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tidge

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Posts posted by tidge

  1. 6 minutes ago, nihilii said:


    I don't think anything you're saying here necessarily disproves Zect's argument. Envenomed Daggers remove a lot of creativity for taking down tough targets.

    I like having the option, but I recognize in many cases I'm taking the cheap way out.

     

    We also have purchasable temporary powers for all sorts of things, including AoE attacks, travel, and Survivability/Offense/Defense buffs. Why draw the line at P2W Holds?

     

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  2. On 5/20/2023 at 12:08 PM, Techwright said:

    Which forum(s) do you never read or post to?  and why? 

     

    I've been curious about this for a while having noticed that some of the server forums go without a posting for weeks at a time.  It's also true with the Real World forums, and as those that post there tend to be the same few, it's left me wondering if most forumites even know of their existence (they only show under "Home", not under "Home>City of Heroes: Homecoming", which I've speculated is the reason.)

     

     

     

    23 hours ago, Oklahoman said:

    I never read, post, or comment in the General Discussion forum.

     

    I want to thank Oklahoman for directing me to this forum on Discord.

     

  3. Hmmm...

     

    In this Homecoming Era, I think it is only my Crabbermind who has one.

     

    In an earlier era, I used them on (maybe two?) on some characters that did very little damage. In this era, luckily %damage from procs means that lower-damage ATs can get through even-level spawns without having to struggle.... the 15-minute recharge times on those Patron Summons didn't look too bad when it took 45 minutes to clear a map.

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  4. There are quite a few; I think [Pool.Sorcery.Arcane Bolt] is the one I find is most embarrassing when it misses. First, there is the long wind-up, and during the cast you can already tell that the spell is going off-target. In my head: my characters are thinking "Pay no attention to whatever it is I am trying to do."

  5. 11 hours ago, Zect said:

     

    I think no temp powers should be provided; not only is it wholly unnecessary, it would be good for the community so that ingenuity and foresight are rewarded a little, as opposed to laziness and entitlement.

     

    I disagree. [Temporary Powers.Envenomed Dagger] is probably the biggest temp power game changer; I feel that if the game isn't broken with these existing, I don't think a Temporary power with a Hold effect is the end of the world.

     

    Personally: I'd like to be able to buy a P2W temp power that offers an Immobilize, like a single-target web grenade.

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  6. The accuracy should help the %damage proc.

     

    On Tankers, I also 6-slot the Taunt, but I always opt for Mocking Beratement.

     

    Is this the point at which I get grumpy that we don't have a Purple Threat Enhancement set? I totally want a %contagious threat (to mimic %contagious confusion).

     

    Can I also complain about the utility of the D-Sync Provocation (Threat/Accuracy/Recharge) for non-Tankers driving the Black Market prices through the roof? I'm somewhat peeved that we don't have the following options for actual Threat Enhancements:

    • Threat/Endurance Reduction
    • Threat/Accuracy

    I'm fine with Range being prevalent... but some characters want/need to boost Accuracy as well as Threat (with few slots), and Taunt auras could certainly benefit from Threat/Endurance Reduction.

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  7. On 5/17/2023 at 5:46 AM, Bananiac said:

     

    I noticed that PVP recipies are continuously selling at very high prices compared to the level I was accustomed to a few months ago... Like in the upwards of 2...3Mil range.

    Also, supply seems to be a bit scarce recently. Which is a shame really, for obvious reasons...

     

    Anybody meddling with this? Is this a knock-on effect of the farming changes? Or what is going on here?

     

    My purely speculative guess is that with a new powerset available, folks are buying, and not yet doing anything remotely like "farming" enough to get drops that would otherwise replenish the supply.

     

    My rough personal experience running a lot of even-level (or +1) content at x8 is that on average I get either a PVP or Purple recipe drop for 1 hour of solo play. Obviously higher-level content is easier to solo at x8... but it is not common I'll get a PVP recipe on something like a full Synapse TF (although a few weeks back, I ended up with 2!)

  8. Where did I put that broken record?

     

    I like seeing how to have a Widow act as a tank... I have done a similar thing with one of my (pre page 5 revamp) builds, albeit with far less emphasis on resists. Mt TLDR answer is to leverage Scaling Damage Resistance and a fast-cycling Unrelenting to back up the naturally very good (positional) Defenses. I admit: I think that Provoke is a terrible choice for trying to grab (mass) aggro. When I use it it is typically under one of the following circumstances:

    • Low level PUGs, where nobody has a Taunt (and often they simply hope their aura will draw attention)
    • Higher level PUGs, where a squishy is getting ganged up on (usually because of a mass debuff) and they require help

    Now... at low levels, it is hard for a Widow to have much in the way of resists, but can have AoE control/attacks. It is easier with a Fortunata, but with the Night Widow I think the hard choice would be to use the cone (Dart Burst) to hit the spawns, leveraging the %Fear proc and lean hard into the Presence pool to also have the AoE Invoke Panic. available for Posi 1/2 I don't think even I would dedicate the power choices to take Unrelenting so soon... I understand the love of Spin, but if trying to "tank" sometimes you want the attention of somebody a little farther out.

