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tidge

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Everything posted by tidge

  1. Building up to Domination is already a PITA at low levels. At high levels, it is very common to be facing large groups of opponents who utilize stuns, holds, etc. and quite frankly the Mez protection from Domination is at least as important as the +Magnitude on controls... and more so than the Endurance refill (on some builds). In my mind that is the entire motivation to achieve permadom. It's not "AFK for 90 secs", under this proposal it will crash if not "scrambling to attack everything in sight". That is the deal-breaker for me. I don't want to adopt a Brute style of play to be permadom, at any level. I think it might even be worse than the Brute situation, because the Domination bar only fills on making attacks and not also by being attacked (like Fury).
  2. There are several pieces of wisdom in the above quote. I especially like that it is explicitly and succinctly explaining the value of the AH as a mechanism for distributing drops across all levels of play. There is no CoX variant where it is preferable to allow AH transactions for some recipe drops but not others. The closest current in-game example of the OP proposal is the incarnate 'salvage', but even with those drops being character/account bound (depending on type) the fact that those are explicitly only useful for incarnate-level characters AND that the drop rate / low-bar of generating the specific salvage necessary means that the situation with incarnate salvage is nothing like the situation with AH recipes/IOs.
  3. This is very much how I feel. Perhaps ironically I'm really happy that the HC version of the game right allows most ATs to "feel" more distinct from other ATs at earlier levels, whereas on Live (especially early days) it might not have been until lvl 20 or so that your AT started feeling like an AT and not just somebody running between zones punching/shooting things. Dominators get their 'taste' of this very early, but for very limited periods of time.... getting to higher levels means several things that progress naturally from the leveling up process: 1) They get more powers to use to fill up the bar faster 2) They get more slots (and power choices) to make IO choices that help them chase the bonuses they want (for PermaDom, it is Global Recharge) 3) The (non-Global, non-proc) IO effects get more powerful as they level To me, this is the feel of advancement for this AT. I don't want to be 'given' Permadom at low levels, especially not at the price of having to radically change play styles for all content in the game. I can totally understand why folks want this sooner than later, but this suggestion feels like a solution in search of a problem. For the record: I don't like the idea of having to 'rebuild a bar' while Domination is active. It simply feels like trying to map the Fury mechanic from Brutes onto a different AT.
  4. This is a good point. The Purple set bonuses aren't that imaginative/different (nearly identical set bonuses, by design) with the main difference usually being a flavorful proc as the 6th piece. I'll admit that I try to find good fits between low-level powers and ATO/PvP/Purple sets just for low level flashbacks/TFs, but sometimes the set bonuses I want are in the less-desired sets. Obviously the Purple sets are generally the key to high Global Recharge and certain resists... is that what this is all about?
  5. I guess I was expected to get out of the thread almost immediately, except that my "permadom" was built differently than those I later saw in the forums, and despite one very well-meaning user sharing suggestions I didn't go with them. Does that mean my opinion is welcome or not? Ironically, there are a variety of optimized builds (for all classes) including Dominators. I play mine at levels below which permadom is possible (solo) and still have plenty of fun. At higher levels I expect to have a certain level of performance from certain toons when playing solo, and my permadom fills that niche. I also have a tricked out Controller, but that toon offers me a different play style. I understand the suggestion, but I wouldn't like it... primarily because my Dom already feels like I playing "too aggressively" with madcap clicking and circling among targets.... not because I'm trying to trigger +Recharge in attacks but because once the control slips, I'm wide open. Every once in a while I will actually pause from fighting to spawn a crafting table, travel between missions, check the AH, whatever. I like that my domination bar is sitting there ready for me to get back to business. The last thing I want is for Dominators to be more like Brutes (or Controllers). The italicized question at the end of the snippet seems odd. Is a build going to be earn points for uniqueness by delaying a primary power pick? For 3-slotting hasten instead of 2-slotting? For 5-slotting Gravitational Anchor but not Catalyzing ATOs? For 5-slotting Hold sets instead of Basilisk's Gaze? For favoring a Miracle proc over a Numina proc in Health? Is a build not "my own" because I copied a bind from the forums? I will freely admit to chasing Global Recharge on my Dominator, because I wanted Domination to be permanent... just like people chase T4 Destiny powers, or chase 45% positional defenses, of HP caps, or S/L/Fire/Cold resistances. Folks will use their power and IO choices to chase what they want.
