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tidge

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Posts posted by tidge

  1. 3 hours ago, Snowdaze said:

    I personally wouldn't use this option, as I sell ALL salvage on the AH, and then just buy it back for cheaper when I need it. Also the delete stack option is easy enough to use...

     

    But I don't see harm in looking into this as a possibility since the market has been seeded.

    /agree. I don't really see the harm in this. I am often frustrated when my personal salvage is full, but right now it just means I have to take a breather to delete some common stacks (or dump them in the AH)... if I can't free up some slots by crafting enhancements mid-mission. Now if the portable workbench allowed us to craft empowerment buffs....

  2. Who is "cheating" you? Sell your stuff to a vendor and be done with it.

     

    The market for common salvage has been way below the 'vendor' buy prices for a year, independent of if you were looking or not. Recipes and Enhancements get bucketed by type (not level) on the Auction House but the vendor 'buy' price for a recipe/enhancement depends on the level of the piece. Under this crazy proposal, I could list my lvl 10 recipe for little inf, and then someone can buy it as a lvl 50 recipe for "under the (proposed) cap". Wouldn't I still be "cheating" the lvl 50 recipe salesperson?

     

     

  3. 1 hour ago, Blastit said:

     Meta comes from the meta-game, the game about the game.

    ^This.

     

    In the context of CoH, "meta" could be applied to build concepts; i.e. "Slot a Panacea proc in Health" (because +health/+Endurance refills those tanks without thinking), timing power recharges specifically to trigger "procs".  It could be about play decisions like "Run DfB until level 22" or "Please pass the star to a level 50" or even "WST, double merits!". It could be about using the SGPasscode to travel faster.

     

    One of the more meta-meta things to do is to be an iconoclast. See "Petless Mastermind".

    • Like 1
  4. 15 minutes ago, Joshex said:

    giphy.gif

     

    It wont sell if other people are going ignorantly low. what if 1000 players who don't need inf any more started selling purples for 1 inf and the market found out and these players didn't care they were getting 1 inf and continued doing it. Wouldn't you be red in the face with anger if you are trying to sell purples to slot your toon when 1 inf becomes the new market standard price on AH and no one is willing to spend more so you can't sell? just because you earned your fortune doesn't mean you should make it harder for others to do the same by lowering the value of the market in wake of you passing through. It's a jerky thing to do.

     

    That's why.

    Has anyone actually tried to sell a purple recipe at a vendor? I certainly can't do it at my base vendor.

     

    Congratulations on finding a solution for a problem that doesn't exist.

  5. 16 minutes ago, Apparition said:

    Honestly, I am now convinced that veteran levels were a mistake.  It worked for Resurgence due to the very small player base, but they do much more harm than good on a server the size of Homecoming.  Veteran levels allow people to obtain Incarnate abilities too quickly and too easily, leading to a bunch of whining on the forums and Discord that “the game is too easy.”

     

    2 minutes ago, Snowdaze said:

    yes and no, While I agree at current they are too easy, they also are not the easiest way to incarnate out. Speed running the first DA arc allows you to get slavage much quicker then you can with the current vet level system.

     

    I appreciate the Homecoming verteran levels. At a very gut level: on Live, I missed the "Level Up!" effects. More specific to the Live Incarnate system: I disliked having to slog through (only) Incarnate Trials just to get specific experience just to be better at slogging through Incarnate Trials.

     

    It is common for my 'new' level 50 toons to play out a significant amount of pre-Incarnate content before I even start slotting Incarnate slots. The unlocking of Incarnate slots as I'm playing non-Incarnate material is a welcome change, as I get to decide my approach to Incarnate content... when/if I get to it.

    • Like 1
  6. 32 minutes ago, Joshex said:

    I see far too many things consistently being listed and bid for less than their shop price. this should not be possible as it's the lowest possible price in game. it's supposed to be a pittance, but when the shop price is better than AH, something is wrong, either people are ignorant or don't care (after talking in game apparently it's a bit of both).

    Perhaps someone else is ignorant that the Wentworth's badges come from selling items at the Auction House?

