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Linea

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Everything posted by Linea

  1. I'll attach my 801 and Psionic SD/Rad builds. These are NOT offensive builds. SD RadM Tank - Prototype 801 - Build i4 - [i26].mxd SD RadM Tank - PsiTank Beta r4 - [i25].mxd
  2. That was most likely one of the Cold Domination debuffs. A /Cold will rip you to pieces. On live anytime I wanted to totally screw an AV or someone in global yelled for help with an AV, I'd pull out the SO Only built Cold/Ice Defender. Even on pure SOs it'd completely gut AVs. Yes, those. The only arc in the game that I fear. *chuckles* I love you too. *throws you a left over box of valentine candy hearts*
  3. Linea

    EMP Arrow hold

    Are you looking at the old EMP Arrow on the out of date CoD? https://cod.uberguy.net/html/power.html?power=defender_buff.trick_arrow.emp_arrow I've looked, I can't tell either. I'm pretty sure it's a pulsing field with a chance to hit, but if it does hit, it does damage to all, and hold to all, with extra +1s for electronics. Poke @UberGuy or one of the powers devs to maybe get a better explanation.
  4. I recommend slotting a build, not a powerset, nor a power. For offensive builds, I'd recommend Bopper's or Dahkness'. I build more durable builds, but be aware the offense is half what you'd get with either of the above. You can also use multiple build slots, and put an offensive build in one slot, and a tank build in the other. Time.zip
  5. I always set Mids -> Options -> Config -> Exemp -> BasetoHit -> 48 ... that takes care of 95% of the problem, and simulates 50+1 vs 54. You can adjust that number for additional issues as well, like armor or to-hit debuffs. That should take care of 99.9% of issues. Rarely, very rarely, I'll edit a custom version of mids so I can dynamically apply various buffs and debuffs to simulate different situations.
  6. Wet Noodle Melee / Fire Armor Brute will be twice as efficient at farming vs Staff/Dark. I ran an SO only Staff / Fire on live, just because you can. You can complete self-boot-strap with Staff or Kat / Fire. I used Kat/Fire to self-boot this time around when HC opened. That said here is a translation of an old Kat/Dark of mine into Staff/Dark. It should be able to Fire Farm or SL Farm. One guarded spin will seal up M/L. Sealing up M works well enough depending on which farm map you run. Kinetic Dampeners will also seal up SL defense and E resists while you're at it making guarded spin obsolete outside of pseudo-DDR uses. If you use Rune/Hybrid/Rune/Demonic/WeddingBand/KitchenSink as well as dampeners, then resist to all but Toxic will be capped more or less all the time. Or at least all the time that it matters. Resist capped with the best melee heal in the game 8-) This was not intended as a farming build, but instead as a general all purpose durability build. You can also easily manipulate the build for more M or SL defense, but since defense gets stripped without DDR, I prefer to cap resists first. (out side of farms, you're plenty safe in most farms.) Staff Dark Brute - Black Cat - Mu 3d - [i25].mxd
  7. If you use dropbox, microsoft drive, or any similar programs on your coh AE Mission, CVG, Critter, or Costume directories ... disable them before editing AE. They can cause micro file locks that break the CoH Client. Do not Dual-Box while editing AE arcs, as the two copies can cause conflicts. Do not edit any AE files with any external programs while editing an AE arc .... UNLESS YOU REALLY KNOW WHAT YOU ARE DOING. There are a very very very few times you will actually want to do this on purpose.
  8. Yes, Buffs, Debuffs, and Controls can completely shift team dynamics. However, generally I do not advise building 'pure support', and instead encourage you to invest in your offense as well. If you can contribute in multiple ways, that's usually better and more versatile than being just a one-trick-pony. My favorite Empath on 801 runs is an Emp/Psi. She blasts when not supporting, and comes in particularly handy with that Psionic Damage bypassing armor vs T9 armored snipers. I have a favorite Plant/Time/Fire that's an offensive beast, but also can shutdown entire spawns, and support a team all at the same time. and many many more. You can build most characters multiple ways and fill multiple roles.
