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Everything posted by Rylas
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Wait... what? I've only been able to place 8. What am I doing wrong?
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Being annoyed by a seldom occurrence still isn't solid reasoning for making any kind of change. Considering nothing is broken by having it in place, there's just no good reason to change anything. Which is probably why no one has posted about it to begin with.
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I would add that if you can frankenslot Energy Absorption for Rech/End Mod/Def, you'll be doing yourself a big favor.
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Suggestion: Random missions when clicking unassigned doors
Rylas replied to chigiabelo's topic in Suggestions & Feedback
Instead of that, make it so that once a day, a door somewhere in the city leads to the secret apartment of Statesman. It provides some cool background lore and you end up fighting a group of tough Elite Bosses (or AVs on larger teams) who are there to steal valuables from the late, great hero. Mission reward – 1000 Reward Merits. You get a 25 minute timer once the mission starts in order to form a team to help you should you be solo. Once the timer is out, the mission closes and doesn't become available until the next day when a new door is randomly selected to host it. -
You answer what the clamp is, and how you think we should fix it, but you never stop to answer (perhaps you didn't bother to ask to begin with) WHY the clamp needs to be changed. Currently, the only reason I can infer is that you just don't like missing things. But that's not exactly a good enough reason to change the mechanic. And as it stands, nothing is broken by having it in place. I'm annoyed by whiffs as much as the next player, but I don't see them being game breaking when they happen 5% of the time with maxed accuracy. Big deal, *shrug*, we can kill foes so quickly in this game it doesn't even matter. Gonna have to +1 the /jranger on this.
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DM pairs well with a lot of primaries. Ice/DM, Fire/DM and Elec/DM will all have double up end recovery and healing. Ice/, Inv/, Shield/, and Super Reflexes will all have synergy with the -To Hit in DM. And for sets that don't have a heal in them like Willpower, it's an nice set to plug that hole a little.
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Can confirm, Rad/Bio is a wickedly fun combination. The -Def and -Res the combo, along with Contamination and its AoEs provides a lot of orange numbers. :D
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Equivalent Powers, for more options and flexibility in sets
Rylas replied to Vanden's topic in Suggestions & Feedback
So in this example, if you chose the Burst Alternative would you then be locked into taking the other Alternatives for Slug and Sniper, etc? Or would you be able to take from one side here, another side there? For example, Burst Alternative, Slug Original, Sniper Alternative. -
What level is your tank currently? Powers and slotting? Ice Armor is a pretty solid set, with great defense numbers and -def resistance, which is helped out by a strong aggro aura with a slow debuff. An Ice/ tank can hit the soft-cap to S/L/E/N with help from pool powers, with your main weaknesses being Fire and Psi. If you grab the passives, that helps bring some of the Fire weakness in check. If you can share more about your build, it would help with providing better input.
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Good "tankery" primaries: Invulnerable – for being covered on defense and resists (except for Psi) Ice – for strong defense and crowd control (got the best aggro aura in the game) Dark – for strong resists and mez effect Stone – something for everything, just not all at once Good "tankery" secondaries to go with them: Super Strength – Punchy McPunchfest Ice – Good mez and crowd control Dark – The utility belt of melee Stone – Knockdown King Pair them up any way you like, should be fun. There are, of course, plenty of other sets good for tanking, but these have the most "impeding hunk of aggro fest" feel to them, IMO.
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Couldn't agree more. Fusion + Atom Smasher is a great way to start off a mob. Contamination everywhere along with the defense debuff. I feel like I burn through whole groups quickly because of it. I save regular Build Up powers for later levels but Fusion is worth picking up earlier in my opinion.
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I think relying on Siphon Radiation as a heal isn't the best way to go. A helpful one when it lands? Yes. One you *rely* on? No. If you run into sudden burst damage that's over taking your mitigation, then you're not only relying on a to-hit check for your heal, you're also relying on Fusion being up so you can first set up needed condition for Contamination. That means you're relying on 3 powers before you heal yourself. Fusion, [attack to contaminate], and then Siphon Radiation landing a hit. SR works much better when treated as a single target attack.
