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Obus Form

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Posts posted by Obus Form

  1. 5 hours ago, GM Impervium said:

    Has everyone had their say yet? Getting a little tired of all the arguing.

     

    I left this game 1 year ago but recently began reading its forums.  Over the last few months, I became Admin/Mod of another game's discord with several hundred, almost 1000 users. 

     

    In that time, I've learnt to appreciate what the GMs here do.  The majority of game-related forums is about sharing strategy (sometimes), random/life things (not really), and complaining of things not yet done/of decisions made by other players/reasons why the game is terrible (much yes).  No matter what your decision is, there will be those who do not appreciate and likely voice their concern.  Those that appreciate remain quiet (usually).

     

    To all GMs and people behind the scenes, 110% thank you from the bottom of my small Obus Heart for all the work you have done.  They may not say it directly, but they do appreciate your patience, your life hours, and your balanced mindset.  On behalf of the silent ones who appreciate, we love you guys.  Thank you for your hours sitting behind your computer, and your unrelenting dedication to maintaining peace amongst the players.  ❤️🫂

    • Like 3
    • Thumbs Up 5
  2. I only play brutes/tanks/scrappers so in this context, the value of have -recharge resistance depends on the armor set being played

     

    If your survivability is based on Resist only, then -recharge doesn't really do much to you

    If your survivability is based on Resist + regular active click heals (Dark Armor, Fire Armor, Radiation Armor) then -recharge might potentially kill you

    If your survivability is based on Resist + defense, then -recharge doesn't really do much to you

    If your survivability is based on Defense only, then -recharge doesn't really do much to do

     

    However, since -recharge also slows down your attack recharge (aka soft mitigation via knockback, knockdown, disorient, holds, etc) then -recharge might potentially kill you

    If you find yourself annoyed that you can't attack, then stacking some -recharge resistance might be good for you (Winter set bonuses, Winter's gift unique in travel power)

    If you find yourself not caring that your powers recharge slower cause you're still surviving, then -recharge resistance might not matter to you.

     

    Personally, I always use Dark Armor and slow 100% recharge resistance.  Dark Armor has the fastest and most powerful self heal in the game, therefore -recharge resistance is a must for that armor IMO.  Also, Dark Armor has the highest -End resistance (outside of Electric Armor) that also allows one to laugh at carnie's death mechanic.  Essentially, slotting a Tank's Dark Armor for 100% -recharge resistance, coupled with extremely high -End resistance, and with the fastest recharging and most powerful self heal in the game makes my Dark Armor tank not care about anything except for 1-shot mechanics or unresistable resistance debuffs.  Just my 2 cents/experience.

     

     

     

    • Thanks 1
  3. On 12/10/2021 at 3:22 PM, Diantane said:

    Last night a player had a WP tank that I once tried, but just couldn't take alphas past level 30 and he was abandoned. Told him about it and he said that he added a bunch of IO's to fix the defense holes. That may have worked some, but you don't "fix" a bad AT with expensive IO's. Use them to make good AT better. This adds true value to your character.

     

    Last week a player made a forum post that I read, but just couldn't take seriously given his past 30 posts and stopped mid way. Others told him about it and he said that he was erudite and added a bunch of random COH words to fix the knowledge holes. That may have sounded learned, but you don't "fix" the lack of knowledge with COH mechanics buzz words. Use actual experience to make good forum posts better. This adds true value to your post.

    • Haha 1
  4. You gotta go through each crash to see what hurts you the most depending on your enemies in your vicinity or endurance at the time.

     

    -20% base defense for 10 seconds. 

    This hurts you if you're playing a defense-based armor set like Super Reflexes/Stone armor, or relying on defenses to mitigate your damage like using Dark Armor but stacking defense IO bonuses to reach 45% or 59% softcap.  Typically, players of resist-based armor sets like Radiation Armor and Dark Armor would aim for 90% resists + heals and forgo any defences.  Therefore, -20% defense doesn't really do much since defense wasn't really factored into their damage-mitigation plan.  You could also pop Barrier, chew 2 purples, or pop other heals/T9 powers to mitigate the -20% defense if the crash occurs mid-fight.  Assuming you don't need to tank the enemy for your team during your -20% defense, running away for 10 seconds is also a viable option. 

     

    -25% Endurance. 

