Jump to content

eknudson

Members
  • Posts

    152
  • Joined

  • Last visited

Posts posted by eknudson

  1. Do the snipe powers still have a 1.2 ToHit, in both fast and slow versions? The Mids reborn planner suggests that Moonbeam (for example) has higher base ToHit than Dark Blast but in-game looking at powers it shows both as 1.0

     

    In-game, my AR defender seems to have lower base ToHit on sniper rifle than he does on slug or burst. So, am I reading it wrong, does Mids need an update, is the base ToHit different fast vs. slow, or something else?

  2. On 1/8/2020 at 7:58 PM, tjknight said:

    I'm probably going to be laughed off the boards for these two..

     

    but I believe an often overlooked combo is Necro/Thermal. You get resists that rival Demon/Thermal, variety in damage types (dark,. toxic), Forge on the Knights is awesome, and then to -to hit debuffs from the pets are nice. Combined with Thermals strong heals and debuffing powers it's a very strong combo.  Oh and Zombies can self-heal as well, making them even tankier. 

     

    Another overlooked option is Bots/Cold, I know it might look a little weird, but you get high defense pets combined with a solid Buff/debuff set.  

     

    So if you want something powerful that's a little bit different, either one is a solid choice IMHO> 

    I'd say that's a very bold response. Somebody comments on the most popular MM build, and you suggest looking at the #80 and #68 most popular builds as worth considering.  I know personally that bots/cold works beautifully so now I'm kind of curious about necro/thermal.

  3. The amount of lethal resistance can get frustrating. I'm leveling an AR defender and trying to kill clockwork (for example) with basically all lethal damage and no build up or aim is a PITA.

     

    As I see the synergies--

    AR/Dev has more obvious conceptual synergy. The Sniper rifle + targeting drone damage boost is not to be discounted. Toxic web grenade makes Ignite usable as a power that can do serious fire damage. Taser now has a bit of range on it so you can stack disorients without quite getting in melee range. No reason to ever get near melee range, and most things (stupid war wolves) won't get to melee with you either.

     

    AR/Eng is a far less common build, which can be nice if you don't want to roll the same toon as everyone else. Build up is a very nice power and you miss it when you don't have it. It's nice to have access to attacks that don't do lethal damage and powers like Bone Smasher that do loads of non-lethal damage with fairly fast animations are good. Stuns in almost everything to stack with beanbag. Boost range lets you rain AoE hell from far away with wide cones covering the whole spawn.

  4. Had an AR/Energy back in old CoH. It takes a while to get there, but you can easily have perma Boost range and boost range is very nice with all of AR's cones. It makes it much easier to lay waste to whole spawns if you can fit the cones together better, and buckshot's narrow cone is a whole lot less narrow 55' out.   Stacking stuns is also nice to have. 

  5. 14 hours ago, Redlynne said:

    Defense vs Ranged

    Defense vs AoE

    Defense vs Energy (I think)

    Endurance Drain Resistance

     

    That's about it.

     

    If I read the sapper entry at paragonwiki correctly, ranged, energy and actually melee are what you want for sapper defense-- https://paragonwiki.com/wiki/Malta_Operatives 

     

    Electric is good against sappers, dark does well also. My dark tank has 45% energy defense and 86.5% end drain resistance so he's not too worried about sappers. They don't usually hit and when they do they don't do that much.

  6. Questions for you since my dark blaster is still fairly low-- have you tested different slotting on umbral torrent and tenebrous tentacles? Are they best slotted as simple acc/dam/rech/end attacks-- or with the many procs that both can take.  Do you have abyssal gaze, and if so is it slotted as a hold that does damage, or as an attack that happens to hold?  I'm assuming with your defense you don't need a LOT of healing so life drain is probably mostly an attack.

     

    I see a lot of posts that gloom is clearly superior to dark blast-- is it?  Dark blast does more damage/second, almost as much damage/animation, and does all of its damage up front and not as a DoT. Opinion?

     

    Haven't tried hoverblasting. How does that work in indoor maps?

  7. Reasonable. Screech's -res is roughly twice as long as the -res on shriek or scream. Same amount of -res, but lasts twice as long. If you're taking screech to use it for -res on hard targets I can see that. Personally when the defender on teams I am infrequently the one mezzing that annoying minion so if I had to pick between that and a travel power I'd take travel. But YMMV. 

