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tidge

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Everything posted by tidge

  1. IIRC, they appear in other Red Side arcs (40+) as well. Televison vs. Radio includes them.
  2. If we can't get it as a Control set, let's get some of it as a Power Pool set:
  3. Not a Stalker Lord, but I've played a Spines/Bio with several cones and PBAoE: Spine Burst, Ripper and Throw Spines from the Primary, and DNA Siphon, Parasitic Aura from the Secondary. I left Genetic Corruption (secondary) on the table. This is a very active combination of damage-dealing powers. Sustainability means different things to different folks. The build I have (plus Accolades, before Incarnates) has plenty of Recovery/%+Endurance and can sustain attacks with perma-Hasten running (and a recharge on Build Up of 24 seconds, not considering the %proc). It's defenses are peculiar (30%+ on Fire/Cold/Energy/Negative), but it wasn't built to stand in one place and take a beating. If THAT is likely to happen, Shadow Meld is available to exceed soft-cap numbers on Defenses. On teams, the character has more than enough defenses to not worry. Playing solo I control the flow and pace of the combat. /Bio had other tricks to deal with incoming damage. Here's the current build. I tend to go heavy into set bonuses (leveraging Global +Recharge), and I don't worry about optimizing attack chains. This is a leveling/exemplaring build. If you are only playing 50+ content, I think it should be possible to drop one 'attack'. DNA Siphon is good enough (when slotted) that it really should be taken earlier in the build, but I wanted Hasten in the build before taking the lvl 32/35 attacks ASAP. Throw Spines is a good candidate for franken-slotting (with HO Centriole: Dam/Range). Not everyone likes to 6-slot Build Up like I do, so if all you want is the %proc and recharge... cut that down to 3 slots (1 for the %Build Up, and 2x recharge or 2xHO Membrane) And here is the code:
  4. When I tried a 'pure mace' build, it was so slow against large numbers of enemies that I'm not sure Placate would improve performance except in very limited & specific content.
  5. 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.
  6. 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.
  7. Grab those +Max Endurance Accolades as well!
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. 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".
  15. 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.
  16. 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.
  17. 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.
  18. 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).
  19. 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.
  20. 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
  21. 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.
  22. 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.
  23. Which reminds me of all the missions in burning buildings in which you take the elevators to move between levels!
  24. 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.
  25. I was Anonymously working on an Old Coholics, but I accepted that there were some things I couldn't change.
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