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tidge

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Posts posted by tidge

  1. 22 hours ago, UltraAlt said:

     

    when you see a crowded area, run to the pocket D and get duplicating gift and run around the crowded areas to share the joy ... works best in Atlas!

     

    I try to minimize the number of times I distribute Duplicating Gift (in a zone), only because leaving more characters without it allows the people gifted the gift to also get the badge by gifting it to others. Of course, it is impossible to know who needs either badge, but early in winter events there are always a large number of freshly-minted characters.

    • Like 1
  2. I don't AE farm, but I have done something like farming with nothing like the 'classic' farm builds (that is: I have no Brutes above level 16 and no "damage aura" characters that I can think of, except possibly for a Dominator with Hot Feet). The content that makes me think I'm close to farming, is 'at-will, on-demand':

    • Heather Townshend's (Dark Astoria 1) arc at either 0x1 or 0x8. Small spawns to "farm" the arc rewards (sometimes including Super Inspirations), large spawns for drops.
    • SSA (speedy) for merits, sometimes mindlessly for threads or Astrals
    • Tip (and Ouroboros) Missions at 0x8 for defeat (mostly) badges, and just to fill up on raw drops (e.g. level 50 common recipes to craft for badges) or junk to toss on the AH for badge reasons
    • Hamidon raids (not exactly "on demand"!) for merits and HOs. Less so MSR (for Vanguard merits) but sometimes.

    In no case is raw Inf my reason for 'farming', but it's not like I throw away Inf that comes from those trivial exercises. Since it is the drops I crave, I don't have to run at +3 to get the drops I want.

     

    To answer the title question of the thread, when I am doing the above at 0x8, I've used my Fortunata, Mastermind (Robotics), and Dominator (Plant), as I've found that they clear maps rather quickly. The Robotics Mastermind is very easy to have at the defense cap and keep aggro pouring into kill zones. The other two have decent AoE AND spawn confuses... many enemies in the game are weak to their own attack types and it takes very little effort for a solo player to get on the "I did damage" list to be considered for a drop. I like the way my AoE  Shield / Battle Axe Tanker plays in 0x8, but I have to drag bosses between spawns to clear maps since it takes that much more effort to finally defeat those guys to claim their rewards.

  3. 3 hours ago, Stunticon_Mechanic said:

    This one guy comes in, then leaves less than a minute. I asked him why did he leave. "Constellation of red flags" he says. "what red flags?"

     

    (snip)

     

    What the fuck. Did I miss something? Normally I am wholly indifferent but this shit pissed me off royally.

     

    From my PoV, the only thing you missed was the opportunity to teach him that it is more appropriate to refer to a "bunting of red flags".

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  4. Another data point: I had a 2022-minted level 50 working on Toy Collector opening presents in a favorite zone that was devoid of other players. It's not a zone where I see a lot of other players, but it is impossible to know how many presents may have been opened (in that zone) before I started, but it was a few hours after the event went 'live'. The Winter Lord spawned after 160 presents. I wasn't keeping precise track of when I got the defeat badge for the spawns (because of NAUGHTY!) but it was long before the Winter Lord spawned. This was roughly the case with a second character... similar conditions, except that I tried to startwith the second character right after the WL was defeated.

     

    Some of my own silly behavior: I try to open presents in a zone as I criss-cross (an eliminate whatever I spawn) in an effort to reduce the counter, whatever it is.

    • Like 1
  5. Whatever was going on in the common salvage market seems to have ebbed. Part of me wants to believe it was a player with a lot of Inf that wanted beaucoup salvage for crafting badges (and did a poor job estimating what was necessary), but part of me thinks it was a poorly motivated market experiment... with some of that motivation being a cruel "for the lulz" bit of thinking. I have long recognized that "farmers" have helped keep AH prices low, but I don't think this was a 'supply-side effect'.

     

    If this was an experiment, I think it was poorly motivated, even if it revealed something about the scale of the market... specifically because common salvage:

    • Is common, durp
    • Is itself fungible,
    • Is trivial to collect (by turning up spawn size), finally
    • The target price point that this effort 'picked' was well below what vendor prices are for the other things that 'commonly' drop: i.e. common IO recipes for most levels,  SO enhancements.... not to mention the Inf that can roll in simply from defeats.

    ¯\_(ツ)_/¯

  6. For my Inf, the ONLY complexity of the Enhancement crafting system that I think needs an overhaul is the User Interface when interacting with a crafting table (and I suppose when viewing recipes in hand). I think what I'd appreciate most is a character toggle choice to be able to choose between the current system that always shows EVERYTHING, like this:

    • Uncommon/Rare/Very Rare Enhancement recipes (owned)
      • alphabetic listing
      • more alphabetic listings
      • even more alphabetic listings
    • Memorized Recipes
      • alphabetic listing
        • by level
      • more alphabetic listings
        • by level
      • even more alphabetic listings
        • by level
    • Common recipes (owned)
      • alphabetic listing
        • by level
      • more alphabetic listings
        • by level
      • even more alphabetic listings
        • by level

    ... and a variety where I could choose to always have the top levels "collapsed" such that I could "get right to the common recipes"; this is by far my biggest peeve, it comes up when working on badges/rewards. It hits me both when I am checking the recipes for needed salvage AND when going to the table to craft. I can mitigate this a little by working in a zone where I can use the Auction House window open (to buy salvage) with the crafting table window open, but that is simply a hack.

