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Linea

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  1. Buying a $15m Formula 1 Race Car, does not automatically make you a race car driver, nor does it automatically make you win races. But a good car does help.
  2. (Clarion * PB/PBU * Vengeance) isn't your normal unslotted vengeance mule. (Clarion * PB/PBU * Vengeance) can be up to +85 defense in a 100' radius, and can be recharged by the time it expires. It 'can' be very valuable in Hardmode. Typically Vengeance no longer stacks with other vengeances, the only way to stack it is to have everyone cast it simultaneously such that each copy starts casting before the animation ends. The only exception is that you can stack standard vengeance with veat vengeance, as they are different powers.
  3. PRO: **IF** it's a Clarion*PB*Bubbles Hardmode build, then vengeance can add another 65 to 85 defense to prevent a cascade wipe because the team pulled too many EBs and is suddenly facing a defense soft-cap of over 200 defense with an insta-splatted tank who was an idiot and ran into a room with 7 EBs with tactics on a 4-Star, 200 defense soft-cap which is also over the tanker hard-cap for defense. That has the capability of one defender to pump out ~165 team-wide defense. (Yes being a Leroy Idiot is SOP on speed runs, but those teams 'usually' know what they are doing and try to ensure hardcapped def/res 24/7. One of those teams would ideally leverage the Clarion*PBU*Bubbles to allow for an otherwise more diverse less cookie cutter team. vengeance should not be required on a decent or better team.) Con: Most teams res so fast, or hospital so fast, you don't have a prayer of getting of a full Clarion*PB*Vengeance. You'll be lucky to get off a PB*Vengeance for ~65 defense, and a total of ~145 team-wide defense. Double-Con: Even worse, most random teams won't even have the discipline to let you properly leverage Clarion*PB*Bubbles. Buff Discipline matters. **IF** the team cooperates you're a defense buffing monster of monsters, if not, the entire build is effectively wasted and you should have gone high recharge near-perma //Dark/Souldrain instead. Or just roll a Cold/. The players that can't understand how to leverage FF and won't let you do your job, will just love the K.I.S.S of Cold/ even if it's only putting out 20 defense instead of 165 defense.
  4. Here's a petselect pure bind example for MMs. I didn't program a reset key for this, and you'll have to adapt to your own number of pets. I was using a Bots FF with 2 extra pets (Lore). You'll probably need to program a reset key, I usually use 1, and edit it to your buff powers. Petselect_kb.zip
  5. I've run solo at least three times now, on different servers. However, I've also run multiple pairs, and they definitely work better with at least a pair. It probably hits 'optimal' with a trio.
  6. DP is a very FUN set, but it is also near the bottom of the list for Damage unless it's Heavily Procced. I personally don't do (many) Proc builds. Someone else like @Bopper or @Dahkness could maybe help with that. Or you could go find their builds and steal their DP half to weld onto your Empath half. I would recommend Emp/Ice or Emp/Fire. I did my offensive empath as Emp/Fire on a completely sacrilegious build. Aka, most empaths tell me how horrible wrong I went and then burn me at the stake. Hopefully one of the following will help give you some ideas or directions to pursue. This is mine. One build fully offense, one a more traditional Green Machine style build. Neither have been updated since, and could probably use a refresh. Here is Voltak's, and his is a much more tradtional support build, but still capable of offense. Here is Lex Talion's version, but I'm not sure if his build is posted in there or not. I did not see the build at first glance just now. Last are two nearly ancient armored builds. Neither are going to be nearly as strong offensively as a good proc build, but both have very heavy self-armor. They are fairly standard Linea builds. Personally I'd probably say try the one that has Rune at level 20 for status protection. No, it's not perma, its not even perma when you get older and start rotating it Rune/Hybrid/Rune/Demonic ... but it will still make you very durable and give you some options. Emp DP - Beta 1 - [i25].mxd Emp DP - Linea 1 - [i25].mxd
