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Posts posted by tidge
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The zoning trick doesn't fix the Rest/Walk issue. It persists.
Obviously /cleartray is a thing, that isn't relevant to the bug report.
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Briefly: After respec, the Rest power (icon) will not be placed back into a power tray. In its place will be Walk. Walk will also be added to another power tray, although this may depend on where the Rest power icon was in a tray. (I usually have it at slot '0').
Perhaps this is due to an indexing issue within a database? For example: they could share the same index key, or both are NUL. I suppose it could also be an issue like Rest not being keyed such that it doesn't appear in a tray after Respec (for example: the 'inherent' Prestige Power Slide does not appear like temp powers will get auto-added.)
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I went Plants/Marine. How it worked for the (pseudo)pets is what has convinced me that Marine is very likely the top tier Secondary for Masterminds. I'm not saying that other secondaries aren't good, just that a well-played MM with another secondary could probably get better results using Marine. It isn't a no-brainer to use, but it is extremely potent.
SpoilerPrimary Power Set: Plant Control
Secondary Power Set: Marine Affinity
Power Pool: Force of Will
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Dark Mastery
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Level 1: Strangler
(A) Gladiator's Net - Accuracy/Hold: Level 50+5
(*) Gladiator's Net - Accuracy/Endurance/Recharge/Hold: Level 50+5
(*) Gladiator's Net - Chance of Damage (Lethal)
(*) Unbreakable Constraint - Chance of Damage (Smashing): Level 50
Level 1: Shoal Rush
(A) Tempered Readiness - Accuracy/Endurance: Level 50+5
(*) Ice Mistral’s Torment - Chance of Damage (Cold)
(*) Impeded Swiftness - Chance of Damage (Smashing)
(*) Shield Breaker - Chance of Damage (Smashing)
(*) Touch of Lady Grey - Chance of Damage (Negative)
Level 2: Roots
(A Superior Overpowering Presence - Accuracy/Mezz/Endurance: Level 50
(*)Superior Overpowering Presence - Accuracy/Mezz: Level 50
(*) Trap of the Hunter - Chance of Damage (Lethal)
(*) Positron's Blast - Chance of Damage (Energy)
(*) Bombardment - Chance of Damage (Fire)
(*) Javelin Volley - Chance of Damage (Lethal)
Level 4: Toroidal Bubble
(A) Steadfast Protection - Resistance/+Def 3%
Level 6: Mighty Leap
(A) Blessing of the Zephyr - Knockback Reduction (4 points)
(*) Blessing of the Zephyr - Travel/Endurance Reduction
Level 8 : Seeds of Confusion
(A) Cacophany - Chance of Damage (Energy)
(*) Coercive Persuasion - Accuracy/Confused/Recharge: Level 50+5
(*) Coercive Persuasion - Confused/Recharge: Level 50+5
(*) Coercive Persuasion - %Contagious Confusion: Level 50
(*) Coercive Persuasion - Accuracy/Recharge: Level 50+5
(*) Coercive Persuasion - Confused/Endurance: Level 50+5
Level 10: Whitecap
(A) Multi-Strike - Accuracy/Endurance Reduction: Level 50+5
(*) Multi-Strike - Accuracy/Damage/Endurance Reduction: Level 50+5
(*) Armageddon - Chance of Damage (Fire): Level 50
(*) Scirocco’s Dervish - Chance of Damage (Lethal)
(*) Eradication - Chance of Damage (Energy)
(*) Explosive Strike - Chance of Damage (Smashing)
Level 12: Project Will
(A) Apocalypse - Damage/Recharge: Level 50+5
(*) Apocalypse - Chance of Damage (Negative): Level 50
(*) Apocalypse - Accuracy/Damage/Recharge: Level 50
