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tidge

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Everything posted by tidge

  1. Can you tell if it is behaving like it does in Tactics for Masterminds/Crabberminds? While levelling, I think I had it slotted but really couldn't see much effect (this was pre-Homecoming update). If so, this would be a good place for folks to try it. In my Invuln/EM case, Invincibility is where I have Reactive Defenses 6-slotted, and I'd hate to break both 6-slot sets. Reactive Defenses is a hefty recharge bonus (not strictly necessary for a Tank) but Gaussian's final set bonus are defensive bumps.
  2. I'm not a fan of the movement binds because of the potential interruption to queued powers. Right now I only play one toon (a Dominator) where the recharge time of two powers I want on 'auto' are somewhat close enough that I even consider multibinding (Hasten, Domination). In the case of my Fortunata, Mind Link is for her allies... not for her (unless facing some serious +N content)... I find the cast time to be too excessive in most play!
  3. If we are simply posting anecdotes: I just used a lvl 50 respec on a scrapper to add Hasten. The attack chain did not *need* the global recharge, but with Hasten (now perma) I have the Build Up available much more often and I can alter the attack chain to improve DPS. This is pretty clearly a min-max situation (maximize D, minimize S) to improve the beating capacity of the Scrapper. 'Sub-optimal' may be 'Sub-jective'. I agree that the DPS and Tank classes may not need Global Recharge to 'feel' like their AT, but each of them has access to one or more long-recharge powers that can feel 'defining' to the characters. I'm a little disappointed to see Crabberminds left off the list: They have access to Mental Training (the non-hasten Hasten) but (perma) Hasten is what allows them to have their full suite of pets (including a Patron pet) available every 4 minutes. It isn't fair to call this 'perma pets' because of the nature of the summons but the ability to respawn them immediately after the power expires is an extremely desirable feature of that build decision.
  4. Even before the allowance of ATs to play either side, Scrappers were filling many of the roles of Tankers blue-side. With the ability of many ATs to now 'soft cap' defenses through IO set bonuses, the ATs that can AOE large spawns (before an individual enemy makes enough attacks to force a streakbreaker), the dedicated role of a Tanker is diminished. True Tanking requires looking out for all the members of your team and it isn't just moving around while not taking damage. It's also more than just taking the alpha strike. You have to be watching the bars of your team and quickly adjust to targeting *their* targets. It is a lot of work, and ideally the only way the team can recognize the Tank is doing a good job is because they hear the taunt effect and realize they aren't being held/hit by enemy attacks. A balance has to be struck between following and leading. Nobody wants to wait for a tank to gather aggro anymore than they want to wait for a Stalker to AS, or a Blaster to Snipe the bosses. Nobody wants to see a Tank run off and grab aggro of 16 random enemies while leaving certain enemies alone. Tanks can be fun to play, but the general trend of the game has been moving away from them. The recent Homecoming improvements to damage, arcs, and AoE has offset some of it, as it is easier to get aggo by attacking, and the speed of 'arresting' enemies is increased. Prior to this change, the only real 'improvement' to tankers I can recall was removing the 'rooted' requirement for sets like Invulnerability. I think fixing the 'DE Swarm Aggro/Fear' mechanic was a good thing (even if it was seen as a nerf to Fire Tanks), and I understand the change to the Aggro cap (even if it removed a lot of the fun of playing a solo Tank).
  5. As I wrote in my original post: I haven't dedicated any brainpower to "how" to give Tankers an ATO piece that makes them be better Tankers, it's just that it feels off that the Tanker ATOs only go in the secondaries (for the sets I am most familiar with). It seems clear that the intent of the Tanker ATO procs was a step in giving the Tanks *something* that makes them better Tanks. My peeve is all about the fact that there is usually a clear divide between what Tanker primaries do versus what the secondaries do and that the ATOs are essentially locked into the secondary. This bad vibe is roughly along the lines of the Mastermind ATO complaint.
