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tidge

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Posts posted by tidge

  1. Here is the way I slotted the Shield powers on my Shield/Battle Axe Tank:

     

    Spoiler

    Level 1:                 Deflection          

     (A) Luck of the Gambler - Recharge Speed: Level 50

     (*) Unbreakable Guard - +Max HP: Level 50

     (*) Unbreakable Guard - Resistance: Level 50

     (*) Unbreakable Guard - Resistance/Endurance: Level 50

     (*) Unbreakable Guard - Resistance/Endurance/RechargeTime: Level 50

     (*) Impervium Armor - Psionic Resistance: Level 40

     

    Level 2:                 Battle Agility      

     (A) Reactive Defenses - Defense: Level 50

     (*) Reactive Defenses - Defense/Endurance: Level 50

     (*) Reactive Defenses - Endurance/RechargeTime: Level 50

     (*) Reactive Defenses - Defense/RechargeTime: Level 50

     (*) Reactive Defenses - Defense/Endurance/RechargeTime: Level 50

     (*) Reactive Defenses - Scaling Resist Damage: Level 50

     

    Level 10:              Active Defense  (I think I have upgraded these to 2x Level 53 D-Sync Decelerations)

     (A) Endurance Reduction IO: Level 50+5

     (*) Recharge Reduction IO: Level 50+5

     

    Level 12:              Phalanx Fighting              

     (A) Kismet - Accuracy +6%: Level 30

     (*) Luck of the Gambler - Recharge Speed: Level 50

     

    Level 14:              Against All Odds              

     (A) Endurance Reduction IO: Level 50+5

     

    Level 18:              True Grit             

     (A) Gladiator's Armor - Resistance: Level 50+5

     (*) Gladiator's Armor - TP Protection +3% Def (All): Level 50

     (*) Panacea - +Hit Points/Endurance: Level 50

     (*) Panacea - Heal: Level 50+5

     (*)Steadfast Protection - Resistance/+Def 3%: Level 30

     (*) Healing IO: Level 50+5

     

     

    Level 24:              Shield Charge   

     (A) Mocking Beratement - Recharge: Level 50

     (*) Mocking Beratement - Accuracy/Recharge: Level 50

     (*) Eradication - Chance for Energy Damage: Level 30

     (*) Perfect Zinger - Chance for Psi Damage: Level 50

     (*) Scirocco's Dervish - Chance of Damage(Lethal): Level 50

     (*) Force Feedback - Chance of Global Recharge: Level 50

     

    Level 26:              Grant Cover      

     (A) Luck of the Gambler - Recharge Speed: Level 50

     (*) Reactive Defenses - Defense: Level 50

     (*) Reactive Defenses - Defense/Endurance: Level 50

     (*) Reactive Defenses - Endurance/RechargeTime: Level 50

     (*) Reactive Defenses - Defense/RechargeTime: Level 50

     (*) Reactive Defenses - Defense/Endurance/RechargeTime: Level 50

     

    Level 44:              One with the Shield       

    (A) Impervium Armor - Psionic Resistance: Level 30

     

     

     

  2. I have never tried Titan Weapons, mostly because I never had a concept that called for it and partially due to personal hesitancy to embrace the Momentum mechanic.

     

    The personal hesitancy comes from having use War Mace... I know different set... and I found War Mace to be super clunky while leveling up. It was only until the build had a LOT of global recharge (plus whatever set slotting for Recharge in individual attacks) that it played smooth enough for me to feel like I was having fun with it (across all levels of content).

     

    As far as "hand held melee weapons" go... I found Battle Axe to be satisfying (both while leveling up and at end game). I haven't tried Broadsword or Staff... I know a lot of folks recommend Staff Fighting, and again (for me) I just didn't have a concept that called out for it. Staff definitely feels like a power set to take advantage of the improved Tanker AoE.

  3. 7 hours ago, Rudra said:

    Also, the T1 pet upgrade for MMs? Does include defensive options. Such as Robotics with their damage resistance and ninjas with their defense boosts. They're both in the T1 upgrade.

