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Adeon Hawkwood

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Everything posted by Adeon Hawkwood

  1. Actually the primary inf sink in the economy is market fees. Since the market takes 10% of every transaction that sets a limit on the maximum size of the economy, basically for every 1inf generated by game play you have a maximum of 10inf worth of market transactions. This is nice since compared to static inf sinks it automatically scales up with the size of the economy.
  2. It's called Bodyguard mode. Basically if your pets are in Defensive and Follow mode then any damage that you take will be split with them (you take two shares, each pet takes one share). Note that the opposite doesn't apply, you don't share their damage.
  3. So all Defenders should be a mix of Offender and Defender. However Traps is a set that rewards an aggressive play style so you should definitely lean more that way. I can't speak much for Beam Rifle but I can advise on power selection for Traps. There are six powers you definitely want to take: Caltrops, Triage Beacon, Acid Mortar, Force Field Generator, Poison Gas Trap and Seeker Drones. You should aim to take each of these as soon as they become available with the exception of Triage Beacon which you can delay taking (it's basically useless without SOs and a bunch of slots so taking it early isn't that helpful). Web Grenade is situationally useful as a debuff or for immobilizing AVs, it's worth taking if you have a spare power slot but it's not super critical. Trip Mine is kind of fun if you solo a lot but even there it's not really that useful. Time Bomb is a pure meme power, it's funny the first couple of times you try it but it's not actually that useful. Now the first thing to keep in mind with Traps is that it lives and dies by recharge. Except for FFG all of your powers have long recharge times so you need to plan on slotting them heavily for recharge. Additionally it's worth picking up some global recharge. Even if you don't want to go heavy with sets while leveling it's worth slotting 3 or 4 Luck of the Gambler Global Recharge IOs into your build (Combat Jumping, Maneuvers and FFG can all take one so it's easy to find space for them). The other thing to keep in mind with Traps is that you probably won't be able to use all of your powers on every spawn (especially on a fast moving team) so a lot of the time you'll just toss out one debuff position yourself to help shield your allies and start blasting. On those occasions where you are using all your powers a full on assault by a Traps Defender looks like this: 1. Summon Seeker Drones over the enemies (this will generally cause them to waste attacks on the drones) 2. Jump into the group and set a Poison Gas Trap 3. Jump Out of the group and drop an Acid Mortar 4. Start Blasting 5. Optional: Put down a Triage Beacon if people are taking damage
  4. As Stara said buying a regular Blaster's Wrath ATO and upgrading it with a catalyst is probably the cheaper option. I will also add that if you have merits , using them to get Enhancement Converters or Enhancement Boosters and selling those on the market is often the best usage of them. You cna use the inf you get from that to buy enhancements you want.
  5. I tend to use them for the last few levels (one charge per level) but saving them until level 50 to speed up Veteran levels is also a good choice.
  6. Yeah, it's well worth it if you're /Devices but for other secondaries it's a heavy investment.
  7. You don't even need to do. You can set a teleporter to Echo: Galaxy City. The train there connects to Ouro, so you can actually get to Ouro through your base if you want.
  8. Actually the biggest argument against base raiding is that the devs would have to re-implement base pathing. When bases were originally released they had a lot of rules regarding pathing and object clipping that were done to ensure that you couldn't (for example) wall your base entrance off with indestructible cosmetic items to completely stop raids. Once the devs decided that there was no point in fixing raids they turned a bunch of that stuff off which allowed for even more creativity for base designs.
