Adeon Hawkwood

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  1. Quote:
    Originally Posted by Oedipus_Tex View Post
    Then there is the fact that Pistols sidesteps having a snipe power and replaces it with a power you might actually want to use. For some reason some people count this against Pistols. My opinion if we don't discredit Fire and Archery for the blasts that kind of suck, its unfair to do that to DP for a power that is actually somewhat viable.
    Yea, I never understood this, Piercing Rounds is one of the good powers in DP. Sure it doesn't help much in terms of AoE damage but it does provide a nice boost to single target damage. It would be nice if you didn't have to switch ammo types for it but that's my only complaint.

    Quote:
    Originally Posted by PleaseRecycle View Post
    No argument with most of the above but I'd like to note that hail of bullets is actually the hardest hitting of the crashless nukes the majority of the time. It's possible to get unlucky and fail to kill a minion but you'd be unwise to bet on that happening on any given saturated use of the power. The average damages are: 180 for full auto, somewhere between 150 and 225 for rain of arrows, not sure because I'm not sure what triggers the third tick failing, and 250 for hail of bullets.
    Your values are a bit off but you are correct, HoB does do slightly more average damage but only when using Incendiary Bullets (and if you're unlucky it can do less damage). On the other hand the fact that it has twice the recharge of the other two means that it's DPS is lower.
  2. Adeon Hawkwood

    Seeker Drones

    I slotted 4 bits of Dark Watcher's Despair for the set bonus and an Absolute Amazement: Recharge/Accuracy to bring up the numbers. In general you mainly need recharge and a bit of accuracy. They are pets so they will benefit from Tactics but not Accuracy set bonuses so unless you have a Nerve Alpha boost I'd try to fit in at least 1 SO of Accuracy, they do have a base accuracy of 1.2 but a bit extra is useful.

    EDIT: Also they can take the IO Devastation: Chance to Hold proc but my testing showed that it did not appear to work correctly in them. I don't know if it's a case of that particular proc not working or a bug preventing any Ranged Damage sets from working, in either case be careful.
  3. Quote:
    Originally Posted by Chaos Creator View Post
    Ah but the advantage of dicking with salvage is you don't have to cover a level range once you control it well you control it... A recipe has a wide range of levels you'd need to buy up.
    On the other hand most people prefer to but recipes at the max level available, either becuase it's easier that way, there's more supply or because they are obsessive about seeing a nice row of identical numbers .
  4. I'd also agree, wait until you have OSA before giving up. Trick Arrow isn't a great set overall but OSA is a great power and shoudl help if you're feeling a lack of damage.
  5. Quote:
    Originally Posted by MeanNVicious View Post
    You could always just acknowledge how effectively he manipulated the market. Comfortably demonstrated that marketeers can make substantial profits by manipulating supply and listing prices. And to boot did it in a higher volatility item.
    Did he truly manipulate the market though?

    Consider that on days 2 and 3 the prices were about the same and above his listing price but he was controlling a decreasing portion of the actual stock. Assuming he bought up all of the items on the market and they were evenly distributed amongst 10 alts then we have:

    Day 1:
    Market Supply: 1053
    Slazenger's Share: 100%

    Day 2:
    Market Supply: 675
    Slazenger's Share: ~60%

    Day 3:
    Market Supply: 800
    Slazenger's Share: 0%

    It's pretty obvious from these numbers that his actual "control" of the market lasted less than 24 hours (probably significantly less) and yet prices remained high even as his portion of the supply dropped. At the end of the period market supply was pretty much back up to it's old levels and yet the price was still above his price point.

    So what does this really prove? Mostly that prices in the market are very "sticky". For whatever reason a large enough portion of the player base is willing to accept the last 5 prices as the "official" price when making purchases rather than actually bid what an item is worth. This is why I generally advocate more price history information (such as a last 24-hours high and low value) to make it easier for people to make informed decisions.
  6. Quote:
    Originally Posted by PleaseRecycle View Post
    I would actually argue that the set is more fun now than it would be if you had your way and all of the powers animated in .63 seconds.
    Believe it or not but very few people truly want all powers to use the same animation times. Instead what we want is for the devs to admit that animation time IS a part of power balance and account for it when they balance powers. Currently the damage and endurance costs of attacks are balanced based the number of targets (based on area if it's an AoE), the recharge time and whether it's melee or ranged.

