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Everything posted by tidge
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The only ATs for which I actively chase +Regeneration bonuses are Tanks (and Brutes, which I don't often play). The game has become 'faster' such that for much of the content, hanging in a fight with 'green bar expenses/regeneration' is far less important than ending a fight with 'blue bar expenses/recovery'. This is true even at low levels with access to free P2W attacks. There can be some rough patches for low DPS ATs at certain levels, depending on the enemy being fought and the powerset of the AT... but I have found that strategy (and Inspirations!) are generally superior to trying to Regenerate green.
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Do you have the +MaxEnd accolades yet? You will see more Endurance Recovery with greater Max End. Part of your issue may be how often you use Hasten. If it isn't perma (and either set on auto or very tightly managed) you will suffer Endurance crashes. (I think) If nothing else, using Hasten will cycle through your attacks faster, burning more Endurance. I'll try some tweaking of your build, but there are some fast changes you can make. If you really want S/L resistance (I'm not sure why) you can get more by 2-slotting Celerity than by 2-sloting a Reactive Defenses. If you are in love with the power and enhancement choices I would reconsider Hide and Stealth. Hide seems over-slotted, but Kismet's %accuracy should almost always be in a power that is Auto or always toggled on. The Global procs can be moved to powers that you don't even have to click/toggle.
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Team-Friendly Crab Spider Build
tidge replied to Two Dollar Bill's topic in Arachnos Soldier & Widow
Grab those +Max Endurance Accolades as well! -
Night Widow with monster...scary...amounts of AOE
tidge replied to KaizenSoze's topic in Arachnos Soldier & Widow
To clarify my point about the RNG: It's more like a quasi-random number generator, in that it appears to be trying to uniformly populate the space of available numbers between 0 and 1. At level 50+ it is possible to run content where every attack (including the AoE) has a final to hit chance of 95%, and also run against very large enemy groups. I'm aware of perception bias, but I see STREAKBREAKER forced hits far more frequently than I expect. Fortunata can be constructed such that they aren't (or shouldn't be) running any auras that perform a to-hit check for enemies within range... unless I am misunderstanding how the auras work. For example, don't have a Gaussian's %Build Up in a Leadership toggle. I would be more than willing to do formal tests using a large group (10+) of test dummies, but I'm not aware of any place where that can happen. This wouldn't be the most exciting AE mission, but I would be in there trying to better understand what is going on. I've tested single-targets in RWZ, and the distribution of to-hit rolls looks ok (it's pretty flat) in that case. I'd just like to be able to check against multiple targets.- 7 replies
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Night Widow with monster...scary...amounts of AOE
tidge replied to KaizenSoze's topic in Arachnos Soldier & Widow
If you spend any time at all playing that build at level 50+, you will slowly begin to believe just how bad the RNG is.- 7 replies
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Kheldian love: Ease up on the Nova form travel suppression
tidge replied to ninja surprise's topic in Suggestions & Feedback
I support the elimination of travel suppression in PvE across-the-board, and I agree that for Khelds this is a serious annoyance. I've grown accustomed to the suppression, but every time one of my characters is fighting in a map room with multiple levels and I suddenly have my movement between levels (Flight, Ninja Run jumps) suppressed it is disorienting. I am aware that I can make other power choices (with different investment in slots) for most ATs, but all Kheldian forms don't have that option. -
Team-Friendly Crab Spider Build
tidge replied to Two Dollar Bill's topic in Arachnos Soldier & Widow
If you are already having endurance consumption issues, I wouldn't be too quick to add the Forced Feedback %+Recharge proc. When trying for maximum %proc-slotting I'd give that up before giving up a Damage IO. -
This is an important consideration: I have Kick/Tough as my last two powers (SR Stalker) ONLY to get the Global +Def IOs. If you have room for a 4th power pool, there are some powers you can take to leverage IOs. Here are a few of 'off-brand' choices: 1) Medicine -> Aid Other - I believe you can put the Preventive Medicine +Absorb proc here and it should trigger without ever using the power (and if you Exemplar below the range where the power choice is available, to the lowest level of the IO) Sorcery Spirit Ward should act the same way. 2) Concealment -> most powers : can slot LotG Global +Recharge 3) Force of Will -> Weaken Resolve : Not as good as it once was, probably not as useful for a Stalker. I have this on one of my "team" Fortunata builds for AV/GMs.
