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Everything posted by Coyote
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At least it keeps the screen really clean 🙂
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Move Bombardment from Bonfire to Fireball, then you can max it out for a bit more Ranged Defense. Bonfire does its damage too slowly to use it as a major AoE damage power. Swap slotting in Hot Feet and PsyShockWave... you want the set with more EndREduction in the toggle, and the set with more Recharge bonus in the click attack. Put the Steadfast IO in Tough, and try to find another slot. Then with 4 slotted Fire Shield, put 4xUnbreakable Guard for a Melee Defense bonus. For an end build, you'll want Hasten 2 slotted with 2 50 IOs, boosted higher. Use the slot into Char and get 4x Basilisk's... right now it's not slotted much as a damage attack to be worth using, and it's not a good Hold either, so may as well pick a use for it: damage with procs, or Hold. Procs should be used with 6 slotting it, and you want it with fewer slots, so 4x Basilisk's gives you a bit of Ranged D, more Recharge, and a usable Hold.
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Um, Lightning Rod. Because I AM the sky! Heh, jokes aside, I like Blizzard. Who doesn't? Though I find Death From Below (Geyser) to be more visually appealing.
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Weekly Discussion 85: T1 Immobilises in Control Sets
Coyote replied to GM ColdSpark's topic in General Discussion
I'm not keen on the replacement ideas, largely because CoH has not generally and historically replaced powers. There have been exceptions, but they are rare enough and for large enough problems, to show that it's not something done without great need. And look at Snipes... they were not replaced, but rather their mechanism was changed at lot, and they became one of the best powers in their sets instead of one of the most skipped. I think what we want is a reason why Immobs are better. Then, I look at my DOMINATOR who took, slotted, and used a ST Immob as an attack. Fire/Psy, so I had a choice of Subdue or Ring of Fire, and RoF was as good and available earlier for exemping. Granted, that's because /Psy lacks a good ranged attack after the Snipe, but there are other sets that are lacking in ranged damage and could use a blast from the primary: Earth and Savage, at least. So, I see the possibility of making ST Immobs useful just by making them competitive attacks. Speeding up the DoT would be one step. Another step would be raising their Recharge to 6 seconds... this would increase their damage (and thus DPA) substantially. Lastly, look at the longer animations and try to speed them up a bit... none should be longer than 1.7 seconds. If this is done, then they become competitive attacks... nothing top-tier to boost a top single-target chain, but at least usable in a mediocre attack chain, and possibly slotted up to fit in with a character who may not have enough ranged attacks. Certainly most Controllers, but even some Doms might use a competitive mid-tier ranged attack if it had a faster DoT. -
HoE does good damage, and also boost the damage of one pet (usually the Prince). So you want it up more, and with better combat stats. But you also want the base pets with higher stats. So it's a trade-off. I'm not sure which way you end up doing more damage.
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I think that Kinetics is so busy, that it works best with a primary that's not so busy, or has fast animations. I'd run it with Fire (a classic choice), or with Plant (because Plant doesn't spend too much time throwing out controls, and because Fulcrum-shifted Creeper Tentacles tear buildings down... fast).
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I also think that it would be nice to try to auto-exemplar a character to the max level for radio/newspaper missions in a zone, when they use that Contact to start a mission. It would be a bit immersion-breaking, as there isn't a real explanation for the character's loss of powers, but... it's really useful for villains, to make it easier to pick up the Exploration Badges from Mayhem Missions that may have been outlevelled.
