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DreadShinobi

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Everything posted by DreadShinobi

  1. @No Gods No Kings fiery aura with rad spines or savage are all fine choices. I have a spines/fire built for fire farming but my main with over 1500 badges is my rad/fire brute. Fiery aura can often get stuck with having incorrect misconceptions that it performs poorly outside of fire farming. If the character is built for fire farming it certainly can but with a general purpose build it is great at handling all content 1-50 including tanking master badge runs and incarnate trials. Bio armor and Shield are imo better picks for scrappers and tankers and SR better on tankers. Your S tier armor choices are all great on brutes - but only fiery aura has burn. 🔥
  2. @Retroman Or you could be oldschool and see how people had to earn that badge before ouroboros was introduced. Before ouroboros if you missed the isolator badge you could earn it in recluse's victory at the train station. Edit: I also hate hyphens and would never do that to a character name. 😤
  3. @Retroman in mids at the top, "slots/enhancements" > "set all relative levels to..." > +5. I shift+click on the powers that are enhanced with winter IOs and ATOs to the alternate slotting before clicking the +5 button on mids so that they don't get boosted in value in mids because they can't ingame, then swap the slotting back after setting everything else to +5. Other IO sets that you may consider attuning instead of +5 boosting are IOs that have a low minimum level range. For the kin/rad build that I posted these include Preventative Medicine and Stupefy (exemps to lvl 17), Preemptive Optimization (exemps to lvl 18), Sting of the Manticore (exemps to lvl 32). LotGs /can/ be attuned to exemp to lvl 22, but that lowers their defense value significantly in the way that I use them. This particular proc build doesn't have alot in the way of set bonuses because it focuses on cramming in the massive number of procs - I would be more inclined to just pick up temp powers and amplifiers if I wanted to optimize my exemping performance - which depending on how often you make those purchases specifically for exemping, is still likely massively cheaper than making a 2nd build.
  4. @Glacier Peak The number looks very large and pretty. The number of times you are going to get use out of the massive heal is going to be very niche. I've never once played my stormie with o2 boost, my poison with alkaloid, or my thermal with cauterize and thought to myself "damn my ally just died cause I didn't have absorb pain sadface" Not a single time. Ever.
  5. The OP's suggestion may not be the right one, I am more or less neutral on the idea - i dont feel that it would really change much of anything for the set. However to say empathy is in a great place right now is a touch off reality. Until undefined hard mode settings or empathy gains a rework that allows it to interact on any offensive scale the set will continue to struggle in relevancy.
  6. It is very difficult to compete with blaze because of the animation time. Many other t3 blasts have a 2s animation. It isnt just a comparison between blaze vs power burst for example, it is that in the same time you animate your power burst the fire blaster can animate both a blaze AND a charged brawl or energy punch.
  7. Concerning this forum... - Suggestions & Feedback - Homecoming (homecomingservers.com)
  8. Getting a bit hostile now aren't ya?
  9. Fighting -1 critters and lowering the standard available difficulty from +4 to +3 is your version of fun? Que es esto? 🤐 CoH is great at making you feel super. All throughout the game. You know what was more fun for me before level shifts existed? LRSF. STF. LGTF. ITF. et all lvl 50 content. I feel "less super" at lvl 51 because it takes away challenge from the game. Level shifts are massive. I feel a lower sense of accomplishment completing the LRSF for example than I did prior to the tirade of power creep. I have some fond memories around completing some of these tasks when they were still balanced in difficulty. Looking at level shifts to address power creep takes nothing away from the flavor picks you can find in alpha/interface/judgment/lore/destiny/hybrid.
  10. Here is a different perspective: Removing the universal level shift from the alpha slot isn't a nerf - it is correcting a mistake that should have never made it to live. The presence of the alpha level shift in previously endgame content - itf, stf, rsf, kahn, cuda, lgtf, etc took away from all of those experiences and none of those tasks were designed with level shifts in mind. Neither was AE farming lol. Level shift breaks pre-existing content more than anything. The attribute boost from the alpha slot is great, but not the trivialization issue with the level shift. Also remember that when the alpha slot was introduced it took much more time to get your t3 alpha and acquire your level shift. There were no incarnate threads - only shards. Typically you had to do those lvl 50 tasks without a level shift on that character to unlock the components. Now you can be lvl 50+1 within moments of hitting 50.
