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Spaghetti Betty

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Everything posted by Spaghetti Betty

  1. I choose SS thematically. It does have a lot going for it. It does give you the fastest ground speed. The phase is really nice. It used to have some issues getting around vertically, but that jump boost helps a lot. If you know a thing or two about geometry in the game, the jump boost + your speed + hitting a slope at the right angle will launch you straight up (and hopefully over) to where you need to be. And you get stealth. All that being said, I think the best travel power currently is TP.
  2. Gotta say, I thought y'all were crazy for porting Stone Melee to Scrappers, but I think the way it was done was brilliant. I really wanted to limit test the port, so I made a Stone/Elec scrapper with absolutely no qualms about how that would effect my end bar. It was really damn fun. In my opinion, the changes to Seismic Smash were elegant. To put it into perspective, my direction with that toon was global recharge. Even at 261% global recharge (FF proc active), it still takes ~10 seconds for the power to come back. I'm fine with that. I'm really fine with it considering that a Seismic Smash with BU + Gaussian + Crit Strikes + -Res procs did like 1.3k damage to a +3 boss. I'll be looking for that guy in the obituaries. Although the change to Fault is confusing, I'm still really happy that we can slot it for more than KB now. It really opens up a lot of freedom in builds that Stone Melee didn't have before. I might end up making numerous Stone Melee scrappers based on this change alone. As for the newfound AoE output this version of Stone Melee has? Man, with ATOs, it kinda feels like it's overperforming in that department. Maybe I'm just used to stone being a ST-focused set, but new Fault and fast Tremor alone has mobs dropping like flies.
  3. I tried a Seismic/Dark Corruptor. My feedback will be based on that. I have to agree with the sentiments that a lot of the powers feel same-y. That might just have to do with the visuals, as I feel like it's fine that Seismic is a pretty straightforward blast set. Stone Melee is the same way; a very straightforward set. I was expecting some more boulder-chucking. IMO, that would've made the set more visually impactful. On the same topic of visuals, the biggest stinker to me is Upthrust. That power is waaaay too big. It looks cool, but I'd compare the size of it to using Fault on the Crimson Prototype. Seeing as how I play mostly melee, I'd probably just stop looking at the screen if there were multiple members on my team using Seismic Blast. However, this complaint could be made for a lot of powersets in a team setting, so take it with a grain of salt. I do like the visual for Rock Shards though. And the SFX. Visually and audibly, this is about what I'd want from a stone blast cone move. The move itself, though, is uh, ehhh. As for the seismic pressure thing, I honestly couldn't grasp what it was doing or if cashing out the resource was having any real effect, except for Stalagmite doing more damage, but unfortunately, it only was doing about as much damage as Tombstone in my experience. I found myself leaning more towards cashing out pressure on aim to decrease the recharge. To wrap up my overall experience with the set, this makes a fantastic Defender-oriented blast. I wouldn't be too miffed if the overall damage of the set was left as is and the focus was driven more towards a debuffing set, maybe with slow and some -def thrown in some places. If it were released as is to the public, I would probably skip Rock Shards and Stalagmite in my builds. If the payoff for cashing out pressure on Stalagmite was increased in some way, I would reconsider picking it up.
  4. Just got done trying this with my Bio/Kat tank. At +1x8 I had to carefully plan each encounter or eat dirt. Had quite a few deaths from some bad pulls. No amount of absorption stopped me from getting chewed up by the blender of -def and negative energy damage if I pulled bad. Tried it again at +2. I had to give that one up. With Katana being so low damage, especially at that lvl, on a Tanker, I couldn't make any headway on mobs before I was overwhelmed with -tohit, and eventually killed.
  5. The mission is Find Anna at the Shepherd Haven, right? I'll give this a shot with my Bio/Katana Tank after work.
  6. The only other game I've been grinding as much as CoH is Tekken 7, but my backlog is infinite.
  7. I'm gonna have to lean on the side of "no". Doing ITF at 35, 50, and 50+ are 3 completely different experiences. I say this having run it with all flavors of toons. The overarching problem here is 50+4 incarnates stomp everything, but that's been brought up so many times that it's almost not even worth mentioning. The design of the Rom fight is supposed to be frontloaded. By the time you get to no nictus Rom, it's essentially a victory lap. It's meant to be that way. Also, the Nictus that spawns like 20 or 30 smaller nictus mobs used to shred teams as well. And back when DPS wasn't reaching astronomical numbers, the autohealing Nictus was a problem as well. There were teams that just couldn't complete this encounter without careful planning and a couple of team wipes. Hell, I'll shake my old man stick some more and say that back when the ITF dropped, pulling Rom and Req into the Phalanx was an insane thought.
  8. This is easily the coolest bio armor coloring I've ever seen. This toon looks like it jumped right out of Splatterhouse.
