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Everything posted by tidge
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Keep in mind... And that Nova Form is available really early, giving Kheldians access to more ranged attacks at a level sooner than any other AT (originally, before prestige attacks)... and that Knockback is a mitigation for the terrible defenses of Nova Form. Nova Form makes Kheldians OP, but only for a very limited level range of content, and those are levels that many players breeze right past! @Jason0162 point is a good one. On the days of Live, Kheldians were really quite good using the non-human forms at the levels those forms are available... since Live (on HC) players can get access to their higher tier powers earlier in the build (all ATs) so it isn't like a Dwarf form with all its tricks at level 20 is going to seem all that impressive when a Tanker/Brute/Scrapper isn't going to have to wait much longer (in terms of levels) to get an even more impressive choice of powers. I find it disappointing, but the price Kheldians pay for getting a suite of powers with one form pick is that those powers never get any better, except with slots.
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Every time I've ever had an issue doing a respec inside a SG base it was because I had some sort of other window (e.g. base storage) open when I tried the respec. I'm convinced that the advice to "leave the base" is ultimately just removing the temptation/opportunity to have such other windows open.
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Writing only for myself (and definitely not @Nemu ) players can pursue whatever set bonuses they want. I don't think players who pursue +3.75% S/L bonuses are getting it 'wrong', as it is clear they want those bonuses. My personal opinion is that putting 2+ more slots into a power (that may or may not be used, except as a mule) is often a poor return-on-investment for 'surviving' or quality-of-life considerations. The Defense/Resistance discussion is complicated, in my perception, often these types of builds look like (to me) they are not just from the days of Live, but from the days of Live when folks still hadn't completely embraced Enhancement Diversification. It is also very hard to have a conversation about "surviving" content because there is such a wide variety of it at all levels. Folks can look at a my build suggestions and point out what they see as inefficient or poorly considered, and they do! That isn't going to stop me from boosting Damage pieces in a 5-or-6-slotted Purple set just to get the tiniest more DPA, or continue to pursue/achieve perma-Domination without Hasten, or argue against folks recommending single-target %damage attacks on Masterminds with a full suite of Henchmen, or whatever.
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If you are using a "DPS TOOL", I am having trouble imagining that it is more valuable to be using it in the open world instead of on an instanced map. I also am having trouble believing that this is such a big deal (i.e. THE DATA IS SO IMPORTANT) that rando buffs from teh open world are more impor5tant than going through the temp powers list to make sure only the powers you want tested apply. Is the DPS TOOLS data vitally important at the Atlas Park Levels? Back Alley Brawler is also available in Atlas Park of course.
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I don't nit-pick posted builds' defense/resistance slotting, but I silently shake my head in disbelief at 5-slotting Luck of the Gambler, which is common enough (in posts) that I've seen some builds that make that choice more than once in the same build. I find this to be somewhat shocking on Tankers/Brutes that do that instead of adding one (or more!) Power Transfer %Heal to the build. It also seems weird (to me) that a build that adds extra slots to get one (or more) +3.75 S/L resistance bonus could usually get more Toxic/Psi (or Slow) resistance instead by making alternate choices with those slots. While I never chased uber-values of S/L resistance on any character, the original argument for doing this was IMO made significantly weaker when homecoming changed the way damage types/defenses worked.
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From my own recollection, when using a second build on a VEAT (at or above level 24) is that the first time you work the build (which is NOT a respec) you start without having access to the different career paths until you get to level 24, at which point the game forces you to respec that build. It is annoying, but I've never had an issue with it. If for some reason you cannot do the (on the second build) respec, I suggest filling up your power picks and slots all the way to level 50 (on the new build) and then try the respec. This is a common mistake that I have made.
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I haven't found /Traps to be a particularly slow secondary, at least not with level 50 build values of global recharge. My power choices are somewhat minimal: Caltrops is a reliable %damage power on cast, but not as a patch. Acid Mortar has an excellent range; I have the %-Res in it because that same piece is peppered in other attacks and when kept up is a reliable force multiplier FFG is a no-brainer. More HP for a MM is nice, but I prefered the straight-up +Defense boost. Poison Trap is a reliable %proc power, but it is too slow to cast IMO to add more %damage to it. I skip: Web Grenade (since the change to allowable starting secondary choices), as a single-target immobilize I find it to be too niche. Triage Beacon is also somewhat niche use. I find it useful when leveling up (for lower level content that is "turned up", or any "stand in place and fight" content) but not very useful over all because of base recharge time. Seeker Drones are cute, but pretty unreliable IMO. Trip Mine is a power I always skip. Primarily: I don't have slots for it! I dislike the need to drop them in place. It isn't a bad power at all, I just think it reinforces a slower-style of play even though its recharge time is very reasonable. I'm comfortable taking my "softcap defense" MM into melee contact, yet I still would worry about the interrupt/ Detonator is by all accounts, since the rework, a pretty good potential source of extra damage for MMs. I haven't used it for reasons. I'm pretty active with my MMs yet I don't think I have the mental bandwidth to keep an eye on the timer, and the henchmen, to select the most appropriate one to "detonate". My preferred enemies seem to fall into two categories: ones that I don't need the extra AoE to defeat, and ones that I'd probably prefer to have the henchmen lobbing damage at (and/or providing Bodyguard support).
