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roleki

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Everything posted by roleki

  1. If your attack chain fires Gravity Distortion immediately before Propel, the 10s KB reduction from GD should mitigate most KB from Propel. Also, if I am in a situation where KB would be bad, I tend to just jump over the target when firing Propel, so whatever KB results from that attack is directed downward. Or, you could forget all that and just slot the KB:KD enhancement - but then Propel isn't as good as it *should* be.
  2. Best as I can tell, the Energy Font materializes on your location, then finds a target and flies to it, delivering love taps and minor stuns for ~20s, drawing some aggro before disappearing. They're cool to look at, and you can give them fun names like "Times New Roman" but apart from that, I prefer the kind of procs that explode on contact. (As an aside, at ~120M a set, I find the whole swath of controller ATOs to be entirely skippable. But, people lile them.) Anyway, before i came to that conclusion I used the Energy Font proc in a few places and seemed to get the most out of them in AoE immobs. I routinely ran with 2x energy fonts floating around, with occasions where I had three rolling.
  3. Try slotting the Overwhelming KB:KD in Singularity instead of the Sudden Acceleration version. That way, everything Singy does can fire off KD. Only caveat is, if anything runs into the Singularity, it might end up on another planet altogether. ETA: I would reconsider heavily-slotting Crush. It's too clicky for procs and its damage is so poor that enhancing it is nearly useless; I do take the power because sometimes you just need to stack Immob on something fast, but I only lend it 2 slots at most.
  4. I highly recommend the KB:KD enhancement in Wormhole. With that slotted, mobs just appear exactly where you want them; if your endpoint is in a restricted space, the mobs get packed into that space like sardines. If your endpoint is in open space, they just drop RIGHT there. But if your endpoint is only partially-restricted, like say you fire them into a bus stop or in a doorway, if the mob is large enough they form a perfectly straight line and it is hilarious.
  5. You people are hilarious. "Oh noes, look at the rampant inflation! Why, just a moment ago I bought a... full set of Hecatomb for what a single member of that set cost on Live! And and and look! Any PvP enhancements costs 1/10th of what it did on Live! Inflation!" Y'all are describing problems you think should exist but actually don't. The Reward Merit system and HC's active prohibition of RMTs ensure that most auctionable items have a static ceiling. Put it this way: without RMTs, the inf I earn farming is only good for what I need on alts. Since an alt takes about 6 hours to get to 50.3 and paid for, the 2BN cap keeps me at about 3 alts worth of inf - more than I can feasibly run because I have a job and stuff. If I can't move it and I am limited in how useful it is to me, there is no incentive to dump it on the market faster than the market can absorb it.
  6. Ha! When I mentioned 'theorycrafting' I was thinking specifically of my Grav/Time build, where on paper I slot 3x Membrane (?) Exposure, or whichever one that does Rech/Def/ToHit. That's one of a very small handful of HOs that can't be synthesized with boosted one-offs of much cheaper enhancements. But my example is all theorycraft (to me) because even sitting on a pile of inf, I'm not paying 105M for three enhancements.
  7. If I am reading this correctly, the reason why Hami-Os are super expensive is because farmers have an abundance of resources? It has nothing to do with the fact that almost nobody bothers to do Hamidon raids anymore, let alone successful raids that yield such rewards? How, exactly, are farmers driving up prices of HOs? You have to look DEEP into the farm builds thread to find anyone who slots even one, so it's probably not farmers that are demanding them. I've got 20-odd alts cooked up to 50, and of the ~1400 enhancement slots that represents, the only HO I've slotted is one I earned on a raid, and honestly I would be better served with an IO there but I kept it because it was novel. Maybe I'm completely wrong and people are just slotting HOs like mad and not sharing their actual working builds, but so far the only builds *I* have seen that slot HOs are theorycraft marvels. When I am looking at an alt, even with 2BN in my pocket, I would rather pay ~13M to boost a rare IO that hits where HOs do than pay 35M for the real thing, esp when the resulting boosted IO gives better buffs AND lends itself to bonuses. By and large, MOST farmers aren't out there spending their inf like drunken sailors, especially in a market capped by the Reward Merit system, and the only truly expensive items are those that aren't produced by either Merits or farming. Do people really think farmers spend hour after hour clearing thousands of mobs out of caves just so they can go blow it all paying crazy rates for stuff nobody wants anyway?
  8. Can you say that with 100% certainty, considering there was exactly such a thing on Live?
  9. Clearly, the people at fault for everything being so expensive are the people who dramatically increase the supply of those items. The only way to fix this is to reduce the supply to a trickle, then the prices will drop!