  9. tldr: There is no recourse and you can not get your influence back. This was your mistake, or a typo on your part, it's not clear which. You bid on the 'each one' price, not the total for the entire set. You don't bid 10 * 14m to buy 10, you bid 10 * 1.4m (each one) to buy 10 at 1.4m each. bidding 10 * 14m translates as 10 * 14m = 140m. If you did this multiple times because you were anticipating buying 50 or 100 then yes it would more or less empty that character's bank, however that bank is limited to max 2b per character. I've typo-ed like this myself, and I expect anyone that buys bulk has sooner or later done so as well. There is no recourse and you can not get your influence back.
  10. Re: DDR Ageless Radial T4 +special. A pair of these rotated will keep a whole team 63+ish. Not rotated a pair will still keep a whole team 42ish. Not paired it varies 22 to 88? But still well worth it. Vengeance 😜 Clarion*PBU*Vengeance*Bubbles is a thing of beauty. The timing is rough, and you often have to settle for less. But when it all comes together!
  11. Anything above 801.2 and you don't have to complete it, just survive it while doing your best to kill all you can. Each tier up is effectively twice as long and twice as difficulty as the one before. At level 12 or 13 it took me an hour just to clear 1 spawn (solo) and get inside the door.
  12. I've done that. One of my older versions of Kiski used PBU as a build-up. These days I prefer Souldrain, the one with the shortest recharge that you can almost perma, and guassian proc it ... *evil grin*
  13. Lowbie Teams, Itrials, ASF, and 801 too. Incarnate capping a whole team is nothing to sneeze at. Before the changes to Clarion * PBU stacking, a single FF could pump out 74 Defense teamwide. I'm not sure what that number is now, but it's still very very high. 69-ish? This is including Maneuvers and Dispersion Bubble. You'd need to test it in-game to make sure to account for the Clarion*PBU changes.
  14. This is a long standing issue, since issue 0, with how +/- resist and +/- damage are coded and linked together internally. Changing it requires completely rewriting all the internal code, effectively rewriting the entire powers system and who knows how much more of the game internals. Significant progress has been made in that direction, but we may never get all the way there. If PB/PBU were allowed to buff those bubbles or similar powers, they would also buff or debuff offensive damage of the same type as the resist, becoming an unintended extremely long term damage buff (or debuff) to that damage type. As an example, a Clarion*PBU*Cold Bubble buffed Ice/Ice/Ice Blaster could have a nearly permanent roughly +75 damage buff, which is roughly equivalent to perma BU. This was considered undesirable, so they marked the powers as unbuffable. At the time, it was not possible to mark the one aspect of the power unbuffable. With all the powers revisions that have been done since i25, it might be possible now, it might not, you'd have to talk to the powers guys. I expect that is one of their goals.
  15. Generally you build for one or the other, SLENFCTP or MRA. Sometimes you get both by accident. Sometimes you mix and match. I generally don't recommend mix and match, but sometimes I do mix and match myself, and as long as you realize you have some really odd holes in your defense, it can be very effective. A notable hole in one of my M/sLEnFCtP builds is Smashing Ranged .... I'm nearly invulnerable most of the time, till some numb nuts puppy throws a rock at me *SMASH*. So on that build I watch out for puppys and earth controllers, otherwise I shrug off pretty much everything else. That map with all puppies all hurling rocks, yeah, that's NOT a map for that build.
  16. I've threatened many times to build my Bio/Kat tank. One of my partners in duo alpha testing 801 was frequently a Bio/Spines. We each had our weaknesses. I would take the the DDRs for them and they would take out the Shockers for me. Which was worse for you? EB Cannons, EB Rads, or something else?
  17. Linea

