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tidge

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Posts posted by tidge

  1. If I am chasing a specific badge (that gives more space in recipes or salvage) I will craft the recipes and just toss them on the AH at discount prices. IIRC the expanded storage is for lvl 25/30 and lvl 45/50 recipes.

     

    Yes, Inf to burn... but only to a point. Level 50 common recipe drops usually just get sold (~100K each) to vendors to pay the scrub crafting fees for other recipes.

    • Like 1
  2. I had one character that used the Concealment pool, including Invisibility, extensively... I was completely unimpressed with the shift to Infiltration. I gave it a fair shake, but ultimately it just felt like the change was motivated to simply make all the effects of Invisibility available to players with just dipping a single toe into the pool. I understand that there are some other subtle points, but I thing those are only nibbling around the corners.

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  3. When I wanted a Controller that didn't look like it was really controlling (my opinion, YMMV) as much as it was sowing chaos, I went with Mind/Poison. I went all-in on %damage from procs to beef up the damage output. The Poison debuffs are a help against AVs and GMs. With Mind, it is less obvious (from the graphics) what is happening with enemies (compared to any over Controllers) and you don't have to have anything that looks like a pet chasing you around.

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  4. 21 minutes ago, Yomo Kimyata said:

    I've often lamented the inevitable "death by ice" of the AH, since supply is essentially infinite, but demand is limited by new players and new alts.  But now I'm trying to come up with ways to spark demand, and I have an idea or two that I'll probably implement shortly.  It's a marketing job, and that is certainly not my strong suit.  If anyone else has any ideas, I'm all ears.

     

    You can always try to motivate players to full-kit out their second and third builds. Outside of VEATs (every one), HEATs (multi-form/single-form), Masterminds (standard vs. petless/one-big pet) and builds for specific 50+ content (Attuned? BAH! Boosters FTW!) I have trouble motivating myself to do such a thing.

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  5. On 8/19/2021 at 6:58 PM, Wavicle said:

     

    I don't remember for sure, but I think canonically T'Challa IS the wealthiest superhero in Marvel comics.

     

    "Canonically" per a Forbes (?, Money?) listicle. I've seen it attributed to Time, but I'm relatively certain it was a magazine focused on finance.

  6. For me: Gaussian's is in the category of "should be worth more than it is valued at in the /AH", along with Thunderstrike. It doesn't mean I have a swarm of unsold ones, just that for a variety of reasons it isn't a set that is ever in demand. One of the reasons may be that the To Hit piece cons yellow (uncommon), but it is a rare.

     

    I personally like the 6-set bonuses it gives, and in most click powers (Aim, Build Up, Chronos, etc.) the slotted recharge from the (attuned) set doesn't move the %BuildUp proc chances below 90%. I can completely understand skimping on slots in such powers (going with just the %proc and a Recharge), but on most of my builds the performance from randomly distributing those slots isn't improved as much as I miss hitting enemies (ehem, Moment of Glory Paragon Protectors).

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  7. I have never tried Titan Weapons on an AT, primarily because I didn't want to bother with (not having) momentum. I have tried War Mace, which (while leveling) I found to be very clunky and slow... but once slotted with global Recharge works a lot smoother.

     

    I can imagine how at low levels a Bio/TW tank can feel: you don't really have the slots to make the Bio feel like it is doing much for you (DNA Siphon will be key) and the attacks are probably very clunky.

  8. Advice when leveling up (and you don't lean into enhancement set bonuses)

     

    Keep in mind that the Tanker Taunt is an auto-hit power... so if you are always teaming and taunting, accuracy in the attacks isn't as important.

     

    For attacks (while leveling) I always start with an accuracy (the CoT ToHit Debuffs can be brutal), followed by Endurance reduction, then other effects.

     

    Advanced advice:

     

    If your primary has a Defense power that will always be on (Auto or Toggle) consider adding the Kismet +Accuracy (really ToHit) enhancement to it. This is a piece that starts working at very low level, and will boost your "final ToHit" chances in all powers as long as the power is on.

     

    Many of the enhancement sets that go into attack powers (and will be ones that most players gravitate towards) will include accuracy enhancements. Attuned versions of these are all I need. Many sets (particularly Very Rare/Purple) also offer global accuracy bonuses for including multiple pieces, so for players that chose to emphasize something other than Accuracy when slotting they don't suffer too much.

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  9. 14 hours ago, KaizenSoze said:

    This is a great idea. Would solve do many issues w/o causing any balance issues. Would work nice with accolades.

     

    I mean really who is going to say, I am not playing this non-VEAT AT any more because VEATs got an end buff.

     

    Thanks for the kind words. I focused on MaxEnd because:

    • IIRC, there already is a cap on Recovery
    • Players 'spend' the blue bar (i.e. Endurance) via powers of choice, Health is spent by (random) circumstance.
    • Health "expenses" (i.e. the green bar) can already be "managed" via power choices in the VEAT (or bonuses, like everybody else)
    • I see chasing Recovery and Regeneration (at least for low HP AT) as a sort of 'case of diminishing returns'. YMMV on this point, but for my $0.02 after a certain point on many builds MOAR Recovery is not noticeable.
  10. TL;DR The VEAT inherent is weak sauce, considering that everybody gets the Fitness Pool.