  6. While this is a cool idea, I just wanted to note that I often target through the pets during the chaos of invasion events or Mothership Raid bowl parties. I agree that the Purple Patch has a brutal effect on Mastermind Henchmen (and many other pets), and that it would be nice if in certain Incarnate content the T1 pets could contribute more than just being HP sponges. One thing I want to write (this may come across as a "you're playing it wrong" but that is not my intent) is this: As a character levels up your expectations for your powers should change. You may have to figure out new ways to use the tools you have. This is especially true of MM pets. The T1 guy was your first friend, but as you make more friends he just doesn't level up like you do. Some options for your T1 pets as they start to lag: Consider slotting a KB -> Knockdown proc in the T1 pet. This gives them some control that many of them don't otherwise have. Bots can use Sudden Acceleration, all other MM primary pets can use the Overwhelming Force unique. Consider running the T1s on defense, to maximize your Supremacy. At level 50, you can slot the Soulbound Allegiance: % Build Up in a tier of pets and all of the pets in that tier get the chance.
  7. I grok that this is a proc thread, but there are commonly used (non-damage, non-spawning) procs and globals that get slotted in Autos (Panacea, Performance Shifter) and Toggles (Kismet), so if I want to wish for a different sort of slottable bonus specific to Tankers... I'm sorry that it makes you red-faced that I chose to make the suggestion in the ATO thread! Some Tankers could use more defense, and some could use more resists... especially while leveling, especially when they don't have slots for full IO sets. The ATO sets aren't just for level 50s. Like others have written, I'm also generally non-plussed about the nature of the progressive set bonuses and the somewhat unimaginative boosts for many of the sets but those have nothing to do with procs, so I left those comments on the cutting room floor. I don't think it was 'asstastic' for folks to make those comments.
  8. Running x8 content, you would be surprised how often the RNG rolls in the range 95% - 100%.
  9. Lots of good advice in the quoted post, I quoted some of the bits that I think get lost in the discussion about choosing procs. The parts about damage are especially relevant IMO.
  10. I only rarely Frankenslot, and so most my experience with Hamidon Origins is limited to powers for which I've only invested a single slot, but which I expect to use anyway. If I really want larger bonuses and my build can't spare a second slot... I just combine HO to increase the bonuses. IIRC the max bonus for something like Acc/Dam is +38/+38. Off the top of my head, the only character for which I purposely have only a single slot in a power I regularly use is on a Dominator's secondary T1 attack. That particular choice was made because for flavor reasons I went overboard with the controls... i.e. my choice to invest slots elsewhere.
  11. AFAIK: Global Recharge does not affect the "To Proc" chances. +Recharge is a proc itself (that contributes to Global Recharge) If there is a rule about slotting /Recharge into a power, it roughly translates as: Don't slot so much recharge in a power that the power's 'inherent' recharge drops below the proc rate. Some powers (like Blood Thirst above, if it is like other 'Build Up' powers) have such a long recharge time that I don't think it is possible (because of Enhancement Diversification) to ever get it below the proc rate. Some powers (typically T1 and T2) have such short recharge times that you accept the tradeoff if that is where you 'must' slot a proc for a set bonus. I typically run into this situation with ATOs.
