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Everything posted by tidge
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I am leveling up a Shield/Battle Axe right now, and it is brutal on Endurance consumption. It should be much more manageable with full enhancement set slottings, Accolades, etc. It's been fun on PUGs, even as leveling up. I'm not that keen on the status protection being a click, and having to slot for knockdown protection came as a surprise... but these have been manageable. It looks like this may be one of the few characters for which I don't pick an Epic (or Patron) power pool, the primary/secondary offer most everything I want. I am using the Force of Will pool for ranged options/travel/mules and just a handful of other pool picks for mules. I miss the ability to emote dances with the Shield Toggles active more than I miss the self-heal.
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I've used both Sorcery and Force of Will, on different characters obv. I have a couple of characters for which the animations feel out-of-place, but for the characters for which the animations match the costume themes, I really like them. If there is one regret I have about the page 5 change (to when primary/second powers can be chosen) it is that it has become easier to ignore experimenting with the diverse power pools. Overall, I still see page 5 as a big win... especially since it allows deeper dives into the epic/patron pools.
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I was aware of the recent attack type changes, but somehow I missed that Resist Energies was also now working against Psi. I simply had not checked the resistances in-game, but I suspect I can probably shuffle some spots currently occupied by Impervium Armor. (I just checked... sitting at 75% Psi resist and 55% Toxic) My current (page 5) rebuild's (primary) defenses look like this: With some pool powers: I should note, I rarely toggle on Temporary Invulnerability when solo, and I delayed Resist Elements simply because for lower level content I wasn't finding I really needed it. EDIT: It turns out I was being a little sloppy with my build and slotting (YMMV), at least for page 5. I 'cashed out' two instances of Impervium Armor and went with set bonuses (5xUnbreakable Guard, 4x Gladiator's Armor) instead. This cost me 2x 6% Psi resistance, but in return I got 3.75% Psi/Toxic plus around 2% each for S/L/E/N. I decided 106% S/L (with Tough) was overkill in the new era (I could be wrong, but the damage typing changes must have nerfed the resistance debuff trick right?) so I basically swapped slots (some minor shuffling of set pieces as well) between Tough and Resist Elements to increase F/C resists by over 5%. I can still get over the S/L cap without Incarnates by toggling on Tough, albeit with a higher endurance cost. I also decided to add the 6th piece to Hecatomb slotting (in place of a reliable %damage proc) which was +6% Psi/Toxic resists, so I feel like I'm up, except for the cushion in the S/L cap from Tough.
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I don't really recommend it, but you can get a little bit more global recharge by using a SG Base buff. It's more reliable that the FF %recharge proc, but it does expire. I try to start a PUG session with it active, as I sometimes get to button-mashing such that I don't leave a gap for the auto trigger to fire!
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I tried Thunder Strike on my Plant/Electricity Assault Dominator for quite some time, but I ended up dropping it completely from the build. From memory, my complaints were: I never got the sense that I was ever hitting more than one target with anything like a reliable rate, Whenever I missed the original target, I'm pretty sure I missed all other potential targets, as few in number as they may have been. Who knows how streakbreaker even works for this? I seem to recall the animation being too long for the generally miserable damage output. I almost certainly had one %damage proc in it, but given my general approach to perma-dom, it is likely I had 5 slots in it but it is unlikely I had a 6th slot in the power. I am positive I had it slotted with a set, i.e. not for %procs. My current build has Hecatomb in Havoc Punch. I really wanted to have this Dominator be more close-combat oriented, so I feel like I gave the power a fair shake. I had the power from first availability (this was during page 4) past level 50 and the respec into the "final" build.
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"That's time that could be spent farming!!!! WHy U nERF Me?"
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This is not an easy question to answer (for me). There is some nostalgia that offers enjoyment of some arcs. There are a few of the 'zone arcs' that I enjoy... and others I find a slog.... or at least not worth the payoff. I also have mixed feelings about the "over-written" arcs that are trying to immerse me in the Lore. I see some artistry, but it gets really boring to encounter these more than once. (ehem, SSA1... especially the Brickstown arc) I actually prefer the red-side arcs. There are often complaints about a lack of agency (compared to blue side) but I can't really take that complaint seriously. It's not as if blue side contacts offer you agency on your path to accumulate experience. How many heroes have fallen for the same dumb Praetorian tricks in the Tina/Maria arcs?
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It could be that I tossed (ha!) Web Grenade from the build, I am surprised to read that AVs have a vulnerability to immobilize.
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%Contagious Confusion.