(*) Apocalypse - Accuracy/Recharge: Level 50
(*) Apocalypse - Damage/Endurance: Level 50+5
Level 14: Wall of Force
(A) Accuracy IO: Level 50+5
(*) Positron's Blast - Chance of Damage (Energy)
(*) Bombardment - Chance of Damage (Fire)
(*) Javelin Volley - Chance of Damage (Lethal)
(*) Explosive Strike - Chance of Damage (Smashing)
Level 16: Tide Pool
(A) Endurance Reduction IO: Level 50+5
Level 18: Vines
(A) Superior Will of the Controller - Accuracy/Mezz: Level 50
(*) Superior Will of the Controller - Mezz/Recharge: Level 50
(*) Superior Will of the Controller - Endurance/Recharge: Level 50
(*) Superior Will of the Controller - Accuracy/Mezz/Endurance: Level 50
(*) Superior Will of the Controller - Accuracy/Mezz/Endurance/Recharge: Level 50
(*) Superior Will of the Controller - Recharge/Chance for Psionic Damage: Level 50
Level 20: Brine
(A) D-Sync: Siphon (Accuracy/Heal) Level 51
(*) D-Sync: Siphon (Accuracy/Heal) Level 51
Level 22: Carrion Creepers
(A) Gravitational Anchor - Accuracy/Immobilize/Recharge: Level 50+5
(*) Gravitational Anchor - Accuracy/Recharge: Level 50+5
(*) Positron's Blast - Chance of Damage (Energy)
(*) Bombardment - Chance of Damage (Fire)
(*) Javelin Volley - Chance of Damage (Lethal)
(*) Ice Mistral’s Torment - Chance of Damage (Cold)
Level 24: Shifting Tides
(A) Positron’s Blast - Accuracy/Damage/Endurance Reduction: Level 50+5
(*) Annihilation - Accuracy/Damage/Endurance Reduction: Level 50+5
(*) Positron's Blast - Chance of Damage (Energy)
(*) Bombardment - Chance of Damage (Fire)
(*) Javelin Volley - Chance of Damage (Lethal)
Level 26: Fly Trap
(A) Expedient Reinforcement - Accuracy/Recharge
(*) Expedient Reinforcement - Accuracy/Damage
(*) Expedient Reinforcement - Accuracy/Damage/Recharge
(*) Expedient Reinforcement - Endurance/Damage/Recharge
(*) Shield Breaker - Chance of Damage (Smashing)
(*) Touch of Lady Grey - Chance of Damage (Negative)
Level 28: Barrier Reef
(A) Reactive Defenses - Defense
(*) Reactive Defenses - Defense/Endurance
(*) Reactive Defenses - Endurance/RechargeTime
(*) Reactive Defenses - Defense/RechargeTime
(*) Reactive Defenses - Defense/Endurance/RechargeTime
(*) Reactive Defenses - Scaling Resist Damage
Level 30: Power of the Depths
(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 32: Combat Jumping
(A) Kismet - ToHit +6%
Level 35: Maneuvers
(A) Luck of the Gambler - Recharge Speed: Level 50
(*) Shield Wall - +Res (Teleportation), +5% Res (All)
(*) Shield Wall - Defense/Endurance: Level 50+5
Level 38: Murky Cloud
(A) Unbreakable Guard - +Max HP
(*) Unbreakable Guard - Resistance/Endurance
Level 38: Unleashed Potential
(A) Recharge Reduction IO: Level 50+5
(*) Recharge Reduction IO: Level 50+5
Level 44: Boxing
(A) Crushing Impact - Accuracy/Damage: Level 50+5
Level 47: Tough
(A) Gladiator's Armor - TP Protection +3% Def (All)
Level 49: Weave
(A) Luck of the Gambler - Recharge Speed: Level 50
Level 1: Brawl
(A)
Level 1: Sprint
(A) Stealth Unique
Level 2: Rest
(A) Interrupt Duration IO
Level 2: Swift
(A) Run Speed IO: Level 50+5
Level 2: Hurdle
(A) Jumping IO: Level 50+5
Level 2: Health
(A) Panacea - +Hit Points/Endurance
(*) Miracle - +Recovery
Level 2: Stamina
(A) Performance Shifter - Chance for +End
(A) Performance Shifter - EndMod
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From here, I can't offer any potential solutions... but I'd begin backing up anything and everything you wouldn't want to lose from any local storage on that machine.
