The Beta Account Center is temporarily unavailable
×
Double XP is active on all shards until October 21st
-
Posts
5803 -
Joined
-
Last visited
-
Days Won
20
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by tidge
-
For "supporting end game content", I'm thinking Destiny Barrier is probably bringing as much to the table as a /FF Controller. Dispersion and Dampening Bubble are the key support powers IMO. They don't really need much slotting, although extra recharge for Damping Bubble will be valued. The only real variation among ATs using Force Fields that I remember seeing is leveraging Force Bomb (or not). Personally, I like FF on Defenders, when I want to go heavy in to the Defender secondary... I find that FF has a bunch of powers that aren't very important to take early, and the blasty secondary typically means that it is less important (for me) to try to leverage Force Bomb as a critical AoE attack. Force Bomb is no longer as poor an attack as it used to be, but I still disfavor it... a lot my attitude derives from when it becomes available as a power pick, as it is running up against the availability of higher-level power pool picks. Pyro is an excellent control set... with FF as a secondary it's pretty much going to be picking primary powers to leverage enhancement set bonuses. The only powers I think are worth looking at %damage are Hypnotizing Lights and Dazzle... but if you are committed to "support" slotting Dazzle with 4 or 5-piece hold set (moar global recharge) would be fine. The only set choice I'd suggest is 6x Cupid's Crush in Catherine Wheel. The %proc is somewhat meaningless there, but the set bonuses are excellent and I find teh alternate set choices to be inferior.
-
I don't have to Teleport the Catherine Wheel at all... and I don't have the Teleport pool on any Controllers AFAIK. Yes, I see it has to move through elevators... but it is extremely rare that there are enemy mobiles right at an elevator. The most 'extra' effort I put into CW is to occasionally set it on 'aggressive'... after I've started AoE controlling it always seems like the Wheel is picking up whatever aggro is leftover. Best of all (from my POV) is that I'm not worried about casting a power to taunt/debuff... I can focus on the control (and doing damage). I'm glad somebody likes it. I'm happy that for me it is a skippable power early in the power set that allows me to pick up pool (or secondary) powers.
-
I want to publicly agree with @JayboH comments and attitude: JE wasn't wrong about everything... I see it more as him having peculiar blindspots... some related to how 'core features' related to player engagement, some about how certain powers 'should work'. (The lack of) Enhancement Diversification really only became an obvious balance problem (from my PoV) once the player level range was increased to 50, because of all the extra slots. IMO the dumbest 'core mechanic' that appears to have been a reason why (something like) ED wasn't initially considered for the game was the terrible lack of Recovery (without an inherent Stamina)... it makes sense (to me) that there is a necessary budget (Endurance) to spend engaging with the game... but waiting around for the blue bar to refill was simply no fun. Driving most players to take 3 power picks just to get Stamina was also highly limiting in terms of diversifying character builds.
-
Specific to level 50 PVP recipes, and further specific to the resistance Resistance and Defense sets... usually there are two other pieces (beyond the global) in those sets I want at level 50+5 for characters so I'll convert in-set for those. I hate using level 50 PVPs for the globals.
-
Kraken's LOD is really freakin' short
tidge replied to mechahamham's topic in Suggestions & Feedback
As I noted: I don't know of anyone who asked for the change (to Kraken) but the devs specifically made this change, and only to Kraken (I rarely bother with Caleb, which is the only other GM I can think of that offers more annoyance in locating). No one has to like my imagined reasons for the change, but "giant swamp creature rising from the terrain" seems like what the change was going for... not "let's sucker the players, har har". I had to change up my approach to this Giant Monster, I don't think it was that big of a deal and added a slight amount of variety to hunting and defeating it... which was essentially the point of the Giant Monster balance pass. It's been almost two years for this change... this isn't something that just rolled out. I'll be blunt and judgemental: I see many players who act (in-game) as if Giant Monsters (and their rewards) are something they are owed... and yet put minimal effort into looking for them and/or resetting zones to get GM respawns (Croatoa, Crey's Folly, KR, Unseelies)... and if something happens like when a Paladin is in a slightly different location in KR they'll completely miss it, they'll skip cleaning up extra spawns, they'll AFK/park-at-logout multibox at Adamastor waiting to drop 3xLore pets as soon as the timer counts down. If "ace players" are that desperate for the 6 merits, there are plenty of repeatable arcs that offer a similar amount of merits for less time than waiting for the GM respawns (and tracking them down).- 12 replies
-
It's probably the old "but I'm bored by all the other content I've repeatedly done" song.
