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tidge

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Everything posted by tidge

  1. I was on Liberty, and I definitely remember that the server had more than enough jerks in PVP to last a lifetime. I remember one PVP zone event I thought was fun: it was multiple teams of heroes trying to take out as many Arachnos main base defenses as possible while the villains tried to beat them back. That felt like a cooperative event. I also remember my Inv/EM tank being jumped in a higher level zone while simply exploring and having to hold off 8 enemies. That group wasn't particularly well-built, but they had a plan that included merciless and obnoxious trash talk. The Tank was never going to win, but it demonstrated what slotting for Stun was actually good for, and since I had been used to using Teleport from the original days of Unyielding Stance I think they were particularly annoyed that I didn't have to stay in one place. I had respeced by then, but I had gotten use to the power so kept it. I'm not ashamed to admit that it was easier to eventually leave the zone than to give the basest members of the server any satisfaction.
  2. Fun fact: Converters can also result in Boosted %procs from purple sets! There is also no benefit to this.
  3. For you: the day the Tanker disgraced your TF was the most important day of your life. For me: it was (Tanker) Tuesday.
  4. My favorite Fortunata has 4 powers from the Presence pool (Provoke, both Fears, Unstoppable). Provoke and Intimidate are single-slotted, but Invoke Panic has 5-slots (Glimpse of the Abyss), and Unrelenting 6 (Preventive Medicine)... If I could slot an additional %damage in Invoke Panic I would probably do so. I also have the %Terrorize ATO in Psychic Scream, so with all these powers taken by level 18, she tosses them as controls in quite a lot of low-level content. At higher levels, I'm convinced that Invoke Panic is helping solo a lot of x8 content by slowing down opponents' offense, I don't tend to use them very often in PUGs or more extreme group play, but I did find myself using the fears (and Fortunata confuses) to help slow down certain spawns when my teammates got in over their heads. As others wrote: Unrelenting is the gem of the set. I think it is tailor made for Fortunata, but I can see it working for other ATs as well. I'll use it even if she isn't taking damage, just for the 30 seconds of BUFF. I'd feel a lot better about Intimidate if there were a Purple or PVP set for Fear. Finally, a use for my Endoplasm Hami-Os! Provoke is a nice idea, but the ToHit requirement and the small target cap get in the way of it being that useful, even when a teammate is in over their head. This just gets slotted for Accuracy, because I can't think of anything I'd rather do with it except hit.
  5. Of the original zones, Brickstown holds a special place in my memory. I did a lot of "street-sweeping" for XP, and I have fond memories of making my way around that zone picking fights with enemies above my level. Of the original Hero Zones, it's the one that has multiple elevations that make sense. Redside, I have a healthy appreciation for Sharkhead Isle, but Cap Au Diable has an amazing amount of diversity in terms of what is going on, and in the architecture.
  6. I haven't been playing much, and I don't think I've teamed since maybe March, so it wasn't me, but.... Tanking with Freakshow means different things to different players. Only the Super Stunners are a 'guaranteed' rez, so standing around for the Freak Tanks is certainly killing the mojo for Brutes. A while back I was on a "kill all" Penny Yin TF, and my tank was scolded for opening the side doors on the way to the reactor. Of course, my non-tanks get scolded for the same thing... Now this might be a bigger deal for builds that don't have something like a "full kit", but it is extremely rare (most TFs) that any of my characters are concentrating on the mobs around the tank... usually other players are nuking them with AoE, so I'm trying to drag other spawns to the tank.