     

    Many AT can make this complaint: When I was leveling up my VEATs, and while running HOT against large spawn sizes, Endurance was the largest source of grief for me.. and as with many characters it really only gets better with Enhancement set bonuses and Accolades... just as with everybody else. Would it be the end of the world if the VEAT got a straight +MaxEnd inherent instead of +Regen/+Recovery? Such a thing wouldn't make them "obviously better at ____" than any other AT.

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  11. The connection between Superadine (and the Trolls) and other dimensions was always something I wanted to learn more about. The Trolls aren't the most imaginative group, so I have long hoped that there was more to their story.

     

    I have lived with the disappointment that it was probably nothing more than "drugs are coming from another dimension", which sort of plays out in a Maria Jenkin's mission (again involving Brickstown).

  12. TL;DR Force Mastery strikes me as a reasonable pool for slotting Global pieces with a relatively small investment in slots.

     

    I use Force Mastery on my Dark/Temp Blaster, which I primarily play at ranged. Dark is already debuffing enemy ToHit, so MOAR Defense comes from MOAR (primary) Offense.

     

    Personal Force Field is essentially a mule for a LotG and Shield Wall. I'll use it on speed TFs to dash through enemy spawns.

     

    Temporary Invulnerability (my level 49 pick) is essentially another mule (Aegis Psi/Status resistance) but it essentially doubles my S/L Resistance when used.

     

    I've used Repulsion Bomb, it's fine with a -Res piece, but it is never a bread-and-butter attack for me. I like the set bonus options it offers.

     

    I've never used Repulsion Field; I may be biased because of trying similar powers on Live. I certainly could use it in my play style, but I don't really like set bonuses compared to what I can get from different power picks.

     

    Force of Nature reminds me too much of the Tanker Invulnerability primary T9 to want to bother with.

  13. I don't know what the motivation was for changing the range of Fast Snipes (PVP?) but it definitely hurt my non-Blapper playstyle.

     

    Full disclosure, it also hurt my Stalker/Scrapper playstyle, as my melee characters with Patron snipes can't target those stubborn/cowardly enemies that won't come to me!

  14. I think it was issue 27 page 2. IIRC The Fast Snipe range was normalized to 80 feet (100 feet for Psi?), whereas before I think it was 150 feet. As we all know, it doesn't take much for AI critters to run away. Personally: I miss the ability to draw a distant spawn to our fighting force as well.

     

    On Dark, this really bugs me, as my Umbral Torrent is slotted to have a range of 104 feet!

  15. One of the deepest personal mysteries involves the current iteration of Fast Snipes: Do I burn a slot just to increase Range? I hate that the range of these was cut. I suppose I wasn't vocal enough when everyone was crying about the potential loss of %proc, but the Range lost is much more severe. It probably bothers me more on my Dark Blaster because of the DoT and Debuffing that makes enemies scatter to the four winds...

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  16. 1 hour ago, Snarky said:

    In discord “invite Clowny”

    one minute later “i cant find clowny”

    ”it has a zero in it i think”

    one minute later “ have clowny send me a tell”

    after another minute and resolution “oh i see it has a one and a zero in the name.  Okay”

    net result 3 minutes lost for 20+ people.  Thats one hour of gaming gone

     

    Have "clowny" send a global tell, right-click to invite.

  17. On 7/24/2021 at 11:53 AM, Snarky said:

    If my theme allowed it i would go Dark/Temp. Temp is so f-ing easy lol

     

    Temporal (and /Time) secondaries are only "easy" for me in this way: I generally don't bother using the attacks until the mobs get to me. I definitely don't Blapper with my Dark/Temp.

     

    Here is my build, with a different take than above:

     

    Dark Temp Blaster: Level 50 Magic Blaster

    Primary Power Set: Dark Blast
    Secondary Power Set: Temporal Manipulation
    Power Pool: Sorcery
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Force Mastery

