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MTeague

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Everything posted by MTeague

  1. Rather than Geyser, I wonder if this should instead use the animation from the "Mighty" Judgement nuke. (which, is also PBAE, and also tosses foes into the air (or can, depending which version you have).
  2. Maybe some of my viewpoint is because I use /Regen on a Stalker, not a Brute, not a Tank. But I honestly think people just have it in their heads that "Regen sucks" without having really played it and seen what it can do. I'm making no attempt to repeated soak an alpha strike for a +4/x8 spawn or even a +2/x8 spawn however. I suppose it depends on what is your baseline for "it must be able to do X". Mentally I still have it pegged as "Scrapper/Stalker set", not "Main tank set".
  3. I'm quite happy with the existing Psi Assault animations, but, I would never object to more options for people to choose from, as long as I can keep mine as-is.
  4. the main mission contact was Father Time and it was to rescue Baby New Year... I didnt' expect it to last past New Years Eve. It was fun though. 🙂
  5. Plant/Psi Dominator is a force to be reckoned with. I'm not sure about soloing Giant Monsters. but LOTS of Psi damage, a -1000% regen debuff so you are your own debuffer, the best AE confusion power in the game, full time pets AND Psuedo pets, and two self-healing options. It might take to lvl 30-34 or so to fully blossom, but it's a sick combination. Stalkers are definitely worth a look-see if you haven't tried them since they got buffed at the end of Live. Assassin's Focus made them super scrappy. Placate is now entirely skippable. you just charge into a group and rip faces off. Very similar play to a Scrapper, but more on focused damage vs hard targets instead of generalized critting. Depends a bit on your primary tree though. Some like Spines still have good AE capacity. Traps is a set I constantly see listed as something that can solo GMs and AV's. Thugs/Traps or Bots/Traps Masterminds in particular. I'm not sure how true that is, but I will say my Thugs/Traps MM just hit 16, and her minions are already damn near immortal at least vs content levelling up. The downside is Traps is very location-centric. If you're in a fast moving group it's hard to use them for max effect. But vs the Biggie-Wiggies like GM's and AV's, you can stack everything on them. "There's a Trap for that!"
  6. My Spines/Regen stalker is pretty durable at lvl 29, and does not hesitate to soak the alpha strike for 4-5 man teams. However, he's also *very* well tricked out with Set IO's for his level. Buffing /Regen is a little tricky. A sufficently strong alpha strike will just wipe you. But anything less than that sufficently strong alpha strike and you can take it INFINITLY. However. One way that I think it can and should be buffed, is to give it extreme resistance or perhaps even immunity to Healing Debuffs and Regen Debuffs. Regen is your whole THING. Same way defense is an /SR scrappers whole THING. Same way they get Defense Debuff Resistance, I think Regen should be able to shrug off any debuffs to it's Healing or Regen effects. That alone, I would be content with. But I'll admit, I wouldn't darn them to heck if they buffed it even more on other fronts.
  7. June for me. But I remember it well. Hearing the music at the signon screen.... and logging in and seeing other players running around the tutorial. Critical hit for max feels damage. Welcome back 🙂
  8. I admit, I was always a little sad that Stalker /Regen doesn't get Quick Recovery. But I have to agree with @Erydanus. We got by just fine with no Stamina until lvl 20 back in the day. I've never had an insurmountable end problem on any character on Homecoming. I slot first for accuracy, second for end reduction, third for damage. Your attack chain will consume FAR more end over the course of a fight than your toggles, so slot the attacks first.
  9. I don't require NCSoft to actually say "we apologize. we were flat wrong. we musta been mashugana." (Although if they ever did, I would frame it.) As long as they let CoH HC be, and ACT as if they have learned, I will be content, even if they never admit how much revenue they cost themselves or how much they jerked the playerbase around.
  10. Max HP also affect regen since everything is based off that... double check if there's a big discrepancy in Max HP for the two characters. Maybe one was running Dull Pain and the other not?
  11. I'll admit, that doesn't seem right, but I'd like more data. Any chance you can list exactly what has what... a mids' for both? Or heck even a just a screenshot showing the Manage Enhancements screen for both characters, and the Combat Powers listing for Regeneration? Regen gets only 1 passive regeneration power, Fast Healing, which ... honestly isn't that that strong. But if you're running Integration (a toggle, entirely viable to have 100% uptime) decently slotted it goes up a LOT. The only other direct regeneration boost Regen gets is Instant Healing, and if your electric character can beat that, then Houston We Have A Problem. Everything else /Regen gets is direct heals, passive damage resist, or oh-sh** buttons like MoG. Caveat though, I'm talking based on my familarity with Scrapper/Stalker versions of /Regen. My only Sentinel thus far is /Fire.
  12. I'd definiltely put this in the "it would be nice if" bin. But I admit, I've seen enough articles where people get offended at Cultural Appropriation that I wonder if it wouldn't be a minefield best avoided.
  13. Healing enhancements slotted into Fast Healing will boost the Regen it gives you. Slotting them into Integration will boost the Regen Integration gives you. This is very very testable and verifiable. As @macskullsays, Set Bonuses that give +% to all Healing Powers will not affect them. But they will affect Reconstruction and Dull Pain, since they're immediate instant-burst healing, not regeneration rate. And there are other set bonuses that will boost your regen rate specifically.
  14. One thing I've done to make the more "passive" secondaries interesting on an MM.... using the Fighting Pool. I have a Completely NOT Optimal but fun as heck alt that is Beast / Empath, with Kick, Boxing, and Crosspunch. If you get all three fighting attacks, they boost each other significantly. They're DIRT CHEAP compared to regular MM personal attacks. Plus, Kick will have like a 40% chance for knockdown, which gives it some mitigation value too. And if you're in bodyguard mode, the damage gets spread out nicely. And in the case of Beasts in particular, your pets are also melee, so when you wade in slugging away, your pets will be in range for Supremacy, all your leadership toggles, all your pet aura IO's, etc. It's not without some risk, sure... incoming AoE attacks are not your friend, but they're never your friend for ANY Beast MM. Dunno. I find it fun.
  15. Yep. Vahz plague (the flies) comes with a real nasty -Recovery debuff. You start sucking back blues bigtime. Not sure if resistances are also debuffed.
  16. MTeague