     

    giphy.gif

    • Like 1
  7. 14 hours ago, Mister Mass said:

    So now yellow salvage seems to have crashed back to earth, selling this weekend at like $1K a pop.  Was someone really trying to manipulate the market on this, buying up supply, then relisting at a higher rate?  The amount of clicking would have been enormous for what amounts to a small return per click.  Did our notional yellow salvage flipper finally get bored?  Run out of funds?  Move on to another niche?  Move on to another game?  Inquiring minds want to know! 🤔

    All in a day's work, I suppose. I'm a little surprised no one is taking credit for the price jump.

    giphy.gif

  8. 43 minutes ago, Hopestar said:

    But what if you're the sole "defender" in a PUG type party and the party goes on without you after you retreat? Do you: A) summon to keep up your pets or B) do you keep going and try to keep the party alive? You definitely don't have time to type "Wait I need to resummon my pets" and chances are even if you do, they won't wait. This is the situation we as a Defender-alternative have to deal with thanks to our secondary powersets. I understand that it isn't an ideal party, but this is a common situation when your pets decide to chase an enemy they shouldn't have while you're unable to command them because you're using a combination of 2-3 second cast time powers to support your team.

     

    MMs have control of their pets. If the MM invites chaos, then on occasion chaos will accept the invitation.

     

    If a party forges ahead without me, I wouldn't feel obligated to chase after them if I'm not ready... unless I'm the Tanker (but Tankers should always be ready, #skippableT9). If a PUG is overextending, it is on them. No PUG members should expect a Mastermind to be acting as a "defender", except for the MMs pets. In the limited scenario you describe, I resummon the henchmen, put them on bodyguard and upgrade/buff them. If the PUG can handle the chaos that a MMs henchmen bring despite the henchmen getting wiped, there may be some evidence that the PUG doesn't need the MM to chase after them.

     

    In the case where the MM is acting as the Tank, the henchmen should not be on offense, as it is Bodygaurd mode that is allow the MM to Tank.

  9. 37 minutes ago, plainguy said:

    Attack wise as was discussed, let me speak as the resident SME ( subject Matter Expert ) on Petless mastermind and say a mastermind cannot sustain any form of constant attack chain like other Arch Types with their attacks.  You just can't endurance wise..  So even if they decided to reduce the endurance cost on pet summoning and raised the level on tier one pets.. A mastermind still could not effectively attack along side their pets because you just can't due to the inflated price we pay for powers when compared to other Arch Types.

    I'm with you on the crazy Endurance cost for MM primaries, but I don't understand your point? It sounds like you expect the Pet AT to also be a DPS AT...but without Pets? If this is a Whip thing, just say so and I'll understand. Have you tried playing a Controller that takes only pet powers and goes into combat with only the Fighting Pool and Air Superiority? If not, I'm dying to know how the Control sets can be improved for that style of play! Point me at the SME, resident or not!

     

    I have a lvl 50 Bots/Traps MM with 3 attacks (2 rifle, 1 mace). I have those attacks slotted for Knockdown and -Res to support my Bot attacks. I have no expectation that I could reslot those attacks and then go challenge +0/x8 content without pets. Now I do pause from my "attack chain" (such as it is) to leverage my secondary: Acid Mortar, Caltrops, Poison Trap. I'm not under any illusion that it is my toon individually dealing the damage (even if it is 'bots!) but my oddball slotting of the attacks does make a difference, as observed in even-level AE farm times.

  10. 2 hours ago, Uun said:

    The way I have it slotted, it's a 237 hp (20%) heal that's up every 4 seconds and does 239 hp damage. Similar to Abyssal Gaze, it just gets worked into the attack chain.

    For reference: my 6-slotting with a PVP in Life Drain is 120HP heal, with about 400 damage (with no proc) per MIDS, with no boosting of the Gladiator's Javelin. 

     

     

  11. 2 hours ago, golstat2003 said:

    ... as I can just convert the ones that don't exist into ones that do. In fact I did that for half the set IOs in my last two level 50s. /shrug.

    This is usually what I do when I am opening up a second (or third) build or the first level 50 respec. The new build has a 'shopping list' of uncommon/rare pieces and as I'm playing roulette I will stop as I stumble across the pieces I need. The SG storage has a small supply of non-PVP/Superior/ATO pieces which are commonly used across builds, almost entirely sourced from the converter roulette of pieces that didn't end up on the market.

    • Like 2
  12. I'll look deeper at the specifics of the build, but I can answer a couple of quick questions:

     

    16 minutes ago, lightpunch said:

     

    • 6-slotted Armageddon into Blackstar. Any reason you went with the +energy dmg proc here instead of Armageddon's +fire dmg?
    • Any thoughts on what I did with Time Shift or End of Time? Is Time Shift a bad power? I was hoping to just use it to add to my debuffs, but is it more trouble than its worth?