It may be that there is something akin to a bad physical memory location (on a storage device) that is used for a system reason, and the physical media is showing the earliest signs of wear.
Over-heating *is* a possibility, but my experience has been that aside from video cards themselves systems which haven't been tampered with (overclocked, whatever) are generally tolerant of heat... until they aren't and then no amount of dust removal is going to repair any damage done. I can't remember what the symptoms were when my two-cards-ago video card died, but they weren't BSOD-like. The replacement card (a brand new AMD Radeon) DID NOT play well with most things, including CoX and it would overheat and crash regularly.
I don't mean to start a jihad against AMD, but I kept the box of that card (RX560) so that I'd never forget which brand performed so poorly. There was no amount of effort possible using all of AMD's own software to keep that thing from heating. I even checked to make sure the fans were mounted correctly. It rendered things just fine, but its temps would go nuclear for no known reason.
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On 12/15/2024 at 11:17 PM, Frosticus said:
I almost never use my single target confuse on anything other than symphony. So contagious is a waste there imo.
IMO...
Coercive Persuasion is a great set to 6-slot.
World of Confusion is hot garbage.
The advantage of the %Contagious Confusion piece in a single-target Confuse is that occasionally you will get multiple targets confused.
The advantage of the %Contagious Confusion piece in an AoE Confuse (attack, not WoC) is that a side-effect of the RNG is that even targets missed by the initial AoE are very likely to get hit with the Contagious Confusion.
The disadvantage of slotting the entire Coercive Persuasion set in an AoE confuse is that you can't include any %damage pieces, and even a little %damage done via the initial AoE gets you on the chance to get drops, even if those %damaged enemies get 'one shotted' by their confused allies.
Trade-offs!
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Here is an update after some more play time (with the powers taken as in my post above).
I played on a Posi 1 + 2, this was pretty typical: a few level 50s, some folks in the 20s+, and a few of us at lower levels. This went pretty smoothly, with elevated difficulty mostly (IMO) because of a Defender buffing the team. I was playing somewhat conservatively using my Domination and controls in the sorts of areas where things can go pear-shaped. I felt useful!
After that, I was in the mid 20s, so I set difficulty to -1x3 and started doing tips. These were fine. Nothing much to report. Then at level 24 I started the (blue) Midnighter's Club intro arc. This was much more difficult at -1x3... I will attribute this to close to one-half of the spawns were at even-level, the map/spawn construction puts several spawns close to one another (for large spawn sizes), and the controls/debuffs used by the Lost, Rikti, and Circle of Thorns. I ended up with three personal defeats... one was 100% on me for forgetting to use a power, and two I will blame on the RNG... because at this level I don't have much to fall back on if a control or attack misses at an important point. When Domination was up, opposing controls didn't really phase me... but the naked defenses are an issue.
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On 12/16/2024 at 12:36 PM, SaxyGuitar said:
This is just a little qol thing that could be done with respecing. When you get to the end and you're placing your Enhancements; it'd be really nice if you could double click an enhancement, and have it be put into your Enhancement Tray.
There's plenty of times where I know I have enhancements I'm not going to need anymore, or let's say I forgot to clean out my enhancement tray before starting. This change would make that last part of respecing a lot faster.
There is quite a lot that could be done to the "enhancement handling during respec" interface, I'm not sure where I'd even begin. I've embraced the "need to drag" as a mechanism for sorting the not-to-be-used-after-the-respec pieces for whatever comes next for them (placement in a SG bin, auction house, dumpster, whatever). Obviously 'double-clicking' could do this too, I only mention it because sometimes I find myself dragging Enhancements to not the next available open slot... even if the inventory ultimately gets telescoped in the trays after the respec.
The one thing I can think of that might work against a 'double-click to do a thing' here: IIRC the respec screen is one of those "full screen UI" that isn't guaranteed to play nicely with everything else that might be happening, such as interacting with storage devices, what not. In practice, I've never observed such a problem during a respec, but my respecs usually take place somewhere like a zone where there is a badge for spending time in the zone, because multi-tasking!
