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Coyote

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Everything posted by Coyote

  1. Coyote

    Elec/what?

    With the new changes, I think that /TA is the best option as a secondary for Electric. 1: stacking Sleeps allows you to put Bosses on standby while you prepare their doom. 2: several main debuffs (-Res, -Dam, -Slow, -ToHit if you care about that, OSA before it's lit) don't break Sleep So you Sleep everyone, throw the chaining Confuse in them so it spreads, while you throw out Glue, Disruption and OSA. Then you start the fight with Jolting so that it lights OSA while knocking them down, and follow with Acid Arrow. Now everyone gets up probably Confused, and attacks each other with lowered Defenses and Resists. While OSA is burning them up and you throw Jolting for more damage, and Tesla Cage so a Boss isn't hammering you.
  2. Yeah. Stalkers can't stalk, Dominators and Controllers have to eat the alpha before they can lay down controls, etc. It's nasty. The mobs are tough enough, but the real problems are the lotsa-ambushes missions. Still, it's better than the mobs just sitting around waiting to be taken out one spawn at a time, in every single mission, like the older missions.
  3. The Ghouls are fast melee enemies who are resistant to Immobs. Seers put out a lot of mezzing for low level mobs. Destroyers have a lot of mez-resistant Bosses and Lts who do high damage. Clockwork are actually the easy guys, heh..
  4. For Controllers, Arcane Bolt is a good attack, and Enflame is an excellent single-target DoT that can take Annihilation's -Res IO for use against AVs. And they can usually Immobilize an AV in place to take the full damage. For other ATs, the attacks generally aren't worth it.
  5. Defense or -ToHit builds to limit mezzes from hitting is an option, as is Rune of Protection.
  6. Dark Control is one of the best Control sets in the game, with extra damage (better procs in the AoE Immob, Haunt, and the ability to proc out the Stun for good PBAoE damage). It also has a varied suite of controls, and the best secondary effect (-ToHit). I think I would recommend it on a Dominator, as the extra strong defensive ability is useful for them while Controllers are already very strong on defense. Right now I'm running a Dark/Savage and it's doing great, but Dark will work with pretty much any Assault set. Because the Stun is PBAoE it does better, though, on melee-oriented sets like Martial, Earth, Energy, and Savage.
  7. Fire as in Thermal, or as in Fire Blast? Thermal is not great for soloing, but Dark Miasma is. Dark Miasma/Fire Blast is an excellent combination.
  8. We need a UniqueDragon badge in-game, maybe in front of a computer in Galaxy City. "This is where the Immortal UniqueDragon posted his relevatory texts enlightening the masses about dupin' rares, jerk hacking, and going to America, starting a new religion"
  9. Coyote

