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tidge

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Posts posted by tidge

  1. I don't dedicate that much SG storage to Enhancements; it's four tables (1 for PVP/Superior, 1 for Superior/HO/DSync, 2 for commonly used sets) so what I do when a table has gotten "too full" and I don't have an alt that will eventually use any of the pieces is to have one of the finished alts hold the enhancements of a certain type. I don't typically stockpile Winter or ATO pieces because those will get purchased/crafted as needed (and they never "drop").

     

    For example: I'm a fan of the Reactive Defenses and Unbreakable Constraint sets for just about every AT, so I try to keep those pieces available. When teh storage is tight, I have one of my "tanky" types pick those pieces up to free up space for things I will craft to pass on, such as ATO or Winter pieces. Extra "Healing" set pieces will end up with one of the more healing-oriented characters, etc. I also do this with Hami-O and Dsyncs, but I often forget who is holding those!

     

    I personally tend towards being a pack rat with certain %damage pieces, as well as pieces from non-PVP, rare sets that don't tend to drop as much (often because they only exist at lower levels). I can afford them on the market, but I take a peculiar amount of satisfaction in being able to kit a character from the stockpile.

  2. 5 hours ago, wjrasmussen said:

    I kind of wish, at times, that those MM pet upgrade/buff powers were just a toggle on/off.

     

    With the Endurance costs for MM powers? No thank you!

     

    I think I understand the point, but except for the delay in being able to immediately apply the upgrades I am completely satisfied with the henchmen keeping their powers as I zone, pass through doors, or send them across the map to dispatch with something. To clarify: I try to take Leadership toggles to assist my henchmen, plus toggles for the MM to reduce incoming damage (via Defenses and/or Resistances) so I don't want to think about having two more toggles!

  3. 5 hours ago, lemming said:

    All the badge missions and story arcs can be run via Ouro.    Stuff like "Hunt down 25 Outcasts and return purses to victims" are not.

     

    Tip missions are level locked as well come to think of it.

     

    4 hours ago, Glacier Peak said:

    Tip missions can be replayed at any level using the SG Base Mission Computer (outside of special event tips like Valentines, Halloween, or Winter).

     

    IIRC, @lemming has it right. I don't believe it is possible to buy a lower level TIP if you have leveled beyond its decade. E.g. Level 50 characters can only buy "level 40" tips in the SG base.

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  4. I'm enjoying the increased population (Torchbearer), with a small number of bête noire. Because they are so trivial, I shall list them!

    • I'm witnessing a lot of patter (sometimes "bossy", sometimes less so) that reminds me a little too much of less enlightened times.

    For example: I'm occasionally seeing LFG calls and in-team chat for specific ATs. There is very little content that requires anything that even looks like a "balanced" team. I used to just ¯\_(ツ)_/¯ but with the upcoming rewards for "balanced" teams, I kinda feel like the game will soon be explicitly rewarding a type of behavior that tends to be exclusionary.

    • It's been a PITA in zones like Kings Row and Croatoa to find "loose" spawns that were left undefeated by some other Giant Monster Hunter.

    When the GMs get buffed, I feel that the problem of people not cleaning up after their meals is only going to get worse... it does take a little extra time to make sure events are reset, yet it so rarely happens now,.. I want to believe it is some new player ignorance, but it happened before the big influx too. I worry that after an even longer struggle with a GM that fewer players will look around to make sure the event is ready for the next batch of players.

  5. Here are my rough estimates of inherent (i.e. no Recharge slotting) %proc chances for the Dark/Dark powers, based on a 3.5 PPM %proc.

     

    Darkness Control (primary)

     

    T1 Dark Grasp: 70%

    T2 Shadowy Binds: 38%

    T3 Living Shadows: 25%

    T4 Posses: 75%

    T5 Fearsome Stare: 90% (ceiling)

    T6 Heart of Darkness; 90% (ceiling)

    T8 Shadow Field is a pseudopet, so I'm passing... like some pseudopets, it appears to have a decent chance to trigger a %proc on cast, but generally I find these to be unreliable for %damage.