     

     

    My build should have both Procs in Blackstar, one may be 'hiding' in the 5-slot Armageddon.

     

    I played with Time Shift while leveling, I didn't like it. I almost always give Disorient attacks a chance. For this Blaster, I was already avoiding controls (except knockdown) in favor of damage-dealing, so dropping it was a no-brainer for me.

     

    I'm sure this makes me a bad /Time blaster, but despite taking 7 of 9 secondary powers, I really only use Chronos (the Build Up), Temporal Healing (the Sustain) and Time Lord (an Auto!) regularly. The play style for this toon isn't particularly 'Blapper', so the PBAoE from End of Time doesn't get used that often. The long-range cone/knockdown from Umbral Torrent is simply too good to plan to Blapp with. I will cycle the /Time on GMs or AVs, and I don't mind being in close to use End of Time.

     

    In my build End of Time ended up with the ATO slotting essentially by default. One thing I am sensitive to about 5/6-slotting Winter Sets is to consider the relative values of the Positional Defenses (often well-boosted by Winter sets) versus Type defenses versus the other positional Defenses. I was trying to keep the Ranged and AoE defenses as close as possible... so in my build the Superior ATO's +5% Ranged was chosen rather than the +5% Melee/+2.5% AoE. IIRC, Melee positional is the worst defense, but the type defenses are (slightly) better than it. Winter Sets are a great choice for boosting positional defenses, and the help with Status effects will be a plus. My own bias is to favor the Very Rare sets for Global Recharge, Accuracy, and (often) help with Endurance management. I've considered alternate (6-) slotting of Repulsion Bomb to use a Winter Set for more AoE (which I can boost in a couple of different ways) but more AoE hasn't been a priority for the build.

     

    A subtle point about my build: That build has FIVE 10% Global Recharge builds (Ragnarok, Apocalypse, Superior Blaster's Wrath, Hecatomb, Armageddon)... this is why Defiant Barrage isn't attuned to be Superior, as a SIXTH 10% Global Recharge bonus would be wasted (so I live with a 7.5% instead).

  13. I have a Dark/Time, but I rarely take him against AVs solo. (Slog-fests are just not my thing, YMMV). I can offer some perspective on my alternate choices for some powers. Our Defense numbers are not radically different, so I'll say this: I lean more heavily into Very Rare sets instead of Winter sets. My character also has made some flavor choices for powers where your build should be better equipped for AVs. I took Force rather than Flame Mastery.

     

    YMMV, but general consensus is that the Defiant Barrage (+Status) is best in a T1 or T2 attack, since you can fire those when mezzed. I can understand putting it in an AoE. I didn't take Tenebrous Tentacles. This is mostly a personal choice, although it would have only fit in my build at lvl 44+.

     

    Also: You can slot a Travel +Stealth power (Running or Jumping) in Sprint, this allows you to slot a Universal Travel (Knockback Reduction or Slow Resist) global into Fly. You may also already be at the flight-speed travel cap without slotting a Fly enhancement in Swift.

     

    Time Stop: I also have this 6-slotted, but I found I wasn't using it regularly as part of attacking. This hold gets used only when I'm trying to synergize the debuffs from Temporal Manipulation. I passed on the procs and went all-in for Gladiator's Net. I felt those set bonuses complimented my build better than any other option.

     

    I also passed on Abyssal Gaze from the Primary. I am a fan of the Thunderstrike set, but with one hold I am already not using that much I didn't want a second.

     

    I would change the slotting on Moonbeam. I used Experienced Marksman while leveling, but it has a SERIOUS drawback with the fast-snipe piece. While the fast-snipe piece is slotted, you will ALWAYS have fast snipes. This ultimately costs you damage output and is not worth it. Moonbeam is one of the bread-and-butter attacks

     

    Blackstar should probably have a Proc in it, for extra damage.

     

    Can you explain the choice of Temporal Healing slotting? I feel like 5-slotting with Preventive Medicine would be better than the (semi-)franken-slotting. I invested 6-slots for Preventive Medicine there for the nice Global Recharge bonus.

     

    We also went in different directions for Life Drain. I think Touch of the Nictus would be a better choice for your build (assuming you are going for Accurate Healing); the level range is higher than Theft of Essence and it will contribute a global Accuracy bonus you may want for going against AVs. I don't use this attack all that often but if you are planning on going against hard targets with it, multi-slotting Siphon Insight (a Debuff) might be an even better choice.