  9. Back at it again with another crack at a story arc. This one is more story driven than my last arc. It's an "origin" story about my main scrapper. Now, I'm not a spectacular writer by any means, so I'm not expecting to win any awards for the writing, but I'm open to criticism. What has me more worried is the functionality of the whole thing. I don't know a whole lot about the AE system, and I struggled to get some things to place themselves correctly. The lvl range is 15-20. I took a lvl 30 brute EX'd down with a few IOs through it at +1x3 with no problems, but any toon should be able to do this arc with minimal frustration. You know, unless you have trouble with lvl 20 CoT. If you take the time to play, feel free to send me feedback of any kind. Thanks.
  10. The Wisecrackler, War Mace/Electric Armor Scrapper
  11. I have no doubt in my mind that pretty much no one would use old Storm Kick if it was available. I'm just looking for some sort of proof that it existed in the first place.
  12. Yep. Way back when the animation for Storm Kick was a flurry kick followed by one big kick. It sucked. Cobra Strike also did very little damage and Dragons Tail was a cone. MA wasn't all that great in the early days of CoH.
  13. Me and one of my friends got into a discussion about how many changes Martial Arts has received to become what it is today. Honestly quite a few if you think about it. I had mentioned that one of the first changes I remember the set got was the spin kick animation for Storm Kick. I remember the power being pretty bad because of the ridiculously long animation it used to have. He had no clue what I was talking about. I don't blame him, that change was hella early into the game's lifespan. However, I can't find any video proof of the old animation myself. Does anyone else have some?
  14. Dark/Rad scrapper. Dark Melee hits stupid hard thanks to some recent changes. You also have insane utility via dark consumption, siphon life, radiation therapy, and particle shielding, meaning you'll never have a problem recovering HP or end. Plus you get an added layer of -tohit added to mobs thanks to dark melee punches and Beta Decay. It will take a lot for you go to down once you start getting your key powers. And also very IO friendly once you start venturing into that.
  15. I just grab some missions and start doing them. I usually have more of a focus on my dedicated badger, but if I'm just playing a random alt, it's pretty directionless. I enjoy my toons for the way they feel gameplay-wise. I do have a few key story arcs I like to hit during progression, but that's about it. Lately I've been taking lvl 1s and levelling them up by doing missions at x8 with amplifiers. That's been interesting so far.
  16. That's an interesting take on it. Fold Space must be fun on that. I guess I will just use Ageless so I can focus on damage.
  17. I've given this build 3 separate passes on my own and this is my best attempt. I already knew going into it that endurance management was gonna be a huge problem but oh boy. This Hero build was built using Mids Reborn 3.0.2.19 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! I'm just gonna stand here: Level 50 Magic Tanker Primary Power Set: Dark Armor Secondary Power Set: Spines Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Power Pool: Speed Hero Profile: Level 1: Dark Embrace -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(7), UnbGrd-Rchg/ResDam(7), UnbGrd-ResDam/EndRdx/Rchg(9) Level 1: Barb Swipe -- Hct-Dmg(A), Hct-Dmg/Rchg(43), Hct-Acc/Dmg/Rchg(43), Hct-Acc/Rchg(45), Hct-Dmg/EndRdx(45) Level 2: Murky Cloud -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(11), UnbGrd-Rchg/ResDam(11), UnbGrd-ResDam/EndRdx/Rchg(13) Level 4: Spine Burst -- FuroftheG-ResDeb%(A), Arm-Dam%(34), Arm-Dmg/EndRdx(34), Arm-Acc/Rchg(37), Arm-Acc/Dmg/Rchg(40), Arm-Dmg/Rchg(40) Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A), Krm-ResKB(9) Level 8: Obsidian Shield -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(13) Level 10: Dark Regeneration -- ThfofEss-+End%(A), ThfofEss-Heal(21), ThfofEss-Heal/Rchg(23), ThfofEss-Acc/Heal(25) Level 12: Taunt -- Empty(A) Level 14: Cloak of Darkness -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(15), ShlWal-Def(15), ShlWal-Def/Rchg(17), ShlWal-ResDam/Re TP(17) Level 16: Ripper -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(25), SprGntFis-Acc/Dmg/Rchg(29), SprGntFis-Dmg/EndRdx/Rchg(33), SprGntFis-Acc/Dmg/EndRdx/Rchg(33), SprGntFis-Rchg/+Absorb(34) Level 18: Cloak of Fear -- CldSns-ToHitDeb(A), CldSns-Acc/ToHitDeb(19), CldSns-ToHitDeb/EndRdx/Rchg(19), CldSns-Acc/EndRdx/Rchg(21) Level 20: Build Up -- GssSynFr--Build%(A) Level 22: Death Shroud -- Obl-Dmg(A), Obl-Acc/Rchg(23), Obl-Dmg/Rchg(45), Obl-Acc/Dmg/Rchg(46), Obl-Acc/Dmg/EndRdx/Rchg(46) Level 24: Boxing -- Empty(A) Level 26: Tough -- UnbGrd-Max HP%(A), UnbGrd-ResDam(27), UnbGrd-ResDam/EndRdx(27), UnbGrd-Rchg/ResDam(29) Level 28: Impale -- Apc-Dam%(A), Apc-Dmg/EndRdx(42), Apc-Acc/Rchg(42), Apc-Acc/Dmg/Rchg(42), Apc-Dmg/Rchg(43) Level 30: Weave -- Rct-Def(A), Rct-Def/EndRdx(31), Rct-EndRdx/Rchg(31), Rct-Def/Rchg(31), Rct-Def/EndRdx/Rchg(33), Rct-ResDam%(48) Level 32: Super Jump -- BlsoftheZ-ResKB(A) Level 35: Quills -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(36), SprMghoft-Acc/Dmg/Rchg(36), SprMghoft-Dmg/EndRdx/Rchg(36), SprMghoft-Acc/Dmg/EndRdx/Rchg(37), SprMghoft-Rchg/Res%(37) Level 38: Throw Spines -- Rgn-Knock%(A), Rgn-Dmg/EndRdx(39), Rgn-Acc/Rchg(39), Rgn-Acc/Dmg/Rchg(39), Rgn-Dmg/Rchg(40) Level 41: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 44: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/EndRdx(46), AdjTrg-ToHit/Rchg(50), AdjTrg-ToHit/EndRdx/Rchg(50), AdjTrg-EndRdx/Rchg(50) Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Gauntlet Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(5), NmnCnv-Regen/Rcvry+(5) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3), PrfShf-EndMod/Rchg(3) Level 50: Cardiac Core Paragon ------------ Does anyone else have experience with this? I was hoping to pick up Musculature for a true blender experience but that seems like wishful thinking. Thanks in advance. EDIT: I guess I should add that I don't want to have to rely on Ageless if that's at all possible.
