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Everything posted by tidge
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Other folks have covered the advantage that VEAT bring to teams (and themselves) which is a strong selling point. I like both VEAT because (aside from rather gimpy alternate MM builds and certain HEAT choices) they are pretty much the only class that allows for truly alternate builds on the same character that can offer different, yet effective play styles. I leverage the alternate builds to explore the different paths and configure the VEATs to play differently, depending on my mood.
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Here is another specific practice I employ when trying to "RNG into the piece I want". This is generally more applicable for ATO (for reasons I will explain) than for Purples or Winters, but here goes: If I have a build that wants many pieces from both ATO, or I have a build that wants MULTIPLE Purples (disclosure: I almost never use multiple Winter sets in my builds) Using the converters to flip between ATO (by AT) rather than within a set is a reasonable way to fill out at least 2/3 of the sets. The ATO are easier because it is just 2 converters to flip back-and-forth between sets for the same AT, whereas there may be lots of Very Rare sets that do not interest you. This doesn't help avoid the issue of trying to fill a specific gap via converters, but the feeling of satisfaction of filling 80%+ of your build via RNG far outweighs any annoyance felt about trying to get the last 20% (or less) of teh build.
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I'll just add this bit of personal practice: There are certain sets where I will NEVER try to convert from uncommon to rare because the odds of getting another common are practically guaranteed (at a particular level). Those get a random roll on the uncommon table first. Hello Snipes.
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What's the story with the Shadow Shard, in-game?
tidge replied to Vanden's topic in General Discussion
When the Shadow Shard was first introduced, there were "Invasions" of the lower level zones, similar to how the Nemesis Invasion event happens. It would be something different if occasionally we'd get those events again. -
Amen. Frankly, I don't see the need to "balance" the range of Snipes (Fast or Slow, Epic/Patron or Primary/Secondary) when the enemy AI allows for (and practically forces) running, and the maps allow enemies to go to some pretty weird places and some extreme distances. I'm not calling for changes to maps, and I don't really know what if anything could be done to affect the AI... at least we are no longer playing with the AI rules where a "stunned" enemy 'stumbles' off at Mach 2! I grok the desire to enforce some sort of arbitrary offensive "balance" between player ATs, but from my PoV being able to single-target a runner strikes me as the "DPS AT Option" for dealing with them, as opposed to "Control AT Options" like Holds and Immobilizes or "Taunt AT" options that can prevent runners in the first place.
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Here is my favorite Blaster. My "concept" isn't radically original "Mystical Channeling of WEIRD FORCES", but I avoided explicitly copying a costume and name from anyplace. There is one element of the costume that could be considered a dead giveaway of the specific initial motivation, except that the costume builder doesn't precisely allow what I wanted 🙂 This build plays fine while 'Blapping', but it excels at range. The crunchy concept is: Blaster Offense, with Defensive options coming from ACTIVE (clicky) powers. Think "Spell Caster" as opposed to "(only) passively getting bonuses from Enhancements" The offensive spells are primarily Umbral Torrent, Moonbeam, Gloom, Arcane Bolt. I use the T9 Blackstar when soloing, or when a PUG 'needs it'. Chronos is on auto. Aim is only used when I want it (usually to boost damage of Moonbeam, for the 12 seconds Chronos isn't boosting it). Future Pain is a compromise for my play style: The bonuses from Hecatomb are too good to pass up, but I only primarily use it against a hard target that is (a) close by and (b) subject to Time Crawl. It's a power to remind enemies that if they REALLY want to get into my face, I have a specific attack JUST FOR THEM. See also End of Time. The (active) defensive spells are Time Wall, Timestop (to achieve Time Crawl), and Life Drain. Some caveats: The build has too many attacks to be considered "finely tuned". Arcane Bolt got a significant upgrade in the most recent issue, which was surprisingly nice for this build. Note that the many attacks of the build means it can shift from 'shoot at range' to 'deal with being swarmed'. Hami-Os are not that expensive for Papa DeepPockets. The Level 44 power is "Dealer's Choice". I wanted a (potential) -Res power that offered a chance for slotting decent set bonuses. I feel like the concept could really use the (now improved) Spirit Ward, but frankly adding it to the build as early as I would want it (to help with lower level PUG content) would IMO hurt the individual performance of the character. I rarely click Hasten. It's strictly there for content when I want slower-charging powers available more often. It's "perma" if I put any effort into setting it up to be retriggered. The build would be as effective (for my play style) with a different power The Kismet piece in Maneuvers is a bit of an oddity. It only contributes +ToHit when Maneuvers is active, it's primarily there to boost damage from (Fast) Moonbeam... although I'm not knocking the additional +ToHit. While leveling up, I would include the Kismet piece earlier in the build to improve accuracy ASAP, and worry less about set bonuses and defenses from Weave. You can of course swap (or completely alter) the slotting of Weave and Maneuvers, but the "defensive bang" from Reactive Defenses is greater in Weave. Keep in mind, my playstyle for this character is at range in PUG, so allies aren't getting the Maneuvers bonus unless they are close to me. I am this close to changing the slotting on Moonbeam, to make up for the loss of range on (Fast) Snipes. My slotting of Umbral Torrent has greater range than the (Fast) Snipe, which just seems WRONG. Hero Plan by Hero Hero Designer 2.23 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Dark/Temp Mistress: 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 -- DfnBrr-Acc/Dmg:50(A), DfnBrr-Dmg/Rchg:50(3), DfnBrr-Acc/Dmg/Rchg:50(3), DfnBrr-Acc/Dmg/EndRdx:50(5), DfnBrr-Rchg/+Status Protect:50(5) 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 -- StdPrt-ResDam/Def+:30(A), Ags-Psi/Status:50(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 -- RechRdx-I:50(A), RechRdx-I:50(42) 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 -- UnbGrd-Max HP%: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) ------------
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My "worry" about far-roaming runners is exclusive limited to "defeat all" or needing to defeat the mobs that are required to complete an objective, such as: rescue the hostage defeat BossBoy and his lackeys final battles in certain arcs (I swear: CoT ghosts that fly away are easily the most annoying enemies in a final combat)
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What to make now to take advantage of new changes?
