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tidge

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Everything posted by tidge

  1. I have to say it: Henchmen, not Pets. Some MM can have both, but I am suggesting adding a Pet to each primary. This is part of my thinking that went into my "replace the Tier 4 Equip power with a recharge-intensive pet"... if the pet could provide a buff to make up for some of the level shift (especially if it only affected the MM's henchmen... and pets)... and it didn't become the Leadership pool... It would allow all of the primaries a place to slot the Global IOs that improve survivability of the henchmen AND free up slots (in the henchmen) to allow MMs to actually focus on ENHANCING diverse elements of their Henchmen. All MM primaries suffer from this problem in some way, but several primaries REALLY suffer. I focus on reworking that Tier 4/Level 6 power because TWO of the henchmen are not even summonable until higher levels (level 12, level 26) and it seems CRAZY to me that a MM requires a low level power to improve a higher-level power. I don't think the game balance below level 6 will be that much harmed by giving the Tier 1/2 summoned henchmen boosted abilities. There are enough recharge-intensive game resources (P2W pets, Incarnate Lore) that it wouldn't be a big graphical ask for the Dev team to add such a thing to each MM primary. I recognize that there are a few elements of game balance to consider: Should the buff pet be inherently permanent, or should it require resummoning (like a FFG or VEAT pet)? Should the buff pet be targetable/destroyable? Should the pet buff the same thing for each primary? Should the pet buff all allies, or just henchmen/pets? My hot takes: (1) I don't care. The HC improvements have already made the game much easier for MM management, I don't think it would be too much to force it to be resummonable, unless it becomes target-able. (2) I prefer "NO", otherwise AoE will probably wipe it out, and then we have to start considering recharge time for the power as a game balance issue. For example: with /Traps,I don't think I ever had a FFG get destroyed. (3) My heart says "no" but game balance says "yes". Maybe a compromise, where all primaries boost ToHit for the Henchmen, but then individual primaries boost a secondary attribute? (4) I prefer "just henchmen/pets". I wouldn't want MMs (via their primary) to encroach on the realm of other ATs to buff allies (again, via the primary)... my want is to buff the henchmen, not everybody else. I'm flexible on this point, as some MM players may want to go the "petless" or "semi-petless" route, so maybe the buff should also work on the MM too?
  2. Masterminds (all primaries) The effects of the first henchmen upgrade power should be baked into the initial summon of the henchmen The initial henchmen upgrade should be replaced with a rechargeable non-targetable pet (not a henchmen) that provides buffs for the henchmen/Mastermind can accept recharge-intensive and pet-specific IOs, so that all MMs have more freedom for henchmen slotting.
  3. Many, many times this: As established in Homecoming, the current working of %procs allows for a tremendous amount of freedom in character design space, and that freedom isn't hurting anybody. The HC game is FUN! Abstractly, I grok why folks might think the game could be tuned differently... even if the measures by which such adjustments could be judged are nearly completely subjective... but why yuck in someone else's yum?
  4. I can get behind this slotting, but my Inv/EM Tanker (played primarily for teaming in Non-Incarnate content, and just strolling through Ouroboros missions) has the %BuildUp proc in Build Up. I usually find myself eventually) standing alone with a single hard target and I enjoy the extra OOMPH. I also like the set bonuses. The most satisfying time to have Build Up is when a Paragon Protector is in Moment of Glory, the rest of the team is whiffing... the Pom-Pom Tank comes is with a KER-PLOW! YMMV.
  5. I like the lists, and have a few comments: All my characters (including Stalkers) have AoE temp attacks (Hand Grenades, Plasmatic Tasers) because eventually they will be running some low level mission (e.g. Frostfire, Positron, Synapse) when an extra AoE to add to the low-level attack chain against a bajillion enemies is just too much fun. This may not be what "efficiently" means, I'm just jawwin. re: "Tanking". My favorite Stalker can barely keep aggro, but at-and-above level 25 she doesn't have any problem standing toe-to-toe with non-incarnate AVs (mileage varies for incarnate content, or Recluse' Victory AVs) while the rest of the group catches up. I'm usually TAB-ing and button mashing, but I know that she has taken Boss+ aggro away from Brutes but I think those circumstances are on those specific Brutes. I have a not-as-favorite (but still beloved) Stalker that had Provoke for a while... and although I can tolerate a less-than-efficient Taunt, there were never any circumstances where it wasn't more practical to simply attack the small number of grouped enemies I wanted to (maybe) Taunt.