     

    Darkness Affinity (secondary)

     

    T1 Tar Patch: another pseudo pet. The real advantage of Tar Patch is the -resistance, so I pretty much only slot for Recharge.

    T2 Twilight Grasp: 75%

    T3 Darkest Night: this is a toggle, don't bother with %proc

    T4 Howling Twilight: 90% (ceiling)

    T7 Soul Absorption: 90% (ceiling)

     

    In my own build, the "weakest" power is Living Shadows. It is a bit of an inherent Endurance hog, and its fast recharge times sink the %damage chances. I have 3 slots in it dedicated to %damage (one of them is a PVP, so higher base damage than non-PVP/non-Purple) and I still feel like those slots are wasted... even when facing x8 spawns. A reminder of my current slotting:

     

    Level 2:                 Living Shadows

     (A) Trap of the Hunter - Accuracy/Endurance

     (*) Superior Frozen Blast - Accuracy/Damage/Endurance

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

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

     (*) Trap of the Hunter - Chance of Damage (Lethal)

     

    The main reason I keep Living Shadows in my build is for the -Knockback to all targets, as a lot of the powers I use on this character are location based. Immobilizing enemies is a nice side effect, sometimes it matters often it does not. The one change I might make to this slotting is to replace the Trap of the Hunter Accuracy/Endurance piece with a D-Sync Guidance (Accuracy/Range). I'd lose the enhancement set bonus for Immobilization, but the inherent Immob time is already pretty long. The Endurance cost per cast would go up by almost 2, but adding range to the cone is a pretty useful swap in my experience.

  6. This is my level 50 build (I think, I am often tweaking)

     

    Spoiler

    Level 50 Magic Controller

     

    Primary Power Set: Darkness Control

    Secondary Power Set: Darkness Affinity

    Power Pool: Sorcery

    Power Pool: Concealment

    Power Pool: Leaping

    Ancillary Pool: Soul Mastery

     

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

    Level 1:                 Dark Grasp         

     (A) Superior Overpowering Presence - Accuracy/Hold

     (*) Superior Overpowering Presence - Accuracy/Hold/ Endurance

     (*) Gladiator's Javelin - Chance of Damage (Toxic)

     (*) Apocalypse - Chance of Damage (Negative)

     (*) Gladiator's Net - Chance of Damage (Lethal)

     (*) Unbreakable Constraint - Chance of Damage (Smashing)

     

     

    Level 1:                 Tar Patch            

     (A) Recharge Reduction IO: Level 50+5

     (*) Recharge Reduction IO: Level 50+5

     

     

    Level 2:                 Living Shadows

     (A) Trap of the Hunter - Accuracy/Endurance

     (*) Superior Frozen Blast - Accuracy/Damage/Endurance

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

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

     (*) Trap of the Hunter - Chance of Damage (Lethal)

     

     

    Level 4:                 Mystic Flight      

     (A) Blessing of the Zephyr - Knockback Reduction (4 points)

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

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

     

     

    Level 6:                 Arcane Bolt        

     (A) Apocalypse - Damage: Level 50+5

     (*) 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

     

     

    Level 8:                 Fearsome Stare               

     (A) Cloud Senses - Accuracy/ToHitDebuff

     (*) Cloud Senses - Accuracy/Recharge

     (*) Cloud Senses - Accuracy/Endurance/Recharge

     (*) Cloud Senses - Chance of Damage (Negative)

     (*) Glimpse of the Abyss - Chance of Damage (Psionic)

     

     

    Level 10:              Howling Twilight              

     (A) Absolute Amazement - Accuracy/Recharge: Level 50+5

     (*) Absolute Amazement - Stun/Recharge: Level 50+5

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

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

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

     (*) Bombardment - Chance of Damage (Fire)

     

     

    Level 12:              Heart of Darkness           

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

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

     (*) Absolute Amazement - Accuracy/Stun/Recharge: Level 50+5

     (*) Eradication - Chance ot Damage (Energy)

     (*) Scirocco's Dervish - Chance of Damage (Lethal)

     (*) Obliteration - Chance of Damage (Smashing)

     

     