    801 Blaster

    This is the build I used to solo 801.2, once and only once and never again, at +4x8. I rate the build +1x8 instead. It's a standard Rune/Hybrid/Rune/Demonic/Kitchen Sink build. I used it to lead well over 500 teams in 801.2. You do NOT Leroy, you have to use strategy and tactics and limit things to one spawn at a time. If it gets ugly, use your candy, pull out all your T9s and pray. Ability to alpha and take out most of the spawn, using judgement -damage at the same time, can be very powerful. You're cutting incoming damage by 2/3, and then halving what's left for the next 30 seconds. If your behind your T9s at the same time for the next 60 to 180 seconds ... and so on. But if you just Leroy into a room, you'll be dead before you can fire the first volley. However, it is an old i25 build, so I'm sure there is room for improvement with the changes made since. Water Atomic - Ciaraine 2b - [i25].mxd
  18. 801.0-Static at +0x8 *IF* you want to use 801, and be applicable to the widest range of builds, I'd say use 801.0-static +0x8, it's a set static map and not random. That should be doable by just about any brute. With the current meta, even tanks build to offense, while 801 assumes that if you are defense based you back it with at least some resist, and if you are resist based you back it with at least some defense. Brutes these days typically build to offense, if they planned to build to durability they'd probably roll a tank. The only armor with a strong argument to build to durability on brute instead of tank would be granite so that the +damage dilution also acts as a -damage dilution. As a reference, my EnM/EnA Scrapper ran 27 minutes on +4x8, and 17m on +0x8. I'm not at all sure what that will tell you or how to use that information. But Hey, I'm always game to run another 801. 😜 801 Tank Armor Durability Ratings (solo durability, not teamed) Here's how I rate the armors on Tanks, but that's not the same as brutes. I'll get to brutes later. 801 Tanks: 12: SR, SD 10: Inv 9 or 10: Stone 6 or 7: All other Tank armors. (Except Regen if it ever gets ported) 801 Brute Armor Durability Ratings (solo durability, not teamed) For the brute conversion, and standard content, I wouldn't change the ratings, other than to move stone up to 10, and add EnA at 7. However, for 801, the loss of defense numbers in the conversion pretty much squishes all four top armors down even to a 7 and adds EnA into the same tier. 801 Brutes: 7: SR, SD, Inv, Stone, EnA 5 or 6: Everything else except Regen. I have no rating for Regen. I'd really like to convert the scrapper to brute with minimal dps loss, so I can pickup the higher resist cap and/or darkest night. But that's a very tall order. The primaries have similar conversion issues. I know what I'd pick as a Tank, Scrapper, or Stalker, and those are not the same across those three ATs. But Brutes are even messier to correlate, which is why I asked.
  19. RadA/RadM + Cold/Water (with Rune/Hybrid/Clarion/Amps for status protection) I'll second Rad Armor/Rad Melee + Cold/Water. The only real questions being on which frames. For 95% of the game, I'd say Brute and Defender or Corruptor. For the 5% that is ultra hard, I'd say Tank and Defender. Resist capped RadA/Radm can rate 6 or 7 in 801, add the cold buffs and it could go as high as 10. If you want to go above 10, then you have to switch to ddr capped armor backed by rdr capped resist. But nothing in this game rates much over 7, not even the ASF on max. Way back on live when someone asked in global for help with AVs, I'll pull out an otherwise mothballed SO Only Cold/ and devastate the AV, done, back to the garage for storage till next time. RAdA/RadM + Traps/Water Similar to above, Traps was one of the classic AV killers, and is entirely self contained. In a duo the slightly slower movement pace of Traps/ shouldn't be an issue. RadA/RadM + FF/Water Similar to the above, but you lose -regen capability. On the plus side the Clarion*PBU*FF can Incarnate Defense Cap your RadM. Perma-Double-T9 Armors, no crashes. Or swap to a Pair of Ageless Radials for near-incarnate capped and 55+ perma DDR on a resist based resist capped rdr capped frame. Double Ageless +ddr would be my pick, alternated so you stay in the 80s ddr range. This gets into the OMG silly range of durability. SD/RadM + Eafn/* SD with healing and resist boosts, *face palm*. And another completely self contained Defender. However, you do lose the advantage of -regen. SD also brings a bit more offense to the fight.
  20. Any immobilize. I would even go so far as to say that I wouldn't play AR without an immobilize. The immobilize can be primary or app, that doesn't matter so much, just so long as you can stack it enough to hold bosses in the burn patches. You might also want to look at immobilize procs.
  21. Power boost effects fall off fast, something like 10 or 12 seconds. The same for Clarion +Special and PBU. Also, there is some decreasing returns limiting in the interactions of PB, PBU, Clarion, and any other similar power. That said, (cast in this order) Clarion +Special * (PB or PBU) * Energize should boost the stats of the energize until it either expires or is cast again over-writing the old boosted numbers with the unboosted ones. I'm not sure how it would handle the endrdx. If it was endmod for recovery it should boost it, but I'm not at all sure how it's going to interact with endrdx.
  22. Linea

    I'm old now.