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Just because Hasten is popular doesn't mean it's *required.* Recharge is just that desirable. Lot's of people like to build for defense, it doesn't mean Weave is a *requirement* either. If you globally buff the recharge of all powers, people will still want to get as much recharge as they can on top of that. Hasten would probably still be picked up just as often as it is now. You're basically suggesting the change because people like recharge. It's not enough reason to make a change, really. We might as well ask for more damage in all attacks because people like having more damage.
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One of my favorites back in the day was an Ice/EM Tanker (re-rolled as a brute now). Still pretty viable in PVE (can't speak for PVP). Wouldn't skip the toggle armors, nor hoarfrost (grab by 20ish). Wet Ice is good for a Steadfast defense (nice for the slow and -def resist too), but can be saved for later. For Taunt auras; Chilling Embrace is a must, Icicles is optional. Energy Absorption is great for taking you to Soft Cap without needing OIs. And Hibernate is optional; advised for maybe non-IO builds when the fudge hits the whirly, but a strong IO build could easily skip it. Just my 2 cents.
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Yeah, ok. You've convinced me. Gonna have to make that a second build for tough team content. If you happen to have one laying around that's for SOs (spending my current CoH savings on the posted build), I'd be happy to see it. Would make for two fun play styles.
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And also one for Psi Damage in Perfect Zinger.
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If that's the case, it would be good to hear some input from someone who knows more precisely how the mechanic is suppose to work. Slotting for Defense Debuff doesn't sound like it should have any better effect than slotting for accuracy, and OP's build has acc slotted. My experience with Rad Melee has been pretty good. Before getting Irradiated Ground I was already seeing additional damage numbers pop up. So I can say for sure numbers I saw in the early levels were from Contaminated damage. OP, have you been watching the combat log to see if Contaminated targets hit nearby foes for damage?
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1) Before anything else, we'd need to see what your build looks like that you're currently running with. 2) Contamination doesn't have a "boom". When you use Contaminated Strike, Radioactive Smash, or Devastating Blow on a contaminated target, it allows a portion of their damage to also hit nearby foes. You'll see more orange numbers pop up, but no "boom."
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I thought about taking Shockwave, but there's just not room for it with the other powers I need to make use of. On the bright side, the debuffs are so strong, I haven't worried about needing more mitigation help.
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I'm having a lot of fun with the Rad/Sonic so far. She's approaching 40 and after some experimenting I've found the direction I think she needs to go in. Dropped Sorcery as it wasn't providing what I was hoping for. Grabbed the fighting pool and decided to aim for a little positional defense. The top three priorities in order are perma-AM, solid enhancement values, and positional defense. I'm keeping it lower cost (the ATOs I have rewards for). As additional bonus, the build ends up having near perma-Soul Drain. If anyone sees any tweaks for more defense without hurting enhancement values (or being overly expensive), I'm all ears. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Rad Radio: Level 50 Technology Defender Primary Power Set: Radiation Emission Secondary Power Set: Sonic Attack Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Dark Mastery Hero Profile: Level 1: Radiant Aura (A) Doctored Wounds - Heal/Endurance (3) Doctored Wounds - Heal/Recharge (3) Doctored Wounds - Heal/Endurance/Recharge (7) Doctored Wounds - Heal (7) Doctored Wounds - Recharge Level 1: Shriek (A) Decimation - Accuracy/Damage (15) Decimation - Damage/Endurance (17) Decimation - Damage/Recharge (17) Decimation - Accuracy/Endurance/Recharge (19) Decimation - Accuracy/Damage/Recharge Level 2: Scream (A) Thunderstrike - Damage/Endurance/Recharge (29) Thunderstrike - Accuracy/Damage (31) Thunderstrike - Damage/Endurance (43) Thunderstrike - Accuracy/Damage/Endurance (43) Thunderstrike - Accuracy/Damage/Recharge (43) Thunderstrike - Damage/Recharge Level 4: Accelerate Metabolism (A) Performance Shifter - EndMod/Recharge (5) Performance Shifter - EndMod/Accuracy/Recharge (5) Efficacy Adaptor - EndMod/Recharge (31) Efficacy Adaptor - EndMod/Accuracy/Recharge Level 6: Howl (A) Positron's Blast - Accuracy/Damage (19) Positron's Blast - Accuracy/Damage/Endurance (23) Positron's Blast - Damage/Recharge (25) Positron's Blast - Damage/Endurance (25) Positron's Blast - Chance of Damage(Energy) Level 8: Radiation Infection (A) Dark Watcher's Despair - To Hit Debuff (9) Dark Watcher's Despair - To Hit Debuff/Recharge (9) Dark Watcher's Despair - To Hit Debuff/Endurance (11) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance (11) Touch of Lady Grey - Defense Debuff/Endurance (15) Touch of Lady Grey - Defense Debuff/Recharge/Endurance Level 10: Mutation (A) Recharge Reduction IO Level 12: Hasten (A) Recharge Reduction IO (13) Recharge Reduction IO (13) Recharge Reduction IO Level 14: Super Jump (A) Jumping IO Level 16: Shout (A) Vigilant Assault - Damage/RechargeTime (33) Vigilant Assault - Accuracy/Damage (33) Vigilant Assault - RechargeTime/PBAoE +Absorb (34) Devastation - Accuracy/Damage/Endurance/Recharge (37) Thunderstrike - Damage/Endurance/Recharge Level 18: Enervating Field (A) Endurance Reduction IO Level 20: Choking Cloud (A) Basilisk's Gaze - Accuracy/Recharge (21) Basilisk's Gaze - Recharge/Hold (21) Basilisk's Gaze - Endurance/Recharge/Hold (23) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold Level 22: Boxing (A) Crushing Impact - Accuracy/Damage (40) Crushing Impact - Damage/Endurance/Recharge (40) Crushing Impact - Accuracy/Damage/Endurance (46) Crushing Impact - Accuracy/Damage/Recharge Level 24: Lingering Radiation (A) Recharge Reduction IO (37) Recharge Reduction IO Level 26: Tough (A) Steadfast Protection - Resistance/+Def 3% (27) Steadfast Protection - Knockback Protection (27) Gladiator's Armor - TP Protection +3% Def (All) Level 28: Weave (A) Luck of the Gambler - Recharge Speed (29) Luck of the Gambler - Defense Level 30: Maneuvers (A) Luck of the Gambler - Recharge Speed (31) Luck of the Gambler - Defense Level 32: EM Pulse (A) Basilisk's Gaze - Accuracy/Recharge (33) Basilisk's Gaze - Endurance/Recharge/Hold (34) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold (34) Basilisk's Gaze - Recharge/Hold Level 35: Screech (A) Razzle Dazzle - Chance of Immobilize (36) Razzle Dazzle - Accuracy/Recharge (36) Razzle Dazzle - Accuracy/Endurance (36) Razzle Dazzle - Accuracy/Stun/Recharge (37) Razzle Dazzle - Endurance/Stun (46) Razzle Dazzle - Stun/Range Level 38: Dreadful Wail (A) Superior Vigilant Assault - Damage/Endurance/RechargeTime (39) Superior Vigilant Assault - Accuracy/Damage/Endurance (39) Superior Vigilant Assault - Accuracy/Damage/Endurance/RechargeTime (39) Multi-Strike - Damage/Endurance/Recharge (40) Scirocco's Dervish - Accuracy/Recharge Level 41: Dark Consumption (A) Performance Shifter - EndMod/Accuracy/Recharge (42) Performance Shifter - Accuracy/Recharge (42) Efficacy Adaptor - EndMod/Accuracy/Recharge (42) Efficacy Adaptor - EndMod/Recharge Level 44: Oppressive Gloom (A) Razzle Dazzle - Accuracy/Recharge (45) Razzle Dazzle - Accuracy/Stun/Recharge (45) Razzle Dazzle - Chance of Immobilize (45) Razzle Dazzle - Stun/Range (46) Razzle Dazzle - Endurance/Stun (50) Razzle Dazzle - Accuracy/Endurance Level 47: Soul Drain (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge (48) Gaussian's