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tidge

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Posts posted by tidge

  1. I use both Ouroboros and the passcode exploit.. after resisting for a while, but it is simply too convenient because of the lack of recharge.

     

    Ouroboros to Independence Port is probably the one I find most convenient, even if it isn't too far from the SG base drop off.

     

    Positron 1 was mentioned as being more convenient for Ouro, but it isn't the only TF or arc. The ones that immediately come to mind are the Indigo/Crimson arcs where you have to check in with Crimson after every other mission. The talkie mission in Citadel is a bit of a toss-up (between Ouro and SG), as the fastest way to get to the contact is to port into Atlas Park and hustle to Steel Canyon.

     

    On the red side, if I am not confusing this with the SG drop off, the Ouroboros drop off in Grandville is inside the main hall, which is convenient for several missions.

  2. On 1/11/2020 at 3:08 PM, Sou1catcher said:

    So How should one slot this while coming Up and prior to Frankenslotting?

    I run it with 3-slots only, usually taking the power at lvl 24:

    Adjusted Targeting: Recharge

    Luck of the Gambler: Def / 7.5% Global Recharge

    Luck of the Gambler:  Def / Recharge

     

    This is just over 72% recharge. I've played with adding more x/Recharge, but I find that I only get  a second or two off the power's recharge time.  (no Hasten)

     

    Note: I usually have Reactive Defenses 6-slotted in Mask Presence, as the Endurance discount is more useful there.

     

    As I've written elsewhere: It is very rare that for my content that I even trigger Mind Link. My build will already have extreme ToHit bonuses and positional defenses will be capped (or just under) at normal content. The times I use Mind Link:

    1. I'm running pets (usually Lore)
    2. I'm playing with teams (especially when playing at lower levels or at very high-end content)
    3. I'm facing potential debuffs to Defense or ToHit

    Because I consider it to be somewhat niche (even if it can be great) I wouldn't hold it against any build that only single-slotted it. I would question going heavy into a Fortunata trying to make it Perma, as it really shouldn't be necessary for you to have it perma. Widows can get it perma much easier because of Mental Training.

     

  3. On 1/14/2020 at 5:57 PM, tafilr said:

    If I can front the billion INF and the time it takes to craft it all, what makes you think I need 138 million INF?  Not trying to be negative Nelly, just saying it wouldn't be for me. 

     

    That's 30-60 minutes of AE fire farming (I know, others can do that faster).  That's more worth my time.  /shrug

     

    On the flip side, if you could GET someone to do this for you, good luck!

    The above quote is my rational thought on the subject. My emotional reaction is that the proposal is extremely lazy, as a few hundred million inf is definitely not hard to come by. Farming isn't even the way I would recommend (although it is easily available) as the market can make the inf for you when you aren't even logged in to the game. Once you have the first 10K inf it is pretty straightforward to get the next 1M, and once you have 1M the jump to tens of millions is easy. Depending on the market choices you make governs how fast you can get hundreds of millions, but from my experience with *very* low-levels of AH use I've been able to double 200 million inf in about a week on low-level toons as they level up... and I am an extremely casual user of the AH.

     

    In less than a year of simply playing the game and playing the market my SG base is already loaded with IOs (ATO, PvP, common useful sets) that have been passed around different toons (as they level or simply try things out) or are just waiting for builds. Heck, I'm at the point of extra catalysts, unslotters, converters, and merits I will pull some 50+ characters out of mothballs just to craft/convert/catalyze/whatever ATO/PVP sets for try-out characters at lvl 7... so I suppose I am in the category that could 'easily' try to negotiate with the OP on the basis of the original proposal and I simply don't think would be worth my time.

     

    I'm a little surprised at the 1 billion inf estimate for any (single) build. I haven't maxed out all the ATs, (definitely no brutes or blasters) so I'm willing to learn something. I have a few builds that I've kitted out extensively; one is fully kitted in *both* the first two build slots (different power choices) and I think that one is probably somewhere around 600 million. If ATO sets are costing that much, then I suggest Pack/Converter roulette.

     

    Another note: if the OP is  including things like Boosters and Hami-O's in the estimates, those aren't things someone else is likely to provide 'at a discount' just because someone thinks the AH prices are too high.

