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Scientist

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  1. I was afraid that would be the case, it seemed much harder to code it to have procs fire after the game determined targets hit and be changing it all the time. Good to know for my build at least.
  2. How does proc chance to activate work with the new variable recharge powers, like Explosive Bouquet in the Pyrotechnics control set? Mids shows low chance of activating, based on the 8 second "nominal" recharge time if it hits no targets, is that locked in or does the proc chance somehow scale based on the number of targets I just hit with it? For example, if I'm hitting 10 targets on this activation, would the proc chance scale up for the (making this number up) 100 second recharge the power would take on for hitting those 10 targets? This seems unlikely, it would be a pain to code, but I thought someone might know.
  3. May 28, I'm not seeing any time capsules in a couple of zones I checked?
  4. Just tested it, and 3 VEAT Spiders and 1 VEAT Widow did not get the badge. Apparently it has to be an exact AT match, I wasn't sure since the Diversity badge has multiple categorization for HEATs/VEATs. We did do it with 4 tanks, can confirm only 4 needed.
  5. A question, if you are trying to get this on a Warshade, for example, does any VEAT or HEAT work, or do you need to have all HEATs , or all Warshades, no Peacebringers?
  6. Could be worse, the record amount of damage recorded in CoH on Live was for luring a spawned Titan to the fire and having the building explode. It does a multiple of the HP of the target, so it was, IIRC, over 100k. . . 🙂
  7. If you are doing Trapdoor farming in the lava pool, btw, it seems that setting it on +4 difficulty significantly raises the damage the lava does. Lava has levels! 🙂
  8. Is Mids correct with the "extra damage" of 17.81 (slotted for damage for a Defender), meaning it is a complete waste to slot it for damage then? Looks like the only thing worth slotting on it, aside from some End Reduction because it is an End hog, is tohit.
  9. So Shifting Tides in the new Marine Affinity powerset allows slotting of Tohit Buff and Damage sets. It seems to generate a stacking buff for Recharge, Tohit and Damage per foe. Am I correct that any tohit buff enhancing IO would enhance stacking tohit, any damage enhancing IO would enhance the stacking damage, and any recharge, for example in a Damage or Tohit set, would enhance the stacking recharge? Or would recharge in a set only enhance the recharge of the power itself? Trying to figure out how best to slot it in an end game build.
  10. If the defender is just going to be on autofollow, say on a second account, one option I could suggest is a Traps defender. You can put Acid Mortar on autocast, and it will keep dropping and firing off at mobs. The advantage is that the Mortar takes the aggro, not the defender, and it is pretty tough, plus if you get enough recharge going you can double stack them at least part of the time for double the -resist (each Mortar counts as a separate "caster"). Toggle back to that account every couple of minutes to recast FF Generator and Hasten, and you are good to go.
  11. Was looking at working on this with a friend, am I correct that souvenirs will only go to the arc holder, but that EB/AV defeat credit goes to anyone on the team? I'm also not clear how you check these jail cells to see who you are missing?
  12. They listed it (Mirror Image badge) as fixed in todays patch, hopefully so.
  13. Friends and I just ran Citadel with an 8x Tank team, but nobody got this new Issue 27 Page 7 badge, is it bugged?
  14. A group I was with saw this as well, started Stephanie's arc at level 20, +0/x1 difficulty on a 4 person team, but most or all of the lts in the mission in every spawn were +5 to us. We managed to beat them with some deaths, it got a lot easier when the mission holder leveled and they were only +4. This happened in the first Council missions at least.
  15. Gerswin makes some excellent points. I agree that having multiple defenders is a good idea, for two reasons. First is that as he mentions, different defender power sets are more or less ideal for different teams and scenarios. A 5 scrapper team might benefit from a Kin, a 5 blaster team might benefit more from a Cold. Second is that defender power sets play SO differently from each other, that switching between them is like switching entire ATs IMHO. Thus you can get a lot of fun play variety just from the "Defender AT". I think a good defender build emphasizes team support, and ideally includes the entire range from "support of survivability" to "support of kill speed". Some teams need a lot of help with the former, others need the latter (they are tough but low dps). Support of kill speed is part of all defender sets now with the Force Field revamp, but also comes with having a blasting secondary, so don't neglect that. Something else I try to include on all my defender builds is the ability to stealth and recall teams to a location, I consider that team support as well, even the fastest blaster can't kill their way past 15 spawns on 3 floors faster than I can sneak past them if we are speeding missions. Similarly, if someone drops, being able to teleport them to a safe spot to rez makes things more fun for them than lying there for the whole fight and speeds things up by getting a teammate back in action. Speaking of which, bring at least temp power rezzes, I get the day job accolade one too, its faster than messing around with combining insps and hoping someone makes an opening to drop it. The only defender I take Tough/Weave on in general is a Kin, because they have to run into spawns at a pretty dangerous point in the fight to exploit Fulcrum Shift properly, and don't have much in-set defense. For everyone else I rely on the 30% or so ranged defense I can get fairly easily and aggro splitting with the team, along with debuffs. Some defenders like Time, obviously, can get high personal defenses without much sacrifice. In general I'd rather have buffs and debuffs up more often so I use recharge sets, and be able to contribute some decent damage for slow teams, often with procs, which preclude set bonuses. I also like to take Maneuvers or Assault and Tactics, that helps especially to hit in hard content and Defenders get the best bonuses on it. I also have an alt build for my Main, a defender, that includes Tough/Weave for something like a Master Of TF or other hard mode content, though that gets expensive.
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