Draeth Darkstar

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  1. Draeth Darkstar

    new kheld proc

    Quote:
    Originally Posted by Darth_Khasei View Post
    He was speaking about the new ATO's listed on the first page not the old one.
    I know.

    The point I was making was that in the current generation of ATOs, there are two different levels of Recharge bonus across the different sets (7.5 and 8.75) and they all catalyze to the same 10% Bonus.

    It's very likely that the second generation ATOs will behave the same way, all catalyzing to 10%. We can't say for sure yet, because AFAIK the leak didn't include the Superior versions, but I highly doubt the implementation will change.
  2. Like many people, almost all my high level builds include Hasten near or fully perma'd. The only 50s I have anymore that don't have Hasten are my Bot/Force and Willpower/Super Strength, because neither of them benefits particularly much from Recharge.

    The ones who have no other source of stealth almost all have Super Speed + Celerity IO, the only exceptions to this are my durable melee characters who can get by with 30 ft Stealth from an IO and don't care about taking a couple potshots here and there when running through mobs.

    Several of my characters (read: the ones who can't softcap their designated type(s) or position(s) without it) take Fighting for Weave and frequently a mule of the 3% Def IOs in Tough. I often don't bother to slot and run Tough up if it's the only source of S/L resist a character has, because it doesn't make a lot of difference when it is and costs quite a bit of endurance.

    Nearly all of my characters, 50 or otherwise, have at least Maneuvers from Leadership. Several also have Assault or Tactics (depending on if I can spare the slots to enhance Tactics or not) and Vengeance.

    All of my Masterminds who have no heals in their secondary have at least Aid Other from Medicine; the utility of being able to patch allies up when you have a horde of henchmen to tend to is just too important to pass up. Some have Aid Self and one has Resuscitate (the Bot/Force... what else is he going to take?) Some of them also have Presence for Tankerminding.

    Travel powers other than Super Speed have become a rarity in my builds. I only have a few characters with Hover/Fly because of concept reasons and only one with Super Jump anymore. The plethora of account-wide and temp Travel Powers available to me means I only take one if it's really important to that character to have it.
  3. The Arachnos Patrons spawn as AVs when that setting is on because those mobs exist natively as AVs in the game and get scaled down to EBs.

    Most of the unique bosses made for DA were made as Elite Bosses, which is why they don't turn into AVs with higher difficulty settings.
  4. The realistic answer to your question is: any AT which solos well. That probably means the melee ATs are going to be easiest, followed by Masterminds.

    Be warned that Praetorian content has a lot of game design to it that is typical of the higher levels than the Primal 1-30 content does, so expect mixed exotic damage types, control effects, and ambushes frequently.
  5. Quote:
    Originally Posted by SerialBeggar View Post
    I was looking at that page recently after I gave the link to someone in game and I noticed that a couple of fundamental abbreviations are missing. "AT" is the only one I can recall again. I'm blanking on what else I thought of.

    Edit:
    Missing = EAT, VEAT, SHOE
    All of these abbreviations and many others are missing from the Definitions Category because they are actually redirect pages, meaning that if you type, say, "AT" into the search bar and hit Enter or click Go, it will redirect you to the Archetypes page.
  6. Draeth Darkstar

    new kheld proc

    Quote:
    Originally Posted by Darth_Khasei View Post
    Correct.
    Actually, in the current generation of ATOs, all of the Recharge bonuses catalyze to 10% (much as all the damage bonuses catalyze to 4% and all of the Defense bonuses catalyze to 5%/2.5%) regardless of differences in the base set bonuses values.
  7. The only ones I'd EVER bother with are the cone in Demon Summoning for the -Res AoE, or MAYBE Life Drain on a character with no self healing capacity.
  8. Draeth Darkstar

    new kheld proc

    Quote:
    Originally Posted by TwoHeadedBoy View Post
    The thing I'm not liking about these is that thinking about it, if I catalyze the pieces for higher defense values the recharge bonus will conflict with the 5 stacked ultimate recharges I already have. Splitting the set up for me won't be an option since I'll want the superior ranged defense... This means I'll miss out on any extra recharge entirely, and I only have on plausible power to slot the set in in the first place. Hrm.
    So... slot this thing 6'd in some power of choice, remove a legacy purple set from your build, and reslot the power you dropped the purples from with the next-best recharge bonus, or some extra defense? I recently did this with a Controller build that had 5 purple sets in it.
  9. I would base it on what set bonuses you're chasing, personally.

