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Voltak

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Everything posted by Voltak

  1. This is a general build I use for easy content , works just fine in teams. This Hero build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Guardian Sinaptico: Level 50 Magic Defender Primary Power Set: Electrical Affinity Secondary Power Set: Electrical Blast Power Pool: Flight Power Pool: Leadership Power Pool: Speed Power Pool: Leaping Ancillary Pool: Mace Mastery Hero Profile: Level 1: Rejuvenating Circuit -- Prv-Heal/Rchg(A), Prv-Heal/EndRdx(3), Prv-EndRdx/Rchg(3), Prv-Heal(5), Prv-Absorb%(5), Prv-Heal/Rchg/EndRdx(7) Level 1: Charged Bolts -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(7), SprDfnBst-Dmg/EndRdx/Rchg(9), SprDfnBst-Acc/Dmg/EndRdx(9), SprDfnBst-Acc/Dmg/EndRdx/Rchg(11), SprDfnBst-Rchg/Heal%(11) Level 2: Lightning Bolt -- SprVglAss-Acc/Dmg(A), SprVglAss-Dmg/Rchg(13), SprVglAss-Dmg/EndRdx/Rchg(13), SprVglAss-Acc/Dmg/EndRdx(15), SprVglAss-Rchg/+Absorb(15), SprVglAss-Acc/Dmg/EndRdx/Rchg(17) Level 4: Galvanic Sentinel -- SynSck-EndMod/+RunSpeed(A), SynSck-EndMod(42), SynSck-EndMod/Rech(43), SynSck-Dam/Acc/End(43), SynSck-Dam/Rech/Acc(46) Level 6: Energizing Circuit -- SynSck-Dam/Rech(A), SynSck-EndMod/Rech(17), SynSck-Dam/Rech/Acc(19), SynSck-Dam/Acc/End(19), SynSck-EndMod(21) Level 8: Faraday Cage -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(21), RctArm-ResDam/Rchg(23), RctArm-ResDam/EndRdx/Rchg(23), RctArm-ResDam(25), RctArm-EndRdx(25) Level 10: Ball Lightning -- Artl-Acc/Dam(A), Artl-End/Rech/Rng(31), Artl-Dam/End(31), Artl-Dam/Rech(33), Artl-Acc/Dam/Rech(33), Artl-Acc/Rech/Rng(33) Level 12: Empowering Circuit -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(27), GssSynFr--ToHit/Rchg/EndRdx(27), GssSynFr--Rchg/EndRdx(29), GssSynFr--Build%(29), GssSynFr--ToHit/EndRdx(31) Level 14: Short Circuit -- Erd-Acc/Dmg/EndRdx/Rchg(A), Erd-Acc/Dmg/Rchg(34), Erd-%Dam(36), ClvBlo-Acc/Dmg(36), ClvBlo-Dmg/EndRdx(36), ClvBlo-Acc/Rchg(37) Level 16: Aim -- HO:Membr(A) Level 18: Hover -- LucoftheG-Def/Rchg+(A) Level 20: Zapp -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(37), SprWntBit-Acc/Dmg/EndRdx(37), SprWntBit-Acc/Dmg/Rchg(39), SprWntBit-Dmg/EndRdx/Acc/Rchg(39) Level 22: Shock -- Acc-I(A) Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(42), LucoftheG-Def/EndRdx/Rchg(48) Level 26: Insulating Circuit -- DctWnd-Heal(A), DctWnd-Rchg(39), DctWnd-Heal/Rchg(40), DctWnd-Heal/EndRdx/Rchg(40), DctWnd-Heal/EndRdx(40) Level 28: Hasten -- RechRdx-I(A), RechRdx-I(42) Level 30: Fly -- WntGif-RunSpd/Jump/Fly/Rng/EndRdx(A) Level 32: Amp Up -- RechRdx-I(A), RechRdx-I(43) Level 35: Voltaic Sentinel -- ExpRnf-EndRdx/Dmg/Rchg(A), ExpRnf-Acc/Dmg/Rchg(45), ExpRnf-Dmg/EndRdx(45), ExpRnf-Acc/Dmg(45) Level 38: Thunderous Blast -- Rgn-Dmg/EndRdx(A), Rgn-Dmg(46), Rgn-Dmg/Rchg(46), Rgn-Acc/Dmg/Rchg(48), Rgn-Acc/Rchg(48) Level 41: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(50), LucoftheG-Def/EndRdx/Rchg(50), LucoftheG-Def(50) Level 44: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 47: Defibrillate -- PrfShf-End%(A) Level 49: Afterburner -- LucoftheG-Def/Rchg+(A) Level 1: Vigilance Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(34) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(34) Level 49: Quick Form ------------
  2. I am new to the chnl I don't know of anyone who has made any claims about being the best there. Who was claiming to be the best ? What are the arbitrarily imposed rules you are talking about? Since I have been there, no one was measuring anything. Some of the best help in game, for me, came from people in the channel I have also paid it forward and I have helped others as much as I saw others help me out tremendously Everyone I know in the chnl and who has teamed with me many times, has been nothing but helpful Most of the people there are helpful
  3. This is very very simple. There's nothing complicated here. I am the first one to present the corroborating material to show that a Dominator has solo'd the ITF under the "Master of" challenge settings with no inspirations at 54 x 8 notoriety settings. Can we verify that anyone else has done it ? No? Is there any evidence that anyone else has done it before? No. Until proven otherwise, no one else has done this before I did it. That is why the crucial word "verifiably" was written. So... There's no corroborating material out there to verify that someone else has Solo'd the ITF using Master of settings , without inspirations as a Dominator with 54 x8 notoriety settings. What's your problem with it? Why are you getting heated up about it? How is this irritating you and why? That's just stating what it is. Nothing else is meant by it.