     

    I also feel like I should suggest adding specific resist buffs from a SG Base.

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  9. I *like* my StJ Stalker (performance, utility, power progressions) and yet I agree that there is *something* about the set that doesn't sit right with me as a Stalker. I agree with @Saiyajinzoningen that I think it is the immersive effects: The raw pummeling and sounds don't scream "stalker" to me... and my StJ Stalker is based on a villainous Catholic School Nun!

     

    I am satisfied with each of the attacks. I have a radical suggestion for a different change to the Stalker's Street Justice primary: Replace Placate (available at level 12) with an actual Taunt (not Confront) that can grab aggro from up to 3 enemies. This goes against a fundamental (but boring) idea that "Stalkers should Hide", but the nature of the attacks is such that the StJ Stalker wants enemies to come up to them.

  10. 1 minute ago, twozerofoxtrot said:

    So if you're fiddling with the toggles, eventually Numina's buff will fall off, and won't come up again until somewhere in that first minute after activation. 

     

    Without personal experience with all the potential toggles that can take Numina's Convalescence: Regeneration/Recovery, I was reluctant to make a simple claim that perhaps the toggle should just be slotted with a (boosted) Heal/Endurance Reduction piece.

  11. 27 minutes ago, Clave Dark 5 said:

    From the wiki: 

     

    Numina's Convalescence: Regeneration/Recovery -- This enhancement grants a 20% bonus to regeneration rate and a 10% bonus to endurance recovery rate for 120 seconds. When used in a click power, the effect is granted every time the power is used. When used in a toggle power, the effect persists until 120 seconds after the toggle power is deactivated. When used in an auto power, the effect is always active.

     

    So at least this one proc is worthwhile in a toggle.  It does happen. 😃

     

    I suppose you can keep toggling the power on-and-off to conserve Endurance and enjoy the improved Recovery rate.

     

  12. 1 hour ago, Snarky said:

    So, I was seriously considering putting a PROC in a toggle.  But I need it to fire.  Consistently. It is the Blaster's Defiant Barrage PROC and it would potentially be going in Hot Feet from Fire Manipulation.  Is that going to work?

     

    No toggle is ever a good choice for a %proc, with the possible exception of Gaussian's %Build Up in Leadership toggles... and I have a bunch of caveats related to that choice. (One quick caveat: the character getting the benefit of a Leadership toggle %Build Up ought to have a decent damage scale factor, plus attacks, to leverage it. VEATS >> MMs)

     

    EDIT: The %BuildUp proc isn't bad in an Invulnerable Melee character's Invincibility

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  13. I popped in to write, based on my experiences:

     

    Tanks don't have to dedicate many slots to their primaries. I find myself picking slots based on set bonuses/global effects.

     

    (some) Tanks don't have to run with (all) their toggles on, the HP pool and fast defeat times from teammates can make toggles less important. This is empirically rediscovered every time my PUG gets to the AV fight and I realize I never retoggled some of my powers.

     

    The typical OP from this guy discourages me from coming close to a direct response: I'm not sure that the Tanker's primary job is to "prevent teammates from taking damage". Grabbing and keeping aggro is definitely part of the job, but it isn't like a Tanker can magically prevent AoE attacks. I definitely feel that (good) Tankers need to have a deep situational awareness of what is going on with a team, and with a mission. Some examples:

     

    1) If the team is speeding to the final boss on a map, and not every player can get there... maybe the Tanker shouldn't plow straight to the end waking up every spawn? There are a lot of maps where this is bad, but there are some where it is REALLY BAD (including Treespecs)

     

    2) If the enemy throws an AoE debuff on the Tank... maybe the tank shouldn't stay clustered with the rest of the team? Ehem Clamor. That green cloud you are rocking is lowering the Defense and ToHit of all your nearby teammates.

  14. Dual Pistols: Sometimes I love the look of it... but sometimes I feel the flourish is over-the-top. I can't play the set while the dog (who hates fireworks) is around.

     

    Dark: I rather like it. I think what appeals to me about it is that it is a pretty mellow basic blast set.

     

    Water: Crazy good as an AoE set for Blappers. The recent 'fix' for Tidal Power addressed what I saw as the only real negative (having accepted there is no Snipe), although I'm still not taking Water Jet. With Water Jet not available as part of an attack chain, the Tidal Power gimmick is far less important than just the build-up bonuses.

