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tidge

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Everything posted by tidge

  1. Apologies for no screenshot. Missing textures for Weapons >> Munitions Rifle Observed on Male body. Specifically, the "bottom three" choices: Weapons >> Munitions Rifle >> Devastator Weapons >> Munitions Rifle >> Shock Rifle Weapons >> Munitions Rifle >> Shard Cannon
  2. I recommend Combat Teleport (with Macros) to support the Atomic Blapping/PBAoE. It should be possible to build up a fun sort of synergy with the knockback of the Energy primary with the close-combat of Atomic.
  3. It's almost as bad as waiting/hoping for the Force Feedback %proc to fire.
  4. I think the VEAT inherents are worse than the HEAT inherents, but it is hard to see the HEAT inherent working well until the Kheldian is on a PUG... and the PUG gets in over its head, as often a well-build Kheldian can go to town against large, nasty spawns. I am of the opinions that the Kheldians should get some advantages in any form that carries over from other chosen forms... this is sort of what the ATO piece does, so I'm thinking of something like the compliment of having the T1/T2 blasts available in Nova/Dwarf form... so that one of the "signature" powers from Nova/Dwarf was available in Human form. This would allow Human forms to have access to more powers, which could preserve slots. I'm not really liking this idea, since Kheldians are a nice build-puzzle. Frankly I'd be satisfied if the "toggle slotting" of Nova/Dwarf carried over to each form for ToHit Buffs and Resistance (even if not toggled on)... that is not to say that a Nova would get full Dwarf resistance, just that any resistance enhancement slotting would be applied to both human and nova forms base resistances. I am 100% fine with Knockback in the ranged attacks. KB is one of those mechanics that can frustrate some players, but IMO It's a tool that players need to learn to use (it is a "soft control") It allows for more slotting options Having it teaches players more awareness of the game's enemies and environment It is not a "grief" effect If you personally don't like it, it can be mitigated with a couple of easily available enhancement pieces for teammates who don't like it: many Immobilize powers eliminate/restrict knockback I dislike the general lack of mezz resistance, but that is a feature of the game. Kheldians have all the same tricks available to other ATs, plus Dwarf form.
  5. It was nice to be recognized by @Yomo Kimyata, but that's the player/forum presence I think has done the most to smooth things out for players willing to listen, and willing to ask.
  6. I'm not a fan of the Fury bar, and the Domination bar is best ignored via perma-Domination. I tolerate the Sentinel's Opportunity bar, but even that was revamped. Let's not add a similar mechanic to Kheldians.
  7. IMO: /Atomic is not a great choice of secondary for staying at range. I find it to be one of the better "Blappy" choices, so picking range is IMO "crippling damage". I suppose the secondary choices would be something like: T1 (level 1, mandatory): Electron Shackles, probably just a single slot with Acc/Mezz T3 (available level 4, but could delay): Positron Cell, could take as few as 4 slots for a Recharge bonus, or could eventually be a better source of set bonuses. Probably not worth investing %damage since it i a single target. T4 (available level 10): Ionize, take after picking up Sniper Blast, take instead of Aim. Invest as few as 2 slots or better 6 slots of Gaussians'. T6 (level 20): Metabolic Acceleration, slot as needed. If you don't intend to Melee... there isn't much reason to prioritize the other powers. The T1/T9 combo is pretty great, and while in melee the T8 is golden, as is the T7. The T5 Beta Decay is also surprisingly useful. On my /Atomic, I use all except Electron Shackles and Positron Cell.
  8. The last three choices in "arsenal mastery" do not appear in the characters' hands, even if those options do exist for Assault Rifle Blasters.
  9. I didn't think to recheck weapons customization after I choose that pool. Unfortunately, the weapon I had chosen was available as a choice for Arsenal Mastery but it was invisible! (it was one of the last three choices).
