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PyroBeetle

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Posts posted by PyroBeetle

  1. 6 hours ago, Uncle Shags said:

    The same can be said for any AT in this game.  Should everyone be nerfed? 

     

    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.

  2. 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.

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  3. 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

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  4. 33 minutes ago, Greycat said:

     

    If you have *that* many level 1s - and I say this as an RPer with several low level characters who do serve various purposes - that it's an actual *issue,* perhaps you should look into if you actually are planning to *play* them at any point. Perhaps trim them down to just a few you *really* want to play. Otherwise you're just hoarding.

    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.

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  5. 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.

  6. 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.

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  7. 21 minutes ago, Crysis said:

    Couple years old now, but I still pull out my Illusion/Savage/Ice Dominator quite frequently. 

    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.

  8. 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.

     

     

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  9. 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.

  10. 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.

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  11. 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!

  12. 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.

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  13. 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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  14. You can make fire viable for normal content, but it is not going to be signifantly more offensive than Stone. However, it will be significantly squishier. My biggest suggestion would be to jack up your +recharge as much as humanly possible as your heal is click based, and not over time, and you are going to want it up regularly. This is different than a set like Electric, which increases your +regen significantly.

     

    I would suggest Stone if you are looking for the double damage auras that you get from Rad Melee, as it is an all around stronger set for general content and also significantly boosts your offense because of Brimstone Armor, which also scales with Fury.

  15. Personally I would recommend a Rad/Stone Brute. The reasons are quite simple. 

     

    2x damage auras, which both scale with rage, Brimstone which also scales with rage, and solid defenses and resists. The damage auras kill minions very quickly allowing you to focus on the boss and it's, your big AoE hitter is up often. It is a build that plays to the strengths of the brute, that being the DoT ramp, and presents no real weaknesses.

  16. Stone Armor is the answer.  The loss of a damage aura on a brute is a big sacrifice to run Super Reflexes.

     

    If you are going to go with Super Reflexes though, I suggest the following bind.

     

    /bind w "+forward$$powexecname Practiced Brawler"

     

    I do the same thing with Stone Armor for the +HP power

     

    /bind w "+forward$$powexecname Earth's Embrace"

     

    This makes it automatic everytime you press the w key. I do play with the power not ready sound disabled though or the bind would be annoying. These binds can also be modified for any inspiration combining macros you use to really simplify game play. I am also an older gamer, in my early 70s, and automating some of these functions helps me keep up.

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  17. I can highly recommend Fire/Ice/Elec. You already have experience with the pairing, but maybe a but different build would help. As much as I try I just cannot get around the fact that Inferno is just that damn good. I combine the 2 minute boost from the electric pool with the one minute crashless boost from the Sorcery pool and am running around at 75 percent resistances whenever I want. I have macros to combine my inspirations into Lucks and Good Lucks whenever I move, and will pop a couple before I dive in. Combined with my ranged defense and Ice Patch amd 75 percent resists I am safe enough for an AoE alpha, then the 2 holds allow me to safely clear the remainder.

  18. A couple of comments from the picture build you have posted. I have been playing around with something similar, Tide Pool does not need recharge...I have slotted with a single slow enhancement, moved the extra slot to Shoal Rush for the Ice Mistral proc. Focused Accuracy I slot only with an Endurance Reduction, freeing up a slot. Tactics is redundant, can change to a travel power, slotting a KB protection. Anyhow, just some changes that you can consider in your build.

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  19. 25 minutes ago, Thraxen said:

    I lied. It’s ec-sk-cs-sk
     

    Perma hasten build also ensures focus chi is up more often as well. 

    I still get about 75 percent on my Critical Strikes proc, because most of the recharge is in the proc itself. I run the Psi epic pool for Harmonic Mind, and am good on end doing that, unless I fight all trainers, then I might have to use a recovery serum, if my Victory Rush is down, however I am not sure about running a fast attack chain with the end suck that is Hasten.

     

    The animation time on CAK is the same as CS and both crit in the window of the critical strikes proc.

     

    Compared to the build you posted with only one recharge in Focus Chi, with Hasten, I run 2 recharges in it and it is up just as often doing that.

     

    Anyway, love seeing other MA/SR scrappers out there that are leveraging the crit strikes proc in EC. Keep kicking the competition.

  20. On 6/24/2024 at 2:52 PM, Duck-Smokes-Quack said:


    Eagles Claw has a built in + crit chance already. Coupled with the long(er) recharge time this seems the perfect place to put the proc for you.

    Now on Homecoming and with the EC buff shortly before shutdown maybe EC comes into the chain EC>CAF>SK>CS maybe?

    I run enough recharge without hasten to run EC>SK>Snipe>SK>EC>CAK>CS without Hasten, though functionally EC>CAK>CS is just fine and simpler to remember. And yes EC into DT beautifully crits just about everything, though I do have to through a CAK in before going into EC again.

     

    My build is different than both of yours, and I have stopped posting builds, but I do love leveraging the Critical Strikes proc in  Eagles Claw. And running SR 4 slotting the Shield Wall set in each if the positional toggles helps ensure that I hit 75% resist to S/L/E/N/F/C if I get hit, andall of my positional defenses are between 54 and 55 percent, which allows for incarnate cap with Barrier T4.

  21. Fire as an armor set is underwhelming without an inherent taunt. This combination works very well on a tanker, and Sovera has written quite eloquently on the subject.

     

    Subjectively, I enjoy MA on a scrapper and leverage the critical strikes proc in Eagles Claw to generate an almost automatic critical in my next two attacks, that being Dragons Tail for AoE with Crippling Axe Kick, or Eagles Claw, Crippling Axe Kick, Cobra Strike for single target. Simplecrotations but there is a lot of recharge required, but I also run without Hasten. I pair MA with SR though, as I do not enjoy Fire Armor on a Scrapper.

  22. I have a nice MA/SR scrapper who leans into the bonus crit mechanic from Eagle's Claw hard, which allows for a seamless, hastenless single target attack chain which includes a snipe, and a fast AoE chain. SR might feel flimsy to start, but once you get it slotted, it is a real beast. The new psi Epic pool with Harmonic Mind keeps your Blue bar tolerable even with the endless attack chain loops, and the Psi Snipe is useful on certain encounters.

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