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tidge

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Everything posted by tidge

  1. I gotcha. I started fooling with Wall of Force because: I got used to the travel power (having taken it on a specific character), and I always take a travel power, Once the travel power is taken, the barrier to entry is one (of two possible) single-target ranged power (each is proc-able, or for set mules in 'unorthodox' builds I suppose)... I have always taken the debuff Weaken Resolve (better %proc rates!) The pool includes a perfectly good LotG mule power as well. On melee characters, I don't even bother to worry about enhancing range (as I often do with cones, also because 'lazy'). PVP Acc/End/Recharge 50+5 is just fine, even if it nibbles at the proc rates. 2-piece bonuses from either Javelin Volley or Bombardment is usually how I roll, depending on AT. I personally don't slot it with the %-Resistance from Annihilation, but I wouldn't argue with anyone who did so and took the 2-piece +MaxEnd bonus from that choice. As for Epic/Patron powers... sometimes there are some sweet choices! I can see something like Melt Armor speeding up defeat times.. at least if you were to time its use for when you have multiple Boss or high-resist LTs close by, because of the inherently long recharge. AFAIK, this power does require an accuracy check, and given the inherently long recharge (200 seconds?) I think I'd rather just rely on the 30 second single-target recharge of Weaken Resolve for when I need it and drag the undefeated Bosses/Lts to the next spawn. If I want a lil' bit of %-Res I can always add thet %proc to the Wall of Force cone too! Also part of my personal math is this: I rather like it when my (post-50) melee builds play the same (that is, same powers to click) across a wide range of content, including low levels. Having ultra-cool Epic powers but not having them available in low level content makes me somewhat sad. YMMV.
  2. I'd like the record to show that nerfing %procs will have a bigger effect on other ATs that have neither the DPS nor the survivability of any of the classes under discussion here. Carry on.
  3. Wall of Force is a very proc-friendly, rapid-cycling ranged cone that I like to add to Tankers. I have never like the Fury mechanic, so I've never 'finished' a Brute build, but Brutes can have this power at the same level as Tankers.
  4. I don't think DP underperforms, so I guess that is a "I don't disagree", at least for my Corruptor. Swap Ammo is, I think, a rather unique mechanic... so without doing any hard number crunching, I'm really not sure where it stands. IIRC the only things that really stood out to me were: The lack of a Snipe The wee cone on Piercing Rounds The first was not a deal-breaker, and the second one was something I came to appreciate. If there is a deal-breaker for me, it is the sound FX.
  5. Within myself, I toggle between loving the animations (and sounds) of Dual Pistols and hating them (some dogs especially hate the sounds). I never quite finished either of my 2 different DP Blasters, but I did take a Corruptor to level 50+. For the Corruptor, the only one of the powers I went proc-spastic on was Empty Clips. Bullet Rain and Hail of Bullets each has a purple proc and a Force Feedback %+Recharge. Otherwise, the primary is all 5/6-piece set bonuses. I fooled around with trying to get %-Resistance in the attacks, but I found it was not speeding up map clearing when solo... mileage will vary with teams, but it is rare I'm on a team that really notices %-Resistance (as opposed to straight-up debuffs). My focus was on global Recharge, as my secondary had powers I wanted up more often, and I leveraged %damage in a secondary power and several patron powers instead. Here is the (retooled for page 5) build for DP/Cold/Soul.
  6. I have opinions on running Synapse at harder difficulties, but rather than share those allow me to offer a simple, general suggestion: Buy some AoE attack powers (Plasmatic Taser, Grenades) from P2W for Synapse. Synapse is a low enough level such that some (especially exemplared) characters may have nothing but single-target attacks (including prestige attacks). I can't offer any suggestions about the knockback (or Endurance costs), but often just being able to aggro more of the enemy mobs in those "defeat all" missions speeds up the TF, no matter the challenge setting.
  7. That sort of con-change can happen at the start of a mission for exemplared characters, or if characters level up, but I am sure you would have noticed if either of those were the case. A week-or-so ago on the weekly Numina, I started that WTF at +1, yet the minions in Mission 1 all conned grey; as a reminder Mission 1 is in the same zone as the contact, so this wasn't a "wait for the leader to zone" issue. I raised it to +3, and the next mission (in Crey's Folly) was as expected. I settled on +2 to avoid drudgery and every subsequent (instanced) mission had the expected levels, if I (as leader) was in the zone or not.
  8. I get that reasoning. My thinking was that I am generally opening with that attack, and that except for the last hard target (among the spawns I can see or get to or taunt) I am most likely to be spamming AoEs.
  9. So how are folks slotting Axe Cyclone? On my tanker, I have: Fury of the Gladiator - Accuracy/Endurance/Recharge (boosted) Fury of the Gladiator - Chance for Res Debuff Eradication - Chance for Energy Damage Perfect Zinger - Chance for Psi Damage Obliteration - Chance for Smashing Damage Explosive Strike - Chance for Smashing Damage Obviously the Force Feedback %+Recharge is an option, but personally I'd rather have the chance to do a little more damage (off-brand) damage that doesn't rely on targeting, especially for enemies like Super Stunners who can be hit during the period after they've rezzed but before they can be targeted.
