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Nemu

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Everything posted by Nemu

  1. All these perfect builds are noticeably lacking in two things: No 1 - Panda No 2 - SPIN Therefore I declare them not quite so perfect. Having said that let me demonstrate what a REAL perfect build looks like:
  2. I don't pvp but back on live if you wanted an emp for PVP you went illusion/emp for pure support , and empaths were valuable as support for team pvp with clear mind as a main buff to provide +perception. They used phase shift to protect themselves from getting spiked, nowadays there's also speed of sound with the built in TP to get you out of trouble. Other PvP experts can chime in but that kind (actually any) of pvp is mostly dead on homecoming from what I gather. Viable can be interpreted a number of different ways. If you are enabling people on your team that deserve to be enabled, like helping the dom that is locking down everything achieve perma dom easier via adrenaline boost, or enabling the fearless blaster to nuke and obliterate everything without the hassle of getting mezzed, then you are making a difference. It may not be noticeable and people will probably not shower you with dumb comments like "nice heals!" But you know you are making a difference. If you want to make a noticeable difference then under-powered teams tacking content slightly above their capabilities is a good place to hang out. There your heals and buffs and other contributions matter. Maybe +1 or +2 /8 content. Above that threshold emps start to falter on these under-powered teams because they won't be able to keep up with incoming damage. That's where mass aoe buffing/debuffing sets like forcefield/cold dom/storm etc... start to show their value much more noticeably.
  3. If you care about losing damage you wouldn't put it in footstomp, it recharges in 20 seconds base compared to 60 seconds base for rad therapy. I consider 3 damage procs worth of damage loss from footstomp for one cycle of rad therapy much more substantial than one damage proc worth of damage loss from that same cycle of rad therapy. Putting it in punch won't have it proc as reliably and are you really going to put punch into your attack rotation if you care about damage? If I recall different sources of absorb stack. So that's not an issue. But I haven't come up with many scenarios in actual play where that absorb proved critically relevant. I don't put it in ground zero because GZ is my opener and I put an avalanche knockdown proc to create some mitigation to go through the rest of my AoE cycle.
  4. SGF proc goes in rad therapy to help with recharge. It's not an essential proc like the might of the tanker proc since rad armor already provides a good amount of absorb, but if you are going to use it, use it more for its recharge enhancement component for longer recharging powers, and treat the proc as incidental.
  5. Depends on team make up. Need more details.
  6. Great questions that deserve thought out responses. Here's the current state of empathy: TLDR - empathy is overshadowed by more modern powerset designs that include both buffs and debuffs, and healing was never the king of mitigation as it is in some traditional MMOs. Focusing on being a healer has no place in this game, but that doesn't mean that healing has no place. Even with the influx of new players you will typically find that you will get carried on teams if any of them has one or 2 well designed builds exemped down from level 50. The reality of being an empath in today's COH is that you have very little to do if you just focus on healing. Also, your buffs are largely not needed for most well made builds for general content. Speaking from personal experience, a few of my blasters run at range/smashing/lethal defense softcap backed up by mitigation and sheer killing speed, as well as endless endurance from the blaster sustain, such that I don't NEED regeneration/recovery aura or fortitude to be self sufficient. I appreciate them, but I'm self sufficient as it is without those buffs. The one and only ONE buff I need is Clear Mind. Mez immunity is not something I can get from IO sets, yet most emps I run across don't use this power to protect those ATs that don't have mez protection, citing they'd rather blast and contribute damage. IMO you can do both, it takes more work, but that's what separates good emps from not so good ones - the ability to manage your time between buffs, healing and blasting and prioritize your targets for who gets what buff. I hope all your concerns about getting mezzed yourself translates to an appreciation of the impact of CM on other players that lack mez protection, and that you will use that power appropriately on other such players. Onto the build itself, it's a balancing act, but you can strive towards all your goals and not lean into any one extreme. You can blast and contribute damage, and have enough recharge to keep a decent number of teammates buffed, and build for some personal defense. Auroxis' build hits those points. The good thing about ice blast is that most attacks animate fast, so you are not stuck in attack animation too long waiting to execute a critical heal/buff. A solid approach is to build towards 32.5% range defense so a single luck will softcap your range defense. On survival, here's the secret to survival when playing in a group for general content: Know where to stand and where not to stand, and know when to attack and when not to attack. Poor empaths will hug the tank and spam healing aura. Smart empaths will bounce around and buff/heal as needed but will make sure they are not planting themselves where they can be hit with AoE splash damage/debuffs or be too far away from the rest of the team such that they can't get help when they are in trouble. You ever see