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Spaghetti Betty

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Everything posted by Spaghetti Betty

  1. I personally wouldn't say CoH at a base level is anywhere approaching difficult. I would call it "deceptively unintuitive". It's very easy to target bad guys and click powers, but the game is so much more than that! There are so many systems and nuances to learn, that it really just the gift that keeps on giving for nerds! I'm used to playing games with high APM. I've raided back in the olden days of WoW. Some of my other favorite games are Dark Souls, Devil May Cry, and Tekken. CoH, even at its highest level, doesn't really come close to that level of intensity . But that's why I like it! The game is what you make of it. It's easy to forget that some of us have the upper hand by being years old vets. This game isn't very hard to learn, but it is challenging to understand!
  2. Yes, my build is a little lax on accuracy. Trying to hit through Phalanx Fighting is already very inconvenient, so I find it much easier to pick on smaller packs at a time and let the -DEF do its job. Melt Armor also does -DEF. Resistance resists damage and Defense avoids it! Anything else you're experiencing is just the luck of the roll. Cimerorans are highly resistant to lethal damage, so this sounds about right!
  3. A +4x8 solo ITF with no extra goodies? I would definitely consider SR as your primary choice, then. SR will be excellent cruise control for wading through mobs, since you can sneeze and hit your DEF benchmarks, and not have to worry about it being melted off of you with its 95% DDR. SR Tanks are really good at trivializing a lot of general content! Of course, there are other hurdles to overcome with SR, namely having no sustain past DEF and scaling RES. There are plenty of ways around that, however! For one, I would recommend leveraging something like Rune of Protection in order to keep your resists at a healthy level before scaling RES kicks in. This will be especially important for the final Rom fight, since you will have to eat the autohit AoE from the Nictus Essence. SR becomes incredibly strong when you're sitting at the DEF softcap and RES hardcap, and you'll want to achieve that sooner in your lifebar rather than later. This way, you can leverage Rebirth as an emergency heal. I would also drop Darkest Night from your build. You'll benefit much more from having other utility options, such as an epic hold (held things can't hit you!) or a -RES debuff (if you kill things harder, they die faster!). Here's an example of how I would do it! Butter Cutter - Tanker (Super Reflexes - Katana).mbd RES totals with 10% scaling RES and RoP Basically, my approach is geared more towards making the AVs easier to tackle. To that extent, you'd want to use Char on cooldown, since it will dump a potential mag 7 hold plus a chance for Build Up. What this will do is give you a decent shot at holding the AV, at least while triangles are down, and bolster your damage for a short time as well. -RES procs are slotted into your main rotation for maximum uptime, and Melt Armor will just be icing on the cake for your burst window. I also included things that will help your protection for sour moments, such as Melee Core and Void Radial Judgement. You can think of Melee Core as a second Rune of Protection that also comes with a dash of Instant Healing. You can cycle between this and RoP for maximum protection. Or, if you feel that your mitigation is good enough, swap it out for Assault Core for extra damage! Void Radial has a very chunky -DMG debuff attached to it, so it'll be good for things like the Elite Boss general and the subsequent ambushes that will follow. Finally, Longbow Core is chosen for the big -Regen bot, and the extra DPS the Longbow Nullifier will bring. Just make sure to keep him alive! Hope this helps! EDIT: I noticed that I forgot to include Hasten in the build. I don't think this would have severe issues running without it, but here is a version with Hasten! Butter Cutter w Hasten - Tanker (Super Reflexes - Katana).mbd
  4. My Defender with Summon Positron Affinity/Warburg Nuke Blast can solo AVs just fine!
  5. Maybe I used the term "tech wizard" poorly! I was thinking more along the lines of things like Ghost in the Shell, or even the more recent Cyberpunk 2077. Something more in the realm of "integrates technology and AI to become something more than human - so much so that the line between human and machine becomes blurred". My understanding of CoH lore isn't the greatest, but I don't see tons of instances of this outside of the Freakshow, and I consider them more in the "grungy cybertech" territory.
  6. I saw a red number on my screen! Just a small clarification, the Rad/BA build posted above is a modified version of a Rad/Fire build I passed around a year ago, but it does get my approval! To stay on topic, I do like blazing through the DA arcs on my fully completed Tanks. It's always a good time! I think the only gripe I have about doing so is that a vast majority of the maps used for the content are massive and not very ideal for old school herding. The good news is having all 3 level shifts available means Fold Space works like a charm. Definitely something to consider when wanting to maximize herding efficiency!
