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Saikochoro

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Everything posted by Saikochoro

  1. No worries. I know that’s not what you were suggesting. I was just giving my reasoning for keeping it where it’s at. Also I understand the altitis. I didn’t have a level 50 for a long long time after joining homecoming because I was making probably 3 new alts a day haha.
  2. I’m going to have to disagree on making merits a random drop. I don’t think merits should be rng. Players should be able to go into a TF knowing how many merits they will get out of it. I wouldn’t be opposed to some sort of bonus merit system though. Have bonus merits awarded to the team upon completion for killing more mobs. - Less than 90% of total mobs killed - no bonus. -90 to 99% - a smaller bonus (just in case there was a super sneaky minion hiding in the deepest darkness corner of a map. -100% of mobs killed - larger bonus. Still that might be too hard to implement. I have no idea. But I wouldn’t want merits to become random.
  3. Glad you found the optimal placement for you! For me, I have found it to work best in savage strike. It procs often enough for me that it is effective. It is not worth it to me to break up the set and lose the set bonus or to lose out on a proc on savage leap. That’s the beauty of this game. Different people are able to come up with different builds/play styles that work best for their preferences.
  4. Bolded for emphasis. There are plenty of ways to make the game more challenging if a player is willing to use the tools already available. That said, I am sure I am not the only one that enjoys the fact that this game can be easy. I play this game to relax after work and am not looking for it to just become more “work” after work.
  5. I’ve noticed with this version of mids that the window that details the damage calculation of a power gets cut off if there are a lot of procs. It will usually display as follows for each damage type. dmg amount * ticks (type) Before all of these displayed in small enough text that it still showed the total. However, upon update it starts to cut it off if there are several things going on in the damage calculation so I can’t see the total anymore. I’ve tried messing with text sizes in the options, but that didn’t fix it. Is there some other way to get the full calculation to show without it cutting off? I’ll edit this with a screenshot once I’m able.
  6. I honestly think merit rewards for Hami are where they should be. It is in line with other high yield activities. Hami * 5 runs. 30 mins for 1st run (league set up), 15 for each subsequent run (this has been my experience - might be faster). Total time - 90 minutes Total merits - 240 Merits/min = 2.7 Smoke and Mirrors TF: Time per run - 6 minutes merits per run - 12 merits/min = 2 Apex/Tin Mage Time - 35 mins Merits - 80 merits/min = 2.3 Each of these can be done faster, but this is just my experience. Heather Townsend arc can be pretty good as well. Hami is not out of line with the other two. I’m sure there are other activities that I missed with high yield. If hami was rewarding an obscene amount of merits per minute I might be more on board with changes, but I really don’t think it is all that much more than some other activities. If anything, I would want lower yield activities to have their rewards increased. I would fully support a separate instanced hami that has various difficulty options though.
  7. Yes, it is the superior version. I can’t give you a straight up number of times per minute that it procs. Only more of a feeling. I see it proc fairly often in fights so I have never regretted it’s placement. If I didn’t slot it in savage strike then it would go in maiming slash. I slot the full critical strikes set in one power because I want the 10% recharge set bonus so I put the proc with the rest of the set.
  8. I personally put it in savage strike. My single target rotation is normally VS>SS>MS>SS repeat. I want to crit on vicious slash so this enables that. Doesnt proc all the time, but often enough. I have found that proc’d out savage leap + rending flurry is enough to take out the trash and then it’s just down to killing bosses, EBs, and AVs. So I place it based on my single target needs. Plus I don’t want it to take up a slot of savage leap when I want other procs in there instead.
  9. None of this is a reason to not have a separate instanced hami raid with difficulty modifiers for the people that want them. Those that don’t can do the zone event without changes. There is no reason to not do it this way other than to force those who don’t want changes to deal with the changes anyway. Having an instanced hami raid with difficulty modifiers allows those that want to change it up to do so without infringing on those that like it the way it is.
  10. Neither. I would have an instanced hami raid through LFG or a contact that can allow for difficulty modifiers similar to task forces for the people that want to mess with the difficulty level. Players who want harder hami raids can then find like minded players to join their league and they can play how they want to play. People who enjoy it the way it is can play the normal zone hami raids with no changes. Win win. A change should not be forced on the rest of the players that enjoy things the way they are just to make a different subset of players happy. Give the players that want the change an option for harder difficulty and then they can recruit like minded players. No need to change the zone hami.
  11. I say leave hami the way it is, but offer an instanced non-zone hami option thru group finder. Enable TF difficulty modifiers in the group finder version. This would enable the people who want a harder hami to be able to form a league of similarly minded players in pocket d or Oro and start a hami. The people who like hami the way it is are then unaffected. The correct choice is to always give more options, not to take them away or change them.
  12. It depends on the build. I will typically slot miracle, numinas, and panacea in health. I will always slot PS + end in stamina. If I then have additional slots or more recovery needs I will allocate an additional slot or two to stamina.
  13. You are cherry picking advantages about EA without acknowledging the advantages other sets have over EA. Neither SR or EA have a +damage aura or a telenuke. Neither shield nor EA have scaling resistances. Shield doesn’t have +rech. Shield and SR don’t have a psi hole that EA does. Each set has advantages and disadvantages comparative to each other. EA is not an outlier that would deserve this sort of treatment when no other armor set has had it.
