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Jaegernault

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  1. I’m experimenting with this combo as well. https://www.midsreborn.com/builds/download.php?uc=1457&c=669&a=1338&f=HEX&dc=78DA65934973124114C767C2200621888084202290040261335EDCCA2D60A950A2A8571CA1813104A801AB926FE15A5E4CE25AA547FD18AE5FC07D29BD443D78D0D3F898F75A8899AAE147BFF5DF6FBAF30BB3966A357B5010478E34E44EA7542CAB72BBCD54635EAE2965A1F798E0F5727B29CF1A8C25324DA6D6167111FCE79B6555D6ECB0C461A5553AA9D6E4A6522E1D52E75BAA602DB45A8D4456A9D5BB4AB366D657C5366315A7FE37B300E9CA3C6B76E5AED26ADA74638EC915A676EA4ADB93692BE544B12B37E6A04BB175A951CACB9D2E53174741DB24BC4B51F81175B99A51A802D292305423D69192828C5F44A6E790AF4383C969030627911B52C419E4C69D443764F82461193A8B3C597C8A4EF333E273A4E505F12572E415F20D743650F290E11B3957919B6F0EE97C0B41460A928C59721E456E394E3C8174BA449D2B20CBC42B9B62B8512771EB23AC7C1B8286B9F6E1F3123A65E4E805621939562132E43B90B5899235110E89951682750CDB7C80081B2F6F3B85C2B69D261691DBCF10CF12CF21EF82363BDFB57D370ADEB187B897B80F19D88FFC081D1D94243AFEE04802BF9006D0E822A7C195C2368134323443DC859420D8CDDBBB69E8211AFAF831220D7F9C867E0F347B7892278C9A2623C4296214198E213F81662FD7ECA52F14260641868F3B7DFF39EF433B3F9FAFFF327E96A92BC4ABC46BC8E875E20DE467681BE4C9C15BE45C424E2F130FE006A757701DBF83FC02C9135CD604C989130B202BC2CF42C48B15BE0262DC187B8891BF2D829010685E091A7292869CA4E12669B8692A6F8791A478EF14773AE95449027FB4DEB9D434C12FF56FB7965BEF2F48DC0D265137AD9AFB2914F5638D2980D2BEAF8FFBB9C64437F841B4DF557BDCBB377CF17E70F164F046F59F9C038A70F35FF2A1E803 I went down a different approach though, since total Focus gives energy and a crit gives 2 charges, I work around maxing the crit chance. I’ll start an attack with Total Focus to get my first charge. follow up with power crash for increased targets using that energy, then hit build up and another total focus, almost always critical hitting. I’ll then use 1 charge on Energy Transfer and the other on power crash to start it cycle over again. im still working on the finer mechanics but against level 53 enemy ET and TF deal anything from 800-1300 and 600-1000 respectively. if there are minions in the group I’ll slide in whirling hands that will usually be shot everything below boss. I’ve not built incarnates yet as only VET 2 lol. Defiantly a strong set and a fast chain of damage
  2. Well spotted! It was a typo, character is the same as the username here.
  3. Gotta love a good back story! TW has devastating recharge and animation times, titan sweep is an early game must for killing enemy until you have a full attach chain with recharge reduction. Bio is just take it when needed. Hasten early will help but don’t rush it if you don’t feel safe doing so. When it comes to missions, remember your mainly AoE so I’ll get more exp fighting enemy at -1 but on *8. Once your at 23, make it 0*8 and upgrade the rep as you feel secure. in combat, especially early on, herd them so your cones cap the target limit and use inspirations to bolster your defence. This is temporary as in later levels you will have powers to do this, but the inspirations help levelling. im currently on holiday in excelsior server so feel free to join me if you see me on, character is Jaegernault. I tend to just fly through missions at +4*8 with anyone who wants a team, since it’s more fun then killing everything solo!