    This can hurt if the -25% end also occurs with the -15% from Hasten's crash (both hasten and rage last for 120 seconds, thus, I often experience crashes at the same time) and/or occurs when enemies are about to hit you with -endurance attacks (carnie's death attack, sappers, freakshow electric-blast enemies).  You would be -40% endurance suddenly, and depending on your  endurance use by your attach chain or Armor Set, you could drop toggles.  Also, if you're fighting enemies who drain your endurance, you'll need to watch your buff timers to ensure your -25% and/or -15% endurance crashes don't coincide with enemy endurance drain attacks, or else you drop all toggles.  To combat the -25% endurance or -40% endurance from Rage + Hasten crash, you can simply run away from enemies, chew blues, or just don't attack until your endurance returns.  If you're afraid you'll drop toggles, pop Barrier

     

    -9999% damage

    When your -9999% damage occurs, you can still use attacks with procs because procs themselves will still do full damage (even while your actual attack does 1 damage) if the procs occur.  If you have no procs, just take a rest 🙂

     

     

    • Like 2
  5. Damage resistance resists damage-resistance-debuffs.

     

    At 99% resistance to S/L attack, you still eat 10% of the damage because you hard cap at 90% damage resistance.  But because you're at 99% damage resistance to S/L, any enemy spell debuff that would reduce your S/L resistance gets reduced by 99% , and therefore your S/L resistance would fall from 99% to 99% - (enemy debuff x 0.01).

     

    IIRC there are very few enemy abilities that deal unesistable damage resistance debuffs.  Unresistable damage resistance debuffs don't get resisted by you at all.

     

    Edit:. To clarify, unlike defense cascade failure, damage resistance debuffs always get resisted by your resistance % at its highest amount.  Therefore, using the 99% s/l resistance example above, if you get hit with 3 x debuff each doing -25% resistance to S/L, your final resistance is

     

    99 - (3(25 x 0.01)) = 99 - 0.75 = 98.25% resist.  Since tankers/brutes cap at 90% resist, you're still effectively at 90% S/L resist cap.

     

    This means if you have 100% resistance to something, you resist all their resistance-debuffs unless it's the "unresistable" type of debuff.

    • Thanks 1
  6. 23 hours ago, ZemX said:

     

    Short of actually being hit with an unresistable resistance debuff, a Tanker/Brute with capped resistance can shrug off a whole LOT of debuffing.  Scroll down this thread for some interesting examples.

     

     

    Thanks for linking that article.  Pretty good to read the math and testing on it

     

    Looks like the old adage is true "Resistance resists resistance-debuffs" and stacks linearly

     

    Edit: Essentially, at 100% resistance you resist all resistance-debuffs of that damage type (unless it's "unresistable") because there is no cap to resisting resistance-debuffs unlike DDR which caps at 95%

     

     

     

  7. I play CoX exactly as it's meant to be played:

     

    Create a new character with a descriptive name but same costume as all my other toons, sit in AE farms to 50 while setting up UI, transfer 1 billion inf to fill all enhancement slots, spam iTrials until +3 and alpha slot at top tier, immediately followd by self grinding 4 passive accolades with minimal outside help if groups take longer than 5 minutes to form.

     

    Then move the character to the back of the character list and repeat for another chatacter until all combinations of brutes/tanks using Dark Armor have been completed.

     

    Now I play the CoX forum game

    • Haha 2
  8. On 11/2/2021 at 12:12 PM, Diantane said:

    Doesn't matter if its and arc or radio, they go inside the mission the moment it's available (don't bother waiting for the team). And the moment the blue exit button appears, they are out of there running to the next mission. Doesn't matter if the team is fighting when the button appears. They are gone. I usually kick them from the team and they wonder why.

     

    Is there a badge for how many missions you do or how fast you can do them? If so I don't want it. Most veteran  players (those that have played a long time) will stay well beyond the blue button to finish clearing everything on the map for the XP.  That makes more sense.

     

    Can't stand complainers.

     

    Doesn't matter if its on forums or real life, they open their mouth the moment a listening ear is available (don't bother waiting for you to finish your sentence). And the moment someone looks their way, they are out there tit, tat, titillating the next listening ear. Doesn't matter if you're mid convo when they appear. Their mouths are flapping. I usually edge the convo back on topic  and they wonder why.

     

    Is there a badge for how many complaints you say or how fast you can share your thoughts?  If so I don't want it. Most emotionally mature players (those that have lived a while longer) will keep those thoughts well within their mind to let the feeling pass and clear their mind for inner peace.  That makes more sense.