    This is only really balanced if two conditions are met:
    1. You have time between attacks where you are waiting for powers to recharge
    2. You are only concerned with sustained damage as opposed to burst damage

    Neither of these are really true in the game today. With various recharge bonuses making a solid attack chain is possible. Additionally for Blasters burst damage IS important, Blasters generally have low defenses and rely on killing their opponents before they get killed. As such the ability to attack faster than your opponent IS an advantage.

    Dual Pistols is fun now and I don't mind the gun-fu animations (although they would not have been my first choice) but except for the first two powers and Suppressive Fire the animations are longer than the equivalent powers in other sets. Dual Pistols is not by itself the problem it is simply the case where the devs' method of balance becomes noticeably problematic.
  7. Quote:
    Originally Posted by Nalrok_AthZim View Post
    Side question: When the crap did the term 'munchkin' spring up in this game? I didn't think I'd ever hear a more inane term than 'nub' but clearly I was wrong.
    The term Munchkin has been around for ages, it's one of those terms that entered the gamers lexicon so long ago no one really remembers (Wikipedia has an explanation but I'd take it with a grain of salt). It's been turning up a bit more on these forums of late due to the new content making the differences between different types of players more obvious.

    It should be noted that Jimmy is (as Arcana pointed out) using it incorrectly. Munchkin is an insulting term implying that the person's sole interest is in winning and becoming more powerful than everyone else and is perfectly willing to break the rules to do so. The related terms min-maxer and power-gamer are also not entirely applicable to the sort of people who want end-game content (although they are closer than Munchkin). End-game content does, by it's very nature, require a certain degree of min-maxing since the devs are bound to select a "base power level" that is somewhat above average. But it's perfectly possible to want challenging content without being interested in min-maxing.
  8. I will occasionally unsummon my Drones in tight maps to get room to maneuver but for the most part I keep them out. While the damage is useful, the main reason I keep them is for BG mode. Having them in BG mode spreads any damage I take across more bots which decreases the chance of actually losing a bot.
  9. Quote:
    Originally Posted by Fusion_7 View Post
    So I guess the most efficient way to get Shard drops would be to do TF's not necessarily the Apex or Tin Mage TF's because as you know by my posts above, I was gimped by not being slotted with a boost on those specific TF's. I will eventually figure this one out and get it right.
    Pretty much. Tin Mage and Apex are actually poor choices for shard drops anyway since enemies are at +4 and therefore you get fewer kills/minute which means fewer changes for a shard to drop.
  10. For Traps you definitely want to take Caltrops, Acid Mortar, Force Field Generator, Poison Gas Trap, Seeker Drones and Triage Beacon. I'd wait until the late 20s or 30s to take Triage Beacon but the others you want to take as soon as they become available.

    Web Grenade is a nice power to have for AV fights in TFs but it isn't essential.

    Trip Mine is a personal preference thing, you can reasonably reliably run into the middle of a group and drop one while your FFG and PGT keep you safe. I personally don't like doing this but my Trapper is Traps/AR so I get a lot more AoE damage from my secondary. With Dual Pistols however Trip Mine does offer superior DPA compared to your secondary AoEs so you should consider it.

    Time Bomb is a gimmick power, take it if you really want but it's the first thing I'd drop in a tight build.


    For Dual Pistols I'm less certain, here's my thoughts on the matter:
    Pistols: Required so you might as well plan on using it
    Dual Wield: Necessary if you want a solid attack chain but if you're planning to rely on toe bombing you can skip this, it will make you slower against bosses/AVs though.
    Empty Clips: This is a pretty poor AoE, I'd say skip it if you're planning to go toe bombing else take it but YMMV
    Swap Ammo: Take it, and learn the different debuffs
    Bullet Rain: Not a great AoE but better than Empty Clips so I'd take it
    Suppressive Fire: A single Target Mez, personally I don't find that Traps needs a blast set mez but it's a decent power
    Executioner's Shot: See Dual Wield
    Piercing Rounds: Definitely take it and set up some binds or macros to allow you to switch to lethal ammo, fire PR and switch back to your old ammo easily
    Hail of Bullets: This does the same damage as Trip Mine so in some ways it's tempting to say skip it and rely on toe bombing but I'd probably take it since it has a larger radius than trip mines and isn't interruptable.

