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Everything posted by tidge
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"The Game is not Balanced around IO's"..... should it be?
tidge replied to Galaxy Brain's topic in General Discussion
The MM henchmen is a completely different sort of balance issue separate than any effect of slotting. Just because there are IO pieces which can be slotted for henchmen's defenses doesn't make it relevant for this thread. Can we just lock this thread? Even before the MM discussion it wasn't much more than simply asking for harder mode. -
Does anyone else find Fold space a Troll power?
tidge replied to laonidas's topic in General Discussion
Can you guys fit in the power picks for Group Fly as well? -
I would vote "No" on a Thugs build for a first Mastermind... only because the different attack options (and the way they will behave) from the Thugs may be a little more chaotic than a new MM expects. I'd suggest a primary where all the henchmen/henchpets have all-range or all-close, and get used to ordering them around.
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This is the Stalker forum, so the primaries don't offer Confront (or Taunt). I understand your choice for Parasitic Aura... but I feel like I've got better slotting choices in my /Bio than using Mocking Beratement (a set I like, BTW). I'd like to leverage Parasitic Aura more for the -Damage, but: The long recharge time of the power doesn't make it particularly viable (except to possibly "time" it against upcoming attacks from certain GMs and AVs) in most fights Stalkers should concentrate on murderizing enemies... and /Bio offers another PBAoE (DNA Siphon) that helps to that end more effectively The slots for a T9 have to come from somewhere, on my /Bio I have them in the earlier Primary attacks (plus things like Build Up and the Secondaries) YMMV, of course. I've enjoyed the discussion, because normally the point of discussion around Stalkers is whether or not to take Placate. 🙂 As I wrote: I have one stalker with Provoke, but my general opinion is that for non-Tanks and DPS-oriented builds that aren't Brutes trying to take aggro (apart from just doing damage) offers low return on the investment than simply attacking.
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Two good pieces of advice not to be missed: I'm all about not overslotting Recharge and Regeneration on a level 50 build. Almost all level 50 builds should not have the Endurance issues characters often face when leveling. I don't play solo at +4x8, but I find that when I join a PUG that does, I find that inspirations, teamwork and strategy generally overcomes lack of defensive softcaps.
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On my build (Spines/Bio), I only have 2 extra slots (beyond the initial slots that come with a power pick) at 38 and above. I've invested all of the other slots in earlier power picks. One of those two 38+ slots is in Hasten, my actual lvl 38 power pick. I could have Hasten earlier if I wanted, but this character has a concept that required Fly as a travel power, and even there I delayed that choice until lvl 14. I don't really miss Hasten at lower levels. This is just my opinion, but the tools that a /Bio Stalker needs to excel are all available at-and-before level 32. As far as aggro... I enjoy having/taking aggro on many of my characters... but waiting for a T9 secondary for a Taunt effect means (to me): I won't consider it a "core" part of the character, as it won't be available for most content By the time (in levels) I could have it, other PUGmates who actually specialize in Taunts had better have a better Taunt than my Stalker. I do have a /SR Stalker with Provoke (Presence pool) at level 20 with 6xMocking Beratement. That character's defenses are high enough (except for AoE) at low levels that I the Taunt can actually help by keeping aggro from other squishies (when other PUGmates don't have Taunts). If I didn't want Unrelenting for the /SR Stalker, I probably would have skipped Provoke, but to be honest I'm not sure what I'd do with that character's 3 extra power picks and 10 extra slots.
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I only have /SR and /Bio Stalkers, but I can definitely see Invuln, Shield and EA being strong. I enjoy my /Bio slightly more than the /SR, but it is a "tighter" build (as was mentioned)... with the tradeoff that I don't sweat certain things (Recovery, Regeneration) and get some extra offense.