     

    Here is my pitch on Chronos: I 6-slot it with Gaussian's and leave it on Auto. It fires every 21-ish seconds, with a nigh-guaranteed Build-up every time. That's 5-seconds of an uber-boost, and another 5-seconds of the 'regular' boost. Folks have criticized this choice of an auto-power as 'wasteful', but my guess is that those same players don't frequently use inspirations for the same reason. My build also has Aim (on a slower recharge) if I feel the need to trigger a different boost.

     

    Here is the text of my current build:

    Spoiler

     

    Hero Plan by Hero Hero Designer 2.23
    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

    Tempo: Level 50 Magic Blaster
    Primary Power Set: Dark Blast
    Secondary Power Set: Temporal Manipulation
    Power Pool: Sorcery
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Force Mastery

    Hero Profile:
    Level 1: Gloom -- DfnBrr-Acc/Dmg:50(A), DfnBrr-Dmg/Rchg:50(3), DfnBrr-Acc/Dmg/Rchg:50(3), DfnBrr-Acc/Dmg/EndRdx:50(5), DfnBrr-Rchg/+Status Protect:50(5)
    Level 1: Time Wall -- ImpSwf-Dam%:30(A)
    Level 2: Umbral Torrent -- Rgn-Dmg:50(A), Rgn-Dmg/Rchg:50(37), Rgn-Acc/Dmg/Rchg:50(46), Rgn-Acc/Rchg:50(48), Rgn-Dmg/EndRdx:50(48), OvrFrc-Dam/KB:50(46)
    Level 4: Mystic Flight -- BlsoftheZ-ResKB:50(A)
    Level 6: Time Stop -- GldNet-Acc/Hold:30(A), GldNet-Acc/Rchg:30(7), GldNet-Rchg/Hold:30(7), GldNet-EndRdx/Rchg/Hold:50(9), GldNet-Acc/EndRdx/Rchg/Hold:50(40), GldNet-Dam%:50(43)
    Level 8: Moonbeam -- StnoftheM-Acc/Dmg:50(A), StnoftheM-Dmg/EndRdx:50(9), StnoftheM-Dmg/ActRdx/Rchg:50(11), StnoftheM-Dmg/EndRdx/Rchg:50(13), StnoftheM-Dam%:50(13), GldJvl-Dam%:30(39)
    Level 10: Chronos -- GssSynFr--ToHit:50(A), GssSynFr--ToHit/Rchg:50(11), GssSynFr--ToHit/Rchg/EndRdx:50(15), GssSynFr--Rchg/EndRdx:50(43), GssSynFr--ToHit/EndRdx:50(43), GssSynFr--Build%:50(45)
    Level 12: Arcane Bolt -- Apc-Dmg:50(A), Apc-Dmg/Rchg:50(15), Apc-Acc/Dmg/Rchg:50(40), Apc-Dmg/EndRdx:50(40), Apc-Dam%:50(42)
    Level 14: Kick -- FrcFdb-Rechg%:50(A)
    Level 16: End of Time -- SprBlsWrt-Acc/Dmg:50(A), SprBlsWrt-Dmg/Rchg:50(17), SprBlsWrt-Acc/Dmg/Rchg:50(17), SprBlsWrt-Acc/Dmg/EndRdx:50(19), SprBlsWrt-Acc/Dmg/EndRdx/Rchg:50(19), SprBlsWrt-Rchg/Dmg%:50(27)
    Level 18: Tough -- StdPrt-ResDam/Def+:30(A), Ags-Psi/Status:50(42)
    Level 20: Temporal Healing -- Prv-Heal:50(A), Prv-Heal/EndRdx:50(21), Prv-EndRdx/Rchg:50(21), Prv-Heal/Rchg:50(23), Prv-Heal/Rchg/EndRdx:50(23), Prv-Absorb%:50(25)
    Level 22: Weave -- Rct-Def:50(A), Rct-Def/EndRdx:50(25), Rct-EndRdx/Rchg:50(27), Rct-Def/Rchg:50(34), Rct-Def/EndRdx/Rchg:50(36), Rct-ResDam%:50(36)
    Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(45)
    Level 26: Life Drain -- GldJvl-Acc/Dmg:50(A), GldJvl-Dam/Rech:50(29), GldJvl-Acc/Dmg/End/Rech:50(29), GldJvl-Acc/End/Rech:50(31), GldJvl-Dam/End/Rech:50(31), GldJvl-Dam%:50(31)
    Level 28: Future Pain -- Hct-Dmg:50(A), Hct-Dmg/Rchg:50(37), Hct-Acc/Dmg/Rchg:50(37), Hct-Dmg/EndRdx:50(39), Hct-Dam%:50(39)
    Level 30: Maneuvers -- LucoftheG-Rchg+:50(A)
    Level 32: Blackstar -- Arm-Dmg:50(A), Arm-Dmg/Rchg:50(33), Arm-Acc/Dmg/Rchg:50(33), Arm-Acc/Rchg:50(33), Arm-Dam%:50(34), Erd-%Dam:30(34)
    Level 35: Personal Force Field -- LucoftheG-Rchg+:50(A), ShlWal-ResDam/Re TP:50(36)
    Level 38: Time Lord -- GldArm-3defTpProc:50(A)
    Level 41: Rune of Protection -- RechRdx-I:50(A), RechRdx-I:50(42)
    Level 44: Repulsion Bomb -- PstBls-Acc/Dmg:50(A), PstBls-Dmg/EndRdx:50(45), PstBls-Dmg/Rchg:50(48), PstBls-Dmg/Rng:50(50), PstBls-Dam%:50(50), Ann-ResDeb%:50(50)
    Level 47: Aim -- RechRdx-I:50(A)
    Level 49: Temp Invulnerability -- UnbGrd-Max HP%:50(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Defiance
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- UnbLea-Stlth:50(A)
    Level 2: Rest -- IntRdx-I:50(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I:50(A)
    Level 2: Health -- Pnc-Heal/+End:50(A), NmnCnv-Regen/Rcvry+:50(46)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- PrfShf-End%:50(A)
    ------------