     

    Frankly: I'd be happy if the memorized recipes were moved to the bottom of this UI, as I very rarely revisit the list of memorized recipes... either to craft or to check if I have already memorized a category (usually i just use the badges window).

  7. I'll repeat my call for a subterranean zone (or multiples, like the Sewer Network(s)) between Cap Au Diable and Port Oakes. There are a wide variety of enemy ranges that could be there: Snakes, Demons, CoT "just hanging out" as well as Goldbrickers, Luddites, Arachnos, Crey "delving for secrets man was not meant to know". Ideally there would be an "upper levels" version appropriate for characters of the Port Oakes/Cap Au Diable level ranges (like a Hazard Zone blue side) with "deeper levels" appropriate for characters in the 40-50 level ranges.

     

    I don't think I would ever warm to the hinted at plans by the original team to turn Perez Park into a new Incarnate zone by "lifting it into the sky via CoT magicks" (too many good memories of my first "hazard zone")... but if a a new zone with that concept was tied to the Nerva Archipelago, I wouldn't object... but I'd like it to be done in a slightly cleverer way than the Shadow Shard... maybe larger "sky islands" with a better variety of artwork/geographic elements?

     

     

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  8. 2 hours ago, Yomo Kimyata said:

     

     

    First, to @Ston, thanks for putting a lot of documented work into this.  People may not agree with all your choices, but the fact is that you tested a lot of data in a consistent manner and kept good records and that is enough for me.  One gold star for you!

     

    RE:  Wall of Force.  The proc rates on this pool power by my calculations are significantly lower than anything in the epic pools (for scrappers at least).  I can't bring myself to 4/5 proc out a power when each proc only has a 15-25% chance to proc.  Too much variance.  I'd much rather proc out Ball Lightning or Sploding Shirkin which should get me somewhere north of 50% chance per proc.  That said, if you want more than one epic ranged AoE, WoF is, in fact, a ranged AoE.

     

    I've been using Wall of Force exclusively on Tankers and Controllers (with Ranged damage scales of 0.80 and 0.55) as a %proc attack.... available at a low level. I get it's raw proc rate (for 3.5 PPM) at somewhere north of 30% (I try to have an accuracy boost in the power at least 26%, FWIW) and an unenhanced recharge of 10 secs. IIRC the Epic (Mu) Ball Lightning unenhanced recharge time is around 30 sec with an equivalent %proc rate for stalkers (3.5 PPM) at close to the same value as WoF . I don't recommend spamming Wall of Force (or Ball Lightning) on a melee character, but having this power early in a build, it really helps each of those AT clear maps faster (and turn up spawn sizes sooner). I've never added Wall of Force to a Scrapper or Stalker build, I think every one of those I've ever built leverages a patron Snipe, and after that I am out of slots! 🙂

     

    As for different sorts of timing (for arc rewards and not XP): Weekly, I run I did a low-level arc (SSA1, Theoden) at +0/x1 for rewards, so I have a good sense of how different AT perform on that arc (*1). (I'll run it both Red and Blue, but the times I'll quote are for Blue... Red is not very different, but slightly longer on average). My best times (no quick escapes or teleporting to missions) is on a Shield/Battle Axe Tanker, with Wall of Force. Doing nothing special except skipping a potential Magma Lord defeat in mission 1, the completion time for that character was 5:38(*2). I took that same character to Dark Astoria to run the Heather Townshend arc (with minimal fighting, again at +0/x8, but with a level shift of +1 and no incarnate powers beyond Alpha) and I was regularly getting completion times below 10 minute, even with unfavorable maps. These two times at different ends of the level range really surprised me! I'm not making claims of uber builds... it's just that compared with all the other characters in my stable, this one wins the gold medal on speed (without the Speed pool!) EDIT: I just logged in to try DA#1 with some effort at speed, and scored a time of 8m35s with some favorable arcs. None of my other characters come close... but this is more about Shield/BA than WoF (although I did use it)

     

    (*1) Page 5 power and level choice changes improved time of that SSA1 arc significantly for my robotics/traps MM, but it is still the slowest to complete of my characters.

     

    (*2) When I am just looking to speed those arcs: SSA1 blue side has a minimum number of defeats IIRC at 8 mobs. The DA #1 blue side has a minimum of 25 defeats IIRC, although each arc offers opportunities to add more defeats with no real effect on completion.

  9. On 12/7/2022 at 9:39 AM, tidge said:

    If I wasn't committed to the Force of Will pool (and having two extra attacks by level 22) I would like to try this sort of build using the Teleportation pool instead (to have a low(ish)-level Combat Teleport as well as Teleport Target and Fold Space. This would fundamentally change the direction from "do as much damage as possible" to "have as much in my face as possible", so I think I'd make a lot of different choices to Toughen/Weaven the build up. That's what the second build is for!