    Nothing much to say on pool powers. Leadership is always nice to take and fighting will make it much easier to hit the softcap if you go that route. Hasten is definitely useful for Traps but is not required.

    For Ancillary pools I took Mu Mastery since I just wanted the shield but YMMV there. If you want more damage I recommend Dark Mastery for a Trapper, you jump into a group lay a PGT and then use Soul Drain to buff your damage, not to shabby. Mace Mastery has a defense shield which makes it easier to hit the softcap without Fighting although if you take fighting I'd advise taking a resistance shield.

    For IOs you want to build for recharge and defense. Traps needs all the recharge it can get and with the Defense from FFG (and fighting or mace mastery if you took them) it's not to hard to softcap it as well.
  11. Quote:
    Originally Posted by Cal_Naughton_Jr View Post
    I've tried DP/Force Field to 17, DP/Storm to 10 and I'm contemplating DP/Kinetics.
    I'd advise against DP/Kin. Kinetics requires quite a bit of redraw and DP has one of the longest redraw animations in the game. If you're going with a Corruptor/Defender I'd lean towards pairing it with Traps or Rad. Both sets are on the higher end of the power spectrum and have decent -res which helps make up for Dual Pistols. Additionally in both sets you can use most of your buff/debuff powers at the start of combat and then focus on blasting which helps with the redraw.
  12. Quote:
    Originally Posted by je_saist View Post
    before he left C.Bruce was on record with the following:
    That makes a lot of sense. Additionally I could also see problems with moving the hands relative to the weapon. With all existing weapons the hand that the weapon is "attached" to holds it in pretty much the same position regardless of what animation is being used but for staffs and polearms the hand really needs to move along the weapon for the animation to look right (i.e. stabbing someone with a spear would need different hand positions from slashing at them).
  13. Adeon Hawkwood

    Other Clothes?

    Wrong forum for this, it shoudl really be in Player Questions .

    In any case if you want to change your costume you should visit the Tailor. You can find them in Steel Canyon (Hero), Cap au Diable (Villain) or Imperial City (Preatorian). At levels 20, 30 and 40 the Hero and Villain ones will offer you a misison that unlocks an additional costume slot.
  14. Quote:
    Originally Posted by DreamsRazor View Post
    yikes..sorry I when I said "healors" it is a joke I use with my wife because she does a heck of a lot more than just heal...and I have an empath named Healor the barbarian
    Sorry, it's a sore spot with some players around here (including me obviously) .
  15. Quote:
    Originally Posted by SkyRocker View Post
    What am I missing here?
    The thing to remember is that although there are 4 common boosts and 8 uncommon boosts available you can only slot one at a time. As such most people are only aiming to make 1 or 2 Uncommon Boosts based on what they need. When people say they can fill it in a few TF runs they mean that they can make a single Common Boost in that time (which is all that's required for the Apex/Tin Mage).

    Assuming you wanted to make all 8 Uncommon Boosts you would need a total of 240 shards (although you can of course substitute components for shards) which would indeed take quite a bit longer; probably between 20-30 TFs assuming you selected TFs that can reward components you needed and got moderately lucky with drops.

    I hope that answers your question .

    EDIT: Also are you taking the component reward from the TFs or just the shards? The common Nerve Boost requires a, Dimensional Keystone, an Essence of the Incarnate and an Ancient Nictus Fragment. If you run a Khan and an ITF and slect the component reward that gives you two of the three components you need so you'd only have to craft the Essence of the Incarnate from shards (and you should have 4 after doing both TFs). For the Uncommon it depends on which way you're going but a similar situation applies. The Nerve Core in particular requires a Dimensional Keystone, a Hero 1 DNA Sample and an Incarnate Infused Nictus. The Incarnate Infused Nictus is crafted from an Ancient Nictus Fragment plus 8 shards so if you do a second ITf and a second Khan you'll get two of the base components again. You'd then need 12 shards (4 for the Hero 1 DNA Sample and 8 to upgrade the Ancient Nictus Fragment) which you'd have a good chance of having but if not you could do either a LGTF to get a Hero 1 DNA Sample or just run another ITF for more shards.
  16. Quote:
    Originally Posted by SerialBeggar View Post
    As you go up against the Mitos, know that there will almost certainly be deaths. Frankly, I'd like to join a MoLGTF one of these days just to see how those people do it.
    Generally Mo runs use EoEs to reduce the damage enough ofr a palyer to run away and/or heal.
  17. I LOVE Assault Rifle. Something about the huge AoE damage combined with minimal visual effects really appeals to me. I only have 2 AR characters but that's because I force myself not to make tons more because I want to give myself some variety.