    Level 14:              Twilight Grasp  

     (A) Touch of the Nictus - Accuracy/Healing

     (*) Touch of the Nictus - Accuracy/Endurance/Recharge:

     (*) Touch of the Nictus - Chance of Damage (%Negative)

     

     

    Level 16:              Shadow Fall       

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

     (*) Shield Wall - Defense/Endurance: Level 50+5

     (*) Kismet - Accuracy +6%

     (*) Luck of the Gambler - Recharge Speed

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

     

     

    Level 18:              Haunt   

     (A) Expedient Reinforcement - Accuracy/Recharge

     (*) Expedient Reinforcement - Accuracy/Damage/Recharge

     (*) Expedient Reinforcement - Endurance/Damage/Recharge

     (*) Expedient Reinforcement - Accuracy/Damage

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

     (*) Soulbound Allegiance - Chance for Build Up: Level 50

     

     

    Level 20:              Fade     

     (A) Reactive Defenses - Defense

    (*) Reactive Defenses - Defense/Endurance

     (*) Reactive Defenses - Endurance/RechargeTime

     (*) Reactive Defenses - Defense/RechargeTime

     (*) Reactive Defenses - Defense/Endurance/RechargeTime

     (*) Reactive Defenses - Scaling Resist Damage

     

     

    Level 22:              Shadow Field    

     (A) Superior Will of the Controller - Accuracy/Hold

     (*) Superior Will of the Controller - Hold/Recharge

     (*) Superior Will of the Controller - Endurance/Recharge

     (*) Superior Will of the Controller - Accuracy Hold/Endurance

     (*) Superior Will of the Controller - Accuracy Hold/Endurance/Recharge

     (*) Superior Will of the Controller - Recharge/Chance for Psionic Damage

     

     

    Level 24:              Rune of Protection         

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

     

     

    Level 26:              Umbra Beast     

     (A) Soulbound Allegiance - Accuracy/Damage/Recharge: Level 50+5

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

     (*) Overwhelming Force - Accuracy/Damage/Endurance

     (*) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown

     (*) Hami-O Lysosome (Accuracy/-Defense/-ToHit): Level 53

     (*) Cloud Senses - Chance of Damage (Negative)

     

     

    Level 28:              Darkest Night   

     (A) Endurance Reduction IO: Level 50+5

     

     

    Level 30:              Dark Servant     

     (A) Cloud Senses - Accuracy/ToHitDebuff

     (*) Cloud Senses - Accuracy/Recharge: Level 30

     (*) Cloud Senses - Accuracy/Endurance/Recharge

     (*) Cloud Senses - Chance of Damage (Negative)

     (*) Gladiator's Net - Chance of Damage (Lethal)

     (*) Hami-O Endoplasm (Accuracy/Mezz): Level 53

     

     

    Level 32:              Soul Absorption               

     (A) D-Sync Conduit (Endurance Mod/Recharge): Level 53

     (*) D-Sync Reconstruction (Heal/Recharge): Level 53

     

     

    Level 35:              Dark Embrace   

     (A) Unbreakable Guard - Resistance

     (*) Unbreakable Guard - Resistance/Endurance

     (*) Unbreakable Guard - Resistance/Endurance/Recharge

     (*) Unbreakable Guard - +Max HP

     

     

    Level 38:              Spirit Ward         

     (A) Preventive Medicine - Chance for +Absorb

     

     

    Level 41:              Combat Jumping             

     (A) Luck of the Gambler - Recharge Speed

     

     

    Level 44:              Infiltration          

     (A) Luck of the Gambler - Recharge Speed

     

     

    Level 47:              Stealth 

     (A) Luck of the Gambler - Recharge Speed

     

     

    Level 49:              Grant Invisibility              

     (A) Luck of the Gambler - Recharge Speed

     

     

    Level 1: Sprint   

     (A) Unbounded Leap - Stealth

     

    Level 2: Rest      

     (A) Interrupt IO: Level 50

                   

    Level 2: Swift     

     (A) Run Speed IO: Level 50+5

     

    Level 2: Hurdle 

     (A) Jumping IO: Level 50+5

     

    Level 2: Health  

     (A) Panacea - +Hit Points/Endurance

     (*) Miracle - +Recovery

     

    Level 2: Stamina               

     (A) Performance Shifter - Chance for +End

     (*) Performance Shifter - EndMod

     

     

    Some comments on my thinking...

