting for that character it was previously approximately as effective as my level 1 primary pick, but with the extra damage boost it is something I find myself selecting more often. I can't really tell that it is faster animating... if it is, I don't notice it as much since I would previously only occasionally use it as an attack for 'flair'.
  24. I fully admit to only casually following PVP discussions, and typically it will be in the Suggestions forum. Fo anyone that doesn't want to go back to page 1, my specific annoyance extends past just the loss of the range... it is that NPC snipers (with their full range) can hit me with their (extended) ranged attacks, and when they do, I can no longer 'slow snipe' them back (at the same range), without waiting for some time period to expire. To be even more specific, I was taking fire from an enemy sniper that had run from his original group location and was sniping me from the middle of a different group (that was not aggroed). This was Council, I can only imagine how frustrating Nemesis is going to be. I can think of all sorts of reasons to rationalize the game acting this way, but I don't like it... and the circumstance of mob aggro (see just above) break whatever illusion that could justify the game mechanics for me. YMMV.
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