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Weekly Discussion 85: T1 Immobilises in Control Sets
Coyote replied to GM ColdSpark's topic in General Discussion
Yes and no. You CAN use Fire Cages to convert Bonfire to a Knockdown power, but... it has problems: 1) you can't enhance the 10 second -Knockback effect, and Fire Cages has lower than average Accuracy, so there's a chance to miss a target. So anyone you miss is going to get tossed violently out of Bonfire, spreading out the group, unless you limit this by spamming Fire Cages. Which can work, but basically it works by forcing you to spam it, which may or may not be a problem. 2) you can't pre-trap an area with Bonfire and pull mobs into it, or have adds come in and start falling down. They'll get tossed back out as they come, and then they can get up and shoot. Granted, they can't come through Bonfire, but you want them to get into BF and stay there, falling down, so they're not spread out. And you can't pre-Immobilize them, or they'll be stuck outside of it and not falling. So... it's doable, but makes its use far more limited. It's worh the one IO to remove those limits. -
Storm, definitely, because using Wormhole to bring mobs into a small area so that Tornado and Lightning Storm hit more targets is a nice tactic. Traps is a good choice also because you drop several traps then Wormhole the spawn into a whole lot of bright flashes, detonations, and experience points. TA isn't a bad option, as Gravity can play well as an all-ranged set, and so can Traps. Plus, Gravity does good single-target damage but struggles with AoE, and Trick Arrows can help with AoE damage. Poison isn't a bad option. Again, small-radius debuffs are helped by having Wormhole bunch up spawns, Poison Trap can be set ahead of the fight, and Poison can do good AoE damage to help cover the AoE damage lack from Gravity.
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Weekly Discussion 85: T1 Immobilises in Control Sets
Coyote replied to GM ColdSpark's topic in General Discussion
I always take the single-target Immobilizes on the Controllers, and wish the Illusion set had one. An attack is better than no attack, and when you only have two base attacks (Hold and Immob) for many set, skipping one is hard. However, the DoT is excessively long... half the duration would be much better. AoE Immobs are also good on a set that has an AoE Stun as its main opener. They're also good on some characters, depending on their Endurance management, to spam for an Orb, to drain Endurance, to add -ToHit, etc, but not necessarily for all sets. It depends a lot on Endurance management. Frankly, they could be greatly improved, IMO, by making their radius be smaller, like 15', and dropping their Endurance effect... many times the large radius will prevent spread-out mobs from bunching up more, while you usually want to Immobilize them AFTER they're bunched up, which means that you don't really need such a large radius. Increase the DoT speed for both ST and AoE (not that it matters much for the latter), and make the Radius and therefore End cost of the AoE smaller, and they would both improve. -
Well, the main thing about Martial is that it's not a set that attracts with mechanics, it attracts with concept. So you make it for the idea of being a Ninja (maybe you're a former MM's Genin who got tired of being defeated in every fight and want to improve to being defeated in every other fight 😛 ). It could use some play trick to make it have a playstyle gimmick that's attractive, but other sets do without that and are fine. I think it can work best with a low-activity primary... use the controls for a bit, then start attacking. Treat it like a controlling unarmored Scrapper, rather than like a controlling Dominator. I'd suggest Plant and Ice as two primaries that really don't spend much animation time on controls. Use the AoE Sleep from Ice to give Arctic Air a few seconds to start working, then Fold Space everyone to be next to you, drop Ice Patch down, and start kicking. Actually, the time to use Fold Space and Ice Patch would give AA enough time to ramp up to 50% of the spawn, and with all the knockdowns it should play reasonably safe. At higher levels you can max out S/L defense and be reasonably solid. It would work better with /Earth, which is just better, but still should be playable if you really want to make Martial work.
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What should the aggro cap on Homecoming be?
Coyote replied to oedipus_tex's topic in General Discussion
Me too. But I really like that Fold Space idea. Bring them all, and split the aggro 8-ways. Then the squishies use combat rezzes, and repeat. -
Hm. Martial looks solid in some ways, and lacking in others. It has great animation times on its AoEs, and it has multiple that can get FF procs. And Trick Shot is another limited-targets AoE, AND you have Caltrops. It can put out a lot of AoE damage, and gets Force Feedback, and also has very good knockdown chances on its attacks. If you leverage it as a melee-range AoE specialist, it's good. It lacks good ranged damage, which can be a problem without defenses strong enough to go into melee, and the melee AoE is limiited in size. But it does have the advantage of throwing all of the melee AoEs (including Trick Shot) without having to change between PBAoE and cone attacks. And if you proc out Explosive Shuriken, it can get more damage into the AoE portion. Although I think it's not AoE sets, which limits how many procs you can stick into it :(. Overall, I'm not impressed by it, it's not going to be the mainstay of a character, but I think that it can function well with a character who can draw opponents in tight and start with knockdown AoEs. Maybe leveraging Fold Space, if you can afford to lose a LotG set as a Dominator... always a hard sell, but with multiple FF procs firing off, it may be worth it to keep pulling mobs into tight melee range and hitting them with repeated knockdown attacks with the FF proc.