  8. I tried this-- my previous method was to speed-run Lady Winter on team size 1. I'd get 5 candy canes for the win, usually got one more along the way and I could fairly reliably get it done in 4 minutes (with about a minute of that getting from one mission door to another)

     

    My dark/rad tank isn't exactly ideal for farming but it does better on AoE than most would think. I was able to clear the map in about 25 minutes including Lady Winter fighting white and blue snow beasts. Could almost certainly shave a fair amount of time off that next run given less time figuring out where to look for spawns and with some practice farming. I got 81 candy canes in that time, plus a bunch of regular invention salvage.  Lots of recipes, but none particularly good this time.

     

    I'd say it's better candy canes per minute than Lady Winter alone, better than the best present runs I've seen, and easily better than Lord Winter if you include the time to find a team for that.  Also as much other random stuff as a council radio mission without being any harder (other than the Lady herself) Thanks!  

    • Like 1
  9. On 12/14/2019 at 11:00 PM, Tubalcain said:


    Level 32: Rain of Arrows -- Dtn-Dmg/EndRdx(A), Dtn-Dmg/Rchg(33), PstBls-Dmg/Rchg(33), Ann-ResDeb%(33), PstBls-Dam%(50)



     

    Just  a comment here-- I believe it's been confirmed that Rain of Arrows does not have near the accuracy that Mids/Pines implies and that if you do not slot accuracy in RoA you'll be disappointed in the damage. I know I was.

     

    I find electrified net arrow handy for stacking immobilization on bosses, and you can also throw in the debilitative action chance for disorient as a way to stack with stunning shot-- and I think stunning shot is incredibly useful when soloing. 

     

    edit-- here's the link on Rain of Arrows. It has base accuracy, no better unfortunately. 

     

  10. I would include the Freaklympics story arc as a fun one.  The brand-new vigilante/rogue arcs are worth running.  I enjoy Croatoa's arcs, though redcaps are nasty for some builds. 

     

    If you haven't run "gold side" in Praetoria much, there are some really good stories there. Best be ready to solo them, because good luck finding a team, though, and they're hard missions-- but well written IMO compared to most of blue side.  I remember one I enjoyed that was SO different from anything else I'd played.

     

    I liked the end of one gold side mission which included an ambush by literally several dozen flunkies. They were all fairly easy to kill and I basically one-shot them, but there were SO MANY of them and they did hurt enough when they hit me. It was chaos and more enemies at once than I think I've ever seen!

  11. 29 minutes ago, drdread said:

     

    Before Ouroborous, I would broadcast if I got the Fortune Teller mission. I would often do the mission with 3 to 7 higher level characters.

    I sometimes did that... couple times a 50 dropped a bunch of inf on my lowbie as a thank-you, which was much appreciated!

     

    Redside before they added Lord Schweinzer getting all the mayhem explore badges could be a huge PITA. I remember going back to low levels broadcasting to see if anybody had the mayhem and wanted help.

  12. It was a different game, certainly. The early levels could be very tedious, trying to finish battles with attacks that didn't hit much of the time because TOs have always been nearly worthless and DOs were barely worth buying on limited budgets, lack of stamina, and limited travel. With few actual attack powers since 5 early picks were spent on fitness and travel and some remaining picks had to be spent on defensive powers. 

     

    CoH to me, then, was much more about the journey. It was a challenge to get a character leveled but I enjoyed the missions, the teaming, and the challenge. Most of my characters that hit 50 were then mostly parked because there wasn't all that much to do at 50 (Raids, a few TFs, but it was limited). I didn't understand getting a fire/kin to powerlevel you to 50 back then but that wasn't the way I played the game.

    • Like 2
  13. I remember getting my spines/dark scrapper to 20 and 22 before inherent stamina. THAT was a slog. Lots of time spent on a knee.

     

    No early travel was worse without ninja run, and trying to navigate the old Hollows mission doors without a travel power caused a lot of deaths to pumicite but I quickly learned to get to Kings Row for that raptor pack almost first things out of the sewers!

     

    Edit-- who designed the old Hollows and worse the old Faultline and thought "players will love this!"? And did that person get put in charge of too much of redside?

  14. 7 hours ago, Broken_Prey said:

    Touch of fear on a Scrapper is pretty useless. Why, as a scrapper, would I waste time using fear on one for instead of killing it. 

     

    Jab is pretty useless, as a lot of t1 attacks, but jab is by far the worst. 

    It's not a priority, but I've found Touch of ToHit debuff to be a handy power when my build wasn't soft-capped. Useful against hard-hitting bosses, out of the box it's 90% accurate, and does 22 seconds of 11% ToHit debuff on a 8 second timer.  Not an every fight power, and I commonly respec out of it once the build is fully grown but it's useful when levelling.  Every dark melee power does some -ToHit but ToF is the big hammer and can be a useful way to start a fight.