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The world is depressingly short of Sportsmaster GIFs.
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31 minutes ago, TygerDarkstorm said:
I was referring to Gravity Control's impact mechanic, lol, where you do Impact damage from Lift and Propel on targets who are held (I can't remember if immob counts for Impact). It's good to leverage on a controller because you can combine it with containment for extra damage, but idk if it's something that dom's worry about because they have their assault set for better damage.
I realize I've been sidestepping the impact of Impact! In an IO-only world, or one in which a chosen Controller secondary offers little potential for damage (direct or via %procs) I'd never skip Lift or Propel... even for a team-oriented Controller. Gravity Control has the reputation of being the damage-oriented primary for a reason. As you note, most Dominator secondaries offer more attacks, plus the Dominator damage scales (ranged and melee) are pretty much twice that of Controllers. My gut tells me that the damage scale and having just one more attack (single-target or AoE) probably eliminates any advantage a Controller would have from Impact! over the Dominator.
Personally, I run colder on Dominators than I do for Controllers. I don't have any negative feels about Dominators except that the Domination mechanic is so good that I feel obligated to chase perma-Dom. I usually find more personal liberty when building Controllers because I don't feel obligated to chase global Recharge bonuses.
This particular combo offered me the gun (important for concept!) and the chance to ignore three primary (and a couple of secondary) powers without feeling like the build was missing much.
I wouldn't fault anyone for taking Propel, it could even be a more useful/comfortable attack than Elbow Strike (in the power picks I showed above). Propel has the nifty chance to damage nearby foes, even though I always think of it as a single-target attack.
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11 hours ago, TygerDarkstorm said:
If you do decide to run Lift at some point; will you be looking to maximize it with the Impact effect or not worry about it since this is a dom and not a troller?
My initial look at it will be to slot Lift for a global Recharge bonus, and after that everything else is secondary... but that doesn't mean those other effects will be ignored. My instinct is to 6-slot it with Sudden Acceleration, as I like its set bonuses (in aggregate) slightly more than Kinetic Crash. There is the 5-slot Entropic Chaos, but that is a set that maximizes at level 35 values, and the final recharge bonus is slightly less. Using 6-slots here means that I'd lose the 6th slot bonus from Ascendency of the Dominator, but I feel like I could lose one slot in the travel power (as I've often 2-slotted such a power with no major losses to the Quality of Life).
As for non-enhancement bonus effects of Lift v. Crush. The one thing Crush is giving me that I like is damage-over-time. At low levels, I like that I can toss it and (if it hits) I can sort of ignore trying to damage that one single enemy. This is going to be less important as I level up and get AoE, and the damage is small enough that I expect it won't make much of a difference for enemies like Fake Nemesis. Damage-over-time is something I find useful against enemies that summon things (e.g. Rikti Communication Officers, Raider Engineers), but again, this is a single-target attack that has to hit! A miss doesn't do anything for me in that circumstance. There is another subtle issue with the single-target immobilize: There are a LOT of enemies that resist Immobilize, or otherwise have protection against it. I get the sense that the Live devs handed out resistance/protection to Immob (and Slow) as a sort of "HAR HAR, gotcha"... because I find it personally weird that Immob is a common low-level power for players yet these sorts of enemies start appearing at low levels and never really go away. Obviously I am somewhat ignoring what Domination provides for controls... but again, I'm specifically thinking about dropping a single-target immobilize for a character that will still have an AoE immobilize and a pair of Holds. This is just my PoV, but the really annoying late-game enemies aren't really affected by Immob but are affected by Holds (Sorcerors, Illusionists, other teleporters/phasers). There are some corner cases of AVs/GMs, but I've become so used to fighting those using characters without any sort of controls that I'm probably at the "I don't know what I'm missing" stage.
Lift OTOH is Knock-up, which pretty much affects most every commonly encountered enemy.... and damage does too! I'll be spamming the single-target hold anyway, so any extra damage from Gravity Distortion synergy is gravy. As noted above, I'm mostly relying on Crush for damage, so it won't be a huge departure for me to add the (sometimes funny) attack in its place.
