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Posts posted by Linea
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Someone needs to name one "Carpnado". Then again, someone probably already has.
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On 1/20/2025 at 12:54 PM, durm77 said:
What incarnates did you use for this build (I'm still learning Mids)?
tldr: no one answer, what ever worked, likely several different ones at different times. The original copy of this character probably has well over most of the incarnates unlocked. I also use the test shards extensively to test different incarnates and builds.
As a default rule:
- Hybrid: Melee Core T4, Assault Core T4, Assault Radial T4, and the Teleport one. Primarily Melee Core for a defensive posture, this is my default. Assault Core for pure offense. Assualt Radial for hybrid defense/offense (breaking your offense chains hurts you if you're using core). And the teleport for team utility.
- Lore: anything but seers. but I even use those sometimes if it's one of the very rare cases where the psi damage is helpful. Usually I pick something thematic. If you want something more performance oriented, the ravager, carnies, ... well behaved are usually bots even though they are lower performance they mind well, ... I like carnies a fair bit, love the buffer, ... there's a thread somewhere ...
- Destiny: Ageless Radial +DDR T4, Barrier Radial T4 (everyone else dies), Barrier Core T4(only if I have too because pugs refuse to play with me)
- Judgement: Void Radial T4 -DMG: Pseudo-Resist T9 for 30 seconds. It's a gap filler and awesome for hard alphas that you might not otherwise survive. This one really makes a difference on the def/res capped tank that wants to bypass the caps when facing difficulty 13 targets.
- Interface: Degen Radial T4 or Reactive Radial T4
- Alpha: Any, it depends. Probably Agility Core T4 and Musculature Radial T4 as the two most common.
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Try opening it with "File -> Open" instead of Double-Click.
Here's a resaved .mbd version.
Note there have been a lot of game changes in the 2 years since the build was last updated.
EnM Ena ShadowMeld Scrapper - Angel Hornet 801 - Recharge-T9 ver 2J Psi+ - [i25].mbd
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On 11/27/2024 at 4:16 PM, Snarky said:
801 ... has the sole focus of testing EVERYTHING. ... just looking for weak spots
That's it in a nutshell. If you want the overall strongest armor against anything that will ever get thrown at you ever. That doesn't mean the resulting armor will be strongest in every situation, it absolutely will not. On the other hand, learning your weaknesses, knowing them well, and knowing how to mitigate them, is extremely useful.
If you can solo 801.2, then you can handle almost anything the regular game throws at you.
If you can solo survive 801.5, then you are probably safe to main-tank 4-Star or solo 1-star.
If you want to solo 2-star or 3-star, then you may need to be able to survive 801.6 or 801.7.
On 11/27/2024 at 3:58 PM, Zect said:... that are much higher than you will ever expect to see in anything made by a dev.
The devs will NEVER go beyond 801.7 difficulty, and it's probably more fair to say official dev content will top out at a max of 801.6. 801.7 is just past the breaking point in game math terms. 801.6 is just under the breaking point in game math. The devs will not push past that point, instead you should expect other mechanics like the targeting circles, and mini-games, and things like that. The game math, base baked in from the past century, literally starts breaking at that point between 801.6 and 801.7.
That said, the math could be un-broken, by creating an RDR stat and distributing that to armors in the same way DDR is distributed. However, that would also be a MAJOR and GAME BREAKING change to all the squishies and armors that are so used to effectively getting RDR for free. So don't expect that to ever happen. It probably should have happened 20 years ago, but that cat is well out of the bag and isn't going back in.
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You can use the Aether costumes to hide the crab legs, but you do have to be happy with the limited resulting costumes. This lets you have a larger pool of powers to build from and still not have to deal with the fugly legs.
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On 10/22/2024 at 10:44 PM, Without_Pause said:
... never ranked Regen, but I'm not surprised. I did one of the missions at the lowest setting and it is a debuff hell. ...
