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Championess

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Everything posted by Championess

  1. There's a new secret base in Khalisti Wharf home to the devs. Someone in the know ported me into it so I can't give exact location but it does exist. I've seen @Cobalt Arachne's cat and may have adjusted their miniature toys.
  2. Well if you are able to summon monsters like say Hamidon under Atlas statue I'm sure we could work out an arrangement where you'll never have to worry about boosters again... 😁
  3. Oh. My. So gross! Not only do you limit yourself from getting more enhancement value out of those sets by +5'ing them but most importantly you're ruining the beautiful hexagonical aethstetic for a dull round one.
  4. I wouldn't touch Blasters, Stalkers, Scrappers, Corruptors, Defenders, Tanks and Veats. These are all in a pretty good spot with the last two getting their tweaks recently. The only thing I could see needing looked at is nukes which'll hurt the top performers. Brutes could use a little love in their ATO's and maybe massaging fury a little. Sentinels I don't know what you can do anymore to a ranged armored class without stepping on the toes of squishies. Heats probably could use some reworking for their exploitable form changing and yeah that'll piss off some influential players so I don't know what you do here. Masterminds could probably use the most looking into going forward as their pets aren't very well suited for endgame content and it would be neat to get to customize the look of their t1 and t2 pets. Control got a real good look into this last update but they could use some finishing touches. The ATO2 for both should be adjusted certainly, its trash in comparison to the bar the Stalker ones set, it doesn't need to be that good but shoot for something better. I'd like to see dommies damage cap raised 100% more and maybe some adjustment to melee damage modifiers. Controllers maybe a base hp buff.
  5. Unleash Potential is quite good and can be powerboosted. Any character I have that has access to powerboost I will always take this pool. With good slotting and powerboosting UP nets my characters 30+ defense to all for a minute every so often, made better by higher recharge builds. Real handy to have and meshes well with Barriers and Demonic. Weaken Resolve is a nice -res power if the team is lacking and Mighty Leap is a good all around travel. I think the set is good where its at I wouldn't want them tinkering with this set for better or worse.
  6. I'd probably do Ninjitsu, Shield or EA. Ninjitsu lets you pick less of the powers and ride the t9 more. You can get away with 6 power picks in the armor. Shield gets you good defense and resists plus a real good aoe attack, you'll end up picking most of the powers though and it lacks a heal. Energy Aura is the best of both except you don't get an aoe attack to supplement into your chain. You'll probably still want to take at least 8 of the powers. And yeah top choice would be Bio.
  7. I tend to have to pare down power choices from assaults and yeah on my StJ characters Shin Breaker is the one I end up cutting though I'm loathe to do so it's a good attack and looks cool. It's a tossup between Rib Cracker and Shin Breaker if I have to drop a power and I'd keep Rib Cracker since they're pretty similar except it does -res instead of -def, I know you could slot the Achilles but it wouldn't be an ideal proc rate so I'd rather take the certain -res. The powers I end up with always are Initial Strike, Combat Readiness, Rib Cracker, Spinning Strike for aoe (not bad on tankers), and Crushing Uppercut. You can quickly build stacks through Rib Cracker/Initial Strike and Combat Readiness.
  8. You do realize you get multiple powers at level 1? You get a whole secondary starter power to pick, brawl and can even pick up the vet attacks. I mean all you have to do is run into the first mob in a DFB, nuke, get your next level then go pick another attack. By level 6 you have access to a full attack chain outside of 'just' having a nuke so I'm not seeing any correlation to a 'bad leveling experience'. Of course having a nuke at any level is OP particularly so at level 1.
  9. The longer recharging aoe CC's were perfectly fine where they were. You either break the game all because of one outlier power or you just fix what should have been fixed long ago. Adaptive Recharge is a fine compromise for those who envy the broken power balance nukes were allowed to be. The problem with Seeds was completely the recharge. Having the function to totally lock down the map at whim with just one power and zero consequences coming back your way ever removes any risk playing the game. And if what level you get these kinds of powers makes no difference okay then lets move nukes up to t1. If the game can't adapt to a bunch of nukers in a DFB then that's the games fault eh.
  10. Yes you'll be able to use it whenever its recharged. Each of the 4 alignments have their own static ability, the full hero or villain ones seem best, I especially like the villain one, but you limit the zones you have access to. If you change alignment you'll gain the new ability instead but not for days.
  11. Firstly before we go concocting a cover all mez set I'd like to see the ATs that do get those have theirs reworked so that one isn't trash. As for Aura its working very well for me. I slotted 2 53 acc/mez, 4 Basilisk and I went Vigor Radial. You'll have a pulsing field around you where any random mez it puts out will be 8 mag except for the stun at 7, which dommie controls don't even get that kind of aoe control let alone every second. Then the lingering after debuffs are nice, especially the sleep aspect. Slotting for damage or procs here would be a waste. On beta I first slotted a full set of Contagious Confusion and wasn't entirely sold. I redid my build to that and it was doing fantastic things.
