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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
  16. The ST chain in DM and the -tohit will compliment Bio well later on, long as you focus on recharge I reckon. Certainly good for GM and AVs. The extra heal will make up for target counts too
  17. Dark melee is one of those sets I feel needs a little more love. Its ST is great but its AoE feels painful for fast killing. The DM update they tested on beta looked amazing! Too bad people thought it was too OP .... I hate that term.. OP... they used to say fire/kin controllers were OP with regular SO enhancements as they could solo 8 man mobs. Fact is everything can become that powerful if you invest the time and resources correctly, I've seen defenders soloing +4*8... Everything has a weakness tho, even TW/bio has its fatal flaws. +Bio has no fear protection like many sets, if your caught you loose 2 toggles and any momentum you have. +Bios main sustain power relies on mobs, small groups or a solo av give the lowest return. +some of the TW powers require ground contact so if you enemy is hovering your attack chain is limited, even when jumping. +enemy like hamidon are so old they dont recognise the absorb shield, so while dull pain boosts hp so you can take am extra hit, you will have a full absorb shield when you die, rendering your main defence useless. + this is a big one... a -hp debuff is unresistable and crippling. That lovely absorb shield relies on your base hp. It doesn't go up with sets bonuses but does go down if say the mech in market crash is hitting you. Your 2k hp, 1300 absorb will be 1hp, 0 absorb in moments, I know from experience! There isnt much you can do with 1 hp, if a leaf falls on you your dead!
  18. 2 words. "Minimal fx"! I dislike the look too!:D
  19. Shadow meld is used against lvl 54 enemy, like nemesis, carrier, malta, praetorians.. stuff with high tohit buffs.
  20. The crit proc doesn't affect the power that triggers it and its chance is per hit. Rend armor can score 2k damage if it gets a crit with build up doubled and the res debuf persists until you hit them a second time too. I tried the 50% proc in whirling smash but while it triggered well, I couldn't throw up a wall of crits. Crushing blow with it struggled to get it firing each mob. AoD was a compromise. Its stand alone damage is very good, it is a cone so usually hits 5 making the proc generally fire, and also triggers momentum letting you fire whirling smash and rend before the 50%crit chance expires. I've dropped down to lvl 11 on my build for flashbacks and bosses are 2 hit kills even then, I wouldn't do *8 at that level mind haha. But even low level AVs can be solo'd
  21. When I hit something it seldom has a sliver left haha. On mine ive got a a fair amount of overkill, Level 54 minions take 2 hits, as do the lieutenants, thanks to the overkill. Bosses take 3 usually depending on their heals or innate resistances. Good example is the Behemoths in CoT, they use healing flames when they hit about 30% health. They always cast it on a corpse as that last 30% is 1 hit with overkill. Defensive sweep looks great with the 5 hit cap and early on its a must as you need the AoE and defense, same with Titan Sweep. once you unlock Arc of Destruction its a superior version of Defensive sweep so can act as a ST OR AoE combo builder. I found through testing that when I use Arc of Destruction > Whirling Smash > Rend Armour > Follow Through > Crushing Blow, All the minions and lieutenants are dead, the boss im targeting is dead on follow through, dead on Rend Armour if it crits., which it often does with Arc of Destruction's crit chance, at which point follow through goes to the second boss. At that point Arc of Destruction is recharged, often with Buildup for another cycle, this time just; Arc of Destruction > Rend Armour > Follow Through, again if a crit lands it doesn't take the whole chain. Crushing blow is only really needed if you dont need to use Whirling Smash, for instance against a single target like a GM or AV, changing the chain to Arc of Destruction > Rend Armour > Follow Through > Crushing Blow. When your level 32 you dont need the AoE from those 2 early attacks, Crusting Blow isnt critical to most cases except soloing AV's, and its also a good place of a set since you need the filler for the chain. Its again personal preference tho, everything ive written is based on my play-style and how ive optimized it for how I engage in combat. May not flow for others as