I took a multi-billion influence build into a +4x8 ITF for comparison testing. It's the hardest to drive. It requires the most strategy and tactics. It requires the most attention to detail. ... etc and so on. But it CAN be done. It's been done multiple times by multiple builds and characters.
HOWEVER, willpower can do it with 2/3 the effort and 2/3 the investment, and Bio can do it with 1/3 the effort and 1/3 the investment. (Approximately)
As an additional note, it's my opinion that regen should at least be 95% immune to regen debuffs, ... and probably partially immune to recharge debuffs but that part is less thematic and more mechanic.s
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How much: It depends ...
SR and SD can effectively cap DDR with Ageless +DDR, yes SR does this much more easily, while SD works harder but brings other options along as well.
EnA and Inv while not technically cappped can still achieve equitable results under extreme pressure, but through different mechanisms.
This all boils down to "there are reasons" I picked SD as the frame of my top of the line tank, while picking EnA as the top of the line Scrapper, and Inv as the Lazy Tank.
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My solo blaster is a heavily armored Water/Atomic.
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physical hardware access is problematic, and I'd rather not buy another machine when I have plenty of resources available virtually.
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Yes, it's using what's called GPU Para-virtualization in Hyper-V VMs on Windows 11. This is NOT the same as GPU Pass-thru. My guess would be even the newest CoH client is no where near close to compatible. But it shouldn't hurt to ask.
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Banner display, window starts, window remains black.
I'm sure it was never intended to be even remotely compatible, but if it's possible I'd like to get it running this way.
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I monitor defense obsessively. If you're not using the combat attribute monitor, you should be.
- monitoring defense and mitigating ddr is one vital step.
- the second vital step is to cap your resists as much as possible. The Auto-Hit never misses, and 2 or 3 of those and you're dead. But you can't let Rommy Run, him running halves your applied dps. Similarly you can run, a little, but that also can halve your applied dps, and also then allows your taunt to fail and can get your lore targeted. So you really want to mostly engage, only bouncing in/out for a second when absolutely necessary. maxing resists combined with your regen, healing, and absorbs should be enough to survive those 5 minutes.
Ageless radial +DDR will likely give you 30 seconds or so of not having to worry ... but it drops off fast after that.
When you hear a 'tink' land, either immediately back off, or at the least check your combat monitor.
Always keep at least 1 DA ... if you go 3 DA deep that alone can keep you upright at times, but not always. you just have to get a feel for it.
Inspirations. They drop like candy solo. 45+12 (small purple) and you're mostly good for the next minute or so, depending on ageless and luck. again, it's not absolute, so you just have to get a feel for it. It's a mixture of art and science.
Full offense Titan/Bio .... if Rommy is the only issue ... I'd design in inspirations with kinetic dampener, base buffs, wedding band, lore .... you only have to live 5 minutes ... so lets see ... I'm not in game so I'm guessing here ... I'm assuming no base values, all offense, no defense, no resist. 5 columns, 1 minute each. 2 large dual Ref/Res, 2 large Res .... again I'm not in-game, so I'm guessing, but that should probably do it. You'll have to do larges with no base, so you'll have to put in bids well ahead of time and build them up slowly. Clear everything, and I mean everything, even the upper walls. Kill anything at all that he might run to and produce adds. Pull up Lore, eat your 1st column, and go full offense. Then repeat every minute for 5 minutes .... you'll run dry just as the lore de-spawn ... with luck you've killed at least one rommy or nictus.
There are also team inspirations that can buff your pets as well. But that gets even more difficult logistically.
As you get a better feel for it, you'll be able to adjust your builds and playstyles to match each character and your own preferences, and you may eventually find you need much less help from inspirations and other powers. You can also approach it from the other direction and solo it +0x8 first, then slowly increase the difficulty as you learn how to overcome each hurdle.
