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Gulbasaur

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Everything posted by Gulbasaur

  1. I've been playing with TT: Vengeance recently and I kinda love it, but that's mostly because my fortunata has spent the bulk of his time running tips in Atlas with lowbies. When someone goes down, it's a big heal and some more defence to cover things. Fortunatas have such a solid toolkit to begin with that you really can pick up what you want. Glad you're enjoying the build and finding it helpful!
  2. There are a couple of ways to set up things like auto on two powers, one involves text files, rotating keybinds and three paragraphs of text explaining how it works and one is just a one-line fix that gets W to do two things as that's a button you press a lot. I am a simple soul. I like the "W does two things" solution.
  3. Myrmidon speaks the truth. It's a strong set, but good golly it uses a lot of endurance. If you pair it with Dark Melee, you eventually get to recover your endurance, but as a set on its own it is quite rough. Personally, I love that it has an element of control built in - it doesn't feel like a generic tanking set. With cloak of fear or oppressive gloom running, you have a very respectable amount of crowd control very early in the game, which I think adds significant value as a team member. The lack of knockback protection can be mitigated with things like Hover and I think it is a fair payoff. I don't think it should be part of the set itself - all the sets should have some downside to prevent them from feeling too generic.
  4. Keep Hasten on auto and bind W to "+forward$$pow_exec Mind Link". That way, you fire off Hasten as soon as it's recharged and Mind Link on moving forwards.
  5. I use it as it is as an opener. It's great for clumping enemies together before you unleash all your AoE.
  6. Widows do suck up endurance. While levelling, putting endurance reduction enhancements in your main attacks helps a lot - widow toggles use very, very little endurance so reducing them has less of an impact. It's one of those things that sort of rights itself when you get into IO sets.
  7. I'd be very surprised if you actually need tough and weave - I can tank +4 AVs safely without them on my fortunata!
  8. Every* attack has certain positional tags and damage types. For example, an attack might be tagged "ranged" and do fire and smashing damage. The game then looks at ranged defence, smashing defence and fire defence and picks the highest of the three. The rest don't matter. In this example, if ranged defence is the highest, that's the number used. If smashing defence is highest, the game uses that number. If fire is the highest, it uses that number Highest value always wins. If you have good melee, range and AoE defence, you're covered for almost* all attacks because almost all attacks have positional tags. The other route is to aim for high smashing and lethal defence as they're the two most common damage types and many attacks have multiple damage types (usually smashing and lethal plus something else) - again, highest number wins so if an attack does smashing and energy damage, the high smashing defence will cover it. Which is better? The one you can get most easily. If you've got 40% S&L defence but only 10% melee defence, building up your melee defence is probably not worth doing because any attack with smashing or lethal damage will only use the 40% higher value. Likewise, if you've got massive positional defences, you can basically ignore all others. Toxic defence doesn't exist but toxic resistance is a side-effect of some heal skills (as well as some other powers) and psi defence and resistance are something you either have a lot of or none at all but can be built up with IOs if you really need to. (* there's a small number of attacks that don't have a positional tag - they're all psi damage and really I wouldn't worry about them too much. There's also stuff like Hamidon's special damage, which you need to use special inspirations for).
  9. For me, it's the focus on instanced missions that scale to the number of people. I really like being able to rock up with a group of friends and have a suitable challenge, no matter how many of you there are. It's something I definitely miss in other games.
  10. And a fantastic one at that. It's not been a hazard zone for a while, which is why I didn't call it one. Still, it's one of the more interesting Hero zones with the Arachnos tunnels and stuff.
  11. With the exception of the Hollow and Striga, the Hazard zones basically have nothing going on in them at all, other than the odd giant monster. Eden basically only has the Eden Trial, which doesn't even really take place in the zone - you spend most of your time in an instance. Crey's Folly has one of the more varied Hero-side maps with things like the Lost shanty town but there is almost no reason to go there.
