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Everything posted by biostem
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I look at it like this: Since you are playing a duo, you want a more generalized pool of abilities to draw from. To that end, you want damage, buffs/debuffs, and a way to keep the enemies' attention. Defenders have the greatest buff/debuff values, but lose some damage as a result. A corruptor is in a sweet spot, having a bit more damage while still retaining good buff/debuff values. A brute can certainly fill the role of keeping the enemies' attention while dealing good damage, but their inherent, (fury), also means that you want to keep moving and fighting, which may make you reckless and less strategic/more likely to get in over your head. A tanker has better defensive values and aggro-management abilities, so they're the safer option. I tend to prefer controllers over dominators, since they have controls and buffs/debuffs, rather than more attacks, but that's just me. A controller/brute could fair quite nicely so long as the controller knows who to lock down, where best to apply their buffs/debuffs, and the brute goes after the "problem" enemies first.
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Cut the required mats for sub-25 generic IOs to only 1-2 pieces, slash their crafting cost in inf, and that should help a bit. The issue, beyond that, is people looking at 50+, or even purple IO sets and using those as the baseline. Another part of the issue, IMO, is getting hung up on the per cent increase vs the absolute increase. For instance, going from 1% to 2% is a "huge" 100% increase, but in an absolute sense it doesn't really mean much. There's also a bit of an "illusory" notion of lower level IOs being less useful because a level 20 SK'd up to 49 still can't hit reliably against those +5 enemies they're up against. Really, it's a matter of someone's subjective experience, and rather than understand the reasons why they are missing so much or getting hit all the time, they'd rather be PL'd to 50, farm for cash to fully kit themselves out, then complain that there's nothing to do...
- 69 replies
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- invention system
- io set
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Well, do you 2 want to be somewhat dependent on each other, or independent and simply working side-by-side? If you want the former, maybe something like a fire/thermal corruptor and an ice/ice tanker. If the latter, maybe an ice/ice and fire/fire sentinel.
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I assume it means slotting as many of these enhancements with special effects in order to maximize both your survivability and damage-dealing capability. For instance, slotting taunt with the perfect zinger and triumphant insult special IOs can make it into an AoE damage/disorient ability.
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I gotta be honest - I have very little interest in the clean sci-fi aesthetic, (outside of the more farcical/satirical take found in Portal 1&2), not to mention the world doesn't seem to have very much character to it. Fallout 76 has let me down as of these last few months, but CoH is more than enough for me for the time being...
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Kinda seems more like he'd be a necro/pain/soul mastermind... On a somewhat related note, I tend to weigh concept over actual effectiveness, so if you want to stick to blasters, maybe dark blast? Also, I rather like the earth manipulation or devices secondaries, so give them a look...
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You can get thugs and mercs of different skin tones, so there is some variation possible. MM customization is something highly sought after, so in general I'm in favor of it...
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Super Reflexes, the Most Boring Power set.
biostem replied to The Mighty Paladin's topic in Suggestions & Feedback
"Resist" and "Defense" were probably not the best ways to describe the differing ways the armor sets function- it's better to look at whether a set helps you avoid damage or whether it just reduces it. That being said... Ice armor is supposed to create a barrier that prevents damage, hence defense. Fire armor takes the hits head-on and just lessens what makes it through, so resist. Dark actually has a little of both, plus other tool, like fear & disorientation. Invulnerability similarly layers, therefore resists, defense, etc. -
I have a kin/elec defender which is quite good at "sapping" enemies. The key, IMO, is stacking -end, -rec, and -rech/slow effects to really maximize the end product.
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Beyond the complexity issue with "either-or" type powers, as mentioned before, Kheldians get a lot of free powers by taking the forms, with the tradeoff being that they can't get everything at once. Kheldians are, by intent and design, a "jack of all trades, master of none". You want to go human-only, fine - there are ways to compensate for the lack of status protection in dwarf form or damage in nova form, especially when you factor in the invention and incarnate systems.
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The only place slotting the ATOs really matters is with Critical Strikes, since it has a proc rate of 2 or 3 times per minute, (so you'll want an attack with roughly the same recharge, or some convenient fraction thereof). Scrapper's Strike is just a passive bonus to crit chance for all your powers, so it really wouldn't matter where you slot that one. I think a better question would be what other melee or tohit debuff sets might serve you better.