  4. For those of us who enjoy doing extreme challenges This is an example and a guide for Fortunatas to solo the ITF, PART 2, under Master challenge settings and inspirations DISABLED. Being able to solo the ITF with no inspirations depends by far on your ability to solo part 2, the deadliest of all four parts. Only Part 2 is covered here since everything else in the ITF for a Fortunata is just standard game play, all or most things you would do in general gameplay, standard procedure. Part 2 is the only part of the Master ITF challenge that requires the Fortunata to use unconventional and rarely seen tactics in gameplay.
  5. That's not what I said What I said is I was or am the first person to verifiably , again (key word here) VERIFIABLY do that ITF solo, with a dominator, with those challenge settings. Big difference when you include that word
  6. @FUBARczar makes a point which I have presented many times in other posts. The much better route to solving balancing issues is to buff under-performing sets, not swing nerf bats to the others. If things are under performing, is it because the under-performers need a bit of love ? In this game, this seems to be the case. Also, another important issue. This game has overwhelming amount of content that is too easy, and players, the vast majority of them, will stay or remain with such easy game content (sometimes patting themselves on the back because they cruised with their "powerful" builds through such easy content ) The more challenging content in the game seems to be the better tests for sets and builds Far too often I have seen players with their "uber" builds partake some of the challenging content in the game only to be obliterated, and instead of farming anything , they are the ones getting farmed by the critters in the game. BUt... balancing changes seemed to be based on performances on game content that is already way too easy. Take for example heavy proc builds -- They are powerful and kill stuff quick, but the more they do content that is much more challenging, the more those proc builds seem to do nothing, while you are dead, you are doing nothing. Once they learn to include other things to balance out the build, the less and less procs in the build until ultimately you pretty much eliminate the procs or leave one , maybe 2 procs in the whole build, if you can fit them at all and survive. Once you start aiming for and achieving the defensive , survivability, or sustainability numbers required, the more the first things that have to be sacrificed are your procs. And, as Fubar said, and I will add to that, once you take incarnates out, a lot of the builds or sets need to be changed and further balanced out. Once you take the inspirations away, many builds seem to have lots of holes once you start pairing up more difficult enemies the more and more you start seeing just how week some builds are or just how weak some power sets are. If they were ever to nerf procs , they would be doing so on the performance on game content that is cheesy easy. A decision about wether or not to nerf procs would be more proper when putting those builds under difficult challenges. In easy game content, almost anything works in this game. When you start doing challenging stuff, you start filtering out what is weak or bad a lot more easily. Fubar and I belong to the Master ITF chnl We not only do ITF at challenging settings, we also do other Task forces, Ouroboros arcs, and our favorites -- AE challenging missions. 