  11. Placing long overdue signage right here.
  12. Never played a warshade, earth/dark/elec control, stone armor, willpower, dual pistols, AR, BR, elec affinity, nature affinity, dark affinity, atomic manip, dark manip, ice manip, plant manip, temporal manip, martial combat, battle axe. This was actually a shorter list than I anticipated it to be.
  13. Gaus BU proc in tactics is typically used for sets with pets to increase the consistency of higher proc chances outside the position of potential teammates. Examples would be MMs, Pet based arachnos soldiers, fire imps, and carrion creepers. The specific stalker ATO that recharges makes it even more valuable in build up and should not be put into tactics for stalkers.
  14. 5 purple 10% rchg bonuses and 5 lotg = 87.5 global recharge. Getting to high global recharge on a dom is pretty easy (depending on how many damage procs you want to shove into your build) because among all archetypes they have some of the most diversified enhancement set categories. Pet IO sets and basilisks gaze also offer their rchg bonus at 4 slots instead of 5 which can be very helpful and doms typically have easy access to both. I build my doms to 128.75% global recharge before hasten. This allows you to kéep your domination active even if you step away from the computer and allows hasten to effectively function as recharge debuff resistance so you don't randomly drop after getting hit by several council cold snipes or whatever it may be.
  15. @Veracor @Doomguide2005 Yeah i dunno about the note on hotfeet, cause back on live i tanked lord recluse on a MoSTF with my fire/kin controller and i kept hotfeet toggled and detoggled super speed (threat level manipulation) and i was able to keep recluse's attention while towers were destroyed.
  16. On this specifically I would say Ill/Cold is a fantastic at melting AVs. For general content, if we are talking about controllers in particular, I would look at other sets that have more consistent hard cc and aoe damage. An AV killer Ill/Cold build will differ greatly from a build suited for other tasks. It is a good choice for some AV heavy task forces like ms lib tf and the recluse sf though.
  17. Here's the build I have that you can take a look at. 127.5% global recharge from set bonuses, hits perma PA, perma tarantula, perma heat loss, perma benumb, 15s cd sleet, procced poisonous ray, and features adrenal booster. Grab an extra 20% global recharge from sg base buff. Poisonous Ray is really good with illusion control, you took mace mastery and skipped it! It is a better place for your achilles and apocalypse proc and it adds to your resist debuff stack to amplify your pet damage. Proc out blind - it has a 9s base rchg compared to the typical 8s. Also I wouldn't concern yourself as much with your softcaps when you have perma PA. Amplifiers are also available. Also +regen slotting in the right places is pretty helpful for /cold, outside of a green insp or heal temp power it is your only way to regain lost hp. Leadership: assault is doing very little for your build btw, it does not affect phantom army or any of your dmg procs. Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Magic Controller Primary Power Set: Illusion Control Secondary Power Set: Cold Domination Power Pool: Speed Power Pool: Leaping Power Pool: Experimentation Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Blind -- UnbCns-Dam%(A), NrnSht-Dam%(3), GldNet-Dam%(3), GhsWdwEmb-Dam%(5), GldJvl-Dam%(5), CaloftheS-Heal%(7) Level 1: Infrigidate -- TchofLadG-%Dam(A), ImpSwf-Dam%(7), ShlBrk-%Dam(9) Level 2: Ice Shield -- LucoftheG-Def/Rchg+(A) Level 4: Deceive -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(17), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(29), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(29), SprWiloft-Rchg/Dmg%(34), CrcPrs-Conf%(34) Level 6: Spectral