     

    The fear side effect can be nice against annoying minions and lieutenants like sorcerers and sappers.

     

    Jab should be better than Boxing. 

     

    Minor edit-- ToF is a 22 second fear, but 20 seconds of -11.25% ToHit. 

    • Like 1
  15. What's the best way to slot sleet, in your opinion?

     

    It definitely needs recharge. I don't think it needs much if any accuracy since the knockdown seems autohit, and there are so many little attacks that just one needs to hit for the -def debuff to kick in. The damage doesn't seem worth enhancing. I'm told that damage procs don't work all that well in it, though I'm tempted to through in an Achilles Heel -res proc anyway. 

     

    So how do you slot sleet on a cold MM?

  16. On 12/1/2019 at 1:40 AM, InfamousBrad said:

    Is the Winter Lord trial the most efficient way to farm Candy Canes? Does it have diminishing rewards on Candy Canes?

    I'm not yet 100% convinced. If you have a team together and run repeated winter lord trials, probably. 

     

    But if you are spending time putting the team together each time as people depart and then fighting through the WL and the guardians with the usual pick-up group challenges where not everybody understands that fighting the WL when the guardian is up is pointless-- I think there may be a better way, depending on your character.

     

    My tank can beat the lady winter mission in a few minutes. Might take a little longer including finding the door. I can do that four times at 5 candy canes each faster than I usually can get a league together and then fight the whole winter lord trial.  Have to have pretty good resistance, though. She hits through defense WAY too well. 

    • Like 1
  17. 16 hours ago, Haijinx said:

    Dr Vahz is pretty tough in that TF solo.  Bring lots of reds.

    Alternately, my tank did Posi 2 solo with a lot of purples. And a backup radio. And a warwolf. And envenomed daggers.

     

    If you decide to do this, be sure to clear the spawns around the base of the towers below Dr. Vahz' bridge. He does some heavy knockback powers occasionally, and will knock your allies off the bridge. If there are too many abominations still alive, it takes too long for them to make it back-- if they make it back at all. 

  18. Since I never use alts to fund each other, have found low level IOs at prices cheaper than DOs, and I can resell my level 25 IOs when I respec at 32 for a profit, I respectfully disagree.  I do mix in some DOs, since accuracy IOs are hard to find cheap, but if I can get a level 15 damage IO for less than 1,000 why would I not?

     

    I mix and match sets and SOs in the 20s and 30s-- it's near impossible to find anything reasonably priced in sets like defense or resistance-- but for things like melee damage and holds for example, there are super cheap options that outstrip SOs, and again if I respec later I can resell them for a profit which I can't do with SOs. And respec's drop often enough in this version of the game that I haven't run out yet.

     

    Edit-- to be clear, I disagree with anybody who says that SOs and DOs are entirely obsolete. Some IO sets can be just too expensive unless funded by an alt. Even end mod IOs, for example can be really hard to find. But I also disagree with anybody who says that it makes sense to always ignore IOs until late game. Aside from some IOs being crazy cheap pre-crafted, my most recent 50 (an end-challenged dark tank) found the 20s far more tolerable slotting a mix of focused smite and smashing haymaker acc/dam and dam/end in his main attacks at 22 and leaving them there until 37. Those sets cost not too much more than the SOs at level 22, over the course of 15 levels cost much less, and then at level 37 with a respec they gave me a tidy profit. 

  19. It's crazy how cheap you can buy a crafted level 15 or 20 IO. Not every IO, but looking at WW right now, level 15 damage IOs just sold for 55 inf. Recharge IOs for 1000 inf.  

     

    At that price, I don't think it's a waste of inf.  I'm a fan of putting some low bids out on generic level 15 or 20 IOs and then replacing them later. I like to mix and match some cheap sets with terrible bonuses at 22 (like Focused Smite acc/dam, for example) and then I might even run a respec at 32, replace those level 25s and resell them for more than it cost me to make them. 

    • Like 1
  20. Here's basically what I'm currently running-- I have enough budget for about one, maybe two purple / tank sets but not enough to completely fill out the build.  Cannot afford 4x shield wall at this point, but I'm working on getting some cash to fund upgrades since Irradiated Ground lets me almost AFK large spawns to see what drops.

     

    Capped psionic, 89.8% S/L resistance, 80% negative, those don't hurt. 48.7% energy and 44.6% toxic does, but I have my energy defense up to a helpful level now at over 39%.  Will be a bit higher as soon as I finish my alpha slot.  Reconsidering the energy epic, even though laser beam eyes fits the concept really well.

