
Hedgefund
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Make Amy Jonsson targetable again
Hedgefund replied to ninja surprise's topic in Suggestions & Feedback
I was going to make a post for this, but after searching I was simultaneously glad to see it was already mentioned and saddened it got NO backing or support in 6 months. I will disagree with the OP that she shouldn't be teleportable though. She gets stuck in cave geometry ALL THE TIME. Well, a significant amount of the time. It's at least a 50-50 proposition. To resolve you have to either restart or pray a GM can help. On some rare occasions she'll free herself. She used to be able to be teleported, but among the many Katie nerfs (when this was the speed runners choice) this was changed. We're now in a world where Katie Hannon reward abuse is the least of the issues. Please make it so players can teleport her. I know of people that avoid this tf just to not have to deal with this. The players will have a less frustrating experience and the GM team would be freed from the requests they get hit with to resolve. -
Ninja/Trick Arrow Solo MoITF +2/+8 (attempt)
Hedgefund replied to Dr Causality's topic in Mastermind
This is far more impressive than yet another FOTM "optimal" exercise. Well done. -
As I showed above, my aborb for my /temporal was increased by 75% when Amp Up was applied .
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Here's some testing I just did, since I was looking at the description and was curious about +Defense, because as the image above shows, it explicitly says "+45 strength to defense". I was using a Defender and the value was supposed to be +75. I did see it boost other stats to varying degrees. I teamed up my Elec Affinity Def with my Time Manip Def. I saw no change in values for any Defense (Farsight, Maneuvers, CJ, etc). Moving on from that. Healing: Temporal Mending - 206 initially/55 HOT Amp Up + TM - 282/75 That's a boost but by 36%, not 75 as per the description for my Defender. ToHit: Farsight - 17.5 AU+FS - 26.88 That's a 53% boost. Looking for a way to test Absorb, I logged in my /Temporal blaster to measure the absorb over time Temporal Healing - 60 AU + TH - 105 Woo - hoo! 75% as promised. Just data. I do hope the text is changed if +Def is not intended, ETA - It occurred to me that I slotted enhancments for to-hit and healing and the 75% is to the base value. I slotted no additional absorb so that's why that is 75%. I'm leaving the above untouched even though I know the percentages are not computed correctly. Base values TM Heal 100.4/26.8 so the addition is 75ish. FS To-Hit 12.5, again additional is 75
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In one of the comics Castle talks to one his fire imps, he's definitely fire control.
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I’m clearly in the small minority that likes it as is - one of the rare risks of failure in game (the only one?)
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Purples give their set bonus all the way down to level 1, I tested this myself by joining with a lvl 1 and exemping to their level. And yes, the bonus is the bonus regardless, there is no scaling down of that. Also yes to PVP IOs exemping, but what I'm not 100% sure about is if the bonus applies below level 7 (you can slot them at 10). Regardless, lvl 50 PVP sets will give their bonuses on all the TFs/SFs/Trials. Your example with lvl 20 Miracles is correct, no set bonuses below 17.
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There's sort of a decision tree for me here. PLd characters and grinded (ground?) ones. PLd - do Flashbacks you plan to do anyway, like Peebles since everybody wants the +res shield, maybe Sucker Born Every Minute (for Paragon of Vice) for a handful of Wolf Spiders. Then do the PO thing mentioned above. Daytime kill Marcones, night time go to the fort, get pirates and wolf spiders. If I finish Gangbuster first, then I just focus on the docks in PO during the day. If not PLd, I try to get as many of both while leveling before I get to 30. Lowbie vill arcs heavy on Arachnos will make a dent. I don't have a specific one to point out. Go blue at 20 for the Peebles arc, a good source of Marcs. If your lowbie isn't quite ready for the prime time of x/8, then just whatever works. Once at 30 I do the Accomplishments and mop up whatever's remaining in PO. As mentioned above, Who Will Die pt 4 for Hero Slayer (and Invader) but I'll point out the same applies for the vill contact in St. Martial, Tyrka. It's almost identical to the hero one. Set to x (your choice for mob level) / team size 2. If you've got 2 (or 3) accounts, you can have one character that has Schweinzer open that can just choose the mayhems for your other toon to run.
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Howl + Shockwave gives Sonic a legit aoe chain. Just put a -kB proc in a Shockwave. For added yucks include a chance to kd proc in Howl.
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[Beta] Patch Notes for April 4th, 2020
Hedgefund replied to Faultline's topic in [Open Beta] Patch Notes
Will this work for lowbie SO drops (from AVs)? If so I'm a-ok with this. I hate that the lvl 4 SO from fighting the Vaz AV becomes useless in about 5 minutes but with this change... me likey. -
This is my go-to page whenever I need to reference tp binds. You can add one for Jaunt: /bind lshift+lbutton powexecname jaunt
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I just played my 2nd Sentinel to 50. This one Water/Regen. The first was Sonic/Bio. I've read 0 of the responses above, just wanted to give my thoughts on the AT and my selection for the poll. I rather like the AT. My initial reaction to Sents was "why make this when I can make a sturdy blaster with IO bonuses?" but I've seen the value of an actual armor set that has multiple means of mitigation vs a blaster that, once def gets debuffed, or encounters a specific damage type, comes crumbling down like the proverbial house of cards. The second time around, I basically ignored Opportunity. I selected the 3rd option for the poll but I'd really like to see no reliance on a specific blast power to utilize the inherent. I tend to skip one of the 2 initial blast powers for Blasters and Corrs and I did the same for my 2nd Sent.
