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tidge

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Everything posted by tidge

  1. Turbans. "Sopping Wet" Auras.
  2. Just a castaway, an island lost at sea, oh Another lonely day With no one here but me, oh More loneliness than any man could bear Rescue me before I fall into despair, oh I'll send an SOS to the world I'll send an SOS to the world I hope that someone gets my I hope that someone gets my I hope that someone gets my mezzage in a bottle...
  3. I'd like to offer a THANK YOU to everyone running Frostfire that announces and opens that mission to invites: It is probably the most fun way to work on the Weatherman badge. Personally: I don't invite teammates outside of SF/TF/Ouro unless there is some sort of badge/unlock for participants, because I can be a complete slowpoke and casual player when I want to experience content.
  4. I was going to write: Enhancement Converter: 70k
  5. Maybe it is just the colors, but I didn't see either of the ATO globals. The %Toxic one is a source of extra damage on all (?) attacks, and the %Terrorize one provides an extra layer of mitigation (I use it in AoE attacks). I see what you are trying for with Mind Link, but with 3 slots I always recommend: Adjusted Targetting: Recharge Shield Wall Def/Recharge (boosted) LotG Def/Global Recharge and then I drop the Shield Wall Global +Res in it as well. Enhancement Diversification hits the recharge time really hard and IMHO more slots are better used elsewhere. I have 6 pieces of Reactive Defenses in Mask Presence; I like set bonuses and having the Endurance reduction enhancements in the toggle power. The power isn't all that hot on defense, but I didn't use the Fighting pool... you could try this in Weave. Here is a piece of rando advice to help with Endurance: if you like running with Sprint on constantly: you can slot the Stealth piece in one Sprint and an Endurance reduction IO (or HO!) in a Prestige Sprint. YMMV, but I find that in much of game play I want the speed and don't care much about Stealth from an enhancement, so I opt for the different toggles.
  6. As I wrote elsewhere, I don't go into the Winter Pack area, but I did have a stash from past years that I had mostly forgot about. I revisited it to equip a new character with some Winter enhancements via RNG, roulette, and market... yes Virginia, there is a Santa Claus and he brings the goodies (and Inf) via the AH.
  7. I took some advice, and I rejected some advice The advice I took was to fit Rune of Protection into the build, at a realtively low level (30). This required a second pick from the Sorcery pool, so I replaced Frostwork with Spirit Ward. It's not precisely the same power, but almost every time my teammates needed extra HP, the absorb was generally better. I didn't have extra slots for it to do much more than mule my own %absorb anyway. The advice I rejected was to try to maximize global Recharge: no Hasten, no fifth 10% global Recharge set bonus, only three LotG pieces. I found myself at a pretty good balance of burning End, making attacks, moving and debuffing at a pace I like. Bullet Rain is not a reliable %proc (too much slotted recharge) so I will probably do some experimenting with it. Piercing Rounds does reliably %proc the %PBAoE +End, which is a nice bonus. I kept epic Soul Mastery: I found myself liking Soul Storm too much to NOT have a hard-hitting Hold. It seems like every piece in it will always %proc (subject to the 90% ceiling), and I was using the +2 Mag piece in it while leveling. The second (boosted) piece from Unbreakable Constraint adds the extra hold time and makes the power more reliable in my solo play attack chain. The radius of Soul Drain is quite small, but I have gotten mileage out of it. I'm on the fence about two slots: Aegis Psi/Status - this is just a placeholder for now, it's less important with Rune of Protection in the build Kismet +Accuracy (really +ToHit) - I like incorporating this piece when I have builds with %proc attacks, and I especially like it for running low level TF/SF at +4 My post-level 50 solo-play (no incarnates) build looks like:
  8. The "bug" is that once you enter the mission, the door will not allow the player to exit. Perhaps this is intended? I dislike it, since the Arachnoids tend to "hide" in the mission, and the cave geometry also allows them to end up behind walls while disallowing targeting of them.
  9. I'll toss in an obligatory vote of appreciation for Hide. It's not just mandatory, and class-defining. It also is a convenient spot to drop any number of useful Global pieces, such as from the Kismet set.
