Jump to content
Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.

MonteCarla

Members
  • Posts

    259
  • Joined

  • Last visited

Everything posted by MonteCarla

  1. There are a few sets that enhance both Defence and Recharge: Basilisks's Gaze (small Def bonus) Stupefy (but 6 slots means adding Knockback) Malaise's Illusions and Coercive Persuasion (6th slot can be a damage proc that aggros) Cloud Senses ( no downsides 🙂 ) But yeah, you're usually choosing between one or the other per-power.
  2. The more global recharge you build up in Set bonuses, the better Hasten becomes. I'll typically have around +100% global, which means perma-Hasten, so +170% recharge on top of slotting in individual powers. This means: AoE stun is up every group for Controllers/Dominators Aim/Build up is up more frequently Nukes on Blasters/Defenders/Corrupters and Sentinel up more frequently Dominators get perma-Domination Powers loaded with damage procs can be left unslotted for Recharge to improve the proc chance, but still cycle quickly. Powerset specific buffs like Empathy auras and Fortitude, self heals in armor sets, etc. are up more frequently There are a few characters where recharge is not a big goal, but they're more the exception than the rule.
  3. To follow up on this - after reading this thread I took Mary Alpha (39 MA/DA Brute with 90% S/L resists) out for a spin last night. Someone was requesting help with Nosferatu in LFG, and I signed up, and we beat his little EB ass, and then continued with this arc. The team of 6 had 3 Tanks - Shield, Rad Armor (he said he was testing a new build) and Ice Armor, a Corrupter, myself and a VEAT. In the final mission we faced three AVs at once: Maestro, Requiem and Vandal. I took down Requiem and Vandal, and mopped up maestro at the end. Everyone else's health bars went up and down considerably, with a few deaths, while mine stayed rock solid, with the occasional blip being corrected by Dark Regen. Not for lack of aggro either, I taunted 2 out of 3 AVs. I think the universe was trying to tell me how tough Dark Armor Brutes can be 🙂 I also took a peep at the other's builds and saw I alone had taken Tough. For these Resist/Damage Aura sets like Dark, Electric, Fire and Rad, Tough makes a big difference.
  4. Always Idealist, and maybe a 4/2/1 split for Savior/Ambiguous/Destructive
  5. I've made a couple of Dark Armor brutes, one at 50 (Rad Melee) and one currently abandoned at 39 (Martial Arts) They're both very solid and have 90% S/L and Psi resistance, 50%+ to most other damage types, and Dark Regen slotted for heal and recharge and the +End proc in there. I've clocked high defences on both too, 44% vs Melee on the Martial Artist by stuffing her attacks with full sets of Touch of Death! 😄 The set shines in amongst large groups - who are stunned from Oppressive Gloom, taking damage from your aura, and feeding Dark Regen for your end needs. You'll need to keep pressing that Dark Regen button when its up, but you've got a great layered defence of not taking much damage and having a big old heal on tap. I don't think you can judge any tanky set by level 16 - they take the longest to mature. Baby tanks (including Brutes) are not very tanky, and you can only judge really by 30 maybe? The essentials for me are: - Tough to bolster your S/L Resists - Slot both Brute IO sets for good resist bonuses - the two uniques (Shield Wall and Reactive Defences) for +8-18% extra resistance vs all. The guide in my signature has some details on numbers.
  6. Pick a primary that has some built-in self-defence. I'd highly recommend Energy Blast because of the knockback that's baked into it all attacks. You get this for free, no extra animation time or endurance cost or anything, as you blast. Otherwise, pick a primary with a hold at least so you can use a bit of active defence against troublesome enemies. You only need to survive the current fight - your sustain power at level 20 will typically fix you up between groups as you solo. Building for Ranged Defence: - Thunderstrike set is cheap and wonderful for single target attacks. - Artillery is a cheap and good set for Ranged AOE attacks. - The Steadfast and Gladiator's Armor uniques are worth getting. You can take Fighting and slot them in Tough, or wait until your Epic Armor. /Sonic Manipulation, /Ninja Training and /Plant Manipulation have sustains at level 20 that can take Resistance IOs. /Time could slot these at 30 in Time Lord. - All six Gaussian's in Build Up or Aim - Blaster's Wrath is a good expensive set for a big +Ranged Def bonus Mez Protection - Defiant Barrage: Chance for Status Protection in one of your Tier 1 or 2 attacks - Inner Will in Martial Combat can be used like a Break Free - The P2W Defence bonus adds +5% Defence and Mag 4 Mez Protection. If you can afford this, use it!