  6. I am beginning to miss the 'nerf Brutes' suggestion threads.
  7. I have a Dark/Time (for concept, I like the visuals of the Dark primary but not the Dark secondary for this toon), so I can only discuss my primary choices: Gloom @ lvl 1 The damage-over-time took some getting used to, but playing up the toon got me used to it. I 'waste' some damage, but mostly I fire at a target then switch to another assuming a hit that will eventually take it out. Also useful for enemies that would spawn a pet if they got a chance to 'relax'. Umbral Torrent @ lvl 2 I didn't want this particular build to be Melee oriented, and with no other power choice this is what I got. I make the most of it as my build didn't allow for Tenebrous Tentacles (heresy?) and so this is one of my AoE attacks. With range buffs (10%) and KB->KD slotting it provides a nice mix of damage, control and notifies the next group down the hallway that I am coming for them next. Aim @ lvl 47 As Dark/Time, I have Chronos as my build-up at level 10. I don't need TWO clicky powers for boosts at low levels (mashing other buttons) so I delayed this as a backup for x8 content at 45+. For comparison: I have Chronos 6-slotted with Gaussians and on auto-fire every 22 seconds. Moonbeam @ lvl 8 With the updates to snipes, I am using this as the main single-target attack. 5-Slots with Sting of the Manticore plus Gladiator's Javelin Toxic proc. It is available to often to proc every time, but it does trigger for extra damage of a different type. Life Drain @ lvl 26 I honestly don't use this attack as much as I should, but should I want a little extra healing I add it to the mix. I have it 6-slotted with Gladiator's Javelin. I could swap this out for Tenebrous Tentacles if I wanted the extra AoE and/or wanted different set bonuses. Blackstar @ lvl 32 Standard Nuke. Don't skip. I skipped: T1 Dark Blast: My preference was for higher damage. T6 T. Tentacles: I like AoE, but I felt like making a different choice in terms of the visuals of the attack chain. T7 Abyssal Gaze I am a fan of holds, and it could be a 'proc monster' power, but I am hesitant to break up another group of IO bonuses to make a proc monster attack that would only fit into my build at lvl 38 or 44. I would recommend trying this (as a proc monster) if you can fit it into your attack chain at a lower level. The odd (pool/epic) choice attack powers on this toon include: lvl 12 Arcane Bolt: partly for concept, partly to allow Rune of Protection. 5-slotted, its roughly on par with Gloom. lvl 44 Repulsion Bomb: I wanted a no-brainer Epic pool that wasn't too intrusive visually, and would let me mule Defense and Resist enhancements... I opted to go with this AoE (slotted with -Res) for Damage. I don't use it that often, just mixing it in against certain opponents. It's a little too slow for my taste, and I'm not sure if my Endurance bar could take Repulsion Field. I don't really recommend going into pool powers for attacks, and so I am considering my options on Repulsion Bomb.
  8. I think the Epic Fire Pool has Bonfire... not sure how it is in the Epic Pool, but as a Dominator primary you can always have one up and slot it with the Overwhelming Force KB-KD proc. For your purposes (as a Blaster) the Force Feedback +Recharge proc may be the only other slot worth investing in. The Presence Pool's Provoke isn't good at keeping mobs from running if they want to run. A better power from the presence pool is the PBAoE Invoke Panic, but you will have to be very Blapper to get the most out of it. The recharge timer is one the order of other AoE holds. I *like* the Presence pool on some AT but not on Blasters.
