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Everything posted by WumpusRat
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I'm curious, though. Aren't those charts based on the fact that the characters had tons of procs in nearly every attack? Procs aren't affected by +damage, as far as I'm aware. So by going with lots of procs, wouldn't brutes be kind of nerfing their own damage, when they're running at high fury, or with lots of red insps? <edit> Come to think of it, scrappers would too, since procs can't crit (again, as far as I know). So putting lots of procs in attacks benefits ... tankers. Which might explain why they were doing so much better per those charts. Or am I simply misreading it?
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Something I've noticed lately while leveling up my newest gravity troller -- the singularity is SLOW. Jebus, he falls behind so easily, even when I'm just jogging along. If I take off and fly, he'll end up miles behind me. I've heard the reverberant pet is the same way (likely uses the same code for speed/pathfinding, since they're very similar). Maybe buff up their flight speed a bit, to let them keep up with their creators more easily?
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I've noticed that a lot about the singularity lately too. It's so insanely slow, and gets stuck on all sorts of things. I wonder if the pathfinding AI is just borked for them (they likely use the same one). Maybe I'll toss up a suggestion on the forum to improve the flight speed of singy and reverb. Because it's annoying how easily singy falls behind, even when I'm not moving quickly.
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I'm more or less the exact opposite. I love pet classes. Always have. Probably why masterminds are my favorite AT. But I don't think a pet "defines who you are". Certainly for MMs they're the vast majority of your damage, and your defense (bodyguard mode), but you have control over them. With troller/dom pets (other than illusion, since PA is one of the key features of the set), I treat them as just bonus stuff going on. On my grav trollers, singy is basically just a floating "get the eff off me" zone that hovers around me. I don't pay much attention to it, other than to occasionally snicker as I see helpless enemies floating around, or go flying away. I don't go out of my way to bring it into combat, since enemies always end up charging me, and thus singy just starts slapping stuff around on its own. Essentially I treat the pets as a "bodyguard" of sorts, who just hangs around me and engages anything that gets close enough to be a threat. I rarely use lore pets except against big bosses/GMs/AVs, so when they come out they're already going to be engaging something. The only time I really work to position my pets is with PA, since they definitely seem to have a very short tether. But I tend to always build for perma-PA, so once the fight is over and I'm moving on to the next one, it's about time to summon another set anyway. And I always try to pick lore pets that go with my theme. If I can't find one that does? Ehh, I don't bother to use them. Am I "nerfing" myself by not getting them? Sure, probably. But to me it's "form over function". As far as the symphony pet goes, I haven't tried that set yet, as I just came back to the game a couple months ago after other stuff kept me busy for a couple years. I'm curious to try it out, as I have a "D&D Bard" concept that I think it would work for. Thinking symphony/kinetic troller. Though everything I've heard says that symphony is kind of an iffy set in general, and the pet is even moreso.
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What Combat Attributes do you monitor?
WumpusRat replied to Yomo Kimyata's topic in General Discussion
I generally keep track of: Current HP (I like knowing the number, since there's no numerical display on your hp bar) Recovery rate Endurance spend Resist (usually S/L, though sometimes energy, psi, or something else) Defense (smash/lethal, ranged, positionals, etc, depending on what sort of character I'm playing) Exp to next level Influence -
AE Tickets or Reward Merit buy crafted Purples
WumpusRat replied to Troo's topic in Suggestions & Feedback
I use AE tickets to stock up on rare salvage all the time. A lot of times I'll level a character up through arcs into the teens, and then use AE to grind them up to 22nd so I can slot 25th level IOs. I probably have tens of thousands of tickets lying around, and a crafting area in my supergroup base with salvage bins for everything. 15-20 of every common, 6-7 of every uncommon, and 5-6 of every rare. If I ever need to craft something, it's all right there to do. -
I've seen some odd level disparities in TFs of late. Just last night I ran a Yin with some people, and in the SAME MISSION I saw -1 minions, even-level minions, and +1 minions. So no difficulty changing was going on. On a Numina today I watched enemies change con mid-fight. Looked into a room, saw a bunch of red-con minions, then when the team ran in to fight, they were suddenly orange con. Weirdest thing.
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She's not my main anymore, but she was for a while. My darkside tanker Maxima (she's more of a rogue, as she occasionally forays into doing something vaguely noble out of self-interest, or just to mess with other villains). "Only a Lad" by Oingo Boingo. I have the lyrics to the song in her bio, with some slight changes to turn it into "Only a Lass" (her real name is "Jane", so instead of the song saying "Johnny" I replaced it with "Janey", and of course all the he/his/him's with she/her.
