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Glacier Peak

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Everything posted by Glacier Peak

  1. The opportunity cost will persist whether the suggestion is implemented or not. It persist across all pool powers. So that's not a trade off, that's a design principle. What's the trade off of implementing this suggestion with the design formula for single target heals and self heals.
  2. What's the trade off? If not interruptable and the range increases, shouldn't there be a trade off that increases the endurance cost or increases the recharge rate based on a design principle? Like keeping in mind this is a pool powerset and it should not be better than a primary or secondary powerset by design.
  3. You can have 15 accounts running at once assuming all servers are under the specified population limit and your computer can run that many. It's mostly memory intensive at that point. As to whether it's good or bad? I'm happy it's possible and the devs made an effort to accommodate such things. Edit: I'll add that I think it's poor form to do so in a team environment if it's not explicitly made clear ahead of time and teammates are okay with it.
  4. On behalf of the community - welcome to Homecoming, Original City of Heroes Team! @Back Alley Brawler @6ix7even @bAss_ackwards @DarkWatcher @Freitag13 @War Witch
  5. For some reason I thought I shared my "all-purpose" build, but if not, and it helps you with your build decisions, please feel free to take a look. I've played this character through every story arc in the game, though I'm happy to admit I am still learning how to play it even to this day. V1_Corruptor (Ice Blast - Cold Domination) - Glacier Peak.mbd Attack rotation (assuming debuffs from Infrigidate, Benumb, Sleet (Perma), Heat Loss are applied against Single Target enemy) is generally Aim, Build Up (with Gaussian Chance for Build Up Proc), then Bitter Freeze Ray, Freeze Ray, Bitter Ice Blast, Ice Blast. It is a clean rotation if you get Hasten perma'd (my build + Base empowerment increase attack rate temp). Ice Elemental is perma, adds a decent amount of damage and the way it's slotted, the Soulbound Allegiance: Chance for Build Up Proc goes off every other attack, sometimes twice. This contributes nicely to solo runs against AV/GMs or in a team environment. I like using Bitter Freeze Ray in the rotation as a heavy hitter - the animation time does not bother me. Another option is to take Dominate, Char, or Soul Storm then slot Freeze Ray, Bitter Freeze Ray, and one of those three previously mentioned powers with the Lockdown: Chance for Mag 2 Hold and Devastation: Chance for Hold (Mag 2) then slot for Acc and Mez to do some really great lockdown, even on +4 Bosses. Edit: To your question on your build - it looks fine to me for an all-around build. You've got decent damage mitigation and you'll contribute to a team environment decently enough whether you choose to focus on attacking, debuffing, or buffing.
  6. Good start, glad to see the community sharing their knowledge of VEATs. This has an @Laucianna Kheldian guide feel to it, which I consider high praise. I'll mark this guide and add any insights I have next time I'm playing my Arachnos Widow.
  7. Since the addition of Ice Mastery from the last page update, it's got a bunch of treats an Ice/Cold build benefits from. I would've preferred a resistance shield instead of a defensive shield, but the +Max HP heal, Build Up, and Ice Elementsl pet won me over from Psi Mastery.
  8. Dollface would like a word with you.
  9. Put me down with my namesake: Glacier Peak 🧊 Ice/Cold 🧊 Corruptor.
  10. Time travel and multiverse means it's whatever time it needs to be. There's some in game clues to the time being later than 2012 though.
  11. It's a binary issue. Either the enemy has endurance and attack or they don't and can't. I think Homecoming should've thrown in a purple patch addition of res to -recovery, instead of making endurance drain do nothing to AVs. That way the -recovery could mean something and bypass resistance to -recovery given enough effort, while balancing the explicit secondary effect of some powersets who's whole purpose is to provide a mechanism to mitigate damage.
  12. Oh yes! Good catch, I was mixing up the two terms.
  13. If small details like this are what you like, you should take a look at what the community has found over the years in this game...
