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Adeon Hawkwood

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Everything posted by Adeon Hawkwood

  1. 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.
  2. 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.
  3. You know what, I'm out. I can't respond to your post without violating forum guidelines so I'm out.
  4. 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?
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. Ok, so one possibility I can think of is do you have the inf to pay the listing fee?
  14. 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.
  15. 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).
  16. There is a limit, it's listed on the first tab but you should have something like 170 slots so you shouldn't be running out. I'm not sure why you're having issues, have you tried listing it from the stored tab? When you put an item on the market it always goes to the stored tab, it doesn't move to the selling tab until you list it.
  17. So for the bots themselves I'm not really using sets. Basically for the Battle and Assault Bots I'm aiming for 3 Acc/Dam with the other three slots being the Aura IOs. For the Protector Bots I've got two Acc/Dam, one Acc/Dam/End and have a partial LotG set in the other slots. I am accepting a little less Accuracy on the assault bot in order to get an extra 10% Recharge, since it is even level to me it doesn't need accuracy as much as the other two. Note that I used attuned IOs for most of the auras, the exception was the Sovereign Right IOs in Battle Bots which I needed to make crafted so I could +5 them. Also I used Nucleolus Exposure's because I'm lazy, getting level 50 Acc/Dam IOs and +5'ing them is cheaper. Level 1: Battle Drones (A) HamiO:Nucleolus Exposure (3) Superior Command of the Mastermind - Accuracy/Damage: Level 50 (3) Superior Command of the Mastermind - Recharge/Pet +AoE Defense Aura: Level 50 (5) Sovereign Right - Accuracy/Damage: Level 50 + 5 (5) Sovereign Right - Resistance Bonus: Level 25 (7) Call to Arms - Defense Bonus Aura for Pets: Level 30 Level 12: Protector Bots (A) HamiO:Nucleolus Exposure (23) Superior Mark of Supremacy - Accuracy/Damage: Level 50 (23) Superior Mark of Supremacy - Accuracy/Damage/Endurance: Level 50 (25) Luck of the Gambler - Defense/Endurance: Level 50 (25) Luck of the Gambler - Defense: Level 50 (27) Luck of the Gambler - Recharge Speed: Level 50 Level 26: Assault Bot (A) HamiO:Nucleolus Exposure (37) HamiO:Nucleolus Exposure (37) Superior Mark of Supremacy - Damage: Level 50 (39) Superior Mark of Supremacy - Endurance/Pet +Resist +Regen: Level 50 (39) Expedient Reinforcement - Resist Bonus Aura for Pets: Level 50 (39) Edict of the Master - Defense Bonus: Level 30
  18. Caltrops is an awesome power for area denial. But it does seem a very odd choice for a Dominator set since they already have control powers as thier primary.
  19. I think they'd be fine. Yes, their raw damage is a bit low but with a Rad defender debuffing Regen you don't need a ton of DPS to get past the AVs. I don't think they'd set any speed records but they should be able to do it. As for the regular mobs, sure Invulnerability might not be the best for tanking some of them but you've got so much support it's not a major concern, plus in addition to the passive support Synapse can just drain everyone. So overall, yeah I'd take that team on an STF. I wouldn't necessarily want to try a speed run unless the squishies are up for it but I'd have no concerns about beating it.
  20. Well checkign your new build, you appear to be fine as is. If you turn on Hasten you've got 119 second recharge on Hasten and 72 second recharge on Domination which should put you comfortably into Perma-Dom territory. You could save a slot in Hasten by removing the third slot and +5'ing the other two, that only costs you about 1second recharge on hasten which shouldn't be an issue.
  21. Jack, should we add Hasten to that list? :D I don't think so, it's kind of an obscure power, there aren't that many people using it.
  22. Did you accidentally link the wrong build? The build in your link appears to have both perma-hasten and perma-dom but it's also a Plant/Fire/Ice build not Plant/Fire/Psi as you stated in the thread title.
  23. Indeed I did! Sounds like the Mothership Raid caused the server to hiccup. You could try asking a GM but I'm not sure if there's anything that can be done unfortunately.
  24. Yeah, I'm in a similar situation with my G110. I could potentially get a replacement from Ebay but I was hoping that someone was making new keyboards with a similar design since Logitech has apparently decided to go in another direction.
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