  7. The program will need to be updated by someone.
  8. FF/DP for fun. FF/Water for Self Durabilty and Utility. Clarion Radial T4 * (Power Boost or Power Build Up) * Bubbles are almost twice as strong, and retain that strength for the entire duration so long as you do not overwrite them with weaker unboosted bubbles. However, that means you can only bubble 2 to 3 pairs of targets maximum every 2 minutes if you're using clarion, or 1 minute if you're only using PB. IF you recast bubbles without the boosts, the new bubbles will be weaker, and will overwrite the older stronger bubbles. The bubbles are AOE. That means that so long as all team members are at least relatively close to either of the two targets that you cast enhanced bubbles on, then the entire (at least in theory) gets double strength boosted bubbles. The entire team except for that guy that keeps hanging 100 feet behind everyone else and out of sight hoping nothing kills him. ITF MRA 2d build - is Mattea's current heavy support build that uses Clarion and PB. This build pushes out huge defense buffs. This build has standard defense soft-cap armor, with Rune/Hybrid/Rune Demonic for resists. Which since this is DP without procs means minimal offense. DP is fun, but very low on the offense list without procs, and considerably higher WITH procs. Dahkness' build - is a proc build from another thread. He builds very nice offensive proc builds, and this one will put out some huge defense buffs as well. But has less self-armor. But that procced offense is nothing to sneeze at. But the lower self armor means you'll probably be midline support. STF SLE build - has standard bubbles, but extreme levels of SLE self-armor and resistances. Layer Dampeners on top of that for even more armor. It's a really nice self sufficient build for difficult missions. However, as it's SLE based instead of MRA based, Psionics can be an issue with this otherwise very durable build. Dark Beta build - this is a very old full standard self armor and full offense non-proc build, built prior to proc builds becoming the latest craze. And then there are dozens more variations. FF DP Soul Def - Heavy Support - ITF MRA 2d+ - [i27].mxd FF Ice Defender - Dahkness Bubble Proc 1 - [i27].mxd FF DP Scorpion Def - STF SLE 1d - [i25].mxd FF DP Defender - Dark Beta 1b - [i25].mxd
  9. If you are having to pay 1m for rare salvage, that means the PLAYER SUPPLY of salvage has been exhausted, and you are buying from the GM SEEDED SALVAGE PRICE CAP. The AH was seeded with about 10m of each salvage at 1m orange, 100k yellow, and 10k white I think it was. It was seeded with 10m of each. I doubt the seeding has ever been bought out, nor will it ever be. It's there as an emergency price cap, any manipulation you see is purely player based.
  10. It's like editing a dos batch file while executing it. The parser literally picks up at the last character it read and starts reading the new overwritten code. Kind of like a text based buffer overflow.
  11. WARNING: These are advanced binds, if you do not know what you are doing and are not willing to learn, turn back now, ahead lie dragons that are best not disturbed. Pro: A single key to rotate buffs like Fortitude through the team. Con: Very complicated and Difficult to setup, use, and maintain. Also this version is limited to 5 buffs, but you could expand it to more. Oh !@#$: just use the following command and forget you were ever here: /unbind divide Warnings: Binds are 'mostly' read right-to-left. However, some parts of the binds(and macros) are read left-to-right. Proceed with extreme caution. This will utilize what I call "Press/Release Binds". I've also seen these called "Toggle Binds" and "Cycle Binds". This will also utilize binds to macros. Doing this means it's easier to edit on the fly in-game, without ever having to come out of the game. This will also utilize macro to binds. You're binding macros that bind binds. Proceed with extreme caution. Binds, Macros, and Binds to Macros, and Macros to Binds, and Binds to Binds of Binds, are all possible, and doing these things CAN rewrite the very binds you're executing WHILE you are executing them. Proceed with extreme caution. I do stuff like this all the time, usually just with bind files because I don't mind editing the files on the fly. However, I can see where something a bit more flexible and universal could be useful, and I was recently asked about it. So, what does this do? This binds numpad-divide to [target, cast Fortitude (or any similar buff like Frostworks), and cycle through up to 5 targets (players)], while the binds themselves keep track of who is next in the cycle. This makes it easier to keep on shooting things with less interruption. You could even re-write the binds or macros to re-target after casting the buff, but I prefer to leave the re-targeting separate as I also use pretty complicated targeting binds, and also wanted this to be more universal. Requirements Tray 7 