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What Is Your Reason For Choosing a Corrupter/Goals?
Hiyori replied to Paragon Vanguard's topic in Corruptor
I am a support main in any game I can be, so I've played a LOT of corruptors, as well as defenders and controllers, and to a lesser degree masterminds. When it comes to corruptor, it will largely depend on the support set itself. A very BUSY support set, where the set requires more time spent babying its powers, I am more likely to take it on defender and pair it with more utility-heavy blast set, OR to put it on controller. When I discuss this with friends, I often refer to it as action economy, hearkening in a way back to tabletop games. After all, City of Heroes is a game where you will spend a lot of it flattening groups of enemies that are wiped out in one or two powers from an entire team. For example, I recently have been leveling up a Marine/Water defender. Through doing so, I've realized that Marine itself doesn't take up much of your action economy to do its job. Now, I'm looking at a Fire/Marine corruptor as well. But a set like Elec Affinity? Personally, I would never play it on a Corruptor, ever, because it takes so much time up. Then, there's Controller, which I will often also pair with heavy action economy sets, because a lot of controller gameplay will boil down to 'I use one control power on this pack and then I can engage with my secondary'. I can't even begin to tell you how many team-focused Earth/* controllers I've got. Coming back to corruptor, the core of it boils down to: 1. Do I plan on playing with a secondary that leaves me a lot of time to be BLASTIN'? If so, I'll lean to corruptor. 2. Do I plan on playing with a secondary where the difference between having defender numbers really matters? Now, with all that said, I also find myself comparing my Corruptors to my Blasters. I like the damage of corruptors coupled with the safety of having a utility set, so if I am playing a lot with random players, I'll lean corruptor. Blasters I'll typically play if I know I'm going to be with someone else bringing the support, since having even one support really greases the wheels of a group. -
Thanks for the thread! I've played CoH for ages and I've been wanting to do community nights with it ever since I started streaming. Now I finally can get that set up and drag clueless people into one of my favorite games! I'm a variety streamer vtuber with a bit of a focus toward retro gaming content.
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Did some playing on another character and ended up running a bunch of missions where our sole defender (or for that matter, our only support at ALL) was TA/. I could definitely feel his impact every time he was (or wasn't) present for a fight. Was nice to see it from the other side, confirmed to me that my TA/ defender's contribution wasn't just placebo or self-bias.
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I did this today too. I read it and was like 'oh maybe it boosts all the enhancements i have slotted, that'd be nice!' and then was set back 20 minutes of slotting IOs from the pop menu.
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Been leveling a TA/Fire defender. Couldn't be happier with the changes. I loved TA thematically and played it thoroughly on live, but it was always missing a bit of oomph. Now it has the oomph it needs. Everything I have at hand feels impactful, and I don't need to go ham on slotting to be effective with TA. The sole complaint I may have would be teams that drag everything all over creation and pull them out of patches, but TA isn't the only set annoyed at that.