  7. Kill Most ITFs are always a good time! Whenever I decide to come from under my troll bridge and lead a pug ITF, I will do it as a Tank or Kin. That way, everyone in the team has no choice but to move at my pace, and that pace is "rocket-propelled murderball"! I prefer to call the unfortunate souls on my team "prisoners" over "teammates"!
  8. There are a severe lack of tech wizards that aren't of the retro sci fi, grunge cybertech, or super spy flavor. I think we could use some futuristic, cyberpunk supernerds!
  9. Temporary powers are great! When I'm tanking AVs, I like to throw Toy Bat into my rotation to deal extra damage to their pride. My teammates really appreciate me using precious seconds to bonk our adversaries! Hero 1 gets the [Excalibonk] treatment!
  10. Yes! The idea is that a rotation can be made with multiple Barrier Cores for maximum efficiency. Yes, it obviously requires coordination, but a team of 8 can rotate Barrier Cores to sustain full strength permanently. This provides the foundation of what 4* star teams would be built on top of.
  11. Hullo! I took a peak at your build! While I do think it's very sturdy, I feel like you're falling into a common misconception about what's expected for 4-star content! Advanced Difficulty (especially at that level) is much less about individual toughness and way more about team efficiency! That's not to say you couldn't take your build to a team, but don't expect your own high mitigation numbers to save you from mistakes that the team may be making! You're talking about an environment where mobs will have extremely enhanced accuracy, damage, and armor of their own. It's not unusual for a softcap of 120 DEF and hardcapped RES to everything to be required in a combat scenario (looking at you, Omega K'ong). This is something only team support and Barrier can realistically handle, so consider that your armor instead! What you should actually be looking for in a build geared towards 4-star is Max HP, Global Recharge, damage, active mitigation, and tools to help get you in and out of fights quickly. You can check out my example below! BioStaff4Star - Tanker (Bio Armor - Staff Fighting).mbd As you can see, this Tank is very anemic on the mitigation front, mostly relying on Absorb to soften blows. This is actually pretty ideal! In a coordinated team, Barrier is going to be your armor, so Absorb is the perfect thing to layer on top of that. Even with Barrier up, it's not uncommon to take a glancing hit for ~1k or more from AVs. This is why having a strong Absorb layer and high Max HP is the idea (This build has 3k HP btw)! There are also other things I could touch on here as well. Having multiple travel powers and using them well is a huge boon, since positioning and high mobility are extremely key for runs. You also typically want to have at least 2 or 3 team members with Fold Space, as the last thing you want are mobs lingering outside of AoEs and plinking your squishies. Epic Holds such as Dominate are also vital, as stacking Hold mag on AVs means they can't interact and effectively turns them into punching bags. Oh, and just touching on some Staff things. I feel like Innocuous Strikes and Sky Splitter are just too slow for the output you get! You'll get much more DPS out of spamming Guarded Spin -> Precise Strike -> Serpent's Reach until your hand falls off! Hope this helps! Oh, and I guess I should also say this build will absolutely not be able to solo anything!