     

     

    Hero Profile:
    ------------
    Level 1:    Dark Embrace            RctArm-ResDam/EndRdx:40(A), RctArm-ResDam/Rchg:40(3), RctArm-ResDam:40(3), RctArm-ResDam/EndRdx/Rchg:40(11)
    Level 1:    Contaminated Strike        TchofDth-Acc/Dmg:40(A), TchofDth-Dmg/EndRdx:40(5), TchofDth-Dmg/Rchg:40(5), TchofDth-Acc/Dmg/EndRdx:40(13), TchofDth-Dmg/EndRdx/Rchg:40(13), TchofDth-Dam%:40(48)
    Level 2:    Murky Cloud            RctArm-ResDam/EndRdx:40(A), RctArm-ResDam:40(7), RctArm-ResDam/Rchg:40(7), RctArm-ResDam/EndRdx/Rchg:40(11), StdPrt-ResDam/Def+:30(17), StdPrt-ResKB:30(19)
    Level 4:    Proton Sweep            Erd-Acc/Dmg/Rchg:30(A), Erd-Acc/Dmg/EndRdx/Rchg:30(9), Erd-Dmg/Rchg:30(9), Obl-Acc/Dmg/Rchg:50(19), Obl-Dmg/Rchg:50(21)
    Level 6:    Obsidian Shield            RctArm-ResDam/EndRdx:40(A), RctArm-ResDam/Rchg:40(15), RctArm-ResDam:40(15), RctArm-ResDam/EndRdx/Rchg:40(17)
    Level 8:    Dark Regeneration        Erd-Acc/Rchg:30(A), Erd-Acc/Dmg/Rchg:30(21), Erd-Acc/Dmg/EndRdx/Rchg:30(23), ThfofEss-+End%:30(23)
    Level 10:    Death Shroud            Erd-Acc/Dmg/EndRdx/Rchg:30(A), Erd-Dmg:30(42), Erd-%Dam:30(42), Mlt-Acc/EndRdx:50(43), ScrDrv-Acc/Dmg/EndRdx:50(43)
    Level 12:    Cloak of Darkness        LucoftheG-Def:50(A), LucoftheG-Rchg+:50(27), Krm-ResKB:30(29)
    Level 14:    Combat Jumping            DefBuff-I:50(A)
    Level 16:    Radiation Siphon        Mk'Bit-Acc/Dmg:50(A), Mk'Bit-Acc/Dmg/EndRdx/Rchg:50(48)
    Level 18:    Taunt                MckBrt-Taunt/Rchg:50(A), MckBrt-Rchg:50(40), MckBrt-Taunt/Rchg/Rng:50(40), MckBrt-Taunt/Rng:50(42), MckBrt-Taunt:50(46)
    Level 20:    Fusion                RechRdx-I:50(A), RechRdx-I:50(50)
    Level 22:    Boxing                Empty(A)
    Level 24:    Tough                UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(25), UnbGrd-ResDam/EndRdx/Rchg:50(25), UnbGrd-Rchg/ResDam:50(27), UnbGrd-EndRdx/Rchg:50(37), UnbGrd-Max HP%:50(48)
    Level 26:    Super Jump            Empty(A)
    Level 28:    Irradiated Ground        Erd-%Dam:30(A), ScrDrv-Dam%:50(29), Obl-%Dam:50(33), Arm-Dam%:50(33), AchHee-ResDeb%:20(33), TchofLadG-%Dam:50(34)
    Level 30:    Weave                ShlWal-Def/EndRdx:50(A), ShlWal-Def:50(31), ShlWal-Def/EndRdx/Rchg:50(31), ShlWal-ResDam/Re TP:50(31)
    Level 32:    Hasten                RechRdx-I:50(A)
    Level 35:    Devastating Blow        FcsSmt-Acc/Dmg/Rchg:40(A), FcsSmt-Acc/EndRdx/Rchg:40(36), FcsSmt-Dmg/EndRdx:40(36), TchofDth-Acc/Dmg/EndRdx:40(36), TchofDth-Dmg/EndRdx/Rchg:40(37), CrsImp-Dmg/EndRdx/Rchg:50(37)
    Level 38:    Atom Smasher            Mlt-Acc/Dmg:50(A), Mlt-Acc/Dmg/EndRdx:50(39), Mlt-Dmg/EndRdx/Rchg:50(39), Mlt-Acc/EndRdx:50(39), FuroftheG-Dam/End/Rech:50(40), FuroftheG-Dam/Rech:50(43)
    Level 41:    Conserve Power            RechRdx-I:50(A)
    Level 44:    Laser Beam Eyes            Thn-Acc/Dmg:50(A), Thn-Acc/Dmg/EndRdx:50(45), Thn-Dmg/EndRdx/Rchg:50(45), Thn-Acc/Dmg/Rchg:50(45), Rui-Acc/EndRdx/Rchg:40(46), Rui-Acc/Dmg/Rchg:40(46)
    Level 47:    Physical Perfection        Heal-I:50(A)
    Level 49:    Maneuvers            LucoftheG-Def:50(A), LucoftheG-Rchg+:50(50)
    Level 2:    Health                Pnc-Heal/+End:41(A), NmnCnv-Regen/Rcvry+:41(34), Mrc-Rcvry+:40(34)
    Level 2:    Hurdle                Empty(A)
    Level 2:    Stamina                PrfShf-EndMod:41(A), PrfShf-End%:41(50)
    Level 50:    Agility Core Paragon    
    ------------