     

    Powers and Slots are front-loaded... and there is little reliance on powers above level 35. I like to have characters that scale across all levels of play, which means having powers to cast with (if possible) no gaps in "attacks" at any level... and I like to have the obvious "signature" AT powers available in as much content as possible.

     

    The build doesn't include Hasten. I have a general allergy to including Hasten, since enhancement sets can add quite a bit of Global Recharge without it. It is not lost on my that many of the Dark/Dark/Soul Controller's "signature moves" have such inherently long cast times that Hasten is practically a no-brainer. Consider this build an attempt to do a lot without that sort of brain!

     

    The set bonuses that appear are my preference, and I don't expect that the choices made will appeal to everyone. I'm generally looking for Global recharge, Accuracy and Endurance management (Discounts, MaxEnd, Recovery) when possible.

     

    Chasing %damage was a choice. I like to solo oddball content, so almost every power tries to leverage %damage... the inherently fast recharge powers is where I tried to use "more effective" %damage (higher PPM and/or higher base damage). %damage in pets is not always a good choice, but the ones I made seem to be paying off.

     

    My choices to have powers that do damage to have a more effective solo build have come at a cost: This character has sacrificed control (durations) for damage... and the placement of slots have made some of the more team-friendly powers less effective to different degrees (Twilight Grasp, Soul Absorption, Shadow Fall, Fade). The Pet slotting is intended to help cover that gap. I probably should invest in a second build that is more "team friendly", when personal damage is less important. When I figure that out, I will post it. My immediate thoughts:

    Spoiler

    Drop Arcane Bolt. Add Hasten (at a higher level)

    Rework Fade slotting to emphasize Recharge and also add some Resistance to it.

    Emphasize the single target Hold of Dark Grasp

    Slot Living Shadows for Immobilize, possibly pulling slots

    more slots in Twilight Grasp (more recharge and healing).

    Pull %damage from Howling Twilight

    Consider adding Maneuvers (with slots) to the build

     

  7. I played a Dark/Dark Controller to 50+, so I thought I'd circle back. The build will be posted when I have a chance to format it as text.

     

    On 12/30/2023 at 11:53 AM, Wimbochismo said:

    I was playing my fresh 50 Dark/Psi Dom last night and noticed some interesting things with Haunt. Broken down they do: a single target fear at 6s recharge, and a single target punch at 46 dmg base, .83s cast time, 3s recharge with -7.5 tohit. I'm not sure if pet proc chances are effected by the recharge of the pets power. If they are, Haunt doesn't seem like a good candidate for procs.

     

    Because there's two of them, they're actually pretty good dmg even with flat dmg enhancements. For Controller's this is a noticeable bump.

     

    What I found interesting is that they can be double stacked. We had good recharge/survivability on the team so I occasionally found I had 4 following me around. Jumping into MIDS, my build is 1s off perma Hasten. Maxing Haunt's recharge I could get it to 56s recharge with 60s duration. On a more intense recharge build, with Haunt slotted for recharge I could imagine getting it to around ~54s recharge.

     

    I don't have 'perma' Haunts in my build; there is something like a 12 sec downtime. I slotted the Haunts with:

    • Expedient Reinforcement: Accuracy/Recharge
    • Expedient Reinforcement: Accuracy/Damage/Recharge
    • Expedient Reinforcement: Endurance/Damage/Recharge
    • Expedient Reinforcement: Accuracy/Damage
    • Soulbound Allegiance:  Accuracy/Recharge (50+5)
    • Soulbound Allegiance: %BuildUp

    They do reliably get the %BuildUp. I didn't think it was worth trying to add a %damage power to them.

