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
-
Brutes seem to be more common than Scrappers or Tanks on teams but other than that I'm not really seeing a huge shift towards villain-side ATs. Corruptors and Defenders seem to have about the same level of popularity. Dominators seem to be less popular than Controllers. Masterminds and Stalkers are around but aren't super common. Honestly I think it's less that villain ATs are popular and more that Brutes are REALLY popular.
-
So fundamentally perma-dom just means that you have domination recharge before it expires. One thing that important to note is that unlike Hasten and other popular perma powers where a few seconds of downtime isn't that big of a deal for Domination it is a big deal since your Domination bar will drain as soon as the buff expires and perma-dom relies on keeping your bar full. So how much recharge do you need? Well 122% is the absolute minimum but that relies on your clicking it as soon as it recharges. Personally I'd aim higher to give you some overlap. Now if you have perma Hasten you'll be at about 180% (70% from hasten, 110% from sets) which is obviously more than enough. In practice you can get away with going down to about 95% recharge from sets before it becomes an issue. 95% recharge will give you about 7 seconds of downtime on Hasten but Domination will still recharge in about 83 seconds even with the hasten downtime. More global recharge helps since it gives you more margin to activate the power but there's diminishing returns. Regarding Hasten slotting, you should definitely aim for 95% recharge there (that's two level 50 IOs with enhancement boosters). As for sets, you want to have five sets with 10% recharge boosts plus at least four Luck of the Gambler recharge IOs (or 5 if you can fit them). That gets you to 80% global recharge, after that it's a lot more variable depending on your specific powers.
-
I don't think that is their job though. If an AoE Cone's job is not to do AoE, then what is it's Job? Why should I be spending a power choice and slots on an AoE Cone that is not really for AoE? Well it depends on the cone. The melee cones with a large 180degree radius are clearly intended for AoE damage but the ones with narrow cones (19, 30 or 45 degrees) are more like single target attacks that can occasionally hit a second target. They generally have their damage balanced closer to a single target attack than an AoE attack.
-
That's not really a valid comparison. The problem with Super Strength on Scrappers is really related to Rage. The set as a whole is balanced around the idea that you have an 80% damage buff up pretty much all of the time. The problem is that an 80% damage buff is a lot more powerful on a Scrapper than it is on a Brute or a Tanker since Scrappers have much higher damage modifiers. Functionally speaking an 80% damage buff for a Scrapper is more like a 120% damage buff for a Tanker or Brute. So at an absolute minimum if you ported Super Strength to Scrappers Rage would need to be nerfed to about 50% damage boost to keep the damage output in line with Brutes. Even then you might find it a bit to powerful due to Critical Strikes.
-
It's a mix. You need 275% recharge which is, conveniently, the same as perma-Hasten. So with that in mind you're looking at 95% from enhancements in the powers, 70% from Hasten and 20% form superior Conditioning. That leaves 90% you need from IOs. Getting 90% from IOs is easy if you've got the Inf. Five 10% bonuses and 4 LotG Globals gets you to 80% easily (if expensively). The last 10% can be picked up easily enough with a couple of Positron's Blast sets. Doing it without Purple sets is a lot harder since you have to pick up a lot more 7.5%, 6.25% and 5% bonuses. It varies a lot depending on the enemy groups. In general the Disruptors and Patron Pet are tough enough to manage against regular enemies. The Spiderlings have a lower survival rate but they also recharge a lot faster so assuming you've got perma-pets on the other two you can afford to re-summong the Spiderlings early if necessary. It can also be worth slotting the Pet Defense auras to stack with your defense to help keep them alive. Additionally once you Incarnate your destiny power is good for keeping them alive with either Barrier or Rebirth.
-
Huntsman (pre- and post- 24 branch leveling builds)
Adeon Hawkwood replied to Redlynne's topic in Arachnos Soldier & Widow
My preference with purple sets is to skip the single aspect IO and then use enhancement boosters on either the Dam/End or the Dam/Rech. That gets you to the ED cap for Damage and either ED caps Recharge (if it's a long recharge power) or gets you some extra endurance reduction (if it's a fast cycling power). My Crab Spider is currently at level 40 so here's my thoughts on the ATO sets. Dominion of Arachnos I like. It's got a recharge bonus in the 5-piece slot which is always good. I've currently got it in Venom Grenade since I use that as my opener and I find the proc happens often enough to be decent damage mitigation. I'm pretty confident that this will remain in my final build since I've got three targeted AoEs and the sets for those are kind of meh anyway. So I like the set and Venom Grenade seems to be a good place for the proc. Spider's Bite I'm less sure on. I'll probably end up keeping it since the Superior version has a 5% Melee Defense for four pieces which is hard to pass up but it's a lower priority. The global enhancement hasn't wowed me. The low rate and low damage aren't exactly game changing, I suspect I'll end up dropping it to make more room for defensive globals. -
I had a Traps/Assault Rifle Defender on live back in the day and I never really had any issues with animations times. I'll admit I didn't use ignite much but I don't have it on my AR blaster either since I find it's generally to slow.
-
... be standing next to those six Dark defenders. Which means, his +Defense acts multiplicatively with their -ToHit. Defense and To Hit are additive, not multiplicative. Once you hit the softcap of 45% or 59% then adding more of either only serves as a hedge against defense debuffs. And would also make the To Hit debuffs from the dark defenders equally useless. I used an FF Defender as a quick choice to illustrate the power differential between Defense Buffs and To Hit Debuffs when fighting AVs, it's not a commentary on the relative value of the different sets overall. Essentially the key point is that you need a LOT of To Hit debuffs to equal the value of defense buffs when fighting AVs.