Empty, and nothing bound to Numpad-Divide. Optional any other tray empty as well. If you don't want to use two trays, you can simply edit the T# macros in-game on the fly. Setup (assuming the HC Launcher and installed to something like C:/Games/CoH_HC) unzip the kb directory into your .../Games/CoH_HC/settings/live/ directory. The path to the binds for the game to find should be something like: .../Games/CoH_HC/settings/live/kb/fort1a.txt You will need to do this for each shard you play on. Setup the macros on Tray 7 and optionally one other tray. The second tray can be ANY tray. In the example below I used Tray 6, but it can be ANY tray. If you do not want to use 2 trays, you can edit the T# macros in-game on the fly. Edit the Buffing Power Cast in the T# macros as Needed. Ex: Frostworks instead of Fortitude Press the RST1 macro to finish installing the binds. Usage Press and Hold Numpad-Divide for a half a second to target the player, then release to cast Fortitude. Press, Hold, and Release the Numpad-Divide key. DO NOT TAP the keys. Tapping too quickly and/or lag can cause things to get out of sync. Press the Reset Key for the appropriate player if things get out of sync. Use RST1 to reset and start over from the first target, usually player 1. Rearrange the T# macros and the RESET macro to adjust to your team and desired cycle. Default T1 to T5 Cycle. This is how it should look when you first set it up. It cycles left to right, or more precisely bottom left, up right, down left, up right, down left. You can rearrange the targets as desired. The RST# macros should remain where they are unless you want to buff less than 5 people, THEN you use the RESET macro to replace one of the RST# macros to make it recycle back to start sooner for less targets buffed in the buff cycle. Cycle T2 to T3 and back, for the current team of 3. I'm T1 so we don't want that in the cycle. We put T2 and T3 in the first two slots. We are a team of 3, so we want to cycle T2 and T3 that are in slots 1 and 2, then reset back to slot 1, so we set RESET into 8 (where RST3 was, and before, also left and down, of Slot 3). Cycle T2 to T6 and back, for the an imaginary team of 6 to 8 with me as leader. You can rearrange the targets as needed for any team. If I was teamselect 3 instead of leader, you could rearrange them as: T1, T2, T4, T5, T6 If I was teamselect 2, and we also wanted to skip teamselect 4 and teamselect 7, then we could rearrange them as: T1, T3, T5, T6, T8 EDIT: That should say T2 to T6 If all else fails: "/unbind DIVIDE" and pretend you were never here. /bind Jilaiya Medici kb.zip
  12. Hey guys. Good to see you again Dacy, and welcome Aboard Bunny.
  13. @Gobbledegook "Not a chance in %@#%." Solo 801.6 for starters. If you survive that, then try 801.7. If you survive that, then solo a 2-Star ITF. If you survive that, then solo a 3-Star ITF. If by some miracle you survive that, then we'll talk about blasters being as tough as scrappers. I would under normal circumstances start you on 801.2, then upgrade you to 801.5, then 801.6. But as you're pretty confident in your ability, It should be fair to skip the start levels and just to jump straight into 801.6 Sapping with ranged defense IS a very good tactic. Sapping IS considerably more viable now, than even a year ago, due to the electric upgrades, and it's a great addition to team, ... But it doesn't make you more durable than a scrapper. Damage wise, pretty much any blaster will out AoE any scrapper, that's AT design. ST Damage, you're going to have to crank out 650 to 700 dps to outdamage top tier scrappers. I've not seen any blasters do that yet.
  14. I mostly use Agility. Nerve is nice on a handful of builds. Intuition on all my snipers, and a few others. and probably at least one build with each of the rest here and there. Intuition, Clarion Radial, Boost Range, .... there is something hilariously fun about a sniper that has more range than max draw distance.
  15. Any Sentinel - They were designed to level well from 0 to 50. At 50 most players feel like they fall behind other choices, but that is primarily driven by an over-emphasis on offensive dominance in relatively easy content. Any Veat - Once you get them to level 25 and can respec into full armor. And they aren't bad before that, but are definitely much much better after. Huntsman are my favorite variety. (Almost) Any Blaster - once you add Incarnates and reach level 50. Which is 'oops' if you plan on leveling it 0 to 50 the hard way, and solo.
  16. I have probably dozens of variations. Huntsman - Agent Seventy Seven - Malfactor 2n - [i25].mxd - This is probably the one I did the most malfactoring with Huntsman - Agent Seventy Seven - Malfactor 3b (Hybrid Offense) - [i26].mxd - This is probably the current one, aimed at a higher average level There are so many other ways to build. Most frequently would be double leadership and/or Crab. But the whole point of the huntsman is to get rid of the Fugly Legs.