  4. Firstly, starting a post with FYI is a little rude. I wrote this post years ago, I assumed it was dead, it was resurrected yesterday and in the interested of helping someone i dug out my login to reply. I didnt sit there with a stop watch timing the encounters. When Im in combat, I NEVER am in a position waiting for buildup. Ill run into the mob, use the T9 secondary to create my absorb shield, target the biggest guy there, bit buildup, then with momentum, do my AOE, 2 Single targets and usually end with an AOE before buildup ends. Every minion is dead, most lieutenants are dead, and the first boss is dead, with the second one critically low. Thats not Mids, or speculation, thats playing the game and physically watching them go poof. Now with the hostility out the way, Now, there is no "should" in CoH. Bio isnt a defense build and claiming it is either shows your very specific with what you choose to fight or just dont understand the basic mechanics. Its a hybrid with its unique selling point being Absorb Shield. It relies 100% on recharge bonus as if you can refresh your absorb shield constantly, your actual health is never touched. My main is vet 300+ something despite not being played in almost a year and he hasn't even got the first damage badge as his health pool is never touched in most fights even at +4*8 solo. Saying Bio is a Defense build is like saying Regen is a resistance build. Resistance is very handy but it aint gonna be your primary go to. I say its not a defense build for the following flaw. Little to no defense resistance, this leaves it vulnerable to cascade defense failure, this is especially apparent against Council and on an ITF. What bio does have in its toolbox right off the bat is 2 very powerful absorb shields, basic defense, decent s/l resistance and some potential for crowd control. With a little work you can cap s/l resistance so most enemy cant 1 shot you if they get a lucky shot. Think of defense like this, the enemy attacks and has a 1/10 chance to hit on strike 1. On strike 2, his chance is the same, same with 3, 4, 5.. etc. Now it you have 10 of them all taking shots, each one is still that 1/10 chance. while each role is exclusive, the odds quickly fall. Your goal is to keep the number of hits they swing to an ABSOLUTE minimum if your not sporting Defense Resistance. Now here is something people tend to forget.. Defense is the ability to not be hit. For you not to take a hit, they either miss you or dont fire. We can easily hit 55% defense to everything with no specific defense build in mind. But 2-3 lucky hits and ur in low 30's at best. So we rely on the other version of defense. This being, KD. If they are on their asses they arnt able to attack. The animation for falling over and getting up is a good second or 2 at least. Your PBAoE is Knockdown. So think of this as a rough play through, you run in, fire your absorb shield, you now have a huge shield. You hit buildup, and PBAoE the mob. most of them are hit and immediately fall down. You whack the biggest guys twice before they even stand up, first one is dead, you end the combo with a second PBAoE and repeat on any remaining bosses without necessarily using buildup. each PBAoE is 100% defence to everything knocked over. Thats not a diminishing returns result, thats FACT. They cant shoot you. This simply mechanic allows you to become untouchable to most enemy as very few have sufficient KB protection. There have been many updates to CoH, and a few attempts to nerf TW/BIO under the guise of its too OP. But every set is OP if used in a way that suits the players style. When I wrote this guide TW/Bio wasn't a common build. Even now, on the odd occasion I play, I dont see many. Yet I barely feel any difference to mine's performance even with so called nerfs to it. Its the same with every game, This guide was simply showing a way to exploit TW/Bio using my playstyle. others who play like or similar to me will find it useful, but its also to give inspiration for altering it to suit others styles. I cant pick up a blasters build from another player and immediately perform as well as them. Its all about adaptation. If this guide inspires someone to look at Bio and in the future when new gear appears think "hey, maybe this would work better in there now" that optimal. I was playing CoH when Rogue islands was a pipe dream. I dont expect this guide to be an APEX build for current meta, and would find it hilarious if no one had made improvements in all these years!
  5. Gaussian would proc in tactics sure, and on a full team maybe a lot. BUT its an alpha strike tool. You want to choose when it will proc and be able to take advantage of it. TW is slow, you will get 2-3 attacks total from it if momentum is in effect. Buildup is up every 15 seconds on this completed build when in combat. It will almost always proc when solo. This build was taking out all but the strongest enemy, without any outside tools. Reichman required envenomed daggers due to his excessive health pool, Romulus is faster with them but you can take him down all the same. The build was made to work like that solo, in a team you can move faster and go from Boss/EB to boss/EB constantly, taking the alpha strikes like a pro tank. NOTE: Hamidon attacks bypass absorbtion, rendering BIO very weak. its not the builds failure, its just the mechanic and the way he is coded to attack players, going right for your health.