    Fire/Atom

    A change based off the last one
  10. I find it difficult to fit in on a Dominator, since they want so many pool powers for +Defense to slot LotGs, and they also want the Defense. Now, Controllers... those can really use it. Traps secondary loves it, several Control set can use it, it should be great with Storm... if I didn't need Recharge so badly on my Ill/Storm I'd seriously consider respeccing into it. My Ice/Dark will almost certainly take it, so I can set up Ice Slick and Tar Patch pre-combat without aggroing the group.
  11. Your patience is an inspiration. Not as useful as a Luck or a Break-free 😆, but still an inspiration 😃
  12. For a Dark Armor character, there is one IO that will be a huge difference. If you get the Theft of Essence IO with a Chance for +Endurance, and put it into Dark Regeneration, it will solve Endurance problems against large groups because it checks on every target hit, and has a chance to return about 10 Endurance for each successful check. It's only against single targets where it's not very useful. But against spawns it can return a lot of Endurance to you when Dark Regeneration is used. This allows you to underslot for Endurance Reduction on AoE attacks (though you still need it on single-target attacks)
  13. Well, if you compare Farsight to Fortitude, Fort is stronger and also buffs Damage. So it's a clearly stronger buff... that can't be cast on self, and can't be kept on the whole team. There is a clear design trade-off between power and useability... if Fortitude became usable on oneself, it would certainly be weaker, at least for oneself. Could it be argued that the "only part of the team" limitation on using Fortitude justifies the higher buff values and +Damage buffing? Possibly. It does a good amount more total buffage than Farsight, but only to about half the team and the user is expressly limited from it. So it could be argued that the limitation to only about half of a max team is enough to justify the higher buffing. And if it were usable on oneself at half value, that may compare reasonably to Fortitude, which would have higher Defense and ToHit but no Damage bonus. So, looking at that and at other powers, there is certainly an argument that could be made that allowing weaker self-buffing wouldn't be unbalanced. And some powers like Fortitude may work even at higher values than 25%... it depends on the strength of the power, like Adrenaline Boost is a nutty buff because it's team-only. Allowing it to self at 25% would still be a pretty big deal. Maybe okay for a Tier 9 power, but definitely not at 50%.
  14. Do the math on the defensive values of an Empath defender soloing, with the ability to self-buff. Then look at the defenses of a SR Scrapper. And then a Regen scrapper. And compare to what the Empath can achieve for themselves. Capped defenses (though without DDR), better Regen, huge Recharge bonus, and no Endurance issues. While still being a team buffer with the two auras. I've heard this suggestion posted many times, and it's only workable if the buffs used on self would be at 20-25% strength, at best.
  15. One thing that bothers me about them is that special ops soldiers taking on supers should probably be using more grenades and traps than just unloading bullets. I'd like to see them all get a low-damage Grenade with a chance to knockdown. That will help with both their damage and survivability, if they're regularly putting out knockdown AoEs. That, and fix the rifle animations to be shorter bursts, and balance-wise they'll be a lot better. Serum does need a fix, change, or something. Whether it becomes Triage Beacon, or a short-term PBAoE buff to them, right now it's so skippable that I don't even recall seeing it used. Ever.
  16. I like the Heroside arc a lot (haven't tried villain yet). It's very well written, with good dialogue and and a good story. I also like that it has unique enemies (and one with a pretty unique tactic)... if every story arc had 1 or 2 unique enemies, it would make it a lot more interesting to run as many arcs as possible.
  17. Statistically, it's easy. Give all powers some built-in enhancement bonuses, but lower the values of enhancements. Say, a no-enhancement build gets a 20% damage bonus, and a max-enhancement build gets a 20% drop in damage. Actually making major changes to the game that would impact every single player, is basically impossible. The only way it could fly is in a few years if all goes impossibly right, and a dev team is considering CoH 1.5 (because 2.0 would probably make even greater changes), then some major changes narrowing the gap between the top and the bottom builds could be done. Until then, it's all wishlisting.
  18. How do you handle the auto-hit nictus? Pull Rommy away?
  19. Standard type gives you good defensive options with regular knockbacks. I use this as my base when soloing. Cold rounds stack with any other -Movement sources to help you slow down mobs so you can kite heavy-hitting Bosses. I use this against melee-oriented Bosses. Chemical rounds don't do much in general (you lower incoming damage more by lowering Recharge or with knockdowns), but are useful against AVs since they resist other debuffs/controls. I would probably use these against AVs unless I felt my defense is really solid against them. Fire rounds do the most damage, and are the go-to in situations where defense is not important (such as on teams). Also, teams often don't like knockback and even Slows are sometimes bad if the team has a Tanker that tries to clump mobs up for AoEs. So getting rid of knockback while increasing damage is a double-win on teams.
  20. In general, I'd go TA/x, but with Ice and especially Fire, it could be argued that Corruptor versions are very good also. Fire does more base damage so having a higher base multiplier and damage cap matters more, and it can't fit in as many procs. Ice isn't as high damage and can take more procs, but both also have Rain powers that, last I heard, were bugged to do more damage on Corruptors than they should. And they take advantage of Scourge better by doing damage incrementally rather just having the damage calculated at attack time, so they improve their own Scourge chances as health trickles down. Basically, I like Fire Blast a lot more on Corruptors than on Defenders, and Ice can go both ways but I think is generally better on Corruptors. Whether that's enough to make up for the TA being a secondary rather than a primary, I'm not sure. But I wouldn't automatically jump into Defender as the AT of choice for Ice or Fire Blast. Or Archery, probably, since it doesn't get too many procs and you want Hail or Arrows sooner. Dual Pistols or Dark Blast, unquestionably are better on Defenders.
  21. I don't think that Mids Reborn finds the latest version, but if you manually update it to the latest version from @Bopper you will get the new sets. Thread with comments about Mids Reborn updates
  22. Did you have a Positron or Bombardment damage proc in Glue Arrow? Those would light the slick. Otherwise it sounds like a bug, since it's only supposed to light from Fire or Energy damage.
  23. Respect, especially for doing it with that combo. Actually, Devices isn't really bad for it, but Rad isn't especially good. And combining two sets that aren't especially good against AVs with all of the TF settings is really impressive.
  24. Correct, Tactical Arrow's Glue Arrow does damage, but the Glue Arrow from Trick Arrows does not.
  25. I've tried it. It feels weaker than the previous version, but I think that's reasonable. It still feels quite good... it's very useful with procs, and it puts out a good amount of stunning especially if slotted with a Fiery Orb. The main weakness now is that activating it twice burns through Endurance more... TF, 2xWH, Terrify eats up a lot of Endurance. It does good AoE damage, though, so it's not fair to complain when other Doms have to pay normal price for their AoE damage. Overall, it feels weaker because it was overbuffed previously, but compared to other Dom AoEs it's still pretty good because you don't have to reposition it. And you get good AoE for the price of only one power and 5 slots. I'd like to complain a bit just for appearances sake, but it looks reasonably balanced now. Edit: and gaining no lockout on Energy Stored from Total Focus is really nice, too.
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