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Krazie Ivan

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Everything posted by Krazie Ivan

  1. this is my main from about 5 years ago. there are things i'd change/improve today, but the old build might help you... it was +Def & +Rech to keep PB close to Perma for nearly softcap positionals & it's other boosting effects. everything but Neg & Psi is above softcap or icap. +ToHit on this is important for highest dmg output with insta-snipe getting spammed so much. i swapped to Spiritual Radial when solo or Duo'g TFs for the insanely long stackable Stun durations. Boost Range is useless on this Blapper. Flares is better DPA, but i rarely touched Fireblast anyway & prefer the larger dmg chunk. Haste isn't Perma, but you'll never notice the difference.
  2. not likely to hold/maintain aggro on multiples, but if you're quick, you can usually intervene enough when 1 teammate is about to take a nap. just KU/KD & out-dmg the squishie you're attempting to save, and if they complain about your lack of tanking skills, tell em to learn the mechanics of the game & build a better char that isn't reliant on tanks taunting -lol
  3. 3.5 PPM @71.75 dmg for that one. this will help, credit to/courtesy of a longtime friend, @macskull : https://docs.google.com/spreadsheets/d/1vd4ZZd1jfhOzdZZkGxC9O0NN5G0T1EdWPu_XRrV6s0U/edit#gid=905771942 imo, procs are worth it in farming. esp if your build is at the limit already & can't add dmg any other way. i tend to get them cheap from lowball bids, but you can also craft the lowest lvl avail (30k vs 500k), or find an odd level where the bucket favors converting from a different (cheaper) set.
  4. weeeeell, you could both be right... product materials are typically handled by different people than those who envision or have a hand in creation. i'd say the same for whoever coded the char creation verbiage. there's plenty of room for miscommunication. marketing teams are notorious for completely misrepresenting a product, for example. just wouldn't be 100% sure of intent based anything that wasn't stated directly by the core group of Devs.
  5. most active farmers will use insp macros & not need those powers much, if at all, while you'll never use them AFK farming. the other option was to take mules, like for 2 LotG, but that starts to massively increase the price & defeat the purpose of that build.
  6. i agree with everything Nuke covered already. as for... if you're patient, this can be done for 60-70m:
  7. who reads manuals?!? lol, but really... can confirm; the best CoH players are far better at the game, and understanding the game, than any Dev would have imagined. we had a Dev within our Speedy TF group for YEARS back on Live.
  8. couple thoughts... considered swappin Scorp out with a Res shield, then just building for M/R/AoE? you can get within 5% of softcaps while having high +Res for blappin, then let team buffs make up the difference (far less likely to get +Res from the team). or, base-booster if you like that option. Rune at L22 (cause sustain at 20...) with 50% up-time is soooo worth trying to fit. it's disgusting combined with how powerful an Ex'd down blaster is at low-lvl. at L50, you can alternate with M.Core for massive Res & Mez protection most of the time, which frees-up that Ageless slot. depending on how often your teams seem to be runnin Tactics, Blazing Bolt is worth full insta-snipe dmg from 22% ToHit... i like to hit that on my own if it works within the build.
  9. normally i don't share my builds anymore, but this is an old one from about 5yrs ago & still fits what your describe here... esp for teams, where there's lots of added +Def handed out to bridge the last 18-ish %. at lower levels, which don't debuff Def nearly as much, the 27% works well. as for the OG sentiment, i think the original char was made somewhere during i2. Rune & M.Core alternate to nearly cap all Res 5/6ths of the time, i-cap Def with Meld up 15sec - down only 9sec, IH up more than not, 96sec DP Rech, & 80sec MoG Rech. sips End, added +ToHit for late-game, 7sec off perma-Haste. it's a Storm/Cobra/KaK buzzsaw ST attack chain ...which is fantastic for low level play. Moonbeam can be swapped-in later, & great melee mitigation on Tail's fast Rech. these are Standing numbers, w/o any timed clicks or Acco or Incarn running:
  10. heh, nice - good to see someone else work around ScorpShield. imagine blapping with ~softcap SLENFC Def, ~35% positional, -6% ToHit to all targets within 15ft, full Mez protection & 65-75% SLEFC Res 4min out of every 4.5min. plus -KB, & more of your own KD mitigation. ;D
  11. Agility/Spiritual Ageless Core Degen/Reactive BP Radial Ion Core Assault (Radial for active farming with Insp macros - Core for AFK farming)
  12. with the changes/nerfs coming to Arch/TA, i'm not sure what might be the best for ranged ...but i'm pretty confident Water/Atomic is the most durable melee blapper.
  13. every time there's 1-2 baddies left in a mob, momentum is down, & i'm about to hop into the next... i look at my team & say to myself "one of you will finish that, right?". and then i don't want to be "that guy", so i cue an attack & watch the target die before i animate. also, there's no "saving" a squishy teammate with a fast hop & attack to the baddie standing over them. somethin that Katana & Claw accel at. ...still, gonna miss my TW/Rad as it is. when you keep the beast fed with +Rech & targets, it's appetite only grows. nothin else wrecks shop & lays waste like it.
  14. lol Rad can be much faster with far more dmg output, via B.Decay/R.Therapy/G.Zero. Elec can be far more durable & easier to play, while L.Field will help with longer fights. both can hit Melee softcap with lil effort, and both have +End tools good enough to keep you fighting indefinitely. i can't think of anything that works against Stone for synergy.