  6. I like %damage procs as well. Many DPS types don't need them; on the other hand I often feel like extra %damage from procs are the only things that make it possible for certain low-DPS AT to complete missions within the same order-of-magnitude (with respect to time) as high DPS AT. I don't want to go back to the era when a non-DPS character couldn't turn up the number of enemies on a map without committing to long solo map times... and I am NOT thinking about AE maps.
  7. Sorry, the thread must have been moved/deleted!
  8. I don't disagree with any of the above, but I want to add this (for certain corner cases): If you plan on being a MM that uses attacks to hurt enemies, the associated Purple %damage procs will significantly increase the amount of damage you do, because of the low base damage that MM attacks do,
  9. Almost always? If I am specifically trying to keep %damage proc rates maximized (and have "enough" global recharge) in a specific power, I usually avoid boosting the (Purple, PVP) Enhancement pieces that give Recharge. For me, this is a complete judgement call. For example, if a power is already below 20% for the %proc rate because that build uses 4+ pieces of a Purple or PVP set in an inherently fast cycling power, I will almost always boost every piece in the set anyway.
  10. I have no complaints about /Poison on my 'Troller, but I found that Venomous Gas wasn't working well for that character. I tried the power as part of the build when first available, and at level 50 (with more slotting/build options) but it simply didn't compliment the playstyle for that character... especially for high-level solo play. This was just my experience, but most of the time I found that I was rarely close enough to enemies to have Venomous Gas do anything, and that if I was going to survive in such close quarters I was going to have to make serious compromises to everything else I wanted the character to do. I don't need the power to change to suit the needs of that character, as I can build all sorts of other characters that can wade solo into close contact with +4x8 spawns. I'm definitely not faulting the players that love the power and leverage it in their own builds.
  11. What was his badge count?
  12. There are even simpler tricks, which I am sure new marketeers will discover in time. Mileage may vary as far as how much Inf can be made on the margins, but suffice it to say, there are a LOT of different ways to accumulate Inf in the auction house, and I've landed on market strategies that also serve purposes in addition to collecting raw Inf.
  13. It doesn't look like I posted any Trapdoor tests for any my Fortunata, but what I discovered playing my default build is that the Blindness was slowing down a "clear all" much more than I would have liked. I also didn't quite have the emphasis for large-spawn-clearing damage on my particular favorite build. I've been looking for a specific reason to have a more team-dedicated 50+ third build... maybe by double-dipping into the Leadership pool and focusing on AoE I could improve my times?
  14. The Dark primary has a -ToHit component to it, which helps quite a bit even without enhancing it. YMMV in certain circumstances.
  15. This feels like a bug, although it is recoverable by logging out and logging back in. This is The End Justifies the Means. It is possible to one-hit-kill Doc Quantum and have him despawn without giving the player the option to 'talk' with him and allow the mission to progress. This is the first time I have encountered an enemy that could be taken out in a single hit and didn't "stick around" to give his dialogue. There is something else that is triggered upon this defeat, the spawn of Longbow with him no longer become legitimate targets. If this mission gets examined, I'd also like to put in a request that the behavior of Ghost Widow also be re-examined. I don't mind that you don't need (or benefit) from her being in the mission, but it seems weird to be able to keep triggering the same dialog with her. If she isn't going to help the player as an NPC, my preference would be that after Doc Quantum is defeated and his glowie is clicked that the player could go back and fight her as well.
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  16. Not particularly relevant for VEATs, but the only character I have that really paid attention to damage buffs from enhancement sets is my /Bio Armor stalker. It's not like I was paying that much attention, but I noticed the enhancement set damage buffs offset the use of Defensive Adaptation.