    Stalkers: Two-shotting EBs is fun. 😜 StJ, maybe not quite second AoE, maybe third, then again maybe it's second. But it's good. It's a really solid good all around, for stalkers. EnM gains lets call it 15%, 1.15x StJ ST damage, but the AoE is just ugh. But going StJ/Ena Stalker to EnM/Ena Scrapper, I didn't lose any AoE, and I kept the 15% gain on ST. The downside being my alpha is a bit lighter, I definitely absolutely pull aggro due to taunt in the aura, and I can't shed aggro to save my life. Overall making the scrapper less durable. On the other hand, the scrapper can off-tank with that terribly pitiful little taunt aura if push comes to shove. There is a place for both builds, depending on your goals. That said, neither of these have enough AoE to really write home about, they are clearly intended as primarily ST damage builds. My abysmal trapdoor times pretty much confirm that. Which is why overall I'd probably recommend Kat/Ena or Kat/Bio instead. Kat/Ena running dampeners is a beast early on and only gets better except for the Psionics hole. While Kat/Bio is a beast later and a really good all around build. I consider Kat/Bio the modern Kat/Regen, for better and worse, and it really is one of my favorites.
  23. Linea

    I'm old now.

    The top 3 for stalkers are: EnM - maximum ST damage, terrible AoE. It's AoE is bad to start with, and then gets 2/3s of the AoE ripped out in the Stalker Conversion. I recommend EnM/EnA Scrapper for this version. Stj - Best all around, Second best ST, Second Best AoE. ElM - Best AoE, and not horrible ST, *IF* and only *IF* you pickup a snipe, probably Gloom and ShadowMeld. I would also second the opinion that Stalker ElM is probably the best version of ElM in the game. I'd almost wonder how we could backport it back to the other ATs.
  24. Nature self damage cap and Resist Cap experimental build .... I would call this one an advanced build, not a first timer. Nature Fire - Fourcade 2td - [i25].mxd And a more traditional easier to drive defense armored version ... I would recommend this one instead for a first timer. Nature Fire - Laoraine 2c - [i25].mxd Also, there's an argument for yanking one of the recharge ios in aim, forcing max proc rates for the Guassian. I've done both 2 and 3 slot, but these days I trend toward the two slot to maximize the proc. The ability to punch through T9 defense armors on a guaranteed proc is very handy.
  25. Linea

    I'm old now.

    Tank, any tank. But you will pull aggro and might get yourself killed, maybe. But the durability part just comes naturally, you probably don't even need to work at it. Brute, you'll pull less aggro than the tank, but you'll also probably need to work at durability at least a little bit. Scrapper, 50/50 depending on the sets you pick, you might or might not pull agro, and you really do need to work on durability. Stalker, you won't pull aggro, you can shed aggro, but you absolutely do need to work on durability. I'd recommend StJ/Ena for the most part, but it does have a psionics hole. Sentinel, you won't pull aggro, and like the stalker you can shed aggro, but you also absolutely do need to work on durability, and your offense is the worst. Any primary with /Ena /Regen /Inv .... and others will all work. Bots/FF Mastermind ... Buff, Fire, and Forget. The ultimate in lazy play. FF/Water, you'll work harder on keeping yourself alive, but depending on build you can go from ultra-durable self buffs to incarnate softcapping an entire team with Clarion+Pbu+Bubbles. And once buffed, it's no-harm no-foul if you die as your buffs persist for 4? minutes. Just get ressed and buff again before the next fight. My personal picks would likely be: Kat/Ena Scrapper or Brute (SL softcap at 13ish with dampeners), Kat/Bio Scrapper (overall favorite), Huntsman (best malfactor build I've ever played), FF/Water (second best malfactor build).
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