     

    As I wrote:

     

    22 hours ago, tidge said:

     I wouldn't mind if the first upgrade was changed into some sort of resummonable "buff" pet (not a henchman) that could take those globals. I wouldn't mind there being some sort of balance pass.

     

    The "defensive" portion of the level 6 'upgrade' makes sense (to me) to not bake in (per my suggestion), the same way Defenders usually have some sort of Ally 'defensive' Buff power. The Level 6 first upgrade isn't doing anything directly for the MM defensively (blah blah Bodyguard mode blah blah fishcakes) so the Tanker "armor" comparison falls flat, as a HUGE portion of the MM offense is coming from the application of the current first upgrade to the henchmen.... which I repeat is a level 6 power that has to be applied to powers used level 12 and level 26.

     

    Even in terms of rationalizing the "lore", it makes no sense that a boss learns how to make T1 henches, learns how to improve all henches, then learns how to make more offensive T2 and T3 henches but doesn't know how to make those improved offensive T2 or T3 except by backing up and applying some skill they learned at level 6.  Folks can rationalize why this happens, and Homecoming has it so that we don't have to individually apply the upgrades (yay!) so it isn't as if all the aspects of the clumsiness of the original version of the first upgrade have gone unnoticed.

     

    7 hours ago, Rudra said:

    Edit again: Oh, and if Maintenance Drone and the upgrade powers are any indication? Even if for some reason the T1 upgrade power was replaced with a buff pet? Since it isn't a MM combat pet and is only there to provide the benefits of the T1 upgrade? It still wouldn't be able to accept the MM pet enhancements. So you still wouldn't be able to mule the pet buff special enhancements on it. Those enhancements are in damage sets, so non-attack pets will not get to slot them. And I'm willing to bet the devs won't give us a 7th attack pet in the MM primaries.

     

    As for what sets can be slotted and how those sets apply set bonuses and globals... that's a coding/configuration setting. Presumably this hypothetical resummonable pet could be used for things like the new/in Beta version of Detonate which does work from enhanced damage values of the thing detonated.  All MM primaries have the same sort of "first upgrade", so I don't think it would be as unbalancing among MM primaries as it would be to just ask for a single primary's power (like Maintenance Drone) to accept those global pieces.

     

    This isn't a hill I'm going to die on, yet it is obvious (to me) that it makes no sense that every T2 (level 12) and T3 (level 26) henchmen shows up "half-baked" because the MM immediately has to apply a one-and-done power the MM picked back at level 6 to give the just-summoned T2 and T3 a more complete set of offensive tools. Strawman arguments about other classes aren't moving my needle. as the balance issues are inherent to the MM AT. Every (well constructed, so avoiding corner cases like "petless") Mastermind is pretty much always going to have that first upgrade applied at all times, except for these cases:

    1. The MM is below level 6
    2. The MM is burning through henchmen and is in the short period (8 seconds?) between when a henchmen is summoned and when the upgrades can be applied/stick

    I don't think it would be game breaking to have MMs with only a single T1 henchmen have more offense at levels 1-5. baking in the offensive upgrades to the T1 is asymmetrical but this is such a short period of time when there already exist inexpensive asymmetries (cheap P2W boosts, etc) for low-level characters, so ¯\_(ツ)_/¯

     

    My own experience with "burning through henchmen" is dominated by the need to defensively boost them, and not offensively boost them... which is why I propose the "defense" elements be tied to a level 6 (replacement) power... I mean, as things currently stand: yes the "one more things to do (by applying all upgrades to a newly summoned hench)" is a thing that currently needs to happen, but my experience has been that having newly resummoned T1/T2/T3 with all their offense isn't really going to make a noticeable difference. I suppose it is possible that the henchmen AI might start with a different set of powers, but it is already a pretty short period of time before newly resummoned henchmen can have the upgrade applied to them (and start attacking).

  4. 30 minutes ago, Rudra said:

    So like @biostem is saying, it is all about set synergy.