  6. True, but both those effects have an accuracy check, usually related to Psi based attack styles. Ramping defense to Psi reduces the chances of them occuring, tactics reduces the effects they have when they do. Now, if you want to gripe over something you cant counter.. Phase Shift! Rularuu power that moves you out of phase for 30 seconds then drops you back into combat to get hammered hard. While you can prep for the return to normality, ive yet to find a way to reduce its chance to occur! I believe there is something in incarnates that will negate some of the fear effects too, at least some of the time.
  7. With the new recharge rates that is very viable. Just alter the sets accordingly so your alpha is procing the crit bonus
  8. That's the sluggishness, it doesn't feel as smooth. Use the gap for repositioning as your AoE is smaller. Also a good time to use DNA siphon and such. Even a sly Judgment if you like!
  9. Ive just logged in for the first time in ages to check out the damage first hand. 1 mission on +4*8 solo. Playing the above build as intended, suitability was identical, my health never moved, I didnt even need to use Ablaitive Carapace. Combat wise, it felt sluggish, the recharge was weird, it was faster but no longer as smooth. AoE damage: The PBAoE recharge was down to 2 seconds, which puts the AoE damage massively higher as its going off 3 times with buildup. Its range is lower so even though the sword is passing through enemy they arn't taking damage on the fringes, but as they walk in they die on the second or 3rd application. Arc of destruction is also up way more often, allowing 2 applications per buildup so stacking crits, again its overkill. The damage dropped about 15% but the attack speed is doubled. Essentially, you hit softer and more often, which puts the DPS higher, just looks daft. Single Target damage. Single target attack chains are identical except you no longer need a filler due to recharge. Crushing blow now isn't needed as Arc of Destruction, Follow Through and Rend Armour overlap allowing flawless chains of control, albeit the impact damage per application is lower. An example; Pre-patch a purple boss chain would be... Arc of Destruction>Rend Armour>Followthrough>Crushing Blow --- if any of the crit, the 4th wasnt needed, and AoD gave the next 2 a high crit chance. Damage was roughly 30%>35%>35%+ over 8 seconds. Post Patch Arc of Destruction>Rend Armour>Arc of Destruction>Follow Through --- Now the damage was 25%>30%>25%>30%+. attack 1 does its base 25%, attack 2 has a high chance to do 60%, attack 3 has a decent chance to get in on the action doing another 50% and refreshing the attack for attack 4 to do another 60%. Basically the faster recharge lets you create an indefinite crit loop. For a boss it was slightly slower post patch as pre, 3 attacks gave a tad overkill. now you are more likely to need the 4th attack and generate massive overkill. Should mean larger targets go down faster as you dont need a low damage attack filler, you can just go hell for metal with the big guns on a loop. Prognosis: The alteration was a political stunt. The set feels unbalanced now, the attacks dont flow, but you hit faster like running round with speedboost and a minor damage debuff. Bio augments everything the same. The set is still an S-Tier, so no doubt people will give a good moan they want it looking at again. Personally it was more refined before it was updated. NCSofts last unsoiled contribution is now snuffed away, bottoms up and enjoy the set!
  10. F ? TW needs a drink raised to it, may it one day be practical or at least aesthetic again
  11. The notes said people struggled to understand Titan weapon momentum and play it from early. Who are they as I considered it fairly simplistic, big weapon needs some effort to move, when it moves and hits it hits hard, if it misses you start your slow animation again.. In keeping you should alter the costume weapons as now some weapons appear to cut enemy but don't hurt them as TW range is now more like katana, aesthetically daft.
  12. There should be rules against altering sets that are thought to be OP under the guise they are too hard to understand. I know no one who couldnt understand how momentum worked yet they not only nerfed it, they destroyed it. You can now have a sword animation that spins and doesn't even hit what the blade passes through.
  13. Speed of sound is very fun, you can que up an attack for when you land and it's like fighting at super speed!
  14. Short of soloing AVs meant for team fights, I've get to find much that can hurt me, a lvl 54 GW dies easily, and she was the main one I worried about! DPS is what I was aiming for. If the enemy is dead or knocked down, they arnt attacking. Also the survivability is already able to take on lvl 54 preatorians and parthenon head on so it's just overkill. The recharge gives flexibility with what you do, especially with some of the long recharge powers
  15. Shadow meld also puts you into the high 60s for defence, which lets you take several hits before your in trouble
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