9 times out of 10 we have new people joining us, who before doing things with us felt they had uber builds but end up not doing much except dying over and over and getting farmed by the critters. THen they start learning how to build a proper balanced build and start having a much bigger picture, enhanced vision, of what's balanced and what is not balanced in the game. From experience and testing, I will add my two cents on Doms. They are at the bottom of the whole group of ATs when put to the test in the ITF. I am the only player who has verifiably solo'd the Master ITF challenge, with no insps, no deaths, no temps, at 54 x 8, and that took me 2 hours and 50. My other ATs will smoke the Dominator. This has nothing to do with Pylon testing DPS , it's not about dmg. It's about the mez ability being wiped out because Cimerorans have near permanently break free On the other hand, Doms are perhaps at second place or third place and smoke the rest when another very challenging content is ahead --> I have done a huge open map of Carnies 54 x8 solo, no inspirations, no temps, and after I did that, in the same map , I also solo'd the lvl 54 Carnies AV, and I am the only one who's verifiably done this. The only ones I see with ability to do this are some very well built Night Widows (inside Psy Def and resists and lethal damage is so deadly vs carnies) , some tanks, some brutes, again, no inspirations used, no temps, not even base buffs, no amplifiers and so on. Based on all that the Dom , for me, is still outperformed vastly by other ATs when doing the ITF but on some other stuff, it does very well. On one of my builds for my dom, I can do the LGTF phases before hitting the Hami, and he does fine, and perhaps better than many other combos or ATs, again, using no inspirations, no temps. So based on all this I cannot say Doms are at the bottom of ATs, but definitely at the bottom of the ITF testing and by far. This is because the Dom is a bit unbalanced when it comes to defenses and offense when it comes to defenses and mitigation in the ITF settings, and that's me saying after using the combo of sets that arguably provide the best package of mitigation among all doms -- the Dark/Dark dominator , with all the good to hit debuffs and heals, confuse, strong fear, and nice combination of 3 pets... With all of that.. it cannot hold a candle to any other AT in the game for such difficult challenging settings in the ITF. Comparing runs on very easy content , like radio missions , and that sort of thing... We should not be making nerfs based on doing game content that is so easy COH is very easy for the most part ( once IOs came to the game) It's time to steer players to more challenging content, steer them away from doing only the easy stuff. The nerfs in Diablo 3 occur after seeing results in the most difficult of conditions. I have plenty of experience in D3 and I was a world ranked player of D3 as well, and I left once I discovered CoH is back. But their criteria for nerfing is on point, it is based on the performance under the most difficult of settings, not the easy stuff.
  7. Leave a comment in the video, the creator will respond. He did respond to me
  8. Primaries... for controllers - Arguably, Earth control is the king of control You can mix Earth with Trick arrow for lots and lots of more control Traps is another set for sure for additional control Storm is another
  9. For the goal of breaking or establishing records, just for kicks. (We managed to do it in 38 mins) My Fire/Kinetics Corruptor with Fire/Psi Brute, a duo aiming for the fastest MoITF 54 x 8, no inspirations, no temp powers, no deaths. My super Fulcrum Fogosa (fire/kin) at work with @FUBARczar We lost Imp towards the end of Part 4, cost us dear time we could use to break record of a Duo under these conditions. Also in Part 3, if we make one minor adjustment, we can save at least 2 minutes, and that would have given us a bigger advantage. It's extremely tough for a fire/kin to survive part 2 of the ITF under these conditions, but we made it work, and Fubar is an excellent team mate.
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  10. Ice/Storm Controller -- I include a video. He is one of only 2 or 3 survivors in this ITF run , NO INSPIRATIONS, NO deaths, NO incarnates at all. THey are powerful, they can be very safe, and extremely fun and rewarding to play Arctic Air with the confuse set and the proc is like perma seeds of confusion, if they get up from Ice Slick, lots of slows Storm is what makes Controllers play like Dominators only a bit better since Storm is also a phenomenal defense instrument Controllers are not the best AT in the game, that award goes to Defenders. But secondaries such as Storm or Trick Arrow combined with a control primary set is what makes a controller control so much while at the same time dishing out damage in a very fun and significant manner. Storm is one of the, if not the best , creation among games of this type, a true masterpiece. There is nothing like storm created in other games. CoH is the only like that.
