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Everything posted by tidge
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Yes, the %proc chance(s) will be checked against each target. I think it may be more math than we realize; AFAIK each %proc also has to make its own ToHiT roll in addition to both the original ToHiT roll (against each target) and the %proc chance. This is (apparently) the way the game keeps "autohit" powers from having whatever the default %proc rate would be, per the proc formula.
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That is a PBAoE, so it's a %proc chance on up to 16 targets, FWIW.
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These proposed sets can get to their place in line behind the missing Threat and Fear Enhancement sets.
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I'll add this: I shrug off the low-magnitude controls. I don't shun powers that have them, but I almost never lean into them. They are fine if they stack with some other commonly used power in the toolkit, but otherwise ¯\_(ツ)_/¯ .
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Radiation Blast, Why is it good for using proc enh?
tidge replied to Celtic Dagger's topic in Sentinel
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Was this a passive aggressive post about the inclusion of "% %" in the power text? asking for a friend.
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Is there something subtle I am missing? I often have Force of Will's Mighty Leap toggled on, and when I try to jump immediately after making an attack, it feels like the Jump Height is suppressed
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As near as I can tell (and I rarely take the Leaping pool) the only thing I notice about "jumps" is that it appears that JumpHeight is also subject to travel suppression effects (e.g. from combat).
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Drain Psyche is IMO one of those powers that feels like it straddles the line between 'useful' and 'not useful'. I don't have much experience with it in the secondary. The self-boosts are fine, and the enemy -Regeneration can be helpful, but a long-recharge click that requires enemies nearby... well, maybe just build +Recovery and +Regeneration without planning to use Drain Psyche? Also the power takes almost no %damage pieces, it can't be leveraged like other similar powers. I'd probably start slotting it with something like this, and then try to improve recharge. (A) Touch of the Nictus - Accuracy/Endurance/Recharge: Level 50 (*) Touch of the Nictus - Accuracy/Healing: Level 50 (*) Touch of the Nictus - Chance for Negative Energy Damage: Level 50
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ZOMG, NuCouncil is soooo borken at level 30!!!! /s
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I don't go out of my way to slot powers for -ToHit, unless I can get some -ToHit boosts from pieces I otherwise want... so Accuracy/-ToHit, or Endurance/-ToHit. Often I do this with Hami-O/D-Syncs on a 'final build'. The exception is that I occasionally use the 4xCloud Senses set for the set bonuses (even though that set "caps" at level 30) Why do I not slot for -ToHit? Generally, the power has to hit the enemy first... so it is has a base reliability of whatever its ToHit chance is, and Then the enemy has to be affected by the debuff, and Any effected enemy has to "stick around" long enough that the -ToHit is interfering with the enemy's ability to make with the combat, and The enhancement of any -ToHit has to be worth it more than using that slot for something else (%damage) or somewhere else in the build. I find that -ToHit is most reliable when it comes from AoE and also supports characters that would take a relatively long time to clear a large spawn. Some (Dark) pets are relatively slow at defeating enemies, and appear with ATs that can also be slow to clear large spawns... so -ToHit is almost certainly making those types more able to survive being swamped.
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The situation described in the OP reads as one of the worst stories of Yin Mayhem, specifically: I don't mind a "reckless Yin", but the Hostages (and later Council Members and Raid Leaders) are the mission objectives. As much as I can enjoy significant amounts of aggro in the Yin TF, there really is no excuse IMO for a teammate to be "running ahead" while there is still a mission objective to be achieved. The Mission Tooltip (and dialogue) let everyone know when a specific mission objective has been completed, so even the most locked button mashers should know, including if there are Freakshow rezzes in play. I'm less inclined to agree with the sentiment in: On every Yin TF I play, I have a very good sense if the Team can handle a quick respawn. Maybe not every player on a well-performing can handle it... but by the point we reach the reactor room I have watched how the various ATs have been playing, and how they are leveraging their powers and positioning. If squishies are being sloppy with AoE... yeah, maybe we shouldn't quickly reinvite Clamor to the party. If we've got some well-performing players leveraging controls against the Bosses... we can probably handle Clamor. I have come to believe that there is a significant fraction of players who don't realize that Clamor applies Radiation Infection. The player that gets hit with that toggle, really needs to make sure they aren't dooming the rest of their squad via their positioning. Of the two spawns prior to Clamor's reappearance, I think the one in the Reactor room is the more problematic, because that spawn will scatter (fliers, rezzes). The Hallway spawn has to make a rather restricted path that has a couple of choke points... a single player can tie them up... I prefer to use the "cooling belt" room, some players think the "vestibule" is better.
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I will take the Epic pools on Blasters, but almost always to get an "armor" and/or get powers for Enhancement mules. I like to have my Blasters "mostly done" with the keye power choices by the level those sets become available. The exceptions have been: Fire Mastery, because getting Rise of the Phoenix means I can pretty much play as crazy as I want, plus Melt Armor Arsenal Mastery, for Blasters already using some sort of rifle... the powers mesh well with the rifle sets IMO.