Wounds -- Apc-Dmg(A), Apc-Dmg/Rchg(9), Apc-Dmg/EndRdx(11), Apc-Acc/Dmg/Rchg(36), Apc-Acc/Rchg(36) Level 8: Hasten -- RechRdx-I(A) Level 10: Glacial Shield -- LucoftheG-Def/Rchg+(A) Level 12: Group Invisibility -- LucoftheG-Def/Rchg+(A) Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(15) Level 16: Speed of Sound -- BlsoftheZ-ResKB(A) Level 18: Phantom Army -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(19), ExpRnf-Acc/Dmg/Rchg(19), ExpRnf-EndRdx/Dmg/Rchg(25), SlbAll-Build%(27), SlbAll-Dmg/Rchg(27) Level 20: Arctic Fog -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(21), StdPrt-ResDam/Def+(21), GldArm-3defTpProc(23), GldArm-End/Res(23) Level 22: Maneuvers -- ShlWal-ResDam/Re TP(A), ShlWal-Def(43), ShlWal-Def/EndRdx(46) Level 24: Experimental Injection -- Prv-Absorb%(A) Level 26: Adrenal Booster -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(37), AdjTrg-ToHit/EndRdx/Rchg(39), AdjTrg-EndRdx/Rchg(40), AdjTrg-Rchg(40) Level 28: Benumb -- RechRdx-I(A), RechRdx-I(43) Level 30: Flurry -- AbsAmz-Stun(A), AbsAmz-Stun/Rchg(31), AbsAmz-EndRdx/Stun(31), AbsAmz-Acc/Stun/Rchg(31), AbsAmz-Acc/Rchg(33) Level 32: Phantasm -- ExpRnf-Acc/Dmg(A), ExpRnf-Dmg/EndRdx(33), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-EndRdx/Dmg/Rchg(34), ExpStr-Dam%(36) Level 35: Sleet -- Rgn-Dmg(A), Rgn-Dmg/Rchg(37), Rgn-Acc/Dmg/Rchg(37), Rgn-Acc/Rchg(39), Rgn-Dmg/EndRdx(39) Level 38: Heat Loss -- RechRdx-I(A), RechRdx-I(40) Level 41: Poisonous Ray -- AchHee-ResDeb%(A), TchofLadG-%Dam(42), ShlBrk-%Dam(42), GldJvl-Dam%(42), Apc-Dam%(43) Level 44: Scorpion Shield -- Rct-Def(A), Rct-Def/EndRdx(45), Rct-EndRdx/Rchg(45), Rct-Def/Rchg(45), Rct-Def/EndRdx/Rchg(46), Rct-ResDam%(46) Level 47: Summon Tarantula -- ExpRnf-Acc/Dmg(A), ExpRnf-Acc/Dmg/Rchg(48), ExpRnf-EndRdx/Dmg/Rchg(48), ExpRnf-Acc/Rchg(48) Level 49: Flash -- BslGaz-Acc/Rchg(A), BslGaz-Rchg/Hold(50), BslGaz-EndRdx/Rchg/Hold(50), BslGaz-Acc/EndRdx/Rchg/Hold(50) Level 1: Brawl -- Hct-Dmg(A), Hct-Dmg/Rchg(13), Hct-Acc/Dmg/Rchg(13), Hct-Acc/Rchg(15), Hct-Dam%(17) Level 1: Containment Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Qck-EndRdx/RunSpd(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(11), Pnc-Heal/+End(25) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Intuition Radial Paragon ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1537;704;1408;HEX;| |78DA65944B4F53511485CF6D6F0B2DAF226F01A154A00FE803D02989050D8F1212A| |23343AE70C1C6D2D6B62430F42F184D1C09F880A889FFC1A103873E06FE05DE6353| |77EF5AD09BB449FB9DB3CEDE67AFB3EFB94DEDCC347E7DF0625A69BE64C62816579| |3B96CA990CB64CC822B656CA6D754E55327DF4075E52A283A97C96C17D3B9EC9530| |608BB9B7BDB1114DE632EBAB33B9AD74D628499CF22EE7246D256F9AEB8DD670D13| 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  18. See right here though you're making assumptions - and you know what they say about assumptions. You're putting yourself in the very situation that you don't like - when a player on your team doesnt do what you want them to do because you didnt tell them ahead of time the expectations you have for being a part of your team (gosh doesnt that sound fun). Most of the time it sounds like it isnt an issue for you - but those times that it is the solution is very simple brief and clear communication. ITF in particular is not a hard task. It is also a task force with many parts that can benefit from a team splitting up to complete multiple objectives simultaneously. Personally I have never run an ITF where I have required my team to follow the star - I honestly find that obnoxious. Even a kill most ITF 4/8 itf will likely have better xp/min with the team splitting into 2 groups frequently and converging as the mission objective dictates unless everyone is on low level characters. I would hope that if I joined your task force that you would make it clear that I am expected to be your shadow before you started the event.