    I Get It Now

    Are you refusing to use Seeds of Confusion or something? taht would greatly boost your kill speed and overall XP per time, eve if your XP per kill dipped a small %.
  17. There's always the story arc where you get Vahzilok plague and are surrounded by flies buzzing around you. Chicks dig that, pretty sure. 😱
  18. They may pickup the habit at low levels, using Immobilize as a form of damage mitigation. Sure, an immobilized mob can still shoot you, but they can't WHOMP you with that sledgehammer or that giant razorblade the size of a car that the Lost use for a sword. Endgame? ... I could see it as a certain amount of "god dammit I'm gonna do something" to feel more useful before the someone wallops the pack with a Blaster Nuke or a Judgement Nuke. It's *really* frustrating in the late 40's when you can feel 100% CARRIED the entire time. At least to me. I *loathe* the idea of being a leech or coasting and letting someone else do all the work, and after too many groups where everything is blown up before I can get a couple single target holds or a confuse in place, I'll say screw it and solo my way the rest of the way to 50. But if someone didn't want to solo, they may be trying to cram in some casts before everything is blown up.
  19. I think, at lvl 50, a Fire/Fire tank could be squishy if you completely ignore IO's. But really, my Fire/Fire sentinel is starting to feel really tanky and his resists aren't nearly up to what an actual tank can have. One thing I have noticed with Fire Armor, at least on the Sentinel, is they get lots of resist and some decent heals, but, zero Defense of any kind, and a big hole to Psionic Resist, and a modest hole to Toxic. So I would plan your build around that, slotting specifically to patch both of those holes. Look for set bonuses that give you +Defense, or +Psi/Toxic resist, and ideally both. If it fits in your budget, get both of the +3% defense to all uniques, and the +5% resist all unique from Shield wall, and the Scaling Resist Unique from Reactive Defenses (has a min of 3% resist all). If it doesn't fit in your budget, still get them, just not right away. Keep track of your influence, keep track of your merits, and keep playing. At some point, you will be able to afford them, even if not right away. Properly slotted, the character will be like night and day.
  20. Hey! Keep your paws off Mass Confusion, I love that power. I'm fine if an additional power that's mutually exclusive with it is added to Mind Control, but don't be messin with my fav toy.
  21. No matter the power, there's someone out there already using it who would be upset if it were removed and just as upset if he were forced to take the other one on his next respec. It doesn't matter if it makes sense or not. It doesn't matter if one is clearly better than the other. Swapping it will screw up someone. Adding choices that no one has to take and can be done either way, is vastly better than just swapping which power is a forced choice at lvl 1.
  22. I could see it for some things like ForceFields as a secondary for a corruptor, if I have no interest in *ever* using Personal Force Field. Or someone with /Storm as a secondary who didn't want to have to take Gale (though I love Gale on my Storm def, slotted wtih KB to KD...).
  23. It adds consumes extra characters somehow when you go back and edit. It's a royal pain, but you can get a lot of space back if you go into an edited bio and delete out ALL spaces between 1st and 2nd word, then manually add one single space, then delete all spaces between 2nd and 3rd word, then manually add one single space, etc. I've carved back like 200 characters this way that were falsely being consumed sometimes.
  24. I like the idea of keeping existing bio short, but having a "Read More" button of some kind to a place where the player can add lots more text for their character. Of course, full disclosure, for any bethesda game, the "Journal" mods are the most absolute must-haves for me. My characters bio *will* expand to consume the available space lol.
  25. Plant/Psi dominator just annihilates things. It's a glorious chaotic scene of carrion creepers, fly trap, roots, pyschic shockwaves and drain pysche. Mind/Kin controller may not clear maps super fast, but it a fun combo, at least for me. It doesn't matter what he's faced with. Malta, Carnies, Nemesis, Rikti, Arachnos, whatever. Bring it. Maybe he looks like a feeble old man in a hat and mask, but he'll kick an awful lot of butt. Or, subcontract it out to his confuse targets, as the case may be. Claws / SR scrapper is not exactly anything new or shiny but Scrapperlock while humming "can't touch this" is kinda fun 🙂 Fire / Fire Sentinel has been a lot of fun. He's not the most optimal combo, but is terribly satisfying. Plays like an AE heavy scrapper (fireball, firebreath, burn, inferno is a lot of AE) and still quite durable, without any Fire Sword animations. (all power to you if you like Fire Sword, but it's never been my thing)
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