  9. You use /macro instead of /bind
  10. I'm currently at level 45 with him. I've mostly been playing solo (I wanted to have a character do all four hero hazard zones so I mostly solo'd for that) but I've done a moderate number of TFs so I think I've got a good feel for it. I generally solo'd at x2 but once I got to about 40 I switched to x3 since he can handle it. I don't think I'd necessarily want to go higher in difficulty without IOs though. Overall I'm definitely liking the combo. It takes a while to get going but at higher levels it's a beast. Earth locks them down and fire melts them. Looking back I think one option I should have considered is dropping Stone Cages for either Incinerate or Stone Prison for lower level play. I don't really use Stone Cages and having another single target attack would have been great while leveling. It's not a big deal now that I've got Blaze but prior to that my single target damage was lacking. Combustion has been growing on me. It still feels a little small in terms of AoE but it lets me deal with groups of minions effectively so it's worth having. It's definitely not Short Circuit though. I've also decided I am going to take Tough and Weave. I do feel like I need some more defense and from a set perspective I'll probably aim for a mix of Ranged and S/L Defense so having Weave should round things out. I am, however, leaning towards dropping Consume so I can take Hoarfrost. Speaking of Hoarfrost, Ice Mastery is working out very well. Sleet is just excellent for melting spawns and stacking it with Earthquake leaves enemies flopping on the floor. I haven't played a lot with Ice Storm, but the numbers look good. I'm unimpressed with the Dominator ATO sets. I'll probably keep Ascendency of the Dominator since it's got good set bonuses (although the proc is meh) but I'll probably sell Dominating Grasp since it combines uninspiring set bonuses with a weak proc.
  11. I believe that the Alpha Slot unlock arc occurs after the LGTF so we know that Vanguard is keeping him in stasis while they work on a cure.
  12. So the effect of exemplaring on enhancements is complicated. I suggest you read the wiki article on it but I'll try to explain. https://paragonwiki.com/wiki/Exemplar_Effects_on_Enhancements So we've got three rules to consider: First is the minimum bonus. Any enhancement that has a To Hit bonus of less than 20% won't be scaled when you exemplar down to 22 (it may be scaled if you exemplar lower than that though). The second is the maximum bonus. Any enhancement with a bonus of 41.5% or above has it's bonus reduced before it is scaled. The third is scaling. All bonuses that are greater than 20% will be scaled down (after being capped if appropriate). The wiki page I linked gives the scaling at each level but for your case let's go with the worst case you asked to consider which is level 22. At that level your enhancements will be scaled to 0.623 of their normal effectiveness. Now the good news is that since To HIt Buff enhancements are schedule B we don't need to worry about the second rule. The bad news is that if I did my math right we'll need 5 level 50+5 IOs to hit the 88% pre-ED enhancement that you'll need. Now a cheaper option is just to use 5 level 25 IOs. Since they are only 19.2% base enhancement they shouldn't be affected by exemplaring down to level 20. Similarly getting some multi-aspect set pieces where the To Hit is under 20% would be a way to get some other enhancements in there. Unfortunately I can't see a way to do it with fewer slots. EDIT: Just as an FYI there's a bug where if your to hit bonus is really close to 22% you still get fast snipes but the yellow ring doesn't appear.
  13. So this can be worth it but I think there's a few things to point out: 1. The market is common across all shards, it's not server specific (not super relevant but worth remembering) 2. Enhancement Converters tend to be on par with Enhancement Boosters in terms of inf per merit (since you have 15x more converters for the merits) 3. Market fees are 10% of the final sale price so I think you're slightly overestimating your profit. 4. If you get a bad ATO it might be worth using converters to turn it into a good ATO. 5. It's unlikely that people will actually manage to crash the ATO market. If people start losing money opening packs they will stop opening packs. So in general the market will tend to stabilize at a point where on average you make a moderate profit opening packs.
  14. A GM posted a work around in Discord 1. Go to your CoH directory 2. Find homecoming.exe, right click on it and select "create shortcut" 3. Right click on the shortcut and select "properties" 4. In the properties window find the "Target" field 5. After the link in that field copy and paste the following parameters: -patchversion 2019.06.05 -auth 51.79.19.146 -patchdir homecoming 6. Run the shortcut
  15. Yeah it looks like savecoh.com is down so that's why it can't download the manifest.
  16. Energy Torrent and/or Explosive Blast are both pretty decent for damage mitigation via knockdown (if you slot the KB to KD proc in Blast).
