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tidge

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Posts posted by tidge

  1. 21 hours ago, MTeague said:

    I do not have my controller actually softcapped vs ranged defense.  But +30% defense still takes an *awful lot* off the top, and *enough* of the enemies miss him that he can lay down controls and stop most mobs from ever getting a second or third attack. 

    This is good advice; I think it applies to more than just Controllers. With resists close to nil a 30% Defense is reducing the amount of potential damage by ~18%. If I have a caveat it is that if the incoming attacks are Mez, then a Controller could be in trouble (again, solo). The most trouble my Controller has ever had on teams was from large enemy spawns which Mez. My share of the blame is that I'm quick with my (AoE) controls; the teams' share of the blame is allowing the Controller to be faster than a Hovering Controller.

     

    'Soft Capping' Defenses is obviously good, but primarily for x8 content because it is unlikely that player AoE will be able to defeat/control the enemies before they can strike back. Player builds that can otherwise defeat/control (or resist/heal) enemies will be fine for a majority of game content. Corner cases like solo GM/AV fights are a different matter, of course.

  2. 15 minutes ago, Evdoxia said:

    About how many veteran levels does that route take? On my main I did Ramiel's arc but my alt I'll just slowly unlock with xp. The arc I couldn't solo and no one ever seems to do the arc in LFG.

    My experience has been that there is usually a LOT of lvl 45-50 content still to be done before venturing into Incarnate content. Obviously unlocking Alpha and slotting it with a T3 makes it all that much easier, but I've had some 50+ toons unlock the final Incarnate slot before I bothered to go back and craft incarnate powers. YMMV.

     

    Mender Ramiel's arc can be a PITA for the uninitiated. I've never had a problem with Trapdoor, but the 'weakened' Honoree  and Captain Holtz can be a source of grief to my toons (oh my poor Controller). I have found that if I do a level 50 respec and slot out with my final (or near-final) IO sets the arc is *much* easier to solo.

    • Like 2
  3. 14 hours ago, JnEricsonx said:

    So is there a point in slotting any of the regen+ procs in health, stamina, etc?  Numina, Panacea, Regenerative, etc, etc?

    IIRC:

    12 seconds / Regen Rate = time between 'healing tics'

    (HP Total) / 20 = HP regained per 'healing tic'

     

    Once you have a significantly large Regeneration rate, IO Global bonuses for Regeneration can quickly run into a case of diminishing returns (once a build starts getting significant slots). The Panacea proc delivers actual Health and Endurance, which is different than Regeneration (for Health) or Recovery (for Endurance).

     

    Panacea is always first for me. As I am leveling, I may invest a second slot in Health, but if so it will usually be for the Miracle +Recovery, no matter the AT.

     

    The best advice IMO so far is:

    22 hours ago, Coyote said:

    DO slot for Defense primarily and Resist secondarily, because less damage coming in per second will do more to keep the damage below your Regeneration rate than a slight increase in Regen.

    Getting Recharge also helps to get Dull Pain and Instant Healing up more often.

    Being able to self-heal is quite important!

  4. 7 hours ago, Skygod said:

    I'd also recommend ignoring Incarnate Shards, they barely drop and just confuse things. Build everything with Threads and Empyrean Merits.

    I wouldn't ignore the Incarnate Shards; rather it is better to say that you shouldn't plan on using them very much.

     

    You can use Incarnate Shards (and oddball rewards that can be bought with Vanguard merits, and Notice of the Wells) as part of crafting your Alpha Incarnate slot. This is the direct use of them. You will be able to slot your Alpha quicker using threads and Empyrean Merits.

     

    Counter advice about just converting the shards coming in three... two... one...

    • Like 2
  5. 15 minutes ago, HairyLou said:
    • Die and pay off debt quickly for a free P2W revive power. Debt is nothing anyway.

     

    My advice is to not worry about this one early game. Low level toons don't accumulate that much debt (if any). It is much easier to collect the debt badges at a higher level (more debt, and more tools to defeat enemies at high levels). Just mail your global account Revive insps instead.

     

    Also in the category of "not worth it until level 50" trying to accumulate 'IO crafting discount' tokens via day job badges. IIRC the most you can 'save' using such a token is 150 kInf (level 50 Very Rare), which coincidentally is almost exactly the lowest sell-to-vendor price for the cheapest two level 50 common IOs.