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SR doesn't need Weave. If more defense is needed, a better choice would be to try to scrounge a 2nd slot for Tough and drop the two Global +Def IOs in it... I'm not sure a SR Stalker has anyplace else to put them. You won't have to even toggle Tough to get the bonuses.
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"Toxic" Community?.. My thoughts, feel free to add your own!
tidge replied to PseudoCool's topic in General Discussion
Don't take this the wrong way, but I once knew a gent who, when encountering someone discussing the "meaning" of a word or phrase would want to invoke the "rule of thumb". -
My mistake on the base. What's the difference between recovered Endurance per second for a VEAT and a non-VEAT, just because of stamina? A quick look using MIDS shows a blaster with 2.08 End per Sec, and a VEAT with 2.19 End per Sec (no slots filled) With a level 50 EndMod IO in Stamina the blaster is 2.26 End per sec, the VEAT is 2.37 End per sec. The extra .11 End per sec is appreciated, but between toggles and attacks, it still doesn't feel like enough.
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The Soldiers need no-redraw, and the ability to lose the backpack if you aren't playing a crab build (as one of the alternate builds). As for the inherent: The VEAT +Recovery and +Regeneration is essentially just contributing to the law of diminishing returns, due to the Recovery/Regeneration formula... not to mention Recovery/Regeneration contributions from inherent Fitness. Yes, like all ATs the VEATs can get Endurance under control by slotting endurance reduction, adding certain procs, set bonuses, and accolades... but I think giving the VEATs a starting +MaxEndurance rather than a +Recovery would go much farther for them, especially at lower levels. Of course, such a thing would go farther for every AT, but I kinda feel like having less Endurance issues was supposed to be one of the hallmarks of the VEAT.
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Since we have %Damage procs that can slot into confuse, I wouldn't want Mass Confuse to do damage... there is a play style that doesn't want to draw aggro to the caster. (If mass Confuse draws aggro, I'm wrong... but my Fortunata doesn't draw aggro when casting her non-damaging version). To @Zepp : Those numbers look fine to me for a 60 second (inherent) recharge to Mass Confuse.
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I've known for a while that when a character has multiple active missions, that the Mission Transporter may not take the character to the mission you want; and that the Mission Transporter may also take you to a completed mission if you haven't called the contact and cleared the (completed mission). I did encounter a new variety of this: 1) Playing as Vigilante, doing a few lvl 40 mission in PI. All missions completed, although I'm not sure I closed out the last mission from the contact (Unai Kemen). (*1) 2) Used Null the Gull to become Rogue. 3) Doing mission arcs in Grandville. Two missions active. Close 1 active mission, and opt to Mission Transport to the door of (what I thought was) teh only active mission prior to log out. 4) Appear in the Portal Corps building near the last Unai Kemen mission door. The character does not have any selectable missions (blue side) from mission selector. EDIT (*1): My mistake! I must not have cleared the Unai Kemen mission, because when I logged back in, I have the 'return to contact' option (the mission now appears in my list).
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What I think the major flaw of this game always was....
tidge replied to Krzbrg1's topic in General Discussion
A hard "no" from me on MOAR PVP. I certainly like the idea of having the option of facing more variety of "Elite Bosses/AV" that are tricked out like players (*1), there is no need to add the possibility of griefing other players in most of the world. (*1) One of the benefits of playing Redside is (IMO) that you get to face the named heroes of Paragon City in regular arcs. -
A quick test showed that the Patron (slow) snipes will CRITICAL when HIDDEN. I'll have to do more testing (or reslotting) to determine if the fast snipes do the same. EDIT: I have verified that the FAST SNIPES can also trigger CRITICAL when HIDDEN. I haven't played/built a Rad/Rad stalker, so I can say that this advice applies to those choices: My experience has been that Stalkers usually have enough attacks from the primary that they have trouble fitting in extra attacks in a chain (or circumstances of play). Writing only for myself: I would have to have a very specific character concept to NOT take a Patron Snipe on a Stalker (and keep it SLOW). The snipe becomes fast in combat, and I find it useful to 'tag' enemies that disengage from melee. The true beauty of the snipe (IMO) is this: If you are Hidden, and try to use Assassin's Strike on an enemy and you miss (95% ceiling), you can followup with the (slow) snipe for a guaranteed hit (because of Streakbreaker, assuming both attacks have 95% chance to land). This inspired the poem: Streakbreaker Moonbeam Using Build Up and Hide, when Assassin's Strikes Miss
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I have to now add Void Sanction: Castle. The pathing of the kidnapped Paragon Protector is so bugged. I restarted the mission 4 times before finally just abandoning the arc because the Protector either got stuck in walls/ceiling or simply rubber-bands without following me.
