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Everything posted by Shred Monkey
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The closest I come to social media is to log into a the forums of a game that shutdown about 10 years ago and reply to a few random posts while waiting for my son's school bus. Besides, people who want to run Synapse are not the type of people I need in my life.
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Actually, I think what I'm seeing is that using each power reduces the cooldown of the others (by 1 second according to City of Data).... That fits what I'm seeing. Thanks.
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Does anyone have the math on how seismic pressure stacks affect recharge time? I've not found it in my brief searching. But from my empirical testing of just trying different attack chains in game with different recharge values, the effect is substantial. Enough that I'm thinking I can drop hasten from my final build with no problems. But I want to derive something from the hard numbers if anyone has them.
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Just discovered neat trick with the Earth Blast set. As I mentioned earlier I really like using Rock Shards with seismic shockwave up... But how do I use Seismic Force to boost my Rock Shards attack without burning the seismic shockwave? I was beginning to hate this set's "aim" power because there are times when it's up that I don't want to click it, but then I can't use it to boost my favorite power. Solution? Jump! If I click seismic force while in the air, it doesn't burn shockwave because I'm in "grounded." And Seismic Shockwave will still running when I land and click Rock Shards. I absolutely love that this works. Using a player skills based style is so much more fun than just relying on pure build power. (note: I'm starting to understand the mechanics of seismic shockwave now.)
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This looks accurate to me for someone who's min/maxing single target DPS which is what the OP wanted. Just ignore the added fluff posted about how important single target DPS is or isn't, or how other things are more important. CoH's greatest strength is that it is a game where it's absolutely fine for you to build and play *your* toon the way *you* want to play.
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I'm playing up an earth/earth blaster right now. I did no research at all before starting and just started playing (very unlike me). So this evaluation has no maths behind it. That said, I feel like at least in those early levels Rock Shards while boosted is really really strong. Big damage, Big AoE, 100% knockdown, and it's pretty endurance efficient. I use it as much as possible. I think what makes it most fun is that it's got fast attacks. Most attacks are under 2 seconds, so I can constantly "hit... move.... hit hit ... move... knockback hit hit ...move... etc." With no long animations, I don't get stuck in one spot long enough to let my enemies close to melee. I do have to say, that even after playing 32 levels, I'm still not 100% sure how seismic shockwave works. I wasn't really sure I was going to play this toon, but so far it's been very fun and relatively strong through the early levels.
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CLICKBAIT! I came here expecting a post on the awesomeness of YouTube.
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I don't like movement suppression. I agree it doesn't make much "comic book" sense. I actually do consider suppressed movement speed on my builds because I enjoy using movement and geometry to reduce incoming damage. There's already a penalty for using movement powers which is their large endurance burn so why have them suppress as well? That said, I'm ok with the status quo. I just think a change could be a little better.
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Originally the enhancement values of IOs at level 10, 15, and 20 were set to match approximately the DO sets and then at 25 they're approximately the values of SOs. Now that SO's are readily available at level 10. Should Generic IOs at level 10,15, and 20 have their enhancement values increased to be more equal to SOs?
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Once I built a 2nd build to do low level missions with on my 50 blaster.... My intent was to go through all the low level flashbacks on that toon and start badging, etc. It was an interesting mental exercise to min-max solely for the exemplar down to levels 10-20. But I didn't get much use from it after about a week's worth of grinding missions.
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Well, damage dealers solo faster so I'd go with a DPS class who has some survivability. I would say Brutes do great at low levels due to fury being their damage source, but it doesn't matter much if you're building a level 50 to exemplar down and running at 0x1. If that's what's happening then difficulty is not a problem with any choice.
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What comic book character can you NOT create?
Shred Monkey replied to Oklahoman's topic in General Discussion
Invulnerability is "nigh" to the Tick's primary powerset. -
I do this as well, only I repeatedly tap the key instead of holding it down. If the enemy dies, the first tap of the next attack will target a new enemy and the next tap starts the attack. After years of using the same basic 2-3 tap patterns I rarely have to think about what I'm doing and I'm focusing on selecting target priorities while my fingers just unconsciously keep attacking.