  11. Every buff for others is also a buff you can cast on yourself , except for the T9 buff. That is the beauty of ELEC Affinity While you are mobile , if you have a chance, find on YouTube - How to use or How to run Mid's Reborn on Mac OS -
  12. *** I use a Mac M1 , MacBook Pro *** There is a YouTube video that shows you how to run Mid on the new Mac, Big Sur or M1) As a base , and as I base only, I run this build for the easy content of the game. I have two builds on my elec/elec defender One thing to know here - Regardless of what Mids is saying, this build does have permanent Hasten. You see, Mid cannot account for the buff you get from Energizing Circuit, which you get if you buff your pet. Other things Mid does not account for because the way you get the buffs in ELEC affinity is by targeting your pet , and then you get that after the relay https://www.midsreborn.com/builds/download.php?uc=1380&c=671&a=1342&f=HEX&dc=78DA65D3594F1A511407F03BCC202AEE8AA8B800EE52115CFAD097262E35A9624DB54DD790C930C2A494990C90D4C77E85BEF40B74D12EB6B5DA7EA556416DFB01E8E9FC8F685212FDC1B9E79C7BEE85493C5B6CD85B7E7E5D484D0B59359F4F2EEA5B7A2EA5DBEE849A363441AFB6E5A26AA70C3517DC3072AA553034D343E1C0796672BEB8B515DDC898DA93E46646B7556B3B585DBBADE6D27A2ABA94D5B5826D686A36394FDB148477DD34B3D11B59239D29343BEF5775950AF219C3AA773E6F58BA9E6A385FB28C5C3AB064195A74C1B4EDA25530ED6442D574FA972FE8F676174D14A4BF3B13825F15B7389685882BC2F5933D82CA0FB60C6B4AF0A38BCA24AEDDE7B5AFB0F6803D84F5DFD8EF70CFC5A5542BC51427D61067A761D30C3B075B66E13D9A5946AD229F22367E04274AEC099C2CC3FB54E3E61AF731F7E3DC36CE69E39A0EEEF5806A3C7C3ECF34E6EEF053A04F119D03E42819825D6176107EA2F3D5F1F9EA64B753DB5FCB2A30E8666B580F7C48FB7A795FEF2B9713EB79CDBE81BD6FD95DD8BF033F138DBC6F63D9E5CC1A2AC1C113362B9CDCC1A770C8845F68B919B5A2F91AA1C8A28E7EBAAD9845B4FA24276F9FF2DAF92EDB77705743BBEC3B38F29EFD0037E94C3EEEEDEBC17EADD4DB8FDE2E3FF71E6F8153EDF031D575F35EDDB7101B5987A309768D5D8161EA1B405F2910C15EE3AC97D6FA788EBE1E7CA749DA6300316980F326D8033A6B186B72F80FEEF8CA6FF6177B060F89619E75F82A6293D3EC0C9C9A65E7A045238C6156798CEF20CE7710E73B8877C04E9A3DC2DF4584731FD1EC518E455FA2A7E81422C6B118E7AD29D567B5D2AB549FF97F1F2B15B17AB14A3F5B745957AA4FA8909CAC723D45A4CB9193FF22A7171149BA8967217417339C5D5EE359432FE00A9D2386DD2A7F01D3ACD39C
  13. Right Any defense debuff power that can take slots or IOs, they can slot the proc for resists debuffs. The slower recharging powers are good options. But an important note about my build for Dark/Radiation defender I wanted this defender to debuff as much stuff as he could. So, for example, I can debuff all or most all things. So like for example, I cannot debuff endurance/recovery. My build is made for extreme challenges, things the vast majority of players would not be able to handle especially with proc builds or offense heavy builds The easy game content, which is perhaps the majority, most builds would just be fine, especially proc builds As the content you do increases in difficulty levels, the less and less offensive your character will be in the build The defender you see in the video is meant to survive part 2 of the ITF with no inspirations, no incarnates, solo or in a two man team, and so on. No way a proc offensive build will be able to handle that. The first priority for my build is to achieve the highest degree of survival possible, and then, if anything else has room for procs, go for it. My build is about 5% shy of Neg energy dmg resists cap It has max S/L resists It has 47% energy dmg resists 33% toxic resists 36% Psy dmg resists (for Master Lady Gray TF no insps) Soft Cap Range and Energy / Neg defense (Range/HOver/Fly is the best defense in the game). High recharge (13 secs shy of perma Hasten) And it must run smoothly without Ageless incarnate, in fact, it must run smoothly without incarnates Runs some game content with no inspirations and it does other extremely challenging AE content For such content , I have no room for a proc build on this defender
  14. Elec/Elec is what I recommend. Elec affinity drains, and the secondary drains too The combo of the two Pets is very neat, they both drain endurance as well THe synergy is amazing Beam Rifle is the second. The modifiers for Defenders is greater ( BR debuffs, that is)
