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tidge

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Everything posted by tidge

  1. I tend not to think about using Taunt on Hamidon as much as I think about using Taunt on Lord Recluse.
  2. tidge

    Bio/Titan = Fail

    I have never tried Titan Weapons on an AT, primarily because I didn't want to bother with (not having) momentum. I have tried War Mace, which (while leveling) I found to be very clunky and slow... but once slotted with global Recharge works a lot smoother. I can imagine how at low levels a Bio/TW tank can feel: you don't really have the slots to make the Bio feel like it is doing much for you (DNA Siphon will be key) and the attacks are probably very clunky.
  3. Advice when leveling up (and you don't lean into enhancement set bonuses) Keep in mind that the Tanker Taunt is an auto-hit power... so if you are always teaming and taunting, accuracy in the attacks isn't as important. For attacks (while leveling) I always start with an accuracy (the CoT ToHit Debuffs can be brutal), followed by Endurance reduction, then other effects. Advanced advice: If your primary has a Defense power that will always be on (Auto or Toggle) consider adding the Kismet +Accuracy (really ToHit) enhancement to it. This is a piece that starts working at very low level, and will boost your "final ToHit" chances in all powers as long as the power is on. Many of the enhancement sets that go into attack powers (and will be ones that most players gravitate towards) will include accuracy enhancements. Attuned versions of these are all I need. Many sets (particularly Very Rare/Purple) also offer global accuracy bonuses for including multiple pieces, so for players that chose to emphasize something other than Accuracy when slotting they don't suffer too much.
  4. Thanks for the kind words. I focused on MaxEnd because: IIRC, there already is a cap on Recovery Players 'spend' the blue bar (i.e. Endurance) via powers of choice, Health is spent by (random) circumstance. Health "expenses" (i.e. the green bar) can already be "managed" via power choices in the VEAT (or bonuses, like everybody else) I see chasing Recovery and Regeneration (at least for low HP AT) as a sort of 'case of diminishing returns'. YMMV on this point, but for my $0.02 after a certain point on many builds MOAR Recovery is not noticeable.
  5. TL;DR The VEAT inherent is weak sauce, considering that everybody gets the Fitness Pool. Many AT can make this complaint: When I was leveling up my VEATs, and while running HOT against large spawn sizes, Endurance was the largest source of grief for me.. and as with many characters it really only gets better with Enhancement set bonuses and Accolades... just as with everybody else. Would it be the end of the world if the VEAT got a straight +MaxEnd inherent instead of +Regen/+Recovery? Such a thing wouldn't make them "obviously better at ____" than any other AT.
  6. Not a Stalker, but I tried the revamped Spring Attack on a Scrapper... "meh" is an overstatement.
  7. The connection between Superadine (and the Trolls) and other dimensions was always something I wanted to learn more about. The Trolls aren't the most imaginative group, so I have long hoped that there was more to their story. I have lived with the disappointment that it was probably nothing more than "drugs are coming from another dimension", which sort of plays out in a Maria Jenkin's mission (again involving Brickstown).
  8. I appreciate @Greycat typing up the long history lesson from the Live Name Release, because I did not have the stamina to do it. It is not incorrect that the Live name release policy had almost no impact.
  9. TL;DR Force Mastery strikes me as a reasonable pool for slotting Global pieces with a relatively small investment in slots. I use Force Mastery on my Dark/Temp Blaster, which I primarily play at ranged. Dark is already debuffing enemy ToHit, so MOAR Defense comes from MOAR (primary) Offense. Personal Force Field is essentially a mule for a LotG and Shield Wall. I'll use it on speed TFs to dash through enemy spawns. Temporary Invulnerability (my level 49 pick) is essentially another mule (Aegis Psi/Status resistance) but it essentially doubles my S/L Resistance when used. I've used Repulsion Bomb, it's fine with a -Res piece, but it is never a bread-and-butter attack for me. I like the set bonus options it offers. I've never used Repulsion Field; I may be biased because of trying similar powers on Live. I certainly could use it in my play style, but I don't really like set bonuses compared to what I can get from different power picks. Force of Nature reminds me too much of the Tanker Invulnerability primary T9 to want to bother with.