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On my /Bio Stalker (primary is Spines), I found that DNA Siphon is a very nice, nasty PBAoE with this slotting. It is an effort to bump up its Accuracy (see also set bonus) while relying on Global Recharge to keep the %proc chances at the ceiling... and also not ignore that it is a key element of Survivability. By itself, it isn't much of a damage dealer, but with the %procs it is quite good at softening up large spawns. The following are simply offered as another player's alternate choices: I typically invest fewer slots in Defense powers than other players, and it is rare that I put extra slots in Health & Stamina when a primary or secondary offers Regeneration and/or Recovery options. I also don't solo ITF at +4x8. Level 28: DNA Siphon (A) Touch of the Nictus - Accuracy/Endurance/Recharge: Level 50 (39) Touch of the Nictus - Accuracy/Healing: Level 50 (40) Touch of the Nictus - Chance for Negative Energy Damage: Level 50 (40) Eradication - Chance for Energy Damage: Level 30 (40) Obliteration - Chance for Smashing Damage: Level 50 (42) Scirocco's Dervish - Chance of Damage(Lethal): Level 50 I should note that my /Bio also has this slotting for Boundless Energy (slotting on Ablative Carapace is 6xPreventive Medicine) Level 4: Boundless Energy (A) Panacea - Heal/Endurance: Level 50 (11) Panacea - Hea/Recharge: Level 50 (13) Panacea - Heal/Endurance/Recharge: Level 50 (13) Panacea - Heal: Level 50 (15) Panacea - +Hit Points/Endurance: Level 50 (15) Endurance Modification IO: Level 50 So I only have this slotting in Health & Stamina: Level 2: Health (A) Miracle - +Recovery: Level 40 Level 2: Stamina (A) Performance Shifter - Chance for +End: Level 50 While leveling up, I found myself using the Efficient Adaptation, but with the level 50 build I don't use it. I'd like to do more with Parasitic Aura than simply a single Recharge, but it comes too late (as a secondary T9) and has (IMO) mediocre slotting opportunities on top of the long inherent recharge.
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Bane build question - What power to take?
tidge replied to KaizenSoze's topic in Arachnos Soldier & Widow
You can always add a 6th slot for a common Range IO (boosted to 50+5). If you are running with Sprint on all the time, and constantly fighting, and already have the +End accolades, I suggest: Slotting Sprint with an End Reducer Slotting an alternate (prestige) Sprint with the Stealth piece (if you want it) I still feel like you are way past the point of diminishing returns of the Recovery slotting. Consider common IOs boosted to 50+5. One of my Bane builds also runs hot, but Cardiac took care of it completely at 45+. For lower level content I simply turn off toggles or cycle attacks at a slightly slower pace. -
I agree that slotting Obliteration in Hot Feet (at level 8 ) doesn't strike me as a good thing. Perhaps it's there as some sort of compromise? IIRC it has a rather poor %proc rate. It does feel like this build is specifically chasing set bonuses from Obliteration, as it shows up in places I wouldn't expect it. I admit: On my concept Fire/Psi/Psi Dom, I have Hot Feet (also at level 8 ) but it is a power I don't really like that much... I often forget that I have it toggled off most of the time. It's only in my build as a place to slot a set bonus and because there wasn't a comparable power (at that level) I felt would help the build more. The only other comments I'll make on the Fire/---/--- build; There may be too much focus on +Recovery, YMMV. Blah blah blah Perma-Dom-Endurance-refill fishcakes. I have only the default slots in Health and Stamina. I grok the defense bonus from 6-slotting Fire Imps with Expedient Reinforcement, but I stop with 4-slots of Expedient Reinforcement and add the Soulbound Allegiance %BuildUp
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I don't want much, as I'm pretty happy playing with the game as is, but since you are granting wishes: Can I please have some Enhancement sets which scale levels 10-50 (preferably Very Rare, but PVP would be accepted) for Fear and Taunt powers? With some specific suggestions: Fear: I'd like to have the set include a %proc similar to Contagious Confusion, so that single-target fears can have the possibility of hitting multiple targets. Single target fears are IMO, not particularly useful so adding such a %proc would increase their utility across more content. Folks that like AoE Fears can also get utility from such a piece. Taunt: While I like the set bonuses that come with Mocking Beratement, I feel like a Very Rare set that offers MOAR +HP, +Defenses and +Resists (not S/L) would offer MOAR synergy with the characters that choose to take Taunts and multi-slot them. Taunts can come at odd points in a build, some need accuracy, so a lvl 10-50 set would be appreciated. If these are too much to ask for... I'd be happy with the Fear request being filled.