    • Like 1
  4. On 1/7/2020 at 2:13 AM, Robotech_Master said:

    Something else I toy with is snagging Gladiator's Net (the cheapest PVP set, because few people care about Holds) ...

    I think the primary issue with PvP Gladiator's Net is that the same 7.5% recharge bonus is available from Basilisk's Gaze for 1 fewer slot. The Proc isn't terrible, but it is Lethal damage. I only have a few different characters with Primary set holds, and for their Holds I'm either franken-slotting or leaning into the ATOs. On the secondaries with hold effects, I usually don't have enough slots to dive deep into hold IOs.

  5. 8 hours ago, Sou1catcher said:

    OK I have a melee attack Rotation I think is working well. Follow Up, Lunge, Strike, Swipe, Repeat.  I find this works well for me. I have Spin in there as well but I don't use it as much as I thought I would.

    That was my initial leveling attack chain even as well. If you are committed to staying the same level as teammates who don't play as often, I recommend using Ouroboros (if you have access to a pillar) to do some low level arcs for 2xInf and merits, so that you can play the market. Things will be easiest if you can craft recipes as well. All builds benefit from IOs, and as soon as you can help yourself with the Endurance recovery the more fun the build will be.

  6. On 1/7/2020 at 11:09 PM, Caulderone said:

    edit:  I basically wanted Teleport for getting out of caltrop fields, so the Sorcery version works fine for that.  Either works for the minor utility purposes I envisioned.

    I won't knock anyone's choice of Mystic Flight, but my Fortunata build (and I assume other players as well) almost completely shrug off the Slow effect of Caltrops. (The no Jumping is still there). I was running 0x8 missions against the Sisterhood of Caltrops (Indigo's arc?) with no problems.

     

    One note about Caltrop users (applies to all enemy pseudo-pets): Confusing the caster turns the pet against the villains. You won't be affected by it and all villains will! Aura of Confusion is particularly fun when enemy caltrops are in play.

  7. On 1/5/2020 at 8:50 AM, sindyr said:

    My fastest time was 11 minutes 45 seconds. I can reliably hit 13 minutes plus or minus. (Superspeed helps.) This mission was the reason I asked the original question. 🙂

    It is definitely possible to routinely get faster times (at +0/0x8) without Superspeed (but with Ninja Run), and I find it depends on:

     

    1) Build: Having (pb)AoE to hit as many during an alpha strike as possible.

    2) Build: High defense (to ignore Tsoo attacking you during mission 3)

    3) RNG: The shape of the first map (I groan when I see one of the twisted 'spaghetti noodles')

    4) RNG: Runners in missions 1 (especially) and 2 (at least in mission 2 you can usually go fight another group while you wait for the runners to come back)

     

    I've had some VERY bad luck with runners in those first two missions. Tsoo Sorcerers an Guardian Spirits will come back pretty quickly but those chicken legs were made for running! I suppose turning down the team size for those first 2 missions would lead to better times as it can be difficult to immediately see which groups to defeat at the end of mission 1 (for large team sizes), and minimize the chance of runners.

     

    Often I will just speed mission 1 and then treat the other missions as farms (for the recipe drops), but sometimes it is nice to challenge personal bests.

     

    I don't bother with the team teleporter during the arc, I suppose it could shave some travel time before the first mission or between the second and third.

     

    Some things I found helps my times is to set up and use (Lore) pets during the not-quite-cut-scene dialogue at the end of mission 2. They provide extra attacks that are quick to catch the villains from those 2 spawns I may miss with my AoE. Another trick is to turn off Ninja Run at the end of mission 4 when descending to the final battle, as otherwise I get stuck on the 'Mot guts'. I always choose to 'save both', since its essentially a single click (of an AoE) that is likely to drop all the villains.

     

    Good luck, I am sure you can do better!

  8. On 1/7/2020 at 10:32 PM, ninja surprise said:

    Comparing SR to other sets is like comparing a reliable Japanese automobile to a classic English sports car. Lots of people like to put a ton of fix-up work and maintenance into their English automobile / armor set and they can get that highly polished turd to perform really well and they feel really engaged with all the clicking and slotting it takes to maintain.

    The VEAT Widow builds wave as the pass by.

