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Hedgefund2

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Everything posted by Hedgefund2

  1. This seems like a suggestion not a bug. A team gets GM kill credit for doing 10% of damage (Croatoa GMs excepted, just one punch will do). Whoever gets the hit on Sally will do 100% of the damage, you can't even use the "one punch" rule used for Jack and E, there's just no damage to share.
  2. SCORE added a command (powexec_location) that allows location based powers to use a few parameters to simplify the execution of those powers. Instead of click power > put reticle on desired location > click again it's just click macro or bind with whatever flavor of powexec_location you've set up for one click. See https://homecoming.wiki/wiki/Powexec_location_(Slash_Command) This is a request for the same ability for MM Goto. As it is, a targeting reticle is always summoned and it would be quite helpful to, with one click, use any of the existing parameters - goto me, goto target, goto some distance and direction from me. If this already exists, apologies, I don't see any mention of it on the wiki or the MM forums. If that's the case, someone please point me to the correct syntax. ETA - This is a request for functionality to exist, not to specifically use GOTO. If a new command such as GOTO_location is the solution, fine, that would be analogous to the one for powexec.
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  3. Here's my Thugs CV: From live servers (50s, don't remember how far incarnated): FF Nature From HC (all fully T4d) Emp Traps Dark Cold Time Poison I found all of them to be varying degrees of "very good", not a dog in the bunch. I'll provide a 1-2 sentence summary of each. FF - Easy and cheap if you want. Thugs are soft-capped just by slotting out your shields, dispersion and maneuvers. Nature - this was far enough in the past that I don't really remember much about it, yet not so far enough in the past that I got to spend a lot of time with it since the time between the release of Nature and shutdown was short. From HC (all fully T4d) Emp - Very effective but busy busy busy, I'm frankly exhausted after playing this trying to make sure all pets are constantly forted with AB on Bruiser. Ironically, Emp, the powerset known as "the one you need a team to make the best use of" is better for you solo than on teams since Fort and AB will be going to a player, leaving you only with heals and auras for pets. Traps - Traps is Traps. It's most effective with high recharge*. Dark - Very well rounded, great at supporting pets with -tohit and an area heal that you can control where it goes. Cold - on my S-tier. Can soft-cap minions while providing Cold debuffs* Time - Soft cap for minions with the 2 def IOs + Farsight (no PB needed) + your Maneuvers. Needs a good high recharge build to be most effective (true in most cases) Poison - This is the only one I'm putting in C tier, maybe leaning into B. I honestly made this for the party trick of Noxious Gas + Gang War + Burnout + repeat first 2. *But these have no heal! Right, get good at feeding insps via macros/binds for these. Looking at the rest of the MM secondaries only one has a red flag to me - Kinetics. The Bruiser will do well with FS but the other 5 pets are much more effective at range so will be hard to buff or heal.
  4. For Mayhems, you can and should do the sides first. This has been the case...... forever. I do the bank last because if you start committing mayhem after you've robbed the bank, you won't get extra time for the destructible items. You'll get the usual time for completing a side, just not for destroying parking meters, cars, etc. The jailbreak doesn't create a waypoint but the jail is on the zone map. In general if you get a key but no waypoint, look for the jail on the map.
  5. I'm adding another vote for MMs. Put the pets on aggressive and this will provide more supplemental damage than any other AT you can choose, at least without serious micromanagement. The gravy on top is a support set for whatever your primary toon is. When I went about trying to solve the question in the OP I wanted minions that were self sufficient and fairly well mannered. I also wanted a secondary that would insure that the end AV(s) would be defeated. I landed on Bots for the first part (they heal each other and USUALLY are content to stay at range and pew pew) and Traps for the latter. There are many ways to skin this cat and I'm not going to engage in a debate that bots/traps is "the best" for this task, I've used other MM combos that were just as effective, they just might require a bit more alt-tabbing out to manage, or some other technique as described above. J
  6. Is this just a display issue or are actual damage values enhanced at the schedule B rate?
  7. If you +5 your purples you can get decent damage numbers from them. Don't bother doing it to the pure damage piece, there's an exemping rule to cap values at .415 before beginning the reduction (step 2 on the exemping page), the pure dmg purple is already at 53 so will be limited before any boosts. +5ing all the damage pieces of a purple get you to 157.4% (I'll leave reduction to specific levels up to the reader) which ain't shabby.