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My experience with GMs and AVs since page 5 (with by Robotics/Traps) build has been overall disappointing. Generally, the GM/AV will simply run which makes it hard to keep focused fire on them... and if the MM chases them, there is a real danger of "leaving the henchmen (and traps) behind" which is not good. Here are my specific experiences with a level 50 MM: Halloween GMs in low-level zones (Hollows, Skyway, Faultline) : Easy-peasy, easier than last year (pre-page 5). I never had that much trouble with them, it is just that defeat times fell noticeably. GMs in Peregrine Island: I can no longer defeat one, and can't really survive against more-than-one. And since they RUN, there is almost always going to be more than one. Prior to page 5, this was a VERY tedious endeavor... but now it feels much worse. I suspect it is the shift in the -regen to the MM that is the source of the trouble here. I want to note that my MM had (and used) two of the primary attacks before page 5, so it is not like the comparison is apples-to-oranges. AVs in solo (Classic Blue) TFs: I have been able to solo each one I tried (generally the weeklies, I can recall Penny Yin, Citadel, Enesto Hess) but in each case the AV reaches a point at which they run... Clamor went to the hallway beyond the "coolant belt" room, Hess was running/jumping all over the Goliath Mech Man. I guess this is an interesting sort of challenge, but it is highly frustrating. Vandal was actually the most challenging of these three: He also ran, but what made him a challenge was that his Melee attacks were focused on the MM, which made it REALLY dangerous to be far from the henchmen. I have also tried some 'even level' events: Paladin Construction in Kings Row: This was fine (easier for a solo MM than on other AT), but of course the construct doesn't run while it is being built and the spawns are all nearby. Zig Breakout in Brickstown: Still doable, with the only noticeable difference (to me) was that the undefeated Freaks and the final 3 Prisoners are more likely to hightail away from the event, and that it is harder to keep track of all of them with my attention divided between the Bots and the mobs. Times have dropped, but only because of the "run away"... I don't like to leave this event unfinished, so I find myself hanging around waiting for the mobs to come back.
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I'll just drop this pre-lament here: I sincerely hope that the %proc implementation never changes. What I like about the current implementation: Extra %damage (less so for %effects) is pretty much the only game effect that allows certain ATs to turn up the number of enemies (in solo play) and still be able to complete maps in an amount of time that is within an order of magnitude of other ATs It allows for a level of customization of characters/powers beyond picking different primary/secondary/epic/pools that has an observable outcome in the game... while offering a trade-off (with "set bonuses") The random nature of the %procs is one more source of legit RNG in a game with "defense caps" and "streakbreaker". As long as the game rewards scale with number of enemies defeated, I think #1 is the dominant concern. I realize some folks get up in arms about DPS (and occasionally DPA), but I feel that thinking about the game in only those terms is ignoring how much of a trudge the game would be for a lot of AT. I suppose I'm dropping this note here, because if there is any AT that ought to be able to appreciate this, it would be MMs (who have lost their henchmen).
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I'm generally ok with the page 5 revamp for robotics, but it still makes no sense to me that one of the "upgrade" powers in a MM primary is a necessary and selectable power before two of the three tiers of henchmen are selectable powers.... especially considering at how low a level in the game it is possible to pick that first "upgrade" power. MMs are rather unique to CoX, and there are several game fundamentals which make them feel (to me) like they are extremely closely tied to a legacy attitude of experiencing the game.... you know the ones: "an even battle is one players against 2 minions and a LT" and a "need to rest between spawns". I've been trying my (page 5 revamped) Robotics/Traps MM through a variety of content...it is fine, but it still feels very much like it did before page 5 except in a few cases where it feels worse: GMs and AVs run run run, which makes it hard to keep the robots in Bodyguard mode (keeping the MM from being easily KOed) and keep up DPS on the AV or GM. Street sweeping is (still?) relatively slow. I've been doing all sorts of content (exemplared too) with a level 50+ build, including street sweeping while exemplared. The only content where I found (so far) this character really shines was in a Positron 1/2 PUG. Posi 1 because it could stand by itself against the incoming hordes, Posi 2 because the henchmen could be sent in to take the alpha strike(s) for the PUG. Results on low-level zone GMs (Skyway Echoai) were fine, but PI monsters are no longer possible to solo (for me, YMMV). I was especially disappointed in the performance during Zig breakout events and KR construction events.
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Absolute Amazement is slotted for the set bonuses. In that build (shown elsewhere) the MM is only running with the T3 henchmen, so as much Global Recharge as possible is a core feature. EDIT: Global recharge is important in that build because the MM has several AoE %damage attacks.