  10. *clanks shield in agreement*
  11. So here is where I landed with my level 50 (page 5) build (apologies for text formatting): In lower (no Incarnates) content, I have no real Endurance issues; all toggles can be on, occasionally I deactivate all three travel powers (Mighty Leap, Sprint, Athletic Run) when I know I'm going to be in a group of mobs for a significant number of attacks. I've only slotted Alpha Cardiac so far, so 45+ I don't even do that. It's not particularly hard to build a level 50 that can deal with low-level content or excel on PUGs, but I have had absolutely no problem using this figure solo (clears large spawns fast) or on low level PUGs (tanks and groups just fine). This build can either speed through TF missions (and defeat 'final room spawns') or hang back and clean up early dungeon mobs (Think: Manticore or Numina TFs) depending on what the PUG wants to do. This is also true for a LOT of builds, but occasionally I have a character that can't do both. The level 35+ power choices are essentially my 'don't care/don't use' powers, although I will admit I have used Aid Other on NPCs and Aid Self in AV battles after they get a solid hit in on me. If I wasn't committed to the Force of Will pool (and having two extra attacks by level 22) I would like to try this sort of build using the Teleportation pool instead (to have a low(ish)-level Combat Teleport as well as Teleport Target and Fold Space. This would fundamentally change the direction from "do as much damage as possible" to "have as much in my face as possible", so I think I'd make a lot of different choices to Toughen/Weaven the build up. That's what the second build is for! EDIT: I did put Active Defense on auto and never looked back!
  12. I can't speak to this specific circumstance, but I have noticed that with cones (and possibly other attacks, but for my play style I see this with cones) I hit (or don't target, but this is harder to judge fairly) certain targets in unexpected ways. I attribute this to a combination of button mashing, repositioning (moving, turning) and an asynchronous link between my system and the server. My observation with cones is slightly different (but I think related to) when using a cone attack when rapidly moving... or when playing with others who are 'moving' the enemies. An easy way to see some of this is to buy/use Plasmatic Taser from P2W, as this is a cone with knockback... it is possible to see some (at first glance) peculiar targeting/ragdoll effects. I tend to use both P2W powers Plasmatic Taser and Fragmentation Grenade, so I think I've just gotten so used to peculiar effects with cones and ranged AoE I don't see anything 'wrong'. Occasionally I see something like this with a PBAoE also, where an activated PBAoE hits characters that I wouldn't expect to hit based on the displayed position of the enemy mob.
  13. IMO, the aspect of the game that has made it VERY newbie friendly is the P2W (formerly 'veteran rewards') Attacks and Travel powers, and to a limited extent the buffs that low-level players can enjoy (including inherent Fitness pool). Simply having more things to click on in your power tray is a HUGE quality-of-life improvement compared to the early days of the game (on Live) that had players waiting around to interact with the world because they had no power to use (and no Endurance to do so). It may not be obvious to the new player that these exist, but grabbing some extra attacks and a travel power makes a big difference for low-level characters. By level 16, each of the ATs (maybe not HEATs or VEATs) will have started to feel like its AT, at lower levels most of the classes feel the same (to me anyway).
  14. I certainly think Farmers have been keeping the prices on certain items low, yet there have been many periods (recently) when common salvage has sold for higher than the cost of uncommon salvage. This is IMO a sign of market shenanigans. I suppose it is possible that there is an extraordinary demand on the part of badgers (and there would have to be a LOT of them) who only want common salvage (for common Invention recipes), but this seems unlikely to me... it is tedious but doesn't take particularly long to get all the crafting badges if you have the influence. The SG base buffs don't allow you to craft more than one each (during period of effect) so it isn't as if the common salvage market is being swamped for Increased Perception buffs. I haven't been paying that much attention to the Red Inspiration market, but it seems like folks are still preferentially buying those, which I associate more with active farming (outside of Hamidon raid times).
  15. I agree that Dual Pistols/Martial Combat is probably the most kewl looking group of animations. Rather cinematic, although there are a couple of DP animations that are little too dramatic for long-session 'button mashing'. Street Justice, and to a slightly lesser extent the glowing pom-poms and punch-punch of Energy Melee have always done a good job representing comic-fist-actions, YMMV. The (new) Battle Axe combined with Shield Defense does a kewl job in grouping up enemies... add the Teleport pool for even more options. As far as power pools: The first three powers in Presence are not particularly useful (certain mot in combination) but I think all five powers have kewl animations if you lean into the concept and effects of those powers. In contrast, I grok what Sorcery and Force of Will are going for, but I find them a little to over-the-top... Sorcery for the extra artwork and Force of Will because I cannot reconcile the Hulk-like Foot Stomp of Takeoff in the same pool with the Professor X-like animation of Weaken Resolve.