  6. 1 minute ago, nihilii said:

    I think there's two different debates here, "is adding an endurance drain set bonus a good idea" vs "are there ways to deal with endurance drain right now". At least I see them as two entirely different topics, your mileage may vary.

    Are there any candidates for which sets would get this hypothetical bonus? I am willing to wager that few players are willing to give up existing Defense, Damage Resistance or Global Recharge bonuses. Would players really chase a '6th-piece' bonus if it provided Endurance Drain Resistance? Are players going to 5-slot Control sets to get an Endurance drain resistance?

     

    • Like 1
  7. 42 minutes ago, parabola said:

    Oh sure there are trade offs. Mind you the regen that the numina proc gives you seems functionally irrelevant to me. Regen in general needs to be huge in order to make a real difference.

    /agree. This is where I end (no pun intended) up in almost all my builds. The 'functional relevance' of more regen is diminished by the ability to increase Defenses (and Resistances)...not to mention 'speed of defeating enemies', as opposed to Recovery which is (for the most part) completely determined by the player's style of play. (e.g. toggle choices, rapid button mashing)

     

      IIRC, the way Regen and Health interact:

     

    12 seconds / Regen Rate = time between 'healing tics'

    (HP Total) / 20 = HP regained per 'healing tic'

     

    I believe that (unslotted) Health is already providing a 1.4 regen rate, so in the absence of any other regeneration bonuses the time between ticks provided by the Numina proc is reduced by about 0.6 seconds.

     

    Regeneration bonuses from non-heal sets are not uncommon LotG, Shield Wall both give 10% after only 2 pieces.

     

    Full disclosure: With IO sets, procs, accolades and power slotting I typically (end-game) plan to only have 2 extra slots planned to be used in Health and Stamina combined. If there is a power pick that provides Health/Regeneration or Endurance/Recovery I'm usually able to run with just 1 extra slot (almost always in Stamina).

  8. 5 hours ago, parabola said:

    I see this slotting quite a bit too but I'm pretty sure the numina proc doesn't give the return that moving that slot to stamina would give with a plain end mod in it. 50+5 it and it's way ahead. Of course the numina also gives regen so if that's a thing in a build then it's a consideration but I think most people are chasing recovery primarily.

     Add me to the pool of players that very rarely use the Numina proc, primarily for the reason identified. I encourage folks to review the effects either using MIDS or by the in-game mechanisms (and some unslotters/respecs if necessary).

  9. 1 hour ago, GetRidOfWires said:

    We know there are certain groups like Clockwork, Freakshow, Sorceresses and Malta Sappers that drain Endurance. Some character power sets have the ability to reduce this effect, but some ATs do not have access to them. It would be nice if there was a set bonus available that could help, like “2 enhancements reduces Endurance Drain by X%, 4 reduces Endurance drain by Y%.” That would give players a choice to have some degree of End drain protection in their build if they feel they need it.

    It is possible to 'buy' (create with salvage) two different buffs from a SG Base Empowerment Station:

    • Endurance Drain Resistance
    • Increase Recovery
    • Like 4
  10. 1 hour ago, MTeague said:

    I've never created a second build on ANY character yet. 

    IMO, VEATs benefit the most from having multiple builds (although once you go 'Crab', all your builds will have the pack). YMMV with other ATs. I have a multi-build Mastermind (more room for different power choices on that AT), and a few AT with a second build with Boosted/Not-attuned sets for moar powa.

     

    You can stop your 'leveling up' on the second/third build at any point; I have never tested to see if I could go back to an old contact that I had outleveled (assuming I stopped at the right level range).

  11. 21 hours ago, Rathulfr said:

    QFT: on Retail, I had exactly one (1) character with complete IO sets at shutdown, because IO sets were so ridiculously overpriced it was simply unaffordable/unattainable to do otherwise.  The fact that I have four (4) fully-equipped characters at 50+3 today astonishes me.

    Slacker. Each of those 50+3 characters has TWO OTHER BUILDS  for you to fully kit. Embrace the Ebil.