     

    My build will have the Umbra Beast, Dark Servant and Haunt out at most times... but I haven't yet bothered with trying to improve the pet defenses/resistances. Partially this is because I do have Hami-Os and %damage in the Beast and Servant (to improve what they already do), partially this is because of the typical AI positioning of the pets and my PBAoE team powers. I don't usually solo +4 with this character, so I haven't been motivated to improve the defenses/resistances. If I was so motivated, I might consider using Haunt as the mule power for those pieces, but I find with the above slotting I get a reasonable amount of offense from the two pets.

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  8. My assessment of Brutes and teamplay lessons comes from a different place. A solo Brute doesn't have to worry about aggro management so much... Whereas a Stalker is always having to pay attention to aggro (and from my experience worries far less about explicitly trying to always set up for an AS, even solo).

     

    It has been my experience that players of less experienced Brutes can have aggro peeled from them by a wide variety of other ATs... Especially if the Brute is relying on a Taunt Aura. Experienced and dedicated Brutes can find themselves in a sort of 'aggro war' with other Brutes or Tanks, and a new player might not understand what is happening.

     

    In contrast, a Stalker will figure out a lot faster if their AS isn't geling with a team.

  9. IIRC, the next "threshold" for KB is at 11 points... that is, of the (single) enemies that do KB, their is a tier of them that do it with magnitude between 4 and 11.

     

    I believe it is possible to end up facing combat where multiple enemies may be stacking KB (Ruin Mages, Longbow, et al.) such that 8 points can provide some extra protection... but high defenses should mitigate this circumstance.

     

    KB protection is also purchasable as a temp power in a SG base, IIRC 90 minutes for +10 IIRC.

     

    The most annoying mission with KB (for me) is the RWZ Vanguard boss.

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  10. I also vote against Masterminds as a starter AT. They are not hard to solo with, but it is very easy to make a LOT of mistakes with them and the Endurance tax will not give a new player an idea of the different things a player can do with a primary and secondary.

     

    I'd also not recommend Brutes. The Fury mechanic is going to have a little learning curve, and (my opinion, YMMV) it is easy for new/solo Brute players to learn the wrong sort of lessons for team play.

     

    My recommendation would be Sentinel, because the secondaries are different, and can be somewhat forgiving. The Primaries will have enough going on to learn the ropes of them. I'd then opt for either a Scrapper or Stalker, with the latter if you want to quickly get a feel for being "sneaky" in missions.

  11. Very rarely I will have a character that I want to get to 17-20(*1) PDQ... it will be a specific AT or using powersets I am very familiar with, and to get there I will usually just DFB or team with 2XP. Doesn't matter what it is, but I don't play in AE. Otherwise...

     

    ...I shift my attitudes a LOT. I usually will try to alternate between which arcs characters do. For example: Blue Side I may go KR or I may go Hollows. Many times I turn off XP just to do newspaper/radio missions. At some point I am doing SF/TF, which by themselves can be a LOT of XP.

     

    So I guess the answer is: "anything but a dedicated farm".

     

    (*1) I mention this level range, because this is pretty much when all ATs (except maybe VEATs) will "feel" like the final character. It's also when most of the enhancment sets are available for slotting. It has become very rare that I feel like I need Epic/Patron or Incarnate powers to enjoy a character.

  12. On 11/22/2023 at 11:49 AM, The Curator said:

    Giant Monster Balancing Pass

    • Giant Monsters have been given a comprehensive balance sweep to make them less trivial for groups in Homecoming's power environment.
    • All outdoor Giant Monsters (excluding Lusca) have been granted additional maximum HP.
    • General resistance adjustments.
    • Increased magnitudes on Giant Monster's offensive Mez effects.
    • Model size adjustments to certain Giant Monsters to be bigger and easier to see in groups.
    • Most summon powers now summon an increased number of enemies or calculate based on the amount of participants fighting.
    • Some Giant Monsters have been given additional powers, including telegraphed abilities and other mechanics. Some existing abilities have been re-tuned to provide this same value.

     

    As a regular Giant Monster Hunter, I'm in agreement that some buffs to GMs are called for. I'd have identified the following two items that move GMs towards the 'more trivial' end of the spectrum:

    • The ToHit values by most of the open world GMs lead to most of their attacks missing.
    • The HP scale of the GMs appeared to be based on the zone, so some GMs have fewer HP compared to others.

