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Doomguide2005

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Everything posted by Doomguide2005

  1. Some will do harder content because it's harder. Some will do harder content because the rewards are 'better'. And being a rather subjective thing a better reward might be merely the increase in difficulty for some. For others it be inf or merits or a shiny badge with or without granting an accolade as well. Forcing harder content and/or gating desirable rewards behind such content must be done with care or @PeregrineFalconis likely to end up correct, it will drive more away than it satisfies and the game may suffer. But added optionally it has the potential to keep some from boredom and lead to better retention. But that is a separate but related issue from "helping support classes". I personally don't see any need to help support classes solo or teamed though I can at least grant that solo is worth discussing potential ideas. Helping support classes any on teams of 3+ members though is entirely unneeded and probably undesirable as any such team can readily handle the vast majority of +4/×8 content already if consisting of IO set builds. And some can do so on SO builds.
  2. This pretty much sums it up. Outside of solo + the occasional mez craziness that can occur while solo I'm now thinking "I need help?"
  3. Where's my Build Up type power? -> After using this power your next (hammer, gun, anvil, etc) animation produces a weapon that would dwarf a "Titan" weapon.
  4. Good to know. It was probably the way it was used by my team mates then. Unless there's a hole in the graphics walls and corners pretty much prevents further kb.
  5. The immense variety within the power sets makes anything outside of gross generalizations almost meaningless. Mez protection vs none. Hello Traps Lack of CC in melee. Hello Dark Armor or Warmace or Ice (which utterly ignores the idea of Taunt/Aggro/Threat as a form of control). Hello the various single target taunts scrappers as a whole can have. CoX, it's worse than the English language for making a "rule" then turning around and creating an exception to said rule. And that's without bringing in pools and epics. Or set IOs. Or the giant Incarnate elephant in the room. Might be more important to get a new player to understand that than try to and apply broad categories to the ATs or Sets.
  6. Yay! I thought I recalled reading something of the sort. Thanks.
  7. No idea if still true but a zone invasion also used to cause all the street mobs to vanish ... rather annoying if it coincided with your Numina TF hunt.
  8. PS: Eden is officially a Trial Zone (Eden Trial), open to level 33+ per the HCwiki. And also where the the final 2 missions of Numina's Task Force (35-40) take place. Edit: Woops final 2 door missions take place after completing the final hunt mission in the zone.
  9. So how do you play traps? I haven't played a Traps MM, nor is it likely I ever will. Not my AT. Mostly Corruptors taking both Fire/Traps and Sonic/Traps to 50 on Live. Had one Defender Traps/Fire played hardcore mode (died ☹) and never ran a Controller on Live. Very likely to run an Illusion/Traps here on HC and probably others. Generally high recharge builds, stealthed via IO plus SS. In with Seekers, place PGT in mob moving through to spot about 1/3 to 1/2 way to next mob drop AM +/- caltrops around mortar. Blasts interspersed on first mob between trap laying. As first mob is dying either AM or I will fire on second mob pulling them. Tend to alternate PGT with AM. PGT set within spawns whereas I'll place AM between mobs (pulling mobs together). Use caltrops and tripmines as area denial both to keep adds out and the targets kept from fleeing. Haven't had much chance to play with procs in their current ppm state. Did use procs in AM on Live under the older proc rules.
  10. Yes and most "super teams" have those in excess. So FRADS 8×AM checks the first couple, Lingering Radiation checks the 3rd ... A GM team, silly amounts of Endurance from stacked RA plus AB checks the first, AB checks box 2, 8 Assault, stacked Fort handle the 3rd though without a Sonic Blast or two it can be a weak spot but we're still looking at near capped damage before any -resist consideration. The target(s) need a lot of regen to handle 8 near damage capped characters. And most 8-player incarnate teams of support characters tend to check those boxes these days even without being a classic "super team". You practically have to try to not succeed given today's game play.
  11. And even more -resist debuff in Resonance to bring even more team-wide pain. Plus while everyone is running around with capped defenses you're adding Resist Shields which unless you're a Resist based armor is a good deal harder to beef up than defense. Then we have Liquefy on a godawful long cool down timer but it has more proc choices than you could ever slot. A couple HO's and some procs and you have just laid a nuke in patch form that can strongly debuff defense, to hit, recharge and kd. The idea of Liquefy on a spawn, then Fold Space more into the patch followed by Dreadful Wail and then a second wave of procs firing off ... . Honestly no idea how exactly the procs work in Liquefy, (hey @Bopper) but the idea alone makes me want to try it.