    • Haha 1
  12. (Ignoring Inf from farms)

     

    I believe that if you are farming for (Recipe) drops, it makes no difference between a level 50 and a level 50+X... but the Bosses and LTs have a better chance at (rarer) drops.

  13. On 5/25/2020 at 12:02 AM, Mutant X-7 said:

    Until you’ve got the sets, The only suggestion I have would be to drop build up to just 3 rech redux and drop an end redux off of weave. Use those slots to six slot your attacks with another damage enhancement each. Increasing your damage would end up ultimately using less end. 

    I'm not the OP (and I'm ignoring the Endurance question for this specific reply) but I am a great fan of 6-slotting 'Build Up' powers with 6xGaussian's set... especially on high-(global) recharge builds. The set bonuses are very good for scrappy/blappy play, and the Build Up can be ready every 21-30 seconds with a nearly-guaranteed extra Build Up (from the proc) as well. One of the set bonuses is an extra (2.5%?) Recovery IIRC.

     

    I would look very hard at slotting three recharge reduction IOs. I think two (boosted 50+5) IOs are as practical a slotting as possible for recharge, for most (<6-minute-recharge) powers.

    • Like 1
  14. This weekend I had a (correctly labeled) 'Defeat All Longbow' mission... but what a PITA. It was Regent Korol's 'Defeat All Longbow' (and stop Reeves from escaping).... I should have let him escape.

     

    The map contained the very tall, multi-level 'waste processing' Arachnos base room... filled with Longbow Spec-Ops. I spent an hour mopping up that map (at +0/x1!) because of their cloaking tech and tendency to fall off the ledges and ramps. The mission also includes new Longbow spawns... very frustrating.

  15. 6 hours ago, Skygod said:

    Keep your xp on, the Incarnate powers are just as powerful as purples (or moreso) and easier to consistently work towards than random drops and an ever-changing market.

    I'll just add this to the above: Once your toon has Incarnate abilities slotted, it is easy to run 45-50+ content at x8, which will improve your chance at those high-end recipe drops (while also netting you XP, Inf, etc.)

    5 hours ago, Carnifax said:

    This. Lots of people chase Purps and Winters when in fact they may not even be the best option for a character. Certainly they aren't the most cost effective.

     

    4 hours ago, Turric said:

    This. As someone stated earlier in this thread, the purples are nice for 1) chasing the recharge maximization, 2) capping your fire/cold resists. Otherwise, I would rather have Touch of Death in a melee power that gives me the +3.75% S/L resistance, +3.75% melee defense and +2.5% to damage. For me, those have always been more useful in a build. Don't get me wrong, the bonuses to accuracy and recovery are very nice, but all things being equal, I simply do not find them to be an efficient use IN COMBINATION with the other bonuses and considering the cost involved.

    Kudos to @Carnifaxand @Turric  for pointing out something that may not be obvious to folks who 'casually' review builds posted in the forum: 'Expensive' IO sets are not always the best choice for builds. The biggest advantage of them IMO is that ATO, Purple and PVP IOs scale with level... but in terms of set bonuses (some repeating of Turric's post):

    • Winter IOs: Generally for Fire/Cold/Slow resists (ad Defense), with an emphasis on Positional Defenses
    • Very Rare (Purple) IOs: Generally for Global Accuracy and Global Recharge. These sets also tend to NOT have much emphasis on Accuracy as Damage.
    • ATOs are a mixed bag, Global Recharge is a common thing to 'chase', usually with many pieces.
    • PVP: A really mixed bag in terms of set bonuses (in PvE); I think it is safe to say that most post-50 'power builds' don't leverage many set bonuses (procs will be favored)

    There are quite a few 'bargain-priced' damage sets that offer strong Defense numbers, global Recharge bonuses, Endurance assistance. I have a couple of uncommon sets that I usually prefer over the rare sets: Mocking Beratement over Perfect Zinger, Undermined Defenses over Touch of Lady Grey, Thunderstrike over just about anything. Running level 50 content you should be able to afford entire (attuned) sets of these by simply selling common IO recipe drops to a vendor (~100 kINF each at level 50).

