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Everything posted by Voltak
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On paper the following sets are great, numbers and so on. The problem is the animation times and sometimes recharge too Dark Miasma: animation times for powers, some of them, are ridiculous. Tar Patch, Darkest Night, Howling Twilight, even the heal. Accelerating the animation times for these will NOT break the game at all. It will make the set a lot more fun to play. By the time you finish casting all of the above, the Uber Eats driver was at my door after I had placed the order. Radiation Emissions, same thing, animation times could be looked at and improved. Other sets may have this problem, but I am not talking about attack powers, like melee or range attack from attacking sets. I am talking buffing or debuffing or controls. Besides wanting dark affinity for defenders, I could strongly suggest that animation times be improved. My Dark Miasma defender is much beloved but I remember why I don't play him nearly so much. The animation times are just horrible. Tar Patch recharge reduction will be great for mobility. Once you finish one group and go to another, to have it ready would be better. Sometimes the recharge presents a problem because Tar Patch is not ready for the new mob. Keep up the good work, Devs. CoH is a fantastic game. No game is perfect and I believe we will always seek room for improvement.
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You are going to love Earth/ control on a Dominator. Because of Domination, controls are just better on a Dom. Earth/EARTH for the super SMASH feel Earth/Dark for a strong hitter, with instruments for survival and defense. Earth/Psi for a Dominator that does not need ageless for endgame content Earth/Rad for an ultimate defense debuff Dominator, hits all right and also has a very good heal. Earth/Trick arrow for lots of control on a controller Earth/Storm if you want a controller that does dmg, lots of damage relatively speaking (for a troller) My preference? Absolutely go with Dominator
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The permanent confuse aura on Ice makes it so the mobs help you to kill themselves when they get a chance to launch some hits. Earth does not. There is nothing about earth that indicates it would go faster. Plant/Storm Fire/Storm would do it much much faster. Grav/Storm would be very fast at terminating bosses. Their ST dmg is simply much better. Ice is just very safe.
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A few notes: This build is NOT a competitive Trapdoor build. It's the build I use for ITFs duos (no inspirations, and so on), duos in other challenging TFs, or small teams. Ice/ is not damage heavy. Given that the enemies are Arachnos along with Council, the safety I had with Ice/Storm was very strong. It was a smooth run from beginning to end. 11:31 mins total. See the video description to find out what the Trapdoor test is. It also in the Scrapper forums if you want to read more about it.
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Sentinels are dear to me. They helped me increase my love and appreciation for my Fortunata and for Peacebringers. 😊😊😊🌹🌹🌹
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Treated the last fight as if it was an AV (this toon was made for that) - meaning, I set up spirit tree, mez then attacks. No inspirations used at allNO JUDGEMENTNo pylon testing buildNo competitive trapdoor buildUsing only a team oriented build for doing Master ITF runs or 54 x8 ITF, no inspirations, or other Task Forces (end game) with no inspirations.
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I did the following switch 1) Cardiac 2) Rebirth (my only heals) 3) Hybrid Assault 4) Made strategic use of Placate Because there are no inspirations available in these runs (disabled). This is my fourth time doing these. It is always edgy and some moments can make your heart skip a few beats. Be aware that Minotaurs will debuff your resistances, so have your combat window open and pay attention. The combo of defense and resist debuff will kill you quickly. No temps , no inspirations, no P2W is a thrill of a challenge. That is a real test to any build. I hope you find enjoyment.
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When Widows/Fortunatas firs came out, this point about Fortunatas being what Doms should have been was especially salient in PVP play. Fortunatas immediately jumped above Dominators and blasters by miles and miles in PVP. They combined the best of both. It was especially difficult to deal with someone who could blast you and control you and either one with special deadliness. Then issue 14 came around and Fortunatas were nerfed because other players cried too much. Instead of buffing doms they nerfed the Fort. Then later they buffed Doms but left the Fort nerfed (damage wise). Night Widows never presented that danger to other players like the Fortunata did. Picture this, a stalker was VERY worried about a Fotunata could see them, like NO ONE ELSE in the PVP zone could, but.... THE FORT WOULD KILL HIM FROM RANGE with insane damage and the Stalker would NEVER SEE the Fortunata until too late. Ok, this is all PVP, but that is or was another way the Fortunata was much superior to Night Widow, and to be honest, there is no harder or challenging aspect to this game than PVP. PVE is vastly easier compared to PVP, yet Fortunatas were always much better.
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I do a lot of difficult content, in fact, the easy stuff I tend to avoid like a plague. CoH Is mostly just too easy and I need to seek for the higher tiers of challenge to have any fun. There is indeed a world of difficult content in CoH if you really want to find it and do it. After some time doing these challenges I can safely say Fortunatas are far and away much better at coping difficult content. Range is A HUGE and vast defensive weapon. Crowd control is just under that. There is very little that a hovering Fortunata cannot manage to survive.
