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tidge

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Posts posted by tidge

  1. Circling back: I ended up slotting Gale with 2x Accuracy IO at 50+5, and two %proc pieces. I alternate between 2x %Damage or  %Damage + %-Resistance, I swap into the %-Resistance for my AoE when on teams.

     

    Storm/Storm offers multiple AoE powers that can accept the %-Resistance from Annihilation and/or Achilles' Heel, so when teaming I like having those in multiple powers to extend the time of applied -Resistance as a force multiplier.

  2. It happened again in the last 12 hours. Again, I had enough "non-market" characters with stacks of yellow stock-piled to take advantage of/reset the AH prices.

     

    I find it odd that there are only a few hundred bids for yellow salvage at exorbitant prices, as opposed to the past (tens of?) thousands... the latter seems like a peculiar market manipulation attempt (probably working off of old mental models about the market from Live) whereas the former looks more like a sort of "buy it now" strategy. I just can't imagine why someone would want to 'buy it now' for several hundred yellows at such prices.

  3. This is a well-known, and commonly experienced issue. Other places where this is observed include rescuing PPD hostages in Safeguard missions.

     

    There is a fun sort of flip-side: If a Kheldian player spawns a tip mission where all the enemies originally con as friendly, such as "eliminate the guest speaker" level 20-29 alignment mission, the extra quantum spawns will spawn as hostile, and the nearby "friendly" mobiles will attack and defeat them!

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  4. 1 hour ago, Bionic_Flea said:

    I think the moral of this story is that Fold Space is right if you do it, wrong if they do it.  Unless you're Tidge, then everyone who took Fold Space made a mistake!

     

    😁

     

    You betcha! I don't want to dismiss that folks who took Fold Space might be having fun... I had more than one character that took Long Range Teleport, so the revamp to the Teleportation pool was initially very appealing... but as accused, after working with it I now see Fold Space as a mistake!

     

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  5. I don't think any particular Giant Monster is causing lag.

     

    For the Torchbearer SNS events, I am convinced it is the players and the large number of power effects that need to be resolved (as well as video effects, ehem Storm). A Kronos Titan's Swarm Missles might contribute more particles than certain other GM attacks, but I don't think that is the issue.

     

    I have felt the same sort of lag I've seen from SNS, but not as severe, from Torchbearer's PI Halloween hotel. Simply being in the zone can be a struggle. I used to think it was perception range, but I was getting some click/door/click/attack issues on the far end of the main island.

    • Like 4
  6. Fold Space may be a fun choice for some players, but I don't think it is a good strategic choice... in addition to not being fun for players that rely on certain powers. For example, location based AoE damage/debuffs, or melee attacks.

     

    I want to "Yes, and" (part of) this post:

     

    4 hours ago, ZacKing said:

     

    I agree with most of what you said here with the exception of the highlighted part.  I honestly don't see the need to have everyone stand around having stuff teleported to them to nuke it.  I personally don't think that's fun at all, but if you do then more power to you.  Play how you like.  Just seems like a very lazy way to play where people can't even be arsed to press some keys to move around.

     

    The weakest part of the "Fold Space make me a better melee, because I bring the mobiles to me!" is that Combat Teleport is a prerequisite for Fold Space, and Combat Teleport has a much faster recharge time than Fold Space, and is not subject to the RNG for a ToHit check. I explained above why I don't think Fold Space is a good choice for Tankers, so I'm trying to imagine another (non-HEAT) that wants to leverage Fold Space because of PBAoE. In all the cases I can think of (in this non-rooted armor set era) it would be better for the individual to just move and/or retarget, and it would be better for a team to organically adapt their attacks without waiting for the quasi-random use of Fold Space by one or more teammates.

     

    Without invoking Hasten (a choice I would question if paired with Fold Space, among other things: because four other powers were skipped to get that combo) the recharge time on Fold Space for a level 50 is going to have a floor of something like 40 seconds? I basically want to know why the character with Fold Space is taking longer than the recharge time to defeat whatever enemies were going to be "herded" via Fold Space, and wasn't there a better strategic use of power choices and slotting to get to an end result of enemies on the floor in a shorter amount of time?

     

    4 hours ago, Shin Magmus said:

         This entire time you'd already convinced yourself that wherever you move and fight is right, and wherever anyone else moves and fights is wrong.  Whether they use Fold Space or not, you've already demonized your teammates in your mind because you keep using derogatory words like "very lazy".  They were never going to be able to please you, regardless of what they did.  I recommend solo play.

     

    When I see a teammate is using Fold Space, it is rare that I see them using it in a completely predictable manner. I try to figure out what their minimum recharge time is, but Fold Space never appears to be on auto. The effect it has on me (as a teammate) is that I have to pace what I am doing to accommodate the random firing of Fold Space... and often it is slowing me down because my power cadence has to account for enemies vanishing. I guess that is selfish on my part, but I don't think I'm the only selfish player in that circumstance.