  15. ah, when i said "below avg", i didn't qualify with "of this nature" ...which the avg is somethin like 3.3-3.4PPM(?) of all procs that have a set # of PPM. interesting that you view it similar to both Gaussian's (Unique) & Decimation (can slot multiples) Build-Up procs... you later note Purp/Super procs as different too, which are also marked Unique, so the avg player knows they can't get higher perf from slotting multiples... then would you at least favor changes to the descriptions so that players know slotting multiples is a waste for procs like these? eh, there are so many dmg procs avail to use tho ...which means they all have a chance to fire, & aren't cancelling each-other out like P.Transfer does currently. so it is different, right? lol, can't agree more about Elec blast... only (rather dumb & very short-lived) joy it ever brought me was in Siren's: /Dev & the old massive +Dmg from low HP mechanic, droppin from the ceiling, 1-shot snipe someone, disappear. honestly, would it be so bad to allow Elec sets a slight advantage with this proc, due to how less useful Elec's 2ndary effects are? as someone who put thousands of hours into /Regen, i have to disagree with how substantial it's mitigation is in your opinion. a Tank with serious +HP & a way to slot multiples (that actually work as such) would be the edge-case where this proc would be noticeable if also combined with very high Def & Res (as i said earlier). most chars will only see <75HP from it on avg, 3x per min, which is only 3.75HP/sec ...sure that's ~50% higher regen than base, which may sound like a lot, but base regen is incredibly low (which is why i never suggest anyone Enh standing-regen, aside from Integration), and does almost nothing for most chars in a tough fight. still, this proc takes a slot, which again is not free, esp on min/max builds where it'd actually begin to shine. and of the chars that would actually see the largest benefit from multiples, very few could slot more than 3 (unless we're including attacks, which would likely/sizably diminish +Res or +Def or +Rech bonuses that have a far larger effect on durability). use lots; gimped build ... use one; unnoticeable. currently: where it could be good, it isn't ...and the checks for multiple aren't expressed in the description. if we don't want it to be good, then it should likely be a Unique (for clarity-sake) & dismissed like we do with other sub-par/slot-better-used-elsewhere Uniques, like Reg.Tissue.
  16. btw, @BrandX ...sorry to threadjack
  17. not good, due to the low base recharge of attacks & amount of Rech Enh likely slotted. T.Strike would be the best spot for one, but you're still only lookin at 3 heals per minute, and a good build will focus on having T.Strike usable every 6-7sec (as the only true dmg AoE in the set, a build with low slotted Rech would be felt hard). still, i'd support a change to 5-cap to keep things from gettin extreme, or at least to help prevent players from gimpin their builds by using a slot for this proc in a 3sec base recharge attack.
  18. ah, didn't realize that. not sure what made me think it fell under LotG +Rech type-rules... but that'd help address your concerns of being slotted too much, no? esp as it's not "free" or "unslotted", consuming 5 slots if someone wanted a somewhat useful amount of +Heal (which is weak mitigation to begin with anyway), & potentially balancing out in attacks vs set bonuses (similar to what various -Res procs currently do for "free" added dmg). the below avg PPM already restricts how reliable it is in all but the longer recharge clicks, esp bad in attacks, leaving always-on powers as the best option ---& those are quite a bit less avail to chars. as it stands, the Enh is nearly useless with just 1 slotted. which seems a shame for something that is otherwise quite different than other Enh on offer. closest to it is Pana, but nobody slots that for the tiny heal chance, lol ---remove the +End, & nobody would buy one. should really be a middle-ground, imo, which the diminishing checks on multiples restricts too far. or do you think 1 per char is worthwhile?...in what cases? good convo, man, thx
  19. we're only lookin at 3.75HP/sec each proc, right? only a few power set combos would have the ability to slot 4 in always-on powers, with the rest in on-activation-only powers, and the game limits us to the "rule of 5" already. i just don't see under 19HP/sec max as ripe for game-changing abuse... great & worthwhile to so few builds (would need both softcap Def & very high Res, imo), but even those wouldn't see a night/day difference in gameplay. is there a scenario you can show me that'd help change my mind?
  20. nice if anyone is lookin to go even cheaper for Spine/Fire, still be capped, & have Dmg/-Res procs...
  21. (my typical /Regen copy/paste advice):from a few thousand hrs on /Regen chars, the single biggest suggestion i can make if you're looking for durability is; do not bother enhancing standing Regen through Enh or Bonuses, just the clicks (IH, DP ...maybe some Int & Recon love). instead, hit melee Def softcap & attempt 150+Rech, then add what you can in Resists. it's going to feel counter-intuitive, until you play it with a strong layered build a while.Regen loves +Def as much as it thrives on +Rech, but the set also lacks any Debuff Res (take Ageless?). because chasing +Def & +Rech to their limits can have diminishing returns, and hitting all softcaps on any Regen char will gut the rest of the build, just take the biggest bonuses & then go looking to add easy Res (S/L yes, but don't neglect E/N ...F/C will come from Purps & WOs). a +Res based build on a Regen doesn't work out (i tried), but adding solid/well-rounded Res does help if you have good Def & Rech already. look at Meld (for Scraps) & alternating Rune & Melee Core to stay near Res caps. Regen is near the bottom these days, but it can still shine ...it's just very very hard play-wise & to build.
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