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Everything posted by tidge
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This explanation is precisely why I feel it is important to not confuse the difference between a global effect and a %proc effect when describing enhancement pieces. PVP pieces will always have their regular enhancement effects scale down (as other enhancements) and any set effects will be in play scaled down to lowest level the set could be slotted... that is: the set bonuses don't "drop out". However, their enhancement effects (e.g. Accuracy) won't scale above a specific level unless they are attuned, or are already at the highest level (50, which can be boosted by up to +5). Non-boosted PVP pieces below 50 may as well be attuned, I wouldn't consider boosting any PVP piece in the level range 45-49. Purple (very rare) sets behave just like PVP (enhancement effects, set bonuses), except they can only be slotted by a character at 50... and since they can be boosted, it makes no sense to attuned those. ATOs and Event pieces can't be boosted as they always come attuned, but they can be made "Superior". When I won't be getting a set bonus, or the set bonus is one I don't particularly rely on, I will almost always slot an enhancement piece at its highest possible level and boost it (assuming the piece can be boosted). This is less important where "diminishing returns" from Enhancement Diversification comes into play, but this thinking usually comes into play where that is not an issue for the given power.
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I never went back to MMO. I did a lot of 4X (Civ, Galactic Civ) and did quite a bit of immersion into/replays of Deus Ex. Also lots and lots of pub trivia.
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I thought I'd post this in a not-too-old thread... lots of testing has shown that slotting Endurance Reduction in the primary Robotics' Upgrade Robot doesn't do anything for the henchmen (unlike some other primaries) but a while back I realized I could make a slight compromise in my T2 henchmen slotting to replace the straight Defense Buff IO with a Defense/Endurance piece. I use a Hami-O at level 53, but a 50+5 boosted Defense/Endurance piece will do. I've been running this slotting for a while, and the slight loss of Defense hasn't been noticeable. The Protector Bots were the henchmen that were usually running low on Endurance, this has pretty much made it so they are not even close to approaching empty for most of the content I play. There was another slight change I made, to pull out the LoTG piece and instead give the T2 a little more Accuracy/Damage slotting via Call to Arms. I wanted a little more Recovery, but if Endurance wasn't an issue I'd probably have replaced it with a boosted 50+5 piece from one of the other sets (and shuffled some of the unique pet globals, like Expedient Reinforcement from the T1). Level 12: Protector Bots (A) Mark of Supremacy - Damage/Endurance (13) Mark of Supremacy - Accuracy/Endurance (13) Defense Buff IO -> HO Cytoskeleton 53 or Def/End 50+5 piece <- THIS WAS THE CHANGE (15) Luck of the Gambler - Defense/Increased Global Recharge Speed <- I also changed this to Call to Arms - Accuracy/Damage (15) Call to Arms - Defense Bonus Aura for Pets (17) Expedient Reinforcement - Resist Bonus Aura for Pets
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I also think the OP doesn't really want to play a Blaster. If the hangup is a long the lines of "must use mental powers at range and help a team", maybe a Fortunata is a better fit.
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I can't comment (no experience with FF on a MM) except that the only reason I would choose the FF secondary would be to skip slotting the henchman/pet uniques in the Robotic henchmen. As a point of comparison, my Robotics/Traps with FFG MM has all the henchmen pretty well capped (defensively) to the point where I can see the MM himself way above all softcaps. When henchmen fall, it is rare I am replacing more than 1 at a time. I am sure that there is content where the FF secondary would be offering positive returns (compared to /traps) but I find the debuffing and extra aggro from Traps improves map clear times, and contribute positively to GM defeat times.
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If I were to go Ninjas, my first choice of secondary would absolutely be Trick Arrow. The set's inherent debuffs look to be very powerful, and many of the ranged attacks could slot the Annihilation %-Res piece as well. I like having multiples of that %proc in MM AoEs, because increasing the duration of that debuff helps increase damage output from the henchmen.