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  7. I'm befuddled why a certain font-challenged individual thinks a Purple or PVP Fear Enhancement set would be a sign of "power creep"; AFAIK there are already existing Hami-O and D-Syncs that can boost existing Fear powers with single-piece enhancement values (Control, Accuracy, Range, Endurance, Recharge) higher than equivalent level 50 pieces' values.

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  8. On 10/9/2024 at 11:41 AM, Maelwys said:

    However whenever Brine wears off it seems it also *restores* that HP again instantly (the only attack I'm aware of that kinda-sorta does that is Spectral Wounds). So as it stands you could begin a fight with a GM, use Brine (taking ~500 HP off its current bar) then gradually whittle the GM down with regular attacks; and then whenever that stack of Brine eventually wears off it will instantly gain 500 HP back again. And as you gradually whittle its overall HP down subsequent casting of Brine will do less and less "damage" to it.

     

    One big advantage to -MaxHP is that it affects the net amount of HP that is Regenerated while the debuff is in place.

  9. 18 hours ago, Riverdusk said:

    Speaking of healing sets, I think it'd be cool if they added a purple healing set.

     

    Accurate Healing perhaps. The oddball things about Accurate Healing choices IMO is that the only level ranges covered are 10-30 and 30-50... in other words: the first set's enhancement bonuses cap out at 30 (+5, if boosted) and the second one offers no set bonuses below 25 (if attuned). There is no shortage of good Healing sets, including a pretty good PVP version.

     

    The real deficit IMO is the lack of both Purple and PVP sets for Threat and Fear. The powers that take those sorts of enhancements often can "get by" with only a few slots, which would make them good candidates for boosting and/or franken-slotting. There is also a weird deficit of Accuracy and Endurance Reduction options (in Threat). Fear has some better options (including a couple of Accuracy/Endurance choices), but what Fear lacks IMO is a %proc that can make a single-target Fear useful at higher levels/spawn sizes like the %Contagious Confusion proc can for Confuse powers. Even another %damage piece wouldn't be an outrageous request. In comparison, Holds have no shortage of crazy good %procs of all sort: higher magnitude, Absrob, Damage, blah blah blah fishcakes.

     

     

  10. It almost certainly will do nothing for the MM, because it would do nothing on cast.

     

    Even if the FF +Recharge worked for the henchmen (robots is probably) attacks, the henchmen typically have a perfectly good pace of attacks (once upgraded), so it wouldn't be needed.

  11. 2 hours ago, Ukase said:

    I wasn't referring to the comparison of Croatoa Eochai and Jack vs Event Eochai and Jack; I was comparing the zone DE GMs to the Event GMs. They have the same hitpoints and while they differ in their attacks, my characters haven't experienced any difference in combat difficulty between the two. 

     

    For the ones that offer Monstrous Aethers, players have to wait between spawns. Obviously when players can spawn such GMs in rapid succession, this stretches the reward profile.

  12. 13 hours ago, Ukase said:

    It's not farming I'm after. I merely pose the question when I realized that the effort to tackle a named GM is the same effort to tackle an un-named GM. It just seems to me the rewards should be the same for both, because it's essentially the same risk.

     

    It is not the same risk. The event GMs are the old-school versions of Jack and Eochai; they are not nearly as difficult as the Croatoan ones available the rest of the year.

  13. 1 hour ago, Excraft said:

    You'd be amazed at how many people playing tankers don't slot or even use Taunt.

     

    This guy (points to self) is not amazed. I'll go out on a limb and guess that some fraction of Tankers with Fold Space pass on Taunt to be able to fit The Teleportation pool into their build... to be "better Tankers".

     

    I don't encounter (any more) too many vocal Tankers of the type "But my aura is my Taunt! And 'punchvoke'!", but I know they still exist in the wild.

    • Like 1
  14. 17 hours ago, Greycat said:

     

    Heh. View from the other side:  I used to give one warning when I played emps/thermals/pain more. "If you run off, I'm not chasing you."  Someone blames me because they died and they're the *only* little red arrow on the other side of the map? "Not my fault, I can't heal through walls, should've stayed with the team."

     

    Double-heh: I see this quite a bit on lower-level content teams (even with exemplars). Often a character will get one-or-more buffs while with the main group and decide that they are now gawd-mode and rush off to get to the "final room" only to find that the buff as worn off. They then become a spot on the floor that requires buffing!

    • Haha 1
  15. 13 minutes ago, Mystoc said:

     

    yeah if the heal had a accuracy check I would say no, but for healing other with ST heals for sure and some cone heals have lower range the normal so the range would help.