  14. The Alpha Incarnate slot allows a player to basically slotted enhancement which for the most part bypasses the effects of Enhancement Diversification (diminishing returns basically). However, with Alpha Agility and (another Alpha I'm forgetting), it provides global slotted Recharge which decreases proc rates. You can see in the pet window when you summon a Lore pet it inherents the casters Incarnate Alpha and Interface effects.
  15. Here's my recommendation for your quandary: Keep Arctic Fog, ensure it is slotted to your desire. For example, I have it 6-slotted (by Level 50...) with the Luck of the Gambler set, which gets is down to 0.27/s endurance cost if you +5 them. What I would also say is to pick up the Recovery Serum temporary power from the S.T.A.R.T. vendor. You can carry a lot of these and they work in a pinch during the 10 levels between Arctic Fog and Heat Loss power access. Arctic Fog is a great power in that in addition to getting some resistance and defense (which persists even in combat), it also grants Stealth (35ft) which persists even in combat also (if you click a glowie it will shut off like normal stealth powers). Edit: There is also the base temporary power station that you can craft the Increase Recovery temporary power.
  16. I'd like to continue along the same thought as @Herotu (I've recently been levelling a Scrapper and it feels... weak. It's damage isn't as impressive as I imagined). I absolutely enjoyed every second of playing my Fire/Fire Tanker back in the legacy days (Issue 0 onwards). I decided to make a Fire/Fire Scrapper on Homecoming after reading about some power changes back in Page 5 of Issue 27. I'm at Level 4 and I'm enjoying it so far - very simple and I like DoTs from Fire as a secondary effect. However, I can't get away from Mids and build optimization (once you open that pandora's box, it's a curse!). Is it reasonable to expect this build will not be the worst Scrapper I could've rolled? Hopefully that bar is low enough 😄
  17. To your question: The comic book character(s) I think are Brutes are Wolverine and the Hulk. Whether those two were a design element or not is speculation on my part, but it's also how I see Brutes (or really how I hope they could be). A Berserker of sorts - how this gets applied from a technical stand point is outside of my comprehension. I think Fury is a staple to the Archetype and it should grow as the Brute experiences combat.
  18. Oh I found them! They're all in the 'Patch Notes Discussion' sub forum.
  19. I dunno where they went, but only going back to Page 6 of Issue 27 on the 'Patch Notes' sub forum kind of sucks. My suggestion is to add the patch notes back, starting from when they were first posted in April of 2019. Thanks!
  20. I think Slows are also a form of mez too? Edit: wow even more - repel, knockback, knockdown, sleep, confuse, fly, only affect self, and blinded. Sorry for the tangent, learning and sharing as I go!
  21. I think there's also a caging and intangible status effect rule in there too. And fear. And teleport mag/resistance. And invulnerable status. One rule to rule them all though? Not so much. I guess I thought it was more rigid design than it actually is.
  22. Toggle Suspension allows toggles to pause their periodic activations when under specific modes (e.g. Granite Armor, Kheldian Forms). This means the toggles will stop working and stop costing endurance while in one of these modes. Once you leave the mode, the toggles will resume automatically without the need to re-toggle. Once a toggle is suspended, you will no longer be able to activate it or deactivate it until you come out of the mode that caused the suspension. Tank & Brute/Stone Armor/Granite Armor suspends the other Stone Armor armor toggles in the set while transformed instead of deactivating them. Also will suspend travel toggles (Run, Jump and Fly). Suspended toggles cost no endurance while running. Peacebringer/Luminous Blast/Bright Nova suspends the other Peacebringer toggles in the set while transformed instead of deactivating them. Also will suspend pool power toggles. Suspended toggles cost no endurance while running. Peacebringer/Luminous Aura/White Dwarf suspends the other Peacebringer toggles in the set while transformed instead of deactivating them. Also will suspend pool power toggles. Suspended toggles cost no endurance while running. Warshade/Umbral Blast/Dark Nova suspends the other Warshade toggles in the set while transformed instead of deactivating them. Also will suspend pool power toggles. Suspended toggles cost no endurance while running. Warshade/Umbral Aura/Black Dwarf suspends the other Warshade toggles in the set while transformed instead of deactivating them. Also will suspend pool power toggles. Suspended toggles cost no endurance while running.
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