Combat Monitor on the Top Right
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Standard Content, I spend most of my time in offensive mode, but I do also swap to defensive sometimes. Hardmode Content and 801s I spend most of my time in defensive.
Spike: kill him and kill him fast. You don't have to maintain this level of offense or defense forever, just long enough, barely. If you can kill him in 5 minutes, even if you have to wait 15m before you can do it again, you've still won. It's just a matter of time. (In the 3-star ITF Rommy #4 died about 2-3 seconds before my Lore expired, on the 13'th attempt with Angel (NOT the /bio, no way will my /Bio pull this off))
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I primarily evaluate performance on a 'long term sustained basis', usually 10 minutes of full throttle combat. This is really good practice for things like endurance management. It works well enough most of the time for generalized offense and defense as well. .... However ... you really need to evaluate some things in more discrete terms and time intervals. Blaster Aim+Buildup+Gaussian's is one example of something that can only be evaluated in more discrete terms. Ex: the Armored Fire/Rad Blaster spins up full armor, walks into the first big ITF room, walks or hovers slowly around aggroing everything, then finally walks to the middle, hovers up just out of reach, then unloads a massive 10 second spike of damage that is completely off the standard damage charts .... very little is left standing, what little that is left, is running, limping, or crawling away. I might not be doing that again soon, as some of the powers are longer recharge, but it's a very effective opening.
In more detailed terms, you have to look at the waves or wave-forms of both offense and defense. I say waves because if you graph it, it's not a solid horizontal line. Instead there will be ups and downs, peaks and valleys, Alphas and Omegas. You want the peak of your defense wave to face the peak of the incoming damage wave. One example of this could be easing into a group, hitting DA, then Following that up with ShadowMeld, then DA. You'll have a 10 second spike in defenses during the time the incoming damage spikes the highest from the alpha. In addition by easing in, instead of diving right into the middle, you've also distributed that peak out over a larger area (time period), hopefully allowing your peak in defenses to better mitigate the opposing offensive peak. You do the same for offense, only in that case, you want to pit your peak offense against the opposing valley of minimal defense.
I take this idea of leverage for lack of a better word, to extremes, with the result being other players feel like I'm invincible. I'm absolutely NOT invincible, I'm just really good at leveraging my advantages (peaks of the wave) against the opposing disadvantages (valley of the wave). If I so much as blink at the wrong instant, I die (or fail offensively), and even if I don't die immediately, the disruption to my timing and rhythm of applying my wave forms against the opposing wave forms eventually causes a loss of synchronization, which means the bastards hit me with a mountain of damage while I'm in the very hell-pit valley of minimal non-existent defenses, and I fall over dead in one server tick. This is why when I'm solo, I may pause for 5-15 seconds here and there, I'm primarily re-syncing my armors, although sometimes It's re-syncing offense as well. On a team that synchronization is constantly disrupted as players will not so much as pause 5 seconds, and instead charge in, get themselves killed, aggro the whole room, than then steam rolls right over top of me and the rest of the time while my armor clicks are still spining up and locked mid-animation. If they'd only waited 3.5 seconds, they'd still be dead, but I'd at least have been able to intercept and hold off the steamroller. "You blink you die" build and playstyle.
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a) Anything but Seers.
b) I'm fond of Carnies
c) It's an old post, but try:
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You want to be Tier 4 incarnate. T4 is the twice performance level of T3, and that's probably double the performance vs no incarnates.