easily, and need some adapting. I had the same dilemma between scrappers and brutes, tanks just didn't get a chance when I wrote this tho now id place them even with brutes for usage with the new damage and hitcap. Brutes initially look like they rock, the Fury makes the TW attacks tear bosses appart early on. But as you level up fury stops becomming as effective and the ATO procs for brutes are rather pathetic. Scrappers start a little flimsy, a lucky crit will do mega damage but they arnt regular. As you level you will catch up to the brute, once you get sets you pass them even on same set builds and once you get ATO's your going pass them like a boy racer overtaking a 90 year old granny using a Zimmerframe. Brutes can still be godly using this build but their damage will be far less, their defense will be far less, they wont get much extra on HP and wont benefit from resistance cap increases. Now, if brutes were altered to use a system like domination where if they get above 90% fury they can click something to lock it there with a x2 multiplier for 60 seconds then have it reset to 0, that would work as you could sustain the higer damage and not feel like a junky looking for a high when fighting, and other sets dont even need this.. TW doesnt leave you in combat long enough to gain much fury as basically, you kill stuff too fast. To get to the insta kill threshold on a brute you would need to take a nap in each mob before attacking them, a scrapper will clear that same mob in 5-6 seconds and be running to the next. Solo it works well as you get all the argo, in a team you may feel sluggish.
  22. Oh its seldome faster solo, but the fact you managed it solo is the prize! I think of it like this, if I can solo it, then i know i can team with anyone and still manage it on equal or faster times. Also means you can just enjoy playing without being so on the ball. I have an ice/bio stalker too, ice melee is great AoE for the type and with a call of the sandman in the ice foot stomp it's a self heal!
  23. The incarnate -regen is rather naff if you have alternatives. Ther reactive is only 2.5% res debuff too. For impact I find the -hp the best for general purpose. Its effect is short but it quickens the deaths of minions to elite bosses and the effect scales regen down on larger targets. It's all down to style tho. I always use ion judgement as it's a room cleaner for all the minions eating my Argo cap!
  24. Banished parthenon lore pets at T4 will double your DPS if not more. If your fighting a big fella who isnt nudging, summon them and they will fold like a wet blanket. -regen primarily comes from envenomed daggers for this build. For GMs you can also take the incarnate interface that adds it to all attacks, it's not massive but helps. Remember also that DNA siphon is -regen. I use it more as an attack then a survival tool since my health is never taking a hit, as evident by the fact I've yet to get the first damage taken badge.... absorb shields dont count alas. Get your incarnate to T4, get the daggers and scrap yard is easy. Personally I found jurasika hardest. He seemed to have a high regen. I recently did a Miss Liberty TF with a team of 3 and we wrecked all the villain patrons, even ghost widow was weak. That being said, recluse was STILL tough as nails, tho it took him 3 hits to kill me, didnt help the flier came to say high and hit me at the same time too!
  25. I use speed of sound for moving round maps fast as endurance isnt an issue. I use jaunt, as you say, to move between mobs that are close together, or to teleport behind surgeons on the ITF. You can set upa teleport and cue an attack so you literally materialise hitting something. Animation time is the biggest weakness of the build, anything that cuts it down is great. Shadow meld is 100% needed if you like running +4*8 ignoring the enemy type. I took down Ghost Widow solo at lvl 54 in under a minute and they couldn't land a hit. Your dead on with the -regen. I use the I carnage power that adds it to every attack and keep 300 envenomed daggers. I can kill most avs and GMs without the daggers but a few just regen too fast otherwise. I'd love to say you can enhance the absorb power but its capped at your base hp. That's why Parasitic aura doesn't have any heal enhancements. It hits the 1300 cap already. Ablative catapace is the same, not worth the sacrafice. Musculature gives you far more in raw damage, if it ain't alive it cant drain your shield!
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