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My normal process when making a build for a powerset I'm less familiar with is to start with a basic, no bonus build to see what it offers, both to self and team. I build for bonuses afterward. I spent very little time on Beta to test this. Some, so > 0 time, but not enough to really assess. That said, here's how I think I'd make a basic build: Everything looks useful, I don't see a "skipable" power in the lot even though I view a rez as the first to go, if I have to make such a cut. Just to go over one by one, based on numbers and description, not a lot of time played. Shock - reminds me at a glance of Corrosive Enzymes from Nature. It's a very nice power that will be a good debuff against a hard target. Like Corrosive Enzymes, it looks like 1 accuracy will be sufficient. Rejuvenating Circuit - Looks like standard heal slotting Galvanic Sentinel - perma out of the box (120 sec duration and 60 sec recharge). Give it accuracy and end mod and let it do its thing (whatever that is) Energizing Circuit - Looks like the main thing is to get it recharged quickly. Went with 2 RCH Ios. Faraday Cage - recharges quickly, just max out resists. Maybe an end would help. Empowering Circuit - I put 2 recharges and a to-hit, though it looks like one of those powers I wouldn't really use maximally in reality. I don't see using a ST buff every 8 seconds (that's without globals). Let me rephrase that, I ain't spamming a buff every 8 seconds. I have enough trouble paying attention to powers like Fort or Forge, both with notably longer cooldowns. Defibrillate - Looks like a rez that's funkier. Just 2 recharges. A real build would probably just have 1 recharge (if I take it at all) Insulating Circuit - Max out the absorb, seems to recharge quickly enough on its own. Amp Up - Based on my version of Mids, it seems like recharge is the only thing I could slot. So minimize cooldown as much as possible. Note - though I said this was a basic IO build, I slotted 1 ACC IOs when a true basic build would get at least 2, but in reality +acc bonuses will at least provide the value of another IO. So, for anyone that did check it out, does this look like a reasonable baseline to get the most out of the EA powers?
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I've never experienced the issue described in the OP. When Schweinzer opens up as an available contact for me, he becomes an active contact while I am a vill or rogue that I can find on the map in Port Oakes and he's someone I can click on to find his waypoint from the active contact list.
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You can purchase 8 1-hour buffs (like the xp booster). So if you stay on top of it you don't have to worry about it running out at inopportune times like the SG empowerment buffs. I indirectly mentioned the mag 4 mez protection of the defense amplifier when saying I could skip Clarion on squishes (unless I'm going for the +special).
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I can't believe it's taken me so long to see the value of Amplifiers from P2W at all levels. It's a good inf sink that doesn't just move value from liquidity to non-liquid assets (like packs, which tend to actually increase total FMV of your in-game portfolio). Bonus - I can actually make builds with a "free" 5% def and 7% resist and arguably never take Clarion again (my standard for squishes).
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Back in the before time, to meet a goal to grind all the MM primaries and secondaries to 50, I made a Bots/TA to check TA off the list. I was surprised at how effective it was at mass aoe spawn clearing and not just when OSA was used.
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I hate that I skew the stats by keeping 95% of my characters Vig. That's purely for convenience. Content wise I'm probably 50-50 red/blue. Sadly redside is a textbook example of a death spiral. "I find it hard to find a team, so I'm not going to play in the RI" kicked off a vicious cycle. It's too bad. Anecdotally, I do know some folks that don't play red because they don't want to be "the bad guy". I suppose there might be some people with the yin to that yang but I'm betting they're far fewer.
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My ranking 1) Dr. Q When it was last wst I was soloing it and quit about 3/4 through because I was SOOOO bored. 2) Synapse I did this early on when it was a WST. My bet is I never do it again. 3) Justin As mentioned earlier, the hunts are infuriating (like for Q), especially some of them that are short on mobs to hunt on a small island. Q and Justin, oddly enough, are the 2 of the 3 easiest to solo (CoT #1 by far), I'd sacrifice soloability for something interesting.
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The -dmg from each of the drones stacks so this particular debuff is powerful and reason enough to take seekers. Bummer to hear about procs but more often than not I’m slotting Cloud Senses for bonuses not effect.
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I tend to 1-slot FW with the absorb proc. Unlike the +regen/+recov procs, the absorb chance works even if you haven't used the power.
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Quick update - I did see someone be placated after I used my Havoc Punch. So...
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If you're just looking for temporary kb protection then you get 10 points from the base empowerment buff for 90 minutes and another 4 from the temp buff from p2w. Yeah that's 2.5M for an hour but I'd rather do that then respec.
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My melee Defender is Poison/Rad/Dark. I've got Venomous Gas and Oppressive Gloom for auras, drop off a mega procced Poison Trap, then fire off Irradiate, all things that can only be done in melee. Deadly and effective.