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Everything posted by tidge
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If your chassis will take an optical drive, your power supply likely should be able to handle a second SATA optical drive. My guess is that the SDD/HDD are probably on one SATA connection and the DVD drive is on the second. A supplier like HP may be cutting things close w.r.t. power budgets, but you can review your components (primarily the video card) to determine if the power budget can comfortably accommodate another drive. Maybe its just my experience with certain commercial blu-rays, but as far as being a storage medium they seem much 'flakier' than CDs or DVDs. I have a couple of 'problematic' commercial blu-rays, but it's very rare that I have a DVD that won't be read (unless it is physically damaged). The net cost for an external blu-ray versus an internal is roughly in the same ballpark, The external ones will typically require TWO (adjacent) USB connections to be powered, and I would hope that all of your USB connections are 3.0 compliant (for a just purchased machine) but if not then the external blu-rays will be slower than from an internal drive. My (now, quite old) primary desktop was assembled (by my choice, although not my hands) with two DVD R/W which might have been overkill even for its era, but certainly is these days. During pandemic times I used both internal drives to archive a LOT of my CD & DVD collection; having two drives made that job a little easier. I used an external USB-powered drive to archive my blu-rays, or as an alternate reader if I had a slightly damaged DVD. The external blu-ray has been successful between 50% - 66% of the time to read/rip my DVDs that had no obvious signs of damage but couldn't be read via the DVD drives. In my configuration I don't have easy access to the necessary USB 3.0 ports so the BRs are much slower. (I could tear my rig apart to reconfigure the front panel USB connectors, and frankly I was surprised that it wasn't assembled that way but given the internal cable routings and the front-panel layout the risk outweighs the reward. The times I've been inside the box I'm surprised by how much effort this relatively simply task would take.)
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I would STRONGLY recommend against any 'escort' type missions: They are miserable for any character with any sort of movement increase, and for characters with some sort of Stealth (ehem, Stalkers) they become outright painful. I like the mechanics of the first SSA1 mission, especially redside as you get more agency and can make an actual choice that alters the way the arc completes. The 'click on object' aren't that bad either. I enjoy the frustration of the various 'protect objects from being destroyed', but the triggers need to be better implemented for some of them (because of random maps, it is possible to never stand a chance of saving an object).
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The more experience players tried to ask what the PUG leader's reasoning was, and he got very snippy... which is why folks dropped. He also had a deep misunderstanding of individual players' settings of spawn sizes would have on the missions. Most of us are aware of the tedious natures of the defeat all missions, but IMO there is no real difference in 0 and -1 as far as getting through those early missions. Synapse is one of the arcs that can be REALLY tedious if run at higher difficulty (because of exemplar effects, including on enhancement bonuses) but there is no real reason to run it at -1 for a team... especially if you want to 'show off' against the King. I've had some pretty wimpy (non-DPS) characters solo the Clockwork King, so it isn't as if that is a particularly noticeable achievement.
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Heh. I recently saw folks quit a TF because the PUG-leader was asking for everyone to turn down their difficulty to -1; I'm not exactly sure why this request was made. The PUG-leader was trying to make a case that this was necessary to finish Synapse, which was made all the weirder because the PUG-leader was a full-kit level 50 build that wanted to 'show off' soloing against the Clockwork King.
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Replying to an older thread: I don't think any of the updates affected Stalkers in a substantial way except for the reduction in range on the Epic (Fast) Snipes. I have both a StJ/ and /Bio Stalker, but not on the came character. I find that my /Bio Stalker does fine in all combat without having capped defenses (I have typed Defenses higher than positional) or capped resistances. Every so often it will get completely overwhelmed if I'm not paying attention, but that's pretty much limited to x8 spawns in Incarnate content. The StJ/ has all of the primary except Initial Strike and Placate. The /Bio has all of the secondary powers except Genetic Corruption.
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This is pretty much how I feel at this point.
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I love the unloved powers even if I don't take/use them. An advance word of warning that you have such a power and may use it in a PUG would remind me that the use of such a power may be coming give me further incentive to express my support should any other PUGmate complain
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Concealment Pool Update: Stealth or Invisibility?
tidge replied to Jimmy's topic in Developer's Corner
For the love of all that is good, please don't put a travel power in the Presence pool! It could use a touch-up, relating to one stinker of a power and the unfortunate need to take too many weak powers: 1) Provoke, Pacify, Intimidate require no previous Presence pool picks 2) Invoke Panic requires one previous Presence pool pick. 3) Unrelenting requires two previous Presence pool picks. Pacify: Take the reigns of this, and allow it to act just like Placate... its not like it is all that useful a power. Provoke: Can stay the same, although I wouldn't object to an increase in the number of targets. Intimidate: Can stay the same. Invoke Panic: Can stay the same, but a player would not have to pick TWO previous powers to get this. Unrelenting: DON'T YOU DARE TOUCH THIS! The recharge time is long, but it is fine as is with current implementation. RESIST THE URGE TO TWEAK THIS! -
This would be my recommendation. It is a relatively low-level arc, so you may want some P2W attack powers depending on your build. There is another fun/weird side effect of running this arc: the door to Perez Park is right there, so you can pop into Perez Park to collect some level-appropriate Hellions for both badges and (improved) drops/XP. Again, you will be at a lower level (if exemplared) but I've had a lot of fun challenging my characters in this way.
