Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.
-
Posts
853 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Adeon Hawkwood
-
Keep in mind people are probably buying the recipes at level 30 and crafting them there. That saves you 450K on crafting costs and the market will just convert it back to level 50 (or more likely attuned).
-
Well, I reckon I can turn villain again and go through the process... Just a bit more work than I had intended, but... What else am I going to do with my time? ~B Well the good news is with Homecoming you can switch alignments instantly (talk to Null the Gull) so at least you don't have to run a ton of alignment missions.
-
I've been using the Pow_Exec_Location command in a bunch of binds and I think I've found a bug. If you use the Target modifier the Z coordinate appears to be setting to the lowest option rather than the Z-height of the target. The effect of this is that if you're on a map where there's an area under the floor the power will summon down there instead of underneath your target. For example, let's say you're doing a mission that takes place inside of Faultline Dam. If you use Pow_Exec_Location Target while targeting an enemy standing on the catwalk the power will actually execute on the ground floor underneath the catwalk. I've noticed this in a couple of other places as well so I think the root cause is that it's miscalculating the Z coordinate to use for the summon. EDIT: I probably should mention that I noticed this with Quicksand and Earthquake, so both powers that have to be targeted at the ground.
-
Thanks for the update! Bug Report: Protector Bots is toggle-able but doesn't add any defense in the totals.
-
TO be honest no patron power pools is difficult. While you can fill out the power choices with Wolf Spider powers and other pools it's not that great. So that being said, what about just using the Mace Pool? Unlike the more magical powers of the other pools Mace is easy to justify as him stealing an Arachnos mace and hijacking a Blaster bot.
-
Basically Attuned IOs are equivalent to the store-bought enhancements back on Live. So their stats are determined by your level and when you exemplar down they keep their set bonuses until you go more than 3 levels below the lowest level of the set. The only disadvantage they have compared to regular Set IOs is that you can't use level boosters on them.
-
fix power boost or just nerf it.
Adeon Hawkwood replied to Elthenar's topic in Suggestions & Feedback
+1 inf for searching first, so many people forget to do that when posting bugs. My guess would be that it was a way to reduce the number of variables that the game needed to track. There are several places where they combined two different enhancement types into a single variable which is why it used to be possible to use Defense Debuff Hamidon Enhancements to buff Defense powers. It may also have simplified the math for calculating damage. If you think about it final damage is equal to Base Damage * (1 + Damage Buff) * (1 - Resistance Buff). Having Damage Buff and Resistance Buff be the same thing internally would potentially simplify that calculation for the computer. -
fix power boost or just nerf it.
Adeon Hawkwood replied to Elthenar's topic in Suggestions & Feedback
So I'll quote a post I wrote in response to another thread regarding this that gives a bit of detail as to why this weird interaction exists (does quoting your own posts make you blind?). As for the second part of your post I disagree with the idea of nerfing power boost simply because Cold can't benefit from it, that really feels like sour grapes. However, I do kind of agree with the sentiment that power boost should probably be nerfed to not boost defense and I say that as someone with a soft-capped Time Defender. I like the interaction but being able to give the entire team 32% defense to all with just two powers is a bit overpowered. Part of the problem here is that the only sets that originally benefited were Force Field and Empathy and it wasn't that big of a deal for them since neither set is as strong as Time is so making them a bit stronger wasn't that big of a deal. -
The thing is you don't hang back and wait for the trapper to set up, you let the trapper lead the way. On a team Traps should be initiating fights with either seeker drones or poison gas trap, just leap in there and go for it. Similarly you just toss the acid mortar down near the spawn and it'll start firing. Personally I think most of the powers in Traps are fine as is. Seeker Drones, Acid Mortar and Poison Gas Trap are all basically fine, the real issue with them is the power difference between SO builds and IO builds. You could probably make an argument of dropping them to a 60 second recharge so that they have a 30 second recharge on SOs and something like 20 seconds on IOs (as opposed to 45 seconds and 30 seconds respectively). Triage Beacon doesn't need to be mobile, but I would support reducing both the recharge and duration to be in line with the other powers (so 90 second base recharge and 30-45 second duration). Right now the recharge is long enough that it's not that great outside of AV fights even with IOs so bringing down the recharge and duration means you can use it more often. Force Field Generator could really use an AI tweak so that it follows you more closely, right now it takes forever to start following you and seems to get stuck on terrain a lot. Web Grenade is in line with Tier 1 powers from other sets (such as Time Crawl), it's a useful multi-purpose debuff and control power. Trip Mine and Time Bomb are the really problematic ones. To be honest they don't really belong in the set at all, pure damage abilities are just weird in a support set in the first place. You can tweak numbers all day but it doesn't really address that key issue. The other side of the problem is that any attempt to seriously redesign them will upset the people who do actually like them. The test server has some changes aimed at making them more usable for Blasters which will hopefully get ported to Traps in the future. If Traps was designed now I think it would be more of a drone based set but trying to go back and redesign it around that now would destroy the feel of what is a pretty decent set.
-
I mostly like leveling in groups. I tend to do a lot of TFs since it's convenient but any team will do. That being said it's fun to change it up sometimes. For example right now I've got a character that I'm leveling up doing the hazard zone story arcs (at double XP to smooth out the curve a bit). I've finished The Hollows and Faultline and currently working my way through Striga.
