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Everything posted by Koopak
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I'll slap my build down if you want. I only have Maneuvers and MUCH lower defenses. I had to drop fighting to jam in flavor powers from teleport, and Provoke because my intent was to be a psudo tank, and i needed the aggro control. Despite this i can handle +4x8 anything as long as I bring the right incarnates and keep my wits about me, though part of that is my primary is Katana so i have a strong defense tool in Divine Avalanche. That said its hardly the only set with that option. Your current build is going to be notably tougher than mine, no two ways about it, but thanks to Shadow Meld, MoG, Recon, and Dull Pain getting me HP capped I can hang with the hard assets and I regularly find myself turning fights that have gone south.
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Ill note /regen when well built spends most of its time asleep. But once ya bump up to actually dangerous stuff or if yer trying to tank when there's no Brute or Tanker around, then it becomes a very active set that can survive almost anything if you manage your powers right, but you collapse fast on a mistake. Personally I find Tri-form Warshade to be great for this, good management of powers and enemy counts allows you to be a little god, unkillable and slapping out big damage AoEs, but if you goof you keel over fast.
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Add the power execute location logic to goto command for MM pets.
Koopak replied to Koopak's topic in Suggestions & Feedback
Thanks 😄 i was just on my MM getting my binds setup to use the nice numpad command setup but with my MMO mouse, and it occured to me thatd itd be nice to not have to click after activating the goto command, and for bots and other MMs with cone attacks, or other odd AoE powers, its nice to have commands to position them in a specific place relative to yourself. In the future this also has potential value for MM pets that do weird AoE buff stuff maybe? But thats obviously way down the line -
If its not unreasonable to do so id love to have all the mechanics present in the power execution location command added to the goto command for Master Minds, so we could do something like: /petcom_all goto cursor send pets to cursor with a single bind /petcom_all goto 10:0 array pets just infront of the MM and similar commands
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Like many players I often have trouble keeping track of my cursor in the middle of so many particle effects and so on. This was an issue for me even back in the early days. When I finally started looking into solutions for this via texture mods, I was frustrated to find that most of the solutions both abandoned the original aesthetic entirely and often made the cursors so large as to be annoying to me personally. In the end I made my own, pictured and attached below in a zip archive starting at the data folder. This has also been uploaded to the CoH Modder respository. I found applying a white and black outline to each of the cursors to increase visibility without detracting from the base aesthetics and iv been using this set for many months now and think its time to share. I also created variants of the idle cursor that make the core of the cursor gray or black, if there's desire for these ill get them packaged up as well. Edit: added to CoH Modder repository so you can download and install it from there. Outlined Cursors Standard.zip
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I'd argue that theres not a huge difference between Recon and a toggle with a good chunk of regen on it besides the cost of player skill to use optimally... but...
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I will say I think the topic has well since moved more toward AT discussion than suggestions. Fact of the matter is that there isn't going to be a clear consensus of exactly WHAT to add or not to add to Regen amongst the community. Thus my main real suggestion to the devs regarding this, is that regen is not in dire straits but if you feel the need to give it a bump, be sure to take a gentle hand and very gradual small changes like some, myself included, have suggested. I suspect the devs already know though how easy it would be to accidentally tip regen over from maybe a little under tuned, to unstoppable monster. Its just the nature of how a sustain based set like this works, the balance has to be knifes edge.
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Your Mids must be grossly out of date or broken, id recommend a fresh install: https://midsreborn.com/ I checked all variants in current Mids as well as my scrapper in game and what i listed is accurate. You can also check in game values via: https://cod.uberguy.net./html/power.html?power=scrapper_defense.regeneration.integration&at=scrapper Which is also up to date with live in game raw data. Current numbers are: Integration: 100% (enhancable) 50% (unenhancable) Instant Healing: 200% (enhancable) 600% (unenhancable) I'm a little annoyed that every time I outline how Shadow Meld can be used people take it as me arguing that you should "just take Shadow Meld" which is NOT the case. What I'm saying here is that is is possible, due to have Regen works, to combine it with certain pool powers to create a significantly more potent period of durability than expected, and that that must be considered in balancing the set. This is NOT the same as saying "Regen should be balanced assuming everyone takes Shadow Meld". What this is saying, is that any changes should be made with the POSSIBILITY of this combination, at least tangentially in mind, and that if something like MoG cant be balanced both on its own AND with Shadow Meld, then either Shadow Meld or MoG need to see significant changes, likely MoG as Shadow Meld, being available to other sets, likely would be the more difficult to adjust. And again my point wasn't "Ree 30 seconds MoG is op because Shadow Meld" It was "this combo would become noticeably more powerful and that should be watched closely if we play with this change" Edit: Also wanna note. The reason Shadow Meld is "so great" is because its a decent alternative to the Fighting, Leadership, Jumping trifecta of defense buffs everyone has access to. My build lacked the space for all that, and Shadow Meld gave me a way to plug that hole. Most sets are kinda assumed to be running some of that trifecta if not all of it when people discuss them, and Shadow Meld is definitely weaker than that. I just am highlight a unique edge case oddity that could be broken if mishandled.