  10. I have an Assault Rifle / Plant / Arsenal Mastery Blaster. For this purposes of this post, the Plant Manipulation secondary isn't that critical for me: After playing around with the powers, I am only taking 5 of them, because I wanted to lean into "rifle action" of the primary I was initially committed to the secondary melee (Blapperlock?) but in practice I found I wasn't using the melee and they didn't synergize well with my use of the primary. This had the result that I ended up with plenty of extra slots to use in (Epic) pool powers, so I felt like adding more options to the Assault Rifle. My build also worked out that the power picks I wanted made it so that by the time the Epic pool was available (at level 35), I could drop each of the powers I wanted in as consecutive power picks. That is: these choices felt like extensions of my original abilities, and I wasn't "waiting" until level 49 to "finish" my build's offense. Note: I typically do not add Hasten to builds (I rely on Global +Recharge to smooth out or minimalize attack chains), so my final build has an absurdly large number of attacks: 7 from the primary, 3 from the epic, 2 from the secondary, on top of a few debuffs to apply to enemies. FWIW: the build has 71% Global Recharge and a 20% Global Range boost, plus a Global +60% Accuracy and a toggled +6% ToHit. Question: Is there a way to get the Epic Arsenal Mastery weapon to exactly match my custom choice of Primary Assault Rifle? I'll share my full build later, but for now I want to noodle on the Epic Arsenal Mastery. Here are my current choices: Level 35: Body Armor with 4x Unbreakable Guard. This is my go-to slotting for Epic Armors. an earlier power pick is muling the other globals. Level 38: Cryo Freeze Ray. I originally had Strangler (Plant Secondary) in the build, but I was dissatisfied with its performance, and choosing Strangler messed with my desired power pool picks from Force of Will (which will come back, keep reading). I am completely satisfied with picking up a rifle-cast single-target hold at this level. My slotting is: level 53 Cytoplasm Exposure (Accuracy/Mezz), and 5x %damage pieces. The recharge time is 15 seconds, which is about twice as fast as my AoE Hold Vines (from the Plant Secondary). There are only marginally available bonuses from slotting multiple set pieces, so %damage seems to work best: this attack "finishes" many targets and stacks Holds. I debated adding the %+2 Mag Hold, but for much of what I play I don't need that bonus. (I keep one available to swap-slot for harder team content). Level 41: Sleep Grenade slotted with 5x Fortunata Hypnosis. The recharge time here is 34 seconds. This is an odd power choice for me. I picked it because I found that the AoE, despite being smallish, was adding a little bit of extra Survival and AoE control that I wanted. I have this slotted for a Very Rare Enhancement set bonus as I didn't need more AoE %damage even though it is a reliable %proc power. If I had a 6th slot, I would probably add Annihilation %-Resistance to it, as I have observed that the application of %-Res does not wake up enemies. I turned out that at level 41 I didn't have a power that I was likely to use (after experimenting) so Sleep Grenade was the last power added to the build. I could replace it with all sorts of other powers, possibly redirecting some of its slots, but for me it feels like a good addition. Level 44: LRM Rocket slotted with a 50+5 Accuracy/Recharge from Ragnarok, and 4x %damage. The recharge time on the "fast" version is 16 seconds; I try to only use it while "engaged". I experimented with using the Force Feedback %+Recharge in it, but the 2 PPM proc chance wasn't occurring enough to help with my other powers. I end up using this for mixed reasons: sometimes I have a surviving cluster that deserves an attack, often it is used for runners (because of the long range). I didn't take Surveillance, even though I like the power. My build has Weaken Resolve (from Force of Will, one of two steps to Unleash Potential) at level 8; generally I find that this sort of power is more useful in the low-to-mid level content, and I don't think it is as useful in place of any of the other power picks, given my ability to dedicate slots to them. Any thoughts, or anyone care to share their experiences with the set?
  11. Buffing Tankers was not a swing of the nerf bat at Brutes. I agree that Fury, which is the defining characteristic of Brutes, is almost certainly where any changes could be made. I don't know that some players will be satisfied with anything less than solo Brutes clearing maps faster than any other AT, no matter how that is achieved.
  12. I start with a concept, and then try to find an AT that will allow me to leverage the concept. Depending on the AT, I expect to get a feel for the character between levels 12 and 22. Prior to level 14, my experience has been that most AT play very similar... by level 14 I have good feel for the strengths and weaknesses. By level 22 I can do some creative slotting. I like to experiment with different powers, especially how they can affect play style (mostly solo)... by level 30 I can see how most of those powers play with teams. ^ The above are reasons why I try not to "rush to 50" ^ - I miss the opportunity to see how my choices play, and I miss the opportunity to respec at low/mid levels to try new things. I like to have my characters "solved" by level 32; occasionally I will need (or want) some Epic/Patron/Pool powers at the higher levels, but rarely do those radically change my perception of my concept. If the character doesn't "play right" before level 50, incarnates are not going to make a difference for me.
  13. Some good stuff, but if players are serious about a holistic approach to "game balance" than these are at least as important as %damage: Global Recharge being easier to come by that PPM damage Global Defenses being pretty easy to come by Endurance (refills, MaxEnd) being pretty easy to come by Along with %damage, each of the above makes the game more fun to play no matter what AT is chosen. One of the best aspects of CoX is that no choice of primary/secondary for any AT has to be radically inferior to any other set of player choices for 99% of content. I don't look forward to teh day when TPTB make a change affecting 100% of all players just because some players want a ±3% change between Brutes and Tankers, for some tiny fraction of game content.
  14. I dunno, if none of those AT take longer than 6:20 at +4x8... I don't think this is evidence that one AT outclasses another enough to cry 'Nerf'.
  15. So this is showing that by some measure there may be a 5-to-10 second difference in something? EDIT: I mean to say: Is this something like a trapdoor test? a Pylon?
  16. The argument about "buying low level HO/D-Syncs" doesn't seem particularly strong: Is it not the case that the Homecoming Auction House buckets them all, so that the price of any given level of an HO is the same as any other HO?