-
If you were a ghost, what powers would you have??
tidge replied to smnolimits41's topic in General Discussion
I'd probably spend my time going to live sporting events. I'd want to visit different cities, so I might have to start haunting airports too. -
I play my Water/Atomic Blaster as a (nearly) pure melee... using Combat Teleport as the extra 'get into combat' power. I end up with a bunch of macros for several powers. I use the 'blasts' from the primary very much like I do with Scrapper/Stalkers that have a ranged attack. I also skipped Water Jet (it used to be a very bad choice, but that has been somewhat corrected for a while since a miss no longer burns Tidal).
-
I see the "bad proc rate" written a LOT (it is something like 36%) , but it is fast recharging 10 targets in a 90° arc that takes four %damage pieces, does knockdown, can slot the FF +Recharge, and the power is available for almost all game content.... available to all ATs. There is nothing wrong with waiting until the epic pools to get an AoE %damage attack, but if I feel a character needs such an attack, I want it for pretty much the whole game.
-
Can we try 20 questions? Was it a power usable by an Invulnerable/Energy Melee Tanker?
-
This is my thinking, put to words: If I'm going to proc-slot an Epic AoE, I may as well take Force of Will and %proc Wall of Force. I can have it a lot sooner in the build and the prerequisites are useful.
-
Controllers are still in a good spot (i.e. they don't struggle to complete 'defeat all' missions) using %damage... with one big change: The high-tier AoE controls now typically use 'adaptive recharge' which makes them available much more often when hitting only a small number of targets, but somewhat ruins their %proc chances. This is only a "win" for me, as the previous inherently long recharge times made them poor candidates for %damage (as opposed to slotting those powers for set bonuses)
-
Retconning: What and why? Your choices
tidge replied to Scarlet Shocker's topic in General Discussion
If I had a magic wand for this purpose, I think I'd un-retcon a LOT of the Freedom Phalanx material, starting with Positron. I've not been happy with the NPC since the model removed its helmet, and nothing that has happened with him since (ins the SSA, in the post-incarnate game) has improved my outlook. -
For truly trivial reasons: When I get the BOSD (?) cavern initials map as the first map in Heather Townshend's Dark Astoria arc... because I can't tell what the map is trying to tell me.
-
I don't think folks are wrong for being peeved by mezz effects... but I do think we (players) are in a generally very good place (balance-wise) for PvE controls (and debuffs, including slows, KB, etc.... and even taunt/placates). Controls always felt like they were being tweaked on Live... the light-speed stunned-runaways, threats, fears... and of course what happened when PVP was introduced. Homecoming has come a long (positive, IMO) way with controls. Threat and Sleep are no longer auto-skips, adaptive recharge for AoE holds has brought them into better alignment with the end-of-Live Blaster nuke changes. On the flip side, we've got new powers and powersets that really help with PvE mezzes (like Electricity, which may be my favorite 'heal/buff' set). I will say: I think the HC team has somewhat dropped the ball by not giving us a few new Fear or Threat enhancement sets, as the 20-50 options are missing combinations that powers can take, such as Accuracy and Endurance Reduction combination pieces... sure we have some HO/DS options, but those are extremely limited (and can be slotted in other powers besides Threat or Fear) Finally: HC has made it possible for players to 'hang' in content that have spawn sizes/difficulty turned up. One consequence of this is that it becomes more likely for critter controls to hit/last/stack.