     

    On Marketeering: I can understand how folks might find spending time in the auction House boring... but what are you doing with your (uncommon) recipe and salvage drops? Invest some INF to craft and convert the uncommon recipes and you can get a much better return than just selling them to a vendor. Rare recipes can make a profit as well, but the salvage investment cost is much higher.

    • Like 1
  16. On 5/24/2020 at 7:58 AM, Chelsea Rorec said:

    Basilisk Gaze because I'm pretty sure we have an assault set for damage so putting procs into holds dosn't make sense to me.

    I'd prefer the hold time so i can bash on stuff 🙂

    I'm not familiar with Volcanic Gasses, but I have only found a few limited instances where slotting proc(s) into holds was a better choice than just trying to improve Global +Recharge via set bonuses.

  17. I have separate tabs exclusively for "Help" and "General".

    "Combat" has been modified to only look at (non-healing) attack rolls. I'll modify this when I am studying damage effects. I.e. "Who is hitting me for what?!"

     

    Private, GM and SG Messages appear in every other tab:

    • "LFG" is LFG + Zone events + Broadcast
    • "Personal" is used in missions. It has the the cut-scene, NPC dialog as well rewards and the team chat. I like having a 'log of the world'.

    If warranted, I usually have another tab for "Pets", if I want to see exclusively what is going on with the pets.

     

    AH messages are unevenly applied. Usually those are in "LFG".

  18. 3 hours ago, longdayinrehab said:

    I found several builds, but they all include tough, weave, combat jumping, and maneuvers. Adding those to my shield defense toggles that brings me to 7 toggles.

     

    Do folks actually run all of these toggles at the same time or are they used in different situations?

    I will typically only run my Primary/Secondary toggles 'all the time'. Often it is in these where the status protection is coming from, as well as some unique effects modulo the AT and the set.

     

    Tough is almost always the last toggle I activate. If Endurance isn't an issue and if I am specifically facing S/L damage I will have it on. I happen to think that S/L resistance is over-emphasized in a lot of builds. Capping S/L resists may mean something in farms or specific content, but the game isn't as focused on soaking S/L damage as you might think by reviewing certain builds.

     

    I rarely run with Combat Jumping on, as I weirdly like to have Ninja Run on all the time. I try to have Immobilization resists without relying on Combat Jumping.

     

    I will keep Maneuvers and Weave on, as those are contributing to my defenses. Other Leadership toggles depend on teammates and/or content.

     

    Many toggle powers act as mules for my builds, whether they are run or not. Inspirations (Purples first, then Greens, then Oranges) are perfectly fine choices to make over running toggles.

  19. I want to congratulate @Nanolathe for doing a good job of summarize the 'feels' around the Armor T9s.

     

    I can only write for myself, but here I go: The only times I've taken a T9 from an armor is to use it as a IO mule. I suspect someone is muttering"But power sets aren't balanced around IOs!"... I don't care. That is the only value I have ever gotten from them. At this point in the games lifecycle I don't understand the appeal of trying to re-jigger a T9 power as if we were going back to "Issue 0". We have IOs, we have teammates, and we have Incarnates. IMO the T9s should contribute to making the player more self-sustaining.

     

    Improving the 'Panic Mode' utility of the T9 powers has no appeal to me. The Pool powers already include powers that can be used as 'Panic buttons' but with no downside (i.e. crash) other than the requirement to pick other other powers from the pool. I'm thinking Unrelenting, Rune of Protection and Epic/Patron powers such as Shadow Meld, Physical Perfection (not really a panic button, but I hope the point comes across), et al. T9s should not be less appealing than a second or third pick from a power pool.

    • Thanks 2
  20. On 5/21/2020 at 7:21 PM, Omega Force said:

    The reason to put the Hide proc in Assassin Strike was to keep it from proccing unexpectedly.  Stalkers would otherwise have their attack chain disrupted by a suddenly slow AS.

     

    On 5/22/2020 at 3:14 PM, Call Me Awesome said:

    THIS.  I had the proc in Fire Sword Circle and found it disruptive when it would fire and I tried to unload an AS on the mob only to get the slooooooooooooow animation.  I had to watch for the proc to fire and change my attack chain if it did... this was enough of a pain that I moved it to AS... that way I was assured it would not proc before I fired the attack off.

     

    Ah, I see the logic now. Thanks folks.

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