  8. I thought there might be an interesting work-around to the exemping reduction with quad IOs. I remembered some oddball way quad-IOs could be used to minimize exemping reduction but it looks like it won't do you any good in the 10-20 range. Here's the specific text from the exemp page on HC Wiki: 1. The Minor Bonus Threshold. The game doesn't scale down bonuses that are small to begin with. Any individual benefits of 20% or less are unaffected by Exemplaring down as far as level 21. Enhancement benefits of 10% or less are unaffected by Exemplaring to levels 11-20. Benefits of 5% or less are never reduced by Exemplaring. Ignore Steps 2 and 3 for each separate bonus you have that's at or below these minimums. Lvl 50 Quad IOs give values of 18.6 so would actually be quite good for the lvl 20 content since they're not reduced at all, but that's just some fraction of the 10-20 Praetoria content. Then I thought "what happens if you use 2 lvl 53 acc/dmg HOs and then 4 dmg IOs?" and the result was still unimpressive, about 42% for dmg down to lvl 10, 80ish at lvl 20, which is not bad frankly. 66ish at 15. Honestly after going through this exercise I'd just make sure I had a full attack chain at lvl 10 (so including the 12 and 14 powers) and not make any changes if that's the case already.
  9. You can use Mids Reborn, City of Data 2 or even the in-game enhancement screen to see what IO sets are allowable within any power. Doing so will show you that melee sets, such as Hecatomb, are not allowed in Stony. You'll see the same is true for any pet. Here you can see that the sets Stoney takes are KB, pet damage sets, recharge intensive pets and universal damage.
  10. Fluffy is an interesting example of actually a good place for procs. With 1 slot, (most) everything it does has a chance to use the Cloud Senses proc so I would look to use that any time I make Dark Affinity/Miasma. On the other hand, if a pet has one attack that can activate a proc, let's say the Demon Prince who has one hold out of everything it does, I wouldn't bother slotting a damage proc from a hold set. On the other hand everything it does has a slow effect so the damage procs from slow sets are fantastic in it. Bottom line, I don't see an easy "always slot your pet for procs" (or not) answer. Like 99% of things in game, "it depends."
  11. Because pets can't "abuse" procs in the same way a player can use global recharge to pump out twice as many proc firings as the PPM, I view procs in pets as a luxury. By that I mean I would do so if all other build goals were met. If I need 6 slots of Expedient Reinforcement for the +rch and +range def then no procs but if at the end of creating my Mids build I've got some slots sitting around and I've already slotted all the procs I can abuse, then Ill put some in pets.
  12. OP mentions Schadenfreude, not invincible Reichsman, which is who Snarky is describing. Snarks may be giving you misinformation to protect one of his vampire brethren. Schad is tough. Defeatable by a duo but not someone I'd suggest to someone new to the game with (ostensibly) an SO type build. I don't really mean for that to sound elitist but my point boils down to, Schad is tough, too tough for many duos unless they're built for someone like him. The good news is, at least you found out early. If Schad was tough for your duo, Reichs (final boss of tf) would have been absolutely impossible. As for advice, if you're new just join someone forming a team for that TF, or even start one yourself, recruit other players and let folks know you're new.
  13. Rolled up and ready! As ever, looking forward to it.
  14. The description in the OP made me think of the Soul Taker badge. When you run it via Ouro (or if you get it from Tarixus in your late 20s) the first mission is a boss defeat that's always at the sub in PO, then the next mission rewards the badge in Sharks (I've always (and I've literally done it over 100 times)) seen in Potters Field.