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I just finished leveling up and incarnating my shield/axe tanker (she's a D&D fighter portaled into Paragon). The taunt is pointing your weapon at them and shouting, then smacking your shield with the weapon repeatedly until you get interrupted or do something. And backhanding people with the shield is why brawl is still on my hotbar, even at 50. I put an acc/dmg in it, and use it to finish off enemies that are clinging to life by a thread. Either slap them with the shield, or if they're down you kick them in the face.
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Well, you have to remember that powers aren't meant to be balanced around having all sorts of IO sets and procs. They're meant to be balanced around SO slotting. So saying "I do fine with them with my fully loaded IO'd out build and incarnate powers" doesn't really say much for actual balance. I was mowing stuff down with my fully built mercenary/traps build before the changes as well, but that doesn't mean the mercs weren't in dire need of adjusting. Also, as I said, the set's damage hinges almost entirely on Fortify Pack's passive bonus -- the ability for the pets to crit. If you actually use the FP "buff", your pets' damage will drop drastically, as they lose +20% damage and the ability to crit for 60 seconds. Which is why most people (myself included) only use it as a mule power, and not something you actually want to USE, which is a terrible point to be at for a power in the kit. Apparently their goal is to revisit Thugs, Demons and Beast Mastery in the same vein that they did for the other sets, so we'll see what happens when they get around to it. I'd really like to see Fortify Pack simply done away with, and the +damage/crit from it shifted over to the Pack Mentality stacks, so that power slot could be used for something actually useful that you'd WANT to use, rather than just a mule power.
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Beast Mastery needs some attention. Right now it's absolutely the bottom-tier of MM sets, and the only thing that keeps it slightly viable is the crit bonus from Fortify Pack. And honestly, an entire set's performance shouldn't hinge on a single power. The easiest way to test this is to create a Beast Mastery MM on test, kit them out however you want, and kill a few groups of mobs. It'll likely go just fine. Then use the Fortify Pack "buff", and watch your damage PLUMMET. The problem is that the defense buff wipes out your Pack Mentality stacks to turn it into defense. Which, in and of itself, wouldn't be a huge deal. The problem is it also "prevents the pets from gaining Pack Mentality while it is in effect". So for 60 seconds, your pets lose +20% damage and the ability to crit. The cooldowns on the various buffs/debuffs/heals they have need to be drastically lowered, as well, especially given that they pop them on-cooldown even when not in combat. And the lioness puny +6% defense for 15 seconds buff is on a 120s cooldown. That's nuts. I'd like to see Beast Mastery, Thugs and Demons get the same overhaul that the other sets got. Resist/defense buffs in the first upgrade, and something specific to those pets in the second. The tier-1 thugs could likely use a bit of buffing as well on the defensive end. They have even less defense than the ninjas do (tier-1 thugs have zero resists, zero defense, only the pyro gets some fire resist). Demons are very solid, but streamlining them to bring them into parity with the way the other MM sets work now would be good. Personally, I'd love to see Fortify Pack just nixed entirely, and give Pack Mentality the innate bonuses that FP gives them. Then change Fortify Pack into something different, that could be unique to that set.
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Minor UI suggestion - Character Page Labels
WumpusRat replied to WumpusRat's topic in Suggestions & Feedback
One thing I noticed after testing out a few things is that the numbering system breaks down once you get past about 23 pages. The number of dots on the bottom doesn't change, but it will skip a few numbers. And even scrolling back and forth won't actually show you the correct number. To test it I just kept shifting a character further and further right to extend the number of tabs of characters that it would have to jump through to get to her, and the numbers started vanishing. It would go "page 1, page 2, page 4, page 5, page 7", etc. And even if I manually scrolled back and forth, it would never show me the proper number. So if you reach a certain number of pages, you lose the ability to quickly jump to that page of characters. That's most likely due to the fact that the code never imagined people would have 200+ characters, I'd guess. -
New MM Powerset - Multiplication / Clone
WumpusRat replied to mrdeeds7's topic in Suggestions & Feedback
Mastermind powersets are the most difficult to add, from what I understand. Because what the power summons is hard-coded into the power. I recall the original devs saying that's why they couldn't (easily) do pet customization. If the Homecoming devs can create new MM sets, then it shouldn't be much of a leap to simply re-create the existing sets, allowing them to disentangle the static pet summons and opening up more options for ALL sets. Arachnos, Council, Family, Longbow, Carnies, Circle of Thorns, etc, etc, etc... So many interesting flavors of Mastermind potential. -
Not sure how difficult it would be to accomplish this, but something that would be kind of nice (especially for those of us with tons and tons (and tons) of alts) would be to make a label for each page of characters. If you mouse-over the page icon at the bottom it just says "Character Page #". If you could name them, that would make sorting characters so much easier. "Masterminds", "Blasters", "Fantasy Adventurers", "Genetic Abominations", etc. I know I'd love to sort mine by the various groups I have for them. I have several pages that are for my D&D adventurers, my alien race, my 'evil cabal of villains' group, etc.