    http://www.cohplanner.com/mids/download.php?uc=1466&c=706&a=1412&f=HEX&dc=78DA6594DB4E13511486F774A6604B0B9402E5DC520BA545061ABD53638C800121214A88E766029BB650A6CDB426A257BE82897A65142FBD209E12CF173E800FE20134C6039A685D9D7F516366D2F69BFDEFB5D7BFF69E359DBD3CEEDB3C7EED88507CC7F246A9949E37CC556979E7E562D62CE40B997551BDEAE9DB89A9F4B85C966649EAE386B59A3E6AAD15AC1E9E99957929F593C652CE28E70A26C68129332B2D6996F5DD1BDF5CA190D767A451CC9919BF3D98CC65B2651A79EDD1A9A2944B4DBB514BD22A6573C5E04431B7A84F98D2CAACA7678D52595AEB1D54D6207D9F79E847A9165A51451FDDC435E10A33A3A0B71FDC8C0BBE2A6E7156D89A768E791EF45D605E0447D3E073F251E0E356D8A78EF3D785FFF7690E117B35D1D2013E205F15BE9AFAD1656B7BB6981FC0963FC494265A7F832FC8CFCDFB72B35F23FB34B26F33FBBDA4D87ABBB88A5AFF1EF95AD9A79D7DDA5B549B4F29D6C3B578782EF18EB90D264BC2AE2179057C450B1A508BABA155B1B5AE36B06747203FF5891F31C2DF87750F69DF4DF0529A96A18DAE804F682EC0750472D8737C8DB90226F2E048167C9D1022C8F982C3C893622AE4DF8639D156A14BA8A484F88985BEAA7654C737E60ED8F5038C7D07477F82215ADBC9D93AED6C5F8684E8E6DEE9E673EAB90AEF88C0AAC861D41979430C6AA2FF2DC61A65EBE567D93B89D8BE69E614F30418A5D8303B87796F8FE8ACA2EC1D3D837EDC7B9AB9C0E4BE8D71DFC624D63EA6B503BC76A0086DB0CCBCC4E4E71D3F841A9207C13B8421AE65886BD9206D98F30DDF86B66F83798F79171CB9815A466E82F7FD42E8DC237A0C3101DAEF1834658C7B2BB5DB5B5AED7DA54FF52924B4DADB5E493A66C71C4ACAA1EC7728071CCA8C4399D3D89614C5563CCDB577BAB2E5ADFD37F0ECA77F8A4BE9AF1E2375C382024EE3ADDD76ACFAECADB928CA75971D9DBA05FE6AA72361BFBF8A94F618

  21. People running a dark armor tank-- how do you deal with energy damage? I'm trying to add some mitigation with IOs but there aren't THAT many good energy resistance set bonuses and incredibly few energy or ranged set bonuses that I can seem to get in my build. 

     

    I'm pretty darn hard to kill against smashing, lethal, negative, or psionic. Not too bad against fire or cold. I feel way too fragile against energy or toxic damage and toxic defense seems to not exist. Enemies like Anti-matter's clockwork that do lots of energy damage, debuff the defense that I've been able to get, and are perfectly happy sitting at range outside of my damage aura are terrible for me! 

     

    I can corner pull / herd a lot of these guys into my damage aura solo, but it's harder to pull off on a team.  Any suggestions other than currently out of my budget superior sets, or eradication which caps at level 30?

×
×
  • Create New...