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Everything posted by tidge
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My advice is to not worry about this one early game. Low level toons don't accumulate that much debt (if any). It is much easier to collect the debt badges at a higher level (more debt, and more tools to defeat enemies at high levels). Just mail your global account Revive insps instead. Also in the category of "not worth it until level 50" trying to accumulate 'IO crafting discount' tokens via day job badges. IIRC the most you can 'save' using such a token is 150 kInf (level 50 Very Rare), which coincidentally is almost exactly the lowest sell-to-vendor price for the cheapest two level 50 common IOs.
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Are there any candidates for which sets would get this hypothetical bonus? I am willing to wager that few players are willing to give up existing Defense, Damage Resistance or Global Recharge bonuses. Would players really chase a '6th-piece' bonus if it provided Endurance Drain Resistance? Are players going to 5-slot Control sets to get an Endurance drain resistance?
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/agree. This is where I end (no pun intended) up in almost all my builds. The 'functional relevance' of more regen is diminished by the ability to increase Defenses (and Resistances)...not to mention 'speed of defeating enemies', as opposed to Recovery which is (for the most part) completely determined by the player's style of play. (e.g. toggle choices, rapid button mashing) IIRC, the way Regen and Health interact: 12 seconds / Regen Rate = time between 'healing tics' (HP Total) / 20 = HP regained per 'healing tic' I believe that (unslotted) Health is already providing a 1.4 regen rate, so in the absence of any other regeneration bonuses the time between ticks provided by the Numina proc is reduced by about 0.6 seconds. Regeneration bonuses from non-heal sets are not uncommon LotG, Shield Wall both give 10% after only 2 pieces. Full disclosure: With IO sets, procs, accolades and power slotting I typically (end-game) plan to only have 2 extra slots planned to be used in Health and Stamina combined. If there is a power pick that provides Health/Regeneration or Endurance/Recovery I'm usually able to run with just 1 extra slot (almost always in Stamina).
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Stop the presses! New Headline! CoX gamer wants specific change for narrow class of enemies without taking advantage of in-game preventive measures!
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Add me to the pool of players that very rarely use the Numina proc, primarily for the reason identified. I encourage folks to review the effects either using MIDS or by the in-game mechanisms (and some unslotters/respecs if necessary).
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It is possible to 'buy' (create with salvage) two different buffs from a SG Base Empowerment Station: Endurance Drain Resistance Increase Recovery
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The zone that I think has the best music across all of its areas is Cap Au Diable. The New Haven piece is my favorite: the wonderful bit that sounds like a creepy brass group snuck into an equally creepy percussion solo session.
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IMO, VEATs benefit the most from having multiple builds (although once you go 'Crab', all your builds will have the pack). YMMV with other ATs. I have a multi-build Mastermind (more room for different power choices on that AT), and a few AT with a second build with Boosted/Not-attuned sets for moar powa. You can stop your 'leveling up' on the second/third build at any point; I have never tested to see if I could go back to an old contact that I had outleveled (assuming I stopped at the right level range).
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Slacker. Each of those 50+3 characters has TWO OTHER BUILDS for you to fully kit. Embrace the Ebil.
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I'm not the OP (and I'm ignoring the Endurance question for this specific reply) but I am a great fan of 6-slotting 'Build Up' powers with 6xGaussian's set... especially on high-(global) recharge builds. The set bonuses are very good for scrappy/blappy play, and the Build Up can be ready every 21-30 seconds with a nearly-guaranteed extra Build Up (from the proc) as well. One of the set bonuses is an extra (2.5%?) Recovery IIRC. I would look very hard at slotting three recharge reduction IOs. I think two (boosted 50+5) IOs are as practical a slotting as possible for recharge, for most (<6-minute-recharge) powers.
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This weekend I had a (correctly labeled) 'Defeat All Longbow' mission... but what a PITA. It was Regent Korol's 'Defeat All Longbow' (and stop Reeves from escaping).... I should have let him escape. The map contained the very tall, multi-level 'waste processing' Arachnos base room... filled with Longbow Spec-Ops. I spent an hour mopping up that map (at +0/x1!) because of their cloaking tech and tendency to fall off the ledges and ramps. The mission also includes new Longbow spawns... very frustrating.
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I'll just add this to the above: Once your toon has Incarnate abilities slotted, it is easy to run 45-50+ content at x8, which will improve your chance at those high-end recipe drops (while also netting you XP, Inf, etc.) Kudos to @Carnifaxand @Turric for pointing out something that may not be obvious to folks who 'casually' review builds posted in the forum: 'Expensive' IO sets are not always the best choice for builds. The biggest advantage of them IMO is that ATO, Purple and PVP IOs scale with level... but in terms of set bonuses (some repeating of Turric's post): Winter IOs: Generally for Fire/Cold/Slow resists (ad Defense), with an emphasis on Positional Defenses Very Rare (Purple) IOs: Generally for Global Accuracy and Global Recharge. These sets also tend to NOT have much emphasis on Accuracy as Damage. ATOs are a mixed bag, Global Recharge is a common thing to 'chase', usually with many pieces. PVP: A really mixed bag in terms of set bonuses (in PvE); I think it is safe to say that most post-50 'power builds' don't leverage many set bonuses (procs will be favored) There are quite a few 'bargain-priced' damage sets that offer strong Defense numbers, global Recharge bonuses, Endurance assistance. I have a couple of uncommon sets that I usually prefer over the rare sets: Mocking Beratement over Perfect Zinger, Undermined Defenses over Touch of Lady Grey, Thunderstrike over just about anything. Running level 50 content you should be able to afford entire (attuned) sets of these by simply selling common IO recipe drops to a vendor (~100 kINF each at level 50). On Marketeering: I can understand how folks might find spending time in the auction House boring... but what are you doing with your (uncommon) recipe and salvage drops? Invest some INF to craft and convert the uncommon recipes and you can get a much better return than just selling them to a vendor. Rare recipes can make a profit as well, but the salvage investment cost is much higher.
