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Warlawk

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Everything posted by Warlawk

  1. That's one of the things I love so much about this game. Two different people have have the same power set combination and build with different goals and specifics and end up with different results that are both completely viable for 99%+ of the content in the game.
  2. Interesting to hear that he doesn't miss but set bonuses don't apply to your pets. EDIT: As an aside I put in a few hours soloing on the Bots/Time today just to see how it ran. I ran the build that I posted with OF in Assault bot and nothing to convert KB in the others. People have different levels of tolerance for different things but I didn't find KB happening often at all. It did happen without question, but not often. Of the times it did happen it was just as likely to be a case of knocking a mob that is closing to melee back into the flame patches as opposed to knocking something out of the patches. I played without using Web Envelope and keeping an eye out for KB and noticed very little. Once you start using that 5 second Web Envelope to keep spawns in place it's pretty much a non-factor in my experience, but as I said different people have different tolerance levels.
  3. Well, I know how the mechanics work, I ran into the issue on burn with the winter set by accident. I was more referring to the specifics of this instance where Assault Bot does not trigger it while solo solo and needs an outside source to stack with for it to be an issue.
  4. I believe it's happening, and I believe you've seen it. Your original post presented it as an issue tied to Assault Bot specifically slotting OF, though that's likely just a side effect of the language since that's where I have it slotted. My first thought was the same as yours in the bug report and that it's an issue of stacking magnitude. From what you've described and my own test of running him solo it looks like it need an outside source to stack with however. Looking over your slotting in general I must admit I'm not thrilled with the extremely low combat slotting on Probots (I know they aren't huge DPS, but...) as well as the complete lack of accuracy slotting on the Assault Bot. I think I'm going to revisit my own bots/time and see how much I'm noticing the issues you're describing this weekend. I do appreciate the feedback though!
  5. Thanks for submitting the build, looks like a great alternative. As I said bots/time was my first character coming back to HC so I didn't have most of the IOs for the leveling experience. There are so many resources out there for bots I didn't invest a huge amount of time into the build so it's likely this is a better build. However, this: is factually incorrect. In there interest of testing I logged in and ran a mission with nothing but Assault Bot summoned while running the Overwhelming Force IO. Lots of KD, not a single instance of KB.
  6. Nope, it was more an issue of not needing anything specifically in that spot. It's already got 5 lotgs, perma chrono shift (and thus perma hasten). It's going to be over s/l cap once your probot throws a bubble on you... it pretty much hit all the boxes I wanted to check for the build so I needed something there that would give value out of a single slot. That one power choice slots the 20% slow resist IO as well as combining with stealth in celerity to let you ghost missions if you want to. Really, it's a flex spot. If you wanted something else there it's not going to hurt the build to do that. Hell, it's got a power pool still wide open as well so you could grab TP friend or something if that floats your boat.
  7. Primary purpose is a set mule, and required to get Ball lightning. It actually does have better DPA than Spine burst and such though, so I do use it, but it's very low priority.
  8. This kind of information is amazingly cool and I love just getting to browse through it.
  9. Just wanted to throw my 2 inf in and say that this would be a FANTASTIC solution! It maintains the original feel and intent of the set while allowing those who like it to have access to the high risk/reward play style. ... So... I just blew my own mind and I feel quite impressed with myself for this idea. Of course, that means it's probably already been brought up, or I'm just way more tired than I thought and it actually isn't that good an idea. What if... instead of mutual exclusive powers it was treated like Staff Mastery or Adaptation where a single power selection grants access to multiple sub powers which are then exclusive from each other? Allow rage to be slotted as it is now and the two (more?) sub powers inherit the slotting of the parent power. With Adaptation and Staff mastery we have 3 sub powers, the same could be done for rage. A standard 10/90 sec build up power, a 120/120 crashless rage clicky which cannot benefit from recharge, and rage as it exists now, fully stackable with the crash. Thoughts? I don't know if the code would even support that kind of a branching out from the existing powers that work that way... but it sounds neat to me! EDIT: Totally forgot about this functionality being in Dual Pistols as well (the first instance of it I think?) ... poor Dual Pistols just gets no love.
  10. I am glad to see I'm not the only one having the issue. I'm not saying they should just line up to die, but... This, so much this.
  11. Well the big issue is... I just don't have much interest in farming with ranged classes. Currently Herostats does not work on Justin which means I can't do any conclusive testing on a freebie 50. That's something I'm willing to do to get some numbers, PLing a 50 and paying to kit it out on live... yeah, that's beyond my level of investment for a farmer that I don't really actually want in my stable. In other news it looks like the transition to 64 bit may have killed the Herostats project which makes Baby Statesman cry. Apparently Herostats was written as a 32 bit program and simply does not transition to 64 bit short of completely remaking the program. The devs actually want to implement similar functionality into the game but it's not a high priority right now so that kind of leaves us in a limbo for the moment. I'm happy to add info to the thread that other people submit from their own farmers while Herostats is still up and running but I can't test builds on Justin anymore and use herostats inf tracking function. When I did a little bit of testing with an ice/fire blaster I was very frustrated with the number of runners. It cleared but was frustrating and felt slower than brute builds despite being very high damage.