  10. As someone else said, the mechanics are what keep me glued to the executable. While I happen to prefer THIS game setting/universe, I would probably play any game that was built on this framework, provided it was done with the same level of commitment to the bit.
  11. When I first heard about CoH's return, I made the (innocent) mistake of navigating to a deserted server. I played on a completely empty server for 6 hours, and that was all I could take, even while drowning in nostalgia and running amok seeing the sights. If HC etc went away, I would roll my own to tide me over while (hopefully) another team got a 'live' public server going.
  12. I wanted to try that crazy Seismic Smash slotting out for myself. I just whomped an orange-con Death Mage with it. The results were... extreme. I mean, even if that second 188.76 is an error (I don't think containment applies to pool powers??) , I just smacked an orange for 632 damage with one punch.
  13. My memory is fuzzy on this point, but I want to say the change was made to highlight their successful implementation of PhysX.
  14. While I sympathize with your overall message, I have to point out that Knockback has been frowned on in teams from the moment people figured out that's what they called the effect that sent mobs flying out of their FoV. As for the state of balance in the game... as much as I miss that feeling you'd get when the PUG you joined had *just* the right mix of DPS/control/buffs, I do NOT miss the feeling you'd get when the team was 'off' by one of those elements and your team had literally no chance of finishing the mission in front of them until you plugged that hole. YMMV, but I do not miss the days when there was a very real chance your evening would be spent either standing around while the star recruited, or rushing into the mission with a lopsided team that would wipe repeatedly and really drive home the point that you should have stood around recruiting some more. Power creep may have undercut those sporadic bursts of serendipitous efficiency, but to me the game as it is today offers a more consistently productive experience. Put it another way, if I'm going to traumatize my kids by ignoring their pitiable cries for an hour, I want to spend that time IN the cave, not standing around outside of it.
  15. I'm pretty sure that Earth/TA is actually a "yo dawg, I heard you like controllers" meme.
  16. I really miss Ciry of Data 😞 Best as I can tell from the visual cues, the Fonts do some minor damage; it would appear to be two different types, one of which I assume is smashing or lethal because the first number is always a tad smaller than the second. As for duration, I have had trouble tracking that; some seem to die as soon as the target of the attack that spawned them dies, and others seem... longer-lived. I've had numerous occasions where Energy Font #2 outlived two instances of Energy Font #1. They must be doing something more than just spamming minor damage, because I've seen mobs forget all about me and start attacking the Font, but maybe that's more a statement to the poor DPS of the character than any mechanic of the Font.
  17. I know what you mean; while it's great that virtually any team of any mix of ATs (or no mix at all) can steamroll these days, I do miss the dark times when a PUG could transform from horrible to godmode just by adding the right toon or two. But of course, those were also the days where teams often stood around doing nothing while the star looked for healz and tankz, ignoring what other builds could do.
  18. If Ice/TA is your introduction to controllers, I can see why you don't like them! Actually, Ice/TA is one of my favorite controller builds; it may not make a blip on the DPS charts but soloing is extremely safe (if a little slow) and on teams, you can stifle the mob you're standing in AND clamp down on chaos hotspots 95' in any direction. Put it this way, if I get on a team that is having trouble surviving, I would grab my Ice/TA before a healer or buffer, because when an Ice/TA is around, you really only need to weather the alpha, and sometimes not even that.
  19. I had been sticking that set into AoE immobilize powers and while that does churn out the fonts... the fonts don't seem to do a whole lot.
  20. Is there a particular thread HC players go to when they want to bash other CoX dev teams? Because honestly and for true, I am all over these boards and the next time I see an HC player bashing a non-HC dev team will be the very first time. Meanwhile, I see plenty of people on these boards bashing the HC team and/or deriding their player base as being nothing more than submissive sheep, while accusing the HC dev team and player base of doing the same. It all seems like so much projection.
  21. So true. I took my tw/bio on an ITF, and found myself fighting Romulus/Nictus. I assumed everyone else was cleaning up the other minotaurs and letting me hold the AV's attention, but when I beat him so bad he turned into a fart cloud, I found I was still alone. Yeah, everyone behind me had died. There were whole conversations in chat about it and everything.