-
Allow me to be an early rejector of this framing. It really does look to me like the game has always had trade-offs baked in. ATs with 'armors' typically only have offense from one of either the primary or secondary. Kheldian Dwarfs get awesome mezz protection, but... Dwarf. VEATs somewhat stand alone. Control ATs get multiple controls of their own to leverage. MMs get henchmen. Many 'control' sets offer pets. Defenders/Corrs choose between buffs or debuffs (generally) plus ranged attacks. Doms (can) get perma-immunity to control. Blasters get excellent damage scales and attacks in both primary and secondary... plus sustains, plus an inherent that allows attacks while mezzed, plus some controls of their own. The only ATs that I find annoying to be susceptible to PVE 'control' are Controllers... they can grab a lot of aggro, and don't have extra damage to deal with RNG misses of enemies. Once I have 15+ inspiration slots I typically don't worry about PVE control.
-
I'll piggyback on @EnjoyTheJourney comments about the AoE immobilizes... many of them now negate knockback (if that is a thing that bothers a player).
-
I was going to post this in another thread, but I'll toss the advice here: I don't think Glittering Column is useful. For grabbing aggro, Catherine Wheel is more than enough. A couple of comments on the 'goals' It is hard to get both 'good global recharge' without purples. There is Hasten of course, but I find relying on Hasten to be too restrictive. Pyro doesn't really need that much in terms of Purple: 5x Explosive Bouquet, 5x in Brilliant Barrage is all I did. Sparkling Chain has 6x of WotC. I'm not a fan of Overpowering Presence. The 2-piece superior bonus can be nice, but generally that is where I'll stop with it. I'm using 2 pieces in Hypnotizing Lights to support the %damage. I took: Dazzle (3xGladiator's and lots of %damage) Sparkling Chain (see above) Hypnotizing Lights (see above) Brilliant Barrage (stun) Explosive Bouquet (hold) Catherine Wheel (6xCupid's Crush) Incendiary Aura (HO Enzyme) Hover-blasting isn't my thing... Incendiary Aura isn't a power you'd necessarily need, I delayed it until level 30. If you intended to always Hover, I suggest slotting the Kismet +ToHit piece in Hover. I have it in Combat Jumping. Set bonuses and inherent slotting might make this unnecessary (for me), but I don't really have a better place for more QoL to use that slot... and I hate the ToHit debuffs.
-
Kraken's LOD is really freakin' short
tidge replied to mechahamham's topic in Suggestions & Feedback
I can't explain the rationale. Kraken got a couple of rounds of Resistance/HP buffs, and now the extra ToHit. It's obviously a "flavor" choice that was made to have it 'emerging' from the surroundings. Aside from the visibility change and the previously mentioned buffs, Kraken got almost nothing else added to it during the rebalance(s). The only other blue zone GM that got less was IMO Babbage. Paladin got the pulse, Adamastor got the soul drain, Eochai got a new attack, Jack got better control... I suppose Jurassik only got more HP and Resistance (plus a little buff to the stun). Lusca's big buff came when the ToHit chances were increased; prior to that (recent) change Lusca was one of the easier GMs to solo.- 12 replies
-
Kraken's LOD is really freakin' short
tidge replied to mechahamham's topic in Suggestions & Feedback
This *is* a feature; it was changed as one of the GM balancing passes. (i27p7 IIRC). It's been this way for well over a year.- 12 replies
-
FWIW, I've found Shoal Rush to be a very reasonable source of %damage. I wouldn't skip Brine, I typically have it slotted with 2x Accuracy/Healing.
-
The 'ingredients' for 'Break Free' drop all the time... Using blues... /macro_image "BA_Megalomaniac" "Blue" "inspcombine Catch_A_Breath Break_Free$$inspcombine Take_A_Breather Emerge$$inspcombine Second_Wind Escape" Using yellows... /macro_image "BA_Vangaurd_Medal" "Yellow" "inspcombine Insight Break_Free$$inspcombine Keen_Insight Emerge$$inspcombine Uncanny_Insight Escape" Using reds... /macro_image "NewPraetorians_NobleSavage_Integration" "Red" "inspcombine Enrage Break_Free$$inspcombine Focused_Rage Emerge$$inspcombine Righteous_Rage Escape"
-
Kraken's LOD is really freakin' short
tidge replied to mechahamham's topic in Suggestions & Feedback
To my eyes (and graphics setting), the trees in Perez Park have similar shading to Kraken from a distance. There are some Giant Monsters which are visible almost all the way across a zone, which must be equally immersion killing, particularly in a place like "Dark" Astoria.- 12 replies