  7. I remember this from my first villain ever, a Mind/Psi Dominator. Confusing a Longbow boss never worked, because they'd still turn Tactics on and neutralise it. It was very frustrating and I had to find other ways around them. See the thread about Vulnerabilities in Powers and Archetypes today - this was a great example of a naturally occurring one.
  8. I remember when I first played Champions Online, superstrength there felt an order of magnitude better than in CoH. 1) You could pick up objects like cars and throw them. 2) You did hefty knockback with many attacks, say a charged Roomsweeper, and it was OK to do so. We can't do 1) in CoH because the engine doesn't support it, so impact decals and effects are probably the best we can do there. 2) is iffy, because knockback is unpopular in CoH. This is because the gameplay meta here revolves around herding up tens of enemies and using AoEs on them, so any scatter is bad. Champions saw you generally fighting smaller groups, and also had lunge attacks in most melee sets to make closing the distance less of an issue. I think SS just needs the first three attacks (Jab, Punch, Haymaker) getting a bit of love. Instead of 2,4 and 8s recharges, make them 4, 8 and 10s and give them better animations and SFX. Less stubby little jabs and more gorilla swipe. Haymaker should do actual Knockback similar to Martial Art's Crane Kick. That would go a long way to making the set feel more super-strong.
  9. I don't know if a system based purely on damage types would work in an RPG like CoH, because players would just min/max. e.g every Fire Tank could afford to take a weakness to Fire to bump up their other resistances, and still sit above the cap. Or, take a vulnerability to a damage type that you rarely face, eg Cold or Toxic, and ignore enemy groups that use that type.
  10. I decided to check it out recently, and found that there's no visual option to NOT pop spines out of your entire body. That turned me off enough to not play it, and I may not be alone there?
  11. Electric Armor on Brutes is the best set to build for Resistance. I wrote up a big guide on building Resistances for Brutes way back. You can easily hit the 90% to Smashing, Lethal (needs Tough and Brute ATIOs) and Energy (just happens) and can also reach it for Fire/Cold and Psionic if you go for it. I found this to be a lot of fun and ended up with a supremely tough character who's defences would never get bypassed by debuffs, unlike Defence based characters. You won't need Recovery bonuses thanks to Energize and Power Sink - getting their Recharge up via set bonuses is a better bet than trying to enhance Recovery itself.
  12. I've played Sonic Resonance to 50 twice on Defenders. Here's my 2c: You've picked the right powers to skip. It's one of the worst support sets for solo-ing, as it gives you +18% Resistance and Mez Protection from Sonic Dispersion, Sonic Siphon and Liquefy. So hopefully you're planning a team build here. It's not a great set overall, and I think this got overlooked early on in I5 because Sonic Blast was so good. Both have been balanced a bit by the HC team though, so we're in a better place. Sonic Siphon - 1 slot wonder with Acc is fine. Clarity - 1 slot with End redux or recharge? Disruption Field - 1 slot for end redux (maybe 2?) Liquefy - slot for -To Hit and Recharge. Cloud Senses is the premium set here because it gives you +Recharge and +Ranged Def Sonic Barrier, Sonic Haven and Sonic Dispersion - Put the Steadfast Protection and Glad. Armor uniques in here for +6% Defence And choosing from here: https://homecoming.wiki/wiki/Category:Sets_for_improving_Resist_Damage - Unbreakable Guard gives you +Melee Def at 4 slots - Aegis gives you +Area Def at 3 and 5 slots - Impervious Skin gives you +5% Recharge at 5 slots. The low slot demand on your secondary means you can spare the slots for your blasts. - Corrupter uniques are worth slotting. You could split Scourging Blast across 2 powers to get the +Recharge bonus twice. - Single target blasts: Thunderstrike gives +Ranged Def for 6 slots, Annihilation gives +Recharge for 5 slots - Cone Attacks: Artillery gives +Ranged Def for 6 slots, Positrons Blast gives +Recharge for 5 slots, and increases the range of the cone - Nuke can take Obliteration for +Recharge and +Melee Def for 6 slots - Shriek can take Stupefy, but it's got good damage now, so its better slotted as a damaging attack - Siren's Song can take Call of the Sandman unique for a fairly reliable self-heal as a gimmick, maybe on top of the Posi set. Sonic Attack doesn't take any special damage procs beyond the Knockback ones in Shockwave.