    • Thanks 1
  9. 3 hours ago, Sovera said:

     

     

    FE is pretty strong, but if you don't subscribe to Tankers doing damage then don't take it. But it and Burn are the reason to go Fire Armor and I'll be honest that if you're not taking either then you might as well go Rad Armor instead and become much sturdier. Fire Armor is one of the squishiest sets because it is the offense oriented armor and it should be embraced.

     

    As for the Tanker's Might it stacks three times. If you guys just want to rely on one of the stacks it's certainly acceptable, but, you're wasting the other 6.7%. Two stacks can be kept up for nearly forever, though three are more iffy which is why I just make my math accounting for two stacks. It's a lot of min maxing that won't really change things much though, so just wanting to rely on a single stack is fine.

     

    And if you keep it on a toggle then one stack is all you're going to get at best, and at worst it might drop off. The number of enemies around you won't change this. On a single target attack you will use (for example in Haymaker) it can stack up to three times. But, again, if the resistances are tailored to reach 90% with a single stack then there is zero point to moving it to a single target attack.

     

    Regarding the last bit, yes, you definitely ought to cast Consume pre-emptively, and then you have a 2 minute long endurance drain protection (endurance drain protection, not recovery debuff protection. The first protects against sappers and Carnies dying, the second protects against Freaks' Superstunners ressurecting).

     

    Yeah as I finally 50'd and played him at 50, he's definitely much squishier than my dark armor.  It takes getting used to pre-emptively firing Consume just to counter endurance drain.  And like you've mentioned, recovery debuff from Freak stunner resurrection is certainly noticeable...something I took for granted and never noticed the difference since all my brutes/tankers are Dark Armor or Electric Armor.

     

    As for tanking, aside from using the tools available to min/max, I always went with the philosophy of "easy/lazy" as possible so that I can focus on the fight.  I realize it's not wow, but just a habit of tanking is to notice surroundings by paying less attention to my actual tank's requirements, hence 1 stack on an AOE power is the maximum amount of work I'm willing to put lol.  But I see your value, in putting it in a single target attack you could stack it twice, thus spend less slots on resistance and more slots on damage = true min/max, but my laziness > min/max =p.

     

    Appreciate the advice and insight.  Fire Armor feels like a blast and Burn really speeds up clear time.

  10. 5 hours ago, Miss Magical said:

    Okay! I am not really an expert at builds, so don't take my comments too seriously, but since you asked:

     

    That is a very impressive amount of psi resistance (85%) without any significant loss of recharge. In my attempts, I was never able to go past 75% without making major sacrifices I was not comfortable with. With the base empowerment buff that gives 5% psi res, you will be capped; you really need to join a master LGTF or something with a lot of psi damage and surprise the team by taking none at all. It's also interesting that despite the much more weakly slotted consume, I cannot say for sure that you will have endurance issues, because your main endurance spenders (KO Blow and Gloom) have far more endrdx slotting than mine - your KO blow costs 9.16 end, mine is 13.16 end. And despite losing both +def uniques, your defense to all is actually only about 3% less due to the use of stealth.

     

    I am personally a big fan of Darkest Night because as an autohit, ranged aoe toggle it has some unique uses e.g mitigation against vengeanced Nemesis. I would also not drop a force feedback proc because it adds aoe firepower when Foot stomp procs it and helps Burn and Dark oblit recharge. But that's just my personal playstyle.

     

    My only real criticisms are

     

    1) You skipped fiery embrace! Fiery embrace + burn is amazing and the damage it adds to non-fire attacks is significant too. I will sooner lose procs in Gloom than Fiery embrace which helps every attack.

     

    2) the location of the Tanker's Might proc. From the limited testing I did, in a damage aura it will not fire reliably against a single target, hence why I chose to put it in Burn. I believe the way they work in toggle auras is that the aura is treated as having a recharge of 10s for PPM calculations, and the game only checks whether to fire the proc once every 10s; for a proc with 10s duration this means there will likely be periods of uncapped resistance in prolonged combat against a single target. This may or may not bother you.

     

    Finally, you can get 90% S/L resistance without losing anything if you move the +maxhp unique from tough to plasma shield, replacing the Unbreakable Guard endrdx/rech; and in its place, slot an Unbreakable Guard res/endrdx/rech in Tough. That missing 0.28% probably makes no real difference but I derive a lasting satisfaction from seeing nice 90's in the stats window.

     

    Somehow I can't get around taking Fiery Embrace.  Although I can do bursts of damage, I find it's only good for soloing +4x8, whereas any other scenario (farming, 8man groups, iTrial) damage will be outclassed by any damage dealing type. 

