Jump to content
The Beta Account Center is temporarily unavailable ×
We are experiencing intermittent network issues affecting Everlasting and Excelsior

Maelwys

Members
  • Posts

    2020
  • Joined

  • Last visited

  • Days Won

    23

Maelwys last won the day on September 17

Maelwys had the most liked content!

Reputation

2210 Excellent

1 Follower

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Nope, fine here. One of the devices I've been playing on recently is actually an older laptop with an unsupported CPU that I just forcibly upgraded to Win11 25H2 last week. I did go through the usual "turn off all the faff and uninstall all the bloatware" steps though, but that shouldn't really have had much impact on stability. I know certain Graphics cards really don't play nicely with older games on Win11; so you could potentially try using something like dgvoodoo2 etc. as a passthough + see if it makes any difference?
  2. I'll echo @biostem's Ryzen 7 recommendation. My current Laptop is a reasonably recent Ryzen 7 (the exact CPU model is listed as a "Ryzen 7 7730U") and it runs COH just fine. I picked it up last November for ~£430 new. Whilst its GPU performance isn't stellar even compared with my rather old Desktop rig... CoH really isn't that taxing. It'll run 3x windowed instances quite happily.
  3. MMs are in fact the only AT that do NOT get access to patron pets (presumably for this very reason!) https://cod.uberguy.net./html/powerset.html?pset=epic.mastermind_leviathan_mastery&at=mastermind https://cod.uberguy.net./html/powerset.html?pset=epic.mastermind_mace_mastery&at=mastermind https://cod.uberguy.net./html/powerset.html?pset=epic.mastermind_mu_mastery&at=mastermind https://cod.uberguy.net./html/powerset.html?pset=epic.mastermind_soul_mastery&at=mastermind (the VEAT Soldier class do get access to patron pets though; and my "Crabbermind" makes good use of theirs!) 😉
  4. Looks fine to me. That particular IO is unique though - are you already using one of them elsewhere in your build by any chance?
  5. Typically builds that use Procs would also use enhancements that boost multiple aspects (Invention Set IOs or Hamidon origin HOs/DSyncs) so that they're getting as much benefit from the power's non-proc enhancement slots as possible. E.g. 2x ACC/Dam HOs plus 4x Procs.
  6. It's not quite that different. 76.6329 base damage on a Defender. 88.4224 base damage on a Corruptor. Scourge will double the damage (including enhancements) occasionally versus low-HP targets for Corruptors. Vigilance will add up to 30% damage (not including enhancements) depending on their current team size for Defenders. Usually Corruptors will end up doing more damage; and Defenders will end up having better buffs/debuffs. But there are exceptions... like Kinetics and Marine Affinity; and blast sets with lots of procs and -res debuffs.
  7. Force gets my vote. Procbombed "Force Bomb" is the crown jewel; but the prerequisites aren't half bad... Repulsion Field (the FF version, not Kinetics or Sonic Resonance versions) is actually reasonably useful these days as they removed the additional endurance cost for each enemy affected, so it'll keep things out of melee range without bottoming out your Endurance bar. That said, if you don't feel a need to keep stuff out of melee range, just take PFF and slap a LoTG +7.5% global in it. Fire is the other Epic pool that IMO really stands out in terms of performance: Char (procbombed) and Melt Armor are great, Bonfire serves much the same purpose as Repulsion Field, and RIse or the Phoenix (with a KB>KD) is an excellent PBAoE if you don't mind occasionally faceplanting. Mace's Web Envelope is useful; but the weapon