EDIT: After looking at my first pass and crunching some numbers, my current thoughts about what I'd do with Lift in the build (instead of Crush) is to 3-slot Lift with Winter's Bite (getting Slow resistance, which I like for PermaDom) and moving the slots to Wormhole which should be able to take the ATO. I'll probably just keep the 5-slots of Gladiator's Net in the AoE Hold, but drop the %damage and boost all those pieces to 50+5. The AoE hold has a somewhat small radius, and the recharge won't be that great to really worry about the %Lethal damage. The enhancement values are slightly inferior to 6-slots of the Superior ATO, but shouldn't be that noticeable (because of the inherently long recharge time, and eventual global set bonuses).
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I may end up swapping into Lift for this character...
Part of the final reason may be that eventually the single-target immob is unlikely to be that noticeable once controls are being spammed, part of it may be that in order to move out the ATO (hopefully to the AoE Hold) and find a replacement source of Global Recharge after that swap I may need to leverage Lift. Immob sets don't have many great options (for recharge) so I'd sort of be constrained to swap the slotting on the single-target and AoE Immobilizes... except that the AoE Crushing Field also does not need slotted Recharge.
From my recollection, it takes some getting used to the delayed damage from Lift. %damage from procs will be applied right away, but that won't be how I slot this character.
Perma-Dom is a puzzle, but I can sort of see a few different paths.
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Did I miss the request for the commemorative edition Hero Merit?
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Just now, Excraft said:
It certainly reads that way to me, I'm sorry to say.
I find myself thinking: If only it was possible to hear/read Ascendant's half of the conversation.
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1 minute ago, Kistulot said:
...and I've discussed why I feel the favoritism angle is not a helpful angle because it's outright already being shown.
19 hours ago, Kistulot said:Favoritism is pretty easily solved by just adding people in as they're requested, or enabling some means for a person to request it in case of their untimely death.
This isn't sustainable.
1 minute ago, Kistulot said:The blatant favoritism showed to those who died before HC is very easily rectified.
Reading between the lines: It reads to me more like some of those NPCs were implemented without considering a more complete set of future outcomes... and thus the "hard pause" on future implementations.
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7 minutes ago, Kistulot said:
If I was simply talking nonsense from grief I don't believe that anyone would be agreeing with me besides the similarly grieving. But that has not been the case.
Again, I think the point was missed: The favoritism angle, and whatever motivates "agreement" was literally the first reason mentioned in the stickied/recommended post for avoiding granting your specific wish. No one in a position to even consider granting your wish has called out your posts on this topic as nonsense; to make that claim is dramatic.
12 minutes ago, Kistulot said:Again, the homecoming staff are welcome to dismiss discussion on this topic and make it clear they aren't willing to discuss my responses to their rationale, but until they do, and possibly even after, I intend to continue to carry on discussing this.
Why, when given a pretty direct response that your wish is not going to be granted, with rationale, was your response to a user responding to that rationale...
2 hours ago, Kistulot said:I would politely request that you leave the discussion so that those who would continue to discuss it to be able to.
That bit reads like a "STFU, I don't want to read what you have to say." We aren't owed a dev response to our responses to their response, especially not when it was made from a point of clarity that many users appear to have understood. I'm not writing for any of the powers that be, but the response we got is fair and just, and sustainable going forward.
There is a very short list of (pretty minor) world changes I'd like TPTB to make, and for those, TPTB have made it clear that not only won't they make the changes but that there won't be discussion about it, for reasons. I don't know what those reasons are, but I can guess. Ultimately it doesn't matter because that one part of the game won't change, unless and until TPTB decide it will change. I can live without knowing the precise rationale, but in this very thread the rationale for not granting this specific wish was provided, which was not the case for the item I'm referring to. That horse, and this one, deserves no more beating.
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58 minutes ago, Kistulot said:
It's me saying that if you don't see the value in a conversation, chiming in to say it more than once doesn't present any additional value and you'd be better off doing something else for your own sake.