     

     

    And here is the data for it:

    Spoiler
    
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    		|-------------------------------------------------------------------|
    		|MxDz;1458;680;1360;HEX;|
    		|78DA6594C94F136118C6BFE92250A8EC022262C142D7A165312E312A1488111222C|
    		|62B99C0A48CD476524A22470FFE039A68E27A51D418BDB8C4FF42A31EBD78726551|
    		|4F6EA92FF33C2C492799FEA6EFFA7CEFF7CD8C5F48553D19BD784C69FEA18C313F3|
    		|F3528BF0533EF1D37D2D6B492CB7BC63C6FE7CAE4A985BEA9D346366DCEE829233F|
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    		|56DB84BD090F688E6F44EAD6B36EFD27C4377C26BF80BBBE92DFC0E665EEBDD46D4|
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    		|76760CF7330F9827C497E44DD395983CE73A46FD4135782B6C42FCED4B3EDDD2DCA|
    		|A502EB16A82C464ABC89124BB2C4D25762E92FB18C6D7591971D339CF06C7E3394D|
    		|60ACD15359BDF82E2B24FFCCCD1E2F0AF6ED9342D8035C5CF62EE2BDBE343885FDB|
    		|6EBB86BEFF011188DE8B|
    		|-------------------------------------------------------------------|

     

    My build has two powers strictly for flavor: Arcane Bolt and Repulsion Bomb but I did try to leverage them with sets for bonuses. Arcane Bolt also allowed the build to take Rune of Protection which is used strictly as a substitute for Inspirations. Repulsion Bomb is just part of the Force Mastery package for Defense/Resist mules. Honestly I just wanted some different damage types in the build, and often I only toss it for -Resistance debuffs.

     

    Future Pain doesn't fit into my standard attack chain, unless I am going for the Temporal Synergy against a hard target. I wanted to have at least one melee attack in this build and this is my choice.

     

    As I wrote above: I don't use Life Drain that often. I have it 6-slotted with Gladiator's Javelin because I felt the set bonuses offered more for the build (moar Damage, moar Accuracy). However, if I was more routinely facing "hard targets" I would probably 6-slot it with Siphon Insight to further Debuff those targets and to inflate my Defense numbers. If the +ToHit proc fires that would boost the Damage from Moonbeam.

     

    Speaking of Moonbeam: I have two %Toxic procs in it (one from the 5-piece Sting of the Manticore) The recharge on Moonbeam is not ideal for procs, but I'm using that attack all the time, so I do get a healthy bit of extra damage from the procs as part of regular business.

