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Adeon Hawkwood

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Everything posted by Adeon Hawkwood

  1. I picked morality but that's not entirely accurate. A more accurate explanation would be "most of the characters I want to make are heroes". I don't mind taking my heroes redside briefly to pick up an accolade or unlock patron pools if necessary but at the end of the day they are heroes and paragon city is where they hang out. I'm willing to make villains but it's rare for me to find a concept and powerset that makes me go "oh this guy should be a villain". I probably will roll up a crab spider at some point and I'll be keeping him redside but I don't have any other villain characters on my immediate radar.
  2. Yep, they basically doubled them and made them all two-type bonuses. So are they worth build for? IMHO yes, but not on a Mastermind. In terms of overall damage mitigation resistance set bonuses still lag behind defense bonuses requiring more set bonuses to get a similar level of damage mitigation (in part because positional defense covers all damage types and partly because of how the defnese soft cap works). So if you've got a character who has solid resistance already then adding more is worth but Masterminds don't really have that. Even the highest resistance MM (Demons/Sonic) will get more survivability for building to defense than resistance. That being said adding the two globals (Shield Wall and Reactive Defenses gives 8% resistance to all for only two slots which is probably worth taking, espeically if you already have a bit of resistance.
  3. I'm pretty sure that's working as intended. A lot of AoE buffs are restricted to teams and not league wide. For example Farsight in Time is limited to your team. Basically if you can't cast it on someone you aren't teamed with then it won't work league wide either.
  4. I think you're on the right track although your proposed numbers are a bit to low IMHO. I'd think a more reasonable number would be 30s for Full Auto and 60s for LRM.
  5. Power Build Up plus Farsight - giving the team 32% defense to everything just feels good, especially if I have time to Toss a Thunderous Blast in before PBU expires. Earthquake plus Sleet - you're not standing up today
  6. The Demon prince has excellent single target damage (and some AoE slows) but it relatively light on AoE damage. A large chunk of the demon's AoE damage comes from the T2s with a bit from the T1s. Pushing resistance with IOs is not really worth it but you can build a decent amount of defense if you want. Sets like Traps or Time can easily softcap all positions while other sets can aim to softcap either Ranged or S/L Defense. Most of the pet sets aren't that great although I will give a shoutout to Superior Mark of Supremacy which has a 10% recharge as it's 2-piece bonus (so you can potentially put 2 pieces in each pet for 30% recharge). The other thing that's worth looking at is slotting some or all of the Aura IOs. There are six auras that give your pets bonus defense or resistance when they are near you (if you slot all six they get 10% to All Defense, +15% to AoE defense and 35% to all resistance which is pretty significant). The AoE Buffs are AoE but they don't apply to the caster. I will also plug my guide on advanced buff bar filtering since there are some filter options that aren't available through the interface that make it easier to tell who does or doesn't have shields: https://forums.homecomingservers.com/index.php/topic,5424.0.html As for Thermal versus Sonic it's a hard call. The advantage of thermal is that you get healing (which is nice for resistance based builds) and Heat Exhaustion gives you a very powerful regen debuff. The advantage of Sonic is that you get AoE mez protection that also affects you and get more resistance for both you and your pets. Personally I lean towards Thermal but that's for thematic reasons as much as anything else (the demons do look cool with thermal shields).
  7. Well time will tell but I think if we do see inflation it will be pretty slow. The thing to keep in mind is that the market itself is a pretty large inf sink so for every 1 million inf farmed you get a maximum of 10 million worth of market purchases. So in general the market will tend to stabilize at a point where the amount of inf it's sucking out of the economy is about equal to the amount coming in. Now over time we'll potentially get more people farming and becoming more efficient at farming so we might see some inflation from that but I think it will be relatively slow. If you think back to the market behavior on live, prices were in general reasonably stable, large jumps in prices tended to be associated with the devs making changes to the game (such as AE, introducing alignment merits, or fixing the Hamidon slotting bug) rather than a gradual inflation.
  8. Ouch. My worst oopsie (so far) was buying a stack of rare salvage at 9.8million each instead of 980K each.
  9. WumpusRat did an excellent write-up although there is one thing I'd add to consider which is that the pet tier of your primary damage dealer is important. Sets which lean on their T3 for damage (such as robotics) have an advantage since the T3 is even level to you. Conversely sets which rely on T1 or T2 pets suffer a disadvantage since their damage dealer powers are more affected my the level scaling than T3s.
  10. It's probably Robots or Demons for two reasons. First pet defense/resistance do matter for Tankerminds, yes the ideal is to take the damage yourself and split it with bodyguard but Masterminds in general are very vulnerable to AoE damage so having pets with extra defense/resist makes you less likely to suffer a bunch of pet deaths when some mob tosses out an AoE. Secondly both of those sets give you additional defense or resist as well which means that when you do take damage you're taking less so the pets take less.