     

    Playing with Shield Charge and without Combat Teleport became a little too much to bear...especially with the relatively long downtime on Shield Charge. I am still unwilling to compromise of the Force of Will pool, so I made a few modifications:

    • I dropped the Medicine (3 powers) pool, and added Teleportation (Combat Teleport) and Concealment (Infiltration and Stealth)
    • With more defense mules, I shuffled around the %Absorb proc a LotG, and the Shield Wall unique
    • I freed a slot to put some recharge in Build Up, as it was bothering me to have the %Build Up proc in it by itself
    • I replaced a %Smashing proc in Shield Charge with a Force Feedback %Recharge, specifically to help with the recharge time on that power, without compromising (too much) on the damage %procs.
    Spoiler

    Primary Power Set: Shield Defense

    Secondary Power Set: Battle Axe

    Power Pool: Force of Will

    Power Pool: Leadership

    Power Pool: Teleportation

    Power Pool: Concealment

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

    Level 1:                 Deflection          

     (A) Luck of the Gambler - Recharge Speed: Level 50

     (*) Unbreakable Guard - +Max HP: Level 50

     (*) Unbreakable Guard - Resistance: Level 50

     (*) Unbreakable Guard - Resistance/Endurance: Level 50

     (*) Unbreakable Guard - Resistance/Endurance/RechargeTime: Level 50

     (*) Impervium Armor - Psionic Resistance: Level 40

     

    Level 1:                 Chop    

     (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

     

    Level 2:                 Battle Agility      

     (A) Reactive Defenses - Defense: Level 50

     (*) Reactive Defenses - Defense/Endurance: Level 50

     (*) Reactive Defenses - Endurance/RechargeTime: Level 50

     (*) Reactive Defenses - Defense/RechargeTime: Level 50

     (*) Reactive Defenses - Defense/Endurance/RechargeTime: Level 50

     (*) Reactive Defenses - Scaling Resist Damage: Level 50

     

    Level 4:                 Gash     

     (A) Superior Gauntleted Fist - Accuracy/Damage: Level 50

     (*) Superior Gauntleted Fist - Damage/RechargeTime: Level 50

     (*) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime: Level 50

     (*) Superior Gauntleted Fist - Damage/Endurance/RechargeTime: Level 50

     (*) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime: Level 50

     (*) Superior Gauntleted Fist - RechargeTime/+Absorb: Level 50

     

    Level 6:                 Mighty Leap      

    (A) Endurance Reduction IO: Level 50+5

     

    Level 8:                 Weaken Resolve             

     (A) HamiO:Lysosome Exposure (Accuracy, Defense Debuff, ToHit Debuff): Level 53

     (*) Shield Breaker - Chance for Lethal Damage: Level 30

     (*) Touch of Lady Grey - Chance for Negative Damage: Level 50

     

    Level 10:              Active Defense

     (A) Endurance Reduction IO: Level 50+5

     (*) Recharge Reduction IO: Level 50+5

     

    Level 12:              Phalanx Fighting              

     (A) Kismet - Accuracy +6%: Level 30

     (*) Luck of the Gambler - Recharge Speed: Level 50

     

    Level 14:              Against All Odds              

     (A) Endurance Reduction IO: Level 50+5

     

    Level 16:              Taunt   

     (A) Mocking Beratement - Taunt: Level 50

     (*) Mocking Beratement - Taunt/Recharge: Level 50

     (*) Mocking Beratement - Taunt/Recharge/Range: Level 50

     (*) Mocking Beratement - Accuracy/Recharge: Level 50

     (*) Mocking Beratement - Taunt/Range: Level 50

     (*) Mocking Beratement - Recharge: Level 50

     

    Level 18:              True Grit             

     (A) Gladiator's Armor - Resistance: Level 50+5

     (*) Gladiator's Armor - TP Protection +3% Def (All): Level 50

     (*) Panacea - +Hit Points/Endurance: Level 50

     (*) Panacea - Heal: Level 50+5

     (*) Impervium Armor - Psionic Resistance: Level 40

     (*) Steadfast Protection - Resistance/+Def 3%: Level 30

     

    Level 20:              Pendulum          

     (A) Multi-Strike - Accuracy/Endurance: Level 50+5

     (*) Eradication - Chance for Energy Damage: Level 30

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

     (*) Perfect Zinger - Chance for Psi Damage: Level 50

     (*) Superior Might of the Tanker - Recharge/Chance for +Res(All): Level 50

     (*) Explosive Strike - Chance for Smashing Damage: Level 20

     

    Level 22:              Wall of Force     

     (A) Javelin Volley - Accuracy/Endurance/Recharge: Level 50+5

     (*) Javelin Volley - Chance of Damage (Lethal): Level 50

     (*) Explosive Strike - Chance for Smashing Damage: Level 20

     (*) Positron's Blast - Chance of Damage (Energy): Level 50

     (*) Bombardment - Chance of Damage (Fire): Level 50

     