  7. I offer no deep insights. In my experience Blasters and Scrappers are the AT I play that end up with "too many attacks". My sense is that this personal situation arises for a few reasons: I like playing low-level content, and it just isn't as much fun in a Frostfire (for example) mission with P2W attacks on a DPS AT Certain ATs tend to collect certain enhancement set bonuses (Purples, ATO, Winters) almost exclusively from attacks.... and... generally, it isn't possible to get more than two %proc and benefit from some of the most useful set bonuses (such as a 5-piece global +Recharge from a Purple) The last two bullet points are a balancing act for many of my builds: I generally don't want %damage procs in my DPS characters (especially if attacks are fast-cycling) as the %proc rates will be low and the extra damage is usually not worth it (especially for single target attacks) when considering the math of "if the %damage occurs, do I still need to hit that Lt/Boss a second time anyway?"... but I am often satisfied to put something like a %-Resistance proc in an attack, because when that fires, it will generally help both me and teammates. As far as which powers get the set bonuses (I don't think of attacks as being candidates as "mules") and which do not, usually it goes like this for me: The characters with a LOT of attacks (DPS AT), the earliest attacks get set bonuses (usually ATO) because the rapid cycling (from the Recharge pieces) usually doesn't hurt performance For characters with AoE, non-DPS AT will get %damage pieces because those help even out 'clear times'. For DPS characters (scale 1.00+) I prefer to leverage 5-piece sets because faster recharge is better than %damage. For non-DPS characters who have epic pools... often I use the epic attacks to hold set bonuses because an AT like a Controller may not have a convenient place to get a set bonus from an attack. Such characters can get (similar) set bonuses from other types of powers, so this is a case of "mileage varies" Stalkers & Scrappers are a special case, because the Epic pools open up Snipes for them, and those become good spots for a few different enhancement bonuses. I almost always invest multiple slots in a Snipe for a scrapper/stalker. There is a sort of similar math for Tankers (which generally cannot slot ranged attack sets until the epic pools, modulo a few newer pools).
  8. Usually I don't have an issue with global +Accuracy (so I get you), but I want to write this: I think in every case I ever considered either of these (4-)slotting choices, the diminishing returns of Enhancement Diversification always had me moving that 4th slot to somewhere else in the build... and it was my reconsideration of such a fourth slot (in Defense powers) that had me reconsidering the enhancement choices that @Yomo Kimyata mentioned above. I will spend like a drunken sailor on enhancements, but I'm a pre-Christmas morning Scrooge when it comes to slots! No one should really take slotting advice from me of course, because I play all sorts of content at all levels and all difficulties... and so I'm never satisfied with any given build (or three). If there are dangers to having too much Inf, for me it manifests itself in never being able to remember which character build I logged in with.
  9. Ehem. I've done exactly this with the few of of my builds when I looked back and discovered there were three slots dedicated to LotG (IIRC the global +Recharge piece also gives some defense!)... I'm generally meh on that regeneration bonus although with the (tiny) +HP I can imagine a small number of AT builds these might mean something to someone(*1). For my cases, it's almost entirely been about the Endurance cost of some toggle. Of course, Cytoskeletons also go into +ToHit powers as well, and there are a handful of powers that offer both Defense and ToHit! (*1) Global +Recharge is +Recharge, but IIRC the PVP Shield Wall 3-piece bonus offers the same (PvE) regeneration but 2xthe +HP... and that set can be boosted to 50+5.
  10. Here's the things: Why should players have to wait until level 47 until they can slot their henchmen? Masterminds are one of the few AT where I find myself putting all my slots (as I level) into the summons powers without even considering slotting other powers. I'm aware of the different HOs, but often there are other features that Henchmen can be slotted for than just acc/dam There are set bonuses that can benefit the MM that won't be had with 3 HO and 3 %procs.
  11. The two big ones are related to build-crafting: Primaries that don't have a recharge intensive pet require us to burn precious slots for the henchmen global pieces. The first upgrade power comes before the summons for the second and third tier henchmen... which make ZERO sense. Just give all the henchmen the first upgrade powers automatically. I would also like to see color customization (at least) of the henchmen.
  12. Maybe this is what was meant as a marginal gain, but I always thought that the primary appeal of the End/Move HOs was that it avoided making the choice between slotting for either Run speed or Flight speed in Swift. (For "Sprint", I just leverage the Prestige options to have different one-slot-wonders)
  13. I have this as a Blaster build, and it is a lot of fun. If there is a reason I haven't taken that character to lvl 50, it's because the dog doesn't like "firecrackers".
  14. I can't offer any advice on the specific combos you listed, but I have some general advice for x8+4 or x8+4: The relative level shifts will likely mean that you will require (global) +Accuracy (and, if possible +ToHit) bonuses, which can work against the general advice of trying to fit as many %proc as possible. You will also need to be sensitive to your defenses against boosted enemies. There really is no secret to doing this, but I don't typically see forum builds advertising power choices or set bonuses for "Accuracy/To Hit" like I do for Defense/Resistances. If you are running a character with Incarnates, obviously these are easier to address... below a certain level, and you will struggle more. It may be possible to leverage a combo of primary/secondary that also provides (AoE) debuffs that can effectively increase your defenses (-ToHit) and/or DPS (-Resistance) so that solo x8 against large spawns is smoother than simply trying to go for MOAR DPS.
