Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.

PyroBeetle
Members-
Posts
124 -
Joined
-
Last visited
Reputation
85 ExcellentRecent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
So I have been giving this set a spin, and some things from the live forums keep popping up in my mind. I remember there was an extensive complaint from controllers back in the day when taunt combined with AoE punchvoke seemingly made them "obsolete." With multiple claims that taunt was the single best CC available in the game. I think this is why I enjoy Glittering Column so much as a controller, as it adds a good reliable taunt, outside of pet taunt, to the controller arsenal. Secondly, I remember similar threads especially by Energy Blasters claiming that KD/KB was the best control in the game. So it is numerous to me, especially because I have combined Pyrotechnics with Marine, just how much time my enemies spend picking themselves up off the ground. This is not to downplay the other things that the set brings (I skipped the AoE hold as unnecessary as I lacked the slots for it) in stun and confuse, but I find myself loving the launching mechanic the most. Just general food for thought, not posting a build, not talking about times, but for pure fun factor, it is peak CoH for me.
-
I am not certain that the patch fixes the damage component of Mind Control, but deep sleep does make it an effective tool for setting containment and makes the power usable in a team setting. Telekinesis into Levitate is an interesting AoE, but it still seems like a lot of work compared to playing Pyrotechnics, which rewards it's busy play style with slapping damage.
-
The recent patch really seemed to boost mind control, especially with the adaptive recharge. Mass Hypnosis is a every group opener for sure. Mind control is the ultimate City of Statues powerset...thinking of remaking my Mind/Kin from live.
-
Pyrotechnic Control / Brilliant Barrage > single click bind?
PyroBeetle replied to Zombra's topic in Controller
Personally I have mine bound to the T key, /bind t "powexec_location target Brilliant Barrage" Fires both effects with the target location based on my target. It is one of a series of binds that I use with my Pyro/Marine -
I have found the set to be extremely well balanced so far. Unfortunately all of the tools are kind of designed to work together, Psychokinetic Barrier gives you a bit of time so hits dont start chewing into you right away until you have thinned the herd a little bit and also refreshes in about 20 seconds for me, and is used on recharge (bound to my w key as well as my inspiration combine macros, in addition to moving me forward) Devour Psyche I have slotted with 2 50+5 each of End Mod and Heal, which when I ha e 10 stacks provides an impressive amount of recharge and regeneration, but it wouldn't function nearly as well without barrier. Aura of Insanity I have slotted with 3 Winters and 3 mez hamidon enhancements. Any particular mob is affected about 40 percent of the time, including bosses with my slotting, which is often enough for the other two click powers to do their thing. Finally Memento Mori is a great "Oh poop" button which I have frankenslotted with 3 heal/recharge enhancements. All together I have found the set to be the most versatile I have played. My regen numbers from my overall build approach 6% per second at peak and average above 5%. It is a multi layered set and no single power can really be skipped without the others falling. DP is an excellent example of adaptive recharge at its best, as after you have 10 stacks, it's better if you just hit 1 mob with it to renew all your stacks. Edit: as with many other busy sets, programming in some automation is very helpful.
-
Let's talk about Sentinel's inherent (Vulnerability/Opportunity)
PyroBeetle replied to SenTheFortress's topic in Sentinel
I cannot disagree with this sentiment any more strongly than I do. The absolute last thing that this game needs is another power that helps mow through legions of minions and lieutenants faster. They already blow away faster than a fart in a windstorm. The value of Vulnerability as has been pointed out repeatedly is that it ignores level difference and applies a hefty debuff to many things on a single target. It is agnostic as to a rhoup or solo power, because on the target you paint, it applies for you and the group equally. It is a hard target cracker, something this game needs more of IMHO. The only change that I would make is revert to allowing it to stack from multiple Sentinels, even if you institute some form of diminishing return. -
This. Aura of Insanity is...well insane. I have 3 Winters and 3 Hamis in mine l, 1 acc/mez and 2 dam/mez. If mobs fight me in melee my health bar just doesn't move, and this is on a Brute so I lack some of the inherent tanker toughness. This highlights the importance of corner pulling when doing x8 solo, as debuffing ranged mobs can be an issue. But really, as a tank cornering should be a go to move anyhow.