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Beast Mastery suffers from two major issues, imo. 1) The buffs/debuffs the pets have have cooldowns that are far, far too long. And the AI will cast buffs whenever they're off cooldown, making it spam their abilities every time they recharge, even outside of combat. Given that the buffs are short duration (15-20 seconds) and have 90-120s recharges, it means you're not getting anywhere near the use out of them you should be. 2) The set is completely reliant on the passive bonus of Fortify Pack. Without the crit bonus, BM's damage is miserably low. And if you ever USE Fortify Pack to give them some bonus defense, they lose both the ability to crit and the +damage effect of Pack Mentality for 60 seconds, in exchange for a defense bonus. So you have to choose damage or slightly higher defense. You can't have both. The power shouldn't have such a massive penalty. Overall, the set needs a lot of work. Cut the cooldowns of the various buffing powers the pets have in half, or more -- the set is all about pure melee damage, after all, so it should be the best at that. The lionesses and the dire wolf need a couple more attacks to give them a proper attack chain, and the heals need much lower cooldowns (60s for a 120ish heal is pretty miserable). Then Fortify Pack needs to be retooled. The set shouldn't be so reliant on this one power, and it shouldn't have such a massive penalty to use. What I'd like to see is changing it around to function more like Staff Mastery, in that you have several toggles you can switch on to direct your pets to fight in various ways. Make aggressive and defensive stances just provide bonuses, not penalties, with the ability to switch between the two as necessary. Could even add a third or fourth one if you really wanted to. Maybe 'Harrying tactics', where they slow, trip, and cause bleed damage. But the set definitely needs some work.
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While I've definitely run a lot of builds that have serious endurance issues while leveling, honestly I think part of the fun for me is reaching a point where I can do all the stuff I was doing before, and not run out of end. It's a big sense of accomplishment for a character when I've gotten my end management "just so" and can still fight my way through stuff effectively and conserve my endurance at the same time. There are always solutions to end costs: slot more end reduction, both in your toggles as well as your attacks. Does it mean sacrificing a bit of damage or defense in order to do it? Yep. But learning that balance point is important.
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Considering that the "Ninja Tools" epic pool exists, you could easily create more within that sort of theme. Archery Skills -- give a few ranged attack options, so you could have (say) someone who uses swords pull out a bow to fire off a couple shots at range. Magic Staff -- allow someone to pull out a staff, ala Scorpion's mage, and use some magical powers through it (though this would be nice as an entire set) Throwing Knives -- for 'vigilante-types', who have some various thrown blades on them (standard, poisoned, etc) Apprehend -- non-lethal takedown tools (slapping cuffs on someone, boloing their legs, etc) Sidearm -- pull out a gun and shoot people, or pistolwhip them with it
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It was my understanding, based on both what I read as well as what I observed, that their taunt was a magnifier for the damage they dealt, to create a larger threat score for the spectres. If that's not the case, then that's fine, I'm okay with being wrong -- I'm just coming back to the game after a two year hiatus, so there are likely a lot of things that have changed. In my experience, after around 30th level the spectres weren't being very useful. It might simply be that the secondaries I have for my necros (Nature and Electric) weren't condusive to carefully studying what the spectres were doing, as I was usually busy firing off abilities, and there were so many graphical effects going off that the spectres aren't very visible among it all. And I was never saying they had to be "max slotted". 3-6 slots was among all three powers, so each one would have 2-3 slots in it. I just have difficulty squeezing that many power picks and slots into my builds, which are usually fairly tight to begin with, mostly because a lot of my slotting aims for set bonuses and the like. But this has gotten far off topic.
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If you could customize your Mastermind minions, what would you make?
