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Obus Form

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Posts posted by Obus Form

  1. 5 minutes ago, MunkiLord said:

    I was converting 20-100 everyday.

    Thank you @MunkiLordfor applying to the Philanthroping Unused Cool Kids Under-cutters guild of elitism.  Unfortunately 20-100 conversions of LoTG Recharge daily is not enough to enter these halls.  We are looking for applicants converting 200-300 IOs daily.  We thank you for your application and wish you best of luck on your journey to becoming a COH Influencer.

     

    Sincerely,

    PUCKU self-appointed Guild Master.

    • Haha 2
  2. 1 minute ago, Mr.Sinister said:

    Converters equalize.  Buy low sell high flippers do not

    To be fair, back on top of yellow salvage price increase, there are clearly more profitable ways to make Influence than flipping yellow salvage. <--- generally accepted as truth in the Market forums.

     

    If someone were to spend all 200 slots x 10 salvage (2000 pieces) per character to drive up yellow salvage, and for EACH piece of yellow salvage...that person is a paragon of diligence/hard work. 

     

    More likely, however, someone who has the agency to make Influence by converting and/or flipping, will not target yellow salvage because there is so much more money to be made flipping/converting IOs than yellow salvage. 

     

    TLDR: While not impossible, it is almost silly to assume that one or several people are really flipping yellow salvage to make a profit.  If one had the finances/time to do it, they would have likely already made their billions via IOs and is playing with yellow salvage for funsies.

    • Like 1
  3. @CKent83OP I think you answered your own question through your own suggestions.  Your suggestions to yourself indeed align with your theme (not visible on the costume, adhere to Superman's fighting style).

     

    If you take hover, you likely won't need combat jumping (unless you really want that extra bit of defense) because if you're hovering... you ain't jumping.

     

    A normal brute build would take Leadership: Maneuvers, Fighting: Tough and Weave, and either Leaping: Combat Jumping/Super Jump, or Flying: Fly/Hover.

     

    Outside of sharing a build with us, or offering a build and asking for critique, there isn't a much deeper discussion available.  At the very least, try sharing a build with us =)

    • Thanks 1
  4. 4 minutes ago, Mr.Sinister said:

    Neither has a flipper.  

    Interjecting briefly, I think we mis used the word "flipper".  I dont think @Yomo Kimyata is actually buying low and selling high.  Buying low/selling high only occurs for a very very small portion of COX players, with the best example coming from buying winter packs at 10 million in Dec and selling them at 25 million in January.

     

    I think the majority of "auction housers" are actually "converters" converting unwanted IOs into highly sought after IOs, not "flippers" buying low and selling high. At least from the Market forums and personal experience, this is how the majority of posters there gained their billions.

  5. Without diverging this post into a armor set debate, in the interest of the OP @TheGentlemanGhostronaut, I honestly recommend Energy Aura will be a good mix of everything that allows mistakes and learning. It has everything (defense, resist, heals, end recovery) that is a balance of preventive (defense and resist) and active (self heal click, end gain click) play to learn the game mechanics of staying alive...which is quite necessary to understand the nuance of scrapping in melee range when one goes into iTrials.  Energy Aura also allows for cheaper builds (i assume the OP doesn't have a bank) because it easily hits defence cap and does not require nuanced understanding of layering defences (because it has everything already).

     

  6. 20 minutes ago, Werner said:

    Not that I'd ever try to talk anyone out of my favorite secondary, Dark Armor, but...

     

    OK, I've maybe run a dozen iTrials ever, not many more task forces than that, and my own Super Reflexes is only level 30 right now and a Brute, so please take my opinion with a huge grain of salt. But I think Super Reflexes may be underrated for incarnate content. It's simple to incarnate soft cap defense, and it has huge defense debuff resistance. My planned build is sitting at 45% smashing/lethal resist, 39% energy/negative, 35% fire/cold. On top of that there's I think 37% scaling resistance - 30% from the Secondary, 7% from the IO? You'd only see that top end the moment before you eat dirt, but I'd consider 37% scaling the rough equivalent of 18% fixed, so let's call that 63% smashing/lethal, 57% energy/negative, 53% fire/cold. I'm planning Melee Core, which situationally pushes that past Scrapper hard caps for a couple minutes. I'm planning on Rebirth, but you'll probably see teammates with Barrier, which is also going to situationally bump up that resistance. And it's getting high enough that orange inspirations will start to make a meaningful difference as well. So in the modern game, I think you can expect rather high resistance on a top end Super Reflexes running top end content.

     

    In the current game, I think the major weakness of Super Reflexes is more likely to be the lack of a self heal than a lack of damage resistance. I'm hoping Rebirth will address that weakness. Long cooldown, though, so we'll see. Less of a concern on a big team, probably.

