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PyroBeetle

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Everything posted by PyroBeetle

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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
  13. 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.
  14. 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.
  15. I can say that the alternate location in KW was quite good, and while there may have been less doors, they were focused between two groups of people all of whom were clicking them. It was well organized and XP flew by. There were no AFK MMs when I was there, which is also probably the point, not to mention the fact that there was no lag on door clicking or power activation.
  16. To be perfectly honest, I spend about as much time playing or studying chess as I do CoH, however, I have found more delight in being a completionist on my toons the more I play. When the game first came back in 2019 of course I was obsessed with alts, but now I tend to play a handful of toons in a rotation. I have a Blaster that I like, my Stalker main, a Tanker, a Corrupter,, a Dominator, and a Sentinel. These are the toons I keep coming back to, and they are mostly approaching or exceeding 1000 badges each. I do create new alts but much more rarely now, and it is odd occurrence, but a successful alt may find it's way into my regular rotation.
  17. I do the same with my Ice/Savage/Ice Dom, good for chuckles and laughs, basically unkillable in most content and runs through things like a cold wind filled with icicle razors.
  18. The easiest thing to do is use a non tank/brute build on a point to point spawn map as has been said, but then you might as well be playing regular content at +4/x8, and I have many non tank/brute builds capable of this. And some of them have done the point to point farm maps, when I was desperate DP/Time Defender Water/Marine/Ice Corruptor AR/TA Blaster Storm/SR Sentinel Savage/Stone/Psi Stalker Of these only the Stalker has a problem with runners, but his damage is so high they don't get very far. All of the others have some way of keeping mobs from running faster than they die. Caveat is that none of them are as fast as a good brute or tank build. Do not kid yourself, on a purpose built fire farm, nothing is going to be as fast as a purpose built brute or tank.
  19. You might try looking up a build called Proc Rocks on here, it is a Granite Super Strength build that uses Rage for accuracy allowing it to heavily proc it's attacks. Obviously it doesn't exemplar well below granite form.
  20. There are alot of useful things you can do with limited influence...obviously sets like Thunderstrike and Artillery will be useful, and you can slot 4 dark Watchers despair in flash arrow. You will have to wait to proc out your powers like Ice Arrow, but you should buy a KB to KD for your Explosive Arrow. As an aside, I have found Assault Rifle more useful than Archery as a pairing for Tactical Arrow, but YMMV.
  21. I have one corruptor 50 plus, and the Ice Mastery Epic was not only thematic, but thoroughly awesome...the other powers are optional, but Frozen Armor, Hoarfrost and Build Up should be considered mandatory choices
  22. CoX will always be a game that is supportive of creativity over min/max ideology. People still roll ATs and characters that are seen as less than ideal, and they function just fine in a team. Most new players, and Homecoming still gets some, sense this, and are mostly willing to listen and learn. Is it bad to suck at CoX, no, but to refuse to follow simple commands to make your group's functioning easier, that is bad in any game. And CoX does have it's fair share of group troll powers, looking at you group fly, that it would be inexcusable to use if it is negatively affecting your group, but by and large, people are willing to listen and adjust their playstyle to accommodate the group they are in.
  23. I have 3 TA blasters into the Incarnate levels and I have found them to work best when they lean into their ranged strength. Defense in depth is a tactical term that I use solo. Every fight begins the same, Flash Arrow, Glue Arrow, Oil Slick Arrow, M30 Grenade, Full Auto, Flamethrower, M30 Grenade, polish off the remaining bosses. Glue Arrow is slotted with procs, Flash Arrow is slotted with 4x Dark Watchers, and Oil Slick with Obliteration IIRC. I have not found ESD Arrow to be of particular use, but you might to run in and fire off your Short Circuit. Ice Arrow I take and proc out, it is a regular in my attack chain. Electrified Net Arrow I have, and it is slotted, but I only rotate in for trackstar mobs. It is one of 5 ST attacks that I have. I could drop it to include Buckshot in my AoE instead, but I found that my AoE attacks are recycling just fine and Buckshot wasn't needed, so I went back to ENA for situational usage. Hope this helps!
  24. Lethal being the most resisted damage type in the game is a highly overrated way of looking at things. Nobody complains about Battle Axe or Claws being lethal. The average resist is about 20 percent IIRC, so although things do resist, it hardly makes a difference if you are pumping out enough damage. My AR/TA Blaster doesn't really worry about the the lethal components of his damage because Full Auto (and everything else to be honest) just pumps out the damage. Now if you want to talk about killer resist, Psy is highly resisted by some common mobs, 60 percent resist for Praetorian and Malta robots IIRC. Now that can ruin your day.
  25. When Homecoming first came to public light, I used to maintain bins and unslot alts that I stopped playing, all in the quest for more powerful heroes or new toon experiences. Now, more than 5 years later, I find myself creating characters that I like because of a look or a back story, and then play them exclusively, often for a month or more. Doing this allows me to just start off a new alt with 999,999,999 inf, the most that a single email can contain, and a couple of transcendent merits. This is enough to buy the enhancements I want when I want them without waiting for the market, and to T3 my Incarnate abilities as they open. The need for unslotting when I play this way is nil.
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