  10. tidge

    Kai Push

    I don't know what the motivation was for changing the range of Fast Snipes (PVP?) but it definitely hurt my non-Blapper playstyle. Full disclosure, it also hurt my Stalker/Scrapper playstyle, as my melee characters with Patron snipes can't target those stubborn/cowardly enemies that won't come to me!
  11. I think it was issue 27 page 2. IIRC The Fast Snipe range was normalized to 80 feet (100 feet for Psi?), whereas before I think it was 150 feet. As we all know, it doesn't take much for AI critters to run away. Personally: I miss the ability to draw a distant spawn to our fighting force as well. On Dark, this really bugs me, as my Umbral Torrent is slotted to have a range of 104 feet!
  12. As soon as I am tempted to think that "names should be released": I imagine that the name was released, but somebody else wanted it more than I did and got it before me.
  13. One of the deepest personal mysteries involves the current iteration of Fast Snipes: Do I burn a slot just to increase Range? I hate that the range of these was cut. I suppose I wasn't vocal enough when everyone was crying about the potential loss of %proc, but the Range lost is much more severe. It probably bothers me more on my Dark Blaster because of the DoT and Debuffing that makes enemies scatter to the four winds...
  14. Have "clowny" send a global tell, right-click to invite.
  15. Temporal (and /Time) secondaries are only "easy" for me in this way: I generally don't bother using the attacks until the mobs get to me. I definitely don't Blapper with my Dark/Temp. Here is my build, with a different take than above: Dark Temp Blaster: 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 -- SprDfnBrr-Acc/Dmg:50(A), SprDfnBrr-Acc/Dmg/Rchg:50(3), SprDfnBrr-Acc/Dmg/EndRdx:50(3), SprDfnBrr-Acc/Dmg/EndRdx/Rchg:50(5), SprDfnBrr-Rchg/+Status Protect:50(5), SprDfnBrr-Dmg/Rchg:50(42) Level 1: Time Wall -- HO:Endo(A) Level 2: Umbral Torrent -- HO:Centri(A), HO:Nucle(37), CldSns-%Dam:30(46), PstBls-Dam%:50(48), JvlVll-Dam%: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 -- UnbGrd-Max HP%:30(A), UnbGrd-ResDam/EndRdx:30(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 -- TchoftheN-Heal:50(A), TchoftheN-Acc/Heal:50(29), TchoftheN-%Dam:50(29), GldJvl-Acc/Dmg:50(31), GldJvl-Dam%:30(31), CldSns-%Dam:30(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), Ksm-ToHit+:30(46) 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 -- StdPrt-ResDam/Def+:30(A) Level 44: Tenebrous Tentacles -- Ann-Acc/Dmg:50(A), Ann-Dmg/Rchg:50(45), Ann-Acc/Dmg/Rchg:50(48), Ann-Acc/Dmg/EndRdx:50(50), Ann-Acc/Dmg/EndRdx/Rchg:50(50), Ann-ResDeb%:50(50) Level 47: Aim -- RechRdx-I:50(A) Level 49: Temp Invulnerability -- Ags-Psi/Status: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) Level 2: Hurdle -- Jump-I:50(A) Level 2: Stamina -- PrfShf-End%:50(A) ------------ EDIT: Key features (for me) Chronos is on auto-fire, it fires every 22-ish seconds with a 90% chance of the extra %Build Up The level 44 power (in this build, Tenebrous Tentacles) is a toss-up. I used to have Repulsion Bomb. As is, the build has "too many attacks" but I liked the set bonus as well as some %-Res. Time Wall is primarily to trigger other effects from the secondary. If I could get a %-Res piece in it, I would slot this differently. I want as much +ToHit as possible to boost damage from (Fast) Moonbeam. This is why the Kismet piece is in Maneuvers.