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Bane build question - What power to take?
tidge replied to KaizenSoze's topic in Arachnos Soldier & Widow
If you are satisfied with your attacks, I suppose you could do worse than CT: Offensive. It looks like you could slip in a 5th LotG +recharge piece if you wanted by using a different pool power. There are some other things in your build that I'm not crazy about. I won't call for a pogrom, but I will mention: I think Hasten is taken too early in the build. If that's where it fits, I understand... it's just that I've found on almost all my builds that it is a net negative (burns too much Endurance) to have Hasten below a certain level, and that it isn't as important for low level content (where most available attacks already have short recharge times) I'm not crazy about the slotting of Stamina and Health. TLDR: My experience has been that if a build is really on the margins such that those choices for both Regeneration and Recovery are truly impactful, there is almost certainly something else I can do with the build to improve performance. -
What kind of hardware is necessary to run high graphics?
tidge replied to Chaos Ex Machina's topic in General Discussion
I didn't intend to start a red v. blue debate... decades ago I had a decent card from the company I will no longer buy from, and I was quite disappointed by my last experience. When I am replacing video cards, I rarely go close to the cutting edge... if I had spent more time searching user experiences (and not tech reviews) I could have saved myself a LOT of grief. -
What kind of hardware is necessary to run high graphics?
tidge replied to Chaos Ex Machina's topic in General Discussion
I run (on a PC) with an NVIDIA GeForce GTX 1650, and have no problems during MSR or Hamidon raids. I don't do anything like over-clocking. I don't mess too much with CoH game settings, but I have had no reason to 'gimp' them. My (gaming) experiences are with 'full size' desktop PCs; in my circumstance I also use these machines for what I would describe as the 'high end of casual PC use': lots of office work, a fair amount of audio work, gaming (but nothing really cutting edge), and a smidge of video (re)work. I have some experience with smaller systems (including more 'embedded' variants) but no relevant information for trying to video game with them. For a while I was using an AMD Radeon RX 560 and I had nothing but problems with the AMD Radeon. I'm not much of a PC gearhead, but I know how to replace the various guts of my PCs, how to manage drivers, how to pay attention to diagnostics, and how to follow directions. I'll never buy another graphics card from AMD if I have a choice. It didn't play nice with its own drivers (and overly complicated software), it liked to overheat, the default settings were simply stupid. I keep part of the original packaging just to remind me to never let this vendetta slip. The Cryptominers using graphics cards are quite problematic for us gamers. This is one area where I try to buy brand new (never refurbished), and on a new machine the video card is the first element that I'd recommend that you go "bleeding edge" with, because (unless you burn it up it) can last you through many generations of both games and video. After the video card, try to make sure you didn't gimp your rig's power supply. A power supply 'on the margins' (or simply 'flaky') can cause issues for your video card. -
For Scrappers, Stalkers, and VEAT: I prefer Provoke (Presence pool) over the single-target Confront variants... the circumstances where I want an auto-hit on a single target, as opposed to grabbing more AoE aggro with the Presence pool attack (albeit with a chance to miss), are extremely narrow. If I really want to pull aggro from a teammate against a single target, I had better be doing more damage to that target.
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I was going to write "The only change Stalkers need with respect to Build Up is that the Gaussian's enhancement set should scale over the full range of level 10 - 50", because I can't imagine NOT taking Build Up and NOT using at least one piece of the Gaussian's set in it. However... Even when playing low-level SF/TF where I lose the set bonus (and quite a bit of global +Recharge) I find that the Build Up is still key to DPS, in both solo content and team PUG.
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Take a look at the current slotting; Endurance recovery (positive or negative) isn't a factor in my suggestion.
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>fingers in ears< ....la la la la la... ...not listening.... >fingers in ears< To offer some explanation: The core mechanic that I don't like about Fury is having to maintain it to maximize performance. In a game that includes chatting and travel between missions, I like that it is possible to invest in a Dominator (to maintain perma-Dom) without having to be hyper-active.
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I would defer to @Bopper but I think you will get more mileage from replacing the (second) Numina's Healing piece (in Health) with a single Power Transfer %Heal in (Stamina)... unless that piece is already hiding somewhere in the build. IIRC it is 3 PPM, which may be a better return than the extra regeneration (plus set bonus) from Numina's.