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Here is Sister Mary Fisticuffs, a SJ/SR stalker: Villain Plan by Hero Villain Designer 2.23 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Sister Mary Fisticuffs: Level 50 Magic Stalker Primary Power Set: Street Justice Secondary Power Set: Super Reflexes Power Pool: Sorcery Power Pool: Presence Power Pool: Speed Power Pool: Fighting Ancillary Pool: Soul Mastery Villain Profile: Level 1: Heavy Blow -- SprAssMar-Acc/Dmg:50(A), SprAssMar-Dmg/Rchg:50(3), SprAssMar-Acc/Dmg/Rchg:50(3), SprAssMar-Dmg/EndRdx/Rchg:50(5), SprAssMar-Acc/Dmg/EndRdx/Rchg:50(5), SprAssMar-Rchg/Rchg Build Up:50(7) Level 1: Hide -- LucoftheG-Rchg+:50(A) Level 2: Focused Fighting -- LucoftheG-Rchg+:50(A), ShlWal-ResDam/Re TP:50(7), ShlWal-Def:50(9), ShlWal-Def/EndRdx:50(9) Level 4: Sweeping Cross -- Arm-Dmg:50(A), Arm-Dmg/Rchg:50(13), Arm-Acc/Dmg/Rchg:50(13), Arm-Dmg/EndRdx:50(15), Arm-Dam%:50(15), FuroftheG-ResDeb%:50(17) Level 6: Assassin's Strike -- SprStlGl-Acc/Dmg:50(A), SprStlGl-Dmg/Rchg:50(17), SprStlGl-Dmg/EndRdx/Rchg:50(19), SprStlGl-Acc/Dmg/EndRdx/Rchg:50(19), SprStlGl-Rchg/Hide%:50(21), TchofDth-Dam%:40(21) Level 8: Build Up -- GssSynFr--ToHit:50(A), GssSynFr--ToHit/Rchg:50(23), GssSynFr--ToHit/Rchg/EndRdx:50(23), GssSynFr--Rchg/EndRdx:50(25), GssSynFr--ToHit/EndRdx:50(25), GssSynFr--Build%:50(27) Level 10: Focused Senses -- LucoftheG-Rchg+:50(A), ShlWal-Def:50(27), ShlWal-Def/EndRdx:50(29) Level 12: Agile -- LucoftheG-Rchg+:50(A), DefBuff-I:50(29), Ksm-ToHit+:30(48) Level 14: Mystic Flight -- BlsoftheZ-ResKB:50(A) Level 16: Practiced Brawler -- RechRdx-I:50(A) Level 18: Spinning Strike -- Rgn-Dmg:50(A), Rgn-Dmg/Rchg:50(31), Rgn-Acc/Dmg/Rchg:50(31), Rgn-Dmg/EndRdx:50(31), Rgn-Knock%:50(33), JvlVll-Dam%:50(33) Level 20: Provoke -- MckBrt-Taunt:50(A), MckBrt-Taunt/Rchg:50(33), MckBrt-Taunt/Rchg/Rng:50(34), MckBrt-Acc/Rchg:50(34), MckBrt-Taunt/Rng:50(34), MckBrt-Rchg:50(36) Level 22: Dodge -- DefBuff-I:50(A), DefBuff-I:50(36) Level 24: Intimidate -- HO:Endo(A) Level 26: Shin Breaker -- AchHee-ResDeb%:20(A), BlsCol-Acc/Dmg:50(36), BlsCol-Dmg/EndRdx:50(37), BlsCol-Acc/Dmg/EndRdx:50(37), BlsCol-Rchg/HoldProc:50(37), BlsCol-Dmg/EndRdx/Acc/Rchg:50(39) Level 28: Quickness -- Run-I:50(A) Level 30: Unrelenting -- Prv-Heal:50(A), Prv-Heal/EndRdx:50(39), Prv-EndRdx/Rchg:50(39), Prv-Heal/Rchg:50(40), Prv-Heal/Rchg/EndRdx:50(40), Prv-Absorb%:50(40) Level 32: Crushing Uppercut -- Hct-Dmg:50(A), Hct-Dmg/Rchg:50(42), Hct-Acc/Dmg/Rchg:50(42), Hct-Dmg/EndRdx:50(42), Hct-Dam%:50(43), UnbCns-Dam%:50(43) Level 35: Moonbeam -- StnoftheM-Acc/Dmg:50(A), StnoftheM-Dmg/EndRdx:50(43), StnoftheM-Acc/ActRdx/Rng:50(45), StnoftheM-Dmg/ActRdx/Rchg:50(45), StnoftheM-Dam%:50(45), Apc-Dam%:50(46) Level 38: Evasion -- Rct-Def:50(A), Rct-Def/EndRdx:50(46), Rct-EndRdx/Rchg:50(46), Rct-Def/Rchg:50(48), Rct-ResDam%:50(48) Level 41: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50) Level 44: Shadow Meld -- LucoftheG-Rchg+:50(A) Level 47: Kick -- FrcFdb-Rechg%:50(A) Level 49: Tough -- StdPrt-ResDam/Def+:30(A), GldArm-3defTpProc:50(50), UnbGrd-Max HP%:50(50) Level 1: Assassination Level 1: Brawl -- Empty(A) 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 -- Empty(A) Level 2: Health -- Pnc-Heal/+End:50(A), Mrc-Rcvry+:40(11) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(11) Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 Level 0: Born In Battle Level 0: High Pain Threshold Level 0: Invader Level 0: Marshal ------------
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I've often repeated the original Positron TF 'for kicks'. I have a warm memory of being on this TF (live, playing a Tanker) and having the entire TF quit out of frustration. I logged back in the next day and completed it by myself. I wouldn't recommend it for everyone (with the original rules and options from Live), but it is completely do-able.