I'm going to guess the auto-hit nictus is your current problem. That's frequently the one you want to kill first. If you face tank, and spike rommy, that's usually the one that dies first. It's usually easier to kill rommy than the nicti, but not always. Rommy can and will run. I have taken advantage of rommy running to purposefully kill the nictus instead. I have Rune/Hybrid/Rune/Demonic on almost all my characters, specifically for things like this where I need to spike something or else. Toss some large oranges or maybe duals on top, use lore, ... which one is the 99 billion dollar question. Longbow, Cimmies, Carnies, Rularuu, even Bots (which are poor dps but very well behaved so you can position them and protect them). I really can't tell you which one will work best for you, and each one you'll approach a little differently. You may also want some red candy or daggers. My usual plan is to pull up the clicky armors, pets, then engage the furball with the intent to spike rommy (while entertaining all the guests) in less than 5 minutes (3 minutes if you're using radials). At that point the dreaded auto-hit should in theory be dead. From there it tends to be a cake walk. The main point here is that you only have to survive that 3 to 5 minutes, and during that burst you literally throw every thing at him including the kitchen sink. No Holds Barred. I can be brutally efficient for 3 to 5 minutes, but eventually the entire house of illusory cards will come falling down. But as a scrapper, and not a tank, you rarely have to pull the rabbit out of the hat for longer than that.
This is probably the armored build I used:
Kat Bio Scrapper - Alpha 3 ITF - [i25].mxd
Here are offensive oriented builds by others:
These being pylon builds, I can't say if they are even playable outside of pylon runs, but you can use them for ideas on additional offense.
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Soloing a +4x8 ITF with Kat/WP IS doable, if that's what you really want to do. But it definitely is NOT optimal. I've soloed a +4x8 ITF with effectively everything imaginable including specifically Kat/Regen, Kat/WP, and Kat/Bio. Someone, not me, even soloed a +4x8 ITF with a Kat/Regen, no temps, no inspirations, etc. (and a petless mm of all gwawd waffle things)
Of the heal-tank armors, I generally rate them as: Bio > WP > Regen. And even the Kat/Bio has to be careful to limit aggro and watch defense numbers obsessively. Kat/Bio is probably my number one favorite most fun scrapper. (EnM/EnA is my most powerful most durable scrapper. Favorite, Fun, Powerful, and Durable are all 4 completely different things.)
Running into a room and jumping into the middle of 5 or 6 groups will kill you. Even one group can kill you. Proactively Anticipate instead of Reacting, Ease in, use DA, Monitor Defense, use Inspirations as needed, Use Ageless +DDR, Kite, Active Mitigations, Soft Controls, .... Shadowmeld, Hybrid, Void Judgement -damage, Rune, Kinetic Dampeners, Wedding Band, Lore Pets, Stun Grenades, KB Grenades, .... there are probably dozens if not hundreds of things you can do, other than charging in and hoping Regen/HPS will save you, because it won't.
Standard Cimmie Test for Armors: Take one of the cimmie repeatables, find a spot with two groups, 4 bosses, collect them all up, make sure the 4 bosses are aggroed and then stay at aggro cap. Killing is not allowed, if you're an active mitigation build just swap targets around so you don't kill any and let the surgeons heal them (there are some active mitigation builds that will still kill everything, so this may not work for every build). The point is to stand there and learn how to take everything they can dish out for 10 minutes. That means learning how to monitor for and mitigate the -defense debuffs, and those 4 bosses are the primary source of those debuffs. A cascade failure will usually start with one of the bosses landing a hit, then cascade to death in often less than a few seconds. Part of what you can learn is literally "listening". There's a sound when that bad one hits, and a pattern to the sounds when you start failing. There's also a sound in hard-mode when the hostless are going to spawn, even if you miss all the other warnings, if you HEAR that hostless sound, it means GTFO. Once you can pass this test, soloing the ITF is just doing the same thing on a larger more comprehensive scale.
Recommended Armors( for 75% resist cap ATs): Defense-Cap Based DDR Capable Armors. I generally do not recommend resist armors for 75% resist cap ATs. The heal armors are going to have similar issues to the resist armors, but they are also so much fun. But Still, I would not recommend Regen. WP is 50/50 and is probably the lowest rated armor I'd recommend. I simply love BIO even if the defense armors typically fair better. Bio is just so much fun. So I do recommend WP and Bio, but most players will get more mileage out of the defense armors.