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For low level content (e.g. Positron TF), I find that it often isn't necessary to toggle on auras... and if they do help (Dark Embrace with Toxic damage, Murky Cloud for Energy) just have them slotted for Endurance reduction and slow down making your attacks while otherwise 'being a tank'. If you have any Inf, it isn't that costly to buy 8 hours of a Survival Amplifier at low levels.
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There are powers that do take both Defense and Resistance pieces, and since Energy Aura powers offer Defense Debuff Resistance, I thought there was a good chance that the "low effort" suggestion was wrong. I agree with @Frosticus that Psi Meelee is more appealing (to me) on a Stalker; I think it leverages the Stalker ATO better than the Scrapper ATOs too. Energy Aura on Stalkers may be slightly less (build) efficient as I believe (because of Hide) it ends up swapping a Resistance auto power for a (IMO, meh) low magnitude, short duration Stun toggle. There are a few other slight differences, but nothing that couldn't be accounted for.
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Psi-Melee is more-or-less slotting of sets, with the possible exception of Mass Levitate, which I usually franken-slot with %damage and some boosted Accuracy/Damage/Endurance, If you aren't reaching into a power pool for another AoE attack to use %damage in, I suppose Psi Blade Sweep could do this, but it has a small area of effect and an 8-second base recharge time so it is "bad for %procs". The animation times for Psi-Melee aren't (AFAIK) really conducive to the Critical Strike's proc... I'd include it but it would probably just be used as a rather complete set. I'm not a huge fan of Energy Aura on Scrappers(*1). It is a good set, but my experience is that solo against +Nx8 at end game it can fold fast. This could be the driver taking it through a lot of different content, but it is my experience. It is a layered set, and you will need to take each power. I suppose Energy Drain could be skipped, but it helps mitigate the use of other powers. The secondary will be a mix of Franken-slotting with sets. Note: AFAIK, None of the powers take both Resistance and Defense pieces.For me, this means slipping in useful globals where possible. I like the LotG global for +Recharge, so I've slotted 3xLotG for the +MaxHP bonus. I would recommend trying to work in some sort of self-heal (or self-Rez)... you will end up using Overload, and there will be times when you get overwhelmed if you turn things up. (*1) I find it works great on Sentinels, because Sentinels can start a combat from range. It would probably work just fine on Brutes, because of the larger base HP.
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Only rarely have I ever seen the person starting the Nemesis version get into trouble. The MM kamikaze I was referring to was from a character asked to stand in the back, and it happened AFTER the talker had already returned to the back of the map. As noted above, pulling small groups is not a problem.
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Clarification on Notoriety : for a newish player.
tidge replied to JMacClear's topic in General Discussion
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The wedding event is trivially to start, and not at all difficult to finish... I'm surprised that this is that big of a deal. I've been on teams where people didn't know what they were doing, and things didn't go the way they expected,,, but if *I* missed something on some character, it is pretty easy to solo everything but the Nemesis option. We recently had a couple of negative Nemesis spins, but ultimately those just became a waste of time. The misfires seem to com in two flavors: The team lacks DPS, or certain team-members just aren't engaged with combat (lazy multi-boxers? who can say) The team lolly gags and doesn't engage all the necessary enemies with enough time to defeat them. I wasn't happy that we failed, but I didn't think it was a personal insult or griefing... just players being human. In the cases I'm thinking of, we did warn folks what to expect, a best order of attack, and not to lay around dead when the hospital is a short hop from the mission door. We had one mission where someone summoned Lores, and put them on passive! We had another where a MM kamikazed the lower-ranked attendees, took a 4 minute dirt nap, finally zoned, and came back in and did not resummon henchmen. ¯\_(ツ)_/¯
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The low PPM, short duration and low magnitude make the Cupid's Crush %proc an inferior choice (by itself). There may be corner cases for powers/henchmen/pets/pseudopets where it makes sense, but I think I'd always opt for Damage/KB-KD/%KD over Damage/%Confuse. As @Onlyasandwich notes, slots in the henchmen are at a premium! I certainly wouldn't sacrifice the Soulbound Allegiance %BuildUp piece for it.
