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Adeon Hawkwood

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Everything posted by Adeon Hawkwood

  1. FUD should not be confused with FOD. However FOD is a frequent source of FUD.
  2. Regarding Task Forces, it's worth noting that more TFs are referred to by the name of the contact rather than the TF's official name. Largely because most people can't remember them.
  3. No. The lowest seller sells to the highest bidder. So in your example Hero D would buy the luck charm from Hero C. Note that this means the market will always clear, so at any time the highest buy bid will be less than the lowest sell offer.
  4. This is standard. None of the Taunt Auras in armor sets accept taunt set IOs. I'm not sure what the original justification for this was. It may well have been concern about the damage proc in a taunt aura although since support ATs can slot damage procs in their debuff auras it seems an odd reason to me.
  5. Personally I would say do it with reskin & coloration options. While it would be nice to have the ability to make custom costumes for all of your pets that's probably not practical. However making it so that you can choose different skins and recolor those skins is probably a more reasonable approach. That being said it's still a lot of work.
  6. You need to be actually leveled up to 50 in order to slot purple sets. Other level 50 IOs can be slotted at level 47 but purples are special.
  7. Go the powers tab and there's a button in the top left to bring up combat attributes. Right clicking on anything there will let you monitor it. This includes current inf and XP to next level.
  8. So this has been bought up a few times. The simple answer is that rewriting the game ot allow this would be a major undertaking. Newer MMOs (like Champions) are designed to use Character@Account names by standard but CoH wasn't and back engineering it in now it not really practical.
  9. Any pets that deal energy or fire damage can light it. So Bots and Demons will probably light it incidentally with their AOEs. For Ninjas the Oni can light it with AoEs or single target so you'll have ot target him if you want it quickly or wait for him to AOE it. Mercs and Thugs will only have one pet that can light it and they'll need to use an AoE so there will be a time delay even if you target them at it. Beasts and Zombies can't light it with pets. A useful trick for lighting the OSA is to use your origin power. Both Tech and Magic origin powers deal energy damage and can light the OSA.
  10. I haven't had time to test this but here are my thoughts: Web Grenade: This is a good change, especially for low level blasters. Personally I was fine with the lack of damage in web grenade at high levels since it's so useful as a debuff but there's no denying that the lack of damage for the immobilize does hurt low level blasters since other secondaries can use the immobilize to fill out their attack chain. Taser: I like this change, adding a pseudo-melee attack to Devices is a good idea. One thought/suggestion, does it make sense to change Taser back to an actual melee attack? The original version of the power was a melee stun that was later changed to short ranged. I don't feel strongly either way, just throwing it out as a thought. Targeting Drone: This seems reasonable. The newer Blaster secondaries (Tactical Arrow, Temporal Manipulation and Atomic Manipulation) all seem to include recharge buffs and AoE mezzes so porting some of that back to older blaster secondaries seems like a good way to bring them up to par (assuming that the new sets represent an intended baseline for Blasters). Adding recharge to Targeting Drone fits thematically since your drone is helping to more quickly select targets as well as placing shots more precisely. Time Bomb: I'll need to test this to form a solid opinion. It seems like a step in the right direction but 8 seconds is a long time. Also, I'd really like to see this set ported to Traps as well. While Traps is a good support set it does kind of suck not having a great tier 9. Alternatively, give us the Mastermind version of Detonator and let us strap bombs to Brutes and Scrappers. I'm kidding. Mostly. Sort of. A bit. I mean, I'd rez them afterwards, I promise.