  18. Devil Distortion, Bio Armor/Katana Tanker (Inspired by Devil May Cry)
  19. This is a known issue. It also happens with Assault Rifle. Pretty sure it's only triggered by selecting /Ninja Training on a Blaster or Ninja Tool Mastery on a Sentinel. Unfortunately it's permanent and you'll have to reroll to get rid of it.
  20. Super Jump is extremely convenient for me since I take Combat Jumping on all toons. Sometimes I just go without. Sprint + Athletic Run is fine on its own with some set bonuses stacked on top.
  21. A lot are saying Willpower, which I agree if you're truly looking for something you just turn on and never look at again. But I gotta say Radiation Armor is up there as a set that stays reliable through progression and only gets better. Even if you're tight on inf, some smart SO slotting and a few cherry picked IOs (theft of essence in Radiation Therapy = no more end problems) will have you rolling at a nice pace. It also pairs nicely with a lot of melee sets, my favorite being Dark Melee.
  22. I'm on the side that if Regen was ported over in its current form it would be extremely strong. It's already pretty easy to slot Regen to have absurd levels of recharge and Max HP before you even hit Dull Pain, and some builds can even doublestack Dull Pain for a brief time. On a Brute, this leads to crazy healing numbers with their HP cap, something like 89 hp/sec with Dull Pain active and that's without clicking Instant Healing. I'm sure with Tanker numbers it would also be very easy to stack more defense and resistance to raise your immortality line substantially high. The problem with putting it on a Tanker is as a Tanker you are expected to tank, and Regen always has the underlying liability that it will get flattened by something eventually. With no debuff protection, taking the alpha from some VGs is just not in the question, even with MoG. Arachnos, Carnies, Malta, etc. I feel that is the main reason it hasn't just been ported over already.
  23. Oh hey, I found this thread right as I was working on something in between moving. (On mobile so bear with me) Staff Manipulation 🤭 Crippling Strikes (Minor Smashing Dmg, Immob, Very narrow cone) Range: Melee. Mini version of Innocuous Strikes. Would have a mini cone like Headsplitter, Cleave, etc. Very fast recharge Precise Strike (Minor Smashing Dmg, Stun, Single Target) Range: Melee. Strike 1 enemy with your staff. Has a small chance to stun. Fast recharge Master's Domain (Toggle, PBAoE slow, -tohit) PBAoE minor slow and -tohit. Mind Body and Soul (Toggle, Special) While active you gain a bonus to your recovery, and all of your damaging powers grant stacks of Perfection, up to 3. Each stack grants +10% dmg and +5% recharge. Serpent's Reach (Moderate Smashing Dmg, Knockdown, Single Target) Functions like normal. Moderate recharge Eye of the Storm (PBAoE Moderate Smashing Dmg, Knockdown, Consumes Perfection) Breakdance. If you have 3 stacks of Perfection, this does additional Smashing dmg and inflicts targets with a -resistance debuff. Long recharge Peak of Perfection (Click, Requires Perfection, Break Free, +Regen) Breaks any sleep or hold mag 2 or lower, also gives +Regen for a short time. Requires 3 stacks of Perfection and consumes them. Very Long Recharge Attuned Senses (Toggle, +acc, +perception, +def(all)) Like Eagle Eye but without the Regen and Recovery. +Def is very small. About on par with Combat Jumping. Sky Splitter (High Smashing Dmg, Single Target, Knockdown, Consumes Perfection) Functions like scrapper version. With 3 stacks of Perfection, deals extra Smashing dmg and inflicts a mag 2 hold. Long recharge
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