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No i don't think it would. Don't get me wrong, there are some nice elements of sentinel regen. Dull Pain being kinda split between an Auto and the Self Rez is weird? But if Dull Pain and the Self Rez were rolled into one entirely and a new power was added? Thats be pretty nice. I despise Instant Regeneration personally, not because its absorb, but because its a toggle. If are gonna get an absorb i want it to be an active mitigation tool, not a set and forget. "Oh im about to take a big hit, let me pop a small absorb barrier to reduce the odds im one-two shot" I disagree with alot of this, save more toxic resist, and that mostly because "fuck it why not" its not like regen getting toxic resist cap would really change much and its thematic. Resiliance is resist ALL, as is MoG minus the psi hole which iv never minded, even when MoG put you down to 10% hp (i actually miss that, id have prefer to keep that and just buff it with damage or some crap but I'm weird and like risky powers like that and Rage, that's a rant for another day) So MoG for 30 seconds? Not horrible but ill point out that currently you can Shadow Meld -> MoG -> Shadow Meld for 45 seconds of godliness (minus long cast times) so that would become a full 60 seconds. Not the worst, probably not OP, but something to be cautious of. Enhancing Integration and Instant Healing more though is iffy. You can enhance 2/3 of integration and 1/4 of Instant Healing. If those were opened to 100% they'd either have to be nerfed, making unenhanced low level play SUCK, or they'd become obscenely overpowered. This is generally true but ill contend Regen IS just a touch behind, not "oh god fix it now" just "could use one or two things to clean it up" You may notice i regularly argue for MORE reactive elements. I will also note it is pretty memey how regen can just... ignore Hamidon's damage.
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I got into the math on Boggle recently, skip it, iv been meaning to post my findings but even in optimal pro boggle setups, boggle is at BEST a 5% increase in dps, and that's assuming some REALLY specific slotting, and perfect execution. You literally get more out of taking Assault from Leadership. Trust me I WANTED to prove boggle was worth, i did everything I could to try and make it worth, its just not. Psi Melee is a lot of fun and the insight mechanic gives an interest play style where yer goal is to cram in as many attacks as possible before getting GSB off before it wares off ( 15 seconds is your window ) Energy Aura is very high performing, seriously i feel its ALMOST over tuned, not quite, but definitely an outlier. It also recolors to a telekinetic barrier well. Same for Invul and Willpower. As mentioned Super Reflexes works well too and is easily explained a precog and reading your opponents move ahead of time. After all that's how Farsight on Widows works. Brutes wont ever compete with an equivalently slotted scrapper in raw damage, its the mid step between scrapper and tanker, basically as intended. Heres my psi/fire scrapper im working on leveling currnetly based loosely on Awakened lore. This Hero build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Akasha PSFISC: Level 50 Technology Scrapper Primary Power Set: Psionic Melee Secondary Power Set: Fiery Aura Power Pool: Force of Will Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Hero Profile: Level 1: Psi Blade -- SprScrStr-Acc/Dmg(A), SprScrStr-Acc/Dmg/EndRdx/Rchg(19), SprScrStr-Rchg/+Crit(21) Level 1: Fire Shield -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/EndRdx/Rchg(3), RctArm-ResDam(3), RctArm-EndRdx(5), StdPrt-ResDam/Def+(5), StdPrt-ResKB(7) Level 2: Telekinetic Blow -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(21), Hct-Acc/Rchg(29), Hct-Dmg/EndRdx(33), FrcFdb-Rechg%(43) Level 4: Mighty Leap -- BlsoftheZ-ResKB(A) Level 6: Blazing Aura -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(40), Arm-Acc/Rchg(40), Arm-Dmg/EndRdx(43) Level 8: Psi Blade Sweep -- SprScrStr-Dmg/Rchg(A), SprScrStr-Acc/Dmg/Rchg(29), SprScrStr-Dmg/EndRdx/Rchg(31) Level 10: Healing Flames -- Prv-Heal(A), Prv-Heal/Rchg(11), Prv-Heal/Rchg/EndRdx(11) Level 12: Temperature Protection -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/EndRdx/Rchg(13), RctArm-ResDam(13), RctArm-EndRdx(15), GldArm-3defTpProc(15) Level 14: Weaken Resolve -- HO:Lyso(A), AchHee-ResDeb%(31), TchofLadG-%Dam(31), ShlBrk-%Dam(33) Level 16: Plasma Shield -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/EndRdx/Rchg(17), RctArm-ResDam(17), RctArm-EndRdx(19) Level 18: Concentration -- RechRdx-I(A), GssSynFr--Build%(43) Level 20: Consume -- RechRdx-I(A), RechRdx-I(36), PrfShf-End%(37) Level 22: Unleash Potential -- HO:Membr(A), HO:Membr(23), LucoftheG-Def/Rchg+(23), Prv-Heal(25), Prv-Heal/Rchg(27), Prv-Heal/Rchg/EndRdx(27) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25) Level 26: Greater Psi Blade -- HO:Nucle(A), Hct-Dmg(33), Hct-Dam%(34), UnbCns-Dam%(34), GldNet-Dam%(34), TchofDth-Dam%(36) Level 28: Burn -- HO:Nucle(A), Arm-Dmg(37), Arm-Dam%(39), ScrDrv-Dam%(39), SprCrtStr-Rchg/+50% Crit(39), FuroftheG-ResDeb%(40) Level 30: Kick -- FrcFdb-Rechg%(A) Level 32: Mass Levitate -- ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/EndRdx(37), ScrDrv-Acc/Dmg/EndRdx(46), ScrDrv-Dam%(48), FrcFdb-Rechg%(49) Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36) Level 38: Rise of the Phoenix -- Prv-Absorb%(A) Level 41: Tough -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/EndRdx/Rchg(42), RctArm-ResDam(42), RctArm-EndRdx(42) Level 44: Weave -- ShlWal-Def/EndRdx(A), ShlWal-EndRdx/Rchg(45), ShlWal-Def/EndRdx/Rchg(45), ShlWal-ResDam/Re TP(45), LucoftheG-Def/Rchg+(46), Ksm-ToHit+(46) Level 47: Maneuvers -- LucoftheG-Def/EndRdx(A), LucoftheG-EndRdx/Rchg(47), LucoftheG-Def/EndRdx/Rchg(47), LucoftheG-Def/Rchg+(48), Rct-ResDam%(48) Level 49: Tactics -- HO:Cyto(A) Level 1: Critical Hit Level 1: Brawl -- Mk'Bit-Acc/Dmg(A) Level 1: Sprint -- EndRdx-I(A) Level 2: Rest -- RechRdx-I(A) Level 2: Swift -- Run-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(9), Mrc-Rcvry+(9) Level 2: Stamina -- PrfShf-End%(A), EndMod-I(7) Level 50: Musculature Radial Paragon Level 50: Reactive Core Flawless Interface Level 50: Task Force Commander Level 50: The Atlas Medallion Level 50: Portal Jockey Level 50: Freedom Phalanx Reserve ------------
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DBs combos are.. pretty lack luster, hate to say it. If yer goal is to have a set that requires "thinking" Id suggest Energy Melee, Staff, or Savage Melee. Maybe Street Justice. EM took my top pick there because of the new Energy Focus mechanic. Combined with thoughtful placement of Superior Critical Strikes crit proc, you end up with a mixed situation where you may end up with a double stack of Energy Focus and able to slap out Energy Transfer with the short cast time twice, or morel ikely, what to use the 2nd charge on. Barrage for a stun, or Power Crash for AoE. There others yeah have builders and spenders, with Savage having a lock out if you use a spender at max charges, a situation thats usually a net loss, but theres exceptions, so you need to think about its use. The rest of the power sets are either 'braindead' rotation spams, or just change what rotation to do based on current state (see psi melee)
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Updating inherent descriptions to be gender neutral please?