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I felt utterly inspired by the /Nin changes for blasters, both in terms of theme AND potential power, so I whipped up a Fire/Nin blaster and ran over to beta and did a handful of tests. Chain is not seamless. Started with GD>Snipe>Blaze>Sting, ended up in more of a priority system from left to right. Could probably be refined. First 4 attempts used Smoke Flash. Determined it was a waste of animation time. I'm not sure if it'd even be worth using on a team, because AVs will resist most of the -10.5% res and anything else will die instantly anyway. Started off not using Nuke or Spiderlings. My logic was 'nuke cd is long, focus on my chain' and 'spiderlings will die anyway, who cares?' but determined both were worth using. Incarnates actively used: Musc Core Paragon, Degen Core Flawless, Assault Radial Embodiment. Destiny is Clarion, wasn't clicked. Planned on Clarion if I played in real content, so didn't bring Ageless. Kinetic Dampener was used to achieve 45% S/L. I build for these pretty regularly. Whether you consider that legit within the purview of a pylon kill is up to you. While it doesn't directly add damage, it does let me build for more recharge by not needing to go to 45% with enhancements. Start of my timing is when I click anything that affects the Pylon, such as Smoke Flash or directly attacking it with GD, etc. First attempt was 84 sec. I screwed it up completely, got nervous, ran out of end. Took a deep breath and killed some toggles that weren't doing anything for me. Three attempts at 79 sec, then 75, then 73. At this point I stopped using Smoke Flash, figuring extra Stings would prevail. Three more attempts: 71, 69, 70. After these attempts I decided to start including spiderlings & nuke instead of arbitrarily deciding not to. Following setup used on these attempts: SS turned on. Kuji-In Toh popped, then Hasten, then Spiderlings dropped. Turn on Assault Rad. Run in while activating Aim, disable SS. GD>Nuke>Snipe>Blaze to start, then begin cycling on priority from left to right as stated above. Thanks to FFB procs, nuke is used twice. Four more attempts: 57, 61, 63, 60. Aside from that painful feeling when I heard a miss, I couldn't be happier! edit: Oh, including a build would be good. This may or may not open because I have the modified DB from the mids reborn thread, but that DB doesn't affect blasters, soo... Keep in mind numbers on /nin are not indicative of in-game. For REAL WORLD usage I would not run this exactly as-is, I would swap out either tactics or assault for Burnout. Note that GD and Sting are not 95% vs +3s, they're around 90%. If that frustrates you, take tactics. Otherwise take assault. Spiderlings are also absolutely to-taste, but I enjoy them and I appreciate the set bonus they carry. If you don't want to deal with them, consider Choking Powder slotted with Basi Gaze, or Blinding Powder w/ a confuse purple set, you can prob find a slot somewhere. I also mentioned maybe throwing out Smoke Flash, so that could be an option to keep both assault+tactics and return Burnout. | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1559;714;1428;HEX;| |78DA65944B4F135114C7EF9D4EC1969616DA52DED0164A1F305075E142834129462| |8A940E2CA34234CCA28699B82892E5DF805DCA080EED9F805FC101A75E9DE9540C4| |180C31F574FE67DA269D74E677E63CEE79CCBDCD3DBFEBF9B0F4725E48EF9D1D7D7| |7B7B040CF3DA3EACCE9457353D4AF4EBA07585D58D34B45634BCB9A5503AEA3B665| |FD59A552AEEE69AB66E9895ED8A8EA66C92C15853B5F2EEF68EB15C3D8F258E28AA| |157C8E0B55EB266717B8FDE7CB669CBA8EE6E9B9581C58AB9A9D94BE7F44D831E75| |F9453F55A3D17D5BD8574D1507842955A4DE80D36F99FBCC43F03CD112B3A108915| |1455F1E4C3E00536BCC757081BC25629CF287C3D22987CC03507DC77C0F068FC0DF| |94CFC1B18E34D6EB48C0D651404D573AE87D841887DDFD54588CD1D89D8815CEEF5| |C2BE93AAD626A4A6748C23F0876FF13D63A7F28A78B7D5CECE3611FCF057C16095D| |585B761D636D7FBA9ED725A294C38B78E9655D375392CDC7F3F3AD226E3407CEDE6| |72E839915304BDE3D3C839E0C74BDD336318BFE24F30833997A88F70BEA25C0B504| |C6514390E9A05A425857095D857F5F585AFDCDF6832AF98411AF86BB3183411F38E| |1667681335E70A9BEDBB9DE816FF816839FC0D1CFCCAF60E40B38C17DF450BE219E| |FD10CF7E98673FEC077BC967043E6224825EEE11C638E798A25A7EE30EA6640A30A| |2324F14ABC74BBF1051ACE78C728F31EE31C63DC6B8B724F79AE1DA2E69BE939C77| |721E3DC425F663FC16BE51FC06387593F90AFC4BB109DE4309DE1F49E647FAE069D| |81CE933F8CFFC629EF3FE380503340F8DE7A1F13C82A49BE3BD3F67CF516D9C5DFA| |D14593B08F66ADB69C6A586BA936CFB9364DA64D73AD4D73BD4DB3D2CC48870CF5E| |7D5C6FF83909697CBDF38F5B59F6EB272849CC16E396DD54530F593565D027E674D| |9D94FB7C4A5F2BD684960304EEFDB82E73BE476EAB364BD65BE4C72D72BE45CE869| |BB1C7D1A6FC1F2D64EBAC| |-------------------------------------------------------------------|
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This was one of my favorite characters before the buff, but with the EM changes it's even better now. Hoo boy. Highly recommend FA/EM post buff.