  16. Your price too steep.
  17. Sorcery is basically a non-starter, as I'm using two powers from Force of Will to get low-level (ish) %damage, including a cone from Wall of Force. It's an interesting thought experiment if Enflame and Taunt could equal the distributed damage from Wall of Force, but that isn't a direction I'm going to go with this character.
  18. So what's your suggestion instead of Aid Self and Field Medic? As in "Here's a power I'll use outside of ITF/Incarnate content".
  19. Let me write this: "Pop an Inspiration" means different things to different players 🙂. Right now, I'm hoarding Blues. I've been playing around with the Medicine pool (Aid Other, Aid Self, Field Medic) pre-50 and with Field Medic, there is no need to worry about interrupts on the heals. The (short, but not insignificant) Endurance recovery on Aid Self is also a bonus, IMO. This will literally be the only character I have that has the Medicine pool (I had it briefly on a MM to help keep henchmen alive during early leveling at HC launch). I'm generally a fan of using Inspirations to excel in missions... it's just that since I was already using the pool as a mule I thought I'd see about leverage it instead of (ho hum) Fighting.
  20. I just checked in game: It does stack (both DDR and status resists)
  21. I'm slotting Grant Cover to get the set bonuses (Endurance Discount) from Reactive Defenses. I know it doesn't give the bonuses to my character, like I said... I like to PUG. The Gladiator's Shield in Phalanx Fighting slotting was for some Regen and HP; I see your point about the (lack of) enhancement... that will free a couple of slots.
  22. I don't do enough HARD content frequently enough with diverse characters/ATs to offer quantitative analyses, yet... My way-old Inv/EM Tanker has been just fine between the changes to primary, secondary, and power choices (at lower levels). Some slots freed up, my preferred attack chain (from animations/recharge, not for DPA) is A-OK. My way-old Robotics/Traps Mastermind is enjoying being free of (most) Knockback from the Henchmen, and while the primary power changes are not precisely (*1) what I would have preferred, they are just fine. The (mostly) freedom from knockback opened up more variety for my slotting in the primary. (*1) The Robotics (among other MM primaries) changes partially feels like "anything to avoid creating a Recharge-intensive pet to slot certain aura enhancements". Without also having to burn slots for KB->KD, the changes are definitely "win", just not the win I'd want.
  23. I have played Resistance-based Tanks/Scrappers/Stalkers/VEATs and Defense-based Scrappers/Stalkers/VEATs, but hadn't yet played a Defense-based Tank, so I thought I'd try the Shield/Battle Axe combo. I like to PUG non-incarnate content, and solo lower-level arcs. I don't mind tanking "hard stuff" but it is not my goal with this character... that is, I am not trying to build a solo monster. My general attitude for this character is: "enough" attacks at lowish levels, with an emphasis on %damage from procs "zippy", travel, sprint, athletic run (mostly) toggled on Endurance (MaxEnd, discounts, Recovery) allowing for button mashing Here is my current plan (level 50, no Incarnates) for a character still leveling up (text only): One thing I like to do with new characters is to play around in pools I haven't used before. This character took Aid Other (Medicine pool) for an Enhancement set mule, and I've been using it (mostly with NPCs in missions). The build above includes the Fighting pool, but honestly that was more by default-mode thinking and not to specifically add Tough to the gameplay (toggled on, or as a mule). I'm wondering: How does the Homecoming Hivemind think Aid Self and Field Medic would play in place of Boxing and Tough? (I would take each slightly earlier in the build than the Fighting pool choices above, delaying the long recharge powers of Unleash Potential and One with the Shield.) I would just slot the new Medicine pool powers with (boosted) IOs. I should note, I didn't see any Epic/Patron choices that really appealed to me for this character. I didn't see the need to go for any Epic-level %proc-friendly attacks, because I'd already leveraged the Force of Will pool to get such things at a MUCH earlier level. Another question for the Hivemind: With global +Recharge, I don't really need a Recharge IO in Active Defense (for level 20+ content). Is there a better place to use that slot? I have considered: A Numina Heal in Health, to boost Regeneration (in a couple of ways) 2-pieces of Blessing of the Zephyr in Mighty Leap (improve travel speed, some Ranged defense, etc.) Another slot in Deflection, for Impervium Armor (Psi Resist) or Aegis (Psi/Status Resist) A Recharge IO in Build Up (a classic choice for me, but for Tankers it is generally the "I don't want to miss both of the next 2 attacks" choice because of damage scaling) Is there something I'm overlooking? Cleave can obviously take a %damage (including the 6th Armageddon piece) but Pendulum is my "bread-and-butter" AoE attack w/%damage. Based on lower level play, I'm happy where the %damage is.
  24. "Did anyone ever amass a fortune that wasn't (ab)used?"
  25. Because of the way the Rikti reacted (the ASN spawns include drones), I suspect it was simply a sort of SUPER STEALTH. I didn't think to check my combat attributes, as I was "on the clock". I don't remember the Rikti Monkeys in PI paying attention to me.
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