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But aggroing enemy spawns across the map is half of the fun with Umbral Torrent! It can really speed up 'defeat all' SFs if you can draw enemies to the rest of the team. The latest page has me still getting used to the reality that Umbral Torrent has a longer range than (Fast) Moonbeam. (YMMV, but this was a dumb change) I had Umbral Torrent 6-slotted with 5xRagnarok, but I switched up to a 4x%proc build (including the Overwhelming Force KB->KD) behind a Centriole (Dam/Range) and Nucleolus (Acc/Dam). I like the faster recharge time with the set slotting, but ultimately I found the slightly slower recharge to give me more time to leverage other tricks in my arsenal. Lysosome is not a bad choice since you will almost certainly be spamming that attack. Aside from the relatively low %proc chances (the reason for boosting range on the cone) IMO the drawback to the %proc slotting in Umbral Torrent is IIRC that there aren't a sufficient number of %damage procs that scale to lowest levels.
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My recommendation comes down to: Does your build allow for the +Def /+Res Global Mules (and others) without Tough and Weave? IMO: No slotting other than leveraging the Globals is going to offer as much 'bang for the slots'. I frequently don't even remember to toggle on powers like Tough. As a practical matter, once you start down the Mule path in Resistance and Defense sets, you will probably lean into other mules as well: +MaxHP, Scaling %Resist, Luck of the Gambler +Recharge. There are several different ways to work them into a build using other power pools (plus Epic/Patron), so Tough + Weave wouldn't even have to be your 'go to'. On Blasters, Maneuvers has one (strong) thing going for it: If you keep it toggled on, you can slot it with the Kismet +Accuracy (really +ToHit) which will boost the damage of your (fast) Snipe, assuming that you aren't always sitting at +22% ToHit. It works for Stalkers and Scrappers too, but they get access to Snipes much later in their builds and Stalkers can slot that piece in Hide from their default secondary T1 power.
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My first fortunata to 50, how to improve?
tidge replied to queequeg77's topic in Arachnos Soldier & Widow
To add onto what other have written: The %damage procs do more damage if they are from a Very Rare set than if they are from other sets. The %damage procs from PVP sets will scale with level. A common Fortunata power that can be taken at low level and used as a "%proc" build is Dominate; it can take 2xPVP and 2xVery Rare pieces. Keep in mind that a build can only benefit from FIVE instances of a specific enhancement boost; for example this manifests itself by not benefiting from more than FIVE Luck of the Gamblers or FIVE +10% Global Recharges, -
the Widow Files : Widow Builds Issue 27 Page 6
tidge replied to Harakh's topic in Arachnos Soldier & Widow
How does Electrifying Fences work for you? My favorite Widow Build is Ranged-only, she uses Mu with these choices: (level 31) Mu Lightning with 6xThunderstrike (level 41) Ball Lightning with 6xAnnihilation (level 44) Static Discharge with 5xPositron's Blast (includes the %Energy proc) For my play style, I found that I wanted another single-target attack to drop into the rotation (and of course "Sith" zaps), although practically another AoE would probably suit my preference for fighting large spawns. There are some hard to quantify elements of my build/playstyle (melee defense is much greater, I leverage Aura of Confusion and other PBAoE, I hate runners) that leave me with mixed feelings about using an AoE immobilize, so I'm looking for another widow's thoughts. As for my particular choice in enhancement sets for these Patron powers: It's all about the bonuses. Primarily Endurance (MaxEnd, Discount, Recovery) and Accuracy, with Defense where possible. My build has room for more Very Rare (but extra Global Recharge would cost me too much for too little return, IMO) and I don't have any Winter sets in the build (I find the bonuses to be too narrow, YMMV) -
As I have written elsewhere: you play redside to the end to be able to hand Lord Recluse his own helmet, AFTER you have already chewed your way through the named "Heroes" of Paragon City AND his best seconds (and their lackeys). Blueside? You get to see Darren Wade punk the same heroes while you utterly fail to make a difference.