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  9. 4 hours ago, Sou1catcher said:

    MY SG mates have tasked us to create a build that will Only be played in Team once a week. No XX XP boosters and no $$$ that wasn't earned/traded. No respecs till 50 altho Arachnos get one at 25.

     

    The idea is no tricks or gimmicks, just leveling together naturally.

     

    As you will be starting with essentially minimal access to (attuned) IOs, and until the free respec you only have the two initial pools This is interesting. If you attack too quickly while running toggles, Endurance will be problematic.

     

    I would recommend starting like this:

     

    lvl 1: Widow Training - Poison Dart (probably a safer bet than Swipe, and this will be the only ranged attack for a while)

    lvl 1: Teamwork - Combat Training Defensive

    lvl 2: Widow Training - Swipe

    lvl 4: Teamwork - Tactical Training Maneuvers

    lvl 6: Sorcery - Mystic Flight (not always my preferred travel power, but it is relatively low endurance and offers Teleportation as well.)

    lvl 8: Widow Training - Follow Up

    lvl 10: Teamwork - Indomitable Will

    lvl 12: Widow Training - Spin

     

    Here is where I evangelize for the Presence Pool. The build so far has an attack chain that will deplete you of Endurance. You will find that you are probably not going to be running both toggles all the time. The Presence pool offers a good amount of control options which you will not otherwise have until your respec. The Presence Pool controls are relative light on Endurance, IIRC.

     

    lvl 14: Presence - Provoke (If your team has a 'working' Tank, or a Scrapper/Brute that wants to have Taunt maybe you can choose Pacify...but Pacify is only good to get you out of trouble)

    lvl 16: Presence - Intimidate (Your first control power! It is single target, but it is something that your team may find valuable)

    lvl 18: Presence - Invoke Panic (A PBAoE control! That you can use while in Melee!)

     

    lvl 20: Teamwork - Tactical Training Leadership

     

    The team-imposed limits on buying/crafting IOs will make going slow for everyone on the team. Fear IOs are very inexpensive however! I would slot your drops as soon as you get them, keeping in mind that the dropped enhancements will wear out quickly.

  10. 14 hours ago, Steampunkette said:

    Arachnos.

     

    All of the Arachnos Bosses have resistance to every control type to some degree or another.

    Fair enough, but I was thinking of resistance across the entire faction and not just boss classes. There are several factions with bosses that have a higher level of resistance to certain controls.

  11. On 1/3/2020 at 10:23 AM, Galaxy Brain said:

    ...are there certain mobs where like, holds dont work but stuns do? Or other combos of that?

    I can't think of any faction with 'native' resistance to Holds, but there are a few other control sets that don't work on certain factions. From memory, Nemesis (and Rularuu?) have some base immunity to Confuse. Certain Longbow grant immunity to the minions from Confuse as well, and Malta robots have a large Magnitude resistance to Confuse.

     

    War/Werewolves have such a large Magnitude resistance to Immobilize that I don't think I've ever observed one stuck... possibly because they've run away already. They have no resistance to Holds or Stuns.

  12. One of the more annoying features of the AMD Radeon RX 560 I experienced was that the AMD software wanted to do a LOT more than it should have, instead of only having the option to run the graphics. For example, the AMD drivers and software interfered with the standard audio features of my PC. There was no way to suppress this either! One of the surest ways to trigger issues with the AMD card was to have audio running independently of any audio associated with a game. I really cannot recommend AMD products for windows users.

  13. 14 hours ago, Gulbasaur said:

    I took TD out in the end - the recharge time makes it less worthwhile. Psychic Tornado does knockdown (which is surprisingly helpful) and works as a proc-bearer - I put the -res proc and a couple of damage procs in it and it performs well.

     

    I'm playing around with my Fortunata build right now, removing Total Domination. I had put TD in the build quite late (lvl 38), so the following build moved up Aura of Confusion to lvl 38 and added Mu: Static Discharge at lvl 44. This added more AoE DPS 🙂 , but at the cost of Global Recharge 😛 (I had 5 slots in TD, including 7.5% Recharge from Basilisks Gaze)

     

    I tend to solo quite a bit, so I ran 3 types of (blue side) missions that I'm very familiar with:

     

    "Who Will Die?" SSA1 at 0x1 (lvl 20) <- This is a test of my attach chain and End usage while at a lower level to make sure I didn't mess anything up.