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Focused Feedback: Electrical Affinity - Powers (Build 2)
Hiyori replied to Jimmy's topic in [Open Beta] Focused Feedback
I am incredibly happy that they kept Faraday cage as a pbaoe while enhancing the ease of use of it. I know that it still leaves a bit of an odd taste in people's mouths compared to the usual bubbles, but I rather like the idea of being able to drop a big bubble on a spawn or set down a nice fight zone for an AV, etc. There are times on my Sonic chars when I've had to get the heck out of the fight because I suddenly ate a bunch of incidental damage and now oops bubble gone. I think it's an interesting twist on the protection bubble that has its own advantages, and with a 1s cast is now not that big of a deal to drop it on top of a fight and scoot. -
Focused Feedback: Shock Therapy (Build 1)
Hiyori replied to Jimmy's topic in [Open Beta] Focused Feedback
I may be one of the odd ones out, but I actually kind of like Faraday Cage conceptually... even in the 'frantic pace' of the game. I appreciate it for being different mechanically. I do understand the concern about moving from fight to fight with it though. What's the cast time/recharge/end usage on it? -
Focused Feedback: Shock Therapy (Build 1)
Hiyori replied to Jimmy's topic in [Open Beta] Focused Feedback
I was actually going to write this from the exact same stance. Gay, doesn't bother me at all. But also think it doesn't fit the game's naming conventions either. Electric Affinity sounds fine and dandy and nice and neutral. -
Time to toss a few builds down that I put together. All of these are 45% M/R/A def. Hide in my mids is enabled but the 'attacked' flag is set to suppress it, so it's accurately reporting. These are all incredibly expensive but money is whatever. As an aside, none of these are meant for exemping. I have a character I use for exemping already, everything else I play to cruise around at max level with incarnates, so it is built for Ageless. I didn't pick any other incarnates on these beyond Ageless (disabled) and Alpha slot. First up is STJ/SD/MU with Musculature. I think I like this one the least, as much as I like the idea of using Musc. This is not perma-hasten and is relying on FFB proocs in Shield Charge and CU to fill in the gaps. Next is STJ/SD/MU with Agility. I think this one turned out more competent overall. Permahasten, tighter timings on the chains. I left in FFB procs because lazy but they are probably not needed because of higher global recharge. Can likely swap them to regular damage procs. Finally, a friend who plays STJ stalkers came to me and said, 'I really don't think you should use a pool snipe. Have you considered melt/fireball?'. So here's an STJ/SD/Blaze with char/melt/ball. Char wasn't as wasted of a pick as I thought it'd be. It did preclude me from using a travel power, though I was suggested I could omit Spinning Strike in favor of that if I wanted. Travel Power is pretty far down the totem poll on necessities for me, though. It actually got picked up in prior builds for the def slotting. I kept the FFBs in this one for the purely theorycraft idea of squeezing down the recharges on Melt Armor even more, but it's already at a 10s gap so that may be completely pointless in practice. If it is, just swap in regular damage procs. The last build is also probably the most competent just by virtue of spending so much time doing this and having progressive 'aha!' moments that didn't translate back to the first build I did, which was the musc one. Also there's various +5s missing on all of these but it's mostly on attack powers and not the defense ones where I was very particular about maxing those out. If I did go with gutting spinning strike I'd pop in SS or SJ with a slow res IO and then redistribute 1 slot back into AAO and maybe slot out stam/health a bit more just in case I do ever exemp down on this character. Losing that 6.25% rechg bonus wouldn't be devastating anyway.
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I've got a skeleton for the above laid out in mids, but I'm wondering if anyone has played this setup? I enjoy stj a lot but I'm not particularly a fan of how tiny the AOE attacks are on it. I was thinking shield charge and ball lightning would pick up a lot of that slack, and then leave you with Zapp to add into your rotation as well. With that said, I see more stj builds without a pool snipe than with. Street is pretty self contained with its gimmick but the Snipes are also really strong and I'd expect they'd still have a home in the rotation? I'm not home right now so I can't post the skeleton of what I've got, but I was looking less for builds and more for thoughts from experienced stalkers or those who've played this combo in general.
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I have been playing a fire/rad tanker for my farmer for a while. I started it when we first caught wind of the tanker buffs. Boy, that was a bit of a wait! While the clear speed was 'fine' and passable before, it's much more solid now. I, personally, went the tanker route because 1. i've played brutes to death but never gave tankers as much of a chance (even before brutes existed) and 2. FA has a rep for being ultra squishy, but that's just not the case with tanker values. Even on live I wasn't a big fan of a character whose only purpose was to live in fire farms and do nothing else, so this time around I whipped up a tanker that I felt comfy bringing to all forms of content.