    I'm not looking forward to "increased Mezz"... IIRC the Jack in Irons Terrorize is already pretty long, if that gets any longer I hope that he can't recast it! I'd feel the same about other mezz attacks... but if that is the direction we want to go, I guess I will adapt.

     

    GM Resistance is already a bit of balancing act (for me) as there are some GMs that already resist my attacks... I can still defeat them but it takes longer. If the other GMs become more like those, that would seem to be balancing from my PoV, but time will tell (especially with the boost to MaxHP).

     

    I'd appreciate a few of "concessions" to players, with respect to GMs:

    • a temp power to ST immobilize
    • a reduced amount of time between open-world respawns (four hours is pretty long, especially if we have to clean up a spawn)
    • more self-cleaning of GMs when the GM is defeated... or more of an indication that the event has not reset.

    The first point derives from Envenomed Daggers can (historically) overcome GM regeneration, but no temp power overcomes them running away.

     

    The second and third points have been somewhat mitigated by having the associated spawns be level-less, but this doesn't always happen: Croatoan wanderers often spawn with zone-capped levels, Jurassik Rubble and grand-rubbles will be zone capped, Boomtown Babbage summons lower level minions that can con grey. Having to clean up is a reasonable, sometimes bitter pill to ask (some) players to swallow.

     

    I suppose I had better connect with the launcher and go do some testing!

     

    EDIT: Oh, thanks for the change to the Lusca Rewards too! That makes it much more worth investing time into fighting that GM!

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  13. My experience has been that Blasters certainly have MOAR AOE (targets). and access to more offense (via their secondaries) but that Sentinels are flat-out better at surviving.... cue the "defeat enemies can't hurt you" chorus. I don't like the "tank mage" description, but I do have a Sentinel that shrugs of +N spawns like a Tank. It certainly can't hold aggro, but it is a surprisingly hardy character.

     

    How a Sentinel plays compared to a Blaster will IMO depend on the type of content being played (enemy types) as well as spawn sizes. Sentinels tend to have smaller AoEs, so small spawn sizes (x1) will drive them to go slower through a defeat all mission. Once spawn sizes increase, more enemies tend to be more clustered which doesn't hurt the Sentinels much in my experience.

  14. On 1/16/2024 at 5:46 PM, Grouchybeast said:

     

    ISo the reason that people say don't catalyse purple sets is that it's pointless.  The advantage of catalysing other IOs is that it means they keep their bonuses when exemplared to lower levels because Attuned IOs no longer have a fixed level.  Purple sets already keep their set bonuses at every level, so it's a waste of a catalyst.

     

    Other than that, Purple sets base values (Acc, Dam, Rech etc) are effected by exemplar scaling in exactly the same way as all other enhancements.

     

    @Grouchybeast is right on all points, but teh lede was buried on why NOT to catalyse Purple sets... if they are catalysed, they cannot be boosted.

     

    The only circumstances where I don't boost a Superior piece are:

    • The recharge part of the piece has a noticeable negative effect on some %proc chance (gotta math it people!) in that power
    • The piece itself is a %proc (because the game won't let you boost such a piece, or slot one should you end up with one via conversion)

    Usually using Superior pieces get you into the point of diminishing returns, but more is MOAR.

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  15. Revisiting this thread for the benefit of new/returning players. We've had quite a lot of 'sloppy' GM hunting players, in solo and in teams.

     

    Repeating:

     

    It is nearly unforgivable to leave the Croatoa Grim Vale event not reset, as there is an actual server-wide announcement when it has been reset. Sometimes the level-less mobiles can be tucked away in corners or trees, and often the flying mobiles will chase after folks and can be somewhat far from the spawn site. The Grim Vale has one of the faster cycling timers and offers lots of XP/drop chances, so please don't leave this not reset.

     

    Similarly, the (usually) level-less spawns that accompany the Walking Croatoan GMs are not large in number, and will stay by the GM (or return to it if they scatter) so those are easy to clean up. About one-third of the the time those spawns are not level-less, so pay attention.