     

    If I was more serious about trying to maximize damage from Moonbeam, I would seriously study the effect of taking the 6-slot from Moonbeam (the Gladiator's Javelin %Toxic ) and using the slot  to add a Kismet +Accuracy (really ToHit)  wherever possible. For your build: the global Accuracy (without Aim) appears to be a little low (ignoring actual power slots), the unique +ToHit from Kismet will definitely help with lower accuracy Holds/Immobilizes/Debuffs. I would have to reconfigure my choices for Weave, Manuevers, or Personal Force Field to benefit from the Kismet unique. Manuevers would be the natural spot to drop it in I suppose.

     

    (Someone Please tell me if I'm wrong, and the Kismet acts as a Global even while the power is not activated!)

  14. 8 hours ago, Sir Myshkin said:

    At least one thing you may consider is getting Superior Conditioning and Physical Perfection from Energy Mastery, it'll bump your end gain and you can slot the Power Transfer +Heal into them both, and one in Stamina, that gives you three triggers every 10/s for a 5% heal; if all of them go off you're looking at at least 224.85 health for "free". I'd easily pass up Power Sink for those in terms of end-management options.

    Please see this thread regarding the Power Transfer %Heal proc.

     

    I have Energy Mastery on a tank and my independent testing verified that multiple Power Transfer %Heal were not contributing more than just a single instance of that Proc. That doesn't diminish the usefulness of Energy Mastery for Endurance issues.

  15. I want to add that (IMHO) Crabberminds are a niche build. I have one as one of my Soldier VEATs. Building a 4-minute pet-summoning Crabbermind is very different than building any other AT with a pet; the closest another AT with no 'pets' in a primary/secondary could get would be a completely non-pet toon trying to keep a Patron pet up every 4-minutes. Many compromises go into a Crabbermind build:

    • VEAT only have access to the Patron pools. Of course this is where the even-level pet comes from, but a Crabbermind (high recharge, extra slots) with Bonfire would be crazy good on many maps.
    • I believe the earliest levels to get the summons are 35 (Spiderlings), 38 (Disruptors) and 47 (Patron). Getting a Patron pet requires two other Patron pool choices. General consensus is that in any given Patron pool only one of those two powers will be useful as an actual power, as opposed to a potential for IO set bonuses. YMMV.
    • Pre-Incarnate, It is difficult (and requires power/slot compromises) to boost the survivability of the Crab pets. IIRC a Crabbermind is limited to the secondary Leadership powers, and power pools Leadership and Concealment for actual Defense buffs. Pet heals are only going to come from Medicine... I don't think you can even drag Inspirations onto these pets.
    • The pursuit of enough Global Recharge to get below the 4-minute time for T2 and T3 is a full-build commitment. Mental Training and Hasten are a must. 5/6-slot bonuses for Global recharge are required. Even though the Crab pets can take IO sets from the non 'recharge intensive' pet category, in practice to  get the (Global) recharge each pet needs 4-slots of Expedient Reinforcement, leaving at best 6 slots for any of the 'aura' IO pieces.

    The last bullet point is something of a sore-spot for me, because the heavy investment in slots for powers at level 35+ (27 on my Crabbermind) results in a toon that isn't nearly as durable as my no-pet Bane who has only 18 slots use in the level 35+ powers, and neither a Patron pool nor Hasten. I'm not against investing many slots in high level powers in principle, but at least on my Crabbermind build I feel like those slots are coming at a cost to the rest of the build.

    • Like 1
  16. 6 hours ago, Bopper said:

    Some things to note,

    • Power Transfer is mechanized to proc only once per cast. However, this functionality appears to actually only proc once at an instance of time. So with an AoE attack, this works as intended: multiple procs from multiple hit targets get reduced to 1 proc as all those multiple procs try to resolve at the same time. However, there are consequences with this mechanic, as you could slot Power Transfer into multiple Auto powers (Stamina, Physical Perfection, Superior Conditioning, etc), but Auto powers are synchronized and a Proc from one will prevent additional procs from others. This figuratively reduces the PT proc's effectiveness by half for each additional proc slotted in an auto power (3 PPM for 1st, 1.5 PPM for 2nd, 0.75 PPM for 3rd, and so on). For chain attacks, multiple PT procs can occur from a single cast, as the jumps do not happen at the same time and/or the jumps are treated as separate casts.
    2 hours ago, SuperPlyx said:

    Does this effect only procs of the same type? Or all procs put in Auto Powers?  Meaning will slotting a Power Transfer and a Performance Shifter in Stamina ,mean 1 will lose effectiveness?