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2 hours ago, Icono04 said:
By "offensive oriented builds" do you mean the build in your post named "StJ Ena WaterSpout - Alpha T3"?
The "Waterspout" build takes 6 attack powers from the primary, one more than the "ShadowMeld" build. Is the additional power just for a set bonus or do you use all 6 attacks in your usual attack rotation?
- No, I mean builds not built by me at all. I so rarely build fully offensive builds that when I want something more offensive I look at others builds as well.
- The Alpha build was an everyday build instead of an 801 build. Waterspout is for AoE which Stalkers typically lack. ... Back when I tested the stalker builds (I did StJ/Ena with each APP) they all fell out about even on ST damage, or so close that given stalker variance, that it was impossible to meaningfully measure short of running 20+ runs each. If I have to run 20 runs each and average it in order to measure the difference then it's really just a direct choice of AoE vs Defense vs Flavor vs Utility. For an everyday build, take the Waterspout for the AoE. But even that build is heavily armored, and most stalkers will use a fraction of that armor and instead put resources to more offense.
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I'll be slotting my blasts. Ex. All three builds fully armored non-proc builds from years ago before procs were a thing.
- Fire/Atomic Blaster: 325 ST dps; 100x AoE
- Nature/Fire Mirror Defender: 335 ST dps; 63x AoE
- Fire/Nature Mirror Corruptor: 325 ST dps; 67x AoE
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Crab Heavy Armor Build, not intended for DPS.
I did an Instanced Raid Pylon, which are not the same as regular pylons, but should be: ~= ((38346.4/(I2*3600*24))+127.8)/0.65 where I2 is "00:00:00" day format in excel.
~12:18 ~= 277. This was good enough for me. I consider anything over 250 good, and it was 248 at T3. Still not completely T4, but close enough to test at the time.
Crab - MOMAS 1b - Leadership - [i28].mbd
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Steal whatever ideas you can from Hornet's build. She is a beast designed for soloing hardmode. That means you can modify her heavily to back away from that extreme, and put all those resources where ever you want them to better fit your concept, probably into more offense and your ancillary of choice.
EnM Ena ShadowMeld Scrapper - Angel Hornet 801 - Recharge-T9 ver 2J Psi+ - [i25].mxd
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While I rarely recommend resist armors on 75% resist cap ATs, I do and have run resist cap builds on the 75% resist cap ATs. The crucial problem is that while solo, you will take 2.5x damage even on the best build. Compound that with the lower HP of those came ATs, and you have an exponential problem. On top of that you'll typically have Zero DDR, although Ageless can help with that. It absolutely IS doable, and it can be fun, but from an optimization stand point, it gets tricky unless they offer something else meaningful to the specific build you are going for.
OR it's a purely team oriented build. In the context of a team with buffs, resist builds can really shine.
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4 hours ago, Ukase said:
Hey, can you elaborate on this? Is there a spreadsheet or something you used? Don't mean to be a pita, just curious as to what the method of testing was.
And like..what does difficulty 13 even mean?(off topic) Additional info on 801 armor testing:
SpoilerSR (Tank) Difficulty 13 means that I was able to solo survive about 25 minutes in 801.D. ... 1 time in 13. I failed the other 12 times in less than 5 minutes, and usually in less than 1 minute. SR was by far the most difficult to drive and test. It is the only armor that had that high of a variance. SD rates 12, but passed 12 more often than not, but didn't stand a chance in 13. Hornet (scrapper) passes 6 with flying colors, but barely fails 7 every time even after dozens and dozens of runs. However, the teeny tiniest bit of support, and Hornet can pass 7. If you want to rate her either 6 or 7, I won't argue with either, but 6 is probably the most fair assessment.
You'd have to search the tank forums, at this point it's mostly in my head.
You'll have to search all way back on the forums to HC release (if not farther back), probably in multiple sections.
