Jump to content

arkieboy72472

Members
  • Posts

    101
  • Joined

  • Last visited

Everything posted by arkieboy72472

  1. Are you sure? I could have swore that DEF DEBUFF Procs fire prior to the lighting. Maybe add lady grey and Ach Heel and retest.
  2. So, um....gun drone is better. Thanks! Love, My AR/Dev Blaster now with a better pet! p.s. maybe give time bomb some love? xoxoxo
  3. All this debate about who or what should light an oil slick is derailing actual conversation about everything else. There are ways around it. It will be fine. There are other powers to test. We have went without it this long. Pick a secondary that can do it. Use some procs. This set is proc city. Those of you not using them are missing out on the extra damage. Or team up. Be creative.
  4. played some the other night and while I didn't try out all the powers,I felt like a God. Me TA/A def) and a Blaster duo'd a 3/8 MC in KW like it was nothing. The only power I disliked was EMP Arrow, as it is now too weak without power build up and aim. Fortunately for me, my build is LOADED down with procs and Ice Arrow is now my number one bruiser How I rolled with the blaster was I would target through him or glue arrow the middle of the group, he rolls in doing his thing, I drop an oil slick, light it with acid arrow (yes) and then drop the -res arrow while he folded in a second group and continued wrecking face. I would use ice arrow on bosses for stupid levels of debuff and damage then on occasion toss emp arrow out, which is now kinda meh, but when it DOES hit (of course after a power build up plus aim, because it feels gimped now) it looks awesome. That +2 hold proc is mandatory in it now, folks. Anyhow all of the debuffing I was doing was just combat multiplying his destruction. I was seeing tics of -11 and -12 on slick, when I usually see -8's and -9's. With enough recharge and the right build, TA is going to be such a combat multiplier. Especially with a good blast secondary or whatever you pair it with (I am looking at you earth control). All in all I didn't maximize its potential yet. While I am not a fan of Emp Arrow changes, the set as a whole now allows your team mates to play their best and see a huge increase in their own actions. Sadly, you won't have damage much unless you proc out (and even procs were nerfed I think...) Still, I hope this stays on line with the end result.
  5. I tried fold space both with a Trick arrow def as part of a duo (trick arrow is now stupid good, thanks all) and by myself as a grav controller. Me and some other pimp blaster went to KW (I always get stuck there as it won't load for me every time, but anyways...I hate you Kallisti Wharf!) and did a 3/8 Market Crash trial just the two of us. In this iteration, he had fold space. Our timing was off, but in the first mission I would shoot my glue arrow or -res arrow and he would TP in, start wrecking face, then I would drop a slick, he would "fold" in another group while i lit the oil slick and dropped acid arrow and other things. Now, I have a proc loaded build and though procs got nerfed a little, my Lord it was magnificent. My Defender felt like a God. Me and him were talking, and we were both lvl 50's with most the T3 incarnates and whatever IO's we wanted. With the exception of the AV, we could probably run easily as a duo on 3/8 and 4/8 stuff. With envenomed daggers and pets, we could probably duo that easily. I can't remember what he was (rad or dark or something awesome, and I was even missing 2 TA powers, but I totally see them nerfing the shit out of the power they created for us, because it is going to be THAT good and we can't have nice things. If you have a strong debuff set like DEV, Traps, TA....or can throw out some -tohit enough to survive alpha, oh man. It will be glorious. This power even makes Time Bomb worth a damn again. Yea...THAT shitty power. Good. As for the other instance, I grab my almost pimped out grav/time controller. My timing is off and it will take getting used to, but I can essentially wormhole or fold every group to me with enough recharge. (you can alternate if your careful, as fold space can fire off regardless) With Wormhole, I at least get the stun and the knock down from the proc I put in it as mitigation. With fold, what I had to do was buff up with a few time powers (a heal and defense I think I forget), drop a slow patch (i forgot the name), fold them into my toggle aura which has max -tohit, (combined with my own defense allows me a surviving chance) then either mass hold them when that power is up or drop the intangible bubble on my OWN location which still allows me to attack, but immobilizes them. Then I just spam single target attacks (propel hits for splash damage quite nicely with the hold) and immobs (getting containment) while my pet does its thing. This one power, used right, will make many, many more people able to solo more reliably. It is a finesse thing though. While you can slip a slow patch under neath the maintainable bubble full of dudes and then wormhole yet another group in there, you can't okie doke fold space. If you lack line of sight you may get half the group, and it can't snag everyone. If you stun or hold them prior to folding, you can then do all sorts of crazy stuff. People with -tohit buffs like smoke, sand, and flash arrow (or sleep) will be able to abuse the hell out of fold space as will devices and trap players, especially since they buffed Gun Drone. You can set up shop and wheel them in, then pick off the stragglers later. Any nukes can be dropped and viola. Now, you may say you could just TP in and do that, especially if you have a debuff aura. This power just allows for more shenanigans. Mark my words, they will nerf it before release. it is too good. It happened to Shadow Maul.