  16. My response is specific to the level 6, level 32 powers. The currently available Hami-Os would be wasted in such powers.
  17. Here is a subtle point about Hami-Os (all AT, all powers) Even if they can be slotted into a power, it doesn't mean that "all" enhancement aspects of the HO will work in the power. You can tell if a "part" of an HO will work if you can slot a common IO into the power. If the power doesn't take certain common enhancements, those portions of an HO will do nothing. This is subtly different than for Enhancement Sets. Some enhancement sets will include attribute enhancements for which you cannot slot a common IO... the enhancement from such sets WILL contribute to enhancing the power. My suspicion is that the HO you are specifically looking at are only boosting the Endurance cost, and nothing else.
  18. As I wrote: the Maximum Targets (5, I don't think this has changed), the relatively short duration (base 14 secs as opposed to base 40 secs for Tanks?) as well as the need to actually HIT with Provoke, I don't think it is nearly as useful (across all content) as simply generating AoE Threat through other means. As a comparison: I have several different AT that leverage the Presence pool. I have two characters (with Provoke) that I run in a LOT of high-level team content. The nature of these teams makes it such that we commonly split up, so some (non-Melee) players end up taking aggro from large groups that they can't exactly handle (think: elements of Imperious TF or on Market Crash maps) and so I will deploy my Scrapper or Widow or Bane to help them out. The Threat level for Stalkers is higher than MMs, the threat level from VEATs is the same as MMS. When I take Provoke, I almost always 6-slot it with Mocking Beratement. My experience is that it is extremely difficult to get an entire spawn (from a x8 team) off of an even level teammate who has the aggro by just using Provoke. If I actually want to get the entire spawn off of a teammate, I have to juggle damage and debuffing to help them out. If you think this is simply anecdotal, I have a more pure anecdote... those same characters have been able to peel single-target aggro from Brutes as well as from a couple of (poorly played, poorly constructed) Tankers... so I am aware of how Provoke can be used, I just think that its most of its values is inherently limited to a relatively small number of circumstances (*1). Even ignoring the role that Debuffs (and DoT) play in generating threat, debuffing opponents is almost certainly going to speed up enemy defeat times (by the henchmen). I am not unaware that I am making the opposite of my typical conclusion in threads with the quest "Do Tankers need Taunt?" (TL:DR, my answer is "Yes"), but my answer is different (primarily) because Taunt is different than Provoke. (*1) The most obvious (to me) circumstance where the Mastermind absolutely wants to (and has a chance at) generating more threat than the henchmen is when facing single, hard targets that have no more than four nearby allies (who won't be otherwise quickly defeated/controlled). If you are facing large spawn sizes, there is likely to be more stray aggro generated by Henchmen AoE than you could hope to "manage" with Provoke alone. If you are facing small spawn sizes, turn the henchmen loose! Of course I haven't played all MM primary/secondary, so if your MM has no alternate mechanism of generating threat then by all means go with Provoke. I certainly think that if you are going Tankermind it is much more important to pick up Tough and Weave from the Fighting pool.
  19. Every Mastermind primary T9. I don't say this to trigger discussion about 'auto upgraded' henchmen; I actually like the role the second upgrade plays in Mastermind play... I just despise that: There are TWO upgrade powers, one of which comes before the Mastermind can even summon the T2 and T3 The slotting choices for both upgrades are pathetic. At the very least, some of the Global Enhancement pieces that increase performance of Henchmen (e.g., the auras) should be able to be slotted in these essentially mandatory upgrade powers.
