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Zect
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I don't want any sort of hardcore, challenge, or progression raiding content in coh. And I say this as someone who is generally in favor of challenge in games, and who has completed some of the hardest pve content in the entire history of the MMO genre. 1) The game engine is not robust enough to handle it. You can kill the last nictus and have Rom rez off it 5 seconds later. The maps are filled with OOB holes. You can bump people out of hiding places so they get vaped by brickernaut self-destructs. This kind of jank is unacceptable in any serious challenge mode. 2) Balance is a hot mess, and will probably always be. Just as a small example, homecoming team still thinks it is OK not to balance powersets based on procs even though they are a major contributor to damage (just as Cryptic devs thought it was okay to balance attacks based only on their rech and not their animation time). This precludes the existence of any serious dps check. 3) There are no rewards that Homecoming team is willing to offer. Reward is an essential part of what makes games fun. No reward, no dice. 4) Challenge inevitably brings homogenization. In order to properly balance content so that it can challenge the players who are strong enough to desire challenge, some degree of homogenization is necessary so that developers have a benchmark for what players can accomplish. This would mean standardized team comps, standardized powerset layouts, etc. Are you willing to put up with that? 5) No offense, but the community is unfit for it. Challenge requires teamwork, mental toughness, tenacity and adaptibility. Most coh players are heavily focused on idle play such as sitting, AFK farming and marketing. They are not capable of overcoming challenge. If you want to have challenging content, it needs to be there at day 1 so that a raiding culture and community can be nurtured. The time for that passed long, long ago in coh. Say no to challenge content in coh. Leave that to the pros and focus on what you do well, which is character customization (whether mechanically or aesthetically). "But what about hard mode?" you ask. Hardmode is okay; there should be more of that. "Hard" mode is not hard and not comparable to challenge content of other MMO's in its difficulty. The extra mechanics/fights are incredibly simple and casual (Vengeful Rom's void bombs would be a story dungeon mechanic in wow or ffxiv, for example, albeit a bit more punishing) and the mode is more accurately described as stat gated. 4* is designed for an entire team of tier 4 incarnates. If you team doesn't have that, don't whine that it was hard.
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I would agree with you if endgame were filled with Mary MacCombers running hurricane - now that might justify focused acc (can't kill her quickly enough, can't mez to turn it off, autohit). IME def buffs from cimerorans and hardmode mobs are more likely to be a problem.
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FF has mez protection and debuff resistance (one of very few grantable sources of debuff resist in the game), time has heals, +tohit and +rech. FF bubbles are more convenient because they are on a short recharge with a large area. There's a reason people prefer FF and cold as the def buffer in pug hardmodes: it's not practical to expect pugs to stay clustered enough to always get time's pbaoe buffs. That said, you're also playing MC/FF which is a combo with zero synergy. Try FF on a fender or corr. FF is completely overpowered on fenders/corrs who are able to get both power boost and soul drain from the same epic, and more easily stack offensive procs and debuffs from sets such as sonic blast with it.
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This is true, and it is one reason why controller damage is often underestimated. Even their epic blasts get containment despite not being control powers, which is why they are so good. But it's also true that they have limited access to good dpa attacks. If you want anything approaching decent damage on a controller, you really have to strategize every step of the way and not all powersets can do it. It's not like a scrapper where I could pick any random powersets, give it to a parakeet to play and it would do 400 dps minimum.
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Make that 65.3 (shield tanks can comfily sit at ~75% to all) because of where the ATIO proc is. 6PPM can't save a proc when it lives in Jab with ED-capped rech. Focused acc is 20% acc and some minuscule amount of tohit for 0.78 EPS. A single purple set is 15% acc. Properly slotting rage (for example 3x adjusted targetting for EN res) and using purple sets to build for F/C/Psi/tox resistance would not only provide more tohit and acc, they would also provide the defensive stats this build needs. There's a KD proc in foot stomp turning it into KB. There's neither taunt nor an aoe blast so tactical options are quite limited. etc etc. These things stand out to me, because they are indicative of building for what looks pretty in mids as opposed to what actually works. I would post a blow-by-blow build teardown, but the person who made this might just be beyond my help.
