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Everything posted by Doomrider
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Focused Feedback: Role Diversity Bonus
Doomrider replied to The Curator's topic in [Open Beta] Focused Feedback
Ship it. Let the community decide what to do with it. My guess is speed runners will shrug their shoulders and carry on doing their thing given this reward isn't substantial enough to bend over backwards for and most teams will get the bonus by accident. But no one will really know for sure until it's out there. Who knows maybe people will advertise runs as "RDB ITF" in which case, you know what you're getting into before you send your tell asking for an invite. At the end of the day, it's the person forming the group who gets to decide how they want to build their team. That's how most MMOs work and COH is no exception. If you want to ignore the bonus and form your own team on a first come first serve basis and not care about the bonus, that's entirely up to you but no amount of hypothesizing via forum posting will tell you how this will actually affect anything. -
Pylon 84 seconds - Peacebringer. 100 seconds... Peacebringer. 84 seconds was a one off. I did 9 more runs, and with a new build. Lowest was 93, but averaged out was a bout 100 seconds. I don't have it in me to grind more at the moment, my timing feels real off at the moment. Might revisit later. New Doom Peacebringer (Luminous Blast - Luminous Aura).mbd
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Depressed at Peacebringer Light Form crash
Doomrider replied to victusfate's topic in Peacebringer & Warshade
You may already be aware, but just incase you are not, the crash does not actually drop you to 50% HP. It BRINGS you to 50% HP and End. Meaning, if you were, for whatever reason below 50%, the crash would actually bring your HP up. That is to say, it's still something PB's have to watch for and get used to. Fortunately Light Form has a very good recovery buff built in to help you recover END. It's even in enhance-able so you can throw an END MOD enhancement or even and END MOD/RCH one and boost it. Between that, Panacea in health and a performance shifter in Stamina should be enough to recover. As for HP though, I can typically see when my Light Form is about to expire. The first hint is when it comes off cooldown and is ready to re-apply. After which point I just monitor my buff bar. Once the buff starts blinking, I know it's time to ready one of my 3 heals and hit it as the crash comes. I put my health/end bar directly below my character so I can easily see the crash with my peripherals. -
Check my build, what needs tweaking
Doomrider replied to GM Crumpet's topic in Peacebringer & Warshade
I'm a bit late to responding, but the Hami's can be easily replaced with any acc/dmg piece boosted +5. The Hamis in my old builds are just relics of the past. I don't recommend those to anyone but haven't had any time or energy to update the builds after taking a long hiatus from the game. -
I would love a Peaceshade or a Warbringer. I'll take one of each please.
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As long as you are okay with only having 5 powers, all attacks and 1 of which (nova bolt) isn't even needed. Then pick whichever is your favorite colour; blue-white or dark purple.
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Kheldian idea to help with enhancement slot drought
Doomrider replied to Emerald Orchid's topic in Suggestions & Feedback
The slots tax is more evident pre-IO's. Once 50 and slotted out, it's far less of an issue than it's made out to be. When building, everything has an opportunity cost, and Khelds are no exception. When you consider that both forms have single target attacks which require virtually ZERO enhancement to their endurance reduction or recharge (as their end cost and base recharge are already quite low), you can get away with very few slots per power while still enhancing maximally for damage and enough accuracy. Kheldians are more challenging to build than standard AT's as anyone who has spent time with the class knows. The challenge comes from knowing how many slots to devote to specific powers (sometimes only the base slot) and which ones require more investment to function. Taking the same build philosophy you'd use on say, a Tank for instance, and devoting 5 or 6 slots to each attack power and then applying that same philosophy to a Kheld build often doesn't work. This often can contribute to this "slot tax" idea. -
Yeah I was an Ill/TA controller. Numbers were taken directly from the Combat Monitor.
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Except, AV's do resist Acid Arrow's resistance debuff. They resist it a fair bit. Helps to use Power Analyzer to check the numbers. See below vs even level AV.
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I was taking issue with the description. I'm not oblivious to what the power does lol. But not everyone visits City of Data. They look at a power's description and infer what effect the power will have. The description could be clearer, is all I was saying with that sentence.
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Acid Arrow, by the description alone, sounds really great. Maybe if you had an entire team of TAs it would be more noticeable but even then, I'm not so sure. I finally got some time to do some testing since TA was revamped, and I'm finding Acid Arrow lacking... I've tested it versus sub-EB level groups of enemies and found no particular use for it, outside of slotting -res procs into it. VS AVs; I wanted to see how it would fair against the purple patch, so I tried it out on +4 Chimera. (though I had a level shift, so it was really a 3 level diff) What I found was this: Flash Arrow applied took him from 50 base to-hit to 42.07. w/ Acid Arrow applied it took him to 41.89. EMP Arrow almost flatlined his regen by itself. w/ Acid Arrow it took it the rest of the way for a short duration. Ice Arrow applied took his recharge to -2.11. w/ Acid Arrow applied it took him to -2.52. That was the only impact it had. For clarity; It did not improve -dmg from PGA or -res from Disruption or Entangling Arrow. It would be nice if the description of the power accurately reflected what kind of debuffs the power will improve. Granted this is from a single player's debuffs (mine), but it's not moving the needle much. Acid Arrows's effects seem to be quite resisted and possibly affected by the purple patch as well. Took his debuff resistances down -19.5%. TL;DR: The unresisted portions of TA's debuffs good. Acid Arrow's impact on making them even less resisted, not as impactful.