  15. As was written above, the Uncommon salvage market is the 'most vulnerable' one, as we saw in the past... but the vulnerability (such as it is) requires a lot of attention and (from my casual observation of last time) is to first order just a mechanism of turning Inf into Misery. This is not to say that it wouldn't be possible for an individual trying to exploit the vulnerability to profit, just that there are so many better avenues to pursue that would require much less (Auction House) time and effort. The Uncommon salvage market is 'vulnerable' because of a couple of factors: The relative differences in the drop rates for common / uncommon / rare salvage The two-orders-of-magnitude difference between the seed price and typical AH price The need for uncommon salvage for low-value, low cost uncommon Enhancement recipes, which is an element of a common AH marketing strategy
  16. From memory, the Blue Corporate Culture arc (which has nothing to do with chemical pollution) are the sets of missions that most bluntly tie Crey Corp with other groups found in the CF zone, and typically has several missions in that zone. Like many arcs of its era, it will send the player(s) to several other zones as well. I have a small appreciation for the original Hazard Zones, but I always longed for some content that would better explain what is going on in them. Faultline is the obvious "best in class" example of a reworked original zone with not just its series of arcs but also a TF that ends up finishing in the zone. Boomtown at least has a spawnable GM,plus a random GM but otherwise there is no real story there (a few new missions not withstanding). Terra Volta remains a waste, and Eden is just a waypoint to more interesting content. I miss old Dark Astoria, but if the devs were going to sacrifice a zone to Incarnate content that was a better choice than Perez Park, IMO.
  17. Oh to be clear, I barely even market. I haven't even spent that much time in-game the last few months. It's been at least a year since I did anything that most of us would consider "marketeering". The niches I noticed looking "odd" were because: I was playing around with 2nd or 3rd builds, and who wants to spend all that time on the test server?! I check the AH before I pull/craft/spin pieces for new builds. After a play session, there are certain enhancement drops I will always craft/spin... and the Miracle set is one that I always check.
  18. I want to thank you for admitting that you were behind this peculiar part of the market; I'd noticed the oddness for this unique some time ago and simply ¯\_(ツ)_/¯ . You didn't stop all my sales, but I feel like you got in the way of many. I don't work in specific niches, so it is not as if concentrating on this enhancement had major effect on me. I believe there is similar activity happening in a few other areas as well... although I am mostly out of the market myself, I still drop certain things there.
  19. There was a player on Torchbearer who used the names of Pink Floyd cuts for his characters (I sussed him out when I met "Your Possible Pasts"); I'm sure he wouldn't mind you using Seamus as the name of one of the (howling) canines. If you are having trouble coming up with names for the felines, there is always Kitty Purry. My poor henchmen remain nameless, but I get a kick out of seeing what other players name theirs. I offer no real opinion except that for macro reasons you many want each of their names to start with a different letter.
