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Everything posted by Adeon Hawkwood
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Make Frostwork an Absorb Shield
Adeon Hawkwood replied to Adeon Hawkwood's topic in Suggestions & Feedback
Yeah that was suggested back on the first page, it never got much traction. -
Yes, I am fully aware that it was intentional, that's why I'm suggesting changing it. It doesn't make things more challenging, it just makes things more annoying.
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So for some reason the old trials (Cavern of Transcendence, Abandoned Sewer, Terra Volta, some I'm forgetting) don't have maps. Would it be possible to get maps added to those missions? It would make things a bit more convenient, especially for Cavern of Transcendence to keep track of which monoliths you've clicked.
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So first off you only need to use catalysts if you want to upgrade ATEs to the Superior version. The market here uses a bracketing system so the Attuned version of an Enhancement will always cost the same as the regular version (the market just takes a regular enhancement someone is selling and auto-converts it to an attuned version for you. Now to answer your question, Attuned enhancements function like the store bought enhancements did back on live. Basically they will level up with your character so they always have the same stats as IOs of your level but they retain their stat bonuses when you exemplar down unless you go more than three levels below the lowest end of the set range. The only disadvantage compared to regular IOs is that you can't use enhancements boosters on them. So in general you should buy attuned IOs except for Purple and PvP sets (which retain set bonuses when exemplaring anyway) and sets where you want to use enhancement boosters. As a a related note, the market here is quite a bit different from live. It uses a bracketing system so all levels of an IO share a common bid pool as does all salvage of a given rarity. Additionally Enhancement Converters are super cheap (3 per merit) so it is often cheaper to buy a crafted/attuned enhancement than it is to buy the recipe and craft it yourself (basically someone else will have crafted a cheap enhancement and then converted it into the one you need).
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It's one of the thumb buttons on my mouse.
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+1
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Just as a side note, be aware he'll still be able to select the gun powers once he reaches level 24 although I assume you'll watch him to make sure he doesn't. In any case here's a really basic level 24 build using just SOs. One note, I didn't slot any accuracy enhancements in the attacks, between TT:Leadership and CT:Offensive he should have sufficient accuracy for handling +0 and +1 enemies but he'll have trouble if he wants to play at higher difficulties. CT:O is basically equivalent to half an SO of accuracy in every power so it's a good way to save slots while leveling on a Spider but it's something I normally spec out of at level 50. I'm hoping this is fine for Endurance usage, you may need to stick a Miracle or Numina in health if he's having trouble there. Villain Plan by Mids' Villain Designer 2.22 http://www.cohplanner.com/ Click this DataLink to open the build! Level 25 Natural Arachnos Soldier Primary Power Set: Crab Spider Soldier Secondary Power Set: Crab Spider Training Power Pool: Leaping Villain Profile: Level 1: Channelgun -- Dmg(A), Dmg(3), Dmg(3) Level 1: Crab Spider Armor Upgrade -- ResDam(A) Level 2: Longfang -- Dmg(A), Dmg(5), Dmg(5), EndRdx(7) Level 4: Combat Training: Defensive -- DefBuff(A) Level 6: Combat Training: Offensive -- Acc(A), Acc(9) Level 8: Suppression -- Dmg(A), Dmg(9), Dmg(11), RechRdx(11), EndRdx(13) Level 10: Tactical Training: Maneuvers -- DefBuff(A), DefBuff(13), EndRdx(15) Level 12: Venom Grenade -- Dmg(A), Dmg(15), Dmg(17), RechRdx(17), EndRdx(19) Level 14: Super Jump -- Jump(A) Level 16: Tactical Training: Assault -- EndRdx(A) Level 18: Frag Grenade -- Dmg(A), Dmg(19), Dmg(21), RechRdx(21), EndRdx(23) Level 20: Tactical Training: Leadership -- ToHit(A), ToHit(23) Level 22: Mental Training -- Run(A) Level 24: Fortification -- ResDam(A) Level 26: [Empty] Level 28: [Empty] Level 30: [Empty] Level 32: [Empty] Level 35: [Empty] Level 38: [Empty] Level 41: [Empty] Level 44: [Empty] Level 47: [Empty] Level 49: [Empty] Level 1: Brawl -- Empty(A) 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: Conditioning Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run(A) Level 2: Health -- Heal(A) Level 2: Hurdle -- Jump(A) Level 2: Stamina -- EndMod(A), EndMod(7) ------------ ------------
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Powerset Suggestion:wands and staves and wizard sorcery
Adeon Hawkwood replied to Hellfist's topic in Suggestions & Feedback
So the main issue I have with a theoretical "wand blast" power set is that it feels very limiting in terms of character concepts. The other weapon sets all allow for a decent range of concepts that fit all origin types, even the various gun sets have several options that would work well for a magic user who's simply using the gun as a focus for their magic. The problem is that "stick that shoots firebolts" is pretty limiting in terms of character concept outside of wizards. Oh I could come up with a few explanations (it's a control device for my nanobot swarm) but they all feel a bit janky. -