  6. https://forums.homecomingservers.com/support/19296/ this is also related.
  7. Something is wrong somewhere as I have a character on Beta in KW named Ditty who is perma stuck in an unloadable loop in KW. For anyone else who has problems with just this zone, what is the fix?
  8. With all of this resistance debuffing, and buffing the ability to debuff, I have a question: Will this make it redundant, better, or no change to have multiple Trick Arrow players on a team? It seems that acid arrow now makes everyone else powers better at doing their job, which is great I guess. I will be the one who also says that single target immobs and holds are great on tanker and brute less teams, because AVs tend to run without that taunt. Still, buffing the debuff sounds interesting yet confusing (Instead of the power doing something you see, it does things you may not notice, but others may, though they know not why) and I guess makes trick arrow even more thankless of a job. IOW, everyone else thing is even more awesome, yet no one knows why that is happening, leading to no one noticing it is all because of the Arrow Puller, which is as it always has been....Kinda like being in IT!! Internet works, no one cares why. No one will notice your greatness until you leave the team, which is inverse how Kinetics players are treated. Thanks Dev's! 🙂
  9. The only interest I have in this all is that I can see a T5 pool power should be good and all, but it should not be as good as a primary power in another set. if it does as wormhole does, then wormhole should have its Mag / range/ accuracy buffed as a result. Either that, or nerf this thing in its current form. I know we should be thankful to be able to get two versions of the same power. Maybe I should just be quiet and abuse the hell out of this on my controller. Obviously the last tier powers in any power pool should be very good and worth taking, but they should not be the same or better than an actual primary or secondary power. I don't want them to make the power unusable, but I don't want gravity controllers to feel less than. Really great and unique powers are maybe 1-2 to a whole powerset and not every powerset has powers like that. I guess that is why I am so defensive of gravity controllers. As for Epic archetypes, THIER version SHOULD be slightly better, not the same. THAT should be the payoff for being an EPIC character. Give them something nice to make their own. No pool power that does anything a primary or secondary power does should ever be as good or better. I knew there are few examples, but still. I am glad others get to taste the awesomeness of other archetypes, but if they do nothing else, make sure Khelds and Warshades get better versions of whatever is out there. That should ways be the payoff for the effort to become a epic archetype.
  10. As a gravity controller, I have to waste a slot for KB to KD...and this power doesn't? Oh man...>😞
  11. I am offended....that as a Gravity controller, one of my signature powers is not any more powerful than a damn pool power? I mean it is great to be able to have 2 wormholes on a toon, but at least make the Gravity one better.
  12. I would hope this game continues to at least support Windows 7 and El Capitan. I am not sure if anyone out there is running XP or Vista but I could see it working. I think El Capitan compatibility is a fair compromise. The original Mac Pro can run El Capitan and windows 10 if you set it up properly and it is a 14 year old machine. At least with up to dual 3 ghz quad core processors and 32gb of ddr2 ram you s hould be fine. It has a good selection of graphics cards it will run too. this means any MacBook Pro from 2008 on up and either of the white MacBooks should run CoH. Also any iMac from 2007 onwards as well. For the mini I would choose at least the 3,1 model.
