
AlwaysAPrice
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Ice/Street was my first Tank to 50 and is still a favorite. Became my first fire farmer by accident: I loaded up on Winter IOs for their procs purely on "ice character" principle before I noticed how much Fire Def/Res they added, and also found Spinning Strike with Force Feedback is hilarious. (also for a long time the Blistering Cold Hold could proc off Gauntlet so sometimes I would Crushing Uppercut someone so hard the guy next to him froze solid.) I've also got a Street/Dark Stalker that I like but haven't finished, rolled just cos I wanted to see how Spinning Strike paired with Cloak of Fear and AS's occasional extra AoE fears (probably will go Control Hybrid for even more when I get back to that one). So far the /SR Brute I've got hasn't thrilled me versus the SR/SS Tank version of the same character and mostly just exists at this point to maintain a side base, and I've binned a couple Street Justice scrappers that didn't hold me but not due to any complaint over that version of the set, more those characters just happened to not be keepers or got switched to a different combo. Stalker version is my least favorite but only because it doesn't get Rib Cracker, possibly the most satisfying attack in the game.
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What Sent combo best showcases what Sentinels excel at?
AlwaysAPrice replied to mistagoat's topic in Sentinel
Beam/invuln did it for me. Two sets I'm not particularly thrilled with on any other AT but the sentinel version of Invuln is great and Beam seemed to synergize well with the AT's gimmick. Quickly became a favorite build overall, not just favorite sentinel, and is a fun & functional ride all the way up. -
What Incarnate ability do you pick after Alpha?
AlwaysAPrice replied to Lusiphur Malache's topic in General Discussion
Usually T3 Alpha, T1-2 Judgement and Interface, T3 Lore & Destiny, then T3 Hybrid. Determined more by the order they unlock in than their comparative utility, really. For characters I'm going to full T4s on, priority after that is usually Lore, Alpha, Hybrid, Destiny, Interface, Judgement, but it can vary when a power's super on-theme for either the concept or build. -
Group Fly Immunity as an option
AlwaysAPrice replied to TheMoncrief's topic in Suggestions & Feedback
Honestly, as a lover of Group Fly, I'd totally welcome this change even if it wouldn't be my ideal approach. The current implementation produces a lot of sometimes quite valid whining that I'm always worried will lead to changes to a power I like just fine the way it is. If it was off by default no new characters would ever have to experience that jarring moment of loss of agency that leads to said kvetching in the first place and these threads would quickly dry up. People who aren't frustrated by the mechanic could go turn it on to continue experiencing it in the wild, and people who would be bothered by it would just never realize it's there in the first place. -
AlwaysAPrice started following Curious - when are you "done" with a character? , Group Fly Immunity as an option , Permahasten via Force Feedback (also Cross Punch) and 3 others
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Group Fly Immunity as an option
AlwaysAPrice replied to TheMoncrief's topic in Suggestions & Feedback
It's not that they couldn't make it a proper option, it was just the quickly deployable implementation they had the resources to complete at the time so players could immediately benefit from the additional options they'd figured out how to provide, according to some of the historical notes on the wiki. It still works just fine for its original purpose so sorting that probably remains a pretty low priority feature awaiting the interest of someone patient enough to deal with that particular area of the code. Do think it would be nice if HC made the current implementation less Easter Eggy, dropped a copy of Null somewhere close to the trainers in Atlas & Mercy (or gave its menu to the Field Analysts/Fateweavers to give them something to do), and maybe added a pop-up to the new character process pointing out where it is and what it does, maybe with contact text on the Group Fly/Speed Boost options explaining for new players who haven't encountered those powers yet why the option is provided. (leaving out alignment change on the non co-op zone versions of course or limiting it to just the half-step from that side). -
Permahasten via Force Feedback (also Cross Punch)
AlwaysAPrice replied to Hero Star's topic in General Discussion
It rarely needs to be, but I think the main purpose of planning a build is to seek consistency in that build's performance. If the recharges of the powers in whatever ideal attack chains I've figured out only line up sustainably while Hasten is toggled in the planner, then to be able to perform that efficiently as regularly as possible I want to be hastened as close to constantly as possible. There's also goals like perma-Dom where I think you don't always quite need perma-Hasten to keep it up but it sure helps, by giving you a larger window between recharge and expiration to refresh Domination in, as more precarious timing on that is easily thrown off by long power animations or recharge debuffing enemies. -
Permahasten via Force Feedback (also Cross Punch)
AlwaysAPrice replied to Hero Star's topic in General Discussion
This just got me curious so I jumped on a character of mine that I know gets a lot out of Force Feedback but doesn't have the extreme recharge slotting needed for perma-Hasten without it. She's an Ice/SJ tank with 65% global recharge and the Force Feedback proc in Spinning Strike. She's normally pretty close to perma-Hasten because she uses Spiritual, which gives Hasten itself recharge past the ED cap, but I unslotted the Alpha for this test. Without the Alpha, Hasten's recharge upon activation (2 50+5 IOs and 135% global recharge active) was 136 seconds. Jumped in a farm map for a target-rich environment for Spinning Strike and, activating Hasten just before I put Strike on auto, Hasten ended up recharging in a bit under 118 seconds. Before I remembered to unslot the Alpha I tested it against one of the dummies outside the RWZ base, and with just the single target so much less frequent FF procs, I only shaved off about 4 seconds. So if you have the circumstances for a high uptime on Force Feedback, through AoEs and/or longer-recharge powers (I get a lot out of putting it in epic Energy Torrent on other characters), a single one can potentially make up for a 40% shortfall in global recharge, but if it's only going to be in effect a couple times a minute it has much, much less of an impact. -