  11. Yes and no. Mu is available to Heroes but you have to temporarily go villain side and run the patron arc in order to unlock it (and the other patron pools). Upside is with Null the Gull offering quick alignment changes this takes a few hours instead of 8 days.
  12. I tend to agree. The other slots are nice but in terms of overall power Destiny is huge. IMHO The Alpha Slot was the most well designed Incarnate power in that it was a noticeable power boost (even ignoring the level shift) but it wasn't insane and it also tended to be more powerful for less well slotted characters.
  13. I know that you can't have sell to the same character but I was under the impression that it was possible to sell to a different character on the same account. Prior to the implementation of emailing inf this was sometimes done as a method of transferring inf between characters without having to ask a friend.
  14. I don't bother with Hasten on most of my characters and haven't really felt the loss. It's definitely worth building for some global recharge but in general you can get 50%-80% global recharge from sets pretty easily and for most characters I find that to be sufficient. The thing to remember for recharge is that you do get pretty steep diminishing returns on its, especially with fast cycling powers like attacks. As an example, Water Jet has a 10s base recharge. Assuming that you slot an Apocalypse set in it you get 90% recharge from enhancements giving you a 5.26s recharge time. Now if you add say 70% global recharge from sets this drops to 3.84s. Now supposing you go all the way to perma hasten giving you 180% global recharge (110% from sets, 70% from hasten) the recharge drops to 2.7s. Now it's not useless but at the same time it's not critical, you get most of the benefits of recharge in the first 200% total recharge. IMHO focusing on hasten is most useful on characters with powerful long recharge buffs/debuffs where getting them up more often makes a major difference to the team. For damage dealers like Sentinels and Blasters I prefer to focus on personal defense as opposed to recharge, especially since you can still pickup a decent amount of recharge on the side.
  15. Well due to the way recovery works +100 endurance basically doubles your recovery (after applying recovery bonuses such as stamina). So you'll basically never run dry of endurance. +15% defense to everything is also something to be excited about.
  16. Honestly I've got no clue, I'm assuming that they are uncommon since that's how the wiki lists them but I've never really had a cause to test them myself. I was unaware that some uncommons are being treated as rares by the converters, that's good info to have. Huh, I never knew that, that's good info to have though. Based on the facts here is sounds like maybe the converters use the rarity of the set rather than the rarity of the specific IOs. There are a number of sets where either 5 IOs are Uncommon and one is Rare or 5 IOs are Rare and 1 is Uncommon. But it looks like maybe the converts treat all IOs in a set as having the same rarity?
  17. Definitely. I tend to pay BUY IT NAO prices when I'm buying IOs because I can afford to do so. I'm more conservative when I'm buying stuff to convert and sell but I've got enough inf in the bank that I can afford to pay a premium when I'm actually buying IOs for my characters.
  18. Yeah I can see that being an issue. It's less of a concern with Earth since having Earthquake greatly reduces the number of times where control isn't viable for damage mitigation (especially since I went for Ice APP giving me a second knockdown patch)
  19. What primary are you using? I've got an Earth/Fire Dominator and I don't feel like I need more mitigation while I'm burninating everything. However, Earth is also one of the heaviest control sets so a lighter control set may want the extra mitigation. As a side note, Fire is a bit of a late bloomer, getting Blaze at level 38 takes your damage out from "good" to "amazing".
  20. Well the formulae were always a guideline rather than a hard and fast rule, individual powers were adjusted on an as-needed basis to tweak the power of specific power sets. That being said, it does look like the formulae for cones was violated more than most. The single target and circular AOE formulae are correct for most powers but cones do appear to be all over the place. I ran the numbers for Assault Rifle and all three cones are violating the formulae. We may need to perform the ritual to summon Arcanaville.
  21. Fair enough. So long as you're happy with how you're playing that's good.
  22. Are you monitoring your defenses, it could be that you're getting defense debuffed. Also which groups are you seeing this against? Some enemies do have to hit buffs.
  23. The counterpoint to that is that as profits drop people will stop marketing in a niche or stop marketing entirely and switch to farming. For example early in the game's lifecycle I was converting PBAoEs but as more people moved into that niche the profit margins dropped and I moved to a different area. Converting enhancements is a relatively time-intensive form of marketeering so as profit margins drop people will stop doing it until the market stabilizes.
  24. Amusingly enough, the answer is both. At level 30 your uncommon has a 61% chance to convert into a rare enhancement (it's not quite 2/3rds since Debilitative Action has an uncommon despite mostly being a rare set). So you got somewhat unlucky getting another uncommon instead of a rare (although you can always re-roll). However you also did it wrong by starting with a level 30. You see immobilize has all four sets available at level 30 so it's possible to roll into the other uncommon set. If you had instead used a level 31 (or higher) Enfeebled Operation or a level 19 (or lower) Rooting Grasp then you would have been guaranteed to roll into the rare set since the other uncommon set isn't available there (side note, the rooting grasp option isn't guaranteed to roll into a rare since as I mentioned one IO in Debilitative Action is still uncommon and would require an in-set roll to get a rare).
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