  12. I think people slot it with some combination of 53 provocations and accuracy IOs
  13. Let alone the lvl 8 power being objectively so much better statistically than the other.
  14. How often you get to use a similar power is a big factor in what makes a power stronger or weaker. The old seeds had similar mag, duration and target count. The main differences being one is a cone and the other a target aoe which yeah I'd give the nod to mass confusion here but seeds isnt such a terrible cone. That one doesn't cause aggro if you want to be stealthy and the other does damage which in the current main playstyle constant damage paired with the best hard control woul be preferable leaves both at a draw here to me. So then we come to the most egregious of differences, the recharge. I would feel dirty if I could just walk the map spamming mass confusion every 15s and I don't see how someone could seriously say it's okay to have that type of abusive control limiting the need to use any other power in the set aside from the old creepers with broken proc rate damage. Confusion is the best control in the game and if you're finding it hard to control mobs then no other controls would have great effect either so that's a nonstarter comparison among control sets. Currently sure Plant took a hit in clear speeds but in no ways is it not still a top performer. You just have to use more than two powers like other control sets had to. Honestly the 'nerf' we ended up with Seeds still has it as the best control at a slight hit to recharge and duration. The first iteration they put on open beta was most sufficient.
  15. Yes I understood. As I was agreeing. The best 'regen resistance' someone could do from pools is just to get more regen or see what Field Medic offered.
  16. Yeah the 2 stacks of Energy Release you get for ET is big. Stalkers get automatically the 2 if you lead with TF out of hide then follow with ET. Plus then you get another beefy ST attack in AS. Critting is less predictable on Scrappers and you won't get the 3rd beefy attack which you have to dig into pools for zapp/moonbeam. Also Stalkers are coolest.
  17. No yeah I didn't recall there was perse but that Field Medic power does some special things with how you can heal. Mostly I'd just look at those special 3rd power picks you can take in a pool, a lot of those have regen, just don't recall them having regen resistance like you say.
  18. Only thing I could think of would be in the medicine pool or maybe Unrelenting in presence.
  19. I made one of these recently. It feels strong most times but if you're going on auto pilot trying to wrangle mobs and such all of a sudden you might catch a lot of damage since it doesn't come with frontloaded mitigation by way of high resists or defenses. You're expected to use your heals and ride your regen toggle. Moment of Glory is real handy in those instances where you see its about to get rough. I also leaned into the heal/regen aspect and also took unrelenting. In large groups I was getting 200ish regen then I'd pop Unrelenting for 190pt heals over 30s. Quite absurd getting 400hp/s. As our esteemed colleague @MoonSheep says avoid 0. But you also get rezzes in the armor so feel free to pay no heed to that pesky 0 rule. As an aside I've got a few tanks recently now. Of Regen, Shield, Psi and Bio I'd say Regen would be the least fun.
  20. I'll first look to see the 2-3 powers I want to build in procs for my attack chain. Then building around those attacks I'll go recharge, +hp, and lastly range/melee defense along with those 6% resists where I can. The rest of the bonuses you kind of pick up along the way when going for those. There's also a few nuanced bonuses I'll go for like 10-12 kb protection on squishies or -recharge resist for characters that have important longerish recharging clicks.
  21. I will say KM feels the best on stalkers. Assassin Strike being a whole 1s faster than the rest during the long interrupt and still even the fastest animation of them all in fast cast easily has this as the best AS for stalkers. Having BU is real nice too although the insta recharge gimmick of CS instead of a crit from hide plus the +BU ato can make it hard to keep up with all the BU's you can pop off. Beyond the AS KM on stalkers suffers the same long animating jazz hands that can make it inefficient in group fights.
  22. As an easy quick fix I'd do the most to Concentrated Strike. I'd trim some frames from the animtion to get it down to 2s just like they did with TF. Then maybe even add a little more damage. I'd have Smashing Blow do some -res. The pbaoe Burst I'd maybe up the damage a smidge. Alternatively and a bit more undertaking I'd assume is that ideally you'd want the set to perform at a top level the longer you're fighting a foe as your Kinetic energy would get you faster and faster as you're engaging a target. If that's some kind of momentum mechanic making animations faster and faster that would be neat.
  23. Imagine the influence @Snarky could attain if he could start his own CoH Only Fans. He could start an account @TheRealBatman and sell fang pics in Oro.
  24. Any good lead as part of a team had experienced #1 which resulted in them caring enough to learn the mechanics of the individual itrials so that they could get to #2. The lead having Incan is a big plus so that they can let people play but when needing to focus an objective they can gather stragglers and anyone who got turned around. A lot of what makes a good team is listening when told certain things. Then yeah caring to learn things on your own before or after is on the player so they know why the lead is sheparding through to certain things.
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