Non-breaking space ( ) code appearing in macro edit
AlwaysAPrice replied to Ridiculous Girl's topic in Bug Reports
If editing existing macros is the main circumstance you encounter this in, there's a behavior in the bio editor (AE too, I think) that might be related: whenever you enter two consecutive spaces, or while editing allow two existing spaces to touch, one of those spaces will automatically be made non-breaking, recorded as an while looking like just another space. For example, if I want to edit the sentence "I want to edit the sentence" to say "a" sentence instead, if I place the cursor right at the end of "the" and backspace, it will eventually say "edit sentence" with two spaces for an instant before I hit 'a'. In that instant, it's become "edit sentence", and will remain "edit a sentence" after I enter the new word. And if I typed multiple words, each time I hit space from that position with a space following, the same thing would happen, leading to invisible character-count-devouring chains like "edit some other sentence". If this is what's happening, it can be avoided by always starting any edits with the cursor at the start of the next word you intend to keep, and might be fixable by just backspacing the affected space so the words on either side touch then re-entering a single space. -
Paragon City University, usually shorthanded PCU by NPCs, but it's also sometimes called just Paragon University so Paragon U is probably another common shortening.
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I usually buy fresh enhancements for everything, but I've had a couple cases where I did bother to strip things from an old build. When my kat/fire brute reached the end of her empyrean generating lifespan I pulled out most of her gear because I planned to just start the build over, but never got around to playing the new one up, and recently I saved the ATOs and other bits from a sonic/rad corr in the 30s I deleted because the character had never really clicked for me while a more recent ice/rad had. The corr ATOs I ended up turning into scrapper sets for my latest project with converters, since I'd already kitted out the ice/rad before I realized I was never going to bother with the other and decided to scrap it, and the brute gear got claimed piece by piece over years by other characters who either needed them or that I wanted some quick cash on without alting around to e-mail funds, so when I've done this I've never actually ended up using the stripped pieces for the reason I bothered to strip them for. Generally speaking I don't find it to be worth the time and fiddliness of the process of unslotting and transferring enhancements, let alone losing a combo from my roster of options to play with. My normal play and intermittent marketeering keeps my account hovering comfortably around the 3 billion inf while every new full build that holds my interest runs me about 600 million at buy-it-now pricing, and each tends to make most of that back from drops during their incarnate grind.
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Is it time to reimagine the Flight Pool?
AlwaysAPrice replied to Scarlet Shocker's topic in Suggestions & Feedback
It's the trade-off for the freedom of movement it provides versus faster modes of movement that have to contend more with the environment. Fly can pretty much always get from A to B in a straight line, everything else has to navigate. Though the new implementation of Afterburner offsets that considerably. -
Nature doesn't have the level of debuff of a dark or rad but it's got enough to make a difference, along with healing and +Res to keep you up through the fight, and fire's high damage helps get AVs down to Scourge range pretty fast for a solo player. Early to mid-game AVs are generally not as threatening as the ones faced in say 45 and up content, as they're intended to be dangerous but winnable fights for a team of appropriate level with SOs at best, but they're still hard-hitting giant sacks of HP most non-melee builds can't autopilot through. I haven't tested my own /nature corr against AVs yet but given my experience soloing /Dark: the -ToHit & -Dam from Spore Cloud and -Dam from Enzymes is probably enough to bring the threat of any even-con AV down into that feels-like-an-EB range, then the -Regen and -Res from the same two powers along with Overgrowth's damage boost would help accelerate the melting. I'd say it isn't an over-reaction at all to be impressed if you haven't handled an AV that smoothly with a support build before, but it's also not a surprising outcome for fans of solo corruption, especially if you were exemplared or even just well built out for your level.
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Curious - when are you "done" with a character?
AlwaysAPrice replied to Ukase's topic in General Discussion
If it's very fun to play, I'm probably riding it to T4 in all slots and onward to the Genuine badge, at which point XP usually gets turned off because I'm very mature, though a handful of characters have gotten to keep going if the gag didn't suit their tone or I really wanted the rest of the vet badges on them. If it's good but not thrilling, I'm probably moving on after getting the Incarnate shifts out of the way, and if it's just so-so I probably get weary of it after only a couple vet levels and move on to the next concept that catches my fancy. Accolades and badges are usually super not a concern of mine but the keepers usually end up with a couple of the passives and I'll probably go out of my way for badges that are super appropriate for a character to wear if I notice they exist.