     

    Time: 7.5m , which is pretty standard for some extra fights and getting stuck on torches. The Mental Blast/Dominate/Psy Scream/TK Blast worked fine, with the Presence Pool as extra boss delay action.

     

    Heather Townshend's Dark Astoria 1 arc at 0x8 (lvl 50+3) <- This is usually my farming mission for Purple drops and Incarnate components but I ran this relatively quickly (minimal extra farming)

     

    Time: 15m, which is a pretty common time for this kind of run. I thought I was seeing more End usage than I expected, but after completing the final (stealthed) mission I farmed the map and didn't see any problems. The Knives of Vengeance tend to scatter, but I was generally satisfied with the extra cone AoE.

     

    Unai Kemen random defeat all (Hydra) at 0x8 (lvl 50+1) <- Really just to test the extra attack

     

    I didn't time this, but the Hydra map is relatively nice compared to some of his other maps. It took me about 4 extra minutes to find one of the patrols who went up into the trees! I like the extra cone AoE here, and I didn't see any weird Endurance usage.

     

    My general impressions comparing Static Discharge (with 5xOverwhelming Force) to Total Domination (4xBasilisk's Gaze and a Psi Proc):

     

    Static Discharge felt like it was hitting more targets than TD. My experience with this Fortunata is that on x8 missions, she gets good groupings of villains for cones and PBAoE. The AoE Hold wouldn't hit as many once the fight is engaged.

     

    I disliked losing the recharge time bonus from Basilisk's Gaze. I happened to have the Overwhelming Force set on hand, I can swap it for 5xPositron's Blast to get most of the recharge back. The build could use more AoE defense, but I didn't feel like turning extra Frozen Blasts into Superiors just for Live testing. Losing the recharge affected my core powers roughly like this (at lvl 50):

     

    Psychic Wail 45s -> 49 s

    Mind Link: 1m38s -> 1m47s

    Aura of Confusion 1m31s -> 1m41s

    Invoke Panic 20s -> 23 s

    Unrelenting ~3m -> 3m18s

     

    This isn't too bad on the attacks, but for Mind Link and Unrelenting it is a big deal! I usually run solo without Mind Link, but Unrelenting is a 25% boost to damage on top of the Healing/Recovery.

     

    If the Positron's Blast doesn't get me back to comfort levels of Recharge, I will do some testing replacing Static Discharge with Electrifying Fences, and slot EF with 5xGravitational Anchor (another set I have lying around!).  As Gulbasaur has pointed out, Fortunata's excel because of their control.. but this build already has a lot of control! The question is if I want more at high levels rather than a better AoE.

     

    Here is the rough current build. I'm not showing boosted IOs here; generally I've boosted Superior/generic IOs to improve Endurance costs. I usually have Ninja Run on constantly at all levels except against AVs when I will switch it off (to conserve Endurance) or switch to Combat Jumping (for extra Defense). Ninja Run gives the Fortunata the mobility to use cone attacks effectively.

     

    Spoiler

    Villain Plan by Hero Villain Designer 2.23
    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

    Click this DataLink to open the build!