Question About Accuracy Enhancements in Pet Summoning Powers
Adeon Hawkwood replied to Nyghtmaire's topic in Mastermind
You're basically correct. The math is slightly off because you're using a 9% estimate rather than the actual values from the table but you've got the basic concept (for example in the case of a tier 1 pet without tactics you'd actually get a 58.5% chance to hit against the +4). One other thing to keep in mind is that not all pet attacks necessarily have a base accuracy of 1.00x. You can check the base accuracy for powers in the detailed info window, it's possible that some pet attacks have a different base accuracy (for example Assault Rifle attacks mostly use a 1.05x base accuracy, I don't know if this applies to Mercenaries or not though) One other thing to keep in mind is that the base to hit is also capped at 95% before accuracy is applied. That isn't really relevant here but it's worth remembering. You statement about Tactics is correct, having that or an equivalent To Hit buff (such as Farsight) is a really good idea for MMs, especially if you want to fight higher level enemies. Defense debuffs can help a bit but since higher level enemies resist them they are least useful when you need them the most. -
Is there a way to have this default to off? It used to be that way and IMHO it's the more useful setting but right now you have to click it every time you start the tool.
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Is having more then one KB IO protection overkill?
Adeon Hawkwood replied to hoodedKitsune's topic in General Discussion
Personally I find 1 to be sufficient for most content. So in general I'll slot one on all characters without KB protection and only slot more if I'm stacking extra Blessing of the Zephyr sets for Ranged Defense. -
Could the Freedom Phalanx Beat Statesman's TF?
Adeon Hawkwood replied to Zumberge's topic in General Discussion
It's pretty variable, some psionic powers get positional tags, some don't. For example Psychic Blast powers get positional tags but Mind Control powers don't. Illusion control splits the difference with a positional tag on Spectral Wounds but no positional tag on the control powers. -
Make Frostwork an Absorb Shield
Adeon Hawkwood replied to Adeon Hawkwood's topic in Suggestions & Feedback
You know what, I'm out. I can't respond to your post without violating forum guidelines so I'm out. -
Make Frostwork an Absorb Shield
Adeon Hawkwood replied to Adeon Hawkwood's topic in Suggestions & Feedback
All tanks can and should be capable of healing themselves. If you don't have that ability, you're objectively not as good as a tank who does. If you're playing one of the tank sets that doesn't have a self-heal, then stock up on green insps, take Aid Self, or even the Med Pack power from the P2W vendor. Both of which ignores my point that if I need to heal 1000 HP then I need to heal 1000 HP. All having more Max HP does is give me slightly longer to do it. Plus if I'm playing say Stone or Invulnerability then my HP is at or close to the cap anyway so I get literally no benefit from Frostwork. EDIT: A Tanker with Dull Pain, The Max HP Accolades and an Unbreakable Guard Max HP IO has 3494 HP out of a limit of 3534. How does Frostwork help them? -
Make Frostwork an Absorb Shield
Adeon Hawkwood replied to Adeon Hawkwood's topic in Suggestions & Feedback
Why are you tanking if you can't heal yourself? Super Reflexes. Shield Defense. Both are Tanker sets without heals in them. Additionally several other sets have Dull Pain equivalents which in addition to not being an on demand heal boost the Tanker's Max HP pretty close to the cap already so they aren't really going to benefit from the extra HP from Frostwork anyway. Also you're ignoring my point. I'd need to heal 100 HP either way. The extra Max HP just gives me slightly longer to do it in. Off the top of my head the only defense set that would really benefit from the extra HP on it's own is Willpower due to the way that Max HP interacts with Regeneration. -
Make Frostwork an Absorb Shield
Adeon Hawkwood replied to Adeon Hawkwood's topic in Suggestions & Feedback
Max HP flat-out reduces the damage you take, from all sources, unconditionally. Let me give you an example. Tank 1 has 2000 HP. Tank 2 is identical to tank 1, but has a +50% max HP buff, giving him 3000 HP. An attack that hits Tank 2 for 1000 HP will take 50% of his total HP, whereas an attack that hits Tank 2 for 1000 HP will only take 33% of his total HP. Suffice to say, Tank 2 will be able to take 50% more damage on average than Tank 1 does. And at 100% max HP, they'd be able to take twice the damage that Tank 1 does (equivalent to a 50% resist vs all.) And that's on top of what resists/def they already have, which are capped more easily than max HP is. Max HP is also never debuffed by enemies, ever, making it a more stable buff than resist. Max HP is the best stat in the game to buff. But in both cases the tank still needs to receive 1000 HP worth of healing. If you've got someone available to heal the damage then it doesn't matter whether they're healing 50% or 33%, it's still 1000 HP. If healing isn't available (or you're relying on passive regen) then I'd prefer to have more defense or resistance ot reduce the amount of damage taken in the first place. -
fix power boost or just nerf it.