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I'm not familiar with Volcanic Gasses, but I have only found a few limited instances where slotting proc(s) into holds was a better choice than just trying to improve Global +Recharge via set bonuses.
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I have separate tabs exclusively for "Help" and "General". "Combat" has been modified to only look at (non-healing) attack rolls. I'll modify this when I am studying damage effects. I.e. "Who is hitting me for what?!" Private, GM and SG Messages appear in every other tab: "LFG" is LFG + Zone events + Broadcast "Personal" is used in missions. It has the the cut-scene, NPC dialog as well rewards and the team chat. I like having a 'log of the world'. If warranted, I usually have another tab for "Pets", if I want to see exclusively what is going on with the pets. AH messages are unevenly applied. Usually those are in "LFG".
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I will typically only run my Primary/Secondary toggles 'all the time'. Often it is in these where the status protection is coming from, as well as some unique effects modulo the AT and the set. Tough is almost always the last toggle I activate. If Endurance isn't an issue and if I am specifically facing S/L damage I will have it on. I happen to think that S/L resistance is over-emphasized in a lot of builds. Capping S/L resists may mean something in farms or specific content, but the game isn't as focused on soaking S/L damage as you might think by reviewing certain builds. I rarely run with Combat Jumping on, as I weirdly like to have Ninja Run on all the time. I try to have Immobilization resists without relying on Combat Jumping. I will keep Maneuvers and Weave on, as those are contributing to my defenses. Other Leadership toggles depend on teammates and/or content. Many toggle powers act as mules for my builds, whether they are run or not. Inspirations (Purples first, then Greens, then Oranges) are perfectly fine choices to make over running toggles.
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Armour Set T9s. A Discussion Of Their Design
tidge replied to Nanolathe's topic in Suggestions & Feedback
I want to congratulate @Nanolathe for doing a good job of summarize the 'feels' around the Armor T9s. I can only write for myself, but here I go: The only times I've taken a T9 from an armor is to use it as a IO mule. I suspect someone is muttering"But power sets aren't balanced around IOs!"... I don't care. That is the only value I have ever gotten from them. At this point in the games lifecycle I don't understand the appeal of trying to re-jigger a T9 power as if we were going back to "Issue 0". We have IOs, we have teammates, and we have Incarnates. IMO the T9s should contribute to making the player more self-sustaining. Improving the 'Panic Mode' utility of the T9 powers has no appeal to me. The Pool powers already include powers that can be used as 'Panic buttons' but with no downside (i.e. crash) other than the requirement to pick other other powers from the pool. I'm thinking Unrelenting, Rune of Protection and Epic/Patron powers such as Shadow Meld, Physical Perfection (not really a panic button, but I hope the point comes across), et al. T9s should not be less appealing than a second or third pick from a power pool.- 67 replies
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Ah, I see the logic now. Thanks folks.
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I only add the Perfect Zinger %Psi to the longer recharging (or AoE) attacks. On faster cycling attacks, there are probably better uses for the slot (even if it goes to another power). Your idea isn't a bad one to try to get some more damage and I am not familiar with Katana so check your spreadsheets! I usually end up 6-Slotting Taunt with either Mocking Beratement or Perfect Zinger depending on what I am chasing (certain Defenses or more Global +Recharge). I have also used a slight frakenslotting of 5xMocking Beratement and the %Psi proc for those times when the extra Global +Recharge isn't really going to matter and I want a 'ranged' attack. YMMV but for most of my builds the bonuses from the common Mocking Beratement set are better than the rare Perfect Zinger. +Endurance, +Defenses and +Recharge FTW.
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What enemies do you find most difficult/what kills you the most?
tidge replied to Peacemoon's topic in General Discussion
Large spawns of Soldiers of Rularuu or Animus Arcana are most frustrating for most of my solo builds. Somehow I feel that a significant fraction of the "I want the game to be harder" players aren't challenging themselves against these enemies at +4/x8. The most annoying 'classical' content for me at higher levels are the Nemesis Snipers. Their great Perception and Toxic damage can mess with the flow of an otherwise smooth mission run. They also are in the category of 'I'm not moving, you're moving" mob, so you pretty much have to get to them. Sappers are only annoying for toons that don't build for Defense. By the time they start appearing in missions many (post IO set) builds can have have this covered... or they can spam holds... or can spam nukes. My experience has been that while Sappers have the miraculous ability to spawn behind columns and around corners, there aren't that many of them which appear in any given Malta spawn, unlike the Gunslingers. I find the Gunslingers more annoying because they also tend to stay wherever they spawned and each will eventually hit you with their special ammo. -
Well excuse me for mistaking @Omega-202for the OP... I actually didn't consider that a different poster would enter the thread to criticize my (original) very limited number of comments without actually having anything to say on their own about the original build, except that they approve of the slotting of Longfang (and strongly disapprove of my slight disapproval)!