  13. I know this is defender forums, but I feel Time is best on a controller, and not just any controller, but a Gravity one. Here is what you get: stackable single target holds, plus a slow, lift, and projectile blast. This allows you to eventually hold and bash any one thing with ease (granted AV's take longer) the ability to really buff (if not cap in some cases) you and your teams defenses almost permanently, plus 2 great heals, one of which adds other buffs as well. The ability to lock down 2 full sized groups at once. the ability to bubble a group, negate the alpha, slip a slow patch underneath the bubble, untoggle said bubble, then completely lock down the group, THEN teleport another group in with that group, all for a tank who will then be up to his eyeballs in doods. being able to teleport a whole group of people into water to force them to take a damn bath (its a fave of mine.) with your pbAoE toggle, you lower the -tohit and speed of bad guys by you, effectively adding more defense. a targeted slow that can be loaded down with procs and made into a quasi blast Also, with one of the controller ATO sets (the one without the recharge bonus) split into 3 groups of 2, you can get insane time added onto all your mez's A cool pet that is fire and forget. Kinda slow, but kinda awesome. Gravity/time is not much on damage. At all. Ever. Propel is a great attack, but that is it for damage honestly. However, if you have ever really wanted to completely neuter everything, it is the way to go. Nothing touches its ability to make bad guys helpless. It is pure control at its finest.
  14. Ice/fire has a great mix of attacks but usually works in Melee. You can also work out of line of sight but then you will not be using many fire attacks. An example would be ice storm and blizzard for opening. Hop in with hot feet and your other end/health damage toggle going then Burn, FS circle, combustion, consume. If you survive, everything else dies. I would build for as much Melee def and resists as i could. other ways to play is to open with the two ice patches and just use a 4 cycle ranged attack to pick off guys the T1 and T2 attack along with the weaker hold and the short fat burst attack make a great 4 attack ranged cycle. I would skip the stronger hold attack and the cone, as they take entirely too long to go off. As for skipable fire attacks, the weaker sword and either combustion or consume. I would also highly consider bonfire with the KB to KD proc 6 slotted. This way you can toss a bonfire and use burn in the middle of it to completely mitigate attacks. Anything that stays flops and anything that doesn't dies. Six slotting PBAoE attacks helps with melee def when using obliteration. You can slot the ranged attacks with entropic chaos on the cheap. You can slot that single hold with 4 gaze and 2 damage. You get lots of recharge if you want. Fire shield + CJ + def and res proc globals + tough and weave + hover is quite a bit of def and decent resists. thunder strike can help with extra ranged def. For epic I would either scorpion shield and go all in on def or fire for bonfire, fire shield, and the rez or the debuff. As great as the combo is, after a while it gets boring because how OP it is on teams with a Kin. It is not very good for very tough single targets though. It can mow though groups, but is not kitted for AVs and GMs and monsters. Works very well with teams with multiple tanks and brutes. Playing only ranged is easy but you lose the whole secondary. Playing right in the middle of the chaos is best. I got bored of mine because of how OP she was. With a tray full of purples and enough winter sets she can farm. Anyhow, its a beast of a combo that allows for a few play styles.
  15. What is the best way to get the absolute most out of AS? Do I slot the ATO set in AS and then the buid up proc in build up?
  16. I made one of these as my first stalker. Love it. I got capped resists to S/L/Fire and enough defense to not die immediately. For single targets its BU plus AS but for groups it is Burn, my spin, and my Melee booster attack and then repeat. I can pick off the rest with a jab or two. On the ITF Burn plus your single target attacks can handle shards. I can handle my own up to +3 easy enough. You have to live on the edge though. Most things die before I do and I just heal up and move on to the next. Body epic allows for more end, recovery and regen. By using global proc you can build enough regen, recovery, and hp procs to counter the lack of defense fire has. Being capped to 3 types and decent to the rest, plus decent defense makes fire a premiere set as if has an attack built in that others lack. And yea, burn makes things run, but that takes the heat off me long enough to keep living. If they are scattering they are not attacking me.
