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Rylas

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About Rylas

  • Birthday January 1

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  1. I didn't mean to imply that was your goal, but you made me reevaluate my approach all the same. It'll be a bit before I can implement both, but I'll keep you posted on how it does.
  2. I've weighed the pros and cons of Proton Sweep versus Cross Punch and decided to go with PS for a couple of reasons. First, the toxic damage and debuff features of the power along with a wider arc. And second, it made slotting for my goals a little easier. For <30 tanking, I've gone Melee defense (you convinced me, @Erratic1, to give it a go). That and Hasten levels of recharge should help for most content at those levels. Also planning on attuned enhancements to make the most of receiving bonuses and enhancement values at the levels I'll be at. Elec-Rad Lowbie.mbd For everything else, I've maxed out resistance as best I can. One application of SMotT gets me to the cap for all but Toxic, but I was able to get 50% resistance to that from bonuses. High recharge and lots of AoE damage as well. Elec-Rad Endgame.mbd
  3. I've been away for a couple of years, so I'm sure you're right 🙂. Duly noted
  4. Sounds like the overall consensus that Proton Sweep is just "meh". I'll consider Cross Punch since I'll already have the Fighting pool. And yes, this is Electric Armor. I should have mentioned that, my bad. The only reason I'm that far over the resist caps is that I was trying to plug up Neg/Psi/Tox as best I could and there's a lot of overlap I wasn't able to avoid (and a 6th wasted bonus at one point) to get there. But these were first passes for 2 different approaches, so I'll revisit that to see if I can't tweak those better. The ol' Type vs Positional debate. 🙂 I base it on AT. Blasters? Go ranged and stay out of range. Most powers have a positional attribute, so in that instance, you're pretty safe going for Positional. Melee ATs? I go typed, because 1) range still hits you and 2) a majority of attacks are tied to a smash or lethal. Shields and SR being a separate issue. Based of this, and everyone else comments on DDR and end game, I think I'll be going for both builds. I enjoy tanking for lowbie teams and TFs, where DDR isn't quite as prevalent. I can leave the capped res build for higher levels and end game. Thank you all for the input and advice!
  5. My in-game experience with Proton Sweep has felt lackluster. Even with improvements to Tanker AoE, I don't feel like it lands a lot when mobs are clustered around me. Compared to something like Shadow Maul, it seems to underperform. I was hoping to have a bit more AoE with my build, but maybe I should just find a more functional power instead. How do most people feel about Proton Sweep? Additionally, what performs better? Capped resistance to most types with moderate defense to all, or soft-cap S/L slightly less resistance? Pics for refernce:
  6. ANCILLARY POWER POOLS HAVE BEEN ADDED! Whew! Let me tell you, Ancillary Powers took a lot of time. I struggled with figuring out how to organize the powers when adding them to the opening post and eventually just gave up on trying to make sense. Why? Because they're a mess! Now, this isn't Homecoming's fault. They inherited this mess. Based off of what I can tell from the Homecoming wiki (a la Historical section notes) I think they tried to do what they could with how things already existed. Unlike Patron Powers (coming next) and Primary/Secondary Powers, Ancillary Power icons are all over the place when it comes to consistency. Invulnerability icons? Doesn't matter what AT you are, they have the same color scheme. Fire Melee? Same across all ATs. Same for any control set, patron set, whatever. But Ancillary icons can't make up their damn mind! Hell, even how they're presented in the wiki is chaotic compared to Patron powers. No hate or blame directed at those that keep up the wiki; they probably cried when tasked to manage those particular pages. As an art director, this rustles some jimmies. My undies are bunched. So, to whomever at Homecoming I should direct this offer to; I'm happy to recolor ancillary power icons to be consistent across the board. Whether that's picking one of the existing color schemes, or making new ones so that they aren't sharing color schemes that already exist in primary/secondary sets. For my own sanity, pretty please, let me do it?
  7. ARACHNOS WIDOW SETS ADDED: Presence Night WIdow Training Fortunata Training Teamwork Widow Teamwork Fortunata Teamwork
  8. Great news for those who have been patiently awaiting it. I've finally put together a zip file of all the icons, and you can find the link in my signature. As I update and add to the icons, I'll make sure to also update the zip.
  9. Unfortunately things like accolades and badges are quite a bit more complicated and detailed to try and take on. Power set icons aren't terribly complex, and so recreating them from scratch isn't difficult to do while remaining as true to the original art as possible.