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These present a massive challenge to widows because the ITF has massive defense debuffs. We had one Peacebringer ( @Stubb). Stubb had been away from the game for some time so he was a bit rusty. He was our only death in the challenge which took 43 minutes to complete. @FUBARczar was using a modified @Bopper's build. I am using my own pure Night Widow build. My build has done these about 4 times now and never died, but those cyst explosions can make your heart stop if they hit you. @Stubb is using a very sturdy PB build, but not sure which build it is. Part 2 of the ITF was the second fastest and relatively safe since the Cyst went down very very fast so we were not in place to be enduring assaults upon us. dure
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Hey, CEEJER !! Good to see you here, Bud. That was the edge !
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Decimating the Ol' Master Challenge 54 x 8 No deaths/inspirations 25 MINS COMPLETION - A complete adrenaline rush with these not often seen combinations. They are truly overwhelming, and a real force to be reckoned-with. NO DEATHS ALLOWED.
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Can we please please have WHIRPOOL have the power to "SUCK IN" just the way SINGULARITY does it. WE all know it makes sense and it is the way a WHIRPOOL should do.
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Treated the last fight as if it was an AV (this toon was made for that) No inspirations used at all NO JUDGEMENT No pylon testing build No competitive trapdoor build Using only a team oriented build for doing Master ITF runs or 54 x8 ITF, no inspirations, or other Task Forces (end game) with no inspirations.
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**** PLEASE PLEASE REMEMBER -- This pylon testing time was using ONLY DARK secondary. MEANING -- No dark/dark was used. No primary was used. That is big deal, for one of the other reasons.... THREE PETS is significant DPS. Here below is the data Dark Assault+Ice Mastery (Test Server with snipe changes) Degenerative Core Flawless Musculature Core Paragon Ageless Core Epiphany (for endurance) Perma Domination Chain:Smite-Midnight Grasp-Gloom-Moon Beam (Gather Shadows-Sleet when up) Assualt Radial Embodiment (double dmg) 2:20 ~401.72dps 2:21 ~399.78dps Assault Core Embodiment (+dmg) 2:13 ~416.13dps 2:04 ~437.96dps The +dmg Dominator proc was in Midnight Grasp. Pure +dmg Hyprid slot did work a little better then the double hit Sleet did have both (target aoe) -res procs in it
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Congratulations, on doing the ITF solo. Not many of us are crazy to do those. But the few the proud... hahaha. Feels good once it is done, very enjoyable. Keep it up and push for new and higher challenges, more thrills await you
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Asking for advice for part 4 for all dom +4x8 speed ITFs (duos on up)
Voltak replied to EnjoyTheJourney's topic in Dominator
Hey, @EJ @FUBARczar and I duo'd the ITF with our dominators. Part 4, check it out -- one Nictus was dead, we were at 38 minutes. After that Imperious died after he decided he wanted to farm (extra incarnate xp for him?? ) many other areas. He died. After he died, as you already know, a vast amount of our DMG was lost. We finished with 1 hour and 4 mins. Moral of the story, if you fight the courtyard area, we think it is best to keep him close to the stairwell. Confuse or AoE hold every single ambush mob that comes via that door. If you let Imp even look at them and decide to farm them, he will likely aggro everything else around that area too. Your potential danger comes from the council in that area. It is a Domino effect disaster waiting to happen. HOlding the mob in one place or confusing them will likely prevent that. That's our thinking. But be VERY careful how you hold them or group them. The smaller the cluster and the more tight the formation the better, especially, aim to do that close to the AVs you fighting. In addition, please take the time to craft and equip Clarion. That stun is a fear for IMP. He will run. Hit clarion or have it ready. The sooner you go rescue or link up with IMP, the better. Otherwise you risk having him want to farm the map. Thoughts and lesson from experience, my brother, from a fellow Master ITF chnl member. -
Cold/Dark Defender using/abusing powerboost, along with a kinetics with unresistable damage in the Imperious Task Force. No deaths were allowedv-- 49 mins, rivaling blasters. I go over the benefits of power boost in the video. Note: I have both in my build, Barrier and Clarion Radial. For this run, Barrier, but Clarion is equally as good, maybe even better.
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Thank you for the props, Linea. The thing about the combat monitor for me --> When I am playing support, my monitor duty is everyone's status, especially health status, but the buffs , the timing, my positioning , that's all I have time to monitor. My own combat attributes or stats , for my own character.... I can't be bothered with that when I am trying to be on top of everyone else's status and condition. It's a busy world , hehe. I talk about the tanks in the video, the critical role they play to facilitate good support in these specific challenge settings. IN the easier content of the game (most of it), I don't care much about tanks because the game is just... well... too easy. But here... tanks shine well indeed.