  17. I'm not going to argue, except is it really a "proc"? Whatever it is, a few rolls of the converter wheel can turn it into something much better. There are certainly other procs I would never try to market: Stupefy's %Knockback comes to mind... and I like stuns.
  18. I hate that piece, but I did eventually end up using the other 5 pieces in a Blaster's Snipe (available at a low level), since Experienced Marksmen keeps the set bonuses (one of them is IIRC +MaxEnd) at lower levels and can be boosted. My Scrappers/Stalkers don't bother with that set. EDIT: as far as warning other players, I used to warn folks not to try to use HO Membrane in Fortunata Mind Link, but it has been a while since I saw a build posted that suggested using it.
  19. mob = mobile game element, typically an individual "monster" that moves and interacts with players and the game world. "Mob" is singular.
  20. A sort of trivial bug, but the setup of this mission has two (related issues) The crystal will not send you to Tina. At the conclusion of the mission, you cannot TALK to Tina, you have to call her. It appears that there is something subtle about this arc, as it treats Tina as a contact that was removed from contact (like Sister Psyche)
  21. I'll add a few thoughts on why my Stalkers (and Scrappers) take Snipes, to add to what others have written: My Stalkers have the Kismet piece in Hide, so that is extra damage on the (Fast) Snipes when Hide is toggled on. The maximum extra damage from a Fast Snipe is at +22% ToHit, which Stalkers/Scrappers can get from their Build Up powers too. I like having the ranged attack, and the cast time of a (Fast) Snipe is reasonable. Often it is for runners (I dislike the range nerf), but just as common use is when I have a target just out of melee range (let's say a softer ally is being griefed). For Stalkers/Scrappers, I like to slot (high-level) Sting of the Manticore as a 5-piece set bonus (MOAR +Recharge)... this set also improves Interrupt Time. Other enhancement sets offer decent options as well, but I like the synergy between SotM (IIRC lvl 35-50) and the Patron Snipes (at lvl 32). For AT that get Snipes earlier, I usually pick a different set of enhancements. It is a gateway power to other Epic powers. I favor Soul for Shadow Meld (MOAR LotG), but I see other flavorful options with utility as well. I don't want to oversell Shadow Meld, it is a mule for my builds. When I use it I am either hoping to mess up Streakbreaker for enemies or for extra defense when trying to quick-click glowies while a spawn throws everything it has at me.
  22. I have dropped crafted enhancements on (low level) PUGmates, but never en masse. Typically it has been the common ones at an appropriate level... if I've been chasing badges, and haven't gotten around to deleting them. I try to do it based on what I can see about their build.
  23. I mentioned this long ago, because the only "source" of EoE was from GMs, but I convinced myself it really wouldn't have much of an effect. These days, I rarely use more than 3 EoE on a single Hamidon Raid, unless for some reason the person leading the raid wants to do it 'old school' and clear every bloom. The main thing the AH allows is: Some players don't have to join in clearing the GMs (several good reasons, including showing up late) Players clearing the GMs can be lazy about clearing space in the Insp trays. I pretty much dump everything but Reds and EoE if I don't already have a stash in the AH to grab. Even with bad luck from drops, someone is always willing to share EoE.
  24. A few dumb things come to mind: 1a) Finishing an Ouro arc, but screwing up the final "call-in" (usually by using one-too-many teleport/ouro/base cooldown) with the contact. 1b) Solo starting a low-level Ouro mission or TF with difficulty cranked WAY up (and having added a debuff), but not realizing until Mission 1. 2) Mapping certain keys (e.g. F1 - F5) to do something specific for one character, and when playing a different character MASHING away all of my inspirations.
  25. I just did a quick check on a character: Even if Hasten is truly perma (that is, you see two instances of it in your power icons) when one of them drops you suffer the Endurance loss. I did some shenanigans on the same character to verify that this happens if you don't also have perma-Hasten. It's not the way I remember it, but this could be the Mandela Effect. In my defense, your honor, Domination refills the Endurance bar, and it's primarily on Dominators where I bother with perma-Hasten!
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