  9. I understand the logic, but I disagree that it is ill-advised. Once I'm in combat, I am getting a significant damage (and toHit) boost every 20 seconds.... which is pretty much 'on demand'. If I'm somewhere in my attack chain when I want more, I have the other option (in my case, Aim) or Red inspirations. Like I said, I don't play on farm maps but I run x8 content at lvl 50... and to clear maps I want as much DPS and I am less concerned about specifically targeting bosses (especially at lower levels like in the Hollows) an moments of opportunity. I assume that the OP's mention of farming wasn't focused on boss-hunting in Grendel's Gulch. For the record, once I am engaged I am not waiting for Sniper Shots on Moonbeam either. About Rune of Protection: I think a better slotting for a 'panic button' power would simply be two slots of lvl 50(+5) recharge. I think the extra HP is only on the order of about 20, and the resistance from the set is on the order of 2%. I think looking to fit in a Preventative Medicine Absorb proc or an Unbreakable Guard +HP (7.5% vs. 1.5%) or a Reactive Defenses Scaling Damage Resistance would be better choices for the slots and offer more utility. I know this is supposed to be a 'budget' build, but those three combined should cost less on the AH than a single LotG Def/Global recharge. I offer apologies if I'm sounding too min-max; my own build has a few particularly non-max choices made for concept reasons!
  10. For me, City of Heroes focuses on two main areas, and it excels in each by having many different areas of focus in each: The first area of excellence is the dedication to genre (comic books). This is manifest in many ways: The costume options, the power sets, the zones, the fights, the animations, the missions. The second are of excellence is the ability to play what you want, how you want. The different ATs allow so much variety by themselves, but even within a chosen AT with a specific primary/secondary there is a huge amount of possible variety because of pool powers, slotting choices. The Sidekick/Exemplar system is brilliant. The possibility of solo or team play is wonderful. The Flashback system was a godsend. One feature of the game that I never fully exercised was the extreme amount of customizing that can be done within the world: It is amazing to me that we have more than the ability to customize the appearance of our toons and powers, but that we can create custom bases and missions. Players often ask for a lot of things that would otherwise break a game; I think it was rather clever that we kept getting things that we could modify that actually didn't change the core of the game. I was a day 1 subscriber (no beta for me) through sunset. There are only a few major changes I actively dislike (nerfing Energy Melee because someone got punked when PVP was introduced) but I am extremely happy with where we are now. The Homecoming team has implemented many great quality of life improvements that have made the game even better.
  11. I felt a great disturbance in the Badge forums, as if millions of voices suddenly cried out in terror and were suddenly silenced.
  12. Amen. I do find some hilarity in the proposed suggestions; they also remind me how much of the big picture folks are missing. I'd like to imagine a different world in which these absurd market fixes were used and the vocal minority was being equally off-the-wall about 'fixes' to implement in AE farms. "Debuff all AE Damage by 60% !", "Limit the number of mobs in AE missions!", "Charge merits/inf to run AE missions!".
  13. I have a lvl 50 Dark/Time. I wouldn't use him as a farmer (although with enough investment, many different toons can play farm maps) but I can offer one piece of advice on the build that may be applicable, as I find it useful in regular content. I notice that these builds are quite skimpy on slots for Build Up (Time has Chronos as its build up, so mileage may vary). I've taken to 6-slotting powers like Build Up with Gaussian's Synchronized Fire Control and have that be the power that is set on auto. The set bonuses synergize well with Blasters, and on builds with relatively high recharge you have a frequent and reliable %Build Up proc firing to boost damage further. The set isn't particularly expensive either, although it won't scale to the lowest content it will still work over a very large range of levels. On the Dark/Time build (again, with Chronos), I passed on taking Aim until lvl 47. Perhaps heretical, but I wanted to be spamming attacks rather than clicking the 'boost' buttons and so delaying the second on-demand boost until 45+ content seemed reasonable. If the intent is only to play high level content I suppose it doesn't really matter when you take it. On nemu's build above, I question the slotting of Rune of Protection. Even on high-recharge builds, the power is unlikely to be available more frequently than every 2.5 minutes. The choice of 3 Titanium Coatings and a non-global Aegis doesn't appear to me to be a good use of slots. I understand that this is supposed to be a 'budget' build, but if the player intends to farm, the slots are probably better used somewhere else where an eventual Shield Wall or Glad Armor could go for more benefit. Thanks for sharing the builds. I haven't chases Defense bonuses so I like to see the compromises others make.