tidge replied to Bionic_Flea's topic in General Discussion
I have a (theme) Blaster with Arcane Bolt at a relatively low level (it is available for all TF/SF content); with my slotting for that character it was previously approximately as effective as my level 1 primary pick, but with the extra damage boost it is something I find myself selecting more often. I can't really tell that it is faster animating... if it is, I don't notice it as much since I would previously only occasionally use it as an attack for 'flair'. -
I fully admit to only casually following PVP discussions, and typically it will be in the Suggestions forum. Fo anyone that doesn't want to go back to page 1, my specific annoyance extends past just the loss of the range... it is that NPC snipers (with their full range) can hit me with their (extended) ranged attacks, and when they do, I can no longer 'slow snipe' them back (at the same range), without waiting for some time period to expire. To be even more specific, I was taking fire from an enemy sniper that had run from his original group location and was sniping me from the middle of a different group (that was not aggroed). This was Council, I can only imagine how frustrating Nemesis is going to be. I can think of all sorts of reasons to rationalize the game acting this way, but I don't like it... and the circumstance of mob aggro (see just above) break whatever illusion that could justify the game mechanics for me. YMMV.
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Even though there are a few instances of the following, mechanically I think CoH handles them clumsily. Stealth Missions - The closest is IMO Part 3 of The Strange Case of Benjamin A. Decker, with the Mayhem 'theft' missions as well. I don't really put 'Casino Heist' in this category. Core game elements like 'click a glowie', enemy perception, spawn sizes, power suppression... not to mention the concept of balancing rewards... all sort of get in the way of being able to design an appropriate mission where you avoid certain groups, "silently" take out others. I am not asking for Deus Ex type options, its just part of the 'world' that I imagine exists yet it is something we don't really experience.
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Frankly: I was Well Aware of the upcoming changes to Scrapper/Stalker Snipes, both in %proc rates, Range changes, %crit changes. It wasn't explicitly spelled out in the discussions I followed that Blaster snipes were going to be touched at all... so when the claim was made in a post subsequent to mine that ALL snipes were buffed... I was genuinely curious as to what I missed. Folk who make epic pronouncements and link to the patch thread (which I have read) but include a broad statement that there is a buff to a power where I am seeing some subtractions... I asked what I was missing. I fully expected to get either a response detailing how across Blaster primaries there was some re-jiggering and that explains the loss in range for (fast) snipes, or a flat out admission that the poster was wrong (ALL snipes DID NOT get a Buff) , and possibly edit the original post with the incorrect statement. I've been wrong about some things here, I've admitted it, I've made corrections to incorrect posts. It's not that big a deal to walk back an exaggerated statement, nor is it the end of the world to correct your own mistake without trying to blame the audience for reading what was written.
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Allow Universal Travel to be slotted in Sprint
tidge replied to kelika2's topic in Suggestions & Feedback
CURBS!!!! -
Widow's Mask Presence vs. new Invisibility
tidge replied to detour's topic in Arachnos Soldier & Widow
Ooo... I like. I have always had the opinion that we couldn't color the green stabby effect so that it couldn't look like blood, but some energy pom-poms or fisty-electic-crackle would be spiffy. -
Widow's Mask Presence vs. new Invisibility
tidge replied to detour's topic in Arachnos Soldier & Widow
So close! I felt like it was from a JLA cover... The collar told me "Zatanna" but the eyebrows and pout whispered "Modesty Blaise". -
Widow's Mask Presence vs. new Invisibility
tidge replied to detour's topic in Arachnos Soldier & Widow
I don't think the Concealment pool needs any further buffs (all Widow buffs accepted!), but it would be more awesome for me if the Presence pool's Pacify worked like Placate to allow the crits. BTW, is that Modesty Blaise as your avatar? Zatanna? -
I genuinely do not understand why you make blanket statements that are untrue. Blaster Snipes were not buffed. You could have just as easily not included that incorrect statement.
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So why bother writing "ALL Snipes have been buffed"?
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Perhaps you should not have emphasized: Up to that point in the conversation, there were only two posts on Snipes... with my lament about Blaster (Fast) Snipes being the only specific one. Perhaps you should take the level 50+5 enhancement out of jumping to conclusions, and reconsider the slotting in defensive posture before trying to contribute to the team discussion.
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You did, right after I posted the ONE thing about the patch that non-plussed me.
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Is the lack of followup explaining how Blaster (Fast) Snipes got a buff (when they lost extra range) an indication that there really was no Buff and that such a claim was incorrect? I am open to seeing positives to this specific change, but I can't find any called out in the patch notes.
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To echo, my comment on the Snipe changes was about the range reduction for my Blaster's (Fast) Snipe, not a complaint about a Scrapper/Stalker Epic Snipe's internal change affecting %procs. If someone can explain how a Blaster T5 primary power got buffed by the change, I will patiently read.
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I'm non-plussed about the "normalization" of ranges for (fast) Blaster Snipes. My annoyance was solidified during a mission that included Council Marksmen in a large room: I REALLY did not appreciate that my Blaster couldn't shoot back at them without either moving towards them or waiting for the Snipe to be slow... assuming that they didn't hit me and put me back into "fast snipe" mode.