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Disclaimer: I don't use MIDS so my comments are more general than specific. I recommend Mules for LotG +Global recharge long before recommending Hasten... unless there is a specific, very long recharge power in the build that is intended to be always used. My thinking: MMs have a deep Endurance tax on their powers. Hasten will result in more casts of all powers for more -Endurance... even without considering the -Endurance hit at the end of Hasten. Chasing perma-Hasten is a little bit of a mental trap for some builds... I mean to say that slots and enhancement picks are directed more towards perma-Hasten instead of towards more survivability, offense, or simply Quality-of-Life. The henchmen resummons are now (on Homecoming) super-speedy with no concern for Recharge. Another side effect of Homecoming that really benefits MMs is the ability to pick higher tier powers sooner in a build. There are fewer obvious 'empty' power picks at low levels, so there are fewer opportunities to fill up a build with pool powers(*1)... unless of course the player delays her primary/secondary power picks. Hasten is nearly worthless (IMO, YMMV) as a low-level (pre-20) power pick since almost all powers available before this point have reasonably fast recharge times anyway. Even in final (50+) builds I find the relative ease of affording Very Rare sets to deeply affect the utility of Hasten on most builds. (*1) This is another reason why Provoke isn't so valuable in this era; all ATs can get have AoE attack by level 20, either from their primary, secondary, or pool.
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I can't speak to either the primary or the secondary. My blunt recommendations would be: slot Hell on Earth with the global henchmen/pet defense pieces, to free up slots in the henchmen Don't put %damage piece in the henchmen, try to leverage set bonuses and Acc/End/Damage instead The %BuildUp Very Rare and Overwhelming Force Knockdown should probably go in the T1, since each hench can use them and the level shift hurts them I was disappointed with Sorcery on a Thugs MM. I want to say that I tried everything I could think of to leverage that pool and I found it to be a poor choice, except for mule powers. If the intent is to be active-ish with a pool... Experimentation offers a good (IMO, YMMV) travel power, an ally buff, a self buff, and the awesome Corrosive Vial (which should help henchmen). Pain is probably tricky... I generally regard MM secondaries to be the best when they are debuffing enemies. Keeping Henchmen "alive" is far less important to me than whittling down enemies faster. At low and mid-levels, it is important to keep the henchmen alive (so no judgement from me on that score), but in a more-complete build this is not what I focus on. EDIT: I also don't think Provoke is a good choice for MMs. I like the Presence pool... but Provoke requires a ToHit check and the max targets is only 5. Better IMO is to use an AoE attack to get aggro. from the same pool, Invoke Panic has a target cap two times larger!
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"Can I interest you in the exciting world of Day jobs?"
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I was an initial backer of the City of Titans... for most of the sentimental reasons that have been written. Also like others have written: I long ago gave up on the project. I've never installed a single piece of software that was offered as part of my initial Kickstarter pledge. In my case it was less about the slow pace of progress, it was that the early focus seemed to be entirely on the graphics... especially the costume options... and trying to make a highly detail (graphics-wise) world. I specifically remember reading in one of the updates how the dev team was trying to adapt true (Planet Earth) surface scans into terrain features for the game world. This struck me(*1) as a blatant time-sink... especially (IIRC) as this was after a decision in the choice of the underlying graphics engine. (*1) Full disclosure: I spent many years as a project manager on multiple software projects... yes, for those of you in the business, that guy. Every project has its own unique ways of going off the rails, but letting programmers spend more than 5% of their time on "experimenting" has always been an incredible time-waster. I'm not anti-creativity, my approach was to tolerate creativity in the pursuit of satisfying actual requirements. AFAIK the Phoenix Project was almost entirely passion-based as opposed to being target-based. The initial updates struck me as completely reasonable. EDIT: I didn't find out about Ship of Heroes until much later. What struck me as most interesting about that project was that they explicitly wanted to have a reason why players couldn't leave a zone.... aka "War Walls". I thought that was a fine solution to a grumpy complaint about wanting to get past the zone walls in CoX.
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Why was Statesman killed off again?
tidge replied to OldSchool SC Fight Club's topic in General Discussion
Nothing to do with JE or Statesman... One side observation of my own: CoX was so immune to the South Korean style of factory play that "Inf Sellers" could barely make their presence known in-game during Live. There was no practical need to buy Inf... especially with Veteran Rewards, which made the repeated play incredibly bearable. The subscriber model as implemented, for all purposes negated the need for micro-transactions. I'm sure this rubbed NCSoft the wrong way, in multiple dimensions. -
I always try to slot it in the T1 henchmen. My thinking is that (when triggered) it can help with the level shift that has them fighting uphill. I want to say that I have at least one non-MM character where I included it (probably a Crabbermind) for similar reasons. The T2 Disruptors are probably the best place for this piece as they have more attacks than the T1 Spiderlings. I want to say that I have also slotted it in Fire Imps, just because.