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This is similar to my approach, with a big exception being in page 5 I swapped out Triage Beacon for Maintenance Drone (in my Robotics/Traps, obviously not available for other primaries), and I was unimpressed by the %damage in Poison Trap. On almost all my builds, if a Hold is going to have more than 4 slots, I opt for 5x Gladiator's Net over 5x Unbreakable Constraint (of course, the %damage piece from Unbreakable Constraint is golden... see note below). If I want to %proc a Hold, I will minimally use 2x Gladiator's Net but try for 3x to get the +MaxEndurance. Some of the pieces from that set can be boosted to +5 without affecting %proc rates, many Hold powers have such long recharge times that boosting all the pieces has very little effect on rates. Note: The slotting below has 6x Gladiator's Net. I tested Poison Trap against the even-level Clockwork spawns (Kings Row) and Prisoner spawns (Brickstown) and I simply was not observing very much of an effect when the 5th piece was Unbreakable Constraint %Smashing ... I also tested it with Lockdown's %+2 Mag Hold (easier to visualize without having to scrub logs). I never take Trip Mine. I really like Seeker Drones, but I don't have it in my "all tiers of Henchmen" build. Details from my /Traps choices are here. Please note that the levels taken reflect my "one big robot" build, but the slotting is similar to my full-suite of Henchmen. One last comment about %damage... I believe that there is both a ToHit check and a "ToProc" check for each %proc, so slotted Accuracy in a power with %procs is also important. I'm not sure how this works with pseudo-pets.
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I was never dissatisfied with this character prior to page 5, I finally did the respec only to move the marquee powers earlier in the build. The new build offers more offense across lower levels, with the sacrifice essentially that team buffs I once had available for low level content have been (long delayed)... I guess this is essentially a nostalgic sentiment, but even if my PUGs rarely needed them my choice to delay certain powers is a melancholic compromise. Sacrificing/Delaying the team buffs (and Snow Storm) left me with one major choice (or a series of moderate choices that sum to a major choice): do I take Rune of Protection at level 20 or not? The build previously had it at level 30, so ultimately I kept it there. Even nerfed, RoP is a very useful power for a squishy with no inherent Mez protection... but I didn't want to delay personal (toggled) Defenses (from Weave, Arctic Fog) and I felt that the Dual Pistols primary (T8, T9) and Cold Domination secondary (T7, T8) were too important to delay. This build does not include Hasten, I don't think it needs it. If I was only focused on level 50-ish content, it ought to be possible to make a smooth (but more limited) attack chain with perma-Hasten (without Force Feedback %recharge) via some alternate power choices and set bonuses. This build may look like it is skimping on some Accuracy, but I slipped a Kismet +ToHit into Weave, now taken at level 16.
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Both. Lord Recluse will eventually hit, so the heal is probably more important. However, hitting the ceiling on Health (for Tankers and Brutes) is what make Regeneration more important for those ATs than it does for other classes. In my own (admittedly sloppy, but I've done this on successful "Master of" runs) tanking of Lord Recluse, my Inv Tanker shuffles between Rebirth (Destiny) and Dull Pain. The Crimson Prototype in Market Crash is another niche villain that those two powers can come into play. I'm not at all critiquing your build, it's more that the (perfectly valid) choice of powers and slotting may not cause any issues except in some limited cases. I have only just revisited this character as part of page 5, he's been chilling since before the general resistance changes... but his two builds (one for solo, one for teams) never really relied on S/L being capped for his survivability. It made the build slightly less of an AWEZOMB tanker than was theoretically possible, but for almost all of my play style those choices didn't even really register.
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As part of a page 5 respec, I recently dropped Hasten completely from my (solo build) Inv/EM tanker. IMO There is one (sort of?) important reason to keep it, which I will mention but it looks as if you are going in a different direction, so YMMV: 6-slotting Dull Pain with Preventive Maintenance and having Hasten available to further improve (Global) Recharge ought to make a difference when tanking certain "end game" content. I fully admit that I run a sloppy tank on PUGs, but the combo of Dull Pain and Hasten has been very helpful with Lord Recluse (for example). I can understand using Dull Pain as a mule, there is a lot of content where I never use it... but then again I often don't bother turning on several of the toggles either. For your specific theme, there is another power pool you may want to explore: Force of Will. I'm not going to twist your arm, but consider: Weaken Resolve (doesn't really fit the classic theme, but it is a useful ranged attack that accepts %damage) Mighty Leap (OG Superman travel power, plus Takeoff that does PBAoE Knockdown) Wall of Force (animation is like a "Hand Clap") Unleashed Potential (a decent mule, ought to be even better with high-HP ATs for certain occasions)
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If you were to add a zone to Paragon City...