     

    Omg thank you for finding that Unbreakable Guard move lol.  Was itching at me for the longest time. 

     

    So far, Tanker's Might proc hasn't fallen off when I'm standing beside an AV 1v1, although there might be instances where it does if I miss or proc doesn't happen... it just hasn't happened so far.  I would imagine the times where I'm most vulnerable (a lot of incoming damage from aggro of 15 mobs) my Tanker's Might would proc.  Times where I'm least vulnerable, fighting an AV 1v1, even if Tanker's might doesn't proc I would probably night die (even to Mother of Mayhem damage hah!) therefore, I'm looking to keep it playing the lazy way and keep Tanker's might in the aura =p. 

     

    Appreciate your feedback and finding that Unbreakeable Guard.  So far loving Fire/SS, although the only thing I'm not used to is being vulnerable to sappers/end drain.  It's almost like I have to pre-emptively cast Consume before I hit with end drain.

  11. 5 hours ago, Gobbledegook said:

    It could do with a bit more Knockback resist in that build @Obus Form. I couldn't skip fiery Embrace either. A force Feedback in Footstomp will probably offer far more than a small amount of psi resist.

     

    Otherwise looks sturdy.

    I've updated it to remove the Ragnarok proc in Gloom and put Knocback resist in Combat Jumping, as well as ForceFeedback into Stomp instead of Damage.  Appreciate the changes.

     

    Seems to work wonders the FF proc in keeping Burn in a manageable chain of attacks in groups

  12. Hey @Miss Magical

     

    Totally love your build and after studying it for a while, it completely inspired me to try one similar.  What do you think of this?

     

    Similarities between our builds:

    - 100% slow resist because healing = Fire Armor

    - Incarnate powers same

    - Reaching resist caps after 1 stack of sMotT proc

     

    The difference between our builds:

    - Aimed for Psy resist to make the Fire Armor tanker = Dark Armor tanker + Burn damage

    - Traded away some ForceFeedback + Consume slotting in exchange for psy resist.  I figure that any incarnate team will give +recharge or cast Ageless.  For Consume, i slotted it to ensure it's recharged every 1 minute to align with Rage + Hasten crash.   If Rage + Hasten crash at the same time, thats 25% (29.25 endurance when accoladed) + 15 endurance = Almost 45 endurance.  I will fire off Consume to hit 2 mobs to return 40 endurance.

    - Traded away any defence proc enhancements for resist because double stacking rage means every minute i'll hit the defence floor for 10 seconds.

    - 0.28% off S/L resist cap

    - Slotted Gloom to hit as hard as Knockout blow

     

    image.thumb.png.93be50b7a7c0540eac9be6f504d31ba4.png

     

    This Hero build was built using Mids Reborn 3.0.5.6
    https://github.com/Reborn-Team/MidsReborn

    Click this DataLink to open the build!

    Level 50 Natural Tanker
    Primary Power Set: Fiery Aura
    Secondary Power Set: Super Strength
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Concealment
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Blazing Aura

    • (A) Superior Might of the Tanker - Recharge/Chance for +Res(All)
    • (3) Superior Might of the Tanker - Damage/Endurance/Recharge
    • (9) Superior Might of the Tanker - Accuracy/Damage/Recharge
    • (11) Superior Might of the Tanker - Damage/Recharge
    • (11) Superior Might of the Tanker - Accuracy/Damage
    • (37) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge

    Level 1: Jab

    • (A) Perfect Zinger - Accuracy/Recharge
    • (47) Perfect Zinger - Taunt/Recharge

    Level 2: Fire Shield

    • (A) Unbreakable Guard - Resistance
    • (13) Unbreakable Guard - Resistance/Endurance
    • (13) Unbreakable Guard - Resistance/Endurance/RechargeTime
    • (17) Impervium Armor - Psionic Resistance
    • (46) Aegis - Psionic/Status Resistance

    Level 4: Haymaker

    • (A) Hecatomb - Chance of Damage(Negative)
    • (5) Hecatomb - Damage/Endurance
    • (5) Hecatomb - Accuracy/Recharge
    • (7) Hecatomb - Accuracy/Damage/Recharge
    • (7) Hecatomb - Damage/Recharge
    • (15) Hecatomb - Damage

    Level 6: Super Speed

    • (A) Winter's Gift - Slow Resistance (20%)
    • (37) Blessing of the Zephyr - Knockback Reduction (4 points)