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Why was Statesman killed off again?
tidge replied to OldSchool SC Fight Club's topic in General Discussion
I feel what is being written, but that doesn't line up with my own feelings as a Day 1 Invulnerability Tanker. If anything it was the aggro change that hit "herding maps". I will sympathize that pre-ED it was possible to over-exaggerate the core attributes of any AT. My own feelings regarding pre-ED for my Tanker was pretty much: "It looks like those Scrappers are shaming me!" That Day 1 Tanker of mine was Invulnerability/Energy Melee, so the changes to the secondary certainly (and to some extent ED) hurt me in all sorts of places. With that character, I took a peculiar and limited joy in applying long-lasting stuns to all sorts of enemies... even if they would zip away at Mach 5. -
I have long advocated for a %Contageous Fear; the existence of such a piece would greatly improve the viability of single-target Fears in the layer game.
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Why was Statesman killed off again?
tidge replied to OldSchool SC Fight Club's topic in General Discussion
I have a vague memory that Stateman (the PC) also had ranged attacks, which were not really a thing for Tankers at Launch. Between that an Unyielding, as an Invuln Tanker from Day 1, it felt like Dev "cheating" for their PCs in ways that were not as immediately obvious with the rest of the big names. It's sort of like in the more modern era, Penny Yin has access to an obvious pet that players can't access... although that bothers me not-at-all. -
Why was Statesman killed off again?
tidge replied to OldSchool SC Fight Club's topic in General Discussion
I had a very narrow gripe about Statesman from launch: IIRC Statesman was an Invulnerability Tanker, per the game materials. My gripe is that those of who played Invulnerability Tanks couldn't do the things that Statesman could do... Like move when powers were toggled on. -
I think I've seen it double-stack on my T1 henchmen.
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The real reason to slot Maintenance Drone is IMO for Recharge (and enhancement set bonuses). I would absolutely take Repulsion bolt for the -Resistance. I think you also ought to be taking the Primary attacks for the same reason. I would probably only slot Repulsion Bolt with a KB->KD and 50+5 or Superior Acc/Dam/End piece (I don't think there is an option for just Acc/End). Dampening Bubble can hold some Defense globals, so don't skip it out of spite.
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My hot take: Spending on Enhancements (for a Blaster) is to do these things for a Blaster who wants to be seen as a "team leader" High global recharge, to AoE and aggro lots of enemies High defenses to survive the above Mileage may vary, but if Very Rares are off the table, here is what I would go for: The Teleportation pool, to quickly get teammates around zones... ...especially Combat Teleport, to get to where your melee buddies are (use macros for self-positioning) I would pack debuffs, particularly AoE -resistance. A stronger single-target debuf for GMs/AVs is appreciated... you can do this through relatively inexpensive slotting and power pools choices. Ultimately it is going to be about Quality-of-Life for your teammates.
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The thread title isn't about players not contributing to teams it is about ToT leeching. These are not the same, as described in this thread.
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If a player is following a team into missions, then they literally are not being AFK. It is a mental stretch to equate a team member not contributing in every mission (and somehow getting into all of them) with the behavior attributed to MMs parking henchmen in the PI parking lot.
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An AFK MM won't be able to get into a mission and get rewards if I don't invite them. How is this situation analogous to a player that doesn't join a ToT league?
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If in invite a player on a mission arc, which is giving me pretty much all the agency... which is not nearly as applicable to what the title of this thread implies. But hey, if the MM wants to join an Aaron Thiery arc and knock out cell doors to help me get doorbuster they are welcome!
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"Shadowing" me in open world zones is going to have a negligible effect on "occasional purple recipe drops". I can't think of a single time when I've gotten a Purple (or PVP) from open-world defeats. I fight a large number of even-con critters when cleaning up Kings Row and Croatoa too. Most of those spawns are minions, so if you want to go ahead and clean them up for me (and reset the events) don't wait... just go and defeat them yourself please! Set yourself up as a multi-box in those spawn areas (pick Grim Vale in Croatoa) to get that "AFK feeling". Nearly all my Purple/PVP drops come from running solo missions at x8, with occasional (PVP) drops from low-level teamups. My crude estimates are that it takes about one hour of "defeating all" (solo) fully-stocked (x8) 'regular' missions to have a 50-50 chance of getting a Purple (or a PVP) recipe. I mention this because while (actively!) playing in a PI league I get very few recipe drops relative to what I get solo even when there are no 'leechers'. I saw someone say they got a Purple Drop, so it isn't out of the realm of possibility... but such a drop is already highly improbable. The demand for actions seem to come from a place of entitlement, I'm not skipping over any rationalization; I am recognizing that this level of upset from "X is more entitled to fight enemies at spot N than anybody else." If the ToT leagues would move to different places these "issues" wouldn't exist.