  12. I remember when the Defender inherent came out and I, with my kinetics defender, had literally no use for it. The controller one, on the other hand, was amazeballs. In the pre-IO days, it was a massive boost to a controller's DPS. The VEATs are, in my opinion, two of the better designed ATs in the game (except night widow builds which are bargain-bin stalkers) so the inherent doesn't need to be particularly strong. There's a definite difference in quality between, say, 5% endurance regen and the stalker critcritcritcritcrit inherent.
  13. Increased Regeneration (0.50%) and Recovery (1.75%). It's technically a higher base stat, rather an a power effect, which is why it's hard to see in the powers window. Works out to an extra five endurance a minute, which multiplies with enhancements and bonuses that increase endurance recovery. It's not nothing, but it's also not particularly good.
  14. The one who climbed the beanstalk? If true, this is HUGE.
  15. 90% of the time yes, but if you have three tightly clustered groups of enemies and you're not all end-game kitted out it's just common sense to say "pulling the middle group back" or whatever. Not everything in the game is played with full sets and incarnates. I do get what you're saying, and it's not like I make every group wait for every mob - mostly I just run in - but if you're in a situation where a wipe could happen then it makes sense to avoid it by communicating.
  16. If I'm honest, I might not realistically have time. I've just started a new job and life is pretty hectic besides.
  17. I take them both and use them both, basically whenever I can. Vengeance is a decent defence boost and if someone's dropped you probably need it. Victory Rush I tend to fire off a boss when it comes up. Neither of them really need slotting and both are situational but pretty powerful. If I've got spare slots then I quite often pick up Vengeance.
  18. Yeah. I mean, by its normal definition mutants are natural. A genetically modified hero would presumably fall under science whereas a hero with a natural mutation would be... natural? I mean, would you call someone with haemophilia a mutant? No, unless you're a horrible person. I think part of the issue is the choice of the word "natural" - perhaps "trained" or "honed" would have been more appropriate for some heroes. I mean, peacebringers are natural but they're very different from Manticore. I think the Origin system was part of the design of the game from very early on from something extremely important to basically flavour. I mean, it's literally the first thing you choose when creating a character. In hindsight, maybe more origins (like the titles system) might have been a better idea, but they're a relic of an earlier stage in the design process and we're stuck with them.
  19. This proc is a complete game-changer for water blast - it turns Dehydrate into a mega sustain power.
  20. Crab/bane soldiers are also psychic canonically - but they "turn their powers in on themselves" and self-brainwash. The lore says that psychic women are made into widows and psychic men are made into spiders, apart from the VEAT exceptions. It's a minor lore point that psychic powers are sort of natural in-universe. In the Origin of Power story arc, Sister Psyche says:
  21. Nice to see Rune of Protection get some use. I really like the Sorcery power pool. Mystic Ward is a better power than most people realise, so I'd at least put a proc in it to get some benefit from it. It's a real "save the squishy" power. Likewise Aid Other - at least shove a proc in it as teammates do appreciate when you use it.
  22. Yeah... I didn't understand that. The two ATOs plus the Gaussian's proc are my "hit for over 1k damage" combo, almost guaranteeing you two critical hits in a row under double Build Up. I honesty think they're the best ATOs in the game.
  23. The VEAT toxic damage proc, just because it's global. It adds a mechanic to the two archetypes by adding DoTs. Similarly, the two (slightly overpowered) stalker procs actually change how the archetype plays. The defender procs are pretty ignorable, in my opinion. The corruptor endurance proc is nice. The tanker +Res proc is borderline useless on a resistance based tanker. The kheldian heal proc is so slight it's barely there.
  24. Actually, I think it's quite impactful on my fortunata - enemies feared = enemies not attacking = fewer rolls against defence. I'd love it if it were a global proc like the toxic one, but I see why it's not.
  25. I think on live it was only ever about 20%, which is why later developed stuff (RWZ, Cimeroroa, Dark Astoria) was co-operative - the devs didn't want to develop stuff that only 20% of players would see.
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