     

    It is a totally unnecessary "synergy" that exists for MMs, for no other reason than the game used to have a time when it took time and effort to get from level 2 to level 6. It isn't as if ALL the other powers available to MMs hinge on that one power to make the player embrace "synergy".... but all the henchmen summons that come levels after it DO hinge on it. It is a totally artificial construct that is being rationalized, and for all practical purposes ONLY affects "game balance" before level 6, because AFTER level 6 almost all MMs will have taken it.

     

     

    30 minutes ago, Rudra said:

    Just like with the Tanker's primary powers, you can skip any you want, but you will find that you are not as effective at being a Tanker,

     

    I haven't had a Tanker yet where I needed to toggle or click on my low level powers. Specifically for Invulnerability, I rarely toggle on Temp Invulnerability below level 50, and Dull Pain pretty much only gets used in extreme content. Four of the other powers in Invulnerability are Auto, no clicking or toggling required! My other Tankers are similar, most have toggles I don't feel the need to run with, especially Lethal/Smashing toggles. Especially not between levels 1 and 6!

     

    Anywho, it is something of a stretch to equate Tanker toggles/clicks with the first henchmen upgrade, which is mostly offense. I'd be perfectly ok with the defensive characteristics of the first upgrade staying with a hypothetical resummonable "buff pet" (assuming it had a respectable radius for henchmen), but it seems silly to me that the henchmen summoned with level 12 and level 22 need a level 6 power cast on them to unlock a significant portion of their offense.

  5. 20 minutes ago, Rudra said:

    The entire AT revolves around fielding, upgrading, and controlling an army to fight for them.

     

    I don't disagree, but it makes no sense to me that the henchmen summoned at levels 12 and 22 require a level 6 power to be fully efficient. I have zero issue with the second upgrade being what and where it is, but I cannot imagine a non-gimped MM (with henchmen) delaying the FIRST upgrade until after level 12.

    2 minutes ago, biostem said:

    But they kind of have to now, anyway;  If they don't take their status protection power, they aren't going to be very effective. 

     

    Status protection powers aren't part of those later powers... they are separate powers.

  6. 1 hour ago, biostem said:

    Can we also bake the effects of all the armor toggles into just 1, so it'd free up some power picks for every melee AT as well?  🙄

     

    I think you are looking at this from the wrong direction... my argument is less about freeing up a single power although that could happen(*1). Imagine if a Tanker had to take a power at Level 6 just to make their higher level choices of armors work at full capacity.

     

    AFAIK, except for a few offbeat power sets (examples include: Dual Pistols' Swap Ammo, Bio's Adapatation) and the way Hide works for Stalkers' offense (but Hide isn't in a primary), I can't think of any AT where all the primaries from the same AT specifically require an earlier power to be taken to unlock new abilities in later choices.

     

    (*1) As I wrote above, I'd like if all the MM primaries had a place to slot the henchmen/pet globals without having to actually sacrifice henchmen slots. This is why I suggest a long-recharge based resummonable pet at level 6. If the henchmen had the first tier of upgrades baked in, the proposed pet could do something else that buffs the henchmen.

  7. 4 hours ago, Rudra said:

    Would you rather have to wait until level 24 (formerly level 26?) to be able to upgrade your pets? The point of the T1 upgrade being available early is so that you can improve your pets to deal with the more difficult enemies you start seeing.

     

    Lemme 'splain. Current:

     

    @01 T1 Summon

    @06 Hench Boost

    @12 T2 Summon

    @22 T3 Summon

    @26 Hench Boost

     

    The T2 and T3 are available AFTER the first boost... so why would those henchmen simply not be summoned with the effects of that boost already? It would be a change to give the T1 henchmen that boost but only for level 1 thru 5 content. I don't think there is any place for pearl-clutching how that would ruin the play experience for Masterminds.

     

    Baking in the effects of the Level 6 Boost into all the summons would free up a power for all Masterminds.

     

  8. This is a common problem for those windows. I see it all the time on the Invention crafting screen (when the list is overpopulated).