When did I write this in this thread? If this is some general advice, why quote anyone? It comes across as a form of denial that the reality is something other than what it is.
I think the advice from @Rudra to take time to grieve rather than self-cultivate anger and frustration online is not a bad idea. It's been made clear what isn't going to happen, trying to negotiate is another classic stage in the Kübler-Ross model of grieving. I've seen several good ideas presented in lieu of the wish that isn't going to be granted... and I can completely understand why the wish won't be granted, and it doesn't appear from the conversation that I'm the only one.
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12 minutes ago, Kistulot said:
I would politely request that you leave the discussion so that those who would continue to discuss it to be able to.
Is the request that I stop participating in this thread (the one on general policy) because I am disrespectful and derailing, or is there some other reason that applies to me specifically?
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5 minutes ago, Kistulot said:
I want to be clear: I'm as happy to argue for everyone in the community receiving this treatment.
I am however responding directly to what's being said, too. If it's someone's discretion, then let me talk to them. Saying it's someone else's decision that is off over there without room for wiggling is the same as saying no one's listening.
Except that we all can read the response that shows the people who have some say were listening.
There has got to be better outlets for this than wanting to argue... with devs, with forum users, with whomever.... and some of those outlets can even happen in game, but it has to be up to the individual players to take the lead, and not try to impose something on the devs and/or the open world:
- The base tribute has been mentioned, even if "hologram" isn't a thing
- An AE mission could be created that features the passed person's character
- If the player was some sort of leader in in-game content, honor them by leading as they did
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46 minutes ago, Kistulot said:
A thing I realize I only clarified on the discord that I'd like to note here, or at least I believe that's the situation:
I attempted to appeal to Eildath's affect on the community because those with memorials had similarly impacted the community. I feel that not extending the kindnesses that were shown to members of the past is disrespectful to members in the present and the future. Expanding that? Cool. I'm down with it. In fact, I like it better than just honoring my friend. I don't think they'd ask for treatment that didn't help anyone else additionally...
...but I'm going to note if it keeps being stated that these things being possibilities are still at HC discretion... heck, give me your DMs, HC. I will happy politely discuss with you, over weeks if I have to, the benefits of this resolution while calmly and respectfully listening to the responses. If the discretion is "we didn't know them, and we don't want any blowback despite being able to make adjustments in the future, so, we're not open to discussing this" then it's not really the situation that's being described as open to discussion.
I feel obligated to write: This feels exactly like the "popularity contest"/"favoritism" angle that was explicitly called out as being a reason why the devs will hesitate to add such NPCs in the future.
That sort of policy is not directed at any individual, it is directed at everybody individually and collectively.
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6 minutes ago, TygerDarkstorm said:
Oh funny, I made one of these too. @tidge have you started leveling yours yet? Mine's still at like level 2-5 since I haven't really had time to play, but I'm curious how this combo levels up, if it's effective, etc. I've always wondered with Grav on a dom if you want to take the blasty attacks (Lift? Propel, etc.).
I've soloed it (blue side) through the Atlas (Hashby+) arcs and it is now solo in the Hollows (level 12). I haven't teamed yet, I was trying to get to mid-teens to have some slots before joining up with others. I've been using Domination almost entirely to refill the Blue Bar (as opposed to more easily locking down enemies).
It has been fine at +0x1, although I'd forgotten about the Accuracy penalty for the AoE controls. with slotting bonuses and Targeting Drone this should be less of an issue, but for these early levels something like Combat Jumping (early) with the Kismet +6% ToHit piece may be a good idea. It a couple of levels I will probably go to -1x3 for solo, but I really need some more Endurance management first.
I specifically chose to NOT take Lift or Propel for this character because of (a) I already have a Grav Controller that uses them and (b) I wanted to emphasize the gun for concept. Generally: I find Lift (or any other damaging attack) to be a better choice than Crush (or any other single-target Immobilize), given the choice at level 1. I went with the single-target Immob here because I express such a negative view of the single-target Immobs that I want to see if I can make them work, where they can work, and if I can make it sing. I don't see a lot of discussion about Propel for Dominators, and it looks like I won't be able to provide any insights.