those newbie players getting chased by a boss they can't possibly kill run further and further away from the team while still trying to attack said boss? Don't be like those guys, learn to position yourself but always come back to the team, it will do far more for your overall expertise at this game and survival than just building for softcap defense and hardcap resists. I can't tell you the number of times I've seen hovering players that think they are safe above get caught with an immobilize/-fly effect and now they are down on the ground right in the midst of all the AoE splash damage, their stats debuffed and movement speed slowed down to a halt and they just stand there helpless trying to slow mo run out of the danger zone and ultimately die. If I were to adjust Auroxis' build it would be to drop the flight pool for combat jumping for immob immunity and use jousting to stay mobile, and to pick up more slow resist to make sure your can run out of slow patches and not be adversely affected by recharge debuffs. I'd also drop assault or tactics (I prefer tactics because I hate being blinded, and tactics helps your to-hit which is synergistic with proc attacks) that way you can fit in boxing/tough/weave if you wish for added defense/resists, or go mystic flight route for rune of protection if mez protection is a bigger priority for you. on the topic of why range defense is important and jousting see this thread: Don't worry about debuffs, most general content is going to get steamrolled as I mentioned, and extra Achilles' heel or Annihilation -res debuff will not make a meaningful difference for most of that content. I'd opt for damage procs if you want more damage to help you out in solo situations. Auroxis' has those in freeze ray and bitter ice blast. You will not have the ability to heavily proc all your stuff, so those 2 single target attacks is good enough.
  7. I solo lower levels at -1/0. this way I hit more and kill stuff in less time. A good chunk of your leveling xp comes not from killing stuff in missions but in mission and story arc completion bonuses. During the early levels your everything sucks, why make it harder for you by bumping up the difficulty? Think less about xp/mob but more xp/hour. Once you have some foundational elements built up by your late 20s or mid 30s THEN you can ramp up difficulty. Generic advice about endurance management also overlook your built-in toolkit from your primary/secondary. Some are more endurance friendly than others. There are plenty of brute armors that offer endurance management. I find the recovery serum temp power, which you can purchase from the START vendor, is all I need on most of my endurance hungry builds at the early levels.
  8. 6 slot preemptive optimization for the recharge and range defense bonus. If you are running hotfeet and spamming attacks you will need the endurance. The heal is inconsequential, at 95% enhancement value you are only getting what? 35 hp DOT heal compared to 18hp DOT heal base? When enemies are chunking you for triple digit damage? The heal is meant to help you top off faster in between fights, it's not meant to save you in a fight. I don't want to slot a power for something that only helps me in between fights, do you? As for damage in any damage aura that's also your sustain, not worth it. You get much much much much more return on investment with end mod slotting, when is the last time you played a blaster and waited for your damage aura to finish off mobs that can take off 1/4 of your life in one hit? 1hp or not that mob is getting another blast in the face now. Slot it with end mod and you can skip the miracles and numinas that you've been trained to slot into every build. You know how I can tell if a person has never played a blaster before? Those uniques in health.
  9. You can split up the superior vigilant assault set into 2 for 2 x 10% global recharge. You can get rid of all the procs in your attacks because those are slots that can be used for more recharge or more useful bonuses like defense or slow resist. All that recharge and it all gets neutered when some slows land on you. If your game plan is to sit back and support then range defense can help you avoid getting hit. Hover by itself is pretty slow at lower levels, I would drop the entire leadership pool for fly and evasive Maneuvers and replace Maneuvers with Stealth so you can stack that with the stealth IO in sprint. You still get the same recharge bonuses, but you gain a bit of quality of life for combat movement and total invis. I'd also swap out teleport for combat teleport so you have a faster way to TP in and out of combat. Your build has ridiculous recharge, this revision has ridonculous recharge and a decent bit of range defense. legacy_mids_build(2).mbd Just make sure you proactively CM the squishies. Think about the times you get mezzed and how annoying that is. Nothing makes me sadder than to see a "healer" waste their potential by not using the ONE buff most well built builds without mez protection care about.
  10. I would make an Elec/Staff/Mu with whirlwind to SPIN and SAP. Honestly any attack set with reliable AoE knockdown will work in assisting with buying you enough time to sap, but when's the last time you used whirlwind? Come join the Church of SPIN. Gonna counter Betty's take on Dark/Elec and the prevailing damage oriented meta. This game accords players enough cushion to make/copy really bad builds (like so bad I'd throw up in my mouth twice) or explore off the beaten path. Gimmicky builds can be both viable and fun. When you've made your 10th or 20th procced out or softcapped/resist capped character, it may be a breath of fresh air to do something totally different. Here are some examples: My Church of SPIN devotees: Princess Spinaroonie i5 p27 RoP Uber Recharge.mbd Hover blasting scrapper?
  11. Nemu