     

    I suspect there is a miscalculation in the UI for the window display and the code for the slider portion of the UI. I suppose it could be triggered by the characteristics of the items being displayed, such as length of strings or embedded breaks, that cause the slider/window to underestimate what is needed to display.

     

    I can suggest a possible fix: force every window to be sized as if there was "one more" entry to be displayed. We'd get some dead space in a LOT of places, but this problem would probably go away.

  9. The one change for MMs that I had been advocating for is building in the effects of the first upgrade to all the henchmen... it makes no sense that the first upgrade is available before two of the three henchmen summons, and that it is available IIRC for the T1 henchmen in all exemplared content. We are WAY past the point at which players would take a long time to get to level 10+, which is teh era I think that the placement of the T1 summons and first upgrade reflect.

     

    I've tempered my calls for this, only because MM now have some better slotting options for that power, so it can yield set bonuses/mules/etc.

     

    Never-the-less, for primaries that don't have a "fourth" summons power to mule the Defense/Resistance globals, I wouldn't mind if the first upgrade was changed into some sort of resummonable "buff" pet (not a henchman) that could take those globals. I wouldn't mind there being some sort of balance pass.

  10. On 2/12/2024 at 8:12 PM, Sovera said:

    I've tried soloing it a few times but unlike Tidge I don't shift from +1x8 which between the kill alls and the filler missions means it went upwards of two hours. It's not even dangerous since Clockwork are not hard, it's just slow, especially on a leveling build. So I always team for that one TF at least.

     

    For me, x8 solo Synapse becomes a personal bugbear for me because of the way the spawns scatter/run on the "defeat all" mission more than anything else. It only takes missing two mobiles from more than one spawn to make life miserable on some of those maps.

  11. 2 hours ago, schrodingercat said:

    As to the other replies, the rushers consisted of the tank and team lead. I've noticed a lot of teams doing this lately: run into mob, aoe down minions and lieutenants, then run off and leave the bosses. Like the bosses will stop following eventually I guess? But for at least two spawns they will just pick off your lowest health members. I don't even understand the point of this style of play tbh.

     

    I want to explain why this might be happening. Tankers generally take many more attacks to finish off bosses than other AT, even while they are holding the aggro of the boss. AoE attacks are generally not good against bosses... so a Tanker might be trying to cluster another group while dragging the bosses along. All of this would be in the service of "fewer attacks to defeat more mobiles" which is good for the team.

     

    A good tanker is usually paying attention to the team's cycle of attacks, controls, and aggro situation. Fore example: A boss that is locked down by controls probably doesn't need the tank paying attention to it.

    • Like 1
  12. 22 hours ago, Nightmarer said:

    Kinda like when they blame Trick Arrow Defenders for letting teammates die, they don't understand there's no such thing as "Healing Arrow". I wouldn't allow them to bother me like that and would probably just quit team, for my own peace of mind because, if I get started, next thing is that I will get reported and banned.

     Stock up on those [Arrows of Romance] !

     

    No one should endure side-eye from another player that is getting upset because that player doesn't understand their limits. I have a couple of "support" characters that are perfectly fine running off by themselves when necessary; often I just go with "The needs of the many..." and stick close to those who benefit most.

     

    On 2/11/2024 at 11:48 AM, schrodingercat said:

    How do you handle people being toxic at you specifically as a defender?

     

    I was on a team fighting level 54 content with people that were probably too low level to be significant dps contributors. As a result, the tauntless tank would run in with the team lead, who was a dps focused character, wipe out the minions and lts, then rush off to the next boss leaving the carnie bosses behind. The low dps members would struggle to finish the bosses, and as a result, the two teams split into the straggler group and rush group.

     

    Oh... I've got some taunts for that player.

     

    With the influx of new players, I suspect we are going to go through another phase of "My Tank doesn't need Taunt" (pick a reason why: "I make attacks" and "I have an Aura" and "I have Fold Space" are common rationales. It took a while, and some changes to Tankers, but I think the critical consensus among veteran Homecoming players is finally "Tankers need a Taunt". If someone wants to play a Tank without Taunt, they should probably just roll up a Scrapper and no one need be the wiser.