  12. I think the Rogue Islands might be located here!
  13. I cannot get over how insane this RNG is! Now if only Calvin was here, too! There goes all of my luck for the week!
  14. The Gunmetal Hellpixie, Assault Rifle/Fire Manipulation Blaster I also grabbed Mini Mode for this one!
  15. Hullabaloo! I have some notes for you! Heh, nailed it So, I just have a couple of general questions about where you'd like this build to go! Are you trying to be more defensive? Or is offense something you'd prefer? I'm just a bit confused! I see some typical proc bombing here, like in Rad Therapy and Ground Zero, but the only Stone Melee attack you have procced is Tremor! I feel like your RES totals could also be a lot cleaner across the board! A Tank shouldn't need to grab Meltdown at all. Speaking of RES, I feel like some slotting could be made a bit more efficient in the long run! For example, 6-piece Unbreakable Guard is a bad choice IMO, when there are multiple 3-piece WO sets you could slot into your attacks that will give you not only the same amount of F/C RES, but also some much needed Slow RES, which your build is severely lacking! But that's only if you're concerned about such a thing! I'm also not very sure skipping Fault is an incredible choice here. This single power has more CC than what some Controllers can put out, and it also makes an excellent proc bomb. Since you're already relying mostly on FF procs, this is easily another place to jam one in! Here are some suggestions I have: -Forego the DEF entirely. Rad Armor doesn't need it! -Consider going full proc bomb! Damage is mitigation, too! -Don't be afraid of spending inf! And here is an example of how I would do it! Elephant's Foot - Tanker (Radiation Armor - Stone Melee).mbd So, my RES numbers here have moved around a bit from yours. There's less of an emphasis on exotic RES and DEF and way more attention paid to damage output. If you choose to go this route, your rotation will look something like Fault -> Heavy Mallet -> Stone Mallet -> Mesmerize -> Seismic Smash/Dominate. I know there isn't a lot of AoE, but Stone already suffers in that department, so I think it's better to focus on its strengths! If you're worried about taking on large packs solo, that's where Fault comes in. Just find a tight spot to lead the herd to and watch Fault work its magic. In a team scenario, the Blasters and Corruptors will handle small fry! If you're worried about suffering against Carnies (rare) or Seers (you also have to go out of your way to fight these in large amounts). just pop Barrier! Hope this helps!
  16. You pretty much nailed it. "Backseating" refers to any unwarranted advice or recommendations given to someone else while they are playing a game. It's a little bit subjective as to what someone might consider backseating, though! Not to be confused with backdooring!
  17. I usually tend to pick Vigor Core for my Tanks these days. Musculature will suffer from diminishing returns if you find there is a +DMG buffer on your team (especially a Kin) since all damage enhancement is cumulative. Vigor Core will keep your healing, accuracy, and end costs pretty friendly!
  18. Bubon Bonne, Radiation Blast/Poison Corruptor
  19. We did confirm Clarion was mitigating it!
  20. Round 3 with the big cow complete! I wasn't able to get that prompt glitch to happen, so I don't have an answer for that! However, I do return with raving reviews! I decided to run a Kinetics this time, so pretty much the exact opposite of a Tank. I had a team of 10. The supports were me, a Time and FF def, so much less this go around! We had much more damage as a tradeoff. I am pleased to say that the Minotaur is now a genuine threat. He only spawned in at +6 again, and had an Archery moveset this time lol, lmao even, but his HP would not budge at all until we left and got some shifts. Much different from last time! Once we had 4 shifts, we were finally able to make some headway on his HP, and we were prompted to join him in the arena in short order. I directed everyone to stand in Hoof Stomp a couple of times in order to gauge how strong it is now. What I was not expecting was to take a very modest seven thousand damage on my squishy body! The red numbers were all over my face and chest! I'll tell you one thing, the one-shot forgiveness code works perfectly! The other squishies were not so lucky. I was monitoring the HP of the 3 Tanks on the team and they still seemed to be handling the damage just fine, at least until they took more stray hits from the Minotaur's regular attacks. Otherwise, many deaths were had and it definitely felt like more of a real fight instead of a minor speed bump! So, at this point, I'm only left with a few questions: What is the point of the -RES(Neg) debuff in Hoof Stomp? The Stomp itself only deals Smashing damage (which is why I got saved from being turned into Flat Nemesis from that 7k). Do his other attacks deal Neg damage? And as a followup, why not make Hoof Stomp deal Smash/Neg damage instead?
  21. I took a bit of a dive into Kinetic Melee myself. While it's factually the worst performing melee set, it is, uh, "fun", I guess! There is something about the gameplay loop that keeps me coming back to my Bio/KM Tanker. It could be the Bio/ aspect, or the fact I like the concept of the toon. Who knows? Everyone that I've shown my Tank to says its output is pretty surprising. You can find the build in this thread here:
  22. I am reviving this once just to share that I have completed video playthroughs of both parts! Here is my suffering for your viewing pleasure!
  23. Maybe I'll see it when I dive back in on Sunday night! Consider this an open invitation to join me Sunday night around midnight CST
  24. I will have a maxed out build ready to go before I ever hit the creation screen! If I decide to play a toon through progression, I usually have a pretty good idea of what to pick and slot on the way to 50 in order to have as smooth of an experience as possible. Any holes are usually covered up by all of the goodies provided by the START Vendor! Some of my toons have quite a few holes in their arms from Recovery Serum abuse
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