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Ratch_

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Everything posted by Ratch_

  1. I was playing a lot with my fire/fire/soul blaster today and I had the thought, I like burn, fire sword circle, and fireball...but what if they could crit? And here are those results (if fiery aura has a taunt aura for scrapper these times could easily get cut down to ~4:30) - the amount of damage you do is very satisfying. Fire/Fire/Fire scrapper (avg. 5:42) I really can not understate just how much extra time is spent chasing after a runner or two. Werewolf bosses really are hell on CoH. I would like to avoid guerilla warfare plz. Just stay right next to me and let the fire embrace your heart
  2. I find all the bosses to really slow down AoE heavy sets like spines. I can agree that 4/8 does have a pretty decent lean to having good AoE, but a good ST can still definitely show in this test. I'm curious if changing to an AV at the end would devolve into only certain archetypes/set combos being able to out dps an AVs regen solo, while as it is currently I feel all combos would be able to reasonably make it through.
  3. I've been doing some trapdoor test ever since kanil told me about it a few months ago. Here are some of my results (fire/fire blaster did use defense amplifier) everything else followed said rules. Trapdoor is an EB, not an AV. 4/8, solo bosses, yellows only with allowed incarnates. Fire/Fire/Fire Blaster (exclosure -> ageless core with defense amplifier for mez protection) Fire/Mental/Mu blaster (clairon - no defense amplifier) Spines/Bio/Mu Scrapper Dm/Bio/Fire Scrapper I've got 2 doms ready to test and I'll report those later once I get some tests under my belt.
  4. Entropic Aura has a -16% recharge on target baked into the ability but it's being applied on self. Tested on a scrapper. Occurs on both beta server and live server
  5. Rad Melee attacks seem to be applying critical damage correctly, however there is no [Critical Hit] text in the combat logs or on the floaters. The image uploaded below is an example of a critical hit, it just needs the [Critical Hit] tagged onto the combat log and onto the floaters
  6. I can confirm that you can get an attack chain of Seismic Smash, Stone Mallet, and Heavy Mallet - regardless of the AT, but you will need a ridiculous amount of recharge for that to be the case. I would recommend deciding some other action to use so that you can do Seismic Smash -> Stone. Mallet -> Heavy Mallet -> Stone Mallet -> Other Action (Reconstruction or Fault as examples). Fault to me was extremely valuable only because Tremor takes forever to cast (a whopping 3.3s)...and regen loves having sets that mitigate damage so stone is a valuable pairing. Building slow/-rech is difficult because it's going to disrupt full set bonuses. You will need to slot the unique winters gift and also have 6 15% slow resist bonuses from the winter sets. Splitting up blistering cold by sets of 2 is a fairly easy way to get some. But it will be a super tough time in getting a full build that have the def/res/hp/rech and -rech resistance that'll be good. Not impossible, but most likely very tough. Main priorities are probably going to be Max HP/Rech/-Rech Resist. Defense and resist are great to squeeze in whenever possible. Something I've done on my claws/fire brute is shaving off some recharge and relying on Force Feedback procs for +recharge as well. Getting to ~150% global recharge and getting FF +rech will let you perma hasten. Gives the build some more room for other bonuses such as the amazing -rech resistance
  7. I like the direction and organization of your post. Only thing I would like to see happen is for some kind of benefit for critting on Touch of Fear. It doesn't have to be in the form of extra damage, but some benefit would be cool like how it was handled with energy melee in returning life on a crit or getting an additional stack of energy focus. What the benefit would be I am not sure, but as a theme of dark I wouldn't mind having a 28% damage boost on crit'ed targets and then receiving a heal (mimicing life being siphoned out of them)
  8. Adjust the language in the description of Touch of the Beyond to accurately describe the power buff granted to the player. In addition the terrorize protection only last for 0.75s, is this supposed to be extended to last for the full duration of 2mins?
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