  17. I was on a team tonight and we came to all the same conclusions. Given everything equal, a team is just worse with a sentinel on it. There is nothing gained by having one as opposed to anything else. A sentinel, to me, is just a solo friendly ranged only blaster. It has no niche at all and does nothing well. I understand that the game is made to have fun and play and socialize or RP. I think a sentinel is a little more safe than a blaster unless you dump money into a blaster with bonuses and IOs. I would think in the comics the best example of a sent would be iron man. As it stands now, they are all of the bad aspects of other ATs and none of the good ones. That is the real travesty. No niche or defined role, no wheelhouse, nothing that they do better than anyone else. Just an odd filler. If the direction they ultimately go is what the powers guy said, I feel bad for anyone really invested in them. However if they fit your theme or RP or if you solo a lot and like ranged, I guess they are ok. It is your fun to have, not mine. All other things equal, they gimp a team just by being on it. If I had a tough mission I would never pick one for my team.
  18. The changes you all are complaining about were brought on by a few things: 1) inherent fitness. Now, I love it...but tough and weave has become the new fitness. Used to you had to cram a build and pick and choose what to take and what not to. 2) insane set bonuses. Being able to soft cap defense, and go well beyond perma-hasten has made things much easier. Now, I like these also... 3) incarnates, especially everything beyond the alpha slot. 4) the obsolescence of the HO, the SO, and in some cases the generic IO Now, what to do? Well for your own sakes you can choose to use generic IO's, Only SO's, or use none of the incarnate stuff (beside maybe the Alpha slot). If it doesn't make sense to be able to summon enemy pets, have a free proc in every attack power, have endless ageless endurance or barrier defenses, or all of the other stuff, just don't use it. To me, what the game needs is either a global buff to all creatures somehow someway, or a way to +3 the +4. If 4/8 is just too easy, you should be able to increase the difficulty somehow that doesn't involve missing every attack. What does exist, i think, is the ability to buff the bad guys in a TF or debuff yourself. Maybe that is a fix. I kinda miss hazard zones being hazardous. I was around for the travel power bump from 14 to 4. With all these standard of living fixes, there comes a price. The easiest fix for all this, I feel, is some sort of global creature buff, whether it be extra def, resistance, or something baked into everything. Since people don't like missing everything all the time, a resist buff across the board to all things is the best way I see. You could make incarnate stuff only available @ 50 and beyond, not 45. Will the server do this or anything at all? nope. Therefore, if you want the good old days, you are going to have to make them yourself and play with others who feel the same way. Remember when on a STF (aka MLTF) where it was super tough and just a tank couldn't hold recluse? Now people can handle all of the patrons at once..Soloing a pylon for time. The things that used to be unthinkable are no longer. So you either have to introduce new, tougher content, make the content you have tougher, or just create artificial toughness yourself. It is either that, or embrace the ease of the new CoH and just use it as a socializing platform that is also a game. Kinda like those little Facebook ones. I myself still find difficulty here and there.
  19. My gal, who i admit is a Toph from avatar knock off, allows me to play ultra aggressive and in Melee 100%. I skipped the single target immob, the sleep, mud pots, and hurl boulder. I open with a power boosted earthquake, which allows me to take alpha, then hit mass stun, immob, and gases if its up. After everyone is locked, I melee smash them all to bits. I quicksand on occasion if the map geography calls for it. I do the stomp and jump AoE and hit the Mighty Judgement with knock as it comes up. Once dom hits, she just rolls. I think I have almost permanently hasten by just a few seconds. My positional def is like 30ish ranged, 20ish melee, 18ish AoE. My S/L resist is capped and the rest is in the teens and 20s. If I dropped some recharge I could get much more defense. To compensate, I got Melee hybrid and barrier incarnates. Love her! She is built with survivability in mind. Tough/Weave, invulnerable epic, combat jump, both def and resist procs, both ATO sets, and about 100% global recharge before hasten. Once a dom gets going, you don't want to stop them. She lacks a heal, but her regen and recovery are pretty decent. I would rather have barrier and melee hybrid than a heal and assault, although I may try out both long term.
