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Jason0162

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  1. I don't agree. Please do not misunderstand me - everyone has different expectations and enjoys different things and I am in no way trying to devalue your own perspective. Rather, I am asking you to consider a different persepctive. HEAT's were originally designed with SO's. They can be competitive and balanced with nothing more than SO's, however, when discussing this there is one part of the game experience that is more often than not entirely left out - The inherant. CoH was designed as a MMO. Massively Multiplayer Online Game. The vision was always for players to team and do content together. It's not something that is as popular as it once was and the implementation of the invention system made soloing much more viable for all AT's but the fact remains that the core of the game is still designed for team play. The HEAT inherant was also designed to take advantage of that and really make the AT more powerful and more adaptable than any of the other AT's. The good news is that the inherant does that successfully and very well. Change how you look at team play and use the inherant to its utmost and your entire experience will change. That said, I am for some tweaks and QoL changes for the AT as I and others have mentioned in the thread already. I am particularly interested in removing reliance on Lightform and status protection built in somewhere but in general I really like HEAT's and I do not want them changed into something unrecognizable. My 2 cents.
  2. I have a fairly conservative view on changes. Any adjustments shoud be small lest you create more problems than what you intended to fix. I also should note that I speak primarily from the POV of the PB as I have not played a WS beyond the mid 20's. That said, the Rebirth approach intrigues me. I have not, and am not likely to, play on Rebirth but the idea is intriguing. It's difficult to anticipate how that would change how people play the AT, however, and that makes me hesitant to jump in head first. Cosmic Balance as an inherent I think is a great power. I would concede it could use some tweaking but, again, I would have a light hand here. No sweeping changes or rebuilding of the power. It's a really great inherent already and encourages team play even though that seems to be considered a bad word these days. What I do see as a worthwhile QoL change is the addition of Status Protection. Somewhere in the secondary powerset there should be a means of gaining status protection. PB's and WS's are enough of a frontline AT that it is as necessary as for other AT's that have this Protection built in. There are means to circumvent this at end game and Light Form provides protection once you get to the right level and aquire enough global recharge to make it permanent but that is steep climb to make. In the interim crowd control powers are especiially problematic. I am also not a huge fan of Light Form in general. It's powerful, however, I feel that it restricts build diversity and forces the player to chase global recharge. Add in the need for status protection and Light Form becomes a must pick for all situations. I dislike the reliance on it and only it. I dislike needing to chase the recharge instead of allowing me to play around with other bonuses. And I dislike needing to juggle for the crash. I join teams very often so that I don't need to use Lightform for the resistances and I use the Destiny slot to cover Status Protection. The issue here though is that this only works on 50+ content. I would be open to ideas on how to modify Lightform to allow for more build diversity and less reliance on this single power but even as much as I dislike it I would still want a light hand in any changes that are made. I like PB's and enjoy the playstyle very much. The last thing I want is to destroy that play style trying to fix something. My 2 cents.