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Neither; they're both very badly made. The first build has low resists and low slot-efficiency. It underslots tough hide only to waste slots chasing def elsewhere, by putting positional defense IO sets on a typed defense armor. It takes phys perfection despite also taking agility alpha and ageless destiny (which should preclude the need for more endurance). A note on Phys perfection: it is only 20% regen and 10% recovery. If I took gloom, and put 2 apocs in it, that gives 16% regen. Phys perfection is only worth it in specific circumstances where you really make use of its access to sustain procs or to help avoid taking other endurance powers. Bad tank design uses it as a security blanket. The 2nd build makes no attempt to build for resist bonuses at all, not even the resist uniques are slotted. It looks like a build from 2012, and a shoddily made one at that.
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All toons are limited to 69 added slots and 6 slots per power, so this first point sounds confusing to say the least. Secondly, set bonuses should simply be considered another power (and are, in fact, powers of their own in the game engine - a point that strikes me as being particularly philosophically pleasing). It's good build practice to see if you can avoid excessive set-muling because that suggests an opportunity to optimize by seeing if we can get both the set bonus and a useful, enhanced power. (Always try to eat your cake and still have it.) However, avoiding using set mules out of ideological constraints is a mental block that stands in the way of effective build design. The choice is not between enhancement value and a set bonus. It's between enhancing two powers, one of which just happens to be called a set bonus. I'll address this first because this issue is the crux of slotting a nature, any nature: global recharge is your #1 priority. The reason is that Overgrowth, in addition to its formidable tohit and dmg buff, provides a large endurance discount. So there is no need to fiddle about getting minuscule endredux bonuses from sets, when you can get perma-overgrowth instead and install the equivalent of 1.5 cardiac core paragons on your toon. Yes, it really is that powerful. All efforts should be directed towards achieving perma-overgrowth before anything else and exemplar performance can be maintained by delaying end-costly powers until after overgrowth is taken. The 6th piece bonus from panacea is a joke at the best of times, but especially pointless on a nature because of the bloom mechanic. Every stack of bloom gives +4% heal, or more precisely, -4% heal damage resistance, because healing is coded in the game engine as a damage type. Furthermore, +heal% IO set bonuses do not work on wild bastion's absorb. (They are specifically +heal only, not +heal/absorb like enhancements.) Stop slotting mediocre sets and sprout more flowers. Yes, I said mediocre. 7.5% rech for 4 added slots is only so-so in 2023, when corrs can get 10% for 2 added slots from the ATIO. When slotting heals you should consider carefully 1) if you are taking spiritual core paragon and 2) whether the power can do without: heal, recharge or endurance reduction enhancement. If both are true, we can often gain large amounts of slot-efficiency with a 1-2 slot frankenslotting with D-syncs or whichever set you want a 2-slot bonus from. For example, 2x 53 D-sync reconstruction provides about the same rech enhancement and only 14% less heal enhancement than 6x prevmed. Prevmed and Panacea are not first-line choices and should be carefully considered. They can be good if you are making use of multiple of Prevmed's set bonuses (e.g. using the SLFC resists to hardcap res while getting a useful proc and recharge), or fully utilizing a +5 boosted panacea's high enhancement value. This heals yourself too for the same amount. You do know this, right? You have read the power description? Is there any reason nobody else has pointed this out yet? I feel like the child crying "the emperor is naked!" Panacea will heal anyone in the patch. Performance shifter will only +end you, but it will trigger if other players stand in the patch. Is it good? Not really because the procrate is shit. The same can be said for putting panacea in Pain's soothing aura which is another suggestion I commonly see. It's a fun luxury, but don't expect it to make a material difference. It does not need heavy recharge enhancement because it is easily permable at perma-overgrowth levels of rech. (Rech 255, duration 90; (255/90) -1 = 1.8333..., or permanent at +183% rech, enhancements included.) It is more important to maximize the resist value. 4x unbreakable guards is fine if you need the melee def. Nature corrs can hit around ~30-32.5% def to all with moderate slot investment, if you chose to build for defense. Incidentally, if you do want regen as a side bonus, you should put your numina's here instead of in health (since you will be keeping the power permanent anyway, so you always get the bonus when you refresh it), and add a +5 numina's: heal. The combination of the heal enhancement and the 2-slot bonus from numina's means this single added slot gives +65% regen, the most you can get anywhere in your build for 1 slot. Do you now see why I think your proclamation of "Number of slots should not be considered a constraint" is ridiculous? Not only does it fly in the face of facts, it's a mental block that stands in the way of your being able to identify efficient synergies. Live every day as though it were your last, spend every slot as though it were your last. See my long discussion on how to slot heal powers above and apply it.