Koopak replied to Zappalina's topic in Suggestions & Feedback
Id say the risk of confusion from "They" is pretty minor. But ignoring that, converting to "You" or "The Tanker" shouldn't be any significantly more difficult. I don't know what English courses taught they as exclusively plural because a casual perusal of English literature of the last 50 years destroys that suggestion. (Example: The accountant is coming by tomorrow, can you make sure they are helped?) Now the argument that it doesn't translate well from other languages when learning it as a second language is fine though. I'm all for this, it shouldn't take to horribly long if someone on the dev team feels up for it, but yeah, not something anyone should be planting their flag and declaring their eternal devotion to as a cause one way or the other. Inclusivity is more important than some people make it, but this just isn't a pressing issue. -
Half and Half could kinda work but its still more or less the same issue, like i mentioned in the end of my TED talk, something like a 5-10% absorb added to recon, or adjusted from recon say... 235hp, and 100 absorb, could probably work, but i don't think it would really help much. At best that just makes Recon safer to use, and gestures toward the Effective HP issue. I agree Shadow Meld shouldn't be a crutch, I disagree with your implication that it is. Its a tool, one that works VERY well on ANY resistance/regen set. Its not inherently more effective on Regen, and you absolutely don't need it to excel. I use it because iv given up 4 power picks, and a power pool to get flavor powers that give me ZERO durability or damage. So since that locked me out of the Fighting Pool and stacking CJ and other crap, Shadow Meld was the most bang for my buck to compensate. If i were to re do my build with no fucks given toward RP consistency and such and focus purely on optimal play, i wouldn't need it, and actually would consider dropping it for Blaze Mastery and that dank Char/Melt Armor combo.
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Not to be rude but you seem to have blown right past my point in outlining the two options, the two possibilities with your proposed change. Let me try to put numbers down on this to better illustrate. When talking about regen its helpful to simplify the discussion by talking primarily about Effective HP and Effective HP/s, this is true with all sets, as even defense can be boiled down to these values but we will ignore defense for now because its not clean in that regard, and its not a stat most regen builds are likely to have a huge amount of outside of things like Shadow Meld. Effective HP is the amount of raw, unmitigated damage you can take before dying. Since we have omitted defense, this is a simple equation if we assume the attack is say, smashing, a common damage type. We will also assume a scrapper in this scenario has 50% smashing resistance, this is an extremely achievable goal as an average resistance value, and can even be exceeded, especially in S/L. We will also assume said scrapper has Dull Pain active, and, due to that and other +hp bonuses from his build is at the scrapper HP cap of ~2,409. (avoid decimal places, as fun as it is to survive on 1/2 a hit point) Thus our hypothetical character has an Effective Hp of ~3,613 (2,409 * (1+0.50(res))) This is our baseline for Regen, you can look at average HP values of other sets and find they aren't that far behind and when you factor in defense, they actually all land in the same ballpark. That's a good thing because as i said Effective HP is the best available way to distill all values into a single 'durability score'. Now adding an absorb that can be added before damage is taken changes up this equation because that is additional hp added. Lets take your suggestion of changing Recon to absorb outright, no number tweaking, just how it is today but absorb instead of heal, and lets assume its unslotted for now. Reconstruction heals for 334.7 (lets call is 335 for sake of simplicity) if changed to absorb this gets added into our equation. (2,409 + absorb) * (1 + resistance) (2,409 + 335) * (1 + 0.50) ~4,116 Effective Hp That is a substantial Effective HP increase, though, not in and of itself over powered as long as its not a constant thing right? The issue is what comes next. Using my build as a reference, I have 116% Global Recharge while Hasten is up. Reconstruction is still unslotted in this example. With this, which is a MODEST amount of recharge, to the point of probably getting me ridicule from other Regen mains, Recon is on a cooldown of 27.75 seconds. Using your proposed duration, this means that this Effective HP cap, is permanant, 30 seconds is well under the recharge rate of most builds, even relatively cheap ones, you only need 30% recharge from sets, and hasten to achieve this. 20 seconds, the duration you proposed as a "maybe" is still VERY achievable, because again, my proposed build here has ZERO recharge slotting in Reconstruction itself. In fact with 2 lvl 50+5 recharge IOs alone, you can reach 30.63 seconds. Getting Reconstruction down as low as 15 seconds to recharge is an obtainable goal, and 20-30 seconds should be considered normal in end game builds with 30 seconds being the default of properly slotted builds for below 