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WumpusRat

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Posts posted by WumpusRat

  1. 7 hours ago, Oubliette_Red said:

     

    I do something similar, though using the dark theme seems to always have that inky, blackness no matter what. I tend to chose the light theme and go for the left-most columns as they seem to be less saturated and not as noticeable.

    Yeah, depends a lot on the power in question. Sometimes the dark setting with light colors doesn't work right, and light setting with dark colors does. 

    I just wish there was a "nofx" option for every power, just to give more choices.

  2. I generally try to minimize the intrusiveness of power effects as much as possible. Setting some powers to "dark" and then choosing the lightest possible colors to make them translucent, setting armor toggles to minimal fx (or nofx if possible), etc.

     

    For things like attacks, I'm fine with leaving them as default or coloring them to fit the character's motif, but for stuff that gets toggled on or thrown on other people, I want to make it as minimal as I can. Having someone throw neon-green ice and fire shields on you so all you can see is a blob of color running around as you're fighting is annoying. 🙂

    • Like 1
  3. It depends on the secondary/primary I'm using.

     

    But my standard is:

    Health - Panacea proc, Numina recovery/regen, Miracle recovery

    Stamina - Power Transfer heal proc, end mod, dmg/end mod, Synapse end mod/runspeed (gotta go fast).

     

    Very few of my builds are so insanely tight that I can't spare a couple of extra slots for stamina, not to mention I don't like to suck wind until 50+ and incarnate powers.

    But I guess I just build a lot differently from other people, since others seem to have just the shifter proc in stamina and nothing else, but can get to 50 without flatlining on end every fight. When I've tried it, I'm out of end REALLY fast, since the proc only goes off every 30 seconds or so.

  4. I figured it out. It only  kicks in when you're in combat. I had just finished redoing my build after hitting 50 and was wondering why my resists were about 4% lower across the board than what mids was predicting. After going and poking a mob in PI the resists bumped up to where they should have been, so that was the problem. Error on my part. 🙂

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  5. The power Evolving Armor for the Bio Armor set states that it gives a small amount of resistance to everything regardless of which adaptation you have running. Then provides additional resistance if you go into defensive adaptation.

     

    However, it's not providing any resistance at all, even in defensive adaptation. 

     

    Tested it on a brute and tanker, same results.

  6. Yeah, I ran into the same thing when I was doing the "mess with the Family" location event in St. Martial a while back.

    In the building you go into, there can be upwards of 4 bosses, all with singularities. It becomes a massive game of pingpong to see how long you can survive. 

    Which, admittedly, can sometimes be incredibly fun and a good test for a build.

  7. Yeah, I noticed this earlier today. I was tooling around on my new corruptor at level 9 and poked one of the anniversary crates. Out came three banished pantheon zombies. So I shot one with my blast, quick snipe, and origin power and...it was still at 80% health. I had to run away from them at around 10% health, and I'd managed to get ONE of them down to around 25%. 

     

    They're definitely overtuned for low level characters. 

  8. 2 hours ago, TheMoncrief said:

    I don't have any direct healing powers as a Robotics/Traps MM, but I got good mileage from Triage Beacon at lower levels, and found Maintenance Drone to be a complete game changer when I took it.

    The maintenance drone was such a huge improvement. I was able to drop the medicine pool entirely on my /FF, /Traps, and /Sonic Robotics MMs and just let it do the work. Just have to get the recharge down enough that you can summon another one as needed, since it burns its own health bar to heal the other bots.

  9. I think in this context "destroyed" doesn't mean the buildings have all been brought down. 

    It's that almost all the inhabitants of DA have been slaughtered, and the city is taken over by monsters.

  10. Absolutely heal your minions. They're your damage as well as your defense.

    At very low levels (1-5) losing your minion isn't a huge deal, you can just summon another one.

    Once you get past 6, you have to summon and re-buff them. Which can take some time, depending on the secondary (and even primary) you use.

     

    For instance, re-summoning a tier-1 zombie takes 3.3 seconds. Then you have to upgrade it, which uses another 2.2 seconds. That's 5.5 seconds where all you're doing is re-summoning and re-upgrading. And if you're at 26+ level, you'll need to apply the second upgrade as well, which is another 2.2 seconds. 7.7 seconds of getting that one minion back into the fight. And even longer if you have to re-apply bubbles, cold buffs, resist buffs, etc, from your secondary.

    Is it better to spend those 7.7 (or possibly 10+) seconds, during which another minion (or more) could die, or spend 2 seconds to use a healing ability?

