Arbegla
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Everything posted by Arbegla
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I'll have to test this out when I get home, but if it works the way you say it does, this is a godsend and you sir deserve a raise!
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Pros to +recharge -> Powers are up faster cons to +recharge -> Powers burn more endurance, because they are up faster. You'll probably have to think about +recovery (or run with a kin..) Pros to +damage -> MOAR DAMAGE Cons to +damage -> Damage caps exist, so depending on your team composition, you might already be at the damage cap Depending on team composition (do you have a kin?) I would go with +recharge, as the cap on that is MUCH harder to hit then the damage cap, and a kin on your team will fix the recovery issues you could have.
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For what its worth, the new 'double jump' power you get with super jump allows you to basically leap over the whole city. Its pretty much the same as the jump-pack you get from the START vendor, but free. And Super Jump is almost as fast as SS, though not as useful to stealth with in missions, unless you're REALLY good at bunny hopping.
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I moved a few slots around and gave my T1's the BU proc to help alleviate the damage reduction vs +0/+1 mobs. I normally run at +1/x5 cuz its a comfortable difficulty for me to run at, but that means I occasionally get the +2 boss. I may just up the difficulty to +2/x5 and see how things go. The LRSF only has 1 giant monster in it that I can remember (the kronos titan) and I've solo'ed it before. The hardest part will be the end I think, with all of the AVs pounding on my facebones.
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So, for the 'content' that tells you about BWI, is that the plaques within KW, or something I missed? I did all of the available contacts in KW, and I didn't really get a good backstory from BWI besides 'They are the PDD now'. There wasn't really a 'why' explaining it, or even a throw-away line within the arcs, unless I'm really missing something.
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Isn't this because most* threat affecting powers are autohit?
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I think the short and sweet answer to why fly has such a small (relative to SS/SJ) movement cap is due to mobility while fly is enabled. You get pseudo-KB protection while flying (flip in the air rather then on the floor) and you can out range mobs by flying above them. Neither of those things can you do with SS/SJ.
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I know on live it was 'frowned' upon in the terms of service to get a commission done with Inf, as you're getting a real world product for in game currency, but I'm not sure how it works in COH:H. Before I ask, I want to make sure its on the up and up, so does anyone know if the terms of service now allow for Inf to be used for commissions?
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As others have stated, its basically impossible to corner the market on anything of value for very long. I recently found something that wasn't even listed (0 for sale) on the market, put in a few bids, waited a few hours, and got that item once it became available. Due to converters dropping like regular drops, its possible to convert anything you get into what you need, and impossible to corner anything for very long. For example, I craft all of my drops, and sell the crafted enhancement at 1 inf just because I don't care about money, and I've made over 600 million inf in the course of a few game sessions. This is even buying up some salvage at 'buy it now' prices. Inf just rains from the sky in COH:H and aside from Snarky, people will hand it out without even being asked a lot of the time.
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I main a MM /traps, so my slotting might be different, but the general idea with /traps is to max +global recharge as much as possible so you can drop at least 1 trap per group (usually rotating between Acid Mortar and Poison Trap) I skipped Trip Mine on my build, because its just not useful for a MM with the interrupt time, but on a defender it might be better. MMs get Detonator vs Temporal Bomb, and I skipped Detonator so I can't help you there either. Caltrops vs Web Grenade really depends on if you want a way to lock down hard targets (for Ignite for example) or if you want to wreck havoc on mob AI. Mobs will run from Caltrops no matter what, so you can lead with that to 'scatter' the mobs a bit and give you some breathing room if needed. I prefer Web Grenade, with Ice Mistral set in it for the damage proc, and the additional slow, plus it can lock down hard targets really easily as it has a fast recharge time. Acid Mortar needs ACC, but IIRC it has pretty decent base ACC built in (1.10 or 1.20?) and once it hits an enemy its going to hit again because of the -defense. The numbers on a defender are MUCH better than a MM, and you can triple stack Acid Mortar with enough global recharge. Seeker drones are used to soak an alpha. That's really the best use case for them, but during prolonged fights, the -damage is pretty useful as well. The -to hit values stack on the two drones, and with enough recharge you can quad stack the debuffs as well. Triage beacon is probably skippable on a defender, as +regen only goes so far, but if you do decide to keep it, I recommend Panceas in it, as the proc can trigger on anyone affected by the regen aura so in groups you can use it to help boost endurance, or even be a little bit of a Heal over time to supplement the regeneration. You can also double stack this pretty easily as the duration is really long. Short fights it is really not worth it, but in long fights, the +regen (and -damage from seeker drones) can add up giving you a bit of a cushion to play with. Poison Trap is amazing. Its the best -regen power in the game, its autohit, its an AoE, and it has a unresistable 'vomit' animation proc built in that will lock down mobs entirely for a few seconds while they are emptying their stomachs. Its also really easy to 'perma' and even double stack, as the 'cloud' it creates lasts a long time. FFG is well, FFG. Its your bread and butter dispersion bubble on a pet. It recharges pretty quickly, and you can use spawn it in a mob to soak some alpha if seeker drones aren't up yet, as the +defense, especially on a defender, is really good. I put 6 slots of Reactive Defenses in it, and just worked with that. I think that about covers all of the /traps powers, and hopefully was informative for you. 🙂
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page 3 [FOCUSED FEEDBACK] Mastermind Archetype Adjustments
Arbegla replied to The Curator's topic in [Open Beta] Focused Feedback
I run a bot/traps/mu, and I definitely notice a difference with Panacea in Triage beacon, especially when I can double stack it. The +endurance helps a lot. I'm really looking forward to how the +recovery/+max end/+end discount affect the pets and if they can finally not have endurance issues overall. I was able to down a 54 pylon on test without too much strive, and I can barely get it down to half health on live before my pets run out of endurance and the DPS drops. Back when the pylons were 'even-level' GMs, I was able to solo the entire RWZ raid, but it took some looping through to get the shield down. I wonder if I could do it again now that the purple patch isn't that big of a deal. -
Call me crazy, but with the purple patch no longer being as major of a thing, I plan on solo-ing the old school LRSF in Ouroboros with the Page 3 changes. I can already solo most GMs, and before this change I was able to down the vindicators without losing too many pets (and even with resummoning, Seeker Drones just took that much aggro off me) I'm really looking forward to seeing what I milestones I can push on my bot/traps/mu build and how far I can solo things. I've already got the +4/x8 Aeon strike force under my belt, and that was before the Robotics changes that boosted single target damage by quite a bit. Bosses seem to melt faster now, and +1 AVs don't stand a chance.