  17. It's a 50% regen debuff, which gets resisted to 7.5% by AVs. While Time does have -regen it only has 150% (100% in Time Crawl, 50% in Time Stop) which is not enough to actually stop an AV's regeneration. The sets that actually tank AV regeneration have either -500% or -1000% regen so that you're stoppoing or mostly stopping AV regen after resistances. Compared to them Time's -regen is in the "at least you tried" category. I'm not saying Time Stop is a bad power, it's a mag 4 hold with Time Crawl, but it's not really worth taking for the -regen.
  18. You need to use holds on the green mitos (same as a regular hami raid). I'm not sure if there's a good temp power to use if you don't have any holds. EDIT: You can get Tear Gas either through the day job system and as a random reward from doing the weapon raid side missions in Safeguards but that seems to be it for temporary powers. The other option is a Lore pet, there's probably one that has a hold but I don't know which.
  19. It's been a long time but yeah I recall that the devs went a bit overboard with the ambushes in Praetorian content.
  20. Keep in mind, Soul Mastery gets Power Boost which is potentially very powerful. I think it's not unreasonable for it to get a weaker version of Soul Drain to compensate.
  21. Well Time is a newer set so basically every power in it is at least decent. The powers you're least likely to miss are Temporal Selection and Time Stop (plus Time Crawl but only Defenders can skip that), both are worth taking but they're also ones you can potentially skip if you need room. I know some people like to skip either Time's Juncture or Distortion Field but personally I prefer to take both and stack them (you should definitely take at least one of those but you cna skip the other if you want).
  22. In general I prefer to buy attuned IOs rather than using boosters. I mostly use boosters in three places. The first is purple sets. I generally 5-slot purple sets since the 6th slot is just Psi Def or Res which isn't super useful. So what I do is skip the single-aspect damage piece and then +5 the Dam/End piece to get me up to ED capped damage and a little more endurance reduction (I sometimes +5 the Dam/Rech instead if it's a long recharge power). The second is powers that only need recharge (such as Hasten or Embrace of Fire) there I just put two level 50 recharge IOs in it and use boosters to get to 95% recharge. I tend to +5 both of them for aesthetic reasons but you only really need to +5 one and +2 the other, the last three enhancement boosters don't have much effect. The third place is powers that only really need two aspects enhanced such as toggles (endurance reduction and something) or long recharge buffs (need recharge and something). For these powers putting in a dual aspect IO and then +5'ing is gives you 33% enhancement to both aspects. So I'll put one to three of those in there instead of a set.
  23. This is a good way of looking at it. Back on live I only had one non-Arachnos villain, Jack Storm a Magic origin Pistols/Storm Corruptor. The basic character concept was that he was a private investigator who had gone off the slippery slope and fled Paragon City to avoid a murder charge. Basically he's who Harry Dresden might have become if not for his grandfather's influence (I was reading The Dresden Files at the time so that was a major influence for his powers, backstory and appearance). But the general idea was that he wasn't a sadist, he regretted a lot of the actions he'd taken it's just that at the end of the day he put his own survival, freedom and happiness ahead of others. When the game was shutting down someone (I think it might have been Arcanaville) posed an interesting question, the idea was that the shutdown of the game was the universe ending and the people of paragon city are using portals to evacuate to other dimensions, what do your characters do? In his case, I felt that he was ultimately redeemable and that when the shit hit the fan he would do the right thing. So he rounded up a bunch of civilians from the Grandville slums, shot his way into an Arachnos base, hijacked a sub and set off for Paragon City with them using his powers to shield and protect them until they reached one of the evacuation portals.
  24. So the main thing to remember is that attuned IOs will improve as your character levels and cost the same as regular IOs. So if you do buy some IOs buy attuned IOs.
  25. Defenders >>>>>>>> All. That's really all you need to know.
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