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Ston

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Everything posted by Ston

  1. melee hybrid exists for this reason
  2. You're forgetting to mention that sets like ATOs and Overwhelming Force are unique and are not boostable. I don't think they should be considered for this suggestion because they cannot be used in multiple powers like Touch of Death can. Nucleolus Exposure Acc/Dam = 38.3% Acc/dam Superior Blistering Cold Acc/Dam = 33.1% Acc/Dam (Unique) Overwhelming Forece Acc/Dam = 26.5% Acc/Dam (Unique) Mako's Bite (+5) Acc/Dam = 33.1% Acc/Dam Touch of Death (+5) = 30.2% Acc/Dam The set bonuses in Touch of Death are likely more valuable for many melee builds than the ones from Mako's Bite (melee defense vs. ranged defense). In order to get those bonuses now, you need to sacrifice 3% damage and accuracy. I don't really see the reason why this is necessary. You can use Touch of Death from lvl 25 if attuned. The minimum attuned lvl would be 30 if the set got a buff to lvl 50.
  3. You mean you don't like your costume being constantly hidden by a fuzzy radiation cloud?
  4. THE PROCLESS MONSTER Claws/Rad Scrapper - ONLY ONE IO SET PER POWER - 5:31 So with the rumors of a procalypse on the horizon, I wanted to do some min/max testing that doesn't rely on procs. The results were... pretty sad to say the least. This was on my claws/rad scrapper that I had previously gotten a 4:07 run with (posted earlier in this thread). There haven't been any details about how procs will change, but for this test I made the build with the assumption that only 1 IO set would be allowed per power. This completely tanked DPS output. I do agree that powers like Radiation Siphon shouldn't be allowed to be mini-nukes, but that wasn't the biggest loss without procs. Lethal damage sets like claws are going to suuuuccckkk against a lot of mobs. It was taking me way longer to kill the mechs than it was with extra damage procs. There's also a big loss in not being able to proc FF from shockwave. Does this kind of build align closer with the IO system's intentions? Maybe. Is it more balanced & fun? Very debatable. EDIT: In hindsight, I don't think was THAT much of a loss given that i was using a LOT of procs before. I think this could be improved by utilizing hami and dsync IOs in powers where I'm getting set bonuses that aren't valuable. For example, I could slot Overwhelming Force KB>KD in Shockwave and then a few D-Syncs that would cap dmg/acc/range
  5. Unfortunately I lost the build file since I made that post, but I put it together the best I could remember. As the others said, Cross Punch is mainly there for the -res. Ice Melee doesn't get achilles, so you want to find places to put -res. I chose to put FoTG in Cross Punch and Annihilation in Frost. This turned out to do a pretty decent amount of -res. The +rech and +tohit from Cross Punch is a huge bonus too, especially if you have both boxing & kick. It does way more for you than Ice Sword IMO. You still have Ice Sword in the build to use at lower levels, though. This build is geared toward beating up a pylon. In a "real" build I would take Lightning Ball and throw a bunch of procs in Frozen Aura. I got a pretty good trapdoor time when I had it like that (video in trapdoor thread). Scrapper - Ice Melee - Bio Armor.mxd
  6. Kinetic Melee / Shield Defense Scrapper - 4:36 (Average 4:50ish) - Survival Amplifier used Looks like kinetic melee has a really good synergy with shield. You can hit power siphon and spam your t1,t2,t3 attacks on a boss to stack it.. and in the meantime, you'll be surrounded by trash mobs to saturate AAO. Hit Concentrated Strike (w/ ATO2) and you're ready to put out some serious AoE damage. ST damage feels pretty slow since the set isn't great with procs and I was mostly using t1,t2,t3. You could probably get better ST dps by including a snipe and proc'd Focused Burst.