  15. I cast a "decently useful" vote. First and foremost, it's not a pet that annoys me (looking at you Phantasm and Fly Trap). It stays well behind and doesn't wander off to fetch unwelcome new aggro. Like said a couple of posts ago, it's good for stacking effects which on my troller is helpful. It can be counter to what I'm hoping for when I want to keep a particular mob confused (a rikti guardian for example) and it holds it but I can live with that. Since the question is about team content that's sort of irrelevant anyway.
  16. I just clicked a present in Talos with a 50 and 24s spawned. The same as the Freakshow a few yards away.
  17. There is some small incentive to run instanced missions in PVP zones, once an hour you get a 25% bonus for mission completion. Also there's a badge or two involved. The insta-50 PVP characters can't do those missions. They can get around to other PVP zones but once there can't do the instanced missions. I tried that when I first found out about the insta-50s.
  18. It would have to be a 1/10,000 kind of random chance if it drops from presents, I very compulsively click those and have several insp bins full and have never seen one from a present.
  19. That this was called a "QoL" change fills me with LOLs. My standard for most any Cold Dom, Dark (Miasma or Affinty) or Stormy has been to take SS to stack with the aura stealth. That's worked for me for, well, decades. It's become common now when I pull one off the bench that I'll run past mobs and wonder why I'm getting attacked, before I remember that my quality of life has been improved so that my full invis is no longer full invis. Fortunately the solution is simple enough and I do have a stash of stealth procs for Sprint (or Sprint-like) but I do tend to need to be reminded by taking a couple of shots, aka a QoL improvement.
  20. I have a Necro/Rad. It's fine. It's not a bad set, it's not subpar. Right smack dab in the middle, probably. It does what I expect a MM to do but it will struggle more if you up the difficulty against mezzing mobs. (Carnies, Arachnos, the usual suspects). Note - I haven't respecced any of my Necro MMs nor given them substantial play since p5 so I can't speak from hands-on experience what they're like now.
  21. I have a long retired Nin/FF (all T4d and all that business) that I called up from the end of the bench to give an updated build. There were really nice improvements for both primary and secondary. Some things still haven't changed - they're still better at taking down a higher level tough target then taking down a higher number of mobs via /8 team size setting. They still need a very tight leash in the latter case, they continue to relentlessly chase down runners and get out of buffs emanating from you (e.g. leadership, supremacy and Dispersion Bubble). I started Hero's Hero arc just to test drive against AVs and really had no problem, and I didn't cheese the fights with Envenomed Daggers, Nin dps + newfound -res in FF more than made up for a lack of -regen. Anyway, if I have one main piece of advice to give - Kismet proc in Train Ninjas.
  22. I had a hunch this was an issue that applies to all red/blue mixed teams that start in Ouro but to make sure this wasn't something different for this contact I logged in a rogue from account 1 and formed a team with a vig on account 2. Account 1 started the Curtain arc and then I saw the issue that applies across all mixed teams that originate in Ouro. You can form the team and initiate the flashback. What you can't do in Ouro is set the mission. All team members can see the mission objective though in their mission list. Once someone goes to the zone (Nerva in Curtain's case) then the mission sets and you can proceed as normal. So, summary - form in Ouro, go to mission zone, do the arc. Vigs can participate, though not initiate.
  23. I'd never skip it for these two reasons 1) Both -dmg and -res are helpful in AV encounters 2) It's a 1-slot wonder. The duration is 30 seconds and base recharge 16 so even if you miss you won't have long before you get to reapply it. It's not as powerful as Benumb, but I can compare the two in that, for me, I may go a sequence of missions without using it but when I want it, I'm glad I've got it.
  24. I don't have any comment about the request. I can't relate to the OP's problem whatsoever but I was curious about how long it took to burn off patrol XP. So I started my stopwatch and logged on a 50 way at the end of the bench that would unquestionably have full patrol xp. I was planning to go to the Hive but decided to exemp to a super lowbie level, Wincot specifically, and go to Monster Island (zone not neighborhood) where I know I can insta die to lvl 50 Rikti monkeys and hit the hosp and continue this cycle quickly because of proximity of mobs to hosp. I have to say it was surprised how long it took. It was nowhere near an hour+ but it was 17:46.
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