  14. It would not be any more overpowered than what tankers already have. You can’t floor to-hit past the minimum so having extra defense is only useful in defense debuff scenarios. SR has DDR in spades. I’m not saying EA won’t be strong. It would be. But it wouldn’t not blow other sets like shield, invuln, SR, etc out of the water. It would be debatable on if it would even be better than them. The whole point is EA is not so powerful that it would deserve this treatment when every other armor set hasn’t.
  15. I understand that. EA doesn’t have an AoE telenuke or a taunt aura that provides scaling +damage. EA also doesn’t have scaling resist like SR. They each have unique tools. EA would not be anymore overpowered than shield or SR. There is no reason that EA should be singled out to have non-tanker modifiers when no other armor sets have had that treatment. Edit: when I replied it quoted the wrong post. So I fixed it.
  16. I still contend that it would not need need to be nerfed by not having tanker modifiers. The pure fact that tankers get SR invalidates any argument that any other set would be too much in my opinion. Even stuff like shield defense invalidates “too OP” arguments. Shield is completely insane on tankers (and awesome on other archetypes too). EA is a fantastic armor and it would be even better on tankers. But I don’t feel like it would be fair, or necessary, to single out EA to not have tanker modifiers when tanks already have shield and SR with tanker modifiers.
  17. I don’t see why the other three would need to be nerfed or why EA would not be able to have tanker modifiers on a tanker port. Tankers can already have completely insane numbers with SR, shield, invuln, etc. I see no reason why EA would be separated out to be different.
  18. Scrappers, stalkers, and brutes use the same armor modifiers for the armors so it makes sense that they have the same armor other than brutes having higher caps for resists and stalkers usually having some slight changes. Tankers get higher modifiers on their armors. It would not make sense to port over EA with the non-tanker modifiers. Especially given that tankers already have SR.
  19. I put the Armageddon set (less the dam/rech) in footstomp. For the last slot I think force feedback + rech or the fury of the gladiator -res are the best choices. I personally go force feedback + rech.
  20. I like to get T3 alpha ASAP for the level shift as well as damage boost. So I will use whatever gets me there quickest and that is usually threads for me. However, I get T3 of other incarnates before I move on to T4 alpha. By that point I have a lot of shards and threads and will use shards to craft T1/2 alpha and then threads for T3/4. Honestly mainly depends on what I have on hand. I also run the Heather Townsend Arc in dark Astoria a lot (using Oro crystal for subsequent completions). You can get it done in 10-15 mins and gives you an incarnate savage component roll each completion, which can include rare and super rare components.
  21. I generally use set bonuses and pool powers to achieve my survivability and recharge goals so that I can take musculature alpha. If I need to plug a hole I will likely use the destiny slot instead of the alpha. I value the damage buff too much to not take alpha.
  22. A couple weeks ago I would have said my shield/EM tanker was my favorite. However, having recently started leveling up a bio/claws tank, I’m not so sure anymore. Both claws and bio provide a smoother leveling experience that EM and shield, IMO. My end game build for bio is not as sturdy as the shield build, but will be sturdy enough. Both have a nice boost to damage. Claws looks like it will definitely clear missions faster than EM due to having a lot better AoE. The single target doesn’t look like it will be too shabby either. Sure, I won’t have those nice ET numbers, but should still do fine. I will have to wait until I have the bio/claws up to level 50, fully slotted, and incarnated to know for sure. But so far, it looks like it may take the crown. I still have an shield/ma, katana/SR, TBD/war mace, and TBD/stone melee tank on the horizon. Also, if tankers ever get energy aura or Regen, then I will have to make some of those also. Energy aura is already my favorite on scrappers, brutes, and stalkers. I’m sure it would be amazing on tankers. So not sure who will end up being my favorite tanker. Edit: Forgot to include my plans for a dual blades tanker. Haven’t decided the primary yet.
  23. Yep, I put it on auto. I actually like that it is a click because it enables you to stack it for more DDR.
  24. Well if it will be anything like the SR port, then energy aura will be amazing on tankers. I know I’d make like 10 of them. I really want both energy aura and Regen on tankers.
  25. I would more highly value DA on a positional based defense armor (SR, shield, ninjitsu) as they will get more mileage out of it. Still unnecessary for something like SR though in my opinion. I don’t think it’s a problem taking it, but energy aura is a typed defense armor and is already easy to softcap all types except psi. So unless you are facing a ton of melee psi damage it won’t help much. That or a lot of toxic damage since there is no typed toxic defense. In the mass majority of cases your typed defense will kick in before your positional melee defense even matters. At that point, it is a dps loss to use it and it would have been better to use a higher dpa attack. The other place it may help is against enemies with lots of defense debuff. Energy aura does have a decent amount of DDR, but it can still get stripped with enough debuffs. The lethal defense buff would actually help more in this situation in my opinion as a lot of the attacks that strip defense are lethal. In the end it’s personal preference. It’s not going to hurt you to take it, but I think it is unnecessary on energy aura due to it already having high levels of typed defense. I personally skip it on energy aura characters. Others don’t though. You can always respec if you find you aren’t really using it.
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