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Everything posted by tidge
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I occasionally find myself longing for a 'time travel' mission in which your hero participates in the conversion of Indigo. (She is a former KoA, right?)
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I don't have experience with Body Mastery on Stalkers, but I have used Energy Mastery on a Tanker which is similar. These are good sets for addressing Endurance issue (obviously) but the ranged attack is nothing spectacular (again, my experience is with a Tanker). As a single-target attack, I can't say that I ever really noticed the -Def effect (again, as a Tanker where I try to rotate targets for aggro management) The recharge time is very fast, so Laser Beam Eyes is not a good choice for Frankenslotting with procs. Laser Beam Eyes is a good choice to slot a full ranged attack set for extra defenses. Body Mastery (for Stalkers) appears to be superior to the Tanker Energy Mastery if it has two Auto powers ... they appear to be excellent options to add procs.
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Just popping in from the future... all these changes were implemented and there is still no one playing Goldside.
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Ah, that is very possible (and what the log shows "Mook" and "Mook Hitman"). During the actual attack I only had one target (per my view) but I must have run past a position (with the power clicked) where two were able to be targeted simultaneously. This was during a low-level mission with very few targets (and very few attacks).
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Can anyone explain what happened in this case? I was in a low-level mission using Sands of Mu (prestige power), where part of the attack missed, but then part of the attack was recorded as a hit. My previous attack had been a Hit (with a 95% chance to Hit).
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What? Overwhelming Force is Universal Damage and goes in any power that takes damage enhancements.
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On my (not 'optimized') Inv Tank, Psi has the second highest value (after Smashing/Lethal). Defense is a different story.
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There is no wrong way in City of Heroes!
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The Overwhelming Force KB->KD is unique (although it also enhances Damage), so the Sudden Acceleration (Bonfire accepts Knockback sets like Sudden Acceleration) is my recommendation. Save the OF unique for powers that don't otherwise accept KB->KD.
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I run a Bots/Traps MM, also using powers & attacks (primary, secondary, patron) to contribute -Res (and control, via knockdown). This is the only one of my post level-50 toons for which I have to take breathers (or macro inspirations into blues!) in order to keep up the pace. If I want to be much more passive (and let the bots & traps do the work) the blue bar would be fine, but it would be far less effective to defeat enemies.
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Energy Melee simply needs to be the premier single-target attack set. NO GIMMICKS! Unless we decide to replace Stun with something else completely (like a valuable toggle, think Conserve Power from the Energy Mastery Epic pool). In many ways it was Stun that caused the Nerf, because of its effect in PVP.
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Invulnerability saw many tweaks since launch, including the (blessed) change from Unyielding Stance to Unyielding. Many respecs were gladly spent that day to drop the Teleport pool. I find it to be an extremely efficient Tanker primary. My Inv Tanker has 30 slots invested in the primary powers (*1) 6 of those slots are in Dull Pain, which IMO is a much better "oh ####" power than Unstoppable. Edit: (*1) 30 Slots across 8 powers.
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Ah Basilisk's Gaze, my old friend! I see the 'Last 5' display bug in plenty of places, but this is the single place where it 'bugs' me more than any other. This is not a niche where I typically work, but the 2, 3 & 4-piece bonuses are so good that these should always fetch 2M+, no matter what the bug (or cheapskates) say!!
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I have a Fire/Psi/Psi build, I haven't played the Mind primary but I can write what I did with the secondary: I only skipped Mind Probe and Subdue. My build was to try to be Permadom and PermaHasten without relying on Force Feedback, so I chased Global Recharge in a lot of places that could be considered overkill and reflects in some power slottings. My builds are proc-sloppy, i.e. recharge times are not to maximize proc chances because I am chasing set bonuses. I tend to include damage procs just to mix up the damage types. As a Mind/Psi I am sure you understand why. T1: Psionic Dart: single-slotted with HO Nucleolus. I needed the slots elsewhere! T2: Mind Probe: I skipped the melee because this toon is more AoE, and with the controls I didn't want to have to run from mob to mob to make an attack (that only does 1 type of damage) T3: TK Thrust: 5-slotted with Hecatomb. My compromise to get a Melee power, and slot it with a Very Rare recipe set. T4: Mental Blast: 4-slotted withe Gladiator's Javelin. T5: Psychic Scream: 6-slots 5xRagnarok, Positron %Energy. T6: Drain Psyche: 6xPreventive Medicine. I *love* the 5 and 6-slot bonuses from this set, but alternate slotting can get you different effects. T7: Subdue: My build is not focused on single-target attacks, so I skipped it. T8: Psionic Lance: 6-slots, 5xApocalypse, Gladiator's Javelin %Toxic T9: Psychic Shockwave: 6-slots 5xObliteration, Armageddon %Fire My toon has minimal Defenses and Resistances The following powers were taken purely as IO mules, the pursuit of Recharge set bonuses didn't leave much room for anything else: Tough: Steadfast Protection +3% Defense, Unbreakable Guard +MaxHP Weave: LotG +Recharge, Reactive Defense Scaling Resists, Shield Wall +5% Resists Maneuvers: LotG +Recharge Mind over Body: Gladiator's Armor +3% Defense Indomitable Will: LotG +Recharge Link Minds has 2 slots: LotG +Recharge and Adjusted Targeting Recharge. It's perma +% Defense if I want it. I usually only use it when teaming (or if Pets are going to get squished). Hasten is 2-slotted with 50+5 IOs. Mystic Flight is 'muling' BoZephyr Knockback Reduction, but I almost always take a form of Flight as a travel power. As I wrote, I can't speak to the Mind Primary. My Fire primary took 7 of 9 powers; they are mostly 5-slotted.