  17. Leveling is much harder than after you've leveled. Amps - These are expensive, unless you have a 50 and/or farmer funding you. But this also is likely the easiest answer. Defense - Don't get hit. Dampeners - To add to defense, but doesn't do anyting directly for status protection. These are cheap, at least to me. Rune/Hybrid/Rune - is almost perma, close enough in practice for me. This is my primary variant. Clarion Core T4 - is perma. I almost never go this direction. Rune/Hybrid/Rune/Clarion - this is definitely perma. I almost never do this variant either. +HP Procs break sleep, or at least they did, haven't tested lately. Lore - Some lore have Clear Mind, Stimulant, or Similar powers. KB Protection IO. I tend to mix and match and combine all of the above.
  18. Here is a very old build, aimed at heavy armor. It skips more than one otherwise very useful power. You could also go a completely different direction, lowering armor, using the psuedo defense -to-hit, then putting resources toward Dark->Souldrain on high-recharge. Note Dark->Souldrain has half the recharge vs Soul->Souldrain. Dark DP - Beta Template 2c - [i25].mxd
  19. Caging has been nerfed since then. That build was subsequently retired permanently after the changes. All indications were they were going to completely change all caging powers and/or remove them, and that things like the new phasing in Gravity? Was going to be the phasing model going forward. That never happened so we are left is a hodge podge of powers and implementations, and caging itself is in limbo. You'll have to translate, adjust, and adapt to make it fit Sonic Blast. I've not used the revampled Sonic Blast, so that part will have to be up to you. Sonic DP - Beta - [i25].mxd Sonic DP - Emma Mercier 1 - [i25].mxd Here's an even older one I built for someone else, and it is /Sonic Blast. Sonic Sonic - TK Alpha 1 - [i25] - Copy.mxd
  20. Global Channel "Master ITF" : So there is a different pair of scrappers.
  21. Currently, I only know of 3 scrappers that are regularly running main-point for tank-less teams, all three are /EnA. If things go sideways a Hornet can pull up full durability 7 armor for 3 to 7 minutes depending on build and loadout. Rommy 'CAN' still one shot a durabilty 7, but only on a lucky hit and only if it's quickly followed by the auto-hit as well, or a double-hit. The Twins can still one-shot durability 7, but again it takes a lucky hit, but not two hits in their case. The twins can one-shot a tank if they get lucky.
  22. Maybe Scrapper with Taunt, Colds, and Buffs. But this is going to be the top 1% teams, every one else will struggle with tank-less. Brute with Buffs. This will be top 10% teams, maybe with time top 30% teams. You may find some Random teams that fall into this area, but most will definitely not. Like the tank below, I could dual build this, one with full offense, and one with full durability 801/hardmode build. The difference here being the Tank below can hit durability 13, while the Brute will be at most Durability 10, and more likely durability 7. So not really durable and flexible enough to join any and all random teams as Main Tank. Eventually as teams get better, people learn more, this Dual Built might end up flexible enough for 80% or 90% of random teams, but I don't think it will ever reach 90+% of randoms. Offensive Tanks. This will be top 30% teams, eventually more. You'll eventually find more Random teams doing this. Particularly as everyone learns to build teams, and not just individual builds. This is about as hopeful as I would bet on. Great thing here is, you can purposefully Dual Build with intent, one full offense proc build and one full durability 801/hardmode build. Same tank, fits in with any and all teams, or at least 99%. Standard Tanks. Everyone else. If you're Random teaming willy nilly, build that tank has durable as possible and pray to every $diety you can think of. Because you're in for a wild roller coaster ride. You might get a sub-40 minute team, and you might get a 4 hour team. /rolldice
  23. I don't remember if I put Guassian's in Aim or Souldrain. It's effectively perma in Souldrain, but more flexible for malfactoring in aim. I've done both in various builds, depending on application.
  24. I suspect Brutes. They can taunt better than scrappers, and can be buffed to be as durable as tanks. We're already seeing offense based tanks in private runs, as well as scrapper fronted runs. The offense based tank is working out better for us, but I also know a couple of groups that use buffed scrappers and are turning in excellent times as well.
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