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My first fortunata to 50, how to improve?
tidge replied to queequeg77's topic in Arachnos Soldier & Widow
I have a serious investment in Purples, but INF (and merits) is easy to come by IMO. A couple of rando comments: 1) I don't worry about Hasten. It absolutely can help hit perma-Mind Link, but other than that, the extra recharge from Purple/ATO and other sets covers things just fine from my PoV. I wouldn't add the %Recharge proc over a %damage proc (in AoE)... or a %-Resistance piece. Mind Link is what is going to make the difference in +4/x8 content. 2) Be mindful of the slotting of Defense sets/powers. It is (IMO, YMMV) rare that extra slotting is really adding that much to a build (except for Endurance management in some cases). Globals are another matter of course. I'd revisit the slotting on Mind Link. I've posted my recommendations on this all over the place. My own builds typically pick one power to invest 6 slots within (for Reactive Defenses), the rest are usually 2-slot (or 3-slot) investments. My own personal choice to put 6-slots of Reactive Defenses in Mask Presence is peculiar, but that is where my build get the biggest return for that specific investment/choice. 3) My experience with Unrelenting is: invest the full 6-slots of Preventive Medicine. It's a powerful offensive boost. I also have it a level 26, so I use it over a lot of content. -
Maybe it's the lack of DFB grinding Redside, but in my experience the merits already pour in easier on the Red Side for low-level solo-ish content. This is all pretty easy to get to with a P2W flight/jump power. Just avoid Doc Graves. I have observed another subtle bonus side-effect of not having 8-man DFB teams red side: A pair (or more) of new villains can team to quickly run through a lot of early content for both XP and merits. They can miss out on the DFB Boosters, but if folks are skipping other low-level content it isn't as if those boosts are making a big difference.
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Here is another thing I thought of when reading about the original grind... I can't say that I really miss this, but I feel pangs of nostalgia in a few of the low level (blue side) zones that I got to know real well (from street level) before travel was easy... and to some extent before the various "remodeling" that added universities, Wentworths, rebuilt Atlas Park, etc. Every once in a while I find my grounded characters instinctively making path alterations in zones like Perez Park, Steel Canyon and Kings Row. Even though those (non-hazard) zones got makeovers, they don't seem as radical as the later changes to Talos Island or Founder's Falls.
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Not from the "original" game: I miss dragging every Rikti Monkey on the PI map to Portal Corps.
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Umbral Torrent is a beautiful thing. It needs no changes.
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This argument is why I advocate putting the %damage procs in (PBAoE) Mass Confusion. Slot the %Contagious Confusion in the single-target confuse power. Draw blood to claim those precious drops.
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Any Grandfathering of Rune of Protection slotting?
tidge replied to tidge's topic in General Discussion
As I wrote, I don't really have an issue with the decision to alter the up-time of Rune of Protection. I may be naive, but I pretty much only approached it as an alternative to carrying break frees. Now that the change has been implemented, I'm actually non-plussed that the 'best' value of investing slots is for global pieces since there is so little return on slotting to try to 'enhance' the power. Customization of powers (via enhancements and set bonuses) is one of the best parts of the game IMO. There are already a few powers that don't really benefit from slotting at all (e.g. Pacify... which is so bad it doesn't even mimic Placate for AT that can also take a Placate, but I digress) and I'm somewhat worried that the very good but very hard to optimize Unrelenting (also from the Presence pool) could get the same treatment as Rune of Protection. Unrelenting takes some investment in slotting to make sing, the set bonuses from Heals are as good as the ones from Resistance, and it also benefits from Global Recharge because of the shockingly long inherent recharge time. I can see someone try to convince me they'd be doing me a favor by rejiggering the Presence Pool by approaching Unrelenting as was Rune of Protection. I use Unrelenting on several different characters and ATs; I know it isn't everyone's cuppa.