    • Like 1
  15. An Overwhelming Force KB -> KD piece slotted in the T1 henchmen is crazy fun. TBH, I usually slot that piece on all the T1 henchmen while leveling, but for some reason the Ninjas doing the knockdown always seemed like the knockdown was doing its part to help the AI make better choices.

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  16. I remember having a bear of a time getting the numpad to do the upgrades... one of the issues was the delay in the bots showing up. If the powers are recharging that can also be an issue.

     

    I lost my bind folder, but what i had was a single key to cast the first upgrade, then load a file that would change the same key to cast the other (and restart the process):

     

    /bind alt+numpad0 "sg Equipping Bots$$+down$$-down$$powexec_name Equip Robot$$bind_load_file j:\\COH_binds\bot_upgrade_2.txt"

     

    (You can guess what the second file looked like)... I used the SGtell as a sort of 'debug' statement. In the Homecoming era there is no real price to pay for cycling 'too fast' through the upgrades, so I could hit the key more than twice and the worst thing would happen is to not lead with the power I want. You could put your own local tell to figure out which upgrade you just cast.

     

     

  17. 25 minutes ago, Greycat said:

     

    So, things to know about debt:

    - Other than badge progress, it really didn't matter. It used to - I started in issue 3. First 50 was a blaster. I spent whole levels in debt in the late 30s (which was even more of a pain as it was easy to run out of content.) I also hit the old cap of 1.1 million, starting at zero, in one Hami raid. These days? The debt cap is lower, you get half debt in missions (a change from live,) and don't start accruing it 'til level 10.

     

    Here is a personal CoH-life-hack: Dark Astoria is good for collecting debt, once a character is "high enough".

     

    If I am going for the High Pain Threshold Accolade power (redside), I often put off doing a Patron unlock until close to level 40; IIRC the debt cap at that level is around 120K. I'll pop into Dark Astoria, try to defeat anything and make trips to the hospital until I hit the debt cap. Then run a Patron arc to work off the debt. Repeat  once and the Unbroken Spirit bade will be collected. Doc Buzzsaw is also another fun redside arc to run at level 30-39 that can burn a lot of debt for a solo player.

  18. For this day-zero player (points to self), the main advantage of the raised cap was more power choices. Keep in mind the Fitness pool was not inherent.

     

    More slots was nice, but introduced balance issues that weren't quite as obvious in the max-level-40 era.

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  19. On 5/11/2023 at 1:44 PM, Uun said:

    Lifegiving Spores: I am underwhelmed by this power. I have tried various combinations of +end and heal and none have really made a noticeable difference. I haven't tried the Panacea proc, but it should buff everyone in range if it works the same way it does in Triage Beacon.

     

    At low-ish levels, playing with non-exemplars, Life-Giving Spores did seem like it was helping the PUGs... but as I collected more powers in the build (and more slots) I found myself doing some strange things in play to have it be as valuable. I've done a level 37 Respec out of it, mainly because there are other powers I feel that I need more, and with more urgency at lower levels.

     

    As near as I can tell: it's greatest utility was to quickly put down a visual patch where I want my allies to stand! I was using this macro to drop it just in front of me:

     

    /macro_image "BanishedPantheon_Storms_GustOfWind"    "LiSp" "powexec_location Front:5 Lifegiving Spores"

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  20. 2 hours ago, Zect said:

     

    All toons are limited to 69 added slots and 6 slots per power, so this first point sounds confusing to say the least.

     

    Do you now see why I think your proclamation of "Number of slots should not be considered a constraint" is ridiculous? Not only does it fly in the face of facts, it's a mental block that stands in the way of your being able to identify efficient synergies. Live every day as though it were your last, spend every slot as though it were your last.
     

     

    Whoa somebody skipped out on their daily dose of soma!

     

    On every build, a player has the option to apply as many, or as few, slots on any given power. My comment about 'slot constraints' and my complete lack of discussion of a Primary (and any slotting in it) was meant to imply that I consider myself free (in the context of this character's secondary) to put as many slots as possible in secondary powers because I am willing to NOT consume the entire slot budget in the primary, inherent, or power pools. I don't have any character that has 6 slots in every power, and neither does anyone else.

     

    To help anyone else read between the lines: If there was a particularly useful combination of enhancements for a given power but required 6 slots... I'm willing to entertain it. There are plenty of powers across ATs and Primary/Secondary that offer no advantage to multiple sets (beyond whatever Enhancement bonuses can bring, which is often marginal) and then there are some powers that can allow maximal benefits by 'franken-slotting' such that extra slots can contribute a lot more to play. "%Proc"-ing attacks is probably the most common example where an extra slot can be leveraged to improve the performance of a power. Many players add a KB->KD piece, or a %+Recharge piece (without pursuing set bonuses) to attacks specifically because those pieces improve performance.