  7. It will be among the worst in terms of dps. I've really only seen it do competitive damage on stalkers. Bio would be the easiest secondary choice just for the dmg buffs and -res. Elec, Stone, Energy, SR could also work for the +rech to give Power Siphon more uptime. The set doesn't have a ton going for it as it is right now. Concentrated Strike is the only reliable power for the Crit Strikes proc, but it has a 3s+ animation time which is pretty brutal. Your best bet would be to spam your t1, t2, t3 powers to stack Power Siphon, and then spam Burst and your epic pool AoE.
  8. Assault Rifle / Mental Manipulation Blaster - 5:08 - (w/ Defensive Amplifier) I don't think I killed that Mech around 0:56... oops. Wanted to do an assault rifle run for shigs. I think this set has some potential.. but it needs help desperately. The only good powers IMO are Burst, Slug, Sniper Rifle, and M30 Grenade. Flamethrower, Ignite, and Beanbag aren't even worth considering unless you're using Oil Slick Arrow. Full Auto needs its arc buffed. Unless you're standing 60ft+ away from a mob in perfect LOS, it's not even worth using. I would much rather have something like Overcharge.. shoot a grenade or missile that functions as a Targeted AoE. As is though.. Assault Rifle is the worst ranged set I've used. I would only recommend using it if you plan on spamming Burst, Sniper Rifle, and M30. If anything I think this run just showed how good Mental Manipulation and Bonfire are.
  9. Sometimes i’ll be in a mission and realize i forgot to re-color one of my powers or a costume piece. Would rather summon a tailor, fix it, and do the rest of the mission than exit, find a tailor, catch back up to my team. That’s one example of why i’d support this suggestion. I don’t see any reason why we can’t make all NPC menus more accessible. Auction House, Crafting Tables… why not Tailors?
  10. If screech were to get a damage buff, I think the following powers would need to get one as well: Stunning Arrow Beanbag Suppressive Fire Scramble Thoughts Stalagmite Personally, I think this is the way to go since they do decent damage on sentinels. Buff blaster ST stun damage and add a couple stun damage procs... problem solved IMO.
  11. Wow, that was a really good warshade run 👏 I didn't think a warshade would be able to kill bosses in a reasonable time but your macro chain along with the DPS from pets looked really good. Trapdoor went down really quick too. I almost want to say Kheldians should be able to use 2 reds for trapdoor runs to get the most out of the AT. Might have shaved your time down closer to 5min. Only Kheldian trapdoor I've tried was a human-only peacebringer. I couldn't even get passed the first 3 groups because of no end drain resistance lol.
  12. Well.. the intention is to add DR to any effects on a player. Any effects applied to enemies wouldn’t be changed. So for example, you can stack a ton of -def on them, but they can’t do the same to you. But you also can’t get to really high defense levels. It would be interesting if there were 2-way DR between players and NPCs, but i don’t think that exists in the code. I just imagine the PVP rules can be applied to PVE mapservers.
  13. I made a mistake in a previous post. Any effects used against enemies will not be DR'd with this system. However, your other concerns are valid. It would require a lot of communication.
  14. In all seriousness, depending on your team composition, calling out your buffs & debuffs would be a valuable strategy with this kind of difficulty setting. Which is the kind of gameplay I think some players would enjoy.
  15. Basically, none of your stats can be buffed to really high amounts. They would all follow a logarithmic curve. For example, ranged ATs would not be able to reach softcapped defense. This image represents how DR would interact with their defense. You would only be able to reach around 18% defense in most cases, so you would need to see what other areas you can invest in to get more survivability. Realistically, only melee ATs with defense T9 powers will be able to reach softcap. This kind of curve would be applied to stats (resistance, recharge, buffs, debuffs, damage bonus, etc). EDIT: Debuffs and any effects used against enemies will not be DR'd with this system.
