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PyroBeetle

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Everything posted by PyroBeetle

  1. One thing that hasn't been mentioned here is MA/SD. SD can be build to softcap relatively easily and you have e some wiggle room to address the Psi hole via enhancements (I add 23% resistance that way). Has a simple to run AoE chain of Eagle Claw/Dragon's Tail/Crippling Axe Kick, and an easy to run ST chain of Eagle Claw/Storm Kick/Crippling Axe Kick/Storm Kick. What makes it good is that Eagle Claw can be leveraged to quite reliably (Above 80%) proc Critical Strikes as well as granting its own crit bonus which makes all of its follow on attacks crit quite well. Further, Focus Chi with one Recharge IO syncs quite nicely with shield charge for an opener every group.
  2. I dont actually use orange insp like a fiend, hit 50 and still dont have Melee yet, and didnt take RoP until 44 due to other build priorities. The primary thing that I do is lean on MoG as my crutch in this time and the KD in Foot Stomp. I go and Stomp pull a group to the corner, then use my heals as needed. If tanking down health too fast, I will pop MoG. Really in normal content I have been running +0 x8 and didnt go above 0 until after I got my Alpha in place...have been running the Dark Astoria arcs at +2 x8 with my full build, only Alpha incarnates...RoP I use when I cannot corner a mob. Couple of things, I keep attacking even when Rage crash because procs are a thing and the KD is an important part of the mitigation, as is the tanker proc in Haymaker. It's why I needed more endurance than Betty's build provided. The other is I focus down the mobs that make things difficult. Regen is fine once you get it IOed out and slotted, even without the Incarnate, but you gotta play to its strengths. You have 2 heals in the base set for a reason, and I use them reactively and really when I notice my health going down, I dont wait to pop Reconstruction. Regarding the inspirations again, I actually auto convert my inspiration to reds to help with damage like a farmer, so...haven't been using the oranges except to fire up my damage. Not every set is to every taste though. Just saying my experience has been different than yours with the set. You are entitled to your opinion and your experience.
  3. My experience has been a bit different. I am using my own modification of Betty's build, because they have a different play style than I do, but I have to say my experience is a bit different than yours. I am only 47 so far because I do not power level, but I feel quite sturdy. I have not yet slotted the purples or catalyst with the winters or tanker sets, of course, but the build is quite tanky as it is. I would not suggest getting rid of RoP. The thing that makes Regen unique among armor sets is the fact that it shines when using Melee Core rotated with RoP. It covers you in rotation, the Melee lasts the 2 minutes that RoP is down. This allows the regeneration, to be greatly effective around all damage types. This allows your MoG to be your emergency button to deal with endurance drainers like Carnival. I also have more endurance regen than Betty, and I use Dominate and Harmony out of Psionic instead of Char and Melt Armor. This allows me to deal woth endurance issues as well, due to the discount. I also plan on using Ageless Radial to help with the debuffing, which I highly suspect is what is making you feel squishy.
  4. MA is interesting, you can design it to crit with an alarmingly high rate if you leverage Eagles Claw. The lack of more AoE that Dragons Tail is made up for my the fact that you can make it almost always crit. Psi is also interesting, but I am not sure the clicky nature of it will work with a rhythm set like MA. I can share a Psi build and a MA build when I get home, you might be able t cobble them together into something.
  5. There are already easy ways to get both Siege and Antimatter, so I do not see the need for any changes to the mission arc as it is. Honestly this is not a game that needs to be a grind, if you are enjoying the toon you play missions dont seem to be that onerous...if you are not enjoying the toon, then honestly, getting Portal Jockey isnt going to solve it for you. And honestly, if you dont enjoy doing the same mission arcs over and over again, playing a 20 year old game is probably not for you...
  6. I have this problem with pets in general. If I move to far away from them or too fast they get lost take extra time to get to me...if I want to stealth to the end of a mission I find myself dropping all my pets then summoning them after I SS and Stealth to the end of the mission and then complete. Other than this, I have found it just as easy to move without sprint, or any other form of speed boost. It took some getting used to but my Pyro/Marine is a steamroller anyhow so it's just extra inf and vet levels to me. I do use the w bind to set them all to aggressive along with my Toroidal Bubble. Actually I have a bind set to every key except s x u i and p to do something to make my play easier, as I am old and lazy.
  7. The newest iteration can be quite tasty for a Mind/Fire(Fire) dom because it clusters enemies nicely for your breath of fire (rain of fire)
  8. 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.
  9. 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.
  10. 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.
  11. 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
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. I have been playing CoH from Beta to the present, minus the sunset gap. I don't always post, especially when I see something negative, but I actually think that the correction of the proc rates and the over the cap damage is appropriate in this case. Tankers have reached the point where they effectively invalidate any other class except in the most extreme content. Using any of my L50 tanks I could confidently stride into a +4/x8 mission, contacts, tips, radio, and solo the mission quickly and effectively with next to no risk. If I chose I could take others along with me, but it didn't really affect much. To make matters worse, with most of those builds I could do the same thing from about L25 and forward, and certainly for most of them the difficulty level began to be cranked up, especially regarding enemy group size from the teens on up. With the changes, clear times have been affected, dramatically, which is an acceptable trade off for the feeling of invincibility that is conveyed to the average tank. It encourages the tank to invite others along for the ride, and anything that encourages grouping in a MMO is inherently a good thing. Yes Blasters and Scrappers can kill things much faster, but as said, grouping things and runners is a challenge and there is some level of inherent risk that tankers do not really experience. The same thing goes for brutes, to experience tanker level survivability, outside of farming, they have to make sacrifices to their build that ultimately affects their damage output. Should the over the cap changes been made a lot longer ago, like the patch after tanks were given vast AoE and damage buffs, yes. It would seem like much less of a shock now. Does something need to be done to affect proc damage across the board, again, yes. I see this as the first step in needing proc damage across the board, and hope that it doesn't take the devs 6 years to fix it for all classes. However, that does not mean that these fixes were not needed and appropriate.
  23. I use a Savage/Stone as my main...almost unkillable, and the Build Up into max range Savage Leap then AS and the now 15 foot radius AoE doe to the mechanics will kill most spawns in about 5 seconds. Just have to mop up bosses. Remember that Placate has changed, it is not really optional anymore in my opinion, but is critical for optimum DPS
  24. It's only about 3 pages and about 15 minutes to get a character to L6. I don't see it as an issue so much as I don't have as much time to play as I did in 2019, and I do get around to the characters, eventually. I also doubt anybody would want most of the names, but you never know. Call it hording if you wish, but they are concepts and names I came up with and I will eventually get around to them, if the server still exists. Also some of them were names and concepts I had accumulated on live so some of them go back 20 years not 5, and those I may get to, but are absolutely a sentimental horde.
  25. I echo the busiest time if the year, I have been taking about an hour every play session to bring another handful of Level 1 toons up to Level 6...all if the names have concepts attached to them and I would be loathe to lose them for when I do get back around to those concepts.
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