Jump to content

Ashford

Members
  • Posts

    41
  • Joined

  • Last visited

Everything posted by Ashford

  1. Honestly, people act like sentinals are useless, they just are in desperate need of tweaking. The small target cap hurts it, the damage needs a slight boost but really not that far behind a scrapper, the buff stacking on a sentinal needs tweaking. Honestly the only reason sentinals are gimped like this to begin with is because it's an archaic way to address the fact that if sentinals got buffed too much it would make scrappers irrelevent which is dumb because at the end of the day one archetype is being stomped out in favor of the other when there should be marginally little difference to choose a scrapper or sentinal with enough pros and cons to have a case to pick either.
  2. Difference between a brute and a scrapper Scrappers are absolute wimps until level 50 Brutes start strong and then fall off at around 50 Scrappers are good for general content Brutes are really only get to shine as fire farmers and even these days some builds can outclass a brute in that respect, brutes get no benifits from team play, scrapper, stalker, tankers out class them. Brutes kinda just exist, but are redundant unless their fury mechanic gets a tweak in the future.
  3. The difference is you will have a harder time finding groups for missions on villain side because everyone is a hero and just use villain content as a passport
  4. honestly does not take much effort to not infringe, change a few colors around, maybe put something new in the costume, and woolah hambit and shyclops. Does not infringe and you can chalk it up to a homage character.
  5. yup and that's why I call it a toolkit resist set. It does it's job at mitigation but in a real fight as bio, the build will either fold like paper or the build will be dropping in damage as time spent doing damage will be on doing a defensive rotation that can not be sidestepped as most of the actual damage mitigation is button based so there will be a damage loss, which means mobs are not dying as fast as they should, which means taking in more damage, which means a higher likelyhood of once again, folding like paper.
  6. Explain DB? Katana builds players thought I should add the joke since people explained it more or less
  7. That's kind of the issue with /DM. Sure, bio will make DM hit harder, but DM already has a penalty to damage in exchange for -hit and bio on a tanker does not need -to hit when bio already works best on a tanker since tankers have a high HP pool to almost gloss over bio's issues (to much time pressing defenseives when you could be pressing the damage buttons). Not to mention as a Tanker, there is no real benefit to pick DM again because in bio your more likely to be stuck in defensive stance as the tanker will be the one being hit most of the time. So, there are rarer instances to actually use offensive stance to boost DM to then actually do the amount of damage any other boosted primary AT can do with more damage. DM in general is best used with an AT like SR or invuln as DM's best trait is that it can add an extra layer of defense to a defense set with the only downside being an actual Tank relying on teammates to do most of the damage more than any other tanker. Of course, this is not to discourage people mixing DM with bio but it's good to know where a build may have bottlenecks.
  8. I think your issue is you follow outdated statistics when in reality it's really hard to pinpoint which AT is "best" with the exceptions ("cough" kinetic) A lot of those powers on that list either got buffed or nerfed as of present date Second, getting a more accurate data would be pretty hard to do because the data only fixates on the primary and not the secondary as the secondary can affect the performance of a powerset with rad, bio, and fire, being main factors for testing optimal performance, Either way it's best not to fixate on "what's best" as what's best does not directly translate to fun, Sure if a powerset makes ever mob fly like ragdolls that would probably sound like fun, but if it ultimately trivializes the content chances are there is really no reason to keep playing because as a min/maxer the problem has been solved, why play any other build? every other build does less damage than me,
  9. s anyone ever tested bio for that set? After all if enemies are being disabled with electric combo, that would mean less things hitting the character, which means less time pressing defensive buttons and more pressing actual attacks, then electric saps endurance, making recovery adaption redundant which means only 2 buttons to worry about and being in attack most of the time once enemies are made useless.
  10. more sentinel specific powers, instead of assault rifle I would like an arsenal set. For those who want to "gun fu" Edit: forgot to mention but a mix up for a MM or maybe even controller > turrets, non traditional stationary minions, huge damage, staying power, that sort of thing
  11. This is why the best mastermind build in CoH has and always will be illusions/FF controller. unkillable minions, unkillable in general.
  12. I would not say bio is "Best" it's more of a toolkit resist set than practical from a gameplay perspective. elec is less hassle than bio. Rad is more accessible and there is almost no flaw with it except for it's cooldowns which needs investment to fix on top of plugging the resist holes. Bio needs an entire rotation just to mitigate a bunch of damage.
  13. Things to keep in mind with defensive, they just suck without the appropriate investment. Defensive based mitigation are very expensive and Shield is up on the list for most expensive. The character will be super squishy until the defense cap is reached . SS/shield is among the kind of builds that will require a proper mids guide to get right since the build will rely on other sources to maintain endurance. Personally, I would stick with resistant based mitigation like rad, electric, unless you got billions of currency laying about and a friend who will fire farm you.
  14. Ashford

