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Everything posted by tidge
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I'm on the fence about this piece. I almost always use it while leveling, but it is rare that it makes it into my final build. I don't always have a power which will take it, such that the power offers a reliable %proc rate while also being a regular part of my attack chain I do a lot of solo play, so the 10 seconds often feels like not enough time to capitalize on the (resisted) resistance debuff I can totally see the utility in team play, especially if it is a reliable %proc power. DNA Siphon is a good call: as a secondary it is available for a lot of lower level content, it can easily be available to fire every 30-40 seconds with a 90% proc ceiling, it's not a "regular" attack, and that is a power that you will be likely using against (very) hard targets anyway. Personally: I still don't have the piece slotted in my Spines/Bio Stalker's DNA Siphon. I prefer to see the damage NAO, and removing one of the other %damage pieces would cost me ~25% of the damage output from it. I suppose I could sacrifice a Touch of the Nictus set bonus (along with actual power enhancements) but I like the 9% global accuracy bonus. I may start carrying one around to swap in when I join PUGs. Level 28: DNA Siphon (A) Touch of the Nictus - Accuracy/Endurance/Recharge: Level 50 (39) Touch of the Nictus - Accuracy/Healing: Level 50 (40) Touch of the Nictus - Chance for Negative Energy Damage: Level 50 (40) Eradication - Chance for Energy Damage: Level 30 (40) Obliteration - Chance for Smashing Damage: Level 50 (42) Scirocco's Dervish - Chance of Damage(Lethal): Level 50
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I've suggested that the T6 (for all Mastermind primaries) be replaced with something like a Recharge-Intensive Pet (not Henchman) that provides some sort of buff dependent on the primary, but including an Accuracy or +ToHit) which could also take the Global set bonuses. I agree that opting to add the Global pieces to an actual henchmen works against the idea that you can customize the henchmen with slotting of (non-Global) enhancements. I think the game already has assets that could be recycled (e.g. P2W "pet" toggles). I feel that all MMs could benefit from an extra power that helps the henchmen HIT once the level shift comes into play. I grok that the larger number of T1, T2 henchmen is supposed to make up for their lower chances to hit, but this is one of those things (like the endurance penalty) that ends up feeling like a double-whammy when you have to burn slots in the henchmen to add the global pieces. The "Equipment" from the T6 really should just be baked into the Henchmen upon summoning. It is silly to have to summon Henchmen at level 12 and 26 and have to apply a level 6 power to them! On Live, with the first Masterminds it felt really cool to be able to equip those first (T1) henchmen at level 6... but those days are long gone. I completely believe in keeping the level 32 "Upgrade" as is, I simply don't think there is enough content between level 1 and level 6 to worry about "game balance" being broken by giving the level 1 pet the extras provided by the level 6 equipment power. Alternatively, if we could slot the global enhancements in the existing level 6 or level 32 "Upgrade" powers, I'd be happy.
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I just put my build here:
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I'm trying to a Super Hero MM, more importantly i want to make a Thug MM
tidge replied to smnolimits41's topic in Mastermind
My Thugs MM is a "Sweet Little Old Lady" accompanied by her boys. -
Now that ASF went live, what do you think of it?
tidge replied to Albion's topic in General Discussion
We've been running at standard settings, not trying for any special badges. If others want to run it and try for special badges (besides the defeats, thankfully this arc offers many enemies with defeat badges) I'll join. I like that it is a Redside arc, although it has the typical trouble getting players to join. Go ahead and judge, but we haven't been spending too much time on dialogue and we have the duration about right at just under 1 hour so far. It feels like there is slightly too much going on in the arc, but I have been enjoying the mix of enemies and the maps. The feeling is almost certainly due to being able to race through so much other content. -
Lower damage taken requirement for BiB
tidge replied to fitzsimmons's topic in Suggestions & Feedback
I noticed the reduced amount recently, I was surprised to get it (on a squishy) just after hitting level 50. -
Hopefully the point everyone else made about recharge times in powers made sense. As for "all the extra damage", I tend to avoid slotting %damage pieces in AT that are already doing significant damage; the damage value from %procs is the same without respect to AT. Low scale AT are better served by %damage procs. Even so, I don't usually put %damage in Mastermind attacks, because that AT pays an extraordinary Endurance penalty to make attacks. I didn't see anyone mention this aspect of non-damage %procs: a %proc that applies an effect can be slotted in multiple attacks, but if triggered the effect is only extended in duration; magnitude is not increased. I believe this is another subtlety: If there is a %proc in an "autohit" power, the %proc still is treated as requiring a ToHit check.