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I don't use MIDS, sorry. For Blasters, I usually 6xslot both ATO sets, although sometimes I will split the Defiant Barrage. Other powers usually get 5xsets, because the Blaster damage scales are excellent. For the non-nuke AoE, If I can get decent set bonuses elsewhere, I often lean into %damage pieces (but I like 6xAnnihilation) if the inherent damage is low/middling and I can get off-type damage. I typically support the %damage attacks with Accuracy/End or Accuracy/Range choices. I would not try to slot KB->KD, except possibly in Nova, because it is a PBAoE. If you go Force Mastery, I would only plan on Temp Invulnerability being used. I tried Force Bomb, but I didn't like it... especially for a late choice Blaster attack. BY the time I can take damaging attacks from Epic/patron pools, I would rather have my attack chain(s) complete. I wouldn't fault you for trying Force Bomb for concept. I believe it has been since modified such that it should only do Knockdown on even-level critters.
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Remove NoPhase Entirely, or from Hibernate
tidge replied to AbathurPendris's topic in Suggestions & Feedback
I have no personal experience with Hibernate, but I have a vague recollection that once upon a time there were some concerns about its use in PVP. The Concern may have been about griefing for all I know. -
I like the concept, and the chosen primary/secondary. The primary challenge I see is that you will have to make a choice about how many/which attacks you want to take, and a second challenge will be when to take the powers you want. I think I would try to supplement the concept with the Sorcery pool, and eventually the Fire Mastery epic (for Rise of the Phoenix) because I think that fits the concept... but Force Mastery offers some potential for mules you may need. My quickie idea is: 1 Ki Push 1 Power Bolt 2 Energy Torrent (eventually %damage) 4 Reach for the Limit 6 Mystic Flight 8 Sniper Blast (usually I delay this, but level restrictions are coming into play) 10 Burst of Speed (you will want this for Melee followups to KB attacks) 12 Aim (often I delay this, see note below) 14 Enflame (or Spirit Ward) 16 Dragon's Tail (eventually %damage) 18 "dealer's choice" 20 Reaction Time 22 Explosive Blast (eventually %damage) 24 Inner Will 26 Nova 28 Rune of Protection (mules for resistance pieces) 30 Eagle's Claw 32 "dealer's choice" 35 Bonfire (because I don't like single-target holds on Blasters) 38 Fire Shield 41 Melt Armor 44 Rise of the Phoenix 47 "dealer's choice" 49 "dealer's choice" The "dealer's choice" is where I would look for power pool choices that offer (Defensive Enhancement) mule opportunities. Rune of Protection is an easy choice for Blasters, so I'd be tempted to take the low-endurance Combat Jumping at 18, which can hold the Kismet +ToHit piece (which will boost the damage of Fast Snipes, and generally help Accuracies). The Concealment pool offers plenty of powers to slot LotG +Recharge pieces. With some purple set bonuses you shouldn't actually need to many of them. I almost never take Hasten, but many people prefer it. I'd probably put it in at 32 if I was force to take it. Note on Aim: I penciled it in at the earliest available level, often I delay it because I can usually find a power that helps the build sooner than an Aim/Build Up power. I'd probably delay Aim to level 18 for this combination if I had a power I could take at 12 instead.
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So now that I have my SR/MA Tank at 50, what is the thinking on Alpha Abilities? My default choice for Melee (and other DPS) is Musculature, but I'm wondering if Cardiac (as I have some Ranged attacks) or Resilient. Does a Resistance boost (from Alpha) do anything for SR?
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FWIW: Group Fly offers unique problems for henchmen pathing. Occasionally henchmen will stop where they are when Group Fly is toggled off, and refuse to move unless you retoggle the power back on, and then force them to move (usually by moving yourself and commanding it to follow). Sometimes henchmen get 'stuck' when under Group Fly, and require it to be deactivated for them to free themselves.
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Occasionally, when I am standing within 10 feet of a GM/AV and find myself resummonning henchmen, I wonder if this is what people are doing before they complain about squishy henchmen.
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Personally: Defense, for the MM and the Henchmen, then Resistance, but aside from slotting choices, I don't go out of my way to grant henchmen more resistance, and I don't like actively trying to heal henchmen. If the primary contains a mechanism for the henchmen to heal themselves, or the primary/secondary contains some sort of AoE heal that I'd be casting anyway... sure that's a thing. But otherwise the henchmen are there to serve the MM, not the other way around. I find that if I get too focused on the henchmen, and not the enemy, I have taken my eyes off the ball. Once I have the first two covered, and even if there isn't a great quasi-passive heal, I can still occasionally drag green inspirations onto the henchmen, or use team insps.
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I don't do MIDS, but I'll include my level 50 build for comparison in text format. I tried to pay attention to the different ranges of the different attacks, and slot them such that they were closer to each other than they would be without the specialize slotting. This combo doesn't lend itself to being in melee range, nor does it have a reason to be in melee range, so it made sense to me to take this approach. Archery/Tactical Arrow is one of those combinations that offers a lot of opportunities for Enhancement slotting for both %damage and set bonuses. There are a lot of choices.
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I felt that the inherent damage wasn't worth enhancing as much as the Mag 4 immobilize, especially with the "front-loaded" %damage, YMMV. Purples can of course be boosted and keep their set bonuses "all the way down". The Bombardment 2-piece global set bonus (5% range, IIRC) is one of those things that looks good on paper, but in practice I end up caring less about it unless: I am playing a character that has multiple ranged attacks, and I can get those ranged attacks reasonably close to each other in range through my typical sort of slotting choices. If the character doesn't have enough ranged attacks, I ¯\_(ツ)_/¯ and just pick a different bonus (if I pick one at all). If the character has attacks with all sorts of different ranges (usually because the is a mix of cones and single-target attacks) I don't like a global increase in range so much because it increases the difference between the ranges for the different attacks. I'll often slot cones with a range boost to try to even out the range-to-targets.