WumpusRat replied to Magi 1's topic in Mastermind
There are so many things that could be done. If the models for MM primaries weren't hard-baked into the powers (at least that's what I remember reading from one of the devs way back in the day, when people were clamoring for customization), it would be a lot of fun to have options. Even with just existing models. Mercs could easily be Council, Longbow, Arachnos, Family, RIP, PPD, Nemesis, all sorts of options Demons could be Hellions, Outcasts, CoT demons, Rularuu, Carnies Robots could be Clockwork, Praetorian Clockwork, Council bots, or Malta bots Necromancy could be Skulls, Infected, Vazhilok, Shivans, Banished Pantheon Beast Mastery would be a bit tougher, since there aren't really a lot of animal models around, though you COULD use the Snakes or Wailers, maybe Ninjas could be Knives of Artemis, Cimerorans, Warriors, Freakshow Thugs have about the same options as Mercs, in terms of variety -
The spectres' taunt is based on their damage, in that their damage is magnified by their taunt ability (+400%). The problem is that at higher levels, once you get your actual pets slotted up and you buff them with both upgrades, they deal so much more damage than the spectres that the spectres all have to gang up on one mob to make their taunt overpower your pets' damage. They MIGHT hold a minion or lt that hasn't been hit by one of the zombies' multiple aoe attacks (or anything a grave knight hasn't looked at yet, since they deal so much damage that there's no way one of the spectres is going to peel a mob off of it), but that's about it, and you can't direct them, so you can't tell them who to try and peel. After playing a couple of necro MM's from 1-50, my personal take was that the spectres aren't worth it at higher levels. Not for the slots you need to dedicate to them to make them useful. Those 3-6 slots and 3 power picks can be spent somewhere much more productive, imo. During the leveling process though, they're amazing. I had all 3 attacks in my build up to the mid-30's, which is about where the wraiths really started to drop off, as I only had 2 slots in each attack, and one was accuracy. If you have a build that you can dedicate a bunch of slots to your attack powers, then by all means use them and the spectres. I tend to try and cram a ton of stuff into my builds and can't generally spare the slots for my attacks on masterminds. <edit> I keep calling them wraiths. I think it's because that's what they look like to me. 🙂
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The problem with the wraiths is that once you get up past the mid-game, they become more of a hinderance than a benefit. Since you have zero control over them, they can sometimes aggro things you didn't want to fight, or end up chasing enemies around with no ability to call them back. Their damage is incredibly lackluster, as well; at 50th level with +100% dmg, they have a single attack that hits for about 35. Supremacy and other buffs beef it up a bit, but it's still only about half the damage your tier-1's basic brawl attack is doing. Once I passed about 30th I specced out of the attacks, as they were eating up power picks and slotting that I could definitely use better elsewhere.
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So why exactly would you NEED to respec your warshade? Just to pull those few enhancements out? That's definitely not what a respec is meant for. Again, I have to ask WHY you would need to constantly respec your character. You don't need to respec to fix a single slot; respecs are done to rebuild a character, not to minmax every level or two just to tinker with your build. You can do that all you want on the test server. And saying "it shouldn't take ten minutes" comes across as pretty entitled, imo. SOME games allow free respecs. Most don't. Most use it as a way to get you to spend money (either in-game currency or in some games real life money). Asking for free respecs simply because you don't want to bother spending ten minutes getting the money for one seems really, really lazy. You're asking the devs to change the code because you don't want to spend a couple minutes doing something that you acknowledge is easy and painless. Just grind out a few million inf, and buy yourself some respecs, if you're that addicted to respeccing your characters. Don't be lazy.
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Hey now, if Kung Fu Hustle has taught us anything, rapidly slamming someone in the foot is painful enough to even stop a nearly-invulnerable Kung Fu master.
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Respec recipes are cheap on the AH. A million or less. Know how long it takes me to get a million inf if I need it, even with lowbie characters? About ten minutes. My two "usual" methods: 1) Hop into one of the "level 1" AE missions and set it to tickets, rather than standard rewards. A couple of those can be done in under 5m with even a low-damage build (my record so far with a new necro MM is 2m1s), and you can get ~250-400 tickets per run. I do this all the time on my lowbie characters to get some starting cash after I do the first mission arc or two. Do a few runs until I get 1100+ tickets, use that to buy rare salvage, sell it, boom, my level-5 now has 1-2 million inf, and it took me about 10m. 2) Make a new character, level to 4 quickly (takes about 5-6m), buy flight as your level-4 power, zip around Atlas or Mercy and pick up all the badges to get the 5 merits. Use those 5 merits to buy 15 converters. Sell the converters on the AH. If they're going "cheap" and only about 50k each, that's still 750k. Which is usually enough to snag a respec. I don't have a "farm" character or anything, though I've tried a few of the big Council spawn maps at +4/8 with my invuln/SS tanker, and she does okay. Just kind of slow due to the lack of big aoe damage (foot stomp + cross punch and her incarnate aoe is all she's got), but she can still make about 100k every 60-90s just pummeling groups of Council dweebs. While I can see the appeal for having unlimited freespecs, I just don't see the need for it. You shouldn't need to tweak your build that often, and if you do, you need to be out DOING something in order to have a reason to constantly be fiddling with it. Which means you should be earning inf anyway?