    Level 24:              Shield Charge   

     (A) Mocking Beratement - Recharge: Level 50

     (*) Mocking Beratement - Accuracy/Recharge: Level 50

     (*) Eradication - Chance for Energy Damage: Level 30

     (*) Perfect Zinger - Chance for Psi Damage: Level 50

     (*) Scirocco's Dervish - Chance of Damage(Lethal): Level 50

    (*) Force Feedback - Chance of Global Recharge: Level 50

     

    Level 26:              Grant Cover      

     (A) Luck of the Gambler - Recharge Speed: Level 50

     (*) Reactive Defenses - Defense: Level 50

     (*) Reactive Defenses - Defense/Endurance: Level 50

     (*) Reactive Defenses - Endurance/RechargeTime: Level 50

     (*) Reactive Defenses - Defense/RechargeTime: Level 50

     (*) Reactive Defenses - Defense/Endurance/RechargeTime: Level 50

     

    Level 28:              Axe Cyclone      

     (A) Fury of the Gladiator - Accuracy/Endurance/Recharge: Level 50+5

     (*) Fury of the Gladiator - Chance for Res Debuff: Level 50

     (*) Eradication - Chance for Energy Damage: Level 30

     (*) Perfect Zinger - Chance for Psi Damage: Level 50

     (*) Obliteration - Chance for Smashing Damage: Level 50

     (*) Explosive Strike - Chance for Smashing Damage: Level 20

     

    Level 30:              Cleave 

     (A) Armageddon - Damage: Level 50+5

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

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

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

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

     

    Level 32:              Build Up              

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

     (A)Recharge Reduction IO: Level 50+5

     

    Level 35:              Combat Teleport             

     (A) Blessing of the Zephyr - Range / Endurance: Level 50+5

     

    Level 38:              Infiltration          

     (A) Luck of the Gambler - Recharge Speed: Level 50

     

    Level 41:              Unleash Potential           

     (A) Preventive Medicine - Chance for +Absorb: Level 50

     

    Level 44:              One with the Shield       

    (A) Impervium Armor - Psionic Resistance: Level 30

     

    Level 47:              Maneuvers        

     (A) Luck of the Gambler - Recharge Speed: Level 50

     

    Level 49:              Stealth 

     (*) Shield Wall - +Res (Teleportation), +5% Res (All): Level 50

     

    Level 1: Brawl    

     (A) HO Nucleolus (Accuracy/Damage) Level 53

     

    Level 1: Gauntlet             

     

    Level 1:                 Sprint   

     (A) Endurance Reduction IO: Level 50+5

     

    Level 2:                 Rest      

     (A) Interrupt Reduction IO: Level 50+5

     

    Level 4 :                Athletic Run      

     

    Level 2:                 Swift     

     (A) Run Speed IO: Level 50+5

     

    Level 2:                 Health  

     (A) Miracle - +Recovery: Level 40

     (*) Numina's Convalesence - +Regeneration/+Recovery: Level 50

     (*) Numina's Convalesence - Heal: Level 50

     

    Level 2:                 Hurdle 

     (A) Jumping IO: Level 50+5

     

    Level 2: Stamina               

     (A) Performance Shifter - Chance for +End: Level 50

     (*) Performance Shifter - EndMod: Level 50

     (*) Power Transfer - %Heal: Level 50

     

     

    Infiltration puts a little more zip into the character, otherwise the entire Concealment pool is serving as mules. Having so many options for Defense pieces made it an easy choice when I realized I had other options to mule the %Absorb proc in powers I was already taking.

     

    I keep staring at the 5-piece set bonus in Cleave (from Armageddon), and I am tempted to add the %Fire piece to get Psi and Toxic resistance (by moving a Psi-only slot)... but I really like having a purple proc in Pendulum at level 20. If I were to give up any (proc) damage from that power, I think it would just be to swap in another Force Feedback piece in place of one of the inferior procs.

  10. P2W offers a limited set of no-charge enhancements for powers.

     

    The Auction House often has IO pieces at all levels available for cheap, as players seek badges (and associated rewards) for crafting IOs at all levels. The best rewards IMO are for crafting 25/30 and 45/50 IOs, so there should be no shortage of those. If you are playing a character on a "slow climb" (that is, no double-XP, just doing content at a relaxed solo pace) by the time you can slot level 25 IOs, you are practically at the point of maximum efficiency relative to the original game (modulo Enhancement Diversification), at least as far as you will be able to tell. Not every IO will be 5 Inf, but they should be completely affordable. Take the University courses and you can even get one (at level 10, 15 or 25) for free.

     

    By level 30, you should have no problem doing the Summer Blockbuster event. One of the reward choices is an attuned "Universal Damage" Enhancement. These are a perfectly fine for one of your attacks, and also sell (in the auction house) for somewhere in the neighborhood of 9MInf if you don't want to use them yourself.