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Energy Blast / Martial Combat / Arsenal Mastery -- The pew pew bully!
tidge replied to Soulsifter's topic in Blaster
Yes! Those work just fine. (Edit: as long as the exemplared level is not below the level where the set bonus would be lost) Some common "mistakes" I would see in the past were things like putting pieces like Power Transfer %Heal in a self-rez power (it only works for 2 minutes after the rez) or Kismet in a level 49 toggle (only works if the toggle is active (or 2 mins after it was last active). -
Here is a graphic mock-up (sorry no Mids) of what I'd suggest as a starting point for a Dardevil Homage using Street Justice/Willpower: This would not be the "leveling up" build, but it would be similar... I would slip in the globals earlier. I delayed some powers to have Unleash Potential at level 20, and I feel like I should comment on this choice. The build has 'enough' attacks that the character won't be waiting around doing nothing. Some folks may not want to delay Crushing Uppercut. Depending on Endurance burn, I find that powers like Quick Recovery can often be delayed. Mileage may vary. This build will have perma-Hasten, which I know appeals to many players. I'm not crazy about the slotting of Rise to the Challenge, but that set bonus was needed for perma-Hasten (without relying on %+recharge) and the %Absorb piece had to go somewhere. I shifted the slotting of Maneuvers and Weave, for exemplaring. Daredevil homages may want the Concealment pool instead of Leadership.
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I've exported my Scrapper build for you to take a look at. It is a pretty straightforward build IMO, it may have slightly too many attacks for pure efficiency, but it plays well across all content. build-StJWP-Scrap.txt For the Daredevil homage, I don't think there is a particularly good choice of Epic/Patron. Weapon Mastery hits the 'ninja' notes, Energy Mastery is a fine neutral choice with Focused Accuracy and Physical Perfection; neither of those requires many slots. If I was going to rework *this* build into a Daredevil homage, I'd probably drop the Sorcery pool and Soul Mastery to instead work in Force of Will: Mighty Leap as the travel power <- I like the slow resistance, but more slots might be available when dropping Soul Mastery for more choices. Weaken Resolve as the 'radar sense' to find weaknesses (this is a one-slot wonder IMO, with just Accuracy/Debuff or Accuracy/Recharge) Unleash Potential, franken-slotted with LotG (+recharge) ,3x Shield Wall (+res, boosted defense, boosted defense/recharge), and a boosted (or HO) Heal/Recharge If a couple more slots are available, I like 4x Unbreakable Guard for more Melee Defense (Tough currently has 2 slots) Perma-Hasten is nice, but not entirely necessary.
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Clarification on Notoriety : for a newish player.
tidge replied to JMacClear's topic in General Discussion
@Ironblade and @Andreah have explained best and made the best suggestion. For drops, x8 is best. The level adjustment is probably best at +0 or -1 (for speed). The main reason to not turn down difficulty is this: attacks which do knockdown against +0 enemies can turn into knockback against lower-con enemies. This may or may not slow down map clearing. Higher con enemies yield more XP/inf upon defeat, but the drop rates are unchanged. My personal experience with RNG at level 50 is that running something like a 4-part arc at +0x8 (solo) and defeating every enemy on "large-ish" maps has something close to a 50% chance of dropping a Very Rare or level 50 PVP recipe. -
Trouble is my business.
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I believe they all start "Hick'ry dick'ry dock."
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I'd provide a link... but hey, you are just trying to get me warned aren't you?!
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Got to the page for Touch of Fear and open each of the two different effect links: The AoE effect: Threat, Melee AoE, Universal Damage, Tanker ATO The Direct Effect: Accurate ToHit Debuff, ToHit Debuff, Threat, Fear (this also has a higher base accuracy = 1.2) I agree that it looks to be a poor attack, but sometimes these things have a way of surprising me. My testing would be to leverage it as a %Proc, with boosted Accuracy (or Accuracy/Endurance Reduction), %Psi (perfect zinger) and then to pepper in Melee AoE %damage pieces for use when fighting crowds.
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Gravity/Arsenal dom trying to choose a "heal" power.
tidge replied to normalperson's topic in Dominator
I enjoy the heck out of Force of Will; I hope you will too!