    Diamonds Tweak: Level 50 Natural Arachnos Widow
    Primary Power Set: Fortunata Training
    Secondary Power Set: Fortunata Teamwork
    Power Pool: Flight
    Power Pool: Presence
    Power Pool: Force of Will
    Power Pool: Leaping
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Mental Blast -- SprDmnofA-Acc/Dmg(A), SprDmnofA-Dmg/Rchg(3), SprDmnofA-Acc/Dmg/Rchg(3), SprDmnofA-Dmg/EndRdx/Rchg(5), SprDmnofA-Acc/Dmg/EndRdx/Rchg(5), SprDmnofA-Rchg/DmgFear%(7)
    Level 1: Combat Training: Defensive -- Ksm-ToHit+(A), ShlWal-ResDam/Re TP(7), LucoftheG-Rchg+(9)
    Level 2: Telekinetic Blast -- SprSpdBit-Acc/Dmg(A), SprSpdBit-Dmg/Rchg(9), SprSpdBit-Acc/Dmg/Rchg(11), SprSpdBit-Dmg/EndRdx/Rchg(11), SprSpdBit-Acc/Dmg/EndRdx/Rchg(13), SprSpdBit-Rchg/Global Toxic(21)
    Level 4: Tactical Training: Maneuvers -- LucoftheG-Def/EndRdx(A), LucoftheG-Rchg+(13)
    Level 6: Fly -- Flight-I(A)
    Level 8: Psychic Scream -- Rgn-Dmg(A), Rgn-Dmg/Rchg(15), Rgn-Acc/Dmg/Rchg(15), Rgn-Acc/Rchg(17), Rgn-Dmg/EndRdx(17), JvlVll-Dam%(19)
    Level 10: Indomitable Will -- GldArm-3defTpProc(A), UnbGrd-Max HP%(19)
    Level 12: Dominate -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(21), BslGaz-EndRdx/Rchg/Hold(23), BslGaz-Acc/EndRdx/Rchg/Hold(23), Apc-Dam%(25)
    Level 14: Provoke -- Acc-I(A)
    Level 16: Intimidate -- Fear-I(A)
    Level 18: Invoke Panic -- GlmoftheA-Acc/Rchg(A), GlmoftheA-EndRdx/Fear(25), GlmoftheA-Fear/Rng(27), GlmoftheA-Acc/Fear/Rchg(27), GlmoftheA-Dam%(29)
    Level 20: Tactical Training: Leadership -- GssSynFr--Build%(A)
    Level 22: Foresight -- StdPrt-ResDam/Def+(A), LucoftheG-Def(29), LucoftheG-Rchg+(31)
    Level 24: Mind Link -- AdjTrg-Rchg(A), LucoftheG-Def/Rchg(31), LucoftheG-Rchg+(31)
    Level 26: Unrelenting -- Prv-Heal(A), Prv-Heal/EndRdx(33), Prv-EndRdx/Rchg(33), Prv-Heal/Rchg(33), Prv-Heal/Rchg/EndRdx(34), Prv-Absorb%(34)
    Level 28: Confuse -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(34), CrcPrs-Acc/Conf/Rchg(36), CrcPrs-Acc/Rchg(36), CrcPrs-Conf/EndRdx(36), CrcPrs-Conf%(37)
    Level 30: Mask Presence -- Rct-Def(A), Rct-Def/EndRdx(37), Rct-EndRdx/Rchg(37), Rct-Def/Rchg(39), Rct-Def/EndRdx/Rchg(39), Rct-ResDam%(39)
    Level 32: Psychic Wail -- Arm-Dmg(A), Arm-Dmg/Rchg(40), Arm-Acc/Rchg(40), Arm-Dmg/EndRdx(40), Arm-Dam%(42), Erd-%Dam(42)
    Level 35: Mu Lightning -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(42), Thn-Dmg/Rchg(43), Thn-Acc/Dmg/Rchg(43), Thn-Acc/Dmg/EndRdx(43), Thn-Dmg/EndRdx/Rchg(45)
    Level 38: Aura of Confusion -- MlsIll-Acc/Rchg(A), MlsIll-Dam%(45)
    Level 41: Ball Lightning -- Ann-Acc/Dmg(A), Ann-Dmg/Rchg(45), Ann-Acc/Dmg/Rchg(46), Ann-Acc/Dmg/EndRdx(46), Ann-Acc/Dmg/EndRdx/Rchg(46), Ann-ResDeb%(48)
    Level 44: Static Discharge -- OvrFrc-Acc/Dmg(A), OvrFrc-End/Rech(48), OvrFrc-Dmg/End/Rech(48), OvrFrc-Acc/Dmg/End/Rech(50), OvrFrc-Dam/KB(50)
    Level 47: Weaken Resolve -- AchHee-ResDeb%(A)
    Level 49: Combat Jumping -- LucoftheG-Rchg+(A)
    Level 1: Brawl -- Empty(A)
    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(A)
    Level 1: Conditioning
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Pnc-Heal/+End(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(50)
    ------------
    ------------

     

     

     

    Some comments on my choices:

     

    I don't worry about damage resistances. Against some AVs this is a costly strategy, but with what I've picked up from IO sets and the single Scaling Damage resistance, it is pretty much only AVs and GMs that take her out. The Preventative Medicine proc, Unrelenting and Rebirth Core have been more than enough healing when needed. I am usually running Hybrid Assault Radial, but I can switch to Hybrid Melee Core if necessary.