     

    The Kings Row Paladin mobiles are always level-less, so they are easy to spot, provided you actually look for them. If you know where each of the thee event spots are, and you know where you fought Paladin, it does not take long to zip between the two to find the level-less clockwork spawns. AFAIK there is more XP to be had from the full range of level-less spawns than there is from the Giant Monster... there certainly are more reward drop chances for clearing them out.

     

    The Boomtown Babbage summons allied mobiles, they are not level-less they will be IIRC 48-50, so characters with high enough levels will have the minions con as grey. be on the lookout. Usually these are few in number (one at-a-time) and stay close to Babbage, but I have stumbled across stray level 48 clocks in Boomtown.

     

    The Crey's Folly Jurassik will about one-third of the time, upon defeat make Jurassik Rubble, which upon defeat will make Rubble. These all need to be cleaned up. don't be so quick to zone out as it literally takes less than 30 seconds to clean these up.

     

    Kraken, Lusca, War Walker, Adamastor don't have associated spawns that need to be cleaned up. GM hunters/teams can run away right after defeating them.

     

    As far as I know, the red-side GMs are all self-cleaning. The ones I am not certain about is Caleb and Deathsurge: they always spawns with mobiles but as a practical matter every time I've defeated those I have had to work through all of the associated minions as well. They aren't level-less.

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  16. 2 hours ago, Rudra said:

    So again, I am not understanding what you are trying to tell me.

     

    I'm not trying to tell you anything except this: There are tradeoffs for your preferred playstyle. If you specifically want the Protector Bots to be switching between defense and offense, you will probably have to be more engaged with them by changing their stances. I know that if I want to drop inspirations on my Assault Bot, I have to switch it to passive because otherwise it is cycling through attacks so fast I can never get an inspiration to stick.

     

    My advice is: Rely on the Maintenance Drone to heal the henchmen. It is better at it than the Protector Bots ever have been. Since that is a non-starter for you, if this is a high priority

    2 hours ago, Rudra said:

    In my case, I prefer to keep my pets alive, usually through a mix of buffs on the pets, heals, and debuffs on the enemies, while fitting in my own attacks, so the pets can attack and decimate the targets. So again, I am not understanding what you are trying to tell me.

    and you aren't taking the best henchmen heal in the Robotics Primary, at some point you have to realize that you are asking for a somewhat radical change to the primary (more Protector Bot healing) without wanting to give up offense from the Protector Bots in exchange. I propose the tradeoff on offense be done via changing stances, but it sounds more and more like you want a code change. Is there nothing else that you would accept?

     

    Since this is the suggestions forum, allow me to make a suggestion: If the healing and buffing the Robotics henchmen is a priority, and Maintenance Drone is off the table, my next suggestion is to pick a Secondary that will do what you want, including heals. Dark is the classic choice, but it is not the only one.

     

     

  17. I would not use Enhancement Boosters on level 25 common IOs. Just buy level 30 common IOs.

     

    ATOs, Winter, Overwhelming Force are fine while leveling and offer set bonuses deep down into exemplar territory. PVP pieces are similar, but they don't come attuned... and generally they should be attuned below level 50 and boosted at level 50 (if you desire more of what they are enhancing). PVP set bonuses scale down, but the enhanced values top out at whatever their max level is.

     

    If you aren't into planning a build and accumulating the set pieces you want along the way, level 30 common IOs will be fine.

     

    If the market isn't your thing: just sell the recipes at a vendor.

  18. Kudos to those that take and slot Flurry. I very rarely take the Speed pool at all, but when I do take it as a travel pool (and sometimes for Hasten) I treat Flurry as pretty much all the other T1 pool attacks... ignore it (if I can). I don't think it is supposed to be so good that I could ignore it.

     

    There is a difference between the original/revamped Travel Power Pool (including Concelament) and the "Origin" Travel pools: The original pools have all their powers unlocked by level 14. It's not much of a consolation, but if a "Pool Boy" character wanted to have all the attacks from a specific pool, they can do that much earlier. 

     

    As an aside: Making an argument about using %procs in a sub-5-second-recharge T1 power is pretty silly IMO.

     

     

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