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The best way to turn on 'half' xp is to get debt, from dying. There's a few ways to max debt pretty easily, but Blarf in pocket D is the easiest way if you know what you're doing. Just rez in pocket d, and go poke at him a few times and you'll get debt. There is a 'debt cap' but as you can just keep dying to refill it, its not nearly as hard to refresh as say Patrol XP. Debt also burns patrol XP first, so if you have a ton of that, you can just suicide yourself to clear that away, and then get more debt. Back before we could turn off XP I used to max debt on my completionist toon to try to not out level contacts.
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page 3 [FOCUSED FEEDBACK] Mastermind Archetype Adjustments
Arbegla replied to The Curator's topic in [Open Beta] Focused Feedback
I went a different route for my pets, but I think we have similar numbers of acc/dam slotted. I might have more endurance reduction in my pets, as I notice in prolonged fights that even the T1s run out of endurance. Is this on your bots/kin? That would explain the lack of endurance slotted as speed boost covers the gaps in endurance. -
page 3 [FOCUSED FEEDBACK] Mastermind Archetype Adjustments
Arbegla replied to The Curator's topic in [Open Beta] Focused Feedback
FWIW, the purple BU proc DOES actually work in Phantom Army. And they spam attacks fast enough for they can double up on the bonus. So there are ways to boost their tohit, even though the pets themselves are unaffected by normal 'buffs' -
page 3 [FOCUSED FEEDBACK] Mastermind Archetype Adjustments
Arbegla replied to The Curator's topic in [Open Beta] Focused Feedback
Unless I'm mistaken, the only nerf is to base to hit, which as explained isn't that bad overall. There isn't a nerf to base damage as far as I can tell. If anything, you'll be doing more damage against +3s because the purple patch doesn't affect the scalars. Now as for incarnate content, were MM pets were already even level, from my own personal experience it feels like the pets are surviving slightly more, but that could just be from the IOs I have being slotted and affecting pets now. There shouldn't be any noticeable changes in incarnate content from what I understand. -
page 3 [FOCUSED FEEDBACK] Mastermind Archetype Adjustments
Arbegla replied to The Curator's topic in [Open Beta] Focused Feedback
Based on your comment about the HP Nerf, I think you've only looked at older patch notes and have not actually played the changes on test. Most people who have actually played the changes have noticed a significant change for the positive, and others have ran the numbers to show that the overall measure of these changes are a buff, not a nerf. Even with the tohit scales being adjusted, the overall ACC you need to slot in pets to achieve max tohit is less than what it was before. -
Did you by chance change 'neighborhoods' while rooftop swapping? I know some missions flag mobs only in a specific neighborhood location, especially at lower levels.
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Could City of survive a Marvel or DC comics events?
Arbegla replied to LegionAlpha's topic in General Discussion
Don't we have the 'Coming Storm' to deal with eventually? And that is why we have incarnate powers to begin with? -
The main issue with dismissing/resummoning the FFG is the mez protection that it provides, and the fact you can't resummon it when you are mez'ed. Granted, if you're being stealthy you shouldn't be getting mez'ed, but the issue is still a thing.
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Aside from the obvious how do you make an agile/stealthy tank, I vote yes for more proliferations. /Ninjutsu is basically SR with more toys, and I love more toys, so lets see it get on a Tanker and a Brute already 🙂
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If you want to play a support AT, and actually use your support powers while solo, might I recommend a Mastermind? You have between 1 and 6 pets to keep alive and buff with your support powers. From what I understand, Masterminds have access to all of the support powersets, so you can really play any support you want, and just have the pets be your 'team'.
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They recently (probably years ago to be fair) buffed the pylons to be level 54 mobs instead of level-less, so a Level 1 would just get thrashed. IF (and that is a huge IF) they were level-less again, in theory a level 1 could actually damage them, but as they exist now, being level 54s... well, good luck I guess?