     

    In point of fact... it is so common in publicly shared builds to add slots to attacks, that non-attack secondaries are often short on slots... and to repeat: For the consideration of this Corruptor secondary... I'm willing to entertain dedicating any number of slots to the non-attack secondary.

     

     

  21. If we are talking Specialized/Origin pools, I humbly submit this suggestion for the "techy" one:

     

    I'd like it if the level 20 power (i.e. the one that requires 2 earlier power picks) to be some sort of recharge-intensive pet. I'd simply like to be able to have a power pool where my MMs can dump the various global enhancements to boost henchmen performance so that I can dedicate henchmen slots to actually enhancing the active attributes of the henchmen.

  22. I'm working on a /Nature Affinity Corruptor, and I will be using it on teams some fraction of the time, but mostly I play solo... so I am looking for thoughts on some of the powers in the secondary, including slotting suggestions.

     

    A couple of things to get out of the way:

    1. Inf is not a constraint
    2. Number of slots should not be considered a constraint
    3. I don't object to getting a set bonus from Enhancement Sets, but I will not chase one 'just because', especially if the extra pieces are only offering marginal returns on the enhancement of the slotted power.
    4. I want a 6-piece set of Preventive Maintenance for Endurance discount and Global Recharge.
    5. I like the 5 and 6 piece set bonuses from Panacea (more Global recharge at 5, more Heal at 6) but I see the real value of this set as being able to boost the pieces to 50+5... so I am not necessarily wedded to it.

     

    Here are the powers that have me wool-gathering:

     

    Regrowth (available at level 1) - Takes Healing sets

     

    In the era where many builds can be made self-sustaining, I will delay this choice. I don't mind having a heal to toss at allies, but this power feels like one I wouldn't otherwise want to invest (m)any slots in (as a Corruptor).

     

    Wild Growth (available at level 4) - Takes Resist Damage and Healing sets

     

    This one offers the most confusion for me. It is a long recharge power that offers resistances, so it seems like Recharge + Resistance is a no-brainer. It can also act as a decent mule, but I can take other powers for this reason. My default thinking here is at least 2 pieces of Unbreakable Guard (or 4 pieces of that same set) I certainly wouldn't mind trying to boost the Regeneration so a little franken-slotting with something like Healing (50+5) Heal/Recharge piece isn't out of the question... I simply doubt I'd put more than 1 healing piece in the power unless I wanted the PVE bonus from Panacea (and I'd boost those pieces)

     

    Life-Giving Spores (available at level 16) - Takes Healing and EndMod sets

     

    Because this is such a fast-recharging power AND an ally AoE, I am wondering: Is this a good place to put pieces like Panacea %+HP/+End and Performance Shifter %+End? Obviously I can toggle the power well within the 120 sec time period to activate any effect on myself... but will %procs in the AoE patch help any allies? I am assuming that the Performance Shifter %Self Heal is caster-only in all circumstances.

     

    Early team experimentation has been inconclusive... but solo I like this power just fine (especially with some Scaling Damage Resistance). If I can benefit teammates, I'll slot it that way after controlling the Endurance cost of the power.

     

    The only other cornball idea I have for slotting Life-Giving Spores is to drop a %Stun piece in from Energy Manipulator. The power itself can't be slotted for Accuracy, so I expect D-Syncs and more mundane Acc/EndMod pieces wouldn't help.. and the low magnitude Stun hardly seems worth it.

     

    Wild Bastion (available at level 20) - takes Healing sets

     

    Another long recharge power, this feels like the place to put 6x Preventive Maintenance... unless I can really improve both Recharge times and Absorb/Heal values via franken-slotting.

     

    Rebirth (available at level 24) - takes Healing and  EndMod sets

     

    I plan on skipping, otherwise it would be a mule for something like Performance Shifter.

     

    Overgrowth (available at level 30) - takes ToHit Buff (!) sets

     

    This feels like 2-slots only of Recharge 50+ IO pieces. I don't mind buffing +ToHit,  but with such long recharge times I can't imagine dedicating more slots to this power just for set bonuses. My primary has a Build Up power.

     

    I am taking Corrossive Enzymes (slotting for Accuracy and Endurance Reduction) but skipping Entangling Aura (I don't forsee having the slots to make it do very much for me, especially balanced against when I could fit it into my build)

  23. I forgot to answer this specifically:

    4 hours ago, BuiltDifferent5 said:

    I’m open to ideas and suggestions though. Would you recommend any of the above pairs? Would you make it on a Defender or Corruptor?

     

    I went Corruptor with the thinking that Water Blast tends to have some damage-over-time components, which I thought might play better with Scourge. I'm not sure I'm seeing this, but I am also not paying a lot of attention.

     

     

     

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