  11. Be the change you want to see.
  12. So overall I think most of the early powers are fine as is. They're on a par with the equivalent powers in other sets so they don't really need changing. I'm not going into detail on the KB vs KD debate since that will overwhelm the thread, I'll just note that I like knockback and that there are IOs to change it to knockdown if you don't. In regards to some of your specific suggestions for later powers: Beanbag: This seems a bit to good. The problem is that there's no precedent for an AoE Mez in a blaster primary and since Dark Pit was specifically removed form Dark Blast when it got ported I don't think adding one is a great idea. Blast set stuns/holds are intended to remove meddlesome Lts, they aren't intended to stun groups. The idea of adding a to hit debuff as a secondary effect could be useful to help with bosses. Sniper Rifle: This change seems overpowered. Overall I think I'd like to see where the sniper changes ont he beta server end up before discussing more changes to sniper rifle. Flamethrower: I like the idea but I think 75% is a bit good. Maybe have the upfront in the 25%-50% range? Ignite: This is the one that I think has the most potential for a change. The key problem is that it's technically very powerful but a major headache to use. The DPA is actually VERY good, the problem is that the long cast time and need to immobilize an enemy make it a pain to use. My suggestion back in the day was to just rebalance it to be closer to a T3 blast. So make it a standard targeted attack that applies a 2.12 damage scale attack as a DoT (over 5-7 seconds) to a single target and also drops a burn patch that is weaker than the current version. So the idea is you can set a boss on fire for damage roughly equivalent to a T3 blast (but as a DoT rather than a single attack) but also get a weaker burn patch if you want to immobilize them for more damage. So the upside is you get some more single target damage but since it's a DoT it's still weaker than the single target attacks in most sets (as it should be, AR is an AoE focused set). Full Auto: I agree with the target cap change (in fact Flamethrower should probably get it as well). I think the stun effect would be OP though, Full Auto is already very good. If i were going to add a secondary effect I'd probably go for either a chance to knockdown or a to hit debuff since either would represent enemies being suppressed without being overpowered.
  13. I don't have Merits to buy them that way either. I'm not farming, I'm playing, and I don't have a toon above 40 yet (alt-itis). I think his point was that you don't need ot buy rare salvage at all. Most of the rare enhancements on the market were gotten by crafting commons and converting them. That's part of the reason why the price of rare salvage has been taking a nose-dive in the last few days. Chances are someone has them listed for a lower price than you but the people who are actually buying are just bidding 2million because they don't care about wasting a million inf or so. Regarding transaction order when multiple sellers have the same prices, from what I recall the answer was is "it's complicated". Basically when the market was first released some people did some experiments and found that the sale order was consistent but not predictable. Essentially under experimental conditions bids would execute in the same order but it wasn't as simple as "first in, first out". Maybe someone who has looked at the code can give more info than that.
  14. Slot both of the Defender ATE procs into your build. BAM! Healing arrows.
  15. Curious if everyone agrees that Assault is useless. Not that I'm really sure what else I'd replace it with on my MM. I think Assault is fine and I take it on a lot of my characters, in fact you could argue that it's the best Leadership power for teaming. The thing to keep in mind with Leadership is the way that they stack on teams. Tactics essentially doesn't stack since there's a pretty low soft cap on To Hit so most people will be fine with a single instance of Tactics. Maneuvers sort of stacks since it's good to have extra defense but a lot of teams are already throwing around plenty of defense buffs and other damage mitigation so it's often superfluous. Assault on the other hand may only be a ~10% bonus but it's a 10% that you can stack 8 times and unless you have a Kinetic on the team you probably aren't hitting the damage cap regularly. So while Assault may not be the best solo power I think it's an excellent team power.
  16. So regarding powers the rule is quite simple, you keep any powers that you took up to five levels above your current level. So if you're exemplared down to level 15 you'll keep any powers you picked up to level 20. Regarding sets, as Veelectric pointed out you keep set bonuses up to 3 levels below the IO level with the exception of purple sets and PvP which always keep them. Additionally you can also get Attuned IO sets which will keep set bonuses down to three levels below the minimum level of the set. As for how your enhancement effects scale while exemplared. That's kind of complicated so I'll just point you at the wiki: https://paragonwiki.com/wiki/Exemplar_Effects_on_Enhancements
  17. Is it worth it? Not really. Is it fun to use? Definitely. My crab spider on live kept it because I found it fun to use but it wasn't really worth it strictly speaking.
  18. Aren't you clever, I bet you're fun at parties. Tactical arrow isn't available on Corruptors/Defenders. Go away troll. the thing is tho, I feel like he has a point. I was looking at tactical arrow and was thinking it seems to make me think the few more crowd control abilities I have as trick arrow are not really more over the leg up of the blaster damage. I was already considering if I would want to play my trick arrows guy as a corrupter instead of a defender this time around, and this blaster combos is making me consider leaving that set entirely. To be honest I think this is more a case of Tactical Arrow being really, really good more than anything. Honestly I think that both Tactical Arrow and Temporal Manipulation are OP compared to other Blaster secondaries. So in one sense you're comparing a top tier Blaster secondary to a low tier Defender primary.
  19. Just a note on Stealth. The advantage of Field Operative (and other stealth powers) is that they stack with the Stealth IO. Neither Field Operative or the Stealth IO alone will stop enemies from seeing you. They reduce the aggro range but if you want to actually be invisible you need to stack a stealth power with a stealth IO (or take one of the few full stealth powers like invisibility or hide). So a stealth IO isn't a replacement for Field Operative, it's a supplement to it. Now that's not a reason on it's own to take Devices but it's something to keep in mind.