  17. I don't think there is any need to boost MM Henchmen "Survivability".... especially since the homecoming resummon times are now super short most buffs applied to henchmen hit them all the "survivability" enhancement pieces are pretty easy to come by players have a very wide variety of secondaries and power pools (also Incarnates, for those that rush right to level 50+) to choose from Learning how to play with henchmen, across all content, is a pretty important part of the MM experience. More that any other AT, MMs have to be able to adjust their play style across all content in ways that other ATs don't have to... this is a feature of the AT not a bug.
  18. I'll join the brigade: getting to mission doors in the new RWZ is much harder than I expect it to be.
  19. I know I have a mini-mode for one character... and maybe on another... but that was for specific costume reasons that fit the character concepts. I don't enjoy how the collision box/map navigation works for mini-mode, so it is not a high priority for me. I have alternate prismatic costumes for several characters, mostly for concept reasons.... and a little bit for nostalgia, because on Live I would occasionally try to make characters look like enemy critters.
  20. Some small, but not insignificant, part of my mental model for the argument in favor of "Tankers must be nerfed" is that there is a large overlap between people who make that argument and those who used to be the loudest proponents of "Brutes make Tankers irrelevant" not all that long ago. In the years before CoV, the argument was "Scrappers make Tankers irrelevant"... at least after the critter AI change that kept them from being willingly immolated by Fire Tankers. CoX isn't a zero-sum game! Embrace the difference in play-styles and build choices (across all levels of content) and try to avoid thinking that a particular AT is somehow gimped because you witnessed a player using another AT do something "better". The Brutes v. Tanks argument is a corner case that relies primarily (my PoV) on very specific build/slotting choices... so it isn't appropriate to plead for "Tanker Nerfs" just because a particular set of choices relating to attacks and slotting can have a Tanker cleaning up minion-level enemies slightly faster than a Brute that makes alternate build choices.
  21. I choose Blaster secondaries for reasons, roughly in order: Character concept How I want to play the character How I want to build the character (1) Concept over all. (2) Many blaster secondaries offer excellent melee options, so I pick those if I want to BLAP. Only a few do not, such as Tactical Arrow. (3) Sometimes, when I feel like the Primary and Pools will do a good job getting me what I want from (1) and (2), I'll pick a secondary based on what I can slot/toggle/click to cover one or more (perceived) "holes" in the build.
  22. I definitely feel that players who advertise on LFG for a "Master of..." Task Force should be willing to patiently explain what is necessary... especially if this is explicitly for a "badge run"... because I don't believe all "badger" characters are built equally to earn the "Master of..." badges without good communication, teamwork, and managing expectations. It is completely possible to run a MOTF without resorting to LFG, and for them to be run with fewer than eight.
  23. The Fighting pool is commonly used to get Tough and Weave... adding Cross Punch isn't a terrible choice if a player wants more Melee AoE on their build once they've committed to those other powers... for Kheldians this would be more about having Human form melee attacks. My guess is that this wouldn't be a bad choice for a human-only PB, and maybe a bi-form WS... I have trouble imagining a WS without the Dwarf form at all, but that's my limited imagination. Writing only for myself: While I have at least one character with a full suite of the Fighting pool, that was 85% for flavor and 15% for wanting another fast-cycling Melee AoE attack. I typically have a hard time finding enough slots for multiple Power Pool choices... often two pool powers get the full 6-slots... and since multi-form Kheldians will already have so many attacks I'm thinking a Fighting pool set of choices is adding some of the "missing" attack options to the Khelds, along with powers to boost inherent survivability. An earlier version of the game (and on Homecoming) rather highly prioritized S/L resistance in a way that doesn't precisely matter any more, so Tough was something of a no-brainer for a LOT of "tanky" builds. S/L attacks are still a thing of course, it's just that over the course of several pages it no longer helps as much to have the S/L resistances over the cap. I suppose if the Dwarf form is not taken, Tough is good place to add some mule slots. Most of my characters that end up with Tough almost never toggle it on.
  24. I giggle for the same reason. I feel like there is a common set of reductionist thinking when it comes to both "procs" and "softcap"... and it seems weird that there can be such polarization about %damage... often declaring it a crime against game balance... yet there is so little vocalization about things like critter ToHit chances. I think @PeregrineFalcon had it right: There can be a strong current of evangelization for %damage that I think a lot of the subtleties of how to use them is lost, and also has triggered a sort of iconoclastic reaction in some people patiently waiting for them to be destroyed. Personally, I think %damage is in a good place because it has the possibility (if used, %damage is a build choice, just like trying to get to a "45% defense" ) that makes the rewards-per-unit-time across ATs more even than it would be otherwise. The current game is in a surprisingly pleasant island of stability such that I see no reason to evacuate it for a variety of decades old notions of "how the game should be".
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