    Hero Profile:
    Level 1: Gloom -- SprDfnBrr-Acc/Dmg:50(A), SprDfnBrr-Acc/Dmg/Rchg:50(3), SprDfnBrr-Acc/Dmg/EndRdx:50(3), SprDfnBrr-Acc/Dmg/EndRdx/Rchg:50(5), SprDfnBrr-Rchg/+Status Protect:50(5), SprDfnBrr-Dmg/Rchg:50(42)
    Level 1: Time Wall -- HO:Endo(A)
    Level 2: Umbral Torrent -- HO:Centri(A), HO:Nucle(37), CldSns-%Dam:30(46), PstBls-Dam%:50(48), JvlVll-Dam%:50(48), OvrFrc-Dam/KB:50(46)
    Level 4: Mystic Flight -- BlsoftheZ-ResKB:50(A)
    Level 6: Time Stop -- GldNet-Acc/Hold:30(A), GldNet-Acc/Rchg:30(7), GldNet-Rchg/Hold:30(7), GldNet-EndRdx/Rchg/Hold:50(9), GldNet-Acc/EndRdx/Rchg/Hold:50(40), GldNet-Dam%:50(43)
    Level 8: Moonbeam -- StnoftheM-Acc/Dmg:50(A), StnoftheM-Dmg/EndRdx:50(9), StnoftheM-Dmg/ActRdx/Rchg:50(11), StnoftheM-Dmg/EndRdx/Rchg:50(13), StnoftheM-Dam%:50(13), GldJvl-Dam%:30(39)
    Level 10: Chronos -- GssSynFr--ToHit:50(A), GssSynFr--ToHit/Rchg:50(11), GssSynFr--ToHit/Rchg/EndRdx:50(15), GssSynFr--Rchg/EndRdx:50(43), GssSynFr--ToHit/EndRdx:50(43), GssSynFr--Build%:50(45)
    Level 12: Arcane Bolt -- Apc-Dmg:50(A), Apc-Dmg/Rchg:50(15), Apc-Acc/Dmg/Rchg:50(40), Apc-Dmg/EndRdx:50(40), Apc-Dam%:50(42)
    Level 14: Kick -- FrcFdb-Rechg%:50(A)
    Level 16: End of Time -- SprBlsWrt-Acc/Dmg:50(A), SprBlsWrt-Dmg/Rchg:50(17), SprBlsWrt-Acc/Dmg/Rchg:50(17), SprBlsWrt-Acc/Dmg/EndRdx:50(19), SprBlsWrt-Acc/Dmg/EndRdx/Rchg:50(19), SprBlsWrt-Rchg/Dmg%:50(27)
    Level 18: Tough -- UnbGrd-Max HP%:30(A), UnbGrd-ResDam/EndRdx:30(42)
    Level 20: Temporal Healing -- Prv-Heal:50(A), Prv-Heal/EndRdx:50(21), Prv-EndRdx/Rchg:50(21), Prv-Heal/Rchg:50(23), Prv-Heal/Rchg/EndRdx:50(23), Prv-Absorb%:50(25)
    Level 22: Weave -- Rct-Def:50(A), Rct-Def/EndRdx:50(25), Rct-EndRdx/Rchg:50(27), Rct-Def/Rchg:50(34), Rct-Def/EndRdx/Rchg:50(36), Rct-ResDam%:50(36)
    Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(45)
    Level 26: Life Drain -- TchoftheN-Heal:50(A), TchoftheN-Acc/Heal:50(29), TchoftheN-%Dam:50(29), GldJvl-Acc/Dmg:50(31), GldJvl-Dam%:30(31), CldSns-%Dam:30(31)
    Level 28: Future Pain -- Hct-Dmg:50(A), Hct-Dmg/Rchg:50(37), Hct-Acc/Dmg/Rchg:50(37), Hct-Dmg/EndRdx:50(39), Hct-Dam%:50(39)
    Level 30: Maneuvers -- LucoftheG-Rchg+:50(A), Ksm-ToHit+:30(46)
    Level 32: Blackstar -- Arm-Dmg:50(A), Arm-Dmg/Rchg:50(33), Arm-Acc/Dmg/Rchg:50(33), Arm-Acc/Rchg:50(33), Arm-Dam%:50(34), Erd-%Dam:30(34)
    Level 35: Personal Force Field -- LucoftheG-Rchg+:50(A), ShlWal-ResDam/Re TP:50(36)
    Level 38: Time Lord -- GldArm-3defTpProc:50(A)
    Level 41: Rune of Protection -- StdPrt-ResDam/Def+:30(A)
    Level 44: Tenebrous Tentacles -- Ann-Acc/Dmg:50(A), Ann-Dmg/Rchg:50(45), Ann-Acc/Dmg/Rchg:50(48), Ann-Acc/Dmg/EndRdx:50(50), Ann-Acc/Dmg/EndRdx/Rchg:50(50), Ann-ResDeb%:50(50)
    Level 47: Aim -- RechRdx-I:50(A)
    Level 49: Temp Invulnerability -- Ags-Psi/Status:50(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Defiance
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- UnbLea-Stlth:50(A)
    Level 2: Rest -- IntRdx-I:50(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I:50(A)
    Level 2: Health -- Pnc-Heal/+End:50(A)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- PrfShf-End%:50(A)
    ------------

     

    EDIT: Key features (for me)

    • Chronos is on auto-fire, it fires every 22-ish seconds with a 90% chance of the extra %Build Up
    • The level 44 power (in this build, Tenebrous Tentacles) is a toss-up. I used to have Repulsion Bomb. As is, the build has "too many attacks" but I liked the set bonus as well as some %-Res.
    • Time Wall is primarily to trigger other effects from the secondary. If I could get a %-Res piece in it, I would slot this differently.
    • I want as much +ToHit as possible to boost damage from (Fast) Moonbeam. This is why the Kismet piece is in Maneuvers.
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