    If you really need the extra R/N/E defense, there's no other way you're going to get that in an AoE. If you're more interested in Recharge, the only Ranged options are Decimation and Apocalypse, and the ATOs are head-and-shoulders above Decimation in both enhanced values, set bonuses, and the proc's usefulness.
  10. More and more frequently I find myself foregoing APP/PPP theme choices on my squishies and taking Mace Mastery just for Scorpion Shield, then building them to the S/L/E softcap.

    There is a degree to which it annoys me to not actually gain utility from my epics, but the durability provided by softcapped S/L/E defense is immense, especially with all the IDF/Warworks thrown around at max level lately.
  11. Quote:
    Originally Posted by Lothic View Post
    Ultimately I have no problem with the Devs doing minor tweaks to powersets after long periods of analysis and datamining justify those changes. But based on the simple fact that this game has been firmly established for 8 years now I doubt we'll ever see the kinds of sweeping changes you're suggesting here.
    Forgive me for being rude, but this is a stupid argument.

    I don't recall seeing anyone complain about the huge host of buffs and usability changes that Gravity Control or Energy Aura just got, for recent examples.

    Nobody cried when Fiery Aura was made a good offensive armor choice again in Going Rogue, completely changing how two of its powers worked in the process.

    Mechanically underperforming sets should absolutely be brought up to par, or at least as close to par as possible without creating a new FotM, even if it comes at the expense of the feel of one or two powers - because at the end of it all, the people who love those sets love them conceptually, and after a day adjusting to the changes, they'll be the happiest of all that their favorite set is now as good as the other options on the table.
  12. Draeth Darkstar

    Twlight's Grasp

    My preferred slotting for TG is either 5x Doctored Wounds (very cheap) or 5x Panacea (very expensive), 1xL50 Accuracy IO.

    That's generally enough slotted accuracy to be fine assuming you have some global accuracy bonuses and/or some +tohit.
  13. Traps is nice for its combination of status protection, personal defenses, and stellar debuffing potential, but takes more player involvement than most to be played to maximum capacity.

    Radiation is probably your best choice if you hate redraw and don't like how Traps plays.
  14. My personal favorites for StJ are Shield for a Scrapper (best damage), Willpower (for Endurance recovery, which StJ struggles with) or Fire (for damage) for a Brute, or Ninjitsu for a Stalker (because it's awesome).

    I don't like StJ for a Tanker - I feel that a tank's secondary should contribute meaningfully to survivability, which StJ does not. If you're in it for the damage, you've already gone wrong by picking this AT.

    Edit: Thought I'd mention the reason I don't advocate StJ/Willpower Scrappers is that Willpower is functionally superior on a Brute, and so is StJ, so if you're going to go that route, go Brute or go home.
  15. Blasters have all kinds of problems basically stemming from the fact that what they bring to the table (damage) is brought by everybody, and they don't do it so much better than anyone else as to be worth having nothing else to contribute.

    Tankers suffer sort of the same problem, but with damage mitigation. They're not so much sturdier than Brutes that they can do anything that a Brute can't, but their damage is substantially lower.

    Masterminds suffer more from poor power balance than systemic problems. Ninjas and Mercenaries are both incredibly bad, and Beast Mastery and Necromancy are a far cry from perfect. Robotics, Demons, and Thugs are all strong, competitive powersets with what other ATs are capable of. What really needs to happen is a sweeping round of buffs and fixes for the broken sets and some quality of life improvements for the mediocre ones.
    Of course, the impossibly bad pet AI doesn't help matters any either - for any MM.