     

    My only real data point is a friend running roughly the same build as I'm going to use for myself. And he does seems squishier on +4x8 incarnate arcs than I remember my Katana/Dark Scrapper being. Not squishy mind you, but squishier. But maybe I have rose-colored memories of my own survivability, plus he's a "newbie" - only started playing when Homecoming appeared, and is more into first person shooters than MMOs. He's been unable to report what's killed him the few times he's died.

    It's not that SR isn't viable, it's that it doesn't mitigate risks like other resist based sets.

     

    At the level of iTrials an AV can 2 shot blasters (technically an AV can 1 shot them, but outside obvious moves like Maurader's Nova Fist the game prevents 1 shotting you while you are at 100% HP). 

     

    It is my understanding, from a hardcore (life draining, gf breaking) WoW raiding background, that responsible solo performance leads into "Responsible" performance on a team while iTrial raiding.  "Responsible" = Staying alive + Maximizing the role of your AT.  Using "Responsible" as a bench mark for performance I conjecture that, in the most hardcore badging/raiding guilds, a "Responsible Scrapper" = Staying alive (Avoiding damage altogether then Defense + Resist +Self heal) + Maximizing DPS.  Staying Alive + High DPS allows for those difficult badges that require 3 AVs to be killed within 5 seconds of each other at an iTrial level.

     

    Then there is Risk Mitigation.  What happens when your Barrier starts running low and nobody randomly fires one?  What happens when Melee Core runs out (and honestly, as a Scrapper looking to maximize DPS, i'd take the Double Hit or + Dmg power instead)?  Who would be healed first when you are low HP and so is the tank because of unavoidable damage?

     

    There's a great post about Layered Defense, if someone can link it, please do.

     

    While /SR can achieve 63% S/L and 57% E/NE resist at low HP, /Dark Armour and other resist based sets can achieve the same level of Resist at 100%.  Therefore, running around at levels of HP is a risk that could potentially allow you to die, thus preventing enough DPS to kill 3 AVs within 5 seconds of each other. 

     

    TLDR: /SR is certainly viable in end game, but it's level of resists finally match Resist-based powersets only when it has low HP.  This is an unnecessary risk compounded by lacking a self heal.  Scrappers with lower HP pools than Brutes/Tanks are therefore at a higher risk of dying when faced with the same level of damage.  Death --> No DPS --> You may not kill 3 AVs within 5 seconds of each other.

     

     

     

  7. A little more direct to you@TheGentlemanGhostronaut, outside of thematic flavour or RP reasons, /Super Reflexes is one of the lowest performing sets.  If you expect to stay alive responsibly in an iTrial, you'll need a resist based power set a long the lines of /Dark Armour or Radiation Amror.  If you're new to the game (i assume from your post count), perhaps a middle of the ground power set like /Energy Aura will be more suitable because it has Defence, Resist, a nice self heal, endurance recovery, and a little recharge boost.

  8. I'm just copying what I posted on Brute feedback

     

    Below are some possible ideas to give SR "resist" given the theme/name of SR. There may be ways to scale its toughness so that the player has more of a reaction time:

     

    STAGGERED  DAMAGE:

    This would be a brand new mechanic, and/or something similar to the Pain Domination power where the caster hurts himself in the future (delayed onset future damage). Could flavour name it "Drunken Brawler" that allows "all damage bigger than 35% of your max HP to be dealt over 4 seconds" thus preventing SR from getting one-shot by a lucky shot AND guaranteeing the player use from scaling-resist by losing HP over 4 seconds AND allowing for reaction time/counter play to the incoming damage that innate resists would allow.

     

    You could make this power a click active to reward good counterplay (if you choose to make SR a high risk/high reward set), or passive (to allow for more reaction time).  You could even use it as a "Heal" where after you click you get a buff "for the next 60 seconds, all damage taken is staggered over 4 seconds), and make it on a 90 or 120 seconds CD.  This way high recharge builds always have at least one stack of this buff (and cap this buff at 1 stack maximum regardless).

     

    Averaging 2100+ HP on a brute that does not have innate %HP boosters in its power set (like willpower), 35% would be about 700 damage, which is about how much energy I take on my brute at 45% energy resist from one big attack by Seige (anecdotal experience, not empirical).  The 35% also allows such that many sources of BIG damage taken at once will still kill you quick (a gigantic DOT over 4 seconds). 

     

    DEFENCE/HP--> RESISTS or ABSORB

    To reward a lot of HP or lots of defence, and without needing to develop a new set of calculations like staggered damage, the SR set can directly convert % of defence or % of max HP (whatever number or ratio desired) into direct resist across the board except psy (flavour because super reflexes don't help against psychic type damage).  "You move so fast that some of the damage hitting you hits you really lightly".  

     

    You could, instead of direct conversion to resist, convert it to an absorb shield that grows (up to a cap) with every dodge you do and starts at max when you cast the buff or toggle.  Flavour it "Learning through doing.  As you fight you learn your opponents moves and can even parry some shots"  where parry means you take less damage or have an absorb shield. This way, successive lucky shots still kill you but yo have effectively a huge HP bar that replenish itself by dodging incoming attacks, which is effectively the same as willpower HP regen that scales to the amount of HP you have, and scales to the number of mobs surrounding you.