  16. Pretty straightforward suggestion here: Add a difficulty setting to task forces, trials, and story arcs where the PVP diminishing returns system is added to PVE. Not only would this introduce a unique challenge to the game, it would also give some exposure to PVP gameplay mechanics for those who want to learn more about it. In my opinion, this would be a more interesting option than "players debuffed" or "no enhancements". See the Diminishing Returns section here -> https://homecoming.wiki/wiki/Player_vs_Player FinalValue = OriginalValue * (1 - ABS(ATAN(A * OriginalValue)) * 2/pi * B) A and B being Archetype/Attribute variables
  17. A few things I'd mention: Dominate is going to kick ass regardless of AT. Mind Probe isn't exactly the most amazing power ever, but it's a hard-hitting attack you need to take to get Dominate.. so it's gonna be used. All of the ST epic melee attacks do similar DPA. Dominate is on a 16 second recharge which is way shorter than other epic holds (Netherworld Grasp, Spirit Shark Jaws, Block of Ice... all 32 seconds). 16 seconds is just about perfect for a ST proc bomb and fitting into an attack chain. This is the main problem IMO. Either increase Dominate recharge, or reduce the others. If recharges are standardized, I'd imagine other epic pools would become much more popular. Leviathan Mastery would have a big draw for KoB -> Spirit Shark Jaws You Still need to use two ST attacks from your primary to have a viable ST chain IMO. One of them being your t1 attack for offensive opportunity. I typically skip the snipe replacement and use the t3 blast (Cosmic Burst, Blaze, Blazing Arrow, etc).
  18. Recorded a couple really good times with two very different powerset combos. DP/Elec Blaster (4:04 -> 4:25 average) and Fire/Savage Tanker (4:05 -> 4:20 average) Needed defensive amplifier for the blaster, couldn't hang with the psy damage and end drain.
  19. Rad/SR Sentinel - 5:05 (Average 5:30ish / Survival Amplifier used for recovery) T4 Musc Core T4 Ageless Core T4 Degen T4 Assault (Passive) I did a lot of runs with this combo and have a few thoughts: - Needed to let one boss from the first group follow me to the next group. The lower target cap meant that I would be wasting more time finishing off the remaining enemies. - This combo NEEDED both the Ragnarok and Avalanche knockdown procs. I think Radiation blast has a very efficient AoE chain in Irradiate>Neutron Bomb>Psychic Shockwave. You're able to apply two -res procs and then keep them knocked down with the follow up AoEs. - Overall.. I think sentinels have plenty of potential to be a competitive combo. With some buffs to their target cap, damage, or inherent ability, I think they can become a very popular AT with all the unique power choices.
  20. That was a nice run for a sentinel! You probably could've gotten 5:30-6:00 if it weren't for mobs running away. It looks like the time you take to clear the enemies within your target cap is competitive with other ATs. This makes me think that if sentinels had a taunt proc, taunt aura, and/or a target cap buff.. they would be a lot more viable with a high-end build. They have power choices that would make blasters jealous like Dark Obliteration and all the epic PBAoEs, I'm gonna plan on doing a sentinel run next, looks like a fun challenge!
  21. Been on a trapdoor binge lately... Decided to try something different. Energy/TA Blaster - 4:36 (4:50ish average) *I did use Defensive amplifier and panic-popped a green at 3:00. But my health bar was almost full when I popped it sooooo didn't really make or break the run. You be the judge* This combo has a ton of AoE firepower. The ST kind of suffers, but the snipe is giving FF procs to make Nova ready for the next mob. This was about 30s faster than my archery/ta run, I think a lot of that is due to the damage type and Nova hitting harder than RoA. Pretty impressed with this combo, not to mention it's a ton of fun.
  22. Claws/Rad- 4:07 T4 Musc (R) T4 Ageless (L) T4 Degen (L) T4 Assault (passive) Had massive time swings with this combo, a few over 5 minutes. For some reason I had way more issues with mobs running away with rad armor than with bio. Nonetheless, new personal best!
  23. Ice/Bio Scrapper - 1:24 Best time T4 Musc T4 Degen T4 Assault (passive) T4 Ageless Had to remove some proc slotting in ice sword and frozen aura in order to get enough recharge for Zapp. Verdict is that freezing touch is an amazing power for ATO2.
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