     

    It's almost always better to heal them rather than let them die and re-summon. There are only VERY niche cases where it's better to just let them die.

    • Like 1
  11. On 4/25/2024 at 10:25 AM, Mister Mass said:

    Combined with a Stealth proc in Sprint or some other travel power, a character is effectively invisible to most enemies. 

    You don't need anything other than just the Stealth power itself. You can walk right up to mobs and they won't see you, no proc or anything else required. 

     

    Generally when I take it on a character I have either the LotG global or that + def/end just to make the toggle a bit cheaper to run. On a setup that needs every last bit of defense to reach various caps (both normal and incarnate) that 2.5% or so defense can push you over the edge into the soft-cap range. But it's not always necessary. 

    Stealth is incredibly handy to have, though, and I tend to take it on any character that I can justify their concept as having it.

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  12. Thematically, a lot of it depends on the character, at least to me.

     

    For instance, my shield/axe tanker is a D&D Fighter, so most of her defense would be blocking things with her shield, parrying, stuff bouncing off her armor (since she wears full plate), etc.

    For my invuln/ss tanker, she's basically just "nigh-invulnerable(tm)". Stuff bounces off of her without doing any damage. 

    The staff/sr scrapper is a Monk, so her not getting hit is literally just her shifting out of the way of an attack, or using Evasion to "hide behind the air" and avoid aoe damage. 🙂

    One of my dark armor characters is a girl who is followed around by countless spirits. They just like her and want to protect her. So her damage mitigation and defense is the spirits absorbing the brunt of the damage for her sake.

    Another dark armor character is a D&D Warlock, so her resilience is simply healing the damage after it's done, so quickly that it heals as soon as it's inflicted, though it's still painful (her patron doesn't mind her suffering PAIN, just not lasting damage).

     

    Could go on, but generally the concept of the character dictates to me how their defenses "work" from a story perspective.

  13. 8 hours ago, Scarlet Shocker said:

    Sappers are great because they are one of the few things that can make even the toughest hero weep like a child.

     

    Sadly heroes don't get anything like that level of sap - even the best build end-drainging enddrainiest sappy* build is utterly meh in comparison

     

    My elec/elec defender begs to differ.

    Short Circuit slotted with Power Transfer followed up by Ball Lightning pretty much flatlines every enemy blue bar in the vicinity. And between the minor end drains on all the other attacks, they don't come back unless they manage to run away for 20-30 seconds. Once I added the preemptive radial interface to boost her end drain even further, it just got seriously unfair for the mobs she goes up against. She's even drained some AVs down to flatline within 10-15 seconds.

     

    8 hours ago, Scarlet Shocker said:

    The issue is not that end drain is poor overall, is that as a player your actual contribution to the game is at best less than fuck all** in any given situation. As a player End Drain is a waste of time and the only reason you would take something like electric powers is becuse a) you're new and don't understand how the game works (ie Scarlet Shocker) or b) you choose something to be thematic and end up running to 50 with a heart full of disappoint***

     

    Pretty well every other power with a secondary effect performs better than end drain which is pretty poor if you think about it.

     

    It depends on your expectation, honestly. On a large team that's steamrolling everything, yeah, end drain is pretty useless. Stuff dies before it can really make a difference, except on the occasional AV or GM. Though draining GMs down to zero end IS pretty fun. But then again, the secondary effects for a LOT of blast sets can be seen as kind of minimally useful on a team that's crushing everything. -Def from radiation or seismic? Eh, everyone's got 95% to hit anyway. -rech from psionic or ice? Stuff dies before their powers cycle anyway. Dot from fire? Yeah, the extra damage is nice, assuming the mobs survive long enough for the dot ticks. Etc.

     

    Where end drain really shines is solo, duo, or in a small group. Then draining enemies' end becomes really impactful, at least in my experience. I haven't been disappointed with any of my electric characters at 50. I have an elec/elec defender, an elec/bio sentinel, and an elec/elec blaster. All of them do really well. The "shocked" effect is a nice chunk of bonus damage that hits pretty much everything you shoot at, and you get end back in the process.

     

    8 hours ago, Scarlet Shocker said:

    I don't think anyone would expect somebody to go through a map on an electric blaster or controller and drain all mobs of their powers, but there should be some effect of end drain to give the set some actual feels and to have a reason to play those powers.