Adeon Hawkwood replied to Elthenar's topic in Suggestions & Feedback
Well it's more a case of power design guidelines not being properly followed. It happens in a few places (like Fade mentioned up thread). Mind Link should be buffable, it's just implemented incorrectly. There's a number of places where the devs didn't follow best practices when implementing powers. For example don't get me started on the implementation of Holds in Epic pools, the damn things are all over the place. Of the issue with pseudo-pet powers and how they are or aren't changed during powerset proliferation. -
Make Frostwork an Absorb Shield
Adeon Hawkwood replied to Adeon Hawkwood's topic in Suggestions & Feedback
Not really, Max HP isn't useless but it's a very situational buff. Functionally speaking it does two things, increase the time available to heal damage that is taken and slightly increase passive regeneration. It doesn't do anything to reduce the incoming damage just gives you more time to react to it. Additionally since Cold Domination isn't a healing set there isn't a lot you can do once someone takes damage. So basically Frostwork is a power that might give another character more time to use their healing abilities if there happens to be someone on the team with healing and healing is required. Compared to Defense or Resistance buffs that actually decrease incoming damage that's a pretty weak ability. Additionally Frostwork suffers from the problem of being too good at what it does. It's not really worth enhancing because it's already putting people pretty close to the HP cap, especially if they have Max HP buffs of their own (such as accolades or Dull Pain). Changing all or part of the power to Absorb means that you can use it reactively (to same someone who has taken damage) or proactively to stop someone from taking damage in the first place. Why are you tanking if you can't heal yourself? Super Reflexes. Shield Defense. Both are Tanker sets without heals in them. Additionally several other sets have Dull Pain equivalents which in addition to not being an on demand heal boost the Tanker's Max HP pretty close to the cap already so they aren't really going to benefit from the extra HP from Frostwork. Off the top of my head the only defense set that would really benefit from the extra HP on it's own is Willpower due to the way that Max HP interacts with Regeneration. -
Make Frostwork an Absorb Shield
Adeon Hawkwood replied to Adeon Hawkwood's topic in Suggestions & Feedback
Do you have a source on this? Because I'm pretty sure that Absorb HP still benefit from resistance. Also in regards to your second point, Max HP is only more useful than Absorb if you have a healer on the team, which Cold Domination isn't. So basically as it stands now Frostwork is a power that potentially makes someone else's powers slightly more useful in a limited number of stations. Changing it to an Absorb power (or slitting the buff betwene Max HOp and Absorb) would make it a useful power on it's own. -
fix power boost or just nerf it.
Adeon Hawkwood replied to Elthenar's topic in Suggestions & Feedback
Well the Psi resistance is already unenhanceable so there's no reason it couldn't work with power boost now. It's likely an oversight where whoever did the proliferation originally went for the full on ignoring buffs rather than just tagging the resistance part as ignoring buffs. -
The game is pretty consistent that passive Speed powers don't get IO sets. Agility in Tactical Arrow, Mental Training for Arachnos Soldiers and Quickness in Super Reflexes are all the same as are Swift and Hurdle. As for why, I'm pretty sure it's because of the Stealth IOs. Right now you have to put a stealth IO in a toggle or click power which means you can turn it off when it becomes inconvenient. Being able to slot a Stealth IO in a passive power would make you permanently stealthed which could cause problems in some situations (notably escort missions). A compromise would be to allow them to slot the Universal Travel sets which would let them slot some useful IOs at the cost of reducing the design space for those set types in the future.
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The other big difference is damage type. Widow's mostly do Lethal with a side order of Toxic. Fortunata's do Psionic almost exclusively. Lethal damage is resisted in small to moderate amounts by a lot of enemies. Psionic is resisted by fewer enemies but those that do resist it resist it a LOT and tend to be clustered at level 50. So at level 50 Widows will be minorly annoyed by everyone while Fortunatas will be extremely annoyed by some enemy types and have no issues with others.
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Ok, so one possibility I can think of is do you have the inf to pay the listing fee?
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Agreed. I will silently judge you but you're still welcome on the team. That seems inefficient, you could trade the brute for an 8th corruptor.
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Remember to double-check your digits when shopping
Adeon Hawkwood replied to Veracor's topic in The Market
I bought a stack of converters for 900K each a while back. I also bought a stack of rare salvage for 9.8million each a month or so ago (back when it was going to for 980K).