     

  11. 33 minutes ago, Zect said:

    I think most old-style T9's from the Cryptic studios era, e.g. Unstoppable - should be designed to serve as a temporary power booster so that SO builds can, for a limited period, enjoy the same defenses as full-fledged IO/incarnate builds. This makes them attractive and very useful, without contributing to power creep. To this end they should:

    • Ignore recharge enhancement (newer ones already do, but it should be applied to the ones that don't and their base recharge rebalanced around it)
    • Be less than 60s duration, so that they cannot be cycled gaplessly with melee hybrid incarnate powers;
    • Provide the same amount of defensive stats roughly available with an IO build
    • Not provide different or unique benefits that an IO build would take advantage of

     

    I think applying the quoted criteria to other ATs would cause massive revolts... let's say Blaster Primary T9s. It's always felt 'wrong' to me that many of the Armor T9s are completely skippable, (and worse, likely detrimental to a build if actually used) but skipping an offensive T9 would result in a character not living up to the promise of the AT.

  12. Yay! Discussion of slotting choices!

     

    13 hours ago, Glacier Peak said:

    Yeah that's a good question - so a good rule of thumb I use is one Level 50+5 Damage IO gets you to 53%. One Level 53 Damage/Accuracy HO gets you to 38.2% for both. If I'm going to be fighting high level 54+ enemies, I tend to drop Level 50+5 Accuracy IOs in to my -def debuffs and use that instead of missing out on potential Damage/Accuracy boosting HOs in my main attack chain.

     

    Perhaps obviously, my attitude about slotting choices varies depends on power recast times (inherently fast cycling powers typically get set bonuses or few slots) and AT (melee ATs usually don't get +Range pieces). I did want to write a couple of minor things I find myself doing with that "last, non-proc slot". I am almost always picking some piece that adds to Accuracy, occasionally it is just an IO.

     

    In cones, I often go the D-Sync/HO combo of Acc/Range and Damage/Range.... although I pay attention to what the final range of the cone will be... on some characters I try to keep all the (AoE) ranged attack powers roughly the same. Note that Bombardment has both a %damage and a 2-piece set bonus of Global+5% range, and Positron's Blast includes a Damage/Range piece.

     

    Procable (longer recharge) holds: I find that Gladiator's Net (PVP set) typivcally offers a better combination of what I want (boostable Acc/*) plus useful set bonuses than any other choice... although I have at least one character that uses (only) 2-pieces of Unbreakable Constraint (for a small boost to Recovery).

     

    Every once in a blue moon one of my builds will have a power (often a proc-heavy attack, but not always) for which there is no good choice of a single piece from either PVP (boostable to 50+5), HO/DSync (combinable up to 53), Superior (or ATO, or Winter) that effects the attributes I want.... often this is a combination of Accuracy and Endurance. For example, Melee AoE doesn't have a straight-up Accuracy/Endurance Reduction piece in those categories, so I find my builds using a boosted Multi-Strike at 50+5 instead. There are a handful of other powers that cannot slot IOs but can slot (boostable) pieces from other sets where I will use this trick on level 50 builds. For example Mind Link/Link Minds cannot take Recharge IOs, but can take (boosted) Adjusted Targeting pieces.

     

     

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  13. I offer no disagreements with the general premise "Those original T9s are disappointing!"; I am in agreement with the assessment of teh power sets that I have played.

     

    I want to offer an overlooked power that I think could offer some addition insight into how to possibly revamp some of the t9 powers:

    Manipulation Unrelenting.png Unrelenting

    This is (one of two) capstone powers in the Presence pool. It is a self-rez power, but that aspect of it not the reason to take it, you take it for the healing, recovery, recharge and damage boosts. I think the power is very well-balanced for a power pool:

    • It is available at a low level balanced by requiring 2 other pool choices (*1)
    • It has no downsides (i.e. no 'crash') balanced by its very long natural recharge time, and is only 30 sec duration
    • It provides boosts that every AT can use, although mileage may vary w.r.t. the +20% Damage depending on AT

    I've always slotted Unrelenting with enhancement  sets, but it doesn't require them.

     

    (*1) I feel that the page 5 change making T9s available at lower levels offers a slight improvement in 'game balance' for a reason beyond just making the T9s available earlier... '3rd choice' pool powers get 'squeezed' if players opt to take most primary/secondary powers when first available, and I find the Presence pool to be annoying to try to make good use of the mandatory choice of Pacify/Provoke/Intimidate (pick any two).

     

    ------

     

    The "poor old T9s" need something to make them worth picking, and probably should be evaluated with the following in mind:

    • They should be balanced around "SO only", so that means ignore any potential to slot them as Enhancement piece mules. (But don't eliminate that!)
    • They should not be weaker than an inspiration (in effect or duration)
    • As a "capstone" power, the 'click powers' really ought to offer multiple benefits (I am thinking passive boosts) in addition to whatever the click does
    • 'crashes' need to be reassessed. The 'rest between spawns' is from a different era that the game has long since evolved away from.

     

     

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  14. IIRC, there are some subtleties when considering Taunt/Confront and Provoke (Presence Pool) and 'Taunt' Auras. Those who feel more authoritative should fee free to correct elements of this post. I have not played as many hours with the new HC Aggro rules as I have preceding the change.