  13. I never knew about this, it sounds way cool! Looks like the big hurdle is defeating the Seed of Hamidon for Germinator Terminator. Is that like a whole league event, or could a single team pull it off? https://homecoming.wiki/wiki/Between_Realities_Badge
  14. An example: Storm Blast covers Smashing, Cold and Energy Fire Manipulation covers Fire and Lethal Force of Will pool gives you Psychic Experimentation gives you Toxic Soul Mastery for Negative Energy And of course, damage procs can add extra damage types in there if you skip some of these. I'm not sure how you'd put all this together into a coherent build in terms of either game mechanics or concept, but it can be done.
  15. Did the CoT or any of your teammates have +To Hit? That can rip through SR's defence and ignores defence debuff resistance.
  16. I've found the -Recovery to be really important. Short Circuit gives 10 s of -100% Recovery Thunderous Blast gives 20s of -100% Recovery. I think the purple patch reduces the amount of -Recovery rather than the duration, so a team of Short Circuit-ers should have no trouble keeping the enemies floored at over -100% Recovery. It does need re-applying, sure, but its also part of your AoE attack chain, so you'll be using it anyway when its up. I have tried Electric Control twice and it does drain really well too, and provide mass immobilise to stop the drained enemies from just running off. Conductive Aura mostly makes up for the lack of -Recovery, but may allow a sneaky shot in between pulses, which Short Circuit strictly forbids for those 10 seconds.
  17. Hmmm... In an ideal situation, your superteam can run in and drain each group of enemies to zero with one hit, and are then safe to take them down as quickly as possible with actual damage before they scatter. So let's start with Electrical Blast for everyone, with Short Circuit (big -End and -Recovery) slotted for End Mod first, damage second. That does 70% drain, so 35% drain against +4's, so you'd want three people with this powerset to run in and alpha. Slot your other powers for damage first, end drain as extra. Short Circuit has a long animation, so give someone Force Fields to keep you all safe while you do this. A Defender is ideal here as they can soft cap their team mates by themselves. You can now all attack, and take advantage of the Shocked mechanic to get boosted damage. May as well have a Kineticist in there to boost everyone's damage while you're at it. Make them a Corrupter maybe. And then add Blasters or Corrupters with -Res debuffs. Maybe swap Force Fields out for two Time Defenders with Farsight, so everyone gets full damage boosts and rotating -Res debuffs? So 1 x FF/Elec Blast Defender 1 x Elec Blast/Kin Corrupter Elec/whatever Blasters Or 2 x Time/Elec Blast Defenders 1 x Elec Blast/Kin Corrupter Elec/whatever Blasters The End Drain will do less than stacking support sets will, but it'll still be fun to watch the blue bars drop. And maybe add a Elec/Something Controller in there to lay down Electric Fences to stop the enemies running around once they're drained. I think the Repeat Offenders used to have an End Drain team, called "Don't Whiz on the Electric Fence"? Or did I just imagine that? 🙂
  18. My first character way way back in Issue 5 was a Fire/Fire Blaster, and I tried to solo her by street-sweeping, and it was horrible. I do remember watching with envy as an Energy/Energy Blaster took on a Council Lt in Steel Canyon and knocked him down the street while obliterating his hit point bar. Shortly after, there was my Elec/Elec Blaster who I did get to 50, mainly by solo street-sweeping, and had a pretty good time doing so. The big difference, of course, is the active defence provided by knockback or Tesla Cage. Fire Blast is rough because it doesn't have any hard mez at all. You've got Positron Cage to help out. Its easier these days of course. Grab Plasmatic Taser from the P2W vendor. This gives everyone a good AoE hard mez for the early levels, as well as an extra AoE with good damage. On a Fire Blaster you could keep using this all through your career. Use IOs, Fighting, Manouvers and Hover to get capped defences to Ranged first, then other positions. I've done this on a few Blasters (including a Fire/Atomic) and it rocks! Or try to get to 32% Defence, so a small purple pill caps you. Lean on your crowd control powers in primary, secondary and epic pools to become a sort of reverse Dominator - mostly damage with enough mez to keep yourself alive.