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What should the aggro cap on Homecoming be?
Coyote replied to oedipus_tex's topic in General Discussion
Max spawn size, I would guess. Probably 16 max spawn + 1 AV. -
Not directly against status effects, but if the attack misses, then you don't suffer the status effects. A lot of status attacks, ESPECIALLY melee-range Stun attacks, contain a Smashing attack (less often Lethal, that's usually a Defense debuff). Ranged Holds like Earth, Ice, etc, may have a Smashing component, but a lot of ranged Holds will be Psy in nature and bypass it. But it will still help against a lot of attacks that do debuffs and status. I don't know if I'd say half of them, but it's still a major benefit.
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You can also go the route of increasing the area of Empty Clips, and putting a FF:+Recharge in it, and spamming that during combat to trigger +Recharge bonuses. And Dual Wield also can slot +Recharge. I would expect that you can run a build with a secondary without +Recharge bonuses, and still run perma-Thugs.
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1: Defense, because being missed also helps you avoid debuffs and mezzes. You don't have to worry about being 1-shot in any case due to Bodyguard mode, so the main disadvantage of Defense-based builds (burst damage and cascading defense failure) isn't as bad since you have a big damage reduction to fall back upon. 2: Yes, it does. For the toggles, only for the duration of Power Boost, but for Lingering Radiation's Slow effect, it will last for the full duration. I think it only affects the Slow, not -Recharge or -Regeneration, though. And I don't think it does anything for Enervating Field (or does it increase -Damage? Definitely not -Resist).
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Bring up Global Recharge in your Combat Attributes and watch it change as you slot more LotG: Global Recharge/Defense IOs. That's where it's shown, not in individual power statistics.
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Illusion/Storm, my main. Embrace the Chaos. BE the Chaos. 😉 Nothing is locked down, everything is running around, getting tossed around, attacked by decoys, afraid of Spooky, and knocked around by Phantasm's attacks. Chaos squared.
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Gravity is powergaming the best combo for Storm, because Wormhole's ability to bunch mobs up for the small radius attacks for Tornado and Lightning Storm turns those from single-target attacks to small-target-cap AoEs. Otherwise, Electric is good for the +Recovery help, and I like Earth with it since Earth is low on damage and Storm helps with that. Also, Earth's dependeonce on dropped AoE powers like Earthquake and Volcanic Gasses allows you drop a bunch of powers around you with Storm's drops, and then use Fold Space to bring mobs closer in to get hit by all the debuffs.
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I'm not sure because it depends on the radius, and I don't know for sure what it is. if it's 10', then it should be 27%... 25% at 12, and 22% at 15.
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Yeah, it's unfortunate, but it's necessary... otherwise we would get a 90% chance on the procs, but get to activate them 3x in a row. It would do more damage with 3 activations than a nuke, and have a 90 second recharge, too. The fair thing would be to have it calculate on a 30 second recharge, but it would probably require special coding just for the one power. So instead, it's like some other tele-nukes like Lightning Rod, where a pseudo-pet is used for damage, and therefore uses a 10 second period instead of Recharge.
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I thought that @Boppertested Burst of Speed, and found that it activates procs based on a 10 second recharge, which means it has a much lower chance to activate than shown in Mids. I go with a full set to get some defensive bonuses.
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Thing is, the Corruptor version of it has a much better version of Will Domination. And it has a 2nd AoE. So unless you really don't care about AoE, and you're getting a secondary with a nice ranged Hold that you can proc up, I'd rather run Psychic Blast as a Corruptor. You do get an equivalent of Aim, which is nice. But a Corruptor has 3 nice ranged attacks (TK Blast, Will Dom, and Psy Lance)... add in a damage-procced Hold, and you end up with a nice single-target chain, AND a 2nd AoE, and that may be better than having Aim.
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I have played "hardcore" mode (deleting when dying) in home-based games like Fallout. I wouldn't do it on an online character, though... there are too many outside sources of problems like cats, internet connections, kids, etc, to be willing to delete a character because I was distracted by something else. It does make you play more aware and with more interest in each fight, so I see the point of playing games like that... just not online games. Or, maybe, playing online with a caveat for internet issues and/or distractions, and not playing if the connection seems laggy or something.