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First of all, Elec is far more powerful, defensively, than kin is. Also: empowering gives tohit, FS does not. So it makes sense that kin should add more damage than elecaff, because it is the more offensively focused set. Secondly, saying that kin is 400% damage makes it sound a lot more powerful than it is. What is true is that the damage cap for non-dps AT's is 400% and that of dps AT's is 500% (and brutes at 700%, due to their fury mechanic). However, 100% of that is the power's base damage. (it's 400%. not +400%.) This means we can still add +300%. Then, your enhancements and set bonuses also count towards this cap. Red ED starts at +95%. about +10% from set bonuses on an IO build is pretty common. So well-slotted attacks are already at 195-205% out of 400%. How about the DPS AT's? They have a higher cap of 500%, but musculature alpha is really common on them. The ED-ignoring part of musculature core paragon is 30%. 100% (base) + 95% (enhancements) + 30% (alpha) + 10% set bonuses = 235%. That's a little under half their cap of 500%. So in practice, a kin is double damage or a little more, assuming they saturate their FS. Saying that a kin is 400% damage sounds like it does quadruple damage, which is not true. Now, to be fair, double damage is still really, really strong. Kin is, and always will be, a meta set for good reason. My point is that other sets are not nearly as far behind it as it seems. My favorite example is nature. Overgrowth on a fender gives +82.5% damage, and fender assault is 18.5% or so. Taking both gives +101% damage. If a kin is a little over 2x damage, a perma-overgrowth nature fender is about 1.4x to 1.5x damage, and it can cast overgrowth before engaging. That's very powerful considering that nature is a formidable healing set that also brings resistance buffs and even -res and -regen. Nature is really a beast; people don't seem to realize how powerful it is. The real issue is that the mobs in this game don't do enough damage, and don't punch through player defenses enough. Outside of the two hardmode TF's, you do not suffer defensively when you bring a kin over an elec, when you really ought to. Therefore, the more offensive set becomes the more desired one by default.
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You don't need boxing/tough/weave on a primal epic troller because primal trollers can softcap melee/range/aoe without weave. Troller power boost, unlike fenders/corrs, costs 3 powers. Taking another 3 on top of that means you have spent 6/24, or a quarter of all powers to softcap. You're getting ripped off! Why do you want to take PB and then not use it? PB means Power Boost. It does not mean Power For Another Day. PB on a troller increases farsight's defense bonus by +11.5% defense to all positions. That is not a small amount of defense to make up from set bonuses. Conversely, if you do softcap without PB that means a costly investment that is superfluous when you do have PB. If you exemplar and no longer have PB then use your controls and debuffs. Or, you know, eat a small purple, or use dual builds. Trivial. As mentioned, power boost can be thought of as +11.5% def to all as long as we remember to use it every time we refresh farsight. This means we are capped when we see 33.5% def in mids with power boost OFF. ED-capped Maneuvers, ED-capped Farsight, either hover or CJ with an lotg in it, and the two +3% uniques bring us to 27.4% def to all. This means we only need about +6.1% def to cap. TJ is 15% base and a useful shorthand for the purple patch is that against +4's your powers are a little under half as effective. So, that's -7.5% enemy tohit. We're already done! Furthermore, controllers easily get +5% ranged def from their ATIO. So aoe def is really the only sticking point. The most slot-efficient source of aoe def in the game is frozen blast, the winter taoe set. That's good news because you then say: Good. You should take energy torrent. Even though the description says otherwise, on controllers it does KD instead of KB. It will add valuable aoe damage and soft control, and it is also an excellent procbombing power - far better than crushing field, or distortion field for that matter, at the cost of being available later. (Controller aoe immobs are pretty bad as attacks, even procced-out, due to the low base recharge and large area.) Incidentally, if you can only afford to proc-bomb one