    Rad/SS

    Eh, with SS rad would be clunky. It works best with shield, invuln, but my personal best in slot for SS would be electric as it can be easily capped with a tanker and SS is very endurance hungry.
  15. The fundamental issue with regen is that regen has nothing going for it. It has no defense and no resists so the only way to benifit at all is to be a tanker that has a much higher HP pool. However, even with a higher HP pool, without defensives/resists and regen being the only thing sustaining the character, there is nothing preventing that character from dying to one shot damage. The only power set in the game that could possibly make it less bad is the dark power set as it decreases the amount of times the player gets hit but even then, that is not going to be much of a help. That is why WP is also kind of a bad powerset as well as it is a hybrid between regen and resistance which only makes it so your character will get two to three shotted instead of being oneshot as WP does only half the job of a resist build with none of the benefits, WP and Regen could use a rework.
  16. He is talking about energy manipulation. and to answer your question EM is a defense secondary which means it's designed to prevents things from hitting your character in the first place. Issue with defense secondaries compared to resist secondaries is that a defence is a lot more expensive to build and if the player lacks a guide, their build is going to suck. A resist build is more accessible, but tend to have gaps in their armor which means starting out at 50 even with decent enhancements, epic powers, and some investment in incarnetes, the build is going to be downed eventually or quick if it's a blapper, controller, etc. The only inherent flaw with a defense secondary is that although rare once maxed, eventually something will hit the character and if it's one big hit, it's a one shot.
  17. woops Got that backwards meant rad/Fire melee, my bad
  18. That's why the caveat of these charts is that it only speaks about raw number performance and not the over all potential. MA may be up there in terms of raw performance but MA lacks in proper AoE, which means that it may work for a scrapper, but not necessarily for a brute or tanker (why even tanker if AT doesn't take advantage of target cap) in 100% of any situation. Same with Savage melee, it may seem high in performance like a scrapper or Tanker but will likely shine far more often on a brute due to it's dot mechanic which scales with fury. The only real downside to SM on a brute is that ramp up time.
  19. Any Fire/Rad Builds for Tanker?
  20. Ashford

    Dark melee/?

    Hard to say how it would do on a scrapper in the current balance, Dark is more of a Tanker pick but on a Scrapper? Maybe Dark/rad/soul and see if it outperforms the tanker variant. or just dark sheild
  21. Ya he clearly hasn't been up to date on what the current balance is for Tankers. 4 years ago, maybe this guy would have had a point as Tanker damage was that abysmal to the point that at the very least, it would be helpful for a tanker to keep aggro as quite frankly they can be very hard to kill. Now, no, Tankers very much outperform brutes in the AoE department and can do enough damage that the only reason a Tanker would actually need a taunt at all is if the Tanker rolled a more single target AT like Energy Melee. Even then, if a tanker can clear as fast as they pull it's not like anyone is going to care, not to mention Tanker can also just be played as a DPS as again, they do pretty nice damage now.
  22. Well with the current balance changes despite what people say, from a min/max perspective, AR could actually be a much better middle of the road AT for a blaster and could in theory pair much better with MA than DP does. Keep in mind, although this is strictly for ST, the OP did say AR still tested high for AoE
  23. Well there you go fellas, now AR/MA is the new DP/MA, and probably more insane
  24. Which is not a good idea because that's why players overlook SS in the first place
  25. Well the idea is since electric armor helps with recharge, stack that with hasten, rage with recharge and then it's a perma rage so no crash.
×
×
  • Create New...