  19. This is a misconception. Brutes have low base damage - every 1% increase to their damage is less beneficial than that same 1% applied to a tanker, scrapper, or stalker. Tankers also had their damage cap increased substantially and brute dmg cap was lowered by a tiny amount to address that already. While brutes have a gargantuan dmg cap about 190% of that is to provide room for fury. That 775% bright blue number in your combat attributes might look pretty but it is not as large a difference as you make it out to be compared to another melee archetype sitting on a 400% bright blue number. The maths around this were broken down ad nauseum over im the beta feedback threads regarding the tanker changes. This is also very unfortunate around the usage of +dmg set bonuses and red insps for brutes.
  20. No thanks. P2W vendor in game is plenty suitable to be expanded on with extra goodies, costume pieces, temp powers, etc without needing to add an additional system.
  21. The swing factor for me was the tanker patch. Pre-tank patch - Fiery Aura is a great brute set Post-tank patch - I pretend the archetype doesn't exist anymore.
  22. It isn't as simple as def vs resist favoritism. 1)Higher tier stalker sets typically increase offensive output. Directly - Bio Armor, Shield Defense, or indirectly via build flexibility - EA, SR. 2)A resist based set such as dark armor, fiery aura, and electric armor can be impressively bulky with an IO build that provides S/L defense - but S/L stacked defense is a significant build investment that detracts from point 1. 3) Elec, Fiery, and Dark armors each lost important parts of their kit for hide - their damage auras. For brutes and tanks these are also their taunt auras, and big surprise here, scrappers don't get a taunt aura on these sets either and they are also massively less favorable for scrappers compared to sets that provide them a taunt aura. This is especially relevant to fiery aura. 4) Dark Armor wants to have as large a HP pool as possible to leverage Dark Regeneration healing, stalkers are stuck at the bottom here. 5) Fiery Aura received one of greatest injustices ever in a powerset proliferation and lost fiery embrace for cauterizing blaze. 6)Like Ninjitsu - Fiery Aura and Dark Armor also have a kb protection hole to plug, and Elec Armor has partial protection. Slot tax is fun. edit: resist cap is much smaller a point than people make it out to be.
  23. If you are regularly leading the same content on repeat, it really does help to just macro your instructions to the team. Don't be upset that people aren't following invisible expectations. Macro the important points you want to communicate - but most importantly, be open to feedback from the rest of your team. Allow your team the opportunity to ask questions or make requests. If you're putting a PuG together not every group is going to be the same or have the same skill level or experience. Allow yourself as team leader to sway from what you prescribe to as a perfect operating standard. You organized and put the group together and your objective should be to facilitate an environment where everyone is enjoying themselves - it is not to be a drill instructor.
  24. Plant doms and their hyper low recharge high mag aoe confusion is an experience you will not find elsewhere. A plant dom can find itself as a top performer with any secondary choice. While some secondaries will perform better than others and have certain nuances, advantages, and shortcomings, plant proves to carry any assault set choice to the top of the pack. I personally prefer /thorny assault with plant due to the -def maximizing your confusion based damage and the availability of heavy proc slotting. Radiation can feel odd in play but has an excellent self heal, decent burst damage but long cast times. Fire offers great damage without proc investment allowing you to push defense and recharge bonuses higher, it can be played purely ranged but is also a late bloomer. Earth has some very strong abilities, good crowd control outside your primary, but is very end heavy, and i am weird in that i don't like knocking confused foes down when they could be hitting eachother. Beyond your primary and secondary choice, doms have access to one of the best ancillary powers in the game, sleet.
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