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nihilii

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Everything posted by nihilii

  1. I use Spore Cloud, but I think a build could be viable without it. The -regen isn't as strong as some other -regen in other powersets. It won't floor an AV due to their resistances, nowhere close. It's a nice little extra rather than a game changer. The -tohit and -dam are nice. But, you have plenty of mitigation otherwise, especially as a controller. Symphony + Entangling Aura gives you tools to mez. The rest of Nature has ample +res, +absorb to survive the alpha and regen/heals to recover. In truth, my highlevel Nature characters frequently don't use Spore Cloud for minutes at a time. Simply because my mitigation is enough otherwise, and I'd rather use the animation time for something else.
  2. I love stats and on a personal level I would love to see your suggestion implemented. But as everyone rightfully pointed out, making this sort of data widely available never fails to enable toxic behavior at scale. If there ever was a good example of "this is why we can't have nice things", a DPS meter in cooperative games is the poster boy.
  3. Silver Mantis goes wild with defense debuffs on every attack, and her damage is no joke either. She also has Build Up in her high level incarnations! Plus Dull Pain, plus Unstoppable...
  4. I would use it, no question.
  5. Personally, on a fairly similar config as yours, going from 40 FOV to 90 FOV is about a ~30% FPS hit. I don't seem to get any GPU/CPU usage drop by adjusting the FOV slider.
  6. ^ this mod sounds interesting. For a quick change from within the game, setting "particles" in graphic options to the absolute minimum could help.
  7. nihilii

    Tankers and -ToHit

    ^ For me, this is it. Darkest Night on a Tanker is absolutely bonkers. But Tankers are so brokenly good to start with, it's superfluous. I'm guilty of skipping it as well.
  8. 1) Yes, I think Sweeping Cross is better due to the procs but the idea is the same otherwise. 2) Snipes change the game significantly. Personally I'm fond of CU -> SB -> RC -> snipe -> SB -> RC, gives a high probability of always having Combo Level 3 for CU as 2 attacks out of 4 would need to miss. But I don't know if this is optimal.
  9. Hasten is the single most practical power in that situation, especially as a Dominator where both your primary and secondary AND your inherent are clicks. This is not a cool answer, but it is what it is.
  10. It's still worth proc slotting, but in the same way as regular damage auras. Instead of procs being 2x more efficient as a damage slot, they're now worth roughly the same.
  11. Echoing Radiation Armor as the secondary of choice. It gives you tons of endurance management, regeneration, resistance, so you're all set on SOs. Before the Sentinel buffs, I made a SO only version of my Fire/Rad Sentinel, and if I recall properly this was enough to solo the ITF on base difficulty up to the last mission. Perhaps to completion, even. So there's more than enough power to be found, for regular play. (This was also my very first character on Homecoming, anyway, in the beginning few days where nobody had money. Leveling went smoothly.) While this is not necessary for standard play, Radiation Armor stacks excellently with "one simple trick": converting all your inspirations into purples. As your resistances, healing, regen and recovery are taken care of, you can stack pure defense on top and improve your survivability tenfold.
  12. 68% is generally considered overkill. The 2 common softcaps are 45% for regular enemies, and 59% for incarnate content. However, defense above that is not wasted, as it makes for a buffer against defense debuffs and enemy tohitbuffs. For what it's worth, loading your build in Mids I'm getting 56.5% ranged rather than 68%. You could definitely shoot to get it down to 45% so you get more slots to play with in other areas.
  13. This is a highly underrated secondary effect of Tanker ATOs, and it's so good to the point it gives me pause whenever I consider rerolling a primary without a damage aura. Not only we give up the damage aura itself, we also have to pass on this wonderful synergy. Doubly relevant for proc builds who often don't want to slot Tanker ATOs and their massive +recharge in attack powers.
  14. This is one of these posts where you need the option to reply with both thumbs up and thumbs down.
  15. I think the DXP specifically doesn't work in Death From Below, so you could save yourself two trips to the P2W vendor!
  16. I actually don't disagree with your assessment Homecoming is a fun server. I would not play a vanilla CoH server with Homecoming's population if it was an alternate option to Homecoming with its current population.
  17. Going to hop on the bandwagon to say it's hard to go wrong with a Sentinel, for ease-of-use. Not only they're ranged blast + armor powerset, their powers are reworked so that they generally have more recovery early on. Dark/Rad Sentinel as mentioned is a great combo. Dark/ gives you a hold that's also a high damage attack at level 6. Your main AoE, Dark Obliteration, is a Fireball clone; this requires much less positioning than the original Dark Blast cones on defenders. /Rad gives you tons of recovery to the point you likely won't feel a worry in that department. Same with healing. It's a well-rounded set with resistances, lacking only defenses. Which, coincidentally, Blackstar from the primary will provide in bursts. There is decent synergy there and overall it should be a good combo to sit back and relax.
  18. I'm thinking the best snipeless chain could be something like Heavy Blow -> Rib Cracker -> Shin Breaker -> Crushing Uppercut -> Sweeping Cross. Sweeping Cross with an Arma proc and Fury -res, making sure to stick Sweeping Cross after a CU as to not eat combo levels (and incidentally, it'd get a CL3 hit if CU misses). ATO makes more sense in CU rather than anywhere else, to me. Street Justice has such fast recharges you'd get an abysmal proc chance anywhere else. Plus, CU itself needs tons of recharge. So, come to think of it, it'd make sense to rework slightly the order above to get a crit on higher damaging attacks. Crushing Uppercut -> Sweeping Cross (might crit) -> Shin Breaker (might crit) -> Rib Cracker -> Heavy Blow Combat Readiness replaces Heavy Blow whenever up.
  19. nihilii