  22. I loved my Fire/FF on Live so much that a Fire/FF was the first thing I rolled when I found out about HC. Now that I have him properly equipped, I find I am loving Fire/FF even more in i25 Dude's a little steamroller, knocking mobs down just as they are swarmed by near-immortal Fire Imps, then wading into the midst of the chaos and melting all the faces. As far as attack sequences go, it's one of the most satisfying click->result chains in the game. As far as buffs/debuffs go... the various stuns, knockX, -ToHit, and +Def effects combine to form a nice little survivability package, with the added bonus of only having to look for flashing bubbles every ~4 minutes. Bottom line is, by not having to spam out of my secondary, I have more time/endurance to knock things down and go melt their faces. So I do. Viva Fire/FF!
  23. I don't always have time to team/farm, so sometimes I'll just log on and take an alt through one of the hoops to get The Atlas Medallion, or other badge grabs. If I'm killing time between teams, I'll just float around PI or whatever, beating folks up in the parking lots until I see an LFG that looks promising. Also spend a lot of time crafting/selling. I'll often just hop on test and monkey around with different builds/Incarnate mixes. Suffice to say, there's always something to do.
  24. This is the build my En/En/Fire has been running lately; it started off as a team-oriented alternate build but I liked it enough that I have been using it solo as well. Highlights here are +98.75 recharge, +14.85% Endurance, +30% Regeneration, +325HP and a 6.25 Endurance discount. In practice what this means is I have perma Hasten (168.75 global recharge) near-perma Power Boost, perma-Energize, perma Boost Range, perma-Aim and near-perma Build Up. The numbers in practice: with the Atlas Medallion giving me+5, I run around at 119 endurance; Panacea gives me 8.99 end 3x a minute, Performance Shifter gives 11.99 end 1.5x a minute. With the slotting I have, I recover 3.70 end a second, and run at a constant 55.63 discount to endurance. In short, I have endurance wrapped up. When I tap Energize (which is available every 14s, or 2x as often as I need it) I get healed for 333, to go along with the random +65 Panacea gives me 3x a minute, and the Preventive Medicine proc lying in wait should I need it. The extra 325 HP have me sitting at 1530 HP, regenerating 35.04HP a second. I can take a punch or three if I have to. When Boosted, I am sitting at 31.93 Ranged and 23.81 Melee defense. Not spectacular, but Barrier gets me where I need to go if something is actually able to fire off an attack, because Bonfire, Energy Torrent and Explosive Blast tend to pin stuff to the ground below me. Meanwhile, I run at a capped 200.5 ToHit bonus and spend plenty of time at the 400% damage cap BEFORE reaching for a Red. All attacks have ridiculous availability; I can snipe 3x in 10s, and fire off Nova every 31. I don't have DPS numbers, but I can say I have a pretty good formula for blowing through targets quickly: my attacks are always available, my buffs are always up, I never run out of endurance, and most mobs are too busy flopping around on the ground to do anything about it. Weaknesses are very large mobs throwing multiple mezzes, and running into a lot of things that resist the smashing damage component of my ranged attacks. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.5 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! lolenen x2: Level 50 Technology Blaster Primary Power Set: Energy Blast Secondary Power Set: Energy Manipulation Power Pool: Flight Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Flame Mastery Hero Profile: Level 1: Power Blast -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(5), SprDfnBrr-Rchg/+Status Protect(7) Level 1: Power Thrust -- Hct-Acc/Dmg/Rchg(A) Level 2: Energy Torrent -- SuddAcc-KB/Rech(A), SuddAcc-KB/Dmg/Rech(7), SuddAcc-KB/Dmg/End(9), SuddAcc-KB/Acc/Dmg(9), SuddAcc-KB/Acc(11), SuddAcc--KB/+KD(11) Level 