    Level 8: Healing Flames

    • (A) Impervium Armor - Psionic Resistance
    • (9) Panacea - Heal
    • (34) Panacea - Heal/Endurance/Recharge
    • (36) Panacea - Heal/Recharge
    • (36) Panacea - Endurance/Recharge
    • (36) Panacea - Heal/Endurance

    Level 10: Combat Jumping

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

    Level 12: Plasma Shield

    • (A) Unbreakable Guard - Resistance
    • (15) Unbreakable Guard - Resistance/Endurance
    • (17) Unbreakable Guard - RechargeTime/Resistance
    • (23) Unbreakable Guard - Endurance/RechargeTime
    • (33) Unbreakable Guard - Resistance/Endurance/RechargeTime
    • (48) Impervium Armor - Psionic Resistance

    Level 14: Temperature Protection

    • (A) Impervium Armor - Psionic Resistance

    Level 16: Boxing

    • (A) Superior Blistering Cold - Recharge/Chance for Hold
    • (46) Superior Blistering Cold - Accuracy/Damage

    Level 18: Burn

    • (A) Superior Gauntleted Fist - Damage/RechargeTime
    • (19) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime
    • (19) Superior Gauntleted Fist - RechargeTime/+Absorb
    • (21) Superior Avalanche - Accuracy/Damage/Endurance/Recharge
    • (21) Superior Avalanche - Accuracy/Damage/Recharge

    Level 20: Knockout Blow

    • (A) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime
    • (27) Superior Gauntleted Fist - Damage/Endurance/RechargeTime
    • (33) Superior Gauntleted Fist - Accuracy/Damage
    • (34) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime
    • (34) Superior Blistering Cold - Accuracy/Damage/Endurance

    Level 22: Consume

    • (A) Perfect Zinger - Taunt/Recharge
    • (23) Perfect Zinger - Accuracy/Recharge

    Level 24: Tough

    • (A) Unbreakable Guard - +Max HP
    • (31) Unbreakable Guard - Resistance
    • (31) Unbreakable Guard - Resistance/Endurance
    • (31) Impervium Armor - Psionic Resistance

    Level 26: Hasten

    • (A) Recharge Reduction IO
    • (40) Recharge Reduction IO

    Level 28: Rage

    • (A) Adjusted Targeting - Recharge
    • (29) Adjusted Targeting - To Hit Buff/Recharge
    • (29) Adjusted Targeting - Endurance/Recharge

    Level 30: Weave

    • (A) Shield Wall - +Res (Teleportation), +5% Res (All)
    • (33) Shield Wall - Endurance/Recharge
    • (37) Shield Wall - Defense/Recharge
    • (48) Shield Wall - Defense
    • (48) Shield Wall - Defense/Endurance/Recharge
    • (49) Shield Wall - Defense/Endurance

    Level 32: Stealth

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

    Level 35: Gloom

    • (A) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime
    • (42) Superior Winter's Bite - Accuracy/Damage/Recharge
    • (42) Superior Winter's Bite - Accuracy/Damage/Endurance
    • (42) Cloud Senses - Accuracy/Endurance/Recharge
    • (43) Cloud Senses - Accuracy/Recharge
    • (43) Apocalypse - Chance of Damage(Negative)

    Level 38: Foot Stomp

    • (A) Armageddon - Chance for Fire Damage
    • (39) Armageddon - Damage/Endurance
    • (39) Armageddon - Accuracy/Recharge
    • (39) Armageddon - Accuracy/Damage/Recharge
    • (40) Armageddon - Damage/Recharge
    • (40) Armageddon - Damage

    Level 41: Dark Obliteration

    • (A) Ragnarok - Chance for Knockdown
    • (43) Ragnarok - Damage/Endurance
    • (45) Ragnarok - Accuracy/Recharge
    • (45) Ragnarok - Accuracy/Damage/Recharge
    • (45) Ragnarok - Damage/Recharge
    • (46) Ragnarok - Damage

    Level 44: Taunt

    • (A) Perfect Zinger - Taunt/Recharge/Range

    Level 47: Grant Invisibility

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

    Level 49: Infiltration

    • (A) Reactive Defenses - Scaling Resist Damage

    Level 1: Gauntlet


    Level 1: Brawl

     

     

  13. 2 minutes ago, Bopper said:

    You made a Fortunata, not a Night Widow.

     

    A NW version has base cooldown of 240s, while Fortunata version has base cooldown of 300s.

    Thanks for pointing that out... no wonder 😅

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