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Kick is my default choice when going the ____ -> Tough -> Weave route, and I have always dropped the +Recharge IO in it. However: I've only ever used Kick to fill an attack chain while leveling. I will admit to being 'tricked' by it's +Recharge when using MIDS... often enough times that I've considered never taking it again!
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Just a couple of informative points about the salvage market: 1) Seeding the salvage market established a ceiling on market prices; it has nothing to do with the floor of the prices. 2) The market pools all of the salvage of the same rarity: This allows players to buy salvage of any rarity at lower-than-seeded prices determined only by other players who put the salvage on the market (at that same rarity). Now for my opinion(s): It is the second point which I believe has kept market prices low (for not just salvage, but also recipes and enhancements).
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Bonfire w/ KB->KD is my preferred use. Whatever the *next* AoE is, I want the enemies in one place.
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I can corroborate with my experience with (single use of) Windfall (many months ago, before the changes to XP disabling). I noticed no appreciable change in the drop rates for Recipes, Salvage or Enhancements. The time I used Windfall, I was running Ouroboros Incarnate Content (Heather Townshend's Dark Astoria arc). Running it 'even level' (+0/x8, with or without incarnate shifts). The Experience and Inf is not something I pay attention to but when I went to vendor recipes I did not notice anything extraordinary that indicated I was getting a 'windfall'. My experience with this arc is that with full x8 mobs and clearing every map, I will get a PVP or Very Rare recipe drop better than 50% of the time. I ran this arc twice (back-to-back) and got neither a PVP nor a Vary Rare. IIRC, I only got 1 rare salvage piece! The volume of recipes/drops/enhancements didn't change. I've been saving Windfalls since then, so if a call goes out for tests, let me know.
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I agree. The target of the attack of the target (for the combat log I snipped) was stationary. As the combat log shows, it was a hit and did register damage but only from from the Bio "Offensive Adaptation" secondary , but none of the primary damage registered... either in the log or in the visual indication above the target (or the health bar). The (primary) damage was simply not applied.
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My experience with the Presence Pool's Pacify: I never witnessed it working as an AoE (It is rare I used the power however, see below) It does not reset 'hidden' status (vastly inferior to Placate for VEATs, Stalkers, et al.) I played around with Pacify (on the path to Unrelenting), and the main value my toons got from it was when they needed a breather from a particularly long AV/EB fight. This is a highly situational circumstance that (in my experience) only occurs when playing solo, and even then few top-tier lvl 50 builds will need 'breathers' even during low-level content. As much as I will talk up the Presence pool... and prefer Provoke to all singe-target AT Taunts (except for Lord Recluse)... I feel that Pacify is the weakest link, despite it being a clever power option (IMO).
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I have been observing the Assassin Strike not doing any damage as well. On my Spines/Bio Stalker (with Offensive Adaptation running) the log reads like this: You activated the Assassin's Impaler power. HIT Wolf Spider TacOps! Your Assassin's Impaler power had a 95.00% chance to hit, you rolled a 74.21. You hit Wolf Spider TacOps with your Offensive Adaptation for 22.81 points of Toxic damage. It is slotted with 5 pieces on Stalker's Guile (no Acc/Dam/End/Recharge piece).
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I appreciate the defense of the T1 secondary immobilizes, but it will be rather extreme circumstances in which I will consider dropping extra slots into a T1 single-target secondary set immobilize just because it can take multiple %Damage procs. Every character I've played so far has had a better place to put those slots (by level 7). If I need the immobilize for 'hard content' I think boosted Accuracy (or Immobilize) is probably the better investment, because the hard content isn't falling to proc %damage by itself. Surely a Blaster has a better place to put a Very Rare %Damage proc like Apocalypse.
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Monos King & Galaxy Brain's Mastermind Changes
tidge replied to Galaxy Brain's topic in Suggestions & Feedback
I want to highlight some of the parts of the previous post that earned my 'like' I appreciate that @Redlynne is emphasizing that play choices with Masterminds are a major contributing factor to DPS. I don't think there is another AT that so starkly invites radical play choices where players can 'easily' choose a set of powers (from a primary) which are going to result in uneven performance. Possibly HEATs? Some VEATs are are more effective than others, but a pet-less Mastermind strikes me as a Dominator who chooses not to use Domination. My own experience with Robots (definitely not a 'top tier' primary) is this: I didn't take personal attacks at all while leveling up, and after a lvl 50 respec (into a sort of Tankermind, albeit one without Provoke) I didn't start taking personal attacks until level 30. For reference, here is the slotting of the three personal attacks: I want to note that several of my secondary set powers also provide (AoE) -Res as well. I am under no illusion that my attacks are directly contributing enough Damage to drop enemies, but the control (Knockdown) and debuffing (-Res) is contributing to the defeat speed of the team. I was perfectly happy to play the build without the attacks, but for taking on GMs or farms by taking the attacks I improved performance. This is without Assault btw! (Heresy!) If there are choices about that particular build that I feel like I got 'backed into' it is the Endurance management. Across the build I had to make painful decisions about slotting powers and choosing IO sets simply to be able to run toggles and make direct attacks. I would have the same Endurance issues even if I didn't run with pets, no matter the damage scale of the AT. -
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Most annoying to my PBAoE toons: run into a mob of 16(?) enemies and toss a 'final chance to hit'=95% PBAoE. Two minions remain untouched. This means that at least two of the attack rolls was >95% in 16 tries (possibly only 14 tries because of Streakbreaker). Followup with ANOTHER FCtH=95% PBAoE and one of them is still untouched. That means that the ToHit roll was > 95% at least three times in 18 (possibly 15, again because of Streakbreaker) rolls.