-
I have found the knockdown to be integral to the survival of the overall build, which is why I went with Stone. The inclusion of the Psionic epic is because Harmonic Mind I find to be useful in making all my endurance concerns going away even fighting sappers, carnies, and arachnos, plus I like Psionic Tornado. The trade off is I do not have any to hit debuff resistance so I had to modify my normal insperance combine macros to remove yellows (and purples by the by) from the auto combines to red. I have a separate macro that combines those if I get too many, but generally will pop a yellow and a purple before going into every mob. I do not have my Barrier Destiny yet, will probably drop the purple from the rotation when I do.
-
I dont think it does anything with no enemies in range. It is an emergency power to my eyes. I have it, I use it if my HP get low, normally only if I agro too many ranged enemies without clumping. I did manage to go from 1 to 50 Ironman style except for a single death for an important phone call on my Stone/Psi/Psi.
-
I have a triple psi build going, and it works very well. Psionic Melee has a lot of mitigation with the slows and KU that drives the FF Procs that I use. This mitigation also allows the healing in Psionic Armor to catch up/keep pace...sometimes I feel a bit like SR in that my health starts going orange until things start dying, but I have not yet died myself and just finished the Warrior arc with all the boss ambushed at the end. I think the build is going to need Tough/Weave to round into full shape though. I specifically picked brute hoping that the fury will help mitigate some of the high resistance numbers for psi, but the reality is that you do enough lethal and smashing damage that it helped offset this when I played it on a tank.
-
MA/ Martial Arts and Eagle Claw scrapper critical strike proc
PyroBeetle replied to autoriot's topic in Scrapper
I have some 50 vet levels on my MA/SR scrapper. From experience I will tell you that Eaglea Claw is a vital part of my AoE and ST damage. For AOE I chain EC, DT and CAK, with the critical strikes proc (which in my build goes off 86 percent of the time) and the extra critical chance from EC, my DT critical on 83% of the enemies it hits, which with buildup and assault hybrid is usually enough to kill all the minions in range, the second time all the lieutenants. For ST I use EC, Storm Kick, CAK, Storm Kick with Snipe mixed in as it is available (normally replaces first Storm Kick after EC every other cycle) I have played with other chains, but nine of them do the damage of this one. -
I understand the desire to knock AR for its 10-target tier 9 power, but my best all ranged blaster is AR/TA, works like a charm.
-
Homogenation - Should all powersets be the same numbers wise?
PyroBeetle replied to Troo's topic in General Discussion
This is life on the bleeding edge. If you are going to play only the toons that people who min/max to get the absolute most out of your play time (in the terms of whatever is currently being used to measure success) then you are going to constantly face the threat of a balancing action. Blasters are playing too risk free, let's nerf RoP and enemy damage flags Tanks are doing too much damage, let's nerf that. Axe was tuned to be a little too good, again nerf Farming is putting to much influence into the economy, let's nerf the double influence for freezing up Balancing has touched every aspect of the game to some extent or another, but it doesn't mean that sets have to be homogenous. It does mean that if you play a set that stays FotM for too long you do run the risk of things being balanced at your expense. -
As a matter of fact, if you read my entire post, yes, and it is happening already. The game has needed to make changes to the way procs work for quite some time. Tankers and controllers will be really feeling the proc nerf this patch. And yes, part of this patch is correcting what was an overcorrection to tanks to avoid City of Brutes. But honestly no class enjoys the durability that tankers do, and while other class can and do destroy content at +4x8 solo, most of them run the risk of sudden faceplant when things go sideways, or are not as fast as tanks are with the AoE taunt, and punchvoke keeping all the mobs in a nice tight ball ready to murderize. Tanks have largely come to become tank mages with the overtuning that homecoming did to their damage and the proc calculations all being figured out and maximized. This patch is merely a correction, and not as drastic of one (perhaps outside of AE Farming) as it is being made to seem. My Elec/Axe tanker will still be played after the patch goes live for sure, but perhaps more of my other 50s will receive playtime than I had been doing.