50 (even if it takes 3 SOs). None of this is factoring in the fact that you can nearly double the 335 listed above, pushing the effective hp up another 400ish hp. So putting that all together, your proposed change leads to an Effective Hp of... hp absorb heal slotting resistance (2,509 + (335 * (1 + 0.80))) * ( 1 + 0.50) (2,509 + 603) * 1.50 3,112 * 1.50 4,668 Effective Hp That's 4.6k max hp, with an uptime of 100% That is HUGE for a scrapper. Now you could argue the solution is to just reduce uptime, either make the recharge longer, or make the absorb shorter lived. The problem is the gap this leaves. Lets say you limit it to 10 seconds, average strong builds will have about a 20 second recharge, so thats a 50% up time, making it significantly more reasonable. Alright but now you bring back what Reconstruction already did. If, say, you take a big boy hit for 1k damage after mitigation, yer down to 1,509. With both your changes and how it is now, and using the 603 of a slotted recon, we can jump back to 2,112 hp. However, one of these will work in concert with your regen to bring you back to the hp cap in just a few seconds, the other will exceed it, then fall off. Using my build as an example im at roughly 60 hp/s regen without using Instant Healing. So ill be back to the HP cap in about 6.6 seconds. However with your changes that'll actually take 16.6 seconds, and after the first 6.6 you'd actually be ahead due to the absorb. Great!... for the next 3.4 seconds. After that you will find yourself at 2,109 total hp. This is below where unchanged reconstruction would leave you after 10 seconds, and leaves you vulnerable. Keep in mind, 10 seconds have passed, another big hit is likely right around the corner, and you aren't even fully recovered from the first. On the flip side if you have the absorb last 20-30 seconds, you'll be able to keep this absorb up permanently. This not only introduces the above Effective Hp issue, but also introduces a sustain problem. See we can break Reconstruction's value into regen. Again using the 603 before, at a 20 second recharge, a reasonable value, that's functionally 30 hp/s which is... ALOT. Keep in mind that is 1/2 the regen value of my build standing still with toggles and Dull Pain. This is constrained, just like that regen, by the fact that there is an hp cap that I cant exceed, no matter how hard I try. So while a huge amount of regen (seriously how can you argue you'd consider skipping that?) its entirely depending on reaction and risk taking to take advantage of optimally. This is why its allowed to be this strong. Now lets look at your changes. The effective regen is the same, the absorb is the same as the hp healed, and the recharge time is the same, with an uptime of 20 seconds, permaing it is more than reasonable and a likely build goal. So one can argue that this regen value is in play at all times and only loses effectiveness when yer not taking enough damage to break the barrier, which in that case, you don't care because yer not at risk. Additionally your reaction window to use it reactively is much bigger, and you can simply do so any time the green bar moves at all. In then end your change, either A. Leaves you with a weakened state when the absorb is down if you try to use it reactively. or B. litteraly increases my pre Instant Healing effective regen by 50%, and with Instant healing on its STILL an 18.75% increase. THIS is my point dude, sorry for the long ass rant to get here, but no matter how you slice it, your changes to Recon are either a serious nerf, or a HUGE buff, well into the OP territory. No ammount of jiggling with the absorb values, recharge time, or duration, will change this either. Because at the end of the day, the problem is that either you are giving up a tool to recover a permanent resource (health) or you are gaining a tool that gives you significantly more of that resource (absorb stacked on health and healing) You cant hit the trade off you seem to want with this change where you'd get the absorb stacking benefit SOMETIMES, but keep the health recovery tool. A better way to accomplish what I think you want? And What I think actually has some merit to consider, even if its not needed, is to ADD a TINY absorb to Recon, or better, as a separate power. (not a real option obviously unless its made a sub power of integration like many travel powers today). Something that doesn't take away an existing tool, isn't permenant, and gives, say, 100-200 absorb, unenhancable. That would give you a preemptive mitigation tool, call it Preemptive Recovery, or something like that. Another option would be something like a regenerative counter, where you brace and if hit in the next second or two by X amount of damage, gain a regen spike to quickly recover from it. However NONE of those are needed. Shadow Meld effectively does what they'd do already, and while its an epic, which sucks, and id prefer something more consistent than the dice of defense and actually in the regen powerset, its an example of what you seem to be looking for. A preemptive solution to incoming damage. Thanks for coming to my TED talk. (TL;DR: Big nerd man explains why numbers go brrr and regen is actually mostly fine and just needs a little pick me up to cover one or two of its debuff weaknesses at most.)