    Twist on a Tank

    Other considerations: Ice/Spines for the slows Elec/Staff/Mu + Whirlwind for the SPINs and the knockdowns and the Saps
  12. Dual blades. Pick a passive secondary like super reflexes and build for recharge and stick to quick cast powers like blinding feint, ablating strike and sweeping strike. You'll feel like a blender. Now you are a speedster with freaking swords!
  13. You need more recharge, more slow resistance, more god modes The established regen builds today pack rune of protection, moment of glory, and any other god mode you can scrounge up via pools/incarnates, you are on the right track with hibernate. I linked a few regen build threads in the scrapper regen post that Black_Assassin linked. On playstyle, you probably want to forsake the combos with flashy powers with long cast time such as vengeful slice/thousand cuts or even typhoon's edge, if you do pick those up they are served as recharge set bonus mules. I'd lean towards a non-combo based high DPS chain with higher DPA attacks like what Black_Assassin prescribed. Chances are that chain will not be super smooth but you will be clicking enough other powers from regen/pools that it doesn't need to be a seamless chain with no gaps.
  14. There is no way you are at perma hasten with that level of global recharge and only 1 slot in hasten. The force feedback proc in dragon's tail is skewing your numbers. Turn that yellow dot off. Similarly the guassians build up proc in focused accuracy will also skew your chances to hit, turn that yellow dot off too. Some threads on regen survival and build goals for your reference: You need recharge, but you also want slow resist. Instead of energy mastery consider soul or leviathan for shadow meld or hibernate as another god mode to fill the god mode gaps.
  15. Here's your theme song
  16. You have a whole bunch of 6 slotted full sets that doesn't do anything meaningful towards your goals. Take a look at this thread for build principles. The key is focus your set bonuses instead of wasting slots on one off set bonuses here and there.
  17. Reunion is the EU server but most people play on Excelsior and Everlasting. I'd pick one of those two regardless of your time zone. Also, be wary of in game help channel, trust but verify. The community is helpful but there's a good deal of misinformation out there as well. Ask your questions with specific context and be mindful of people that give you narrow answers and don't take the time to ask you for proper context. If you seek detailed responses to your questions, then I recommend the forums. Welcome to the game!
  18. His autohit aura is tough for melee henchmen. Running on Single Origins/dual Origins I'd turn the difficulty down to -1 to make it easier. Time's juncture has a -damage component to it. You don't need to be right next to him to debuff him, stay on the edges where you aura just touches him, I believe Time's juncture has a greater radius than his autohit aura so you should find a sweet spot where you can debuff him but his aura can't hurt you. You can also feed your henchmen orange inspirations to increase their resistance and supplement that with temporal mending. On enhancements I'd try to get outfitted with single origins as soon as possible, better yet you can invest in similar invention origins for a bit more upfront cost, but with the benefit you don't need to upgrade them every 5 levels. Your build also can use a rework. I don't see any accuracy enhancements in your minions, I'd slot at least one. You also slot very little endurance reduction, I'd put at least on in time's juncture. Also, drop the medicine pool, it's not necessary. Proper positioning will do far more for your survival than spamming heals. There's also no shame in asking for help. Envoy of shadows is another one that has an autohit aura that can be difficult for you.
  19. Nemu

    Nemu's blaster tips

    Necro away! It stokes my ego!!! No I'm kidding (am I?) but I do believe these tips are universally useful for all ATs. In the age where all your weaknesses can be covered by incarnates/set bonuses, there's still value in understanding game fundamentals/mechanics.
  20. You always have the option to refrain from posting. No response is still a form of response. Also the ignore button exists. Why continually invest the time and emotional capital for a person you obviously do not agree with?
  21. I'm with you. People find the dumbest shit to nitpick and continue to double click into said stupid shit even further. This thread could have ended 1 page ago with ZemX's first post. Question's been answered. Slows exist, there are cheap and expensive ways to combat it. End drain exists, there are ways to address that too. Time to stop piling on the guy and do something more productive.
  22. Don’t have this in mids atm but at a glance this is what i see: - low global recharge - dark regen needs more slots and should be slotted with a focus on recharge, end redux and acc - build also looks to have low acc against +4s, I’m going to guess your proc attacks have less than 75% chance to hit +4s - build can also use more slow resist Proc builds depend on set bonuses to cover recharge, endurance management and Acc. If I’m right in my initial assessment you didn’t cover all those bases with the build. It’s perfectly fine not to use procs fyi. But if you do make sure your build has all those elements to support them.
  23. Too many 6 piece full sets. This is not the type of game where a full set is always better. This is the type of game where you stack the set bonuses you need to achieve your build goals. The too many full sets metric is my first metric for evaluating builds, usually it gives me a pretty good idea of the skill level of the person that made the build. Now there are builds out there that do require full sets in multiple powers, but those builds are far and few in between. if you see builds posted with a lot of full sets, you may want to give pause to copying the build. Truly cohesive builds will stop at the point where the desired set bonus in the set is achieved and invest the remaining slots to further strengthen the build’s primary goals rather than wasting them on set bonuses that provide the build less value.
  24. During COH's absence I found home in Marvel Heroes until it too got shut down. Amazingly I just found out that there are some people hard at work at getting private servers up and running. There is now a functioning server emulator provided you have the copy of the game from steam. My joy is beyond words.
  25. I'd rather have more mechanic based fights for hardmode team content instead of cycling barriers. Something like the abandoned sewer trial mechanic encourages more teamwork than cycling barrier every 2 minutes.
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