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I've made this point in the AT sub-forums, w.r.t. Mass Confuse and XP: The HC game is actually in a very good place with Mass Confuse (and similar powers) because of the ability to slot %damage procs in the power; scoring damage on the confused groups puts the caster 'on record' for claiming both XP and (more importantly, IMO) drops when enemies are (eventually) defeated. I won't fault anyone from keeping Mass Confuse slotted without the procs (to avoid aggro) but I like the option and side effect of getting drops from enemies which defeat each other. This is why I'd prefer a reduction in the inherent recast time for Mass Confuse, but not too much: I want the %proc rate to be as close to the ceiling as possible, even if slotting a (nearly) full IO set. I think of this power as a 'nuke', but it is only the %procs that make it so.
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Which reminds me of all the missions in burning buildings in which you take the elevators to move between levels!
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Like I wrote, I am a big fan of this pool for certain builds. Depending on your feelings about Provoke, the set has either 2 or 3 great powers. I particularly like it for high-recharge, defense-based melee characters.
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I was Anonymously working on an Old Coholics, but I accepted that there were some things I couldn't change.
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Conventional wisdom (ignoring potential set bonuses for these points) is: The Assassin's Mark %Build Up proc should be in the build, but can go anywhere The Stalker's Guile %Hide proc should go in AS; putting it anywhere else risks making the AS attack into slow mode Opinions vary on how deep to go into Build Up slotting, I have two general approaches: I like all the 6-slot set bonuses from Gaussian's Synchronized Fire Control. 6-slotting Build Up with this set can have it available quite frequently (30 sec or less) and still have an incredibly reliable chance for extra %Build Up from the proc. If I can't spare the slots I'll try for just two slots: the %Build Up and a (boosted) Recharge IO. Note that for my damage-dealing ATs, I prefer to have the %Build Up proc under my control rather than adding to a team (leadership) toggle.
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I actually think this is a better topic for General Discussion. There are many different ways of approaching 'problematic' missions, and I don't see any specific actionable changes that would be worth dev time. It's not as if any devs frequently chime in on threads in the suggestion forums (and when that happens, it is frequently to offer 'calm down' reminders). A thread for venting seems perfectly appropriate. I particularly don't like this aspect of 'rescue'/'kidnap' missions: It's trivial for player characters to have improved movement speed (ehem, inherent Swift) such that the player completely outpaces the civilian. We can talk about the thematic approach & roleplay implications, but such discussions won't change my mind that this side effect of the game's design is essentially griefing players. If player could single-handedly delay another player's progress in PvE mission completion, I don't think that would be long tolerated.
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I just wanted to add a comment in the category of "things I really appreciate as a teammate, but...", springboarding from Every once in a while, my Fortunata will frustrate a teammate with healing powers. With Scaling Damage Resistances, a chance for an Absorb barrier, my Fortunata likes to 'live life on the edge' to the point where I will see the healer make extra efforts to drop what they are doing and chase after me to keep me alive. This is appreciated and it is being a good teammate! However... my teammate may not realize that my build also has a very high recharge Unrelenting (*1) or that I'm probably not even using Mind Link when I am away from other teammates. I love the attention, but I always feel bad when I pull a healer away from other teammates. (*1) The Presence pool is a favorite of mine for my Fortunata. I know it isn't everyone's cuppa tea but another PBAoE control (Invoke Panic) is a wonderful addition to to the control set, and even without Hasten it is possible to get the recharge on Unrelenting fast enough to use it as an occasional 20% buff to damage without worrying about its healing/recovery properties. The ONLY things I don't like about the set is that the single-target Intimidate is of minimal use in the end-game (would be mitigated by a 'Contagious Fear' proc) and that Pacify doesn't work like Placate (for Widows). I should note that Intimidate's fear can be used to stack with other Fear effects, so it isn't completely useless, but the only real use I've ever had for Pacify has been to get a breather in EB/AV solo fights while leveling.
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While I *like* Mass Confuse (and its Fortunata equivalent Aura of Confusion) I feel like the power fits much better with the Fortunata power set because of what else a Fortunata can be doing while waiting for the power to recharge. I grok that this T9 is the 'nuke' of Mind Control, but with the long inherent recharge time it feels rather underwhelming. I haven't seen much discussion on Secondary T9s. It looks like there may be some skipable powers in some powers but I haven't played sets like Pain/Empathy to be sure. Any comments?