  20. Each to their own taste. While BAF is running, there isn't that much time for socializing. Even "speedy and intense" content like MLTF and LRSF offer chances to chit-chat during missions. I am glad that the folks running "league" content like BAF and Hamidon have finally adjusted their directions/advice... it felt like it took forever for league runners to In BAF, direct players to move to the paths the escapees take rather than direct players to doors (and then have to hunt down escapees) In Hamidon, not just blindly call out for league EoE refreshes when there was essentially nothing that would hurt you. I don't want to sound too critical of the league runners (who I appreciate), it's just that while the league runners (in HC) have generally been good about tolerating the learning curve for new players, it occasionally felt like they weren't equally willing to try new things. My favorite content that falls into the category of "we can talk about options" or "let's just do it madcap" is the Miss Liberty Task Force. It certainly runs smoother with some discussion (especially when team composition is less than ideal), but I find the game has some charm when things start to go pear-shaped and the team recovers.
  21. I could be wrong, but I am of the belief that %proc for things like Bonfire only trigger during the initial cast. Full disclosure: My Robotics MM is Robotics/Traps, so I have the Annihilation %-Res piece in multiple powers (to increase duration if it lands) as well as other mechanisms for applying -Resistance. The KB is a part of every tick of Bonfire, and so the OF piece is always turning it into KD. The following is my rough math on Photon Grenade, (I believe that Overwhelming Force %KD is a straight 20% chance per hit target) I may have old numbers, but my inputs for Photon Grenade are: Recharge: 16s Cast time: 2.112s Radius: 15 Arc: 360 With no recharge slotted (i.e. "proc-monstering"): %-Res (Annihilation, 3 PPM): 40% per hit target %Energy (Positron, 3.5 PPM): 49% per hit target %Fire (Bombardment, 3.5 PPM): 49% per hit target %Lethal (PVP Javelin, 3.5 PPM): 49% per hit target %-ToHit (Superior Absolute Amazement, 4.5 PPM): 63% per hit target (-7.5% for 15 sec!!) With recharge slotted from 5xAnnihilation in Photon Grenade (45% recharge?) %-Res (Annihilation, 3 PPM): 30% per hit target %Energy (Positron, 3.5 PPM): 36% per hit target %Fire (Bombardment, 3.5 PPM): 36% per hit target %Lethal (PVP Javelin, 3.5 PPM): 36% per hit target %-ToHit (Superior Absolute Amazement, 4.5 PPM): 45% per hit target (-7.5% for 15 sec!!) As I wrote, the added damage from %procs isn't really my cuppa, and I should explicitly state that Magnitude 2 controls offer no appeal to me. If I was really trying to skimp on slots, I would probably go with Photon Grenade slotted as: Annihilation %-Res Annihilation: Acc/Dam/End (to get extra MaxEnd bonus) Overwhelming Force KB->KD (for the lulz) Finally, either an Endurance IO, or a Javelin Volley piece with Accuracy and Endurance boosted to 50+5. Possibly the Absolute Amazement -ToHit piece to help out the T1 Henchmen.
  22. GMs and AVs are great options. Each will (typically) have AoE, but the single-target attacks against a Tankermind is what you want. The key feature of Tankerminds is (IMO) sharing the damage taken with the henchmen. We can have a chicken-and-egg discussion about which is the effect and which is the means to an end, but from my PoV the Tankermind concept is "surviving harder content via an HP pool" and less "be the tentpole fora bunch of lower level damage dealers".
  23. Here is to all the times I've been reviewing a build out-of-game and I realize I can get that 0.05 MOAR damage...
  24. I have so many thoughts! I'll try to limit myself to primary/secondary consideration, without offering specific advice. Personally, I don't think "auras" are that important for melee fun. Primary: You probably want a smooth attack chain, but if your "fun solo" content is going to have large spawns, you probably want some sort of AoE from the primary. Secondary: You want to survive the sort of content you find "fun". There isn't much more to it than this! I have fun with a variety of different survival techniques. There is also the question of leveling versus playing with a level 50-build and exemplaring. A level 50-build can leverage set bonuses to cover "defects" that certain primary/secondary choices will encounter when leveling. From experience: a primary like War Mace felt very clumsy to me until the character had enough global Recharge to smooth out attacks. Some secondaries are likely to have odd defensive/resistance holes for long stretches of levels (with or without Global bonuses).
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