Synchronized Fire-Control - Recharge/Endurance (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance (48) Gaussian's Synchronized Fire-Control - To Hit Buff (50) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance (50) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 49: Combat Jumping (A) Luck of the Gambler - Recharge Speed Level 1: Brawl (A) Empty Level 1: Prestige Power Dash (A) Empty Level 1: Prestige Power Slide (A) Empty Level 1: Prestige Power Quick (A) Empty Level 1: Prestige Power Rush (A) Empty Level 1: Prestige Power Surge (A) Empty Level 1: Sprint (A) Empty Level 1: Vigilance Level 2: Rest (A) Empty Level 4: Ninja Run Level 2: Swift (A) Empty Level 2: Health (A) Empty Level 2: Hurdle (A) Empty Level 2: Stamina (A) Empty ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1470;679;1358;HEX;| |78DA6594DB4FD36018C6BFAE9DB8711CA7810CD810E430280CB837EAD0180109783| |F9BAD6C0DD82E6B11E621A8F77AA3C6533C46456FBCF100F14F30DE7A881A13BDF7| |F01FCC777D9F11629B35BFF6790F7DBEB75F37B396AC7971E4E27E21D51D5AD66C3| |B95D4177533A3178227F474CEB496AD6C51D01198D732513A0DAB8AEEA295ACD4C1| |95C545B5AC6B8E6199A9A953866DD345643B615E33B37A465DB04C239D3AE0385A7| |A2974D4CCE905DD74D4CA4570CEB296D585BCAE676ADCCB695DCB1B66B6D6BD396C| |64730EDDD55742D4D7CE19F9D054DE48AB49ADB0949AD16C472F14DBC85B1F9DAB3| |E81A3A4886392100945F866C059E6AEE3E01CF3CBCE9A1B847E45D4DD6436DC026F| |331BEF30BF528DC4357EE99170FB44EE123B15D1758FEF871E820FC0FBCC22D5CA6| |E714996AFFA5C4DB9065E66765D617E23F8E1CDFF92EB1B3799ADAF996DAFC02DE6| |1AD554C15BD51BEEB37B137CCB0C6E81EF9975EF98670901AE158138F7EBA166D5E| |CD7570DADE63F8629A71675B503AC7DA75EF5F05E1F575C2D3A048E32631B9CDB8B| |199EA19A10FA8462AC9D27AD8935B9E983CF9D71F347F013B3F53353221F2DC86D3| |9C9F5FD3A98618EA499E7A824CCB95218EBE80565EAD38E35B78725B7F79E36705C| |E67745391D9C2375B4F05E8A34334314EB44AC13B12EC4D6E9B9DDF0D88DF544B18| |E18D611C3FA7E107AF02E7BD6F8F97B6D70055C65F63ACC91D3CC9F3EFE26CAF3EF| |1BE779EF9B0027C115CCA6C8BC404B1B707776491EC09E1CBC0E624F0E628FAE536| |E1CDEE2F0340C2FC3F03A0C2F23F09680E74B54ABF273FCEA13EE37BA013E051F33| |13CFC0E7CC569AED18CF568C55E6AE6C7FC3F4A3430C7994318F92F028131E65D2A| |34C7B94D9B2C28E4A73CAF63F8390DC68A081BE77564ABF8214957646FF7894DF1E| |E5AF47F907B416F9BC| |-------------------------------------------------------------------|
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Would make going to the grocery store easier. +1
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I won't argue that isn't highly subjective. How about this? Take a pure resistance set, like Fire. Find out how much damage mitigation is lost by the debuff. Then take a heavy defense set with strong def debuff resistance, like Super Reflexes, and calculate how much mitigation was lost if the debuff could be resisted. Average the difference between the two, figure out how that should translate into % of base HP, and make that the damage penalty. You're compromising between the arguably weakest resist set and the arguably strongest defense set. Seems like the best place for middle of the spectrum.
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Following up. I've reworked my build to include Screech. I'm also going to give Fallout a little test run since I've picked up Recall to put bodies where I need. I play with friends often enough I'm sure they enjoy being fodder. Does anyone have any handy keybinds they use with Fallout? I find it unlikely there's a "target nearest dead ally" command.
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Yup, my bad. Went back and edited that for clarity.
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No, This is literally the only non negotiable thing on the list for me. Just no. So long as the self damage was balanced to what could reasonably be considered equal to expected damage from the -Def, then I don't see why it can't possibly be an option. At least self damage affects everyone the same, unlike -Def. It's really no different from the same things Energy Transfer does in Energy Melee.