    1 hour ago, Bopper said:

    Only Power Transfer.

    I took the first quote to say that it wasn't worth having more than one Power Transfer (Chance to Heal Self) in multiple Auto powers, as only 1 can proc. This matches what I observed with a Tanker.

     

    The next two quotes imply that the Performance Shifter (Chance for +End) also prevents a Power Transfer (Chance to Heal self) (both in the same Auto power) from proccing. Is that true?

     

    I may have at least one other slot to play with on one build. I have Auto Quick Recovery with 2 Performance Shifter (Proc & End) and Power Transfer, as well as Stamina with 2 Performance Shifter (Proc & End). It appears I may have invested slots unwisely.

  17. 6 minutes ago, Crysis said:

    A few days and you’ll be back up again.  Meanwhile some level 9 blaster is currently delving into MIDS and dreaming of the build they’ve always wanted but couldn’t afford.

    giphy.gif

    • Like 1
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  18. Crabberminds are in a very different space than Masterminds. A few points about Crabberminds:

    • Crabberminds don't have MM control of the pets, and cannot put them in Bodyguard mode.
    • Crabbermind pets (not the Patron, which I haven't tested for this effect), don't go on a new timer when refilling the ranks, even when the recharge is faster than 4 minutes. That is, if you lose a T1 (Spiderling) or a T2 (Disruptor) and cast the resummon, the newly summoned pets will disappear with the originals.(*1)
    • As a corollary, Crabbermind pets don't stick around like the T1, T2, T3 Mastermind pets. They also aren't upgradable; the Spiderlings only ever have 2 attacks.

     

    If you want some lulz, read the archived thread about Arachnos Soldier VEAT where folks were complaining how they wanted Crabberminds to be more like Masterminds!

     

    (*1) This is to say, Crabbermind pets can never really be "perma", the best you can do is summon them immediately after the 4 minute timer expires.

    • Like 1
  19. 30 minutes ago, Luminara said:

    Some critters are scripted to run at specific health thresholds.  Named critters and certain boss fights are notable examples, as the goal when scripting was to advance the story by extending the fight, giving the players a breather, giving the critter a breather, or moving the story forward by interrupting the fight and forcing a restart in another location.

    Here is one example of extremely annoying enemy behavior:

     

    Heather Townshend's Dark Astoria arc. 2nd Mission. The final two Banished Pantheon spawns.

     

    I've triggered 'Aura of Confusion' on them as they spawn. Once they have done enough damage to each other, the 'survivors' will run away... and NOT return to where they spawned. I've found some of those guys flipping through the empty desks on the upper level of that floor just waiting for me to find them.

  20. I have a StJ Scrapper, and an Invuln Tanker so this advice will be a little scattershot:

     

    For Invuln: pay close attention to what the Resist values are. On the Tank side it is easy to 'overslot' resistances. Invulnerability can be Endurance hungry, so plan to have as many +End/MaxEnd/Recovery/EndDiscount sources as possible while leveling.

     

    For StJ, I took everything from the primary except Initial Strike and Confront. I had Provoke when leveling up, but at level 50 I swapped it for Hasten to increase DPS. I don't really like single-target Taunts for a majority of game content. I don't worry about the 'combo-builder' aspect of Street Justice; it is nice when it triggers but the secondary effects aren't necessary for me (YMMV). Combat Readiness can 'load' those effects if you want.

     

    I want to note that until you are running xN content (with large N) you may not see the AoE hitting many enemies. Sweeping Cross will break your heart.

     

    Six melee attacks is more than is 'needed' for a smooth attack chain, so in addition to acting as placeholders for IO sets, I try to leverage them for different tasks. I don't fine-tune my attack chains, and I am generally sloppy about adding procs to attacks that rechareg 'too fast'. For my build:

     

    (1) Heavy Blow: Isn't part of my regular attack chain at higher levels, but is holding Scrapper's Strike.

    (6) Sweeping Cross: I have Armageddon here, for Global Recharge. Part of the regular chain.

    (12) Rib Cracker: This is where I have the Critical Strikes set. I throw this attack as part of the regular chain for the -Res.

    (18) Spinning Strike: Ragnarok and Force Feedback %+Recharge. Lots of knockdown and Recharge boosts. Part of the regular chain.