     

    Taunt/Confront are supposed to be auto-hits (PvE) , although any %proc slotted into any such power will require a "toHit" check, and I am reasonably sure this is  also in addition to the "%proc" check as well.  ToHit checks are required in PvP. I was under the impression that Taunt is much more than 5 targets, and that "5 targets" was the limit from Provoke. Confront is supposed to be single-target... I'm not sure I've ever taken it. City of Data shows 5, maybe I am remembering the effects of Gauntlet on Tankers? 5+Gauntlet seems believable; I've been running some solo arcs with a tanker at x3 and a single Taunt seems to grab "all but 1 or 2" mobs in a spawn. (*1)

     

    Provoke always requires a ToHit check, and (from memory) supposed to have a target cap less than  that of Taunt, but City of Data shows a target cap 5 16! In practice (corrected, I was looking at an AI power, not an AT power), I don't ever recall a non-Tanker (I don't play Brutes, sorry) with Provoke drawing attention of very many enemies., even with a 6-slotted Provoke. (So sue me, I like the Mocking Beratement bonuses!) One of my characters with >9999 Reward Merits (equivalent) is a Fortunata who uses Provoke to help squishy allies being overwhelmed as well as to attract scattered enemy groups for faster team clearing, so this isn't an unused power.

     

    In my experience: Damage Auras < Taunt Aura, both are rather inferior forms of holding aggro for teams when moving out of aura range.... especially for AT without Gauntlet. I only mention this because there is a a huge difference in necessary aggro management between playing solo on a character and when on a team. It's most noticeable on lower level TFs at x8 (Posi 1 or 2) when a character with a damage aura aggros several spawns in a room but doesn't actually HOLD the aggro.

     

    (*1) I've had better results (i.e. aggro grab in solo) using a ranged cone against enemies, only following up with a Taunt if necessary (to reduce their range) to draw them closer, maybe because I can force a ToHit roll against more targets?

     

    The mechanics of why do some enemy AI simply decide to run all the way across a map, and how far they choose to run have been a mystery to me since the days of Unyielding rooting players in place. I have a vague memory of changes being made to prevent Fire Tanks from simply farming XP via DE Swarms, and of course it makes no sense that an enemy would stand still in a damage patch, but sometimes it is so silly to see certain enemies scatter as they do.

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  15. 30 minutes ago, Erratic1 said:

     

    Was looking at Epic powers but should your build allow, Wall of Force does look to have reasonable recycle times.

     

    I tend to lean towards (PB)AoEs because as a melee it makes it easier to hit things not having to think about adopting a position to maximize targets hit. What can I say? I'm lazy.

     

     

    I gotcha. I started fooling with Wall of Force because:

    • I got used to the travel power (having taken it on a specific character), and I always take a travel power,
    • Once the travel power is taken, the barrier to entry is one (of two possible) single-target ranged power (each is proc-able, or for set mules in 'unorthodox' builds I suppose)... I have always taken the debuff Weaken Resolve (better %proc rates!)
    • The pool includes a perfectly good LotG mule power as well.

    On melee characters, I don't even bother to worry about enhancing range (as I often do with cones, also because 'lazy'). PVP Acc/End/Recharge 50+5 is just fine, even if it nibbles at the proc rates. 2-piece bonuses from either Javelin Volley or Bombardment is usually how I roll, depending on AT. I personally don't slot it with the %-Resistance from Annihilation, but I wouldn't argue with anyone who did so and took the 2-piece +MaxEnd bonus from that choice.

     

    As for Epic/Patron powers... sometimes there are some sweet choices! I can see something like Melt Armor speeding up defeat times.. at least if you were to time its use for when you have multiple Boss or high-resist LTs close by, because of the inherently long recharge. AFAIK, this power does require an accuracy check, and given the inherently long recharge (200 seconds?) I think I'd rather just rely on the 30 second single-target recharge of Weaken Resolve for when I need it and drag the undefeated Bosses/Lts to the next spawn. If I want a lil' bit of %-Res I can always add thet %proc to the Wall of Force cone too!

     

    Also part of my personal math is this: I rather like it when my (post-50) melee builds play the same (that is, same powers to click) across a wide range of content, including low levels. Having ultra-cool Epic powers but not having them available in low level content makes me somewhat sad. YMMV.

  16. I'd like the record to show that nerfing %procs will have a bigger effect on other ATs that  have neither the DPS nor the survivability of any of the classes under discussion here. Carry on.

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  17. 2 hours ago, Erratic1 said:

    Epic area attacks are not exactly quick recharging attacks, even in comparison to Melee area attacks.

     

    Axe Cyclone and Pendulum are up every 18s, Foot Stomp and Fire Sword Circle every 20s.

     

    By contrast Energy Torrent is up ever 24s, Bile Spray, Disruptor Blast, Ball Lightning, Fire Ball, and Dark Obliteration every 32s, Stalagmites every 64s, and Ice Storm every 120s. 

     

    Tanker secondary melee attacks are going to recharge faster and hit more targets than anything a Brute is going to get from their Epic pool attacks. Probably the Tanker secondaries will do more damage too for not being pool powers.