You could start here: https://forums.homecomingservers.com/topic/27139-help-with-tank-build-for-801a/#comment-340990
Just re-reading that, I've take armors higher since then, and the actual start is much farther back and probably lost to history. Originally I never tested anything above a 2, that was good enough for me. But then when HC came along I was asked to make a more difficult one for tanks, so we got a 5. Then people asked for Team versions, ... over time It grew to 15. It's rare for teams to go above 7, so you'll find the most missions in the 0 through 7 range, with only a few each for higher difficulties.
(off topic) This is an old summary quote, not updated, pulled from my archives. It's still mostly true, but not entirely accurate.
SpoilerLinea Durability Ratings
Based on Solo +4x8 AE 801.# capability. Where # is 0 to F, Hexadecimal, where F is 15.
EX: 801.2 is the standard armor test. If you can complete 801.2 then you have enough dps and durability for 95% of the game.
Anything rated 2 or above can tank the majority of official content.
Most tanks driven by most players do not even rate 2.
Defense Tanks rate 6 to 13.
Resist Tanks rate 5 to 7.
Heal-Amor Tanks rate 5 to 6. Although I have had other players report BIO on Tanks up to 7.
Defense Brutes rate 5 to 10
Resist Brutes rate 5 to 7, but tanks rate higher more easily.
Heal-Armor Brutes rate 2 to 5
Defense Scrappers, Stalkers, and Sentinels rate 2 to 6.
Resist Scrappers, Stalkers and Sentinels are unrated, but should rate 2 to 4
Heal-Armor Scrappers rate 2 to 3
Veats, Heats, Defenders rate 2 to 5 ... I ran an empath through 2, once and only once. If you want to discount that, then rate them 1 to 5.
Some truly exceptional Veats or Heats may rate 6.
Masterminds, Corruptors, Controllers and Doms are not far behind Defenders, and rate 0 to 5, but are harder to get to rate higher.
Some truly exceptional Controllers and Doms rate 6. I am NOT that player, mine rate 2 to 5.
Blasters rate 0 to 4
Regen is Unrated, in this context Heal-Armor means Willpower and Bio Armor.
If you want to account for build quality, set all low end numbers to zero.
Defenses Armors rate up to 13
Resist Armors rate up to 6
Heal-Tank Armors rate up to 5
IO Armor rates up to 2
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On 5/24/2024 at 11:28 PM, Sanguinesun said:
Comparing your Mind Hunter 1c build:
- I would be impressed if he's doing 750 dps except for the short duration when the accolades are up. I would estimate it closer to 350. There is also the issue of (optimizing procs means lower recharge), which works against (more recharge means more efficient dps chains).
- He tends to ignore resistances because meta teams run barrier chaining. He also gave up self healing in pretty much all forms.
- AoC is backup to and rotates with the Nuke Stun. Yes, contagious works better in single target, but it also works surprisingly well here, much mores so that I would have expected. But I was also mostly just going for the set bonus.
- I looked into Fate Sealed. It only "guarantees effects" on a couple of powers. It's real bonus would be the free global enhancement, but so far I'm not finding that I have any motivation to swap it in.
On 5/25/2024 at 12:01 PM, tidge said:... but the Recharge portion of the Membrane Exposure isn't doing anything for the Recharge part of the power...
- I never even noticed that when I swapped them in. I've swapped them back.
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5 hours ago, Bopper said:
For your build, I see Mind Link is using the Rech/ToHit/Defense Hami's, however I believe those are not able to be slotted as Mind Link doesn't accept Recharge enhancements. You can reduce the recharge using Defense or ToHit Set IOs, however.
Just checked in-game. It currently has 3 Membranes and a Defense/Recharge in it.
Power set pairings that are optimal on a Scrapper?
in Scrapper
Posted
That's Angel Hornet. She's designed for soloing hard-mode, and has only half the dps of a full offense build, with all the rest of the resources going into layer-able armor in sine waves.