  12. A copy from one of my earlier posts, where my conclusion was that it was not likely market manipulation but the uncommon salvage was artificially low: The supply of cheap uncommon salvage could have dried up simply because AE farmers may have switched their INF-making tactics to use the AH instead. IIRC the common: uncommon : rare ratio was 22 : 5 : 1, which may imply that yellows have been bargain priced for a long time! My personal thought is that it would take a lot of effort (in buying them) or apathy (from not bothering to list them) to dry up the supply of commons, and rares are already in the ballpark of the seed price... so if the largest source of salvage (AE farmers) switched tactics I wouldn't be entirely surprised to see yellow salvage in the 50K - 100K range. My observations in the late-April-2020 market (not working niches, not really buying, but just crafting and selling drops) are: The price of "direct-from-merit" items has dropped. I bought many discounted enhancement boosters over the weekend for a new level 50. Converter prices remain low, even though I often see the last 5 price is occasionally 90K -100K each. I glanced at Catalysts and it looked like they hadn't moved much... I didn't get any bites at the price I wanted to pay. Defense sets like LotG seem quite depressed, while Reactive Defenses seems to have jumped. In some cases it looked like the relative value of the sets had flipped. I often 6-slot Reactive Defenses, so I'm not surprised at the jump but this isn't how the market had been pricing them. I think that the Defense sets balancing out is a sign more people are getting into the market. Healing set prices were quite depressed, even sets like Preventive Medicine (another good 6-piece set). Adjusted Targeting: Recharge saw a nice jump. Folks with Mind Link may have taken my advice and bought up the supply... Gaussian's Fire Control set prices were depressed. Generally, across the board the rare IO prices were at the lowest they had been for a long time. RNGsus was toying with me this past week: I ended up with many more PVP recipes than Purples (5:1) than I expected (3:1) so I sold PVPs and bought the last few Purples I needed: PVP prices seemed standard, but I don't venture into this market much except when I want to clean out the SG base or leverage the market to catalyze some for low-level toons. I did only a small amount of roulette and sold all of them above 10 MInf, which seems right. The Purple market looked normal (long term bids had filled low, BIN prices around 20 MInf) although there were some odd pockets that I exploited (but only to save Inf and to invest in a future build) For larffs: I also ventured into the Inspiration market to get another WW badge and it was the usual hilarity. Nothing to report except that it always brings a smile to my face.
  13. Lord Recluse didn't have his 'towers of power' when facing Marcus Cole in that solo missions... although come to think of it in the last mission of "Who Will Die?" Lord Recluse doesn't seem all that Incarnate either. I agree that these missions don't need to be boosted just because full-kits of Incarnate players can finish them. As much fun as it would be to have the entire Grandville map descend towards the towers while the players are attacking the towers, we actually do want to have missions in the game that DON'T require full-kit Incarnates to complete, especially when the reward can be a synthetic HO.
  14. I have Hot Feet (on my Fire/Psi/Psi) and at high levels I resent it because it make the mobs run. At low levels I think it is more useful, but I suppose it depends on your defense values. I have the snipe, and often use it for the runners who escape the holds. Bonfire can also take a +Recharge proc which should fire 100% for you. I see you have Hasten 3-slotted; I think that at level 47 you can get by with 2-slots of 50+4 recharge with only a slight decrease in recharge time (which may not be noticeable).
  15. A historical point : 'mob' is IIRC historical shorthand (at least dating back to the 1990 MUDs) for 'mobile', which would be any enemy... as opposed to mob being a cluster of enemies.
  16. I took a look at my lvl 50 Mastermind (Bots/Traps) which is a concept character but slotted as a sort of Tankermind (keep reading). On that toon I took Tough/Weave as well as Mace Mastery (6-slotted with Reactive Defenses). Force Field Generator is 3-slotted (for Defense, doing almost all of the work) and I have Maneuvers (lvl 24) acting as a mule for Shield Wall. Tough is an IO mule (5-slotted) and Weave only has 2 slots. My oddball-Tankermind approach: Rather than using the Presence pool for Provoke, after lvl 30 I have Photon Grenade, Pulse Rifle Burst and Mace Beam Volley slotted for Knockdown and -Res (the Bots have KB-KD as well) to keep enemies in place for the pet attacks. I spam the attacks to try to keep aggro. One of the fun things about Masterminds is that they have a lot of 'skippable powers' (primary attacks) so experimenting with different Power pools is wide open to them.