  14. 75K is uncommon, but observable (over the past year). That's below my typical bidding price. I rarely have more than a few hundred bids outstanding, as my toons tend to be merit-rich. The total volume interests me less than the total for sale, as I am convinced that the market has a not-insignificant number of low bids on many items. There is no difference between a 1 inf bid placed on a forgotten character versus one that is not too far from the typical price placed by a player hoping for a 'good deal'. The number for sale was particularly low a week or so ago. Unlike many other AH items, Converters are needed in bulk so I wouldn't be surprised if there are a lot of low bids on them.
  15. I just grabbed this post to comment on... but just wait until the Devouring Earth get this (or any of the proposed) updates!
  16. I don't understand the request, because it basically sounds like either a request for a unique power pool for a specific AT (Why for VEATs? I understand that they can only choose Patron pools, but they have more power choices than most other ATs) or the ask is for another patron pool which would allow EVERYBODY to get as many as 5 (more) pet summons. Keep in mind the existing level requirements for the VEAT pets are levels 35 and 38, so there wouldn't be 5 available power picks for this hypothetical pool anyway. If it is the former, it is unnecessary. Crabberminds can already have 6 pets *before* Incarnate and Temp pets. In case you missed the recent Dev Discussion thread on Soldier VEATs, there was already complaining that Crabberminds lack true MM controls for the lil' buddies they already have. If it is the latter, somebody has pe... err... pet envy. Honestly, a better request is to add a new Mastermind primary instead of re-configuring the VEATs (or making everyone a Mastermind via an Epic pool).
  17. I believe that Weaken Resolve's effectiveness was reduced as part of the general patch for Tanker updates, with the idea being that such an early Power Pool pick shouldn't be more powerful than the inherent bonus given to an entire AT.
  18. I apologize for my lazy search-fu, but Sleep seems like a particularly biased choice as I'm not aware of which Power/Epic/Patron pools are available to all ATs that can slot Sleep IOs. This is a very different situation than Defense (or Travel or Attack power) IOs. AFAIK, Stun or Knockback would have been more applicable choices with less bias. I know that it is practically pro forma to be perma-Haten on the Presence Pool, but that pool allows slotting of Fear, Taunt, Healing, and End Mod IOs. Both Fear and Taunt are available to be slotted in 'first pick' powers, and both Fear and Taunt have fewer IO set choices than Sleep (and Defense, obv.) This is one of the (many) reasons I evangelize for the creation of (at least) a fifth (PVP or Purple) set for each of them. Personally I wouldn't want a 6th piece in either hypothetical set to be Global Recharge, but one of the set bonuses would presumably be a Global Recharge bonus.
  19. I have toons with that use Hover, CJ, Grant Invisibility, Invisibility slotted with LoTG at level 49. I play a lot of content below level 40, so in that sense the powers are literally chosen to take advantage of the Global effect of the slotted IO. I have other toons that take and slot those powers at lower levels for flavor reasons, however the (travel) powers taken at low levels are likely to be slotted with a Universal Travel IO otherwise those pool powers taken above level 20 will almost always have a LoTG.
  20. Did the non-Hasten perma-Dom rely on +Recharge in click powers/attacks? If so, how many? I'm genuinely curious. My (perma-Dom) experience already feels more frenetic than the busiest Brute...
  21. Seconded. It may take more than 8 minutes with lower DPS toons (and fewer red insps), but it can be run lickety split. The longest part of that SSA1 story for me is the end-of-final-mission cut scene. I have some fun at my own expense when I start the first mission and realize that I have left the difficulty turned way up... not the easiest mission for certain ATs at lower levels, such as Masterminds.
  22. I agree that crafting lvl 50 recipes is supposed to be an Inf sink, and I can live with it. I actually always craft my lvl 50 (uncommon, PVP, Purple) recipes and even craft the odd rares that accumulate (I have those turned off from dropping, but the game demands I still occasionally get them!). I find that vendoring the common recipe drops (@ lvl 50, they average around 100K each) more than covers the cost of crafting all the non-common drops, so it doesn't feel punitive to me.
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