  10. My experience has been with Robots/Traps (also Robots/Dark). I have no experience with /Nature. /Traps makes it relatively straightforward to take down (very) hard targets. After a certain point in the Robots MM career it becomes much less important to worry about healing the henchmen, this is typically once the henchmen level shift kicks in at -2 for the T1. While leveling up my Robots/Traps I used the Medicine and Concealment pools in the early levels to keep the (small number) of henchmen alive and buffed, but I dropped Medicine during an early respec (once I had slots, and turned up the difficulty) and use Triage Beacon instead
  11. I want to chime in that I think the OP strategy may be inefficient I don't think it is crazy. I would recommend the following: Don't worry about having a dedicated character to craft and attune everything, if you start with just focusing on crafting, eventually you will be able to accumulate enough INF to buy attuned pieces for characters that want them. It is generally a PITA to worry about accumulating both catalysts AND unslotters. Side bar: the level 50 respec is a natural time to reconfigure enhancments, for example: pulling out attuned PVP pieces and dropping in level 50s. After your first (one or two) level 50s, stay open to your strategy. As I've accumulated enough INF (and catalysts, and converters, and merits) I've become a much less efficient (in terms of enhancements and expenditures) myself. My latest 'play through content' character took advantage of the SG's accumulation of previously attuned (and/or accumulated) enhancements. It's closing in on level 50 and at that time the character is going to dump a number of commonly used pieces back into the SG tables and catalyze some new ones. I could do much better (in terms of INF costs) by just using the Auction House, but I treat this as a side amusement.
  12. The bolded part is basically where my feels land. This choice feels to me like it is putting effort in a peculiar part of the design space. For example: Enemy types (feel like they) can already be designed with specific resistances (to the point of "why bother") both in terms of mezz and debuffs... ehem, Slows on lightning-fast enemies that love to run... such as War Wolves. (I accept that I may be mixing game effects, but do we really need more opportunities for confusion by design?) (Future?) powers could be designed that actually benefit from slotting both Accuracy and Sleep, even if we think it doesn't make sense now. I suppose I can get behind changes if we can get powers like Wormhole to work on +4 bosses. (Is this still an issue? I haven't played my Grav in a LONG time.)
  13. The bug persists. I was somewhat disappointed that it took me a while to notice what was happening, as I was (intending) to only tweak colors of powers.
  14. I guess I should disclose that I am aware of how the FF %+Recharge works. This is not a piece I use in many builds; its presence in my plans for this character might explain why I am probably not going to keep Hasten in my final (solo) build. I've felt some twinges of Scrapperlock with this character, and have paid dearly for it! The most difficult aspect of the character for me (so far, as I have been pacing the content I face) has been the need to keep a stack of Break Free inspirations. I've been going back-and-forth about whether or not to include the Aegis Status Protection piece in the build, but I still have a little way to go to get the Jailed badge.
  15. This character hasn't hit 50 yet, so I haven't reconfigured the primary (Dual Pistols) yet, but I've stuck with Soul as a Patron pool pick... I have the Hold (Soul Storm) which is a power I felt was missing from the Cold secondary... especially with the damage-over-time from the primary. As we know, Holds, especially those that can be slotted with damage sets, can hit like a truck with %damage.
  16. (Existing) Travel power sets can be slotted in Kinetics powers. Maybe someone wants Inertial Reduction up sooner?
  17. What did you give up in your test build to add Placate?
  18. Let me simply add these thoughts: it's not as if anyone spends a power pick (or one-of-four power pool choices) on Brawl. Brawl also has more enhancement slotting options than Pacify, Provoke, Intimidate, and Invoke Panic combined. A new "threat" set would have to be extra special for me to give up 6-slotting Mocking Beratement, and some balance consideration would have to be given to the ability for some AT to be able to slot "threat" enhancements in attacks (EDIT: and Auras)... but I think there is a LOT of available design space (and need) for focusing on enhancement sets for Threat and Fear. I'm tempted to add (non-LotG/Shield Wall) Buff/Debuff to this complaint, but being able to cross slot the accurate/non-accurate versions of enhancements adds lots of variety to those powers.
  19. I think I fall into the "player picks the character" camp, for reasons: I'm happy to play through well-worn content with different ATs and power sets I like to see when other players (on PUGs) handle different ATs and power sets I definitely have a bunch of characters that can "solo" during PUG TF/SF, so simply seeing others do the same doesn't really impress me... but when I see players doing unusual tricks with different characters.... that I enjoy.
  20. Has anyone gotten any of the recipes to drop (on Beta)? If so, do these have the 'more serious' crafting requirements similar to 'newer' recipes? There is always something for EbilTM to keep puckering on the table!