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Maybe someone beat me to it but i wanted to reply to this. Firstly every set with a self heal or good regen can make use of the "run away" tactic. And i dunno why that's somehow less fun then standing still and clicking attacks while toggles spin, to each their own I guess. I outlined this as a niche function that is lost with your suggested absorb changes. My point is changing Recon to absorb does one of two things. Option 1. Its op because the Absorb means your effective Max HP is even higher, and your regen is able to be in play more often because yer able to rarely be at full health, meaning your total mitigate damage is significant improved. Option 2. Its a colossal nerf because the absorb doesn't last as long as a true heal, meaning you can use it after taking a big hit, have it fade, unused, before then, then have another big hit hit you become you've full regenerated. This impact this "run away" scenario, where you can fall back and force your health back up, resetting the fight. In BOTH of these you give up a tool that helps mitigate -regen stacking, and while i agree giving 95% resist to that debuff is a good call, there are -regen attacks in the game that would absolutely blow through that, if im not horribly mistaken. So even then you need a tool for that situtation, Recon is that tool. A time limited absorb CANNOT replace that without being in Option 1.
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While ill agree @America's Angel is being unnecessarily condescending, id suggest not responding in kind. Id point out you are also leaving out a core component to your argument " where it can be improved to be more fun." To YOU. This makes this a subjective opinion rather than the objective thesis you began with of "Regen us underperforming" To the objective thesis i assert that while regen could use a small tune up like suggested, your measures are far to drastic and seriously risk tipping the set the other side of the power curve. Ill note Regen players are more cautious about this than others too probably because we have felt the nerf bat before, and extensively. To the subjective opinion, i flat out disagree, the only armor sets i find comparably fun to play is Bio Armor and Dark Armor, and again for the same reasons as regen, reactive and proactive responses to threats and incoming damage. Your proposed changes either don't effect this, or move reactive, not to proactive, but to a toggle. I say a toggle because your proposed Recon change means you would want to use it very similarly to perma Dull Pain, maintaining uptime. Yes if you kept the absorb short lived you'd solve that issue, but then you are nerfing recon because recon as it is is a permanent blob of health, not a temporary pool of hitpoints that will leave you just as vulnerable as you were before it was used in a few seconds. As is reconstruction can be used after breaking line of sight to let it recharge a bit, and to compensate for -regen debuffs. Your suggestion removes that option, and insists on standind toe to toe with the enemy so your absorb does not go to waste, which forces you to be vulnerable after the fact. I'll admit, i use Shadow Meld as a sort of preemptive protection method, and its dicey since defense always has a 5% chance to get hit anyways, id prefer a mini MoG, something that gave absorb or resistances in its place for just a moment, just enough to mitigate a heavy hit so I'm not 1 shot, but that's it and i don't NEED that, it'd just be nice to have and give me another active tool since Shadow Meld is in that "max up time" category as well.
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I really am not going to end up agreeing with you on giving Absorb to Recon, I'm not against absorb on Regen for any thematic reason, i just honest to god feel that would be noticeably more powerful and unnecessarily so. Reconstruction's limit of only healing damage you have taken makes using it optimally riskier. Absrob would remove that risk, and in doing so, make the power significantly stronger. I get thats your intent, we just disagree on its necessity.