     

    If you don't like absorb, then call it "Parry" so that you "Parry" each attack, and negate a flat % of damage (say 25%?).  While being in combat with you build enough "learning the enemy" stacks or "parry" stacks so that you can either parry (negate 25% of damage) for X number of attacks, or X seconds per stack of parry.

     

    Thoughts?

  9. 33 minutes ago, Gulbasaur said:

    Actually, I think it's quite impactful on my fortunata - enemies feared = enemies not attacking = fewer rolls against defence. I'd love it if it were a global proc like the toxic one, but I see why it's not.

    IIRC it's mag 2 though, which means no bosses =(

     

    Actually iirc all crowd control proc are mag 2, except the purple stun set (absolute amazement?) proc that is a mag 6 KB.

  10. 57 minutes ago, Apparition said:

     

    If the absorb mechanic was in game at Issue 0, that's what Force Field would have been.

     

    IMO, strip out the +def from Dispersion Bubble, and replace it with replenishing ticks of +Absorb.  That way the other two shields still give +def, but doesn't overdo it since all that +def is no longer needed nor wanted.

    The passive play of FF is exactly why I chose it.  

     

    Absorb tix would be awesome on the AOE power Dispersion Bubble, but might be OP because would actually function as a pseudo heal that is strictly better than healing (refer to Pain Domination aoe regen tix) since absorb can go above 100% HP.

     

    Someone also mentioned FF to have a "Reverse repel" ie. "Force crush" which would be amazing and add a level of dynamic play to the power set.

  11. 1 hour ago, MunkiLord said:

    I thought about this a bit more, I think I took the wrong approach with my last couple comments. I think someone should start a new supergroup, the United Flippers Coalition, or UFC for short. The ranks would be as followed:

     

    Flyweight  0-5 billion total net Influence/Infamy

    Featherweight 5-10 billion total net Influence/Infamy

    Welterweight 10-50 billion total net Influence/Infamy

    Light Heavyweight 50-100 billion total net Influence/Infamy

    Heavyweight 100+ billion total net Influence/Infamy

     

    Of course the numbers would to be adjusted from time to time need as more currency enters the game. But I think this is a good starting place.

     

    edit: I would be a Welterweight in this ranking system

    If you start this in excelsior, I will join.

     

    How do we prove worthiness of the rank?

    • Like 1
  12. 26 minutes ago, Werner said:

    My Katana/Dark Brute will have energy resistance at 65%. I sacrificed some smashing/lethal resistance to focus on reducing holes rather than reinforcing strengths. And Melee Core will hard cap (90%) all but toxic resists when fully-saturated. Scaling damage resist from the IO will lower that requirement a bit some of the time. So will Barrier Core.

    Alexei.PNG

    Given the depth OPs question I did not include incarnate powers (melee core, barrier) in the build because it's the grind up there and when those T4s are inactive that is most risky.  Once all T4s are active, esp barrier + melee core, all ATs are ostensibly tanky.

     

    @WillParkinsonif you provide a link to your build, and/or design restrictions (such as recharge goals) or desires, I can link a dark/Dark build for you.  Some goals could be to main tank iTrials, or just run +4/8 missions, or take certain powers or want certain percs. 

     

  13. Design philosophy, then Brute/VEAT ATOs

     

    Design philosophy:

    Looking through all ATOs, it seems the general idea was for ATOs to provide the best bonuses desired by that AT with powerful/impactful/flavorful procs and 6th set bonuses.  

     

    My experience lands squarely into Brutes (scrapper too) and VEAT (🦀/🐺)

     

    Brute:

    Both ATOs procs are powerful/flavorful and impactful, as are it's set bonuses of 10% recharge, 6% resist, + %HP.  Well done on the bonuses.  However there is a bug with the proc that increases regen while giving end discount (that stacks five times).  The end discount does stack 5 times and keeps the stack, but the regen buff seems to remain active for only 2 seconds before going away.  The proc was placed in the /dark armour set, Death Shroud power.

     

    VEAT (🦀/🐺):

    The global toxic proc, while not as impactful as Kheldian form buff proc, is at least flavorful.  Sadly, the chance to terrorize/-damage proc is not impacts but flavorful.  The lack of impact is due to the fact that mag 2 terrorize and -damage is useless against any mob on which you would want it to proc, namely bosses, EBs, and AVs.  Would be nice to change this proc to fit with the theme of the VEAT, for example, summon a fellow widow or 🦀 of boss level for 10 seconds, chance to proc 4PPM.  

     

    Also the bonuses should reflect the best desired stats for that archetype, namely HP, Damage, Resist, and Recharge.  Sadly it doesn't and makes the set with the global toxic proc undesirable.

     

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