    Staff/Bio

    Thank you for the detailed breakdown! This is an interesting problem. From these numbers, it would seem as if a 0% recharge Serpent Reach could be the best bet, for a ST focused character. Following up a Serpent proc going off with a Precise Strike and a Sky Splitter. Does your 0% recharge column account for the recharge aspect of the proc enhancement? In any case, I assume this wouldn't change the dynamic much.
  20. nihilii

    Staff/Bio

    I love Sky Splitter for the resistance buff. The lengthy animation also becomes a strength when it comes to chance for procs to go off. So it's a good candidate for the Critical Strikes ATO. Edit: so that's funny, Yoko's "like" made me look at his reply again and now I wonder. Is my belief actually correct? City of Data says Sky Splitter has only 1.1s of animation before the effect take place. That would include the ATO proc, right? Which would make it not so good... Wasting almost 2 seconds of that short window on Sky Splitter's animation.
  21. My vote goes to Tanker, in general. I think most combos built for max dam on Tanker and max def on Scrapper would end up roughly in the same ballpark for damage, while the Tanker would still enjoy significantly greater survivability.
  22. I feel that is the opposite of what I did, so this seems like either an unfair characterisation or largely irrelevant to quoting me... I spotted a problem in Dull Pain and Durability being underslotted. So my quick fix ("at a quick glance") was to zone in to the most obvious area where slots could be taken. I didn't open the build in Mids either. This is my 5 minutes fly-by look from the forum export. I'm not claiming this is the most optimized solution. Not sure why you deleted your original reply either. Your points were relevant, especially on Unbreakable Guard also giving E/N resistance. Which is why I gave you the thumbs up. Bit of a frustrating interaction, to be honest. I hope OP gets something out of the different opinions, if nothing else.
  23. I just can't see a couple extra % points of defense and resistance being worth losing perma DullPain and slotted Durability, is my thinking. So given the identified problem (two key powers are underslotted. where do we get these slots?), this is the easiest fix I could spot. If you can have both, of course, the more the merrier.
  24. At a quick glance your build looks mostly fine to me. In my opinion, you're underslotting Durability and Dull Pain, and overslotting your resistance sets. (1) Invul does typed defense so doesn't get as much out of those 4-tier Unbreakable Guard bonuses as you might expect. Shortening your resistance slotting to 2 pieces of res + res/end would be fine in most cases. (2) Durability is a passive absorb shield, it's worth slotting for Heal(Absorb) above all. (3) Dull Pain is a great heal + maxHP boost on a long recharge. Extra HP is basically like resistance that multiplies your existing resistance, so this is fantastic for Invul - you really want this power perma. It's a good candidate for a full Preventive Medicine set, for example.
  25. I would cry bitter tears if the radius went from 20 to 15 feet all for the sake of cutting endurance. That's almost a 50% nerf in net area of effect. Endurance can be managed and made sustainable, while radius can never be increased. Never trade invaluable things for temporary convenience.
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