     

    Wall of Force is a very proc-friendly, rapid-cycling ranged cone that I like to add to Tankers. I have never like the Fury mechanic, so I've never 'finished' a Brute build, but Brutes can have this power at the same level as Tankers.

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  18. I don't think DP underperforms, so I guess that is a "I don't disagree", at least for my Corruptor.

     

    Swap Ammo is, I think, a rather unique mechanic... so without doing any hard number crunching, I'm really not sure where it stands. IIRC the only things that really stood out to me were:

    • The lack of a Snipe
    • The wee cone on Piercing Rounds

    The first was not a deal-breaker, and the second one was something I came to appreciate. If there is a deal-breaker for me, it is the sound FX.

  19. 5 hours ago, Wavicle said:

    How do people feel about Dual Pistols? I keep trying it and keep being disappointed, but I've heard from others they think it's fine.

     

    4 hours ago, MTeague said:

     

    I hate the over-the-top animations on Dual Pistols. (and yes, I'm well aware that for many players, that's 90% or more of why the love the set).

    My impression is it does better going proc-heavy and therefore for Defender/Corruptor, as opposed to Blaster. But I haven't played it a lot in the last 6 months.

     

    Within myself, I toggle between loving the animations (and sounds) of Dual Pistols and hating them (some dogs especially hate the sounds). I never quite finished either of my 2 different DP Blasters, but I did take a Corruptor to level 50+.

     

    For the Corruptor, the only one of the powers I went proc-spastic on was Empty Clips. Bullet Rain and Hail of Bullets each has a purple proc and a Force Feedback %+Recharge. Otherwise, the primary is all 5/6-piece set bonuses.

     

    I fooled around with trying to get %-Resistance in the attacks, but I found it was not speeding up map clearing when solo... mileage will vary with teams, but it is rare I'm on a team that really notices %-Resistance (as opposed to straight-up debuffs). My focus was on global Recharge, as my secondary had powers I wanted up more often, and I leveraged %damage in a secondary power and several patron powers instead.

     

    Here is the (retooled for page 5) build for DP/Cold/Soul.

     

    Spoiler

    Primary Power Set: Dual Pistols
    Secondary Power Set: Cold Domination
    Power Pool: Sorcery
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery
    ------------
    Level 1:        Dual Wield    
     (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 1:        Infrigidate    
     (A) HamiO:Lysosome Exposure Accuracy/ ToHit Debuff / Defense Debuff: Level 53
    (*) Achilles' Heel - Chance for Res Debuff: Level 20
     (*) Shield Breaker - Chance for Lethal Damage: Level 30
     (*) Impeded Swiftness - Chance of Damage(Smashing): Level 30
     (*) Touch of Lady Grey - Chance for Negative Damage: Level 50
     (*) Ice Mistral’s Torment - Chance of Damage (Cold): Level 50

     

    Level2:        Empty Clips    
     (A) D-Sync Guidance Accuracy/Range: Level 53
     (*) HamiO Centriole Exposure Damage/Range: Level 53
     (*) D-Sync Efficiency Damage/Endurance: Level 53
     (*) Achilles' Heel - Chance for Res Debuff: Level 20
     (*) Positron's Blast - Chance of Damage (Energy): Level 50
     (*) Javelin Volley - Chance of Damage (Lethal): Level 50

     

    Level 4:    Mystic Flight    
     (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50

     

    Level 6:        Swap Ammo    

    Level 6:    Chemical Ammunition    
    Level 6:    Cryo Ammunition    
    Level 6:    Incendiary Ammunition    

     

    Level 8:        Bullet Rain    
     (A) Ragnarok - Damage: Level 50+5
     (*) Ragnarok - Damage/Recharge: Level 50
     (*) Ragnarok - Accuracy/Damage/Recharge: Level 50
     (*) Ragnarok - Accuracy/Recharge: Level 50
     (*) Ragnarok - Damage/Endurance: Level 50+5
     (*) Force Feedback - Chance for +Recharge: Level 50

     

    Level 10:    Spirit Ward    
     (A) Preventive Medicine - Chance for +Absorb: Level 50

     

    Level 12:    Boxing    
     (A) Superior Blistering Cold - Recharge/Chance for Hold: Level 50

     

    Level 14:    Tough    
     (A) Gladiator's Armor - TP Protection +3% Def (All): Level 50
     (*) Gladiator's Armor - End/Resist: Level 50+5
     (*) Steadfast Protection - Resistance/+Def 3%: Level 30

     

    Level 16:    Weave    
     (A) Shield Wall - +Res (Teleportation), +5% Res (All): Level 50
     (*) Shield Wall - Defense/Endurance: Level 50+5
     (*) Shield Wall - Defense: Level 50+5
     (*) Luck of the Gambler - Recharge Speed: Level 50
     (*) Kismet - Accuracy +6%: Level 30

     