  17. I will use the fighting pool to mule IOs if I don't have other power choices. I harbor a secret dirty desire that all characters could get an inherent power Toughness-lite (with a very small S/L resistance) that could be used to mule Resistance IOs. Defense already has too many mules IMO! That being written, I have several toons where I don't take the Fighting pool because it is unnecessary. For example: Fortunatas can already mule all the Resist IOs and can far exceed (positional) Defense soft caps without worrying about extra Defense from Weave. For Masterminds: if the desire is for a Tankermind, you probably want to consider how much extra defenses you can get from slotting of Tough & Weave. The pets themselves will act as a sink for distributed damage, so damage resistance (especially when it is only Smashing/Lethal) is deprioritized. Boosting your Defenses is much more important if you want to Tankermind.
  18. I've taken to 6-slotting the Gaussian set in Build Up type clicky powers for a while now, at least on toons where the damage boost is regularly desired. With the natural power recharge time on the order of 90 seconds, my high Global Recharge builds have the power ready just over every 20 seconds: The Boost lasts half of that time and the Build-Up proc is good for the first half of that. The recharge from the Gaussian set doesn't appear to diminish to the proc chances for build up. If you are tight for slots and don't want the full set of IO bonuses you certainly aren't required to 6-slot such powers. Some minor brain hemorrhaging was caused in the Blaster forum when I mentioned having Chronos (Time secondary) slotted this way and having put it on Auto. Personally: I'd rather have the short-recharge power I want triggered all the time on Auto than something with a longer recharge like Hasten... which is a better fit for a 'direction bind' IMO. I was accused of wasting the Build Up, but I feel that anytime I'm not doing damage as a blaster to be wasted time.
  19. A tank without taunt thinks he is this But really is this
  20. I think people have the wrong idea that Controller and Dominator procs are supposed to be a Lore-like pet that does a lot more than it does. Dominators and Controllers do have access to pets from Primary/Secondary power sets... the specific complaint about these two ATO procs feel a little bit too much like a spoiled child complaining that they didn't get a better car for their 16th birthday. Keep in mind that ATO are meant to be used over the life of a character and that are not 'rewards' for achieving level 50. I slotted the Dominator's Fiery Orb as early as possible. It collects aggro at a valuable clip that would otherwise go against the Dom, and serves a very useful purpose. My only complaint about Fiery Orb proc is also my complaint against the Winter set procs: sometimes the visual effect doesn't match my character concept. The Energy Font proc is one I slotted later in a Controller build. Over the life of that character I observed the font taking less damage, but I suspect that is because I already had strong mass controls by the time I slotted it. I can easily believe it is contributing to the magnitude of my controls. I have bigger issues with Tanker and Mastermind ATOs (could be ignorance, and I am willing to be educated): Masterminds: The options for slotting these are rather limited in a Mastermind build. I'm not sure what the fix is for these. Tankers: I'm disappointed that (because of the damage-power focus of ATO) one of the two ATO isn't specifically for the Primary. I understand that the primaries are different enough that it would be hard to figure out a way that best balanced Resist/Defense/Absorb. I suppose the tanker ATOs are also better suited for leveling builds and not end-game builds. I'm perfectly happy with procs for the Soldiers of Arachnos, as I suspect most veteran VEAT players are. A %Global damage proc will always be seen as gravy, and the %Fear effect is a nice control option for multiple playstyles (over the entire life of the VEAT).
  21. /bind n target_custom_near enemy alive
  22. Is the thumb in this analogy the forums, and is the hammer threads like this one?
  23. I'm usually seeing teams run Positron in the 10-20 level. YMMV. At level 10, I don't expect the tanks to have Taunt (since AFAIK, it is a level 12 power across secondaries). But at the lower levels, Tanks really shouldn't be going heavy on Attack powers, and all of the Primaries are probably not a good idea either... all these things take Endurance, which is very precious for Tankers. The P2W prestige attacks are probably filling attack chains anyway at the lowest levels. I suppose Tankers could be dipping into Power Pools, but for a Tanker to forgo Taunt to pick a non-travel pool power seems like a weird choice. One 8-player PUGs for Positron, it simply isn't possible to gather and hold the aggro of all the spawns using only an aura and punchvoke.
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