  20. I tried all 5 proc and it felt underwhelming. I got rid of that and got ragnarok and swapped the Acc/Rec for the proc. I like it better. It actually can do a bit of damage.
  21. I took some bits and pieces from all these builds and ideas and I am really loving my grav/time controller even more. I 2 slotted the dimension shift with the pet proc and another from that controller archetype set. It is an easy toggle to get a pet. I slotted all 3 of the holds with 4 basilisks gaze for the bonuses then dropped 2 more of that same IO set in them for the bonuses, except the single target grav hold, which i added some damage Its to, though proc powers would work in there for damage as well. A quick toggle of it is all you need for the pet, but in a death room where multiple spawns are, it locks down everything. its great. slowed response is great as a proc mule for not only the heel, but 2 other damage proc also. i 6 slotted a lot of my powers to split up bonuses here and there and add lots of overall recharge. the idea was to have wormhole up as often as possible. I just dropped 2 slow IOs in the targeted slow power patch. The hold isn't reliable enough to slot. With insane recharge I can stack it quite a bit. When I get a chance I will post a build, as my take is much different. It can be tweaked. There is lots of room for recharge, defense bonuses, and all sorts of slotting ideas. The main take away is that with premium slotting and set bonuses, I feel not so much a damage dealer, but a more masterful controller than I ever have with any build, and I have played lots of combinations. My new fun thing is worm holeing cimeroans into the water from the ditch below. When you have 2 or more gravity controllers on a team who know the powers, especially grav time, it makes things great for tanks and fun for people as one mob group turns into 3 all stacked on a tank like an orgy dog pile off of south park. Blasters get to blast recklessly. We can slow or stop everything. I am sure any two controllers can do this just like any dominator can, but man is it fun.
  22. This is why some trials and TFs are rarely ran when I am on, such as Khan, Eden Trial, and some of the arcs in hazard areas like fault line. Great content but under rewarding.
  23. Back before AE, PI basically was AE. For every mission team filling up for arc runs, you had 5 calls asking for bridges (pre exemp changes which i think was issue 16) or people for Battle Maiden farms (before 2XP system issue 16). AE basically cordoned off the farmers to their own areas. Farming is what it is and some like it. I tend to leave it alone. It serves a purpose. PI is what it is now and what it should be, casual lvl 40+ arcs and AV fights. AE is what it is now and what it should be also. Having perspective on how things used to be will better help you understand why they are how they are now.
  24. The social and team aspect of the game is why i like it. Some of us are caretakers and don't get out much. Some of us have zero social life whether on purpose or accident. For some of us, this interaction is a large amount of our whole. I think that ANY difficulty added should be optional. Kinda like that one trial where everything is lvl 54(+3). You best be +3 or wait until you are. Trying it without that equals having a bad time. Likewise it is optional. Some of us like bashing bad guys and dying on occasion just as a way to unwind. I take out my frustration of life on council and roll alts for fun. That said, I WOULD be in favor in a slight overall buff to bad guys in the game, such as a small global resist or defense increase, like 5% or something. Something easy and small. Also maybe a buff for the obviously weak enemy groups also. I would leave the tough ones alone. Also, in addition to making optional very tough arcs, task forces, and badges (think the hard way badge), I would NOT be opposed to making it where you have to unlock them somehow. This way you knowingly are playing them. Not only that, you earned your way in to access. This could also be used to add player volume to lesser used zones and areas. This could be at all levels and not just 50+. Lastly, rewards could be merits or just a badge. You at least want something to make it worth your while. Maybe even a costume piece or flair you can show off somehow. People like to chase swag.
×
×
  • Create New...