    (26) Shin Breaker. Not part of the regular chain unless I want -Def (and -Res from Achilles Heel proc) Blistering Cold is here for Defense Boosts.

    (32) Crushing Uppercut: Hecatomb w/ a Psi Damage proc. Part of the regular attack chain.

     

    Combat Readiness was taken at level 8 and is 6-slotted with the Gaussian's set. I deferred taking a travel power until lvl 14; I consider those two spots swappable... but because I put no extra slots in the travel I took it later.

     

    I can't speak for Fire/ Blaze Mastery. I personally wouldn't find the immobilize/holds that useful for my toon. For my build, I wanted at least one ranged attack, preferably a Snipe. Because of my large number of attacks taken from the Street Justice primary, I ultimately only have the power picks and slots for 1 ranged attack, so I went with Soul Mastery:

     

    (35) Moonbeam: Sting of the Manticore + %Toxic proc

    (41) Shadow Meld: LotG Global Recharge and a 'generic' Recharge Reduction IO.

     

    With a Kismet +6% "Accuracy" (really +ToHit) and 2 Toxic procs, Moonbeam is a reliable source of ranged damage. I thought I would miss having more than 1 ranged attack, but it hasn't been an issue. When playing solo, I often start with a snipe against the enemy which will give me the most grief (lately, Malta Sappers).

     

    Shadow Meld is a short (15 sec) boost to Defense, that I could theoretically use every 27 seconds or so but using it interrupts the flow of my attacks. I'll mostly use it when closing in after the snip (for enemy alpha-strikes) or if I have a lot of enemies attacking without closing into melee range.

     

    I wouldn't fault anyone who takes fewer attacks, or mixes in an extra ranged attack (from an Epic/Patron pool) as opposed to one of the many melee attacks I took.

    • Like 1
  21. 35 minutes ago, josh1622 said:

    Depending on how you're building it can be beneficial to minimize slots in your resistance toggles.  Some armor sets have an easier time capping resistances and don't need as many resistance set bonuses.  On those builds I'll just throw 2 50+5 resistance IOs in toggles if there are better bonuses to slot elsewhere.

    I agree. Unless a S/L resist is being used to mule an IO, or chasing an IO set bonus, adding extra slots may be buying less than you think. This advice is true for other Resists (and often for certain specific Defenses as well), but Smashing/Lethal is where I often see overkill... at least for a majority of game content.

     

    While leveling a tank, the early slots should probably go into your secondary set attacks to reduce Endurance costs before adding them to your primary sets. You can always respec later.

  22. On 5/10/2020 at 4:01 AM, Sleepymoth said:

    Whatever it is its extremely annoying when an elite boss or AV runs away, especially if they are a flier or its an open map were clearing all the enemies will take a long while so they will likely run into another pod or two of mobs.

    Oh Hai Diabolique!

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  23. I gave a like specifically for this part:

    11 hours ago, Troyusrex said:

    Inspirations

    I continue to believe that inspirations are one of the most underrated and underused mechanics in the game.

    I don't think there is a level range in the game where Inspirations don't have a major impact on improving performance. Despite the fact that they are better used than unused, I often find myself 'hording' unused inspirations for an 'emergency'... but unless I am using inspirations to put myself into riskier situations it is rare that 'emergencies' even arise!

     

    I think the advice about slotting Hot Feet for Slow is also smart.

    • Like 4
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  24. The decay of Barrier keeps it from becoming particularly overpowered. I often have Barrier as an eventual Incarnate option, but I think I mostly use it only in two cases:

    • I'm teamed with squishy (or sub-50) characters playing in high level content (or I am that squishy)
    • I'm playing a Mastermind (and I don't want to use Rebirth for some reason)

    Rebirth (Core) is my default choice on most toons (including Masterminds). I don't like to see allies fall, and it is easier to click the wide heal than to try to dump them green insps. It's a reasonable panic button for myself as well. I don't examine my PUG allies' details for defense or resist numbers, so the green bars are a better indication of how they are handling content... and it is easier on my play style to sweep in with a heal when needed rather than try to babysit such characters with Barrier, although I've done exactly that on occasion.

     

    As I try to have Endurance under control before Incarnates, I almost never take Ageless. Clarion is a low priority because of building for Defense and the other buffs are a little to invisible for my taste. I've played with enough other toons who are a little liberal with their use of Incandescence for me to favor it, but if my toon is super-stealthy I will have it available for certain missions.

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