power, it should be energy torrent, putting the frozen blast in crushing field instead. Energy torrent with 4 damage procs and a 53 nucleolus does nearly 300 damage on average. The last grav/time/primal thread got extremely badly-designed examples in response. Here is a much better template than the Bionic Flea build you based yours on, and I haven't even touched the alpha or spent all the slots. This is a perma-chronoshift build that's softcapped to range and aoe with PB, and slightly undercapped to melee: I'm not providing a build link. I want you to look at this picture, enter the IO's one by one yourself, look at how the enhancement values are changing, and think about their effect and whether they are worth it. (That's a Conduit in chronoshift, Membranes in farsight, and a +5 D/E in maneuvers, by the way.) Completing the build is left as an exercise for the reader. Try: Adding up to two more procbombing powers. Adding a different power pool; fold space, tactics, CJ, rune of protection, something for concept - the possibilities are endless. Proccing out crushing field, and getting aoe defense from somewhere else. This is slot-intensive, and I do not recommend it, but the option is there. Some ways to add aoe def include 4x shield breaker (6x would add melee def as well), tactics with 6x gaussians (also adds melee def, make sure to cut out some ranged def to regain some slot-efficiency). 5-6x lockdown, 6x ice mistal's in TJ, CJ, etc. Whatever you choose, you should get over your mental block of not using powerboost. On an endgame high-rech build like the one I have demonstrated, power boost has nearly 50% uptime and is available every spawn. You can power boost to get a much stronger heal from chronoshift or temporal healing, you can power boost to increase your control duration far more than getting measely 4% mez bonuses from 2x entomb. Power boost increases the tohit buff from Farsight which is beneficial because 1) we are using procbombed attacks with little/no acc slotting and 2) controllers do not have access to aim. You don't want to encounter enemies with defense buffs, whiff your slowed response (which should be taken at 28 btw) and have nothing else in response. Finally, you do not need the Soulbound Allegiance proc in singularity. It has only 2 attacks, crush and lift, and doesn't have containment. The purpose of singularity is to control and group up mobs, not to do damage. You'll get far better returns ensuring your own powers are competently slotted.
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Regen on brutes can be very survivable, if relatively high-effort and late-blooming. You can pretty easily get nearly 50% resist all from Tough and IO set bonuses, then cycle defensive clickies one after another to get to the hardcap or nearly there, e.g. something like Rune of protection > Melee core hybrid > Barrier core epiphany > (repeat), then you have IH, reconstruction and mog to back up all of this. It will be painful in the midgame before you have access to all your tools, though. Scrapper regens don't have a 90% resist cap, but they do have access to shadow meld from soul epic. So regen on a scrapper relies on using shadow meld as an alpha absorber (on a recharge build, it has close to 50% uptime) and killing most of the spawn while it is up. You should only ever have to tank 1-2 bosses, if even that, for any length of time. There; in 2 short paragraphs I've already given you more useful information on the set than @Rigged could ever hope to!
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I have seen DD failed in a number of amusing ways back in the days of live. Whatsherface at the end actually gains resists if too many people die, so she can become literally impossible to kill. It's one of the few things I appreciate about itrials - the fact that they all have fail conditions (running out of time, if nothing else) and are not afraid to allow players to fail. Non-zerg-shard players don't listen either, they just ignore you slowly. The idea that if you go to a certain place you get better players is a myth as long as that place is open to pubbies. To get better player quality, you have to be selective of who joins. This means something like a friends list or private channel populated by players you personally vet or a community with requirements for joining (and even then, you may expect that any public metric for measuring player quality will be immediately gamed).