-
I've been playing through his arcs recently. I would say that the missions themselves are fine, it's just that they use some of the nastier enemy groups. The Vanguard Sword in his first arc in particular are just plain nasty and the Awakened in his third arc are almost as bad (and I'm playing on a Crab Spider so I've got decent psionic defense). There was a general trend in the game for new enemy groups to be made more difficult than most of the Issue 0 enemy groups but IMHO I think the devs went a bit overboard with some of them.
-
To my mind the 19 and 30 degree melee cones are single target attacks that occasionally hit a second target.
-
Let's do the math shall we? Let's assume that the AV is a level 54 AV and all of the people in the league are fully slotted incarnates (so at +3 level shifts). This means that youe To Hit debuffs are at 90% effectiveness and the AV will has 87% resistance to them. Now you said a half-dozen debuffers so let's assume that all six are Dark Defenders since they have the most To Hit Debuffs. Now Darkest Night and Fearsome Stare both have a To Hit debuff of 18.75% for Defenders which becomes 29% with slotting. Now two 29% To Hit debuffs against our AV is going to debuff their To Hit by 6.79% per Defender or 40.7% with all six of them. Now that does sound good until you consider that a single Force Field Defender could give basically the same benefit on his own (23% from the targeted shields plus 15% from his bubble). To Hit debuffs are great for regular content but in general AVs resist them to much for them to be that useful compared to Defense Buffs.
-
They are also highly resistant to slows and immobilizes so if you're a character who relies heavily on those to keep enemies out of melee range you're even more screwed.
-
Does it actually include the crab backpack once you leave the tailor interface? From what I saw when I created my SoA the tailor interface showed them with the crab backpack but once I finalized the tailor session the backpack went away until I did a respec to take some crab powers.
-
Market Bug: Different Items are sharing sales history.
Adeon Hawkwood replied to Adeon Hawkwood's topic in Bug Reports
I'm pretty sure at least some recipes are also affected. I recall seeing a purple recipe with a similar sales history (a few really low sales some normal sales). I forget exactly which one it was but it was in one of the mez sets. I'll try and remember to check later. -
Yeah, a drop in the supply can easily be caused by a spike in demand due to the weekend or fewer people converting them (it is a pretty time intensive process). It could also be the market adjusting. Personally I think the price they were trading at is a bit low for the effort involved. There's plenty of other IOs with decent profits that require fewer conversions per enhancement. So I wouldn't be to surprised if some of the people who were converting them switched to other niches that require less effort. EDIT: Looks like they are back down to 5-6million so it wasn't a market adjustment. I still stand by my comment that I think the market as a whole is undervaluing them.
-
I can't say I do. I spend more than I need to out of laziness and a desire for speed but I don't list items for less than I'm willing to receive and I expect others to do the same.
-
Turning off the No-Interrupt on Sniper Rifle
Adeon Hawkwood replied to Fierce Rabbit24's topic in Blaster
Nope. It's a function of the power so if you don't want it you'll need to remove the To Hit enhancements from Targeting drone to get under 22% To Hit bonus. -
Or if you've got a super base you can use a teleporter to go to the Galaxy City Echo and take the train to Ouroborus.
-
I don't get why this is so much better than CO
Adeon Hawkwood replied to Warpstarr's topic in General Discussion
I was always kind of pissed off about those because they did them in a way that made them superior to the in-game IOs. I didn't really care about the basic concept (since it was pretty easy to get the inf for IOs in game) but the fact that the ones being sold for real money were better did irritate me. I'm glad that Homecoming made attuned IOs easily available in game. -
Why are the Winter packs 2.5x the cost of the other packs?
Adeon Hawkwood replied to Seroster01's topic in The Market
So the short answer is they are more expensive because the devs decided that they wanted them to be more expensive. Overall I would say they are worth it, the major difference is the inclusion of Winter IOs instead of ATOs and the winter IOs are all hovering around 20-24million each. That being said as with all pack types if you want specific enhancements you're better off just buying them on the market, opening packs is more of a profit making method to finance that. -
To be honest with the fast snipe changes I feel like Assault Rifle is in a good place. It's always been pretty solid in terms of AoE damage and with fast snipe you can use Sniper Rifle to get a decent single target attack chain (instead of having to use buckshot to fill in). That being said I would like to see the target cap raised to 16 for Full Auto and maybe flamethrower. The target area of Full Auto is similar that of a 20ft radius AoE power anyway so I don't think that giving it a target cap of 16 is unreasonable, especially since it's a tier 9 power. Giving Flamethrower a larger target cap is harder to justify since it's still a moderate size cone. I'd like to see it but I feel that would jut be making it a special case rather than a truly needed change. Other than that, changing Ignite would be nice but IMHO it would need a major redesign to be worth using. Even without the fear effect the 4 second cast time just makes it a pain int he ass to use. Sure you can immobilize and enemy and use ignite on them but there's easier options for arresting enemies.
-
Respeccing might fix it. If not I'd suggest making a video showing it and either post int he bug formum or submit a support ticket.
-
pass converters between characters?
Adeon Hawkwood replied to Papaschtroumpf's topic in General Discussion
I'm not sure why you couldn't trade them with a friend. That being said it might be easier to pass the enhancements that you want to convert to the character with the converters and then pass them back after converting. If you use an enhancement table in a SG base you can easily pass up to 100 enhancements in one go. -
Those mission doors are a bit tricky to find, you need to check the tunnels under the zone. From the south side of the dam go west and down low, you should see an arachnos tunnel.
-
That sounds like the animation for Seeds of Confusion. It could be a bug of some sort.