  20. Put %damage procs in mass confusion, and you will get credit (including drop chances) from any foe that is damaged with the %damage. While they fight each other, hit 'em with an AoE. Here is my Mind/Poison build. Any empty slots are %procs that aren't in Hero Designer. Hero Plan by Hero Hero Designer 2.23 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Level 50 Technology Controller Primary Power Set: Mind Control Secondary Power Set: Poison Power Pool: Fighting Power Pool: Concealment Power Pool: Sorcery Power Pool: Speed Ancillary Pool: Primal Forces Mastery Hero Profile: Level 1: Levitate -- GldJvl-Acc/Dmg:50(A), GldJvl-Dam/End/Rech:50(3), GldJvl-Dam%:50(3), Dcm-Build%:40(5), ExpStr-Dam%:20(5) Level 1: Alkaloid -- Mrc-Rcvry+:40(A) Level 2: Dominate -- HO:Nucle(A), HO:Perox(7), GhsWdwEmb-Dam%:50(7), NrnSht-Dam%:30(9), GldNet-Dam%:50(9), Apc-Dam%:50(11) Level 4: Envenom -- AchHee-ResDeb%:20(A), TchofLadG-%Dam:50(13), ShlBrk-%Dam:30(13), ShlBrk-DefDeb:30(15), ShlBrk-Acc/DefDeb:30(15), ShlBrk-DefDeb/EndRdx/Rchg:30(17) Level 6: Confuse -- CrcPrs-Conf:50(A), CrcPrs-Conf/Rchg:50(17), CrcPrs-Acc/Conf/Rchg:50(19), CrcPrs-Acc/Rchg:50(19), CrcPrs-Conf/EndRdx:50(21), CrcPrs-Conf%:50(21) Level 8: Mass Hypnosis -- FrtHyp-Acc/Rchg:50(A), FrtHyp-Sleep/EndRdx:50(23), FrtHyp-Sleep/Rchg:50(23), FrtHyp-Acc/Sleep/Rchg:50(25), FrtHyp-Plct%:50(25) Level 10: Kick -- FrcFdb-Rechg%:50(A) Level 12: Grant Invisibility -- ShlWal-ResDam/Re TP:50(A), LucoftheG-Rchg+:50(27) Level 14: Mystic Flight -- BlsoftheZ-ResKB:50(A), BlsoftheZ-Travel:50(27), BlsoftheZ-Travel/EndRdx:50(29) Level 16: Elixir of Life -- GldArm-3defTpProc:50(A) Level 18: Total Domination -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear:50(A), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg:50(29), SprWiloft-EndRdx/Rchg:50(31), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx:50(31), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg:50(31), SprWiloft-Rchg/Dmg%:50(33) Level 20: Tough -- UnbGrd-Max HP%:50(A), UnbGrd-ResDam/EndRdx:50(50) Level 22: Stealth -- LucoftheG-Rchg+:50(A) Level 24: Spirit Ward -- Prv-Absorb%:50(A) Level 26: Terrify -- HO:Centri(A), HO:Centri(33), PstBls-Dam%:50(33), Empty(34), GlmoftheA-Dam%:50(34), JvlVll-Dam%:50(34) Level 28: Paralytic Poison -- GhsWdwEmb-Dam%:30(A), NrnSht-Dam%:30(36), UnbCns-Dam%:50(36), GldNet-Acc/Hold:50(36), GldNet-Acc/EndRdx/Rchg/Hold:50(37), GldNet-Dam%:50(50) Level 30: Weave -- LucoftheG-Rchg+:50(A), Rct-ResDam%:50(37), Rct-Def:50(37), Rct-Def/EndRdx:50(39) Level 32: Mass Confusion -- MlsIll-Dam%:50(A), Ccp-Dam%:30(39), SprOvrPrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear:50(39), SprOvrPrs-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg:50(40), SprOvrPrs-EndRdx/Rchg:50(40), SprOvrPrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx:50(40) Level 35: Poison Trap -- Arm-Dmg/Rchg:50(A), Arm-Dmg/EndRdx:50(42), Arm-Acc/Dmg/Rchg:50(42), Arm-Acc/Rchg:50(42), Arm-Dam%:50(43), GldNet-Dam%:50(43) Level 38: Power Blast -- Apc-Dmg:50(A), Apc-Dmg/Rchg:50(43), Apc-Acc/Dmg/Rchg:50(45), Apc-Acc/Rchg:50(45), Apc-Dmg/EndRdx:50(45), GldJvl-Dam%:50(46) Level 41: Energy Torrent -- HO:Centri(A), HO:Centri(46), PstBls-Dam%:50(46), Empty(48), JvlVll-Dam%:50(48), ExpStr-Dam%:20(48) Level 44: Rune of Protection -- StdPrt-ResDam/Def+:30(A) Level 47: Hasten -- RechRdx-I:50(A) Level 49: Temp Invulnerability -- Ags-Psi/Status:50(A) Level 1: Brawl -- Empty(A) Level 1: Containment 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), EndMod-I:50(11), Empty(50) ------------
  21. I should add this: I have logged quite a lot of Fortunata time without the Fighting Pool. Obviously the "core identity" of the ATs are different, but in practical terms for much of the game's content I'm not sweating having only 5% - 12% resistances (Toxic/E/N/S/L)... F/C/Psi are much higher. I don't do anything peculiar with the favorite Fortunata build, except that I'll use Unrelenting as often as possible (every 204 - 219 seconds). I'd like to fit the Power Transfer %Heal into the build, but the build is starved for slots as is.
  22. AFAIK, the Preventive Medicine +Absorb %proc has the same chance to trigger even if the power it is slotted in is never clicked (or toggled on). I don't play SR tanks, so I can't say if there is a better place for that piece/set, and I don't know how +Absorb factors into this particular discussion for SR tanks.
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