4: Fly -- Flight-I(A) Level 6: Energy Punch -- AbsAmz-Acc/Stun/Rchg(A) Level 8: Build Up -- AdjTrg-ToHit/Rchg(A), AdjTrg-ToHit/EndRdx/Rchg(50) Level 10: Power Burst -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(13), SprBlsWrt-Acc/Dmg/Rchg(13), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(15), SprBlsWrt-Acc/Dmg/EndRdx(15), SprBlsWrt-Rchg/Dmg%(17) Level 12: Bone Smasher -- AbsAmz-Acc/Rchg(A) Level 14: Sniper Blast -- ExpMarks-Dmg/End/Int(A), ExpMarks-Acc/End/Rech(25), ExpMarks-Rng/FSnp(31), ExpMarks-Acc/Dmg(34), ExpMarks-Dmg/Rech(37), ExpMarks-Dmg/Int/Rng/Rech(39) Level 16: Aim -- GssSynFr--ToHit/Rchg(A), GssSynFr--ToHit/Rchg/EndRdx(39), GssSynFr--ToHit(39), GssSynFr--Rchg/EndRdx(40), GssSynFr--ToHit/EndRdx(40), GssSynFr--Build%(50) Level 18: Energize -- Prv-Heal(A), Prv-Heal/EndRdx(40), Prv-EndRdx/Rchg(43), Prv-Heal/Rchg(46), Prv-Heal/Rchg/EndRdx(48), Prv-Absorb%(48) Level 20: Hasten -- RechRdx-I(A), RechRdx-I(21) Level 22: Hover -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(23), BlsoftheZ-Travel(23), BlsoftheZ-Travel/EndRdx(25) Level 24: Boxing -- Acc-I(A) Level 26: Tough -- UnbGrd-ResDam/EndRdx(A), UnbGrd-ResDam/EndRdx/Rchg(27), UnbGrd-Max HP%(27), UnbGrd-ResDam(31) Level 28: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(29), LucoftheG-Def/EndRdx/Rchg(29), LucoftheG-Def(31) Level 30: Power Boost -- RechRdx-I(A) Level 32: Nova -- Arm-Dmg(A), Arm-Dmg/Rchg(33), Arm-Acc/Dmg/Rchg(33), Arm-Acc/Rchg(33), Arm-Dmg/EndRdx(34), Arm-Dam%(34) Level 35: Bonfire -- SuddAcc-KB/Rech(A), SuddAcc-KB/Dmg/Rech(36), SuddAcc-KB/Dmg/End(36), SuddAcc-KB/Acc/Dmg(36), SuddAcc-KB/Acc(37), SuddAcc--KB/+KD(37) Level 38: Boost Range -- RechRdx-I(A) Level 41: Power Bolt -- SuddAcc-KB/Rech(A), SuddAcc-KB/Dmg/Rech(42), SuddAcc-KB/Dmg/End(42), SuddAcc-KB/Acc/Dmg(42), SuddAcc-KB/Acc(43), SuddAcc--KB/+KD(43) Level 44: Explosive Blast -- SuddAcc-KB/Rech(A), SuddAcc-KB/Dmg/Rech(45), SuddAcc-KB/Dmg/End(45), SuddAcc-KB/Acc/Dmg(45), SuddAcc-KB/Acc(46), SuddAcc--KB/+KD(46) Level 47: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(48), LucoftheG-Def/EndRdx/Rchg(50) Level 49: Afterburner -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Flight-I(A) Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(17), Pnc-Heal/+End(19) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(19), PrfShf-End%(21) Level 50: Assault Radial Embodiment Level 50: Barrier Core Epiphany Level 50: Seers Radial Superior Ally Level 50: Degenerative Core Flawless Interface Level 50: Ion Core Final Judgement Level 50: Agility Core Paragon ------------ ------------ Set Bonus Totals: 25% DamageBuff(Smashing) 25% DamageBuff(Lethal) 25% DamageBuff(Fire) 25% DamageBuff(Cold) 25% DamageBuff(Energy) 25% DamageBuff(Negative) 25% DamageBuff(Toxic) 25% DamageBuff(Psionic) 2.81% Defense(Smashing) 2.81% Defense(Lethal) 1.25% Defense(Fire) 1.25% Defense(Cold) 10.63% Defense(Energy) 10.63% Defense(Negative) 5.63% Defense(Melee) 13.75% Defense(Ranged) 2.5% Defense(AoE) 14.85% Max End 6.25% Enhancement(Max EnduranceDiscount) -3.4 Enhancement(Knockback) 39% Enhancement(Accuracy) 15% Enhancement(Range) 98.75% Enhancement(RechargeTime) 37.5% SpeedFlying GrantPower Preventive Medicine (10% chance, if Scourge) 325.3 HP (26.99%) HitPoints 37.5% JumpHeight 37.5% SpeedJumping MezResist(Confused) 32.5% MezResist(Held) 32.5% MezResist(Immobilized) 32.5% MezResist(Sleep) 32.5% MezResist(Stunned) 32.5% MezResist(Terrorized) 32.5% 6.5% (0.11 End/sec) Recovery 30% (1.51 HP/sec) Regeneration 2.25% Resistance(Smashing) 2.25% Resistance(Lethal) 9% Resistance(Fire) 9% Resistance(Cold) 2.25% Resistance(Energy) 2.25% Resistance(Negative) 6% Resistance(Toxic) 6% Resistance(Psionic) 37.5% SpeedRunning
  25. I think what they are getting at is, the HC team had no idea how many people would storm their server, or how they would pay for the sudden surge in resource requirements, so there was good reason to be careful aside from the legal aspect.
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