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What to say? I so rarely bother with seeking out incarnate powers and content anyway I don't think I can help you decide. My freshest level 50 has only done the first of the following items on my typical list: Slot an Alpha T3, to get a level shift and cover some aspect of the character. Slot a Lore pet (or T3), to help with some hard targets... (and get a level shift if I ever join Incarnate content) Slot a Judgement to have an extra AoE Slot a Destiny, usually for League Wide teleport, but also for the level shift Honestly, I just shrug off the need to max out Incarnates. I can totally see going for a +3 level shift to 'farm' incarnate drops.
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I've had a few VEATS where I'd like to have an aura of scurrying tiny arachnobots at my feet.
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We can haz Slow / Threat / Fear enhancement sets of PvP / Purple variety? ...So that we can boost them and have them work at all levels? For me, often it isn't even really the set bonuses, it's more like trying to stretch the most out of only a few slots. Fear can benefit from HO, and Slow is getting some love, but Threat/Taunt is the one that really stands out to me as deserving of a Purple (or PVP) treatment: The non-Epic classes defined by Taunt (as a power), as well as those that get Confront, all can take that power early enough that the level 20+ sets will cut out at the earliest levels. This may seem insignificant, but it is an annoying feature. Aside from maybe hoping for a Perfect Zinger %proc, does anyone actually slot pieces from Taunt sets in an aura? I find it weird that Mocking Beratement (the uncommon set) is my default choice for multi-slots in Taunt! The enhancement types for Taunt are almost identical... The Presence pool's Provoke could use more (or boostable) Accuracy. The 4th point above is what prompted this post, as folks are discussing the desire for different aspects of powers to be enhance-able. I don't play enough with many buff/debuff powers (with sets that also have the elements of 'sameness') , but those seem to be well served by Hami-Os when I want to play with fewer slots.
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I've kept Psychic Scream... but it's because I like having a %proc cone (2x Centriole Damage/Range, %Terrorize ATO, 3x %damage)... although I agree that it could be turned into a more useful close-combat attack. I dropped Total Domination very early in my tweaking and never looked back. On paper, it seems like an AoE Hold (with all the %damage potential, or many set bonus potentials) looks like a good choice, but I found that I simply wasn't using it and the power pick (and slots) could be used in a more productive manner. My favorite Fortunata has kept BOTH confuse powers. I think there is a theoretical bias against the single-target Confuse, but with the Coercive Persuasion set slotted in it you get the following: Rapid firing, long-duration Confuse for the times when you really want it (including when chained with the PBAoE Aura of Confusion) Occasional %Contagious Confusion, which is much more valuable on the Single-Target than in the PBAoE. I am well aware of the camp that advocates for the %Contageous Confusion in the PBAoE Aura of Confusion for the chance of getting Magnitude confuse on Bosses, but frankly I'd rather just risk two 95% RNG chances involved with two Confuse attacks (with longer duration) or a combination of Aura of Confusion and Confuse than rely on the PBAoE hitting the "bosses" and the 90% ceiling of the %proc also hitting them. I also am a firm believer in having as much %damage in the PBAoE so that the Fortunata gets credit for "damage" if/when the mobs in the spawn defeat each other. My Fortunata is one of my more effective "farmers" for PVP and Superior recipe drops because of it. I must admit, I never chose TT: Vengeance. My build has (in my mind, keep in mind I enjoy the Presence pool! YMMV) one oddball power choice: Weaken Resolve. Even after the semi-nerf to it, I've kept it simply to have a dedicated mechanism to lower a target's Resistances and Defenses, as opposed to just boosting my teammates combat prowess. I also like the animation!
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I like the above. I'd also appreciate the ability to recolor/tint/modify the visual effect of %procs from Enhancements. There are several of them that I really like for concept, but the colors don't match my power scheme. (Maybe they can be tinted and I am ignorant?) For example, the %Mag +2 Hold from the Lockdown set. I especially like seeing the ball of lightning around a held/levitated character during epic Soul Storm, but I dislike that the colors won't match unless I change the Soul Mastery powers to match the %proc.
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Turbans. "Sopping Wet" Auras.
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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...
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Good PuG, good game, good evening! (I dared the star tonight)
tidge replied to Aeroprism's topic in General Discussion
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. -
Oops..you did it again! (Added too many zeroes!)
tidge replied to Faverty Events's topic in The Market
I was going to write: Enhancement Converter: 70k -
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.
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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.
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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:
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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.
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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.
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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
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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.
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Focused Feedback: Changes to Sleep and Placate
tidge replied to Booper's topic in [Open Beta] Focused Feedback
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.) -
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.