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Crazy idea here.... but I'm wondering if debuffs that don't do damage should not cause agro. I'm thinking you could pre-debuff spawns without agro'ing the spawn, making the dubuffs more useful. .. a debuffer could stay slightly ahead of the group and have the next spawn debuffed in time with the arrival of the tank instead of having to wait for the tank to get agro, then debuffing, and causing the issue that the OP described. I'm sure this would fully fix the problem... but I'm also not sure there's a problem that needs fixed. But I thought the idea sounded interesting enough to share.
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This probably won't help you, but I found hover blasting works if you have that option. I assume the -hp attack is a melee attack, or a short ranged attack.
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non-stalker response... At level 50 I use Blinding Feint + Attack Vitals Combo > Repeat. I calculate the amount o recharge needed in each power to run that attack chain without any delays. Keyboard Setup: 5 - Typhoon's Edge 4 - Blinding Feint 3 - Ablating Strike 2 - Vengeful Slice 1 - Sweeping Strike I click: 4 3 2 1 repeat for single target damage and if everyone is in front of me. If I'm surrounded by a lot of enemies I click: 5 4 3 2 1 repeat At lower levels before I can run the above chain without delays I alternate between Empower and Weaken combos. You can't chain these together without any pauses because there's a minimum time between when you start one combo and another. Both chains are shorter than that time so I use brawl each combo which lets them chain seamlessly. Keyboard setup: 5 - Brawl 4 - Nimble Slash 3 - Ablating Strike 2 - Blinding Feint 1 - Typhoon's Edge I click: 5 4 3 2, 5 4 3 1, repeat. (I skip the first brawl on the first target) As an alternate, you could also run Blinding Feint > weaken combo... but if you have enough recharge to do that, you might as well do the attack vitals combo.
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This is a very important topic to me. I've gone as far as to create a bunch of macros that set my targeting bind for the enemy group I am fighting so I can adjust to the Task Force or Mission quickly. I won't go into full detail, but mostly I target defense de-buffers and psi-damage dealers first as they are the only thing that is a genuine threat to my mains. Endurance drainers and healers are next as they can kill me in a prolonged fight fight, or just make a fight last longer. After that I target bosses with the intent of killing any bosses in a spawn before my teammates mop up the LTs and Minions. ALso, some of the recent changes require me to consider enemies who confuse and fear and I'm adding them to the priority lists as I find them.
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I do wish there was slightly larger heads. Make the slider go about 1/2 again as far IMHO. I wish they had fatter tails, too.
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Shields: Why take Grant Cover instead of Maneuvers?
Shred Monkey replied to Shocktacular's topic in Archetypes
This is 100% the answer to your question. -
This actually makes perfect sense! The purpose of the concrete bucket in the river is so nobody finds the body. But since Vahz will want to use the body once it dies, they've chosen a spot where they will be able to get the body back easily. I imagine, they'd say you're inference that the fountain isn't deep enough is showing you're ignorance, not theirs.
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But if you're running melee core, you're not running assault core (sacrificing damage). If you're running ageless, you're not running rebirth, or barrier (sacrificing team survivability). If you're not slotting any recharge in your attacks, you're losing a lot of really good set bonuses. I tend to agree that damage trumps outweighs mitigation... which is why I choose to run proc builds. But that's *my* choice. I'd hate for proc builds to be nerf'd so that I no longer have a the option to go for more damage by sacrificing the buffs and mitigation provided by those full attack sets. You know, talking about this reminds me that Ageless is probably a little overpowered.
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I didn't know this was a problem. Is it really a problem? I mean, proc builds are the most extreme bestest of the best DPS builds, but they give up a ton of other good things to really get there. I thought that was working as intended.
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You know.... a lot of people said that about Ashoka Tano, too.
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I felt like this was the director's attempt to make sure they never make another one.
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Lord of the Rings: The Rings of Power
Shred Monkey replied to ShardWarrior's topic in Comic, Hero & Villain Culture
I'm a sucker for anything in this genre, so of course I'll watch it. WoT showed us that it's actually possible to deliver some fantastic fantasy visuals in the first season of TV show. I'm hoping this will continue that trend.