     

    Don't be discouraged, and play the way that drives your satisfaction.

    • Like 1
    • Thumbs Up 1
  13. I have found it useful to keep a Valentine's Day mission "all year" to have a tip that won't disappear if you change alignments or after doing a morality mission. I find having one is useful for the times when I start a mission with difficulty parameters I don't want and forgot to change.

    • Like 2
  14. The winter lord always (per my observations) spawns in place of an opened present being replaced.

     

    Minions from the winter lord that are not cleared will (I believe) prevent a new WL from spawning. Minions that otherwise appear from a present (with no WL) will eventually respawn.

  15. Always has been.

     

    OK, read the massively editoral, and it feels like a complaint that comes from a mode of thinking "race to 50". I look forward to the author's realization that the answer to the question:

     

    Quote

    ...addressing a real issue: What do you do in CoH once you’re 50?

     

    is either "Base Building" or "Costume Design."

    • Like 3
  16. I've done solo Synapse in about 30 minutes. I honestly can't recall if I broke the 30 minute mark, but... probably? I know that I've been on PUGs that have either broken 30 minutes or just missed it. There is some luck involved in maps, but the keys for solo were:

    • run it exemplared, so powers are slotted
    • don't turn up the spawn size, or difficulty
    • have AoE (including P2W)
    • spawn Babbage in Steel Canyon (near Positron and Valkyrie) and call out for help (if you want the merits, otherwise skip)
    • have some sort of temp summons to help defeat the final AV. It doesn't take much, a Shivan or a Warwolf will do. High DPS characters may not even need this.

    It definitely helps if you are familiar with the cadence of the missions to use "fast travel" options where optimal. SG base buffs for travel speeds can help.

    • Like 3
  17. 52 minutes ago, Pleonast said:

    The Homecoming devs have done a great job balancing the economy. Far better than Live. But I’d like to see even more smoothing out of the obtaining and the auction-house pricing of enhancements. 
     

    Here's an idea. The first time a player (that is, a global I.D.) completes a task force in a month, they get a special merit. That merit can be used to buy any one IO recipe, which used or traded as normal

    ...

    Would this work? Is it possible to implement? 

     

    It absolutely would work, because it has been implemented already. Merits (from TFs) can be used to buy recipes now.

     

    Not every TF/SF offers enough merits to buy every recipe, but running four weeks of the weekly TF/SF certainly would offer more than enough.

    • Like 1
  18. 9 hours ago, Clave Dark 5 said:

    It was getting pretty crazy before the end, but I still suspect that was (mostly) by design: the game existed to encourage you to keep playing, and therefor paying to play.  If they put in some really great stuff for you, the longer they can string you along before giving it to you, the better from that viewpoint. 

     

    I blame the Incarnate grind from Live as the primary reason I do so little of the Incarnate content (including slotting Incarnate powers beyond Alpha) with most of my characters. Homecoming has made incarnate paths much more palatable, just like they did with non-incarnate power slotting.

     

    I can sort of judge my own headspace about "what constitutes grinding?", because it appears (to me, from my PoV) that there are an order of magnitude more gripes about the market/economy/auction house than there are about slotting Incarnate abilities.

    • Thumbs Up 1
  19. I don't have a EA Scrapper, perhaps my Sentinel choices can be informative? Generally: I find Energy aura to be a rather straightforward set to slot, leveraging Global pieces and set bonuses as desired. With my Sentinel, I did end up making the (unusual for me) choice to 6-slot some Very Rare sets to improve Toxic/Psi resistances. On other characters I usually just rely on positional defense values, but that is not how Energy Aura rolls.

     

    I run with the Kismet +ToHit in whichever toggle will always be on and also has room for it.