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Super Reflexes, the Most Boring Power set.
biostem replied to The Mighty Paladin's topic in Suggestions & Feedback
Absolutely not! The game should NOT take away my character's autonomy unless they are actively under a mez effect or I choose to move them around. You are free to move and jump around as much as you like, to go along with your interpretation of them actively dodging. The only person forcing your character to stand there doing nothing is yourself! -
New Computer - Any pitfalls to worry about?
biostem replied to dmiasek's topic in General Discussion
Perhaps, which is why you need to be both computer savvy enough to work on your own machine and to only buy from reputable resellers. I also favor freshly installing Windows to avoid any undesirable software that may remain on said machine, either by accident or intentionally, (though this also goes back to my "only buy from reputable" comment). -
New Computer - Any pitfalls to worry about?
biostem replied to dmiasek's topic in General Discussion
It is a lot cheaper. Some people are hesitant about loading games or other "non-productivity" software on their main computer. If you are in a household where, for instance, you have other people that work from home, attend classes, or do any of a number of other online activities, you may want a completely separate environment where the activities of others will never impact how the machine performs. -
Now I'm hungry. Thanks a lot! 😡
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Primary: Fire for pure damage. Secondary: Devices, since I prefer staying at range, and it offers stealth, some area denial tools, a great tohit buff toggle, and a pet! APP/PPP: Mace Mastery, since who doesn't love a defense shield and some cute widdle spiderlings to clean your room!
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New Computer - Any pitfalls to worry about?
biostem replied to dmiasek's topic in General Discussion
If you are at all handy with computers, buy a used tower, (from a reputable seller), then a mid-priced graphics card, (new or used, your choice), and you'll be set to play CoH for life. No need to break the bank or go through multiple layers of emulation or the like. Heck, you could even pick up a cheap KVM switch and stick with your other computer to get the best of both worlds... -
TBH, I don't see why they couldn't add recipes to craft inspirations. That being said, there is already a system similar to what you described: https://homecoming.wiki/wiki/Workshop
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I much prefer radiation armor. Particularly, the absorb shield and extra recovery granted by particle shielding. You also get some extra recharge and even an AoE/team heal.
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To add to what @Without_Pause stated, you can also right click then choose to track certain attributes on your main screen at all times, but it is limited to only showing 10 at a time. These stats also include things like XP to next level, influence/infamy/information (money), and even your stealth radius.
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Defenders get the largest buffs from the leadership pool; Maneuvers is good overall since it gives extra defense to you and your teammates, (and can be slotted with that LotG +rech I mentioned earlier), but where it really shines, IMHO, is tactics. Tactics grants a buff to tohit for you and your allies, which is actually more powerful than regular accuracy - this means you may be able to go with only 1 acc slotted in your attacks, (I usually recommend 2), which in turn saves a few slots if they are needed elsewhere. Another power from leadership to consider further on in your build is victory rush - it grants a temporary recovery buff when cast on the body of a defeated foe, (with tougher foes giving a greater buff). You can't directly improve its recharge, but I believe it does benefit from global recharge bonuses. It doesn't require any real investment in slotting, and can really save your butt if you alternate it and recovery aura. With regard to other powers to consider - Mace mastery, which is one of the Patron Power Pools you can unlock at level 35, has a shield for yourself that provides defense against samshing, lethal, and energy damage, while again serving as a convenient place to slot one of those LotG +rech IOs. There's also the Power Mastery Ancillary Power Pool that provides a special power called "power build up" that temporarily boosts your damage, tohit, and secondary effects, which can be very very useful when used in conjunction with recovery aura and the like. The Soul Mastery Patron Power Pool has a similar power, "power boost" as well as a slightly different selection of powers. If you find your build is getting tight, I would skip taking the fighting pool. Here are some useful links: Unofficial Homecoming Wiki Mace Mastery Power Mastery Soul Mastery List of enhancements with special effects
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There's a 'costumes' folder within the folder the game is in, (for me it's c:\games\homecoming\costumes). Save those .costume files to there, then go to the costume creator/editor and click 'Load' in the lower right, then select the one you want.