This build does have/allow an unexpected (to me, because derp) amount of Knockback. I was expecting the Crushing Field to include -KB, but it does not. Knockback doesn't really bother me in game play (no matter the source), and if I was motivated to use the Force Feedback %+Recharge piece I would have a lot of options.
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5 minutes ago, Uun said:
- Drop World of Confusion. It's hot garbage. It only affects minions and has a 1.5s duration vs a 4s cycle time. If you do keep it, it needs accuracy.
A thousand times this. The only positive thing I think I can say about World of Confusion is this: It was the one power that got me to take a HARD LOOK at pretty much every enemy-affecting PBAoE self-toggle in the game. In my experience, there are very few of them that end up performing as well as I hope they will; almost all of them require build choices to make them work.
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If costume holograms for memorializing other characters are a thing, and AFAIK costumes can only be shared (outside of the game itself), there would probably need to be a mechanism to "grab" another player's costume (and body scales, whatever)... and for characters not actually logged in, this would provide a further issue.
I don't know if implementing a slash command to try to grab another player's costume file (of which any character may have more than one) would be well received, and asking for the devs to provide one outside the game would likely present issues.
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Coincidentally, I've just started a Gravity/Arsenal Dominator too! I try to get permaDom without Hasten (or FF +Racharge %procs) so here is my first thoughts on a level 50 build. I'll be making different choices for slots (obviously) as I level. The only other things specific to global Recharge bonuses I feel like mentioning is that I prefer to have set bonuses which scale down below level 27, so I'm not completely sold on the Expedient Reinforcement set in Singularity... it's providing a small buffer in Global Recharge anyway...
I happen to quite like the Force of Will pool, but I can understand folks that don't use it. The powers I wanted to take from the primary and secondary (I have a specific concept for this character) meant that I could have the cone attack Wall of Force and Unleash Potential as soon as they are available, which is a nice bonus (for me, MMV).
There are definitely different choices that could be made, especially with respect to which sets can offer a +10% global recharge. I should disclose that I will likely move the Ascendancy of the Dominator to one of the AoE controls (Crush needs no Recharge slotting) .... this is just my first pass at set choices.
EDIT: PvP is probably a mixed bad for this sort of Dominator... my build wouldn't be particularly sturdy, and it (as planned above) it would pretty much be relying on controls, which I don't think are super reliable solo in PvP. For a PVP build, Sorcery is probably a better choice than Force of Will. I think I'd want Winter's Gift (for more Slow Resistance) somewhere. The only other thing I can think of for PvP would be to try to boost resistances and defenses, but that is an escalating fight. For PvP, Hasten is probably a must, as it allows for less of a slot commitment to certain powers.
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IMO neither the thread expressing sadness over the loss of a friend nor the thread asking what the dev's thoughts on 'memorials' was trolling. It is disingenuous to suggest that.
As for why the devs chose a conservative path (i.e. a reluctance to make physical changes to the open world), this should be no surprise. The game has certain elements dating from live that a tied to some rather problematic personalities (no need to bring them up, as those threads get "hidden" and are not-to-be-discussed for reasons) which haven't been particularly addressed in-game. It isn't like the powers-that-be have a hate for the lost friend (because the memorial threads still exist!), it's just that they aren't going to implement wholesale changes in-game to the (potentially tiny) fraction of players that feel strongly about the personality.
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DEFCON 5: Defender vs Controller - Which is the Better Support AT?
in Archetypes
Posted
^ I think this is the closest to my take. ^ I think it is especially true if the rest of the team has made build choices knowing in advance what a specific Defender is going to bring.
I think there is some content where one pulls ahead of the other, assuming both have reasonably smart builds... for example, a low level TF/SF is much easier with some Defenders than most Controllers... if the Defender has team buffs. I was on a recent Posi 1 where the Defender made all the difference, and the (exemplared) Controllers didn't die, but at that level they weren't bringing that much to the team.
For some builds I have, within play it might be pretty hard to know if the character was a Defender or a Controller if the observer wasn't familiar with the primary/secondary.