-
There's also the Cavern of Transcendence Trial. That's pretty quick to run even with a disorganized group. It does help to have a Team Transporter to get you to the mission door though.
-
One thing to keep in mind with hold procs is that they do have a fixed 8-second duration and aren't affected by enhancements. So in general if you're stacking it with a hold power the hold from the proc will wear off first.
-
One thing to keep in mind is that Quicksand is an auto-hit AoE Defense debuff. Using Quicksand to initiate a fight greatly improves the accuracy of Stone Cages (and Stalagmites). In fact at low levels I would say Quicksand is a defense debuff that happens to have a speed debuff attached to it. While the slow effect is useful solo it's less useful in teams but the defense debuff is so useful I tend to toss it out just for that, especially at lower levels.
-
One option to consider is Force Mastery. Both Temporary Invulnerability and Force of Nature are very low impact graphics and Personally Force Field is thematically fitting for a gadgets based character. Yep.
-
At the moment the best use of merits is to convert them into either Enhancement Boosters (5 merits each) or Enhancement Converters (3 per merit). These give you about 300K inf per merit (minus market fees) which is better than anything else, including purples (most purples are worth about 20 million each). So in general trade your merits for Enhancements Converters or Boosters and use the inf from that to buy the enhancements you need (prices fluctuate so it's worth checking the auction house to see which is more profitable at the moment) For Astral and Empyrean Merits you'll want to use them for your Incarnate powers. Basically Astral merits can be converted into Emp Merits at a 5:1 ratio or converted into 4 threads each. Emp merits can either be used to get threads (20 per) to make common or uncommon components or traded for rare components (8 merits) or very rare components (35 merits I think, something like that). For other merits: Hero and Villain merits don't really exist anymore. Vanguard merits can be converted to reward merits at a 30:1 ratio.
-
So unfortunately the reason you don't find much on Munitions Mastery is that it's pretty much the worst Blaster Epic pool so there aren't that many builds posted with it. Your pre-epic slotting looks fine for using generics. I would consider swapping the Endurance Reduction in Full Auto for a second recharge though. Yuo don't se it enough for endurance reduction to be a major concern. That being said if you are taking here's my clotting advice. First don't both slotting up Body Armor. The resistance bonus is to small to be worth enhancing, the only things worth slotting at the two +3% Defense enahncements from Steadfast Protection and Gladiators. Slotting Body Armor for resistance is actually less effective on a per-slot basis than just slotting the two global resistance IOs (Shield Wall and Reactive Defenses) into one of your defense powers. Surveillance is actually the one good power in Munitions Mastery. You mostly want to slot it for accuracy and recharge. None of the Defense Debuff sets are really worth slotting so you're better of Frankenslotting. For LRM you mostly want to copy the slotting of Full Auto.
-
My opinion is that it's a solid blast set but it works better on Defenders and Corruptors than Blasters that also got a large buff with the I24 changes. Electrical Blast is one of the best blast sets for damage mitigation since you can drain enemies of endurance and stop them attacking. The problem is that Short Circuit is short ranged, slow to cast and requires two applications to drain most enemies. These drawbacks are easier to overcome on a Defender or Corruptor where you can lean on your support set to keep you alive while you do this. Most Blasters have a hard time with this although Elec/Elec Blasters can leverage Power Sink to improve things. The other weakness of Electrical Blast is the lack of single target damage. The fast snipe changes do help quite a bit there however, but unless you take /Devices they requires a significant investment in slots to use (although that may be changing in the next patch). Finally I'll note that the I24 Nuke changes were a big boon to Electrical Blast. Thunderous Blast was always an excellent ranged sapping power and now you can use it without crashing. So overall I would prefer to take Electrical Blast on a Defender or Corruptor. If I was going to take it on a Blaster I'd probably look at either Ice, Electrical or Energy as my secondary since all of those have abilities which can help overcome the weaknesses of Electrical Blast. Electrical offer more single target damage and another drain. Energy has single target damage and can boost your existing drains. Ice has single target damage and control/slow powers to help keep you alive when moving in close.
-
What happens when you try to delete her?
-
In the meantime it's relatively simple. Unless you're /Devices (who just needs a couple of enhancements in Targeting Drone) you need Tactics and a Kistmet Accuracy IO. Additionally Tactics needs to be over-slotted, specifically you need about 87% pre-ED enhancement in order to get 60% enhancement after ED is applied..
-
You can also get them from opening Super Booster packs (10million each on the market) or converting them from other ATE sets. Also keep in mind they are all attuned enhancements so they are under that category in the market.
-
Not in Primaries or Secondaries (other than Voltaic as you mentioned) but the Villain epic pools all have a summon in them
-
Also, a melee only character with no mez protection is going to be very vulnerable.
-
Update, Confusion, Suggestions and feedback
Adeon Hawkwood replied to ParadoxEngine's topic in Suggestions & Feedback
Basically only 25% of the damage a confused critter does "steals" XP. So long as you aren't relying on confused critters to do all of your damage then as Zumberge said the extra damage and damage mitigation more than compensate for the lost XP. -
There's a little pull down menu that will let let convert within type instead of within rarity.