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Focused Feedback: Power Level Availability Changes
Doomrider replied to The Curator's topic in [Open Beta] Focused Feedback
Let me play with more of my kit across a larger percentage of content? 10/10. Big gaming. Doom approves. -
Doom's Kheldian Builds [ARCHIVED] No further updates.
Doomrider replied to Doomrider's topic in Peacebringer & Warshade
Ah, my bad I assumed WS. For PB, full offensive as well and much of the advice above still applies. If we're talking hard mode ITF, I'm a little skeptical of the value of building for defense given how easily it can be stripped. If you're going to build defense at the cost of offense (procs), go for 25% (ish) melee/ranged at the very most. Then even Barrier's 5% min. will get you into the low 30's and then small purple insps will get you the rest of the way to standard softcap. Nice thing with PB vs Super Cims, is all the -def you can stack up will help shore up the accuracy deficiency of your team if that issue is present. -Res procs your attacks can help as well. While they may not stack from multiple, we are seeing some pug groups running more buff centric sets like Elec rather than just defaulting to cold dom, making -res less available so improving the uptime of Achilles and Fotg can be helpful. Having Melee Hybrid Core for when you have Barrier is still a good option to plug mez if needed but will depend on your team make-up. We're still weak to mez even with the 3.11 mag protection afforded to us by Light Form. Otherwise Assault radial for the extra energy procs. Only other thing to maybe try... I have not yet, but is removing any sudden accelerations from your KB powers in favor of KB enhancements to see if you can break through the KB protection on 3/4 star runs. This change wouldn't really require a respec, just cost you unslotters.- 145 replies
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Doom's Kheldian Builds [ARCHIVED] No further updates.
Doomrider replied to Doomrider's topic in Peacebringer & Warshade
Freeing up your destiny slot to get Barrier is probably a good idea. I dropped a few mules to get Sorcery so I could alternate RoP and Hybrid Melee for personal Mez protection, dropping Clarion so I could pick up Barrier. Use Void for judgement for the -dmg debuff. Getting some ranged/melee defense is okay but I would let supports worry about that tbh. I would instead concentrate on damage output. 50% slow/-rch resistance and +recharge. Don't bother with Fluffies, they get vaporized in hard mode. Proc out your single target chain.- 145 replies
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Yeah... I do, it didn't click when I initially read the post tbh 😅 It dawned on me this morning when I woke up. This is why I (should) know better than to post in haste. I was wrapped up in something else IRL when I got a notification and saw "nerf" in your post. /stow pitchfork
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Yes, nerf one of the most underplayed, underperforming meme-classes based on an edge case. That's a great idea. Yikes.
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Doom's Kheldian Builds [ARCHIVED] No further updates.
Doomrider replied to Doomrider's topic in Peacebringer & Warshade
Maybe it does what it does for me. Does it appear on the task bar only? If so, try shift+right click it on your tax bar and hit maximize. Not sure why it does this for me, but that's one way around it.- 145 replies
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The shifts are probably trimming some of them off a bit yeah but whether that's totally controllable is debatable. The game is trying to decide whether to play the form animation itself or the attack animation which is why you see me pop into nova or dwarf briefly now and then. Combine that with having fast animation attacks like Radiant Strike in the mix and it starts to look real janky, visually speaking. It's a TON of button pressing and shifting off form manually in between attacks in some instances, which requires precise timing to pull off correctly and not get stuck in a form. If my timing is too quick it will actually skip attacks entirely and result in a dps loss.
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Okay I think I broke something with this one... Peacebringer - Triform - Shifting chain No pets, no temps, no insps, T4 Degen core, T4 Musc Radial, T4 Assault Radial on 1:43 (500 dps) 😮 (video is not sped up. I swear) Had to use filler attacks in my chain cause I don't math anything.
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Warshade - Triform - Shifting Chain. No pets, no temps, no hybrid, no insps, no mire fodder. T4 Degen Core. T4 Vigor Core. T4 Ageless Radial (not really built for pylons, clearly) 2:54 4000% more effort than you should have to put in 😅 Pleasantly surprised with the result... for a Warshade.
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Well I did it just to see if I could, and then I remembered this thread so I thought I'd selfishly necro it XD. 3:01 (339 dps). No temps, no lore, no pets, no hybrid, no mire fodder. All Warshade. I don't need the inf, I'll just be happy if you see this Micro as I know you're in Rebirth country now. Update: Just got 2:54 (348 dps) on another run. I've posted it to YT.