     

    Who doesn't want MOAR SNIPING with Dehydrate!? (which can already take Range boosts, IIRC)

     

    I suppose there could be corner cases (for Heal/Range boosting) to be made for other ranged heals like Twilight Grasp or Regrowth (without just slotting Range for those types of powers).

     

    As I wrote, such a piece would be niche for me and my builds. I generally like what I can get from existing healing pieces, more range on any given power wouldn't do that much for me. MMV.

     

    I'll note this: I think the Medicine pool is overdue for a revisit. It wouldn't be terribly unbalancing IMO to allow its powers to take Range enhancements (directly).

    • Like 2
  16. 18 hours ago, Krimson said:

    I like it on Tankers. It revolutionizes herding. Run in the middle of four mobs and hit Fold Space and then stand there until clear. 

     

    I disagree, specifically with respect to Tankers.

     

    I can completely understand why Fold Space seems appealing in theory, but in practice I don't recommend it.

     

    The number one issue I have with it for a Tanker is the opportunity cost of having to take TWO other powers from the teleport pool to get Fold Space. I guarantee that there is at least one better pick that can be made to make the tanker better at tanking, even if a player has chosen to invest in the Teleportation pool.

     

    I love Combat Teleport! My experience has been that if a Tanker takes CT, that they don't need to use Fold Space to be a good tanker! Of the other choices for pre-requisites, Teleport Target has to be slotted to be reliable (against single-target enemies) , and Teleport is the red-headed step-child of travel powers. These powers can hold some useful enhancement pieces, but that's making watery lemonade from lemons IMO.

     

    Number two among the reasons I dislike Fold Space is its base 2-minute recharge time. A Tanker can cast a whole lotta Combat Teleports and Taunts in the time it takes Fold Space to recharge and animate.

     

    Reason number three is the base 1.0 Accuracy. Any slots invested in Fold Space aren't going somewhere else in the build. Tankers can benefit from any number of single enhancement pieces, such as more Healing, more Resistances, more Recharge, more Recovery, more Regeneration, blah blah blah fishcakes, all that can come from single-slot investments in other powers. The power also requires a ToHit check, and has a target cap of 16. If the Tanker is having accuracy or ToHit debuffed. or is otherwise not reliably hitting all enemies, Fold Space becomes unreliable on top of being infrequently available.

     

    I should note: I give Warshades a complete pass for taking/using Shadow Slip. Warshades have a significant number of powers that would otherwise be quite bad if they didn't have a method of guaranteeing some extra enemies in close proximity. It doesn't mean that the power could be less annoying on a Warshade, but many Warshade players make it a regular part of their rotation and it is much easier to know in advance if I am playing with a Warshade.

     

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  17. In the specific case of Heal/Range, it would be better to request a new Healing set that includes a Range-boosting component, because the heal powers can accept healing sets. It would be similar as to how Link Minds can only get Recharge benefits from the sets it can slot, but not from Hami-Os. Heal/Range would still be somewhat niche... I'm not sure I'd even consider it for something that requires an Accuracy check.

  18. 12 hours ago, WhiteNightingale said:

    You guess wrong. Also I fail to see how is KB related to anything a nu Galaxy boss does.

     

    The stockpiling FREEM (at x8 with lots of attacks, and +4 for better ToHit) was the number-one source of surprise for many Tankers.

     

    12 hours ago, WhiteNightingale said:

    Invul/SS tanker. She has tanked itrials, she ha tanked ApeMage, both with little trouble. Those Nu Galaxy bosses either Inflict an OBSCENE amount of energy damage or have an OBSCENE RES debuff (your pick), also, they're obscene bags of hit points. I've killed EBs less time than those mobs.

     

    11 hours ago, WhiteNightingale said:

    Once again for those in the back: She tanks incarnate content. All incarnate content is +4 by definition.

     

    Explain how there is any balance in a +2 -boss-  that is harder than a +4 arch-villain??

     

    Preferably in a logical, non-condescending "git gud" way.

     

    Without seeing the build, I'm head-scratching why an Invulnerable Tanker is having so much trouble. There is no good reason (IMO) for skipping (or delaying past level 30) choosing/slotting each of the Resistance Auto/Toggle powers, and with a Taunt and Invincibility there ought to be plenty of Defense in play. I can't predict when/if Dull Pain is taken, but I rarely use except in extreme content, but I have to believe that it was taken and slotted before level 30.

     

    FWIW, Dull Pain was the level 20 pick on my Invulnerability Tanker. I mention this because I recognize it is possible to delay more than one of the Tanker primary powers because they simply aren't needed at low levels. I definitely think that by level 32 an Invulnerable Tanker ought to try have the first 8 primary powers. That same Tanker delayed taking Resist Energies until level 28 and delayed Resist Elements until level 35 for quality-of-life reasons, so it's not like my guy is rocking the full suite of resistance coverage as soon at each is available.

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