  12. I know this is off topic, but good gods... a team of heroes working together to take down a single dangerous villain... I'm not even sure you can call that a trope or a cliche, that's pretty much the core of the genre right there. From a pvp gameplay perspective yes, it it sucks but trying to justify it because this is "a game based around comic books" pretty much just completely invalidates everything else you've said. CoH pvp is a bad joke. I love PvP but I won't touch this hot mess. Just a little tip, if you want fair play, you want a formal arena style fight with equal numbers not zone pvp. Zone pvp in every game is a mess of ganking, camping and zerging. Considering your emotional investment level in pvp, I would recommend you avoid it in all games.
  13. This, the sound is HORRIBLE in CoH and always has been. This x 1000. There are far too many more important things that need attention, especially when this is an issue you can fix yourself. Pretty sure that's creepier than the original, exponentially.
  14. No worries man, everyone went through the learning process at some point, that's exactly the reason why these kind of threads are important!
  15. If that were the case 99% of the enemies in the game should flee the second you step in the door. It isn't about "make enemies stupid" it's about addressing the vast quality of life difference between soloing with a taunt effect, and soloing without one. As an example, you can see discussion occasionally in the Scrapper channel of discord where people end up not taking specific armor sets strictly because they do not offer a taunt aura which makes for a miserable solo experience. As another example, the Summer Blockbuster can easily be run by any combination of ATs, as it should be. Chasing AVs around while they run at 70%+ health simple because you don't have someone with taunt is seriously annoying and often causes people to be sure they're taking a toon with taunt. This goes against the design philosophy of "bring the player, not the AT". This is a key part of the issue. The discussion isn't about about one nearly dead NPC, it's about how half+ of each spawn scatters if they aren't locked down.
  16. No particular reason that I recall, I've added the alternate build to the OP and it has taunt in it. You aren't adding slots to Fusion, you are just changing what is in the existing slots to the listed IOs to line up the cooldowns.
  17. What it says in the title. I've been leveling a corruptor, some solo and some in a group. While grouped there is usually enough taunt and lockdown to keep runners strictly under control. When soloing on high notoriety it feels like half of every spawn just scatters to the wind if you cannot flat lock it down. This really feels like an outdated mechanic intended to forcefully encourage grouping. I mean having snipers keep some space and things like that is all good, and occasional runners are fine but when it is the majority of every single spawn just trying to scatter to the hills, it gets old fast. I'm sure there will be plenty of feedback disagreeing, but I would still like to see some discussion on it at least.
  18. As an old blind dude, I might have to give those cursors a look... I lose mine all the damned time. Now I've just gotta get past Statement #1 and actually install them, lol. EDIT: This took about 1 minute total to do and that cursor is going to be hard to lose, even in the mess my Ice/Storm puts on the screen, looks great, thank!
  19. Just want to throw out my 2 inf as well that the command is a HUGE QoL feature and I love it to death. I know that it's a dev command not supposed to be available to players and that's a shame but I am glad to see there is discussion instead of it just being removed. I will absolutely admit frustration that the primary arguments in favor of removing it are PvP and Master Of runs because... well, lolpvp and I can't see Master Of runs being a large portion of the content being actively run so this is a tiny portion of the gameplay that is having the "This is why we can't have nice things" effect. I am 110% ok with it being a temp power as an inf sink, hell it would have to be priced at 50 mil+ for me to even pause and wonder if I shouldn't invest until I'm sure I like the character. It absolutely needs to have less than a 15 second cast time though and a reasonable cooldown, ideally only a couple of minutes.
  20. I don't know how other people do it since I haven't been able to find much discussion. My usual approach is to jump to the helper NPC since he will summon pets and you get a huge pile of enemies, while I clear those I try to throw ball lightning/ion at any enemies that patrol within range. If you get good placement and patrols you can often clear half to 3/4 of the enemies on the map without taking a step. Then it's just cleanup from there. Often times the placement is less than optimal and you'll get less of a pile and more cleanup, but that's how I approach it.
  21. The assumptions for the numbers are in the first post. A run of 5 asteroid maps takes ~20 minutes, then maybe 5 minutes to clear inventory, hit the bathroom and grab a drink or something so maybe 12 minutes of downtime average over an hour. Using the 49 farming method it's pretty easy for even a budget farmer to get up to 1.5mil inf/minute, midrange I would place at 2 m, good at 2.2-2.3m/minute. You can plug those numbers into a calculator as easy as I can, see Statement #1 lol. I've just gotten an average earnings per minute, how many minutes are played is going to vastly differ from player to player and I can't really research that part.
  22. 3 of the 4 builds in my OP have Musculature in the build part of the post, the only one that doesn't is the spines because I forgot to toggle it on so it has nothing listed. Not sure about other peoples builds I didn't look too close at the incarnates TBH.
  23. Oof, need to revisit that, lol. The substance would be that it depends on how you farm. If you play solo and aggressively, combining reds to eat constantly and always having a full group around you it's quite possible that you will be damage capped to the point where musculature is just wasted much of the time. If you are often tabbed away or have people in group with you (meaning less inspiration drops) then this is not likely to be an issue.
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