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Is this assessment of Robots based on a sliding scale of some sort? 'Bots has a slotting problem: in order to make their ranged attacks most effective, their KB needs to be turned into KD (for patch damage) which eats a slot, and the primary doesn't have a "Gang War" power to slot the Aura pieces. But... The Soulbound Allegeince is a fine piece, and the KD is a very nice soft control mechanism. These aren't classic "%damage procs" but I leverage them. As far as attacks from the MM itself, I think Photon Grenade can have a KB->KD piece and a %resistance debuff, which helps the 'Bots (probably more than a %damage proc would help). IIRC I use the MM attacks (on 'Bots/Traps) primarily as soft control/debuffs. Edit: as @Coyote wrote: I wouldn't take MM attacks before lvl 32 unless I had a very specific concept/reason.
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As @TygerDarkstorm wrote: I'll simply toggle the stances/shift orders for those times where the enemies are controlled and not seen as a threat.
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I hesitate to make suggestion on Dominator builds, mostly because any given build can be a balancing act for achieving Perma-Dom. I'll make just a few small comments/questions. I like @Coyote suggestion to franken-slot Terrify, except that (if the build doesn't have it elsewhere) for cones I prefer the Overwhelming Force Damage/Knockdown piece to a single Ragnarok. Honestly, I wouldn't chase Knockdown in Terrify rather I would try to increase the range of the cone instead. With enough Inf, ranged cones are good places to consider using Hami-Os. My experience: Once you have perma-Dom, you don't need extra Recovery from Numina and Miracle in health. I encourage you to try unslotting them first to see how you play. While leveling up, you will need extra recovery, but a level 50 Dominator build should not require them... even exemplared. Doms can run HOT, but the Endurance refill from Domination should be able to cover your expenses. If you really benefit from more Recovery, the Miracle piece should be enough. I'm not a great fan of Patron pets. I understand the set bonus (+Recharge) that is coming from the slotting. How do these play for you? One comment on Perma-Dom and Global Recharge from set bonuses: If you are getting 5 10% bonuses from Very Rare sets, you can always hold off on catalyzing the ATOs, this will prevent them from pushing past the cap of 5, as they have slightly lower bonuses (e.g. 8.75% global Recharge) when un-catalyzed. Typically this isn't neccesary, but it is an option for some tight builds.
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I don't think I could be persuaded to play a ?/War Mace Tanker, but for a particular reason. I wanted to try War Mace (especially after the Tanker updates), but the way I wanted to play the character concept had me go old(er) school and roll it up as a WM/Invuln Scrapper instead. I feel like I gave up a little on the AoE-side, but for most content I play the rest of the team will have that covered anyway. Similarly, I didn't want to specifically ever have to fill the role of a "tank"/ The need for +Recharge is real, but now that I have one War Mace character, I don't think I'm likely to roll another unless a specific concept hits me.
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My initial reaction is that for a Farming character, the accolades are probably not necessary. Several of them can be picked up rather quickly with PickUp Groups. Depending on if you go Red/Blue will determine how fast you can get the other ones... this is primarily based on which 'defeat' badges you need. I will take you at your word that you also want that farming toon to "contribute on teams outside of AE." The truth is: any toon can contribute to (or be carried through) almost all game content. I don't have a "fire farmer" but I've played with several in PUGs... if there is a common behavior I see with such characters in regular content that is nothing like a grievance, but has more of a 'shake my head' and watch them learn... it is a mix of: The fire farmer can't resist a variety of enemy attacks <- not unexpected, but often comes as a surprise to the unitiated The fire farmer plays "slow" <- often "I'll just stand here" The fire farmer tries to "corral" <- which is IMO just another variant of "playing slow" All of these SMH effects are best addressed by simply changing play style when outside of AE. PUG will tend to move quickly, especially on TF/SF. With damage auras, it is easy to get in over your head when trying to race through a map, as you will be causing a lot of aggro. You may have to wait to be summoned to the points of interest, or you can opt to play with the characters that aren't racing to the end to click a glowie.