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The OP is a returning player concerned about the performance of their powersets relative to the meta due to fearmongering about how serious the TW nerfs were. The correct answer to that is that TW is extremely strong, one of the best. And that, especially for someone whose last experience of the set was pre-nerf TW, it got a lot more straightforward and forgiving to play.The great thing is, you don't need to take my word for it. You can just go to the guide by Ratch that I linked, copy the builds and attack chains wholesale, and see for yourself that it is not so hard to execute. I think the real reason you react so emotively is that you've invested so much time and effort attempting to push the dps frontier, it touches a nerve when someone describes the set as easy. For anyone else reading, do *NOT* be discouraged by people who live inside the trapdoor instance; TW is no harder to play than any other set.
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Dear Devs: Storm Blast powerset thoughts so far
Zect replied to Dogooder's topic in Suggestions & Feedback
I personally love the idea that storm blast is a set that trades a little bit of damage for powerful debuffs and soft control. There are plenty of sets focused primarily on dps, and especially burst dps, so this seems like a refreshing and fun change to me. Reading your post, it's pretty clear you're inexperienced with both your powersets, and with defenders in general. If you have played storm summoning (not blast) - and before bystanders jump in to correct me, OP is playing a storm summoning/storm blast fender - you know it is famously endurance-hungry. Yet by your own admission your powers are slotted 1x dmg, 1x dam/rech. Of course you're going to run out of blue. Plenty of defenders have no self-heal, including classic sets such as TA and cold, and they solo and survive just fine. It's clear you're a blaster, bringing blaster preconceptions to a different AT. You need to improve your gameplay and build design skills to make effective use of your tools. Personally, I've not witnessed any of the issues you see. Played and built competently, storm blast is exciting, powerful and fun. I wouldn't want to play it on a speed TF because I don't want to be resummoning storm cell at every shadow cyst, but that's about it. -
Nobody is actually providing the one resource relevant to the OP. Here you go: The key takeaway is that unlike optimization for most powersets, it is not the order of powers that is used in each momentum window that matters but rather the number, as long as you begin and end each window with the same power. Depending on which power you lead with, you don't even need to have a gapless attack chain to get the correct number of attacks in each window. For these reasons TW is an easy set to play and momentum windows are very forgiving.
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Unslotted O2 boost is generally correct. It is only a 17% heal (compare heal other & clones: 25%). It has situational uses to counter stuns and drains, e.g. against super stunners or on people who just ate a wakie, but the healz part is a tool of last resort and only there so you can save a slot by putting the prevmed proc in it. Empowering needs to not stack. Stacking emp circuit would lead to it being stronger on solo fenders than on a team because you can bounce it off your own sentinel and stack it on yourself. At least this one doesn't sing the praises of elec troller draining. Forumites always talk about how effectively the aura drains; I have played it, and witnessed it (sometimes played by those selfsame forumites), and never seen it deplete blue bars significantly faster than I can deplete red ones. I conclude that my standards for both dps and drain rate are too high. Now, Thunderous blast; that's a real draining power.
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That's because you are running alpha only (i.e. no barrier spam), and also undermanned, so you are operating in a less buff-heavy environment. For the average pug doing an average pug 4*, I wouldn't advise it.