  12. Okay this would be totally awesome, particularly spawning some nightmarish version of Sally.
  13. And in case anyone doesn't already know defeating Sally is as tough as hitting her with a Tranq Dart or a stiff breeze ... Now that I've said that someone will come along and tell me they actually buffed her at some point.
  14. Not sure about the other t9's but I've never not noticed Elude's crash and while a more obvious warning it is about to happen would be nice it only has to surprise you a couple times before you will learn to judge its timing. But before that I'd really like a reason to actually take and use the power beyond niche or concept builds. Even on an SO only build skipping the Fighting pool SR has strong defenses that make Elude massive overkill defensively and essentially a +recovery power that crashes your end after 3 minutes making it a pretty lousy power choice for a t9 power regardless. Add in Incarnates, epic powers, and everything else it gets pushed into its concept and niche realm.
  15. Like most in this thread I bound a key to target nearest foe only I (re)bound it to r rather than tab. Started with a Claws/SR scrapper so it became 'r' then 'f' for nearest follow and then attack. Tab stayed tab and I'll use it to rapidly scan the spawn(s) ahead for surprises. I also use custom target keys and macros as well for specific annoying or dangerous foes. Just be careful where you rebind things. I had some ... fun when I rebound autorun to p then suggested in chat about trying to 'pull' some Pumicites. Damn SR scrappers can move 😜
  16. Thanks, I suspected it was not an issue. From a glance @Akronos has ~54% global accuracy in their build and I probably missed a bonus or two. Gale is less accurate but even there I'm thinking with Tactics running hitting shouldn't be an issue. I'm less confident if they have to turn it off due to end running low however. Dropping a Kismet in CJ might not be a bad idea to counter losing Tactics for whatever reason. Endurance (and missing) on a team is also a bit less critical or likely as other buffs are more likely around. Other small stuff - I see 8 pts kb protection which I generally view as 4 pts too much or 4 pts too little. I usually aim for 4 on my support AT's. Doubly true when they have enough stealth to stand within a spawn without drawing attention which almost always includes my Stormies (Stealth IO + Steamy Mists is pretty much 'you can't see me' amounts outside special cases) which in turn means I get to decide who and what to hit with my alpha after which as a controller they aren't fighting back. I'd swap out a -kb IO for a Slow resist IO. Then again I build for lots of recharge on my controllers and view mez them first as my primary form of mitigation. Full disclosure it has been a long, long time since I used Gravity and never got them to 50 but does Wormhole actually benefit from KB to KD. I see CoD has it listed as 14.54 mag kb but I don't recall see it flinging bodies everywhere. More a relatively neat collection of stunned foes, I see it in VV's Wormhole as well so makes me curious if I'm remembering incorrectly or what's up. On the other hand the AA to hit debuff proc IO is likely a waste. Can't find the duration of the debuff but I'm almost certain it is much shorter than the duration of the stun especially vs minions and Lts that'll be subject to the Teleport. Or maybe the Wormhole users I saw were just good about where they placed them, into corners for example. And in the case of a Storm there's always the option to use/toggle on Hurricane for its debuff rather than worry about the AA proc. Hope some of my meandering thoughts helps refine your build.
  17. I'm not @Coyoteor @VV and have no internet outside this phone to look at or download the build but a few thoughts (and a question or three). Two big questions -> 1) what's your final hit chance in Mids with something like Frost Breath (no accuracy enhancement in the power itself)? I'm thinking it's solid owing to global accuracy plus Tactics but ... and 2) What's your net endurance recovery (I'm seeing a lot of toggles with weak endred slotting. No expert on procs and opinions vary but I thought the consensus was procs in Freezing Rain was 'meh, not worth it'. Owing in part to largish AoE and pseudopets yielding poor chance to proc (initial cast and once every 10 seconds thereafter). I do know I'd want the recharge high enough to readily drop one on every spawn. Gale -> Perhaps a KB to KD IO in Gale (and how's its final hit chance?) in addition to the FF proc. O2 Boost -> if I'm not mistaken the Panacea proc is better off in an auto power (it's a proc120) while the Preventative Medicine special works in any power (it's kind of an odd duck conditional 'global' IO that doesn't act as a set bonus). So probably 6 slot Preventative Medicine in O2 Boost and move the Panacea proc to Health. But I could be mistaken and would recommend a second opinion on how the PM special in particular works. Maneuvers (and Steamy Mist, Tactics) -> toggles using endurance without endred slotted. Can't tell if +recovery, +endurance is there to support the usage without Incarnate ability support or not. Moving the Panacea to Health and adding a Performance Shifter proc to Stamina would help. The 5th slot of Preventative Medicine also has a hefty endurance usage discount bonus. I didn't mention it before but the Regenerative Tissue proc is of dubious value (more value in a higher health AT typically) and could easily be traded out for the Panacea proc so as to not use another slot. Mids could give you a better idea on just how much regen it actually nets for the build. The large yawns I'm developing tell me I should stop before I type something stoopid. Back later.