  3. I have not leveled this build to 50 yet but at 41 this has been very easy to solo and fun teamed. Here's the build plan I am using - Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Moarte: Level 50 Mutation Stalker Primary Power Set: Psionic Melee Secondary Power Set: Bio Armor Power Pool: Fighting Power Pool: Leadership Power Pool: Teleportation Power Pool: Leaping Hero Profile: Level 1: Psi Blade -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(3), KntCmb-Dmg/Rchg(5), KntCmb-Dmg/EndRdx/Rchg(15) Level 1: Hide -- ShlWal-ResDam/Re TP(A), ShlWal-Def(46) Level 2: Telekinetic Blow -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(3), KntCmb-Dmg/Rchg(9), KntCmb-Dmg/EndRdx/Rchg(15) Level 4: Hardened Carapace -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(5), UnbGrd-EndRdx/Rchg(17), UnbGrd-Rchg/ResDam(17), UnbGrd-Max HP%(23), UnbGrd-ResDam/EndRdx/Rchg(37) Level 6: Assassin's Psi Blade -- SprStlGl-Acc/Dmg(A), SprStlGl-Dmg/Rchg(7), SprStlGl-Acc/Dmg/Rchg(7), SprStlGl-Dmg/EndRdx/Rchg(13), SprStlGl-Acc/Dmg/EndRdx/Rchg(31), SprStlGl-Rchg/Hide%(40) Level 8: Boundless Energy -- EndMod-I(A), Prv-Heal(9), Prv-Heal/EndRdx(45) Level 10: Environmental Modification -- Rct-Def(A), Rct-Def/EndRdx(11), Rct-EndRdx/Rchg(11), Rct-Def/Rchg(13), Rct-Def/EndRdx/Rchg(37), Rct-ResDam%(43) Level 12: Concentration -- RechRdx-I(A) Level 14: Kick -- Acc-I(A) Level 16: Adaptation Level 18: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(19), UnbGrd-Rchg/ResDam(36), UnbGrd-ResDam/EndRdx/Rchg(40), UnbGrd-ResDam/EndRdx(40), UnbGrd-ResDam(42) Level 20: Ablative Carapace -- Prv-Heal(A), Prv-Heal/EndRdx(21), Prv-EndRdx/Rchg(21), Prv-Absorb%(23), Prv-Heal/Rchg(36), Prv-Heal/Rchg/EndRdx(36) Level 22: Placate -- RechRdx-I(A) Level 24: Weave -- Rct-Def(A), Rct-Def/EndRdx(25), Rct-Def/EndRdx/Rchg(25), Rct-Def/Rchg(37), Rct-EndRdx/Rchg(45) Level 26: Greater Psi Blade -- SprAssMar-Acc/Dmg(A), SprAssMar-Dmg/Rchg(27), SprAssMar-Acc/Dmg/Rchg(27), SprAssMar-Dmg/EndRdx/Rchg(31), SprAssMar-Acc/Dmg/EndRdx/Rchg(31), SprAssMar-Rchg/Rchg Build Up(43) Level 28: DNA Siphon -- ThfofEss-Heal(A), ThfofEss-Acc/Heal(29), ThfofEss-+End%(29), Erd-Acc/Dmg/Rchg(34), Erd-Acc/Dmg/EndRdx/Rchg(34), Erd-Dmg/Rchg(39) Level 30: Maneuvers -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(42), LucoftheG-EndRdx/Rchg(46), LucoftheG-Def/EndRdx/Rchg(48), LucoftheG-Def(48), LucoftheG-Def/Rchg+(50) Level 32: Mass Levitate -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(33), SprAvl-Acc/Dmg/EndRdx(33), SprAvl-Acc/Dmg/Rchg(33), SprAvl-Acc/Dmg/EndRdx/Rchg(34), SprAvl-Rchg/KDProc(39) Level 35: Genetic Corruption -- CaloftheS-Heal%(A), CaloftheS-EndRdx/Sleep(45), CaloftheS-Acc/EndRdx(46) Level 38: Parasitic Aura -- TchoftheN-Acc/EndRdx/Rchg(A), TchoftheN-Heal/HP/Regen/Rchg(39), TchoftheN-Acc/EndRdx/Heal/HP/Regen(42), RechRdx-I(48) Level 41: Teleport -- Range-I(A) Level 44: Recall Friend -- WntGif-ResSlow(A) Level 47: Long Range Teleport -- RechRdx-I(A) Level 49: Combat Jumping -- Rct-Def(A), Rct-Def/EndRdx(50), LucoftheG-Def/Rchg+(50) Level 1: Assassination Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(43) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(19) Level 16: Defensive Adaptation Level 16: Efficient Adaptation Level 16: Offensive Adaptation Level 50: Agility Core Paragon Level 50: Void Core Final Judgement Level 50: Diamagnetic Radial Flawless Interface Level 50: Warworks Core Superior Ally Level 0: Portal Jockey Level 0: Freedom Phalanx Reserve Level 0: The Atlas Medallion Level 50: Barrier Core Epiphany Level 1: Quick Form Level 50: Assault Radial Embodiment ------------
  4. This. This is the single best quote about CoH ever. My hat off to you sir.
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