    Quote:
    Originally Posted by DreamsRazor View Post
    Now I have read a lot of negetivity about "healors", and how boring they are to play.
    It's important to differentiate between "healers" and Empaths. While the two do sometimes get used interchangeably they are really very different:

    "Healer": Someone who focuses on healing powers almost exclusively neglecting the rest of their powers in both power sets.

    Empath: A character with the Empathy power set .

    In most cases it's not that Empathy is boring, that's a personal opinion based on how much you enjoy reactive mitigation. The real issue people have is that with the multitude of buffs and debuffs in the game healing is one of the weaker forms of damage mitigation so focusing on it to the detriment of other powers is very suboptimal.
  18. I did the same thing on my Bots/Traps MM. I underslotted a few powers in terms of recharge (two level 50 IOs instead trying for 95%) with the intent of using the Spiritual Boost to make up the difference.

    Then I realized that Musculature would probably be a better option since it's the only practical way to increase pet damage post level 50. Oh well.

    In general though I'll note that the mechanics of the Alpha slot does help SO'd/Frankenslotted builds compared to heavily IO'd builds. To fully optimize for an Alpha build you need to adjust certain enhancement types carefully which is often impractical if you're slotting set IOs.
  19. I'll give a little more detail, assuming you have never done a Hamidon Raid.

    There are three types of mitocondria:
    Mitochondria Antibodies (Yellows)
    Mitochondria Electrolytes (Blues)
    Mending Mitochondria (Greens)

    There are 6 of each type and you pretty much need to kill all 18 of them.

    Yellows are virtually impossible to hit with any power that does has a "Ranged" or "AoE" positional attack tag. This primarily means melee attacks since almost all melee attacks just have a Melee tag (there are a few exceptions such as Foot Stomp that have AoE instead and will not work) along with a handful of special case powers like Blind which lack a positional tag at all.. Yellows will also stun nearby characters so ideally you want stun protection on people attacking them.

    Blues are virtually impossible to hit with any power that does has a "Melee" or "AoE" positional attack tag. This primarily means single target ranged attacks since these just have a ranged tag (ranged AoEs will not work since they have an AoE tag) along with a handful of special case powers like Blind which lack a positional tag at all. Blues cause a Terrorized mez as part of their attack so protection from that is useful if possible.

    Greens have very high resistance to all damage and very high regen but this can be suppressed by holding them. You need to apply a total magnitude 10 hold to the Green to suppress it's defenses. In addition to attacking you the Greens will heal other mitocondria or Hamidon itself.

    The important thing when clearing the mitos is to focus fire and work together. Depending on team composition you'll generally end up splitting into two groups to take out the Yellows and Blues since most characters are strong against one and weak against the other. Often teams prefer to leave the Greens for last since they aren't as damaging as the other types and the need to apply holds means they often take longer to spike. Obviously though you should vary this up based on team composition. A Controller/Dominator heavy team might well find it easier to kill the greens first, especially if they lack the spike damage to kill the Blues/Yellows through the Green's healing.

    Once you've killed the mitos Hamidon is basically a big pile of hit-points.

    One final note is Essence of the Earth Inspirations. You can get these from killing Devouring Earth Monsters (found in PI, The Hive, The Abyss and Monster Island). When used it provides partial protection from Hamidon's attacks for 1 minute. You can do the LGTF Hamidon without them (although you will almost certainly suffer some deaths doing so). If you're worried or you're on a team that's struggling you can normally get some cheaply at the AH and that can make a difference.