    Level 18:    Executioner's Shot    
     (A) Superior Winter's Bite - Accuracy/Damage: Level 50
     (*) Superior Winter's Bite - Damage/RechargeTime: Level 50
     (*) Superior Winter's Bite - Accuracy/Damage/Endurance: Level 50
     (*) Superior Winter's Bite - Accuracy/Damage/Recharge: Level 50
     (*) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime: Level 50
     (*) Superior Winter's Bite - Recharge/Chance for -Speed & -Recharge: Level 50

     

    Level 20:    Arctic Fog    
     (A) Reactive Defenses - Defense: Level 50
     (*) Reactive Defenses - Defense/Endurance: Level 50
     (*) Reactive Defenses - Endurance/RechargeTime: Level 50
     (*) Reactive Defenses - Defense/RechargeTime: Level 50
     (*) Reactive Defenses - Defense/Endurance/RechargeTime: Level 50
     (*) Reactive Defenses - Scaling Resist Damage: Level 50

     

    Level 22:    Piercing Rounds    
     (A) Superior Scourging Blast - Accuracy/Damage: Level 50
     (*) Superior Scourging Blast - Damage/RechargeTime: Level 50
     (*) Superior Scourging Blast - Accuracy/Damage/RechargeTime: Level 50
     (*) Superior Scourging Blast - Damage/Endurance/RechargeTime: Level 50
     (*) Superior Scourging Blast - Accuracy/Damage/Endurance/RechargeTime: Level 50
     (*) Superior Scourging Blast - RechargeTime/PBAoE +End: Level 50

     

    Level 24:    Benumb    
     (A) Recharge Reduction IO: Level 50+5
     (*) Recharge Reduction IO: Level 50+5

     

    Level 26:    Hail of Bullets    
     (A) Armageddon - Damage/Endurance: Level 50+5
     (*) Armageddon - Damage/Recharge: Level 50
     (*) Armageddon - Accuracy/Damage/Recharge: Level 50
     (*) Armageddon - Accuracy/Recharge: Level 50
     (*) Armageddon - Chance for Fire Damage: Level 50
     (*) Force Feedback - Chance for +Recharge: Level 50

     

    Level 28:    Sleet    
     (A) Annihilation - Accuracy/Damage: Level 50
     (*) Annihilation - Damage/RechargeTime: Level 50
     (*) Annihilation - Accuracy/Damage/RechargeTime: Level 50
     (*) Annihilation - Accuracy/Damage/Endurance: Level 50
     (*) Annihilation - Accuracy/Damage/Endurance/RechargeTime: Level 50
     (*) Annihilation - Chance for Res Debuff: Level 50

     

    Level 30:    Rune of Protection    
     (A) Resist Damage IO: Level 50+5

     

    Level 32:    Heat Loss    
     (A) Recharge Reduction IO: Level 50+5
     (*) Recharge Reduction IO: Level 50+5

     

    Level 35:    Soul Drain    
     (A) Recharge Reduction IO: Level 50+5
     (*) Recharge Reduction IO: Level 50+5
     (*) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50
     (*) Eradication - Chance for Energy Damage: Level 30
     (*) Obliteration - Chance for Smashing Damage: Level 50
     (*) Fury of the Gladiator - Chance for Res Debuff: Level 50

     

    Level 38:    Dark Embrace    
     (A) Unbreakable Guard - +Max HP: Level 50
     (*) Unbreakable Guard - Resistance/Endurance: Level 50

     

    Level 41:    Soul Storm    
     (A) Unbreakable Constraint - Accuracy/Hold/Recharge: Level 50+5
     (*)Unbreakable Constraint - Chance for Smashing Damage: Level 50
     (*) Apocalypse - Chance of Damage(Negative): Level 50
     (*) Gladiator's Javelin - Chance of Damage (Toxic): Level 50
     (*) Gladiator's Net - Chance of Damage (Lethal): Level 50
     (*) Ghost Widow's Embrace - Chance of Damage (Psionic): Level 30

     

    Level  44:    Snow Storm    
     (A) Endurance Reduction IO: Level 50+5

     

    Level 47:    Maneuvers    
     (A) Luck of the Gambler - Recharge Speed: Level 50

     

    Level 49:    Glacial Shield    
     (A) Luck of the Gambler - Recharge Speed: Level 50

     

    Level 1:    Brawl    
     (A) Empty

     

    Level 1:    Prestige Power Slide    
     (A) Endurance Reduction IO: Level 50+5

     

    Level 1:    Scourge    

     

    Level 1:    Sprint    
     (A) Celerity - +Stealth: Level 50

     

    Level 2:    Rest    
     (A) Interrupt Reduction IO: Level 50

     

    Level 4:    Athletic Run    

     

    Level 2:    Swift    
     (A) Run Speed IO: Level 50+5

     

    Level 2:    Health    
     (A) Panacea - +Hit Points/Endurance: Level 50
     (*) Miracle - +Recovery: Level 40

     

    Level 2:    Hurdle    
     (A) Jumping IO: Level 50+5

     

    Level 2:    Stamina    
     (A) Performance Shifter - Chance for +End: Level 50
     (*) Performance Shifter - EndMod: Level 50
     (*) Power Transfer %Heal: Level 50

     

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

     

     

     

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