  15. It's not difficult at all It's clicky if circumstances call for it, to do your specific job since Elec Affinity is a bag of many instruments Kinetics is an easy set to play but it is a very active set , but being and active set does not take away from being easy Elec affinity is just like that , if it calls for you to use your powers , so be it, but what powers to use and when is an easy thing to learn and carry out Elec affinity is there at the top circle of buffing/healing only because it has so many instruments You provide endurance Massive recharge bonuses Resistances Area Wide perma status protection Endurance drain protection Absorption And healing Right up there with the best Rez in the game since you can Rez everyone in one shot , not just a single dead person Best of all --- those buffs you can apply to yourself In very hard game content, you may 1 or 2 people die in a full team but you provide immense mitigation to many things In easier game content, elec affinity has easy time keeping everyone buffed or healed if needed I have done the 801 series at the highest difficulty scale I have done even more challenging content than 801 in the AE Elec Affinity is very powerful and a masterfully designed set for defenders I will share videos as soon as I can
  16. There is certainly a build for water/storm that is floating around here on the forums and it looked very solid I don't have the link but I know it is there Water/Storm is very very fun
  17. Range defense is the best defense in the game if you are a squishy. Being away or slightly away form melee is very powerful in the game. Most defense debuffs are done at melee range so it's best to avoid those as well. Many other reasons why hover/fly is great.
  18. Ageless for sure Agility is great, Musculature is also good (for alpha) , and Cardio is good if you dont go for ageless Hybrid assault double dmg is good, hybrid is a second place option What you do want is hover , never be on the ground with a stormy. That is way suboptimal
  19. Water / Storm for the win, friend... That is a magnificent match
  20. That is correct Has there been a change to this for Rad emissions ?
  21. I am going to slightly disagree here, my friend 🙂 1. Elec affinity does end drain as well on two powers, and one of them is constantly going off, the other is going off whenever you want On defenders , the number is slightly stronger 2. The more important issues are here below The shields The absorbs The heals The buffs The debuffs They are all better on the Defender Defensively the Defender will make a much stronger build for yourself as well __________________________ To the OP, I therefore recommend the Defender version.
  22. The toggle in Dark stays active long after the anchor is dead That's what I am talking about
  23. I stayed on topic. Dark Assault for pylon testing is not mediocre damage, that conclusion is a result of testing and first hand experience , and by just looking at the numbers No one is saying anyone is a victim here. Just saying your illogical drive to be debating pylon times when you never done it, on any set at all. You have assumptions on how it goes but you never had hands on experience. Just like you never had hands on experience in other stuff but you insists on debating about that too, when you can't do it, and have never done it I already pointed out the fact that using DPA numbers from Mid planner is Not enough to prove wether a pylon testing time is mediocre or not The ultimate proof is drawn from the results time The results time will also depend on build. The build depends on recharge, procs, sequence and so on Animation times for each power used in the testing is crucial as well and I put out the numbers clearly to demonstrate why this matters a whole lot How many attacks you put out during the window of the Build UPs every time those BU procs hit or when you hit Build Up , how many attacks you get off matter a lot. The total animation times of all powers used in the sequence therefore are crucial Again - refer to the numbers I presented above You said -- "Explain to us the wide difference in dpa and why Fire and Energy perform as it does with these numbers. " Perform?? You have no idea what the performances are in pylon testing. You have never done it nor do you have results of pylon testing PRIOR to to you coming to this thread, coming in with no experience nor first hand knowledge... You should explain to us why you jump to conclusions on pylon testing when you have no evidence, no tests, no results BASED ON PYLON TESTING We are talking about pylon results, you have NONE to go off on. The only one here who have posted testing times is the OP and myself, NOT YOU. Dark assault is NOT mediocre. Here is the corroborating material The results 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
  24. Hahahaha !! Sleepless in CoH Seriously, Fluffy adding and extra 40% dmg debuff is fabulous
  25. TO add to this and I mention this in the video as well Fluffy provides an additional 40% dmg debuff An additional 15% to hit debuff He heals you as well It is arguably the pet with the most utility along with Singularity
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