  19. My most successful End drainers were: Elec/Energy Aura/Elec Sentinel Rad/Elec Defender with attacks slotted primarily for end drain rather than damage as an experiment. Both had something to stop drained enemies running away - Electrified Fences and Choking Cloud - which is a big part of making this work.
  20. I'd go */Energy Dominators with the Energy Mastery Pool - that gives you most of the primary and secondary powers of an En/En blaster with a side of controls. Gravity is probably the best primary with it's fairly unobtrusive pet and "space-y" powers like Wormhole and Dimension Shift. Earth is great if you want to lean into Molecular re-arrangement and transmutation. And En/En Blaster gets Nova and higher damage, and can be built for capped defences if you lean into it with Fighting and Manouvers and so on. I can attest to that feeling very cosmic too.
  21. OMG that is such a good idea, rebinding the keys instead of using macros so I can still see the Recharge! (I've been stashing the power icons in tray 4 so I could watch them, sort of off-center, which hasn't been working out great) I also didn't know about powexeclocation target cursor as an option. Thanks, Projector!
  22. I was getting a Synapse Task Force together at the weekend when a Mapserver event spawned in Skyway. They killed me and a couple of teammates once the Giant Monster spawned in. And then I had to chase Synapse around as he attacked it to get the Task Force to start. And he's fast! Yeah... I won't miss it. 😄
  23. My current main is a TA/A Defender! For survivability, I've got: - 4 pieces of Dark Watcher in Flash Arrow, giving me ED-capped -To Hit debuffs. Always open with that. - Poison Gas Arrow does a big -Damage debuff - Ice Arrow and my epic hold (Dominate) both have the Lockdown +2 Hold Mag proc in them, so they nearly always hold bosses. - Ranged defence set bonuses to stack with the -To Hit from Flash Arrow and Hover to keep me out of melee. (She's a faerie archer) For doing damage: - Aim with Gaussian's Build up proc - Rain of Arrows and Oil Slick Arrow, Judgement nuke for heavy AoE - Ice Arrow and Dominate have lots of damage procs stuffed in them - Blazing Arrow and the snipe make up my level 50 attack chain. - Net Arrow and Disruption Arrow (with a targeting bind) for -Res - Achilles Heel proc in Acid Arrow for a bit more -Res She's like a 6/10 for effectiveness. The improvements to Flash Arrow have really helped the set since I last played.
  24. Yeah, there is usually a point where more Recharge doesn't make a difference. Your attack chain starts to get limited by animation times instead of +Recharge. You've got perma-Hasten, -Domination or -Phantom Army sorted out. You've got Adrenalin Boost perm-able on one target but it can never be perma'd on two. and so on.
  25. My quick 2c: I hear you. Force Fields on a Corruptor isn't going to add much to your survivability - Dispersion Bubble adds about 12% Def to you and that's it. Dellects 1 out of 4 attacks that would land. If you play on a Defender that goes up to 16%, and throw in the two uniques, P2W buffs, Fighting pool and so on you can become pretty sturdy like a Sentinel. +Defence becomes more valuable the more you already have. It got better with the introduction of -Res in Force Bolt and Force Bomb. It shines when protecting a levelling team of 8 while still having time to Blast, where you're the keystone who hangs back and avoid the alpha strike. The level of protection you offer would be wasted even on a reckless lone Scrapper. So yeah, Force Fields isn't really great for your mission statement. My fuller thoughts on FF are here:
×
×
  • Create New...