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Doom's Kheldian Builds [ARCHIVED] No further updates.
Doomrider replied to Doomrider's topic in Peacebringer & Warshade
As khelds we get a few one slot wonder mule powers. I like burnout because we get a fair number of longer cooldown powers which we can leverage with burnout to use again immediately after they are on cooldown. It's also nice when you face debuff heavy enemies like if your sunless mire or eclipse miss as a result, you can fire burnout resetting those cooldowns, and try again. Another fun use is to do your normal opener w/ quasar at the end. Raise a fluffy off a corpse, hit burnout grab a second fluffy and then nuke the next mob again with your refeshed quasar.- 145 replies
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Doom's Kheldian Builds [ARCHIVED] No further updates.
Doomrider replied to Doomrider's topic in Peacebringer & Warshade
Doom's Biforcation Warshade build 08.24.2022 (BIFORM HUMAN / DWARF) Warshade - Umbral Blast - Umbral Aura Biforcation.mxd DISCLAIMER: THIS IS NOT INTENDED AS A LEVELING BUILD OR FOR EXEMP PURPOSES. THIS IS INTENDED FOR POST 50 PLAY AND IS MIN MAXED W/ TEMPS. Features: Bi-form (Human/Dwarf, end game variant) 30%+ def to ALL positionals while in Human Form. (Near softcapped w/ 1 small purple inspiration) We use Defense Amps for minor mez protection so we can afford to run Ageless core. Running defense amps also gives us our last 5% def to all in lieu of Weave. Macros recommended but not required. Min. Macro usage includes the following: - Dwarf Mire macro - /macro DMIRE "powexec_toggleon black dwarf$$powexec_name black dwarf mire" - Dwarf Drain macro - /macro DRAIN "powexec_toggleon black dwarf$$powexec_name black dwarf drain" - Dwarf Taunt macro - /macro TAUNT "powexec_toggleon black dwarf$$powexec_name black dwarf antagonize" - Dwarf Smite macro - /macro SMITE "powexec_toggleon black dwarf$$powexec_name black dwarf smite" For ideal play; I also recommend macroing your other human form attack powers using the following basic macro command: '- /macro <human form power name> "powexec_toggleoff black dwarf$$powexec_name <human form power name>" Use of this macro type for human form powers (and this works with binds too for those that prefer those) will ensure you don't get stuck in Dwarf between shifts. Other notations: - Resist values shown are 1 TARGET ECLIPSE numbers. Which makes this build great for solo play and is quite sustainable outside of Stygian when facing single targets. - While the build does not have a dedicated Single Target Chain, the core of the chain is Shadow Blast - Gravity Well - Dwarf Drain. You can use Dwarf Smite or Mire as filler, if needed. - Macro'ing Dwarf taunt will help aggro control and keep runners off your pets with minimal downtime and loss to damage. - Through macro use, we can capitalize on leveraging Orbiting Death for added aoe dot, and Inky to help keep mobs stunned as use of Dwarf Macros still allows auras to tick. This also allows our defensive toggles to stay active, preventing our defense values for dipping when shifting. Typical suggested opener(s): If Gravitic Emanation off cooldown; open with that. Leap to melee while firing Dark Detonation so you don't get rooted. Enter melee range and fire Dwarf Mire macro (double tap) -> Eclipse bind -> Sunless Mire bind -> Quasar. If Gravitic is on cooldown; Target centre of mob, use Dark Det off cooldown for soft control. Weave in Dwarf Mire off cooldown. Weave in taunts periodically to edge mobs to keep enemy focus off pets. Don't forget: If you have issues lining up cones, you can leap up and aim down to stun the mob w/ Gravitic. If you opt out of using Sudden Accelerations to neutralize your knockback and instead slot damage procs; use the typical suggest opener and fit Shadow Slip in after Gravitic, to bunch the stunned mobs back on you letting inky stun stack on them. Suggested Incarnates: Intuition Radial ALPHA to enhance everything we do, plus boost Gravitic's range further Reactive Radial Flawless INTERFACE (75% fire dot) Ageless Core DESTINY for Recharge, Sustain and countering end drain mobs Assault Radial HYBRID for energy dmg procs- 145 replies
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Doom's Kheldian Builds [ARCHIVED] No further updates.
Doomrider replied to Doomrider's topic in Peacebringer & Warshade
TS is going to benefit Shades a bit more than Peacebringers, at least late game due to shades having offensive toggles. The biggest boost will be to biform builds as dwarf and human form can have comparable resist levels solo pre-eclipse/light form due to the shields not toggling off. Human shade should also see a boost now that they can fully take advantage of dwarf mire (and double mire). I have some builds in the works for both, will likely release closer to p4 going live.- 145 replies
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