     

    I evangelize the Presence Pool for Widows. Unrelenting has been a better choice for me than using the Medicine pool, and I tend to convert green insps into red anyway. The PBAOE Invoke Panic (5-slotted with Glimpse of the Abyss) is not just a great control, but it also procs damage. Intimidate would be a wasted choice, but it is good for slowing down (Elite) Bosses. When teaming with Illusion Controllers, it is an extra stack of fear that helps! I have recently switched out Placate on this build to Provoke. Placate was used to let this toon run larger spawns at low levels, and can buy time against certain EB/AV (ehem, Valkyrie) when soloing for those times when you need a break. I've been on some teams recently that needed a Taunt, so I switched over to Provoke for now.

     

    This build is obviously a lvl 50 build. While leveling, I had some other choices (and IOs, obviously) that were more focused on control and hiding (if you can believe it),

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  14. I also dropped the Fighting pool from my Widow builds. The choices went into Presence pool (to get Unrelenting and Provoke) as the secondary can be used to slot resists and defense IOs.

     

    I need my PC to really investigate your build, but it looks like you delayed some very good attacks in order to take many mediocre (IMO, YMMV) attacks. For example, I used Subdue for a bit while levelling, but Dominate is actually a damaging ranged attack with a hold that is a good part of a DPS chain. I agree with G that you should take the nuke at 32.

     

    I usually don't take Mind Link immediately when it is available (usually a 3rd Pool choice is wanted before then) but I would never delay it until the 40s. Even when I don't use it for my own Defenses, it will take teams to another level for mid-level content. If you intend to only 2-slot it, rather than Def/Recharge slot the Adjusted Targetting Recharge instead. You lose a slight amount of Regeneration but the Recharge bonus is much higher.

     

    I'm curious about the feelings around Total Domination versus Psinado. I have avoided Psinado but opted for Total Domination instead. The AoE targetting of TD is not great, but I like having the chance to follow one Hold with another. Dominate cycles so quickly that I wonder if I really even need this. On my build I could pick another My attack instead... Any advice on this front?

  15. Healing does have a PVP set Panacea in addition to the very good Preventative Medicine (lvls 20 - 50). I keep hoping for a Superior set for Fear and Taunt. If Fear had something like the Contagious Confusion proc, I feel like the single-target Fear attacks would be slightly more effective.

     

    Taunts are already easy to multi-slot, and based on the four existing sets it is easy to see what a fifth Superior set would bring, with the only wild card being the proc. I suggest a % chance for -ToHit or -Damage for such a hypothetical set.

  16. Running content post-50 is necessary to get the XP to unlock other Incarnates anyway, so I find my Incarnates do some Dark Astoria farming. I always take the random salvage. Once you have a T3 Alpha and a Judgement, farming Dark Astoria arcs is easy for almost all builds.

     

    The Empyrean merits flow with extra levels, so there is very little need to bank them from choices. It can help to keep a list of which salvage you actually want. Once a toon can farm/grind DA, you can spend as much time finding what salvage you need as it takes to run certain missions.

  17. At the risk of thread necromancy, I can also concur that HO Membranes do nothing for the recharge of Mind Link. I thought I got a great drop for Mind Link courtesy Miss Liberty!

     

    I can also note that Adjusted Targetting:Recharge (a ToHit IO) DOES work as a means of Recharge for Mind Link, with a larger bonus than can be had by a X/Recharge IO.

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  18. There are quite a bit of Crey in the SE (city) corner of FF, where ICON is located. The eastern red zone (of the city, not hills) is basically Circle of Thorns to the north and Crey to the south.

     

    There are definitely plenty of Crey, but it may be that these Crey are too high a level for you if you get this mission at lvl 35, especially if you run into bosses. It's similar to getting 'Defeat N Circle of Thorns in Talos Island' when you are just level 20.