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A trend I've noticed is that less knowledgeable players tend to fixate on extremely specialized strats (e.g. building only for defense, or only for offense, rather than a balance of both); and insist that such builds are a lot more optimal than they really are. For another example, just look at those awful Tanker builds that take phys perfection, hasten at 49 (if they even have it), dump rech and damage procs completely, skip all their best attacks, toggle on Rune of protection to look better in Mids for forum chest-thumping, and somehow still end up with barely any more mitigation than a balanced build. I have a hypothesis as to why this is so: novice players may not be able to juggle multiple build goals nor perceive synergies in the IO system, and focusing exclusively on one area results in high stats in that narrow area, which gives them an illusion of mastery. If you're new to coh and reading this: don't be fooled by the one-trick pony. Attacks apply debuffs and soft controls, provide defensive IO set bonuses such as res and def, and whittle down enemies, reducing incoming fire. Conversely, strong defenses allow you to play more aggressively, maximize the potential of aoe firepower, survive mistakes, and output superior dps. Jack of all trades, master of none; but better than a master of one. Here are the numbers for FF bubbles only, slotted 1x lotg 7.5, 1x +5 lotg or shieldwall, with agility or nerve core paragon. This is the optimal slotting, and gives 65.47% +def enhancement value (red ED starts at around 69%). 3-slotting is only worth it if the set bonus from the 3rd slot lets you hit some kind of performance breakpoint. For example, 3x lotg may give you enough HP to be HP capped or close, and on a 4* may be worth the extra slot, depending on what the rest of your build looks like. Corruptor Base 18.62 Powerboost 27.47 Defender Base 24.82 Powerboost 39.57 At first, it may seem that the fender numbers are significantly higher. However, corrs will also have dispersion bubble and maneuvers which are worth 15-17% def depending on how deep into ED you want to go. The result is that FF corrs can actually softcap naked toons, or fall just shy of it, and the defender numbers end up being overkill in a lot of situations. I do like FF fenders on 4* hard mode, though, if I am the only +def buffer; in that case the extra def really does seem to make things comfier.
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This was in the days of yore, when blaster nukes were not crashless. I was on an ITF, playing a fire blaster, and I used the nuke. Without a word, the kin beside me recognized the animation, and immediately used transference, the +end power. The timing was so precise that my blue bar was back to full before my toggles could tick again, and I never detoggled. I always remember this incident as an exemplar of what a good coh player is. Truly excellent players are defined not by having the most finely tuned builds, but rather by their situational awareness and adaptability. You may be familiar with the military concept of the fog of war, where a lack of information, direction and orientation combine to cloud an individual soldier's perception of the battlefield, resulting in confusion and paralysis. Low-skill players are so deep in the fog of war that they are often barely cognizant of what is going on right in front of them, and typically can only follow a rigid script of actions. High-skill players see through the fog of war and perceive not only what they are doing, but also what their teammates and enemies are doing, and adapt their response swiftly, decisively and appropriately.
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This is only true for ST damage vs a hard target, e.g. an AV or pylon. For mixed groups such as the trapdoor test (bunch of normal mobs, then an AV at the end) all 4 AT's have approximately the same killtimes, but tankers are significantly safer and easier. Sentinels are below all 4 melee AT's and significantly below tanks. However, it isn't that sents are weak; it's more that tanks are offensively too strong. Tanks have: Access to superior offensive powersets such as SS, Savage, TW Universal, strong taunt aura This is critical for soloing at high difficulties where no toon can wipe an entire spawn within a few powers. Being able to keep everything tightly grouped and stationary for aoes and damage patches is invaluable. Higher target caps and larger aoes Combined with their high damage scalar of 0.95 (compare corruptors: only 0.75), these advantages have synergistic, multiplicative effects that catapult their offensive power above the actual dps AT's. Tanks are the #1 solo AT, and also the #1 AFK farmer (for active farming where you're converting and gobbling insps, brutes are still better because they have tanker resist caps but higher offense caps). The tanker damage scale needs to be no higher than 0.85, approximately a -10.5% damage nerf.
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I enjoyed both of them. I think that your complaints, while mostly valid, are not HC's fault; it was Cryptic's very cryptic decision to make most contact dialogue only visible to the leader. There are some ways in which clever writers can convey the gist of the story even to non-leads, the ITF being a stellar example of such - an attentive player can get the whole story just from NPC dialogue, the mission objectives, and all the nonverbal storytelling going on, such as going through Vespillos Pass (fun fact: vespillo = one who carries out the corpses of the dead at night for burial) to be greeted by the 5th column. However, this will likely not be suitable for conveying fine details. HC's lead writer seems extremely verbose, but I do not feel it is a detriment so far. I liked the Agent Watkins set of storyarcs (for all alignments) very much, and the different dialogue options add replay value; they are on par with my favorite legacy story arcs. When you look at what these missions feature, compared to a lot of legacy arcs which are really just a paragraph of contact dialogue and a couple defeat alls full of trash that just stand around waiting to be massacred - it's no contest, really.