     

    Spoiler

    ------------

    Level 1:                 Kinetic Shield    

     (A) Kismet - ToHit +6%

     (*) Shield Wall - +Res (Teleportation), +5% Res (All)

     (*) Shield Wall - Defense/Endurance: Level 50+5

     (*) Shield Wall - Defense: Level 50+5

     

    Level 10:              Energize              

     (A) Preventive Medicine - Heal

     (*) Preventive Medicine - Heal/Endurance

     (*) Preventive Medicine - Endurance/Recharge

     (*) Preventive Medicine - Heal/Recharge

     (*) Preventive Medicine - Heal/Recharge/Endurance

     (*) Preventive Medicine - Chance for +Absorb

     

    Level 12:              Power Shield    

     (A) Shield Wall - Defense/Endurance: Level 50+5

     (*) Shield Wall - Defense: Level 50+5

     

     

    Level 16:              Entropy Shield  

     (A) IO Endurance: Level 50+5

     

     

    Level 20:              Power Armor    

     (A) Unbreakable Guard - Resistance

     (*) Unbreakable Guard - Resistance/Endurance

     (*) Unbreakable Guard - Resistance/Recharge

     (*) Unbreakable Guard - +Max HP

     (*) IO Health: Level 50+5

     

     

    Level 24:              Repelling Force

     (A) IO Defense: Level 50+5

     (*) IO Defense: Level 50+5

     

     

    Level 28:              Kinetic Damping              

     (A) Gladiator's Armor - TP Protection +3% Def (All)

     (*) Gladiator's Armor - Resistance: Level 50+5

     (*) Gladiator's Armor - Resistance/Endurance: Level 50+5

     (*) Aegis - 5% Psi Resist / 20% Mezz Resist

     

    Level 30:              Maneuvers        

     (A) Reactive Defenses - Defense

     (*) Reactive Defenses - Defense/Endurance

     (*) Reactive Defenses - Endurance/Recharge

     (*) Reactive Defenses - Defense/Recharge

     (*) Reactive Defenses - Defense/Endurance/Recharge

     (*) Reactive Defenses - Scaling Resist Damage

     

    Level 32:              Power Drain      

    (A) IO EndMod: Level 50+5

     

    Level 41:              Overload            

     (A) Luck of the Gambler - Recharge Speed

     

    I included Maneuver's slotting because I feel it is important for the set bonuses (+global) and also for layering some defense.

     

    As an aside, with Accolades, the EA Sentinel is the only non-Tank in my roster that sits at the HP cap for its AT. I mention this because it feeds into how survivable the character is with the resists, scaling damage resistance, etc.

     

  20. I dislike the idea of Robotics/FF, mostly because Robots benefit more from a debuffing secondary than a defensive one. Traps, Time, Dark would be before FF.

     

    Here is the slotting I use (Robots/Traps) for just the primary powers:

     

    Spoiler

    ------------

    Level     1:            Battle Drones   

     (A) Superior Mark of Supremacy - Damage: Level 50

     (*) Superior Mark of Supremacy - Accuracy/Damage/Endurance: Level 50

     (*) Soulbound Allegiance - Chance for Build Up: Level 50

     (*) Expedient Reinforcement - Resist Bonus Aura for Pets

     (*) Sovereign Right – Accuracy/Damage

     (*) Sovereign Right - Resistance Bonus

     

     

    Level 2:                 Pulse Rifle Burst

     (A) Sudden Acceleration - Knockback to Knockdown

     (*) Sudden Acceleration - Knockback/Accuracy/Damage

     (*) Sudden Acceleration - Knockback/Accuracy

     (*) Sudden Acceleration - Knockback/Damage/Endurance

     (*) Sudden Acceleration - Knockback/Damage/Recharge

     (*) Sudden Acceleration - Knockback/Recharge

     

     

    Level  6:                Equip Robot      

     (A) Unbreakable Guard - Resistance

     (*) Unbreakable Guard - +7.5% MaxHP

     

     

    Level 8:                 Photon Grenade             

     (A) Annihilation - Accuracy/Damage

     (*) Annihilation - Damage/RechargeTime

     (*) Annihilation - Accuracy/Damage/Endurance

     (*) Annihilation - Accuracy/Damage/Endurance/RechargeTime

     (*) Annihilation - Chance for Res Debuff

     (*) Annihilation - Accuracy/Damage/RechargeTime

     