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As someone who has played regen scrappers as 90% of their play time since day one of beta? This is my experience. Regen is NOT bad. However... It is a touch subpar, but not in the way i see most people seem to think. Granted this is all the opinion of one asshole (me) who thinks he knows better just because hes played the same power set for years on years (admittedly almost all scrapper) but hear me out. Regen is a reactive set, that is it depends on the player reacting to the situation and using their clickies at the right times. This is actually why Reconstruction is fine as is, its for recovering from big hits or alphas or just adding some extra regen (in function by dividing the heal over the recharge time). I've personally used it to sustain me through some rough fights and I would NEVER give it up. (edit: I also personally kinda hate all the suggested Dull Pain changes, Dull Pain doubles as another heal in addition to max hp, and your hp/s is derived from your max hp, so any change that reduces Dull Pain results in less hp/s and in the case of the proposed 1/2 max hp 1/2 absorb i think thats misguided because as is its very easy to hit the hp cap with no heal slotting in Dull Pain, so 1/2 max hp would actually be a HUGE buff, as you could, with a little slotting change, get the absorb essentially for free (Sorry @Steampunkette, you know i love you.) Obviously some different numbers could be considered though) So how is regen subpar? Its not durability, or at least if it is its by a minor amount that I feel is solved by the suggested -regen -recharge resistances. (i build for -recharge resist as it is). No the issue is how it hurts your damage output as Troo points out. So id suggest the debuff resistances yes, but id also suggest some innate +recharge. This is actually reflected in changes made to the set on other servers, and while i disagree with MOST of those other changes, the recharge would go a ways to helping compensate for the DPS lost from casting survivals. The only other change id suggest is maybe moving some of the durability into earlier powers, or adding some odd ball level scaling, but really i already am able to make a regen scrapper as tanky as most brutes at sub 30 so its not a big issue, just a way to make less experienced players of the set have an easier time as they get to grips with it. Damn... why you gotta do him like that? Even MoG doesn't provide enough mitigation for that crit! (All seriousness i assume you didn't mean it as an insult but that's how i initially took it 😛 )
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Ninja Run, Power No Longer Displays Animation
Koopak replied to FourAndTwenty's topic in Bug Reports
One of my SG members had this issue, after a file verification in the new launcher the problem appears to be solved. -
Managed to get everything working, thanks again! Here's my first prototype for modifying the vanilla cursor to try and improve visibility without completely abandoning the look. Once I have ti where I'm happy with it ill make sure its publicly available to anyone who wants it.
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I'm not familiar with Python specifically but I'm sure I can muddle through it. I've played with a few Python scripts a few years back and have work experience in other languages. Really appreciate all the help. It looks like the Detexturizer will do the trick though so ill try that first.
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Thank you, i didn't think to try clicking in the picture and didn't see a tutorial anywhere. Only other step I'm not clear on is recombining them afterwords. I should be able to handle the rest.
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Course i finally found it but now it seems piglet cant extract the .texture file as anything else like i read so i need to look into this more tomarrow. Still not sure WHICH .pigg file its in, i was having to access my CoH directory remotely which caused the process of opening the entire folder to double check you to take forever. I knew what the directory inside the pigg would be, just not which pigg
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Sorry if this has been answered elsewhere but iv had no luck hunting. Which pigg file contained the default cursors? I've tried every custom cursor mod I can find, and props to the people who made them but I personally hate them and decided to just make my own, but I really want/need the original textures if at all possible. Any help would be apprecaited iv hand dug through about 8 piggs now and am about to just hunt through them all one by one in a puddle of tears. 😂
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Guys, guys, guys.... This man, this LEGEND, is suggesting playing a Tank roll on a MM so he can use the support power set MMs get..... Why is everyone suggesting tanky support classes and supportive tanks? Lets entertain this a moment, I think the man is onto something. Necro makes some sense but it lacks any AoE powers which hurts your concept i think, you will only be applying -tohit on one maybe two targets. However Demonology has -res which is nasty and even has a cone to play with. The melee range could be an issue though so pick your poison. Main thing will be keeping track of your pets, get an idea of what 60' looks like because any further and they aren't going to be contributing to your defense. Support sets vary but if you want to be durable focus on ones with self buffs worked in. Pools, yer gonna needem, you'll almost certainly need Fighting for Tough and Weave, and Maneuvers from Leadership. Combat Jumping if you can get it too. Main thing you will need is Provoke from Presence to help you pull aggro that isn't on you or your pets. Incarnates, Melee Radial Hybrid will be critical to helping keep aggro in bigger pools, its the only way to get a taunt aura, so its kinda a must have. Enhancements, Don't forget the 6 set on Gaussians, or the 3,4, and 5 sets of Reactive Armor, those are some good options for defense from sets. Also don't forget your pet Aura powers to beef up yer bois because they can get squishy if yer not careful. Primary goals will be hit S/L defense cap and resist cap if you can but don't neglect your other types or positionals if they end up easier to do. I may have to play with this concept myself. (Edit:) Oh and if you find MM isnt your cupa tea, Arachnos Widows can do some intresting things in that department as well but wont be as varied as a true support set like you get with MM