  21. As you may recall, there are a few of us who keep making the same points over-and-over, for example: Keep this in mind: with new slotting options for Pacify, I think the power at least moves out of the "who thought this was a good idea?" category. My suspicion is that the power-that-be are essentially ignoring the Presence pool, possibly because of a blunt dismissal that it 'isn't worth taking'. I'm torn on whether or not I see ignoring Presence as a good thing or not... for what a player can do with it (for the rather high price of entry) it is quite powerful. For example, I don't think we'd get a pool power like Unrelenting in the 'modern' (i.e. HC) game. I see the Presence pool as sort of a BizarroTM version of the Fighting pool: Presence offers tools that most AT can benefit from (Threat! Control! Self-Heal! Self-Boost!), but doesn't have great options for Enhancements, i.e. there are extremely limited options for mules, and there is only one PVP set (Panacea) option to leverage and there is the requirement to take TWO mediocre powers (pick any two; Provoke, Pacify, Intimidate as opposed to a single choice from Fighting) before picking either one of the great powers (Invoke Panic, Unrelenting). If BOTH Tough and Weave were locked behind having to take BOTH Boxing and Kick, imagine how much grief would exist.
  22. I'm thinking about them as "scale to any level, plus boosted".
  23. Some random points: The only characters I have that (almost always) multi-slot "Travel powers" have Kinetics. I just wanted to make the point that it isn't strictly a Travel pool issue, even if it is just that for 95% of the characters made. Would it be the end of the world to have the new Slow set be a PVP set, with commensurate bonuses? I feel that Slow and Threat powers really deserve either/both a PVP or/and Very Rare treatment. Do we simply not think those can be balanced in PVP play?
  24. I wanted Soul Drain as a first power pick. If I was only committing to level 50 play I can see the advantages of Epic Dark. I have other builds to use for that. A @Yomo Kimyata wrote, the FF %+Recharge proc works in all(?) the Dual Pistol attacks because without Swap Ammo active they will do Knockback. This isn't a character I plan to play in a lot of solo +4/x8 content. I totally agree on trying to 'perma' Benumb, but frankly the to-hit requirement means that this isn't really going to be guaranteed (shakes fist at RNG). Likewise Heat Loss. My leveling build does include Hasten, so I can play with it a bit.
  25. I'm getting close to a level 50 respec for my Dual Pistols/Cold Corruptor, and I haven't come to any firm decisions about slotting the offensive (primary) power set. Basically I am just looking for some discussion/suggestions. I'm not going to post a full build... here are some of what's in my mind: I'm not really trying to hit defensive softcaps (i.e. 25% - 30% is good enough for me) I really like Accuracy bonuses, but I may be over-doing it. The build doesn't include Hasten, I don't find myself using it as I level. I feel like the global Recharge I get from set bonuses has a relatively smooth attack chain. Long recharge powers would be great to have up ASAP, but (shrug). I'd like to balance (reliable) -Res into the (primary) attacks with some extra (reliable) %proc damage Here is my current (sloppy?) thinking on the Dual Pistols primary: Level 1: Dual Wield 6x Superior Malice of the Corruptor. I feel like this set should be 6-slotted for the defense and recharge bonuses. The %proc rate stinks, but it is in a power used as part of the attack chain. Level 2: Empty Clips 6xslot This is a cone that I will franken-slot with %procs. Any set bonuses will be negligible. I wasn't planning on any ATO here. Level 10: Bullet Rain 6 slots, with a rough idea of 5xRaganarok with one Force Feedback +Recharge. I feel like I could "do better" with this power. Level 18: Executioner's Shot 6x Superior Scourging Blast. This ATO feels like it could be split (either into 2-pieces or 3-pieces) but for the time being I thought I'd keep them together in a single-target power. The %PBAoE +End is a mystery to me. I wonder if instead I should use Superior Winter's Bite and just drop this set in... Level 26: Piercing Rounds 6xSuperior Frozen Blast. I was thinking to add a Winter set for extra Mez/Slow resists and the ranged/AoE defenses. The cone is extremely tight, but I have been able to get multiple targets with repositioning and the use of my secondary. Level 32: Hail of Bullets 6 slots with 5xArmageddon and one Force Feedback +Recharge. I have been leveraging the +Recharge in this PBAoE power because of the play style (and the generally poor positional Melee defense)... I have the long-recharge (patron) Soul Drain (with %procs) as part of a 1-2 PBAoE punch (or is it a 2-1-1 punch?) Thanks in advance!
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