  10. POWERS POOLS ADDED: Concealment Experimentation Fighting Flight Force of Will Leadership Leaping Medicine Presence Speed Sorcery Teleportation Also, Acid Arrow has been updated to its current icon. Arachnos Widow powers are next on the list.
  11. SETS ADDED: Seismic Blast Storm Blast Dual Blades Spines Electrical Affinity Marine Affinity Also, Chain Induction was updated to match the chaining border that has been introduced:
  12. Hello all! It's been some time since I've been able to even think about CoH, let alone play or work on icons. Over the past couple of years, people have IM'd me with similar questions or requests. So I'd like to address those here. First and foremost, I want to make it clear that while this has been a personal passion project, I claim no ownership over the images that have been produced. Many people ask for permission to use these icons on personal or other CoH related projects. I made these for the community and because this was how I could add to CoH. So please use them; as you like, where you like, how you like. You do not need my permission ❤️. It's been a gift seeing them go to use by fellow fans of the game. I only ask that you don't use them for profit. I'm pretty sure that's a big no-no and Homecoming doesn't need the risk by association. Second, the time has come that I probably pass this on to someone else who has the desire to continue it. While I have time to dabble here and there with playing the game and making comments in the forums, I can't count on being able to work on icons as quickly as people might like. I used Photoshop and Illustrator to do everything you've seen. I can package the files up and I'm happy to walk through them with anyone who wants to take them on. And lastly, I want to thank everyone for the help in making these as best I could. Letting me know when I missed a set or an icon was a big help, because I sure as hell don't do an adequate QA on my own 😅. Using these icons here in the forums. Taking them and creating mod files with them. I just wanted better resolution icons; that was it. I had zero expectation of them going to use, or that there would be demand for more. It means a lot that they would be appreciated. So again, a deeply felt thanks for all that shared an interest in this project. Humbly, Rylas
  13. When it comes to what they enhance and what they boost, Taunt sets fall a little flat. Sure, their bonuses are comparable to other good sets out there, and I'm not suggesting that those bonuses need to be improved. But look at what they enhance. Taunt, recharge, taunt, some range, and taunt. Oh, and a smidge of Accuracy. Did I mention they enhance taunt? If you're slotting them into Taunt itself, this is mostly wasted. Taunt as a power is so strong, that enhancing the taunt aspect itself does very little for the majority of a Tanker or Brute game play. The best the power gets out of it is recharge and some range, and that's not bad. But Taunt outside of PVP needs no accuracy help. And Tankers and Brutes do more than just spam Taunt to be good at their job, so all that recharge isn't exactly necessary. If we can't touch an existing set for "cottage house" reasons, then let's introduce a few new sets. Suggestion: introduce more accuracy and some damage to existing sets. Not a lot. Around one SO's worth to a set as a whole. Here's an example using Perfect Zinger: Perfect Zinger Now: Enh % at 50 Perfect Zinger New: Enh % at 50 Taunt 42.4 Taunt/Acc 26.5/26.5 Taunt/Rech 26.5/26.5 Taunt/Rech 26.5/26.5 Taunt/Rech/Range 21.2/21.2/12.75 Taunt/Range 26.5/15.9375 Acc/Rech 26.5/26.5 Dam/Rech/Range 21.2/21.2/12.75 Taunt/Range 26.5/15.9375 Taunt/Acc/Dam/Rech 18.55/18.55/18.55/18.55 Proc 3.5 PPM Proc 3.5 PPM Pre-ED Totals: 116.6/26.5/74.3/28.6875 Pre-ED Totals: 98.05/45.05/39.75/66.25/28.6875 Why: Tankers and Brutes can benefit from taunt enhancement in their actual attacks. At least, more than they can by enhancing the absolute taunting powerhouse that is Taunt. But as they stand now, taunt sets are largley wasteful in an attack power, which should at least have fairer accuracy enhancement to be reliable. Balance maintained: Sets that enhance 5 aspects of a power might be rare, but it's been done. Synapse's Shock enhances 5 aspects and was brought in to address the same reasoning here; more diversity in slotting attacks that have secondary effects. It enhances for a total of about 9 SOs. The above suggestion comes just shy of that (I'm not suggesting all sets enhance 5 aspects). Even if someone's trying to maximize bonuses with frankenslotting 2, the above example would still require trade-offs for the 2-4 slotted bonuses. TL;DR: Let's do what was done for endurance modification sets, and bring more diversity to taunt sets.
  14. The only time I'm on the red side is when I need to get my PPP unlocked, so I'd be ill-suited for finding the best route to get the badges there. That said, if someone wants to work on finding a good path, I'd be happy to build out the map and write up the step-by-step. I'll update the post to reflect that this is blue side only.
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