    The only issue I see with Kheldians is that Peacebringers are still very meh when compared to Warshades, who kind of have, "Anything you can do I can do better," syndrome going on.
  16. As far as I know, there isn't any official lore mentioning WWII in Praetoria, so, you can probably feel safe assuming it was (mostly) the same, and if they ever retcon anything in about it, worry about it then.
  17. Quote:
    Originally Posted by ClawsandEffect View Post
    This obsession with speed still mystifies me.

    Why is it so important that you get to level 50 as fast as possible? Grind to 50 in a week so you can.......grind Incarnate content?

    I know I only speak for myself, but I just play the game. I'll get there when I get there.
    Some people don't like playing the low-levels. I've seen various different "cut off points" mentioned over the years for where people feel the game becomes fun. The big ones I see mentioned most often are 22 for SOs, 26 for the Primary Tier 8, 30 for IO sets, and 32 for the Primary Tier 9. Of course, some people just don't feel like they're having fun until they have a completely fluid attack chain and all their endurance management under wraps, et cetera, which for some people means the game doesn't start until 50.

    It depends on the powerset(s) for me. Playing Super Strength before Foot Stomp? God, please kill me. But a Fire/Rad or /Dark Corruptor? Hit 12 and you're good to go for the whole game.
  18. They delay purchased powerset sales so that they don't steal the thunder from each other.

    How many people do you suppose bought Beast Mastery when it came out?

    How many people do you suppose will buy Staff Fighting when it drops next Tuesday?

    Now... how many people do you suppose would've bought each one if they came out together?
  19. Eh... I'll grab some character slots to fill out my servers while they're on sale. Nothing else particularly interesting in these sales to me, travel IOs are basically worthless ingame, so they're not worth spending real money to get, and I practically only ever use the procs anyway, so the level-scaling benefit wouldn't matter either.

    Note: even on sale the price for enhancement unslotters is ludicrous. Six bucks to pull the enhancements out of one power? I'd sooner respec, Jesus.
  20. The moral of this thread: Standard Code Rant.
  21. My most used origin is a roughly even split between Tech and Magic. I then have another roughly evenly split between Mutation and Natural. I have very few Science origin characters.
  22. Draeth Darkstar

    Psychic Melee

    If they add Psy Melee, I demand Psylocke style psychic laser katar thingies.
  23. Quote:
    Originally Posted by Vauluur View Post
    Complete tangent: Does Prometheus say anything new in i22? I haven't had a chance to play the new trial yet in order to check.
    Yes, he does.

    He explains that the Well of the Furies is actually only one of many "wells" of power. The human well (which, yes, he specifically explains is a "he" and not an "it") was discovered very early in humanity's cultural advancement, and is perceived as a well because that was a human ideal of a source of life and advancement - a literal oasis in the desert, if you will. He also mentions that the Kheldians' well is perceived by them as formless being of pure energy, because that is what their ideal source of perfection and power is.

    He also explains that it is called the "Well of the Furies" because he turned some crazy ladies into "the Furies" to be his will in our multiverse while he's napping - these are the beings behind the Talons of Vengeance and the goings-on in First Ward. Another note is that he goes into a lot of detail about how he really dislikes our well on a personal level.

    The basic description of how a "well" works is that they are some sort of incredibly powerful meta-psionic beings that link to every life-form in their child species, and are sustained and grown by the collective of their species' advancements and power. This is why I said they're not magical - they're described more as a sort of hive-mind-host-parasite symbiote type thing.
  24. Can a Rogue enter a Supergroup Base if they're in a team lead by a member of a supergroup which has the permission set to allow team leaders' teams to enter their base?

    If so, a Rogue could enter Echo: DA and Echo: Galaxy via supergroup teleporter.
  25. TPN is actually significantly easier than it's order should indicate, in my opinion. I have done several MoTPNs on fresh 50s (not on Telepathist duty, of course) and didn't feel like I wasn't contributing. Most of the trial is just fighting packs of IDF and running around.