tidge replied to Techwright's topic in General Discussion
Those two red zones are obviously on the same island. There is a collapsed tunnel on the western edge of Port Oakes, and Dr. Aeon has got his tunnels and the PTS system. The lore of both zones definitely implies a significant amount of history. Personally, I don't think red side needs a (low) level appropriate "trial zone", but I'd be up for either: A (low) level appropriate "hazard zone" connecting Port Oakes and Cap Au Diable, similar to the Sewer Network blue-side or better (IMO) a high level zone that offers a combination of Arachnos patrols, (scaled) Cap au Diable Demons, (scaled) Coralax, et al. I'm not terribly fond of the Sewer Network's (or Faultline's) "cramped tunnels", but some combination of (wide, 2.0) tunnels and (very) large open-ish areas (I don't want to call these "rooms", but effectively that is what they would be) would be an interesting bit of design space, I think. The Praetorian Underground does a good job of having (linked!) underground zones, I feel like something similar could be done here. -
the Widow Files : Widow Builds Issue 27 Page 6
tidge replied to Harakh's topic in Arachnos Soldier & Widow
Here is the (mouse) bind I use for characters with Mystic Flight: /bind shift+lbutton "powexec_name translocation" For characters that use the Teleport pool, I use a similar mouse bind, plus a pair of macrosI keep in the tray: /bind shift+lbutton "powexec_name Combat Teleport $$ powexec_name Teleport" /macro_image "DevouringEarthSeed_Hematic_Seedbuff" "BAMF" "powexec_location target Combat Teleport" /macro_image "DevouringEarthSeed_Hematic_seedblood" "Back" "powexec_location Back:25 Combat Teleport" Obviously the images and names of macros can be tweaked as desired. I rarely take Teleport itself as a power, but I think that is the right construction to favor its use. I find myself using the short range teleports all the time when my character gets snagged on a piece of map geometry. The other most useful times are in missions where a spawn of enemy mobs is blocking a door/path (Mortimer Kal's 1st mission is notorious for this). Combat Teleport is also incredibly useful on the Terra Volta respec reactor room missions. -
More like "mime fishing", but you get the idea .
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Spring-boarding, in a semi-serious way off of... I find the Homecoming forums refreshing. I am a member of a "professional" forum that has a very different sort of attitude,. Over the years (decades, really), it has become weirdly cliquish, such that the same group of moderators (and fanbois) like and echo all the same posts... which I wouldn't have expected because that forum covers an incredibly wide variety of industries, and solicits (or used to solicit) precise input. The posts that keep appearing, being quoted, and getting likes? Practically meaningless questions directed to the person asking an original question! On a good day about 50% of that crew's questions are necessary for a precise answer, but It's like watching a bunch of elementary grade people play at the Socratic method... because it would kill them to not write anything.
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If you were to add a zone to Paragon City...
tidge replied to Techwright's topic in General Discussion
Can we please have the "under-mountain" zone between Port Oakes and Cap Au Diable first?- 111 replies
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If a PUG doesn't engage every group, and doesn't have the difficult set such that ToHit chances are miserable, 14 mins is pretty reasonable. I have solo times that are below that... and some of those runs included travel time from the second Freakshow mission to the helicopter (because fast transport options had not recharged). I love a clear all, and I also don't mind a speed run. When I join a group that advertises speed, I know by the second Freakshow spawn if they are actually trying for speed or if they mean something else.... because the second Freak spawn after the crashed helicopter can be skipped. I just roll with it, but I will also troll with it on "speed runs" when the leader asks "why are you running ahead?" (and even more ridiculous "wait for me while I destroy the jail cell doors") or on "kill all" where someone asks "Why are you opening all the doors?". One bit of trolling-not-trolling on the Yin TF that I actually put thought into to is whether or not the team can handle having all the computers clicked to resummon Clamor simultaneous with the waves of attacking Freaks. If the team has been steamrolling, bring her back ASAP (and go ahead and open all the doors to the reactor room). If the team is really struggling and has had multiple deaths... by all means hold off on the resummon. By this point in the TF, everyone on the team should know what the team can handle. Lest anyone think I've maximize "trolling" on the Yin TF, the one thing I've never (yet) done is use Fold Space to bring Freaks into the reactor room when they are otherwise piling up behind a closed door (that has been kept closed at the insistence of the leader). I'll just Combat Teleport into the adjacent room to not just fight the enemies but also to inspire the hopes that my character will fall in an embarrassing way, earning an "I told you so".