     

    A practical solution would be to "stack" end drain as some other powers have effects - so each time you hit a  mob with a power you gain a stack of drain and once you've hit so many points of drain you can hit your foe with it. Their resistance would be dependent on their level; minion, lt, boss, AV etc and to be effective against an AV you'd need to maybe hit it with a high number of points and a very damaging power.

     

    The thing is, you can slot your powers to increase the end drain. I know not many people want to, because "moar damage is bettah!", but some sets (like Power Transfer and Synapse's Shock) have plenty of +damage set pieces as well as +end modification. Certain powers are obviously more effective at draining than others (Short Circuit and Thunderous Blast are monsters when it comes to draining endurance). Course, if you go with the "2 hamis and the rest procs" slotting setup, then yeah, the end drain isn't going to be as significant. But it's definitely possible to turn an electric character (especially a defender or corruptor) into an endurance-shredding monster that makes Sappers green with envy.

     

    I think "stacking charges of end drain and then it finally drains the mob" would be less effective than it is right now. As it stands now, you can fire off one power and drain a chunk of end from mobs, rather than the game having to keep track of all your stacks on every mob. Not only that, but electric blast sets already have a stacking effect on yourself with static, leading to the "shocked" bonus damage/end restoration effect. 

     

    I guess it depends on what you want out of end drain. Do you want it to be majorly impactful on a big team? Well, then you might have to actually look at all the other secondary effects and go over them, as well, as most of them are so-so at best on a team that's steamrolling stuff. If it's meant to be "effective for four-star stuff", then that's such a niche application that it doesn't feel necessary to adjust multiple powersets' effects just for that one situation. 

     

    Solo, duo, or a small team, end drain can be hugely impactful. I'd worry about making it TOO effective, if you're trying to scale it up so that it's really impactful for a full team as well.

  14. 8 hours ago, Haijinx said:

    Imagine being an office worker in Paragon

     

    Or applying for a job.

    "Okay, your appointment is at 3:30, come up to HR and we'll do your interview."

    "Sure, how do I get to HR?"

    "Hoo-boy. Okay, so, on the first floor, you want to take a left, circle around to a large room that has four hallways out of it. Take the hallway on the right, then take a right when it hits a T-junction. There'll be an elevator at the end of the hall."

    "Okay, that's fine, then where?"

    "So now you'll be on the second floor. Head down the hallway until it hits another T-junction, and take a left. Follow that one until it hits another T, and take a right. Then up a flight of stairs, past the break room, down a flight of stairs, and around a corner. There'll be another elevator. Take that to the third floor."

    "Wait, why not just take the first elevator straight to the third floor...?"

    "That's not how elevators work in Paragon. So anyway, now you're on the third floor. Head around the corner to the left, and into a huge open room. You might have to jump over a railing when you first come into it, unless you want to walk down the stairs and across the room, then back up a flight of stairs and over to the stairwell that's just to the right of the door you came in through. Once you get through that doorway, head down the hall, down another flight of stairs, and take a right. HR is the last door on the right."

    "...this sounds really insane."

    "Yeah, wait 'til you have to talk to Fiscal. They're on the 6th floor..."

    "Eek."

    • Haha 6
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  15. There are a few things here and there that still portray the game as being in the 2000's instead of the 2020's. 

    Mr. G's rogue arc, for instance, mentions that "you're trending on some popular blogs" when you're doing your big power play. Not "social media", it specially says blogs. 🙂

  16. I have an elec/elec defender that I play as a sapper, as I've got both some end drain bonuses in several of her attacks (especially short circuit) as well as the incarnate ability that adds end drain to all her attacks. The difference when I play her vs groups of mobs vs other characters is pretty substantial. I can dive into a giant spawn of mobs even on +4/8 as a solo defender, rip them all down to zero endurance, and just stand there picking them off as they stare helplessly at me, occasionally throwing a weak attack.

     

    So yeah, end drain isn't as instantly obvious as slapping a hold or a stun or a knockdown on an enemy, but once you get them down to zero, they're basically a paper tiger that you can kill at your leisure.

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  17. I haven't made any characters with "multiple forms" yet or anything. Though I do have one that I COULD do something like that for.

    She's a bot/ff mastermind who pilots her bots remotely (she's a bit of a coward, and doesn't want to get punched in the face by some super-strong person intent on killing her, so she just controls all the bots from her little command center elsewhere), so the "main body" is just another robot, that I tried to make look as close to the tier-1/2 bots as I could. Same arms, legs, etc. It's just there to provide bubbles and buffs to the other bots, that deal all the damage. 