  18. Could make for some weird Hellion Golf ... "Wow hole in 5 with one shot, how did you say to score that again?" Or maybe it is more like skipping stones on the lake in Perez Park "Oh! Had a 5 hopper until it hit that hydra"
  19. And some Blaster pairings just scream "go ahead and just try to play me at range" You could build an Electric/Fire blaster from day 0 in this game. You could build lots of other */Fire blasters but 8 of the 9 powers in the secondary are not ranged or targeted AoEs. They're either PBAoEs, self targeted buffs or melee. Only the t1 Immobilize can actually directly effect a foe at range. Playing one strictly at range, well sure you could do it, you could play an Empathy defender with 1 blast or a Pool Boy pool attacks only build or a petless Mastermind. But it's a real hard sell saying those are anything other than concept oriented builds that are largely ignoring a significant portion of their powers. To my mind they are part of the beauty of this game, you can build and play in almost any manner and have fun. I also think blappers aren't so much a subtype as an easy term to get across the concept of a certain playstyle and rolls off the tongue a whole better than Rangster 😜 does for a blaster who prefers to play at range.
  20. And some powers do it as well. Specifically Surveillance from Munitions Mastery blaster epic. Memories a bit foggy but I believe one of the VEAT powers does this as well.
  21. Mostly about when you take your powers. You get to use powers when within 5 levels and greater of when you acquired them. For example if you exemplar down to run content you'll keep Tactics down to as low as 11th since you picked up Tactics at 16th. If you put off until say 41st you'll only have it from level 36th on up. So the order you take them in game becomes more critical if you do a lot of exemplar content vs anything 45+ (where you can access all your powers). And the lower you regularly go increases the importance of when you take your powers.
  22. You seem to have elements of both in your build (low exemplar and endgame focus). Any powers you particularly want to keep/have or don't want? Edit: There are two threads down the page offering lots of advice and potential builds to take a gander at.
  23. And then exemplar frequently even to lower (~15th) levels? Or mostly endgame content? And welcome home hero!!!
  24. Some of this is because Regeneration buffs, especially strong ones (as in IH levels), are rare, very rare. Now I've fallen a bit out of touch so I may be over looking a new set, but to my knowledge there is exactly one set with the powers needed to boost an SR, Invulnerability or other defense set to IH levels of regeneration. That set is Empathy whose combo of Regen Aura (+500%) plus Adrenaline Boost (+500%) is an unenhanced 1000+ regen rate and about 1600% once enhanced. Give those to a capped SR. It's just plain easier all around at almost all levels to give significant +defense via buffs than Regen buffs. And as for set bonuses +regen and +max health are both very common set bonuses. Even stacked up all over the place they don't touch IH or the Empathy buffs in strength. My SR scrapper stacked them up all over the place. As in the vast majority of her powers carry at least one +regen and +max health set bonus and that pushed her passive regen to somewhere between 300% and 400%. Made her incredibly tough but that's no where near 1600%. Incidentally that's one of the things that makes teams like Green Machine (all Empathy) so hard to kill --> capped defense plus hard capped regeneration (2000% on support types) while doing their offender thing.
  25. Came across some CoH game nostalgia of a different sort. Written on 3×5 index cards: 1101 Neuronia's arc 4075 Save the Warrior Clan 13011 Operation Antibody @Coronaviridae 13710 Herolympics @Psyonico 2266 A Few Clowns Short of a Circus @Trickshooter etc.. lists of some of the many player created AE arcs I'd played through
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