  20. Or play as /Time which already has a perception boost in Farsight. Tactics is a great power, I take it on quite a few characters but some sets already have a power that accomplishes the same thing as part of your primary or secondary. So my Bots/Traps MM has Tactics but my AR/Dev Blaster and Time/Elec Defender don't.
  21. At the moment, the salvage market is seeded by the devs, so common, uncommon, and even rare salvage are effectively infinite. And recipes drop often enough that there will usually be plenty of those to go around in any case—and if not, specific uncommon recipes only cost 20 merits each from the merit vendor, so they can easily be had by anyone who really wants them. Also I would say is this a bad thing? Previously uncommon recipes were basically vendor trash. With a handful of exceptions even good uncommons (like Thunderstikes) weren't really worth that much. Whereas now a lot of uncommons are selling for a reasonable (but not excessive) price so people's drops are more valuable.
  22. Devices: Pros: Easy perma-fast-snipe. Nice soft-control in the form of caltrops. Field Operative and Smoke Grenades allow for easy stealthing of missions. A little extra DPS from gun drone. Web Grenade is a really nice multi-purpose debuff/control Cons: No damage buffs. No melee attacks to add damage although getting fast-snipe compensates for that. Energy Manipulation: Pros: Decent Melee attacks to supplement the lack of single-target damage in AR. Boost Range is really good with the number of cone attacks in AR. Decent control in the form of melee stuns. Only one of the three with Build Up. Cons: No immobilize so you can't easily use Ignite. Energize is a click rather than a toggle (this one is more of a personal preference though). Total Focus is shit. Martial Combat: Pros: Some Decent Melee attacks. Throw Sand is a decent AoE mez which is rare for Blasters. Inner Will is a decent, if slightly weird, Break Free + Heal power. Cons: Reaction Time is a refreshing absorb rather than a regen/HoT based sustain (again this one is more of a personal preference). Reach for The Limit isn't that great compared to either Build Up or Targeting Drone (no fast-snipe and also can't use Build Up to buff Full Auto). No immobilize so you can't easily use Ignite. Personally I really like AR/Dev but I think you can make an argument for AR/Energy being the stronger combo. Personally I'm not super impressed with Martial Combat but I'm open to other opinions on it.
  23. Alternatively you can put three Membrane Exposures in Farsight and max out Defense, To Hit and Recharge in three slots (possibly with a fourth slot for a LotG Recharge IO). Set bonuses are nice but you can get them anywhere. I'd rather just max the stats on Farsight and call it a day. Except Defense sets are the only place you're going to get 12.5% global recharge out of 6 slots (LotG 7.5% + any 5 Red Fortune). Which will also let you pretty well max out the recharge and endurance reduction on it. Which is sort of critical considering you're aiming for perma Chrono Shift on basically any toon that uses the Time powerset. Except that Membranes don't preclude including the LotG special IO and there are much better options than Red Fortune for getting perma-Chrono Shift on a Time character, especially a Mastermind. Heck, Superior Mark of Supremacy has a 10% Recharge bonus for 2-slotting it so spread those six pieces among your pets and that's 30%. Add Hasten, 5 LotG 7.5s, an Unbreakable Constraint set in Distortion Field and you're basically there (you can add another purple set somewhere if you really want that extra 0.78 seconds of uptime). So sure you can 5-slot Red Fortune in Farsight if you want but there are much better options for getting recharge bonuses that don't require you to tank the performance of a key power. Honestly 5% recharge bonuses are chump change, it's rarely worth dedicating slots specifically for them, they're fine for picking up incidentally but they aren't worth tanking a power's performance for.
  24. The WST is a task force that will once a week give bonus rewards. All characters get double merits and additionally incarnates get a Notice of the Well while non incarnates get a large chunk of bonus XP (about half a level). There are two ways to find it out. First if you check the guides forum Leandro has put up a list of the WSTs for each week. Secondly if you go to the LFG tab in game the current WST will be highlighted in purple.
  25. Alternatively you can put three Membrane Exposures in Farsight and max out Defense, To Hit and Recharge in three slots (possibly with a fourth slot for a LotG Recharge IO). Set bonuses are nice but you can get them anywhere. I'd rather just max the stats on Farsight and call it a day.
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