  19. 5 hours ago, Ukase said:

    The only thing that went through my mind was sincere appreciation for the creativity in making all these twisty-turning pathways in these mission maps. Yes, they can be frustrating and hard to navigate, but those devs sure did make an interesting place to play! 

    Council/5th Column maps have wall-mounted pipes to help you navigate the turns, just as newer (originally red-side snake) caves have torches to help you find your way.

     

    The pool maps are very frustrating for 'defeat alls' and they sit somewhere in my top 3 peeves along with:

    • Oranbegan 'rescue x' maps: It's such a pain to find things (including all the mobs to defeat)... so many nooks and crannies!
    • (Unai Kemen's) 'Defeat All' missions that take place on the many-tiered outdoor factory map. I made the mistake of keeping one of these missions at x8, and it was Clockwork. Not only are there wandering patrols, but the enemies purposely jump off the structure, run away, or fly away!
  20. Add me to the chorus of players who almost always take Fly as a travel power. Sure it has a slow cap speed, but that just means I slot it with some other IO! (I tried Afterburner, but didn't find it improved things much). My next favorite travel power is Super Jumping. Those two travel powers let me see the most of the world.

     

    I like to have Hover to go through missions, primarily because the animation evokes certain cinematic characters calmly moving through buildings bringing destruction (erm, justice) to all the opponents. To be honest, Group Flight really offers the best speed & combat control of the pool, but good luck finding teammates who don't think you're griefing them personally when using it. Only thing I'll add here: If you are in Pocket D for a League mission and you don't want to be 'punished' with Group Flight, take 10 seconds to visit Null the Gull to turn it off instead of using extra time to complain about it in team chat.

     

    The Sorcery pool is a fine alternative flight option, but with one major drawback: Choosing Sorcery: Mystic Flight means you can't take Force of Will: Weaken Resolve! I definitely understand if you are dipping deeper into the Sorcery Pool.

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  21. Aiming in a different direction:

     

    Setting aside ATOs with special effects (e.g. Energy Font, assorted PBAoE), there are only a few 'control' procs that I look towards slotting. For me, typically those are the %Damage in the (PB)AoE. I've seen the case made for +%Absorb from Entomb, and I'm a BIG FAN of 'Contagious Confusion' in single-target Confuses... but in general the procs in the controls seem rather lackluster. For example, is there really an advantage (aside from set bonuses) to %Disorient on top of a Fear attack? Or a -ToHit on a Stun? Can someone make the case (corner case if necessary) for these sorts of procs?

     

    Also: If anyone wants to start a petition drive to get the Fear and Taunt powers their own Superior (preferred) or PVP custom sets, I'm on board! For Fear, I'd like a 'Contagious' proc variant (since single-target Fear attacks are generally meh); for Taunts a % -ToHit (or -Damage) would be a nice proc option.

  22. On 12/29/2019 at 4:07 AM, parabola said:

    To my mind the aoe holds have become very optional powers, emergency use at best. I'm tending to leave them out these days favouring powers that can be used on every spawn. If that fits the design intention then that's fine but if not perhaps they could do with a tweak.

    Hmmm. This isn't how I play AoE controls (a larger set than just Holds, including Mass Confusion, Invoke Panic, etc.), at least not on solo-running characters that can't AoE nuke every +N/x8 mob of enemies. When running solo against a large number of spawns, the toons with AoE controls have a separate control/AoE attack chain that is commensurate with the faster-cycling single-target attacks.

     

    The above use is in addition to what was described as 'emergency' use, but one player's emergency is another player's default standard of play. In my experience the AoE controls (again, more than just Holds) are not just great for rescuing teammates who are in over their heads, but also very good for priming large spawns in 'defeat all missions' when teaming. Here I'm referring to AoE controls that can result in some amount of damage as well.

    On 12/29/2019 at 3:10 AM, MTeague said:

    Hey!  Keep your paws off Mass Confusion, I love that power.  I'm fine if an additional power that's mutually exclusive with it is added to Mind Control, but don't be messin with my fav toy.

    /agreed. It loses its luster on large teams that can nuke every group of enemies, and at +0/x1 the spawns aren't really big enough to enjoy it,  but I find it to be incredibly useful when soloing content with larger team sizes. It is especially fun to find those large groups that don't particularly resist their own damage type!

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