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You are correct. CAK = crippling axe kick, the Martial Arts attack. FC = fire/cold damage, always paired together as a defense or resist IO set bonus. ST = single target, as opposed to aoe. Ranged ST are single-target blasts. Fortunately, this is one of my better days. At my worst I refer to the toe proc and assume people know that means Touch of Essence: chance for +endurance.
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The most authoritative source for power data is City of Data. Mids is hilariously inaccurate and should not be trusted for anything other than calculating enhancement values and set bonuses. In-game real numbers does not display many power details (which are sometimes displayed as "special" or just hidden altogether). So you go to City of Data, and select corruptor's Charged Shot, and it displays everything the power can do, in pvp and pve, whether it is autohit, whether the caster or target needs to be near ground, etc. Looking at the list of power effects, at the bottom we can see: This means charged shot has a 39% chance to cause a disintegrate spread, if the target it is shooting (it says "all affected targets", but charged shot is ST) has the "disintegrating" debuff (Temporary_Powers.Temporary_Powers.Beam_Rifle_Debuff). The "any" means it applies in pvp and pve, and the icons on the right describe how the power stacks, whether it inherits boosts (enhancements and buffs) from the caster, etc. Following the link to Pets.DisintegrateSpread.Disintegrate_Spread, we see it has the following effect: So 1) it applies a 5.5s dot, 2) applies the "disintegrating" debuff to the targets so that they themselves can now be shot at to spread disintegrate, and 3) displays a visible effect to notify players of the debuff (because coh does not have any UI element that allows you to see enemy statuses, unlike some MMO's, so this information must be conveyed by visual effects on the target itself). The panel on the left displays more useful info: The disintegrate spread is a 15ft sphere, so enemies can be out of range. It is not autohit. It is a 1.8 accuracy power (most powers are 1.0, or normal accuracy) so missing is unlikely, but disintegrate spreads can miss. A successful disintegrate spread only spreads to 3 enemies. In a big horde the "Disintegrate spread!" text can be obscured, even though they were successfully hit. Of note is the red target icon next to the chance, which shows that the main target itself is not affected. That is, if you use charged shot on a mob that is disintegrating, and it triggers a disintegrate spread, only surrounding enemies get the dot, not the one you shot with charged shot. In short, cod is great. Per the site description, "Data on this site is extracted using automated tools which pull the data from files provided with the game client. Much of the data, stored in so-called "bin" files (packaged in "pigg" archive files), is shared by both the client and the game servers. While the client uses the data to display power data for players, the servers use that same data to actually run the game. Thus, what CoD displays is the actual powers data used when playing the game." It displays a lot of power data that is not shown even in real numbers, such as which powers are autohit (and which parts, because many "autohit" powers have one component that is autohit and others that are not), the precise pseudopet used for many power effects, and the powers behind IO procs and uniques (all your enhancements and set bonuses are all powers in the game engine). Homework assignment: does slotting the performance shifter: chance for +end proc in Storm Summoning's lightning storm give you end? Explain your answer, with reference to cod, and confirm the results with in-game testing.
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You people are misunderstanding the suggestion. They want soothe and nullify to give the caster a +dmg% buff based on how much is healed. Neither the caster nor the target takes damage. I mean, come on now. Do you think someone who wants autohit -res powers and thunderspy-style “all ally buffs must work on me too” munchkinism would suggest giving their powers any kind of downside?
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Typing "zzz" was never effective on live either; I just assume people learned to give up after all these years. If you think the average coh player has the presence of mind to 1) read your chat message promptly, 2) have taken the appropriate antimez power, 3) select the matching name from the party list, 4) activate the power, and 5) do steps 1-4 before the mez wears off, I have a lucrative investment opportunity involving a Nigerian prince you might also be interested in.