     

    In theory I could have her create a singular bot (that would probably be much larger) that has a wider array of functions, and so could make it into a blaster, sentinel, or something else. Or a melee-version of the robot for a brute, tanker, or something else.

  18. On 4/11/2024 at 3:08 PM, tidge said:

    I happen to find the red-side missions better written than the blue side ones; some of this is certainly due to the latter launch of CoV. One thing I especially like about red side is that villains get to face off against blue side TFs and Trainers... as well as red side patrons+... throughout regular mission arcs. The closest heroes get are the Praetorian arcs and occasionally turned-up Safeguard missions. Heroes get a taste of this in the revamped Faultline arcs, but otherwise it seems like a blue sider has to go out of their way to face off against the A-tier.

    Redside definitely makes you feel (at least as far as what you're fighting within the missions) like you're getting to the point of making a real name for yourself among the powerful.

    You're going toe to toe with the Vindicators, the Freedom Phalanx, punching Big Named Heroes(tm) in the face regularly, etc, once you get into the 25+ range. Once you hit Nerva you'll get missions to go after individual named heroes like Aurora Borealis, Luminary, etc.

     

    On the hero side, you're generally just facing off against "Family boss mob with a name", "Carnie boss with a name", "Council Archon-of-the-week", etc, unless it's in a TF. It's only at 40+ that you really start fighting Big Names(tm) solo.

     

    Course, the downside is on redside a LOT of the contacts treat you like you're mud on the bottom of their shoe, rather than someone who could snap them in half. I actively try to avoid working with Hardcase because of that. And any time there's a mission where you get to punch him in the face, I'm all in.

    But then there's Dean. Everyone's favorite contact. Because D-Mac is awesome.

    • Like 3
  19. On 4/12/2024 at 6:55 AM, srmalloy said:

    Back on Live, I had an AR/EM Blaster that exploited Boost Range for that. I determined experimentally that she could hit Boost Range, Build Up, then fire off Full Auto and Flamethrower to pretty reliably take out a same-level spawn of Nemesis grunts, while losing about half her HP to return fire, then Rest to recover her HP, and by the time she'd found another suitable spawn, FA would have recharged. Dancing with the RNG, because too many lieutenants could frag her survivability, but it was a steady stream of XP.

    I was fiddling around with a "max sniper range" build the other day. On a psi/nrg blaster I could get a psionic snipe to reach out to around 400+ feet away. Further than max render distance.

    Though I'd often lose targeting beyond around 360ft or so. And stuff would still aggro me even from that range. 

  20. My personal favorite is introducing people who avoid Carnie missions (since few groups seem to actively pick missions with them) to just how fragile Carnies are to lethal damage.

     

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  21. I have a bunch of SGs that are just me (or just me and one or two other people), and a couple characters in larger groups.

    Generally when I start making characters, I'll end up with a "theme" that a lot of times kind of overlaps with other characters, so I'll lump them all into one SG.

    For instance, my aliens that are hunting Rikti are all members of a SG that is "Members of the Sanguine Dancer Crew". They have their own base (the ship) and such, and has around 15 characters in it.

    Another would be all my D&D/Pathfinder characters, who are part of "Greyhawk Adventurers", and likewise have their own base and such, and has around 30 characters.

    Plus a few more, but you get the idea.

     

    If they could turn the Vault into a mass shared storage facility for all your characters and divorce storage from SGs, that would be pretty cool. Would certainly make things more flexible. Though I'd probably still have several SGs of my own just for sorting all my characters into.

    • Like 2
  22. 8 hours ago, UltraAlt said:

     

    LotG isn't a proc, it's a permanent buff.

    Sudden Accel isn't a proc, it's a behavior change from knockback to knockdown instead. Not only that, but I actually mentioned KD procs in my post, which you snipped out in favor of cherry-picking that one half-sentence.

    And considering this thread is almost entirely about damage procs (which I was pointing out in my post), this seems like needless semantics on your part.

    • Banjo 2
  23. On 7/15/2019 at 4:44 AM, Black Zot said:

    Would you bring tankers along if doing so spawned enemies that ignore defense/resistance?  Would you bring a controller if they had a "control-hunter" enemy type that shielded their spawn from debuffs and CC?  No, you wouldn't, because as soon as one of those anti-AT mobs showed up your new teammate would be actively detrimental to the group.

    That sounds like it would be an interesting group for an AE arc.

    "The monsters that hunt the monsters."

    Basically some very, very black-ops group that even Malta is terrified of.

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