    In terms of team composition the important thing is making you can can apply a mag 10 hold for a least a few seconds. Obviously Controllers and Dominators are best for this so having one or two along pretty much guarantees this. Most other ATs can get access to hold powers in their Epic pool but, a lot of players don't slot them up very well so don't rely on them being able to stack their own hold. As you probably picked up it's useful to have a mix of ranged and melee attacks as well but overall it's less important, if you can take out the Greens it's possible to take out the Yellows and Blues with temp and vet powers if you have to.
  20. I like the idea of a Defender TF channel as well, any suggestions for names? I kinda like the idea of calling it "Fruitsalad" in honor of The Defender's Manifesto but that is somewhat wierd to anyone who isn't familiar with it.
  21. Try asking in the Defender forum. I don't have one avaialble but I can probably offer advice and tweaking help.
  22. Quote:
    Originally Posted by Chase_Arcanum View Post
    EDIT: ... and of course, objections DO bring up some good concerns-- if DPS suffers more for melee than for ranged attackers, but all else stays the same, then in encounters where maneuver is encouraged, melee will suffer disproportionately to ranged, and balance is lost. Don't know (yet) how substantial the difference is, but it IS worth getting metrics on, so the devs can address any incompatibility.
    I agree it's something the devs should be watching but at the same time I think the balance has been in favor of melee attacks for a long time. Melee attacks get a higher base damage to compensate for the fact that range it itself supposed to be a means of defense and ranged AoEs tend to hit more targets but changes to the NPCs over the years has lessened the range as defense "bonus" so a bit of a swing back towards ranged is probably justified.
  23. Quote:
    Originally Posted by Fusion_7 View Post
    You're all right. What I was really trying to find was the minimum number of Shards to make my first boost which I guess has to be Common before you can make the Uncommon? Last night I ran another TF with my fire/fire Scrapper and was told that I would need 12 Shards in order to build my first Common Boost, 4 for each segment, 3 segments total. I got 8 last night when we ran the Apex TF. Let me tell you guys it was brutal "without" not having any boost slotted in my Alpha Slot. I died a lot but just wanted to run it to get the shard drops. At level 50, not too concerned about accruing any debt.
    Well technically the minimum number of shards to get your first boost is 0. The 1st tier boost requires 3 incarnate components. A component can be crafted from 4 shards or you can run a particular TF in order to get it. In general it's easiest tot get the boost by doing a mix of the two, run a TF that awards one of the components you need and use shards to craft the other two.

    Now the Uncommon Boost requires a Common Boost, 2 Common Components and 1 Uncommon Component. Each Uncommon Component requires 1 Common Component and 8 Shards. So in total making an Uncommon boost from scratch requires 6 Common Components and 8 Shards.

    For example the Musculature Boost requires three components: Essence of the Incarnate, Hero 1 DNA Sample and Dimensional Keystone. I could craft these from 12 shards or I could run the STF/LRSF, the LGTF and the Khan TF/Barracuda SF to get the three components needed without spending any shards at all.

    To make a long story short, if you're running Tin Mage/Apex without a boost in order to get shards to make your boost you are doing it in a very inefficient and pointless manner. Running one of the other level 50 TFs and doing a kill-most run will generally net you more shards and a common component as well as avoiding making you a dead weight on your team.
  24. Quote:
    Originally Posted by Atomic_Toy_Guy View Post
    I am pretty sure the -tohit is autohit in PVE. Unless they changed it since I last checked it only requires accuracy in PVP.
    According to RedTomax the -to hit is not auto-hit in PvE:
    http://tomax.cohtitan.com/data/power....Smoke_Grenade

    Quote:
    Originally Posted by Caffinated_Hero View Post
    If it requires a hit check, I'm confidant that Targeting Drone and the accuracy bonuses I've got will make that work. The bigger question now is, does the -tohit stack from the same caster? I've never used Smoke Grenade before, come to think of it...
    Like most debuffs it does not stack from the same caster.
  25. Quote:
    Originally Posted by Johnny_Butane View Post
    That mantra may come back to bite the devs. Time will tell, but by then the hour may be too late.
    Here's the thing, it's pretty much impossible to design content that all of the player-base enjoys. There is a portion of the player-base that does enjoy doing challenging content and the devs are trying to make content that will appeal to them.

    Personally I have little interest in the new level 20-30 arcs. I played the villain side clone arc on one character who was the right level but I haven't played any of the others. I've not got anything against them but my general focus when playing doesn't lead me towards them (I enjoy the Striga and Croatoa arcs and TFs when I'm leveling in that range). That doesn't mean I think the devs shouldn't have bothered with the arcs, they clearly are trying to appeal to a different portion of the player-base than me with them.

    Now the question becomes how much development resources should go towards end-game content versus leveling content. The current approach by the developers seems to favor a balance between the two which is probably the most sensible approach. People who aren't interested in end-game content get a steady trickle of new content (hopefully in level ranges other than 20-30 at some point) and people who want a challenge get that.