     

    Level 12:              Protector Bots  

     (A) Superior Mark of Supremacy - Damage/Endurance: Level 50

     (*) Superior Mark of Supremacy - Accuracy/Endurance: Level 50

     (*) Defense Buff IO: Level 50+5

     (*) Edict of the Master: Defense Bonus

     (*) Call to Arms: Defense Aura for Pets

     (*) Call to Arms: Accuracy/Damage

     

     

    Level 18:              Maintenance Drone

     (A) Preventive Medicine - Heal

     (*) Preventive Medicine - Heal/Endurance

     (*) Preventive Medicine - Endurance/RechargeTime

     (*) Preventive Medicine - Heal/RechargeTime

     (*) Preventive Medicine - Heal/RechargeTime/Endurance

     (*) Preventive Medicine - Chance for +Absorb

     

     

    Level 22:              Assault Bot        

     (A) Superior Command of the Mastermind - Accuracy/Damage: Level 50

     (*) Superior Command of the Mastermind - Damage/Endurance: Level 50

     (*) Superior Command of the Mastermind - Damage/Endurance/Recharge: Level 50

     (*) Superior Command of the Mastermind - Recharge/Pet +AoE Defense Aura: Level 50

     (*) Superior Mark of Supremacy: Accuracy/Damage: Level 50

     (*) Superior Mark of Supremacy: Endurance, +Resist (All) +Regen(Pets): Level 50

     

     

    Level 26:              Upgrade Robot

     (A) Healing IO: Level 50+5

     

    EDIT: I noticed this has a Defense Buff 50+5 in Protector Bots. After the introduction of Maintenance Drone I observed that the Protector Bots are making a LOT more attacks (yay!) and depleting Endurance faster than previously (boo!) so I swapped this for a Boosted Defense/Endurance piece. There is a marginal decrease in group defenses, but the Protector Bots now have consumption similar to the T1 henchmen.

     

     

    While leveling up, I don't rely on the MM attacks... so I don't really use slots on them until later. The secondary powers will almost certainly need slots. If the secondary powers don't need slots, then it was probably a poor choice of secondary!

  21. 8 hours ago, MoonSheep said:

    ran a posi 1 last night with quite a puggy PuG, fortunately i was on my dom and someone else was also on theirs - made the last fight humorously easy

     

    you guys could have bought a bunch of T3 team acc inspirations 

     

    Whenever I'm on a Posi 1, I almost always try to save (any level) Inspirations for the Shadow fight. Boosting Defenses/Resistances and Accuracy can be key to beating down the Shadows.

     

    A couple of things I've observed about Posi-1:

    1. Occasionally the Shadow Duplicate will have access to powers that the player doesn't have (this is weird, but I've seen it solo)
    2. Occasionally the Shadow Duplicate will use powers that the player has skipped, and it turns out that those powers are force multipliers... for the Shadows Duplicates

    In the second category, it's often those powers that don't benefit fast-moving or solo play... and can come as a surprise for the unprepared.

    • Like 2
  22. 28 minutes ago, Luminara said:

    And even if there were a way to make Co* more accessible to players accustomed to gear treadmill progression, without alienating the existing player base, it wouldn't be satisfactory because we don't have an end game

     

    I am in 99% agreement with the above sentiment. The 1% allows that maybe there is an end-game, but whatever it is is completely variable depending on the player.

     

    The market doesn't need to factor into any one particular player's end-game... and if it does, then the market is now part of that end-game, and should be treated as such for the purposes of "winning" that player's end game.

     

    Even if I narrow my own understanding of a very general gripe about "equipping" characters to "I wanna equip, I canna afford it" (my words, not anyone else's)... there are SO MANY players who understand how many different in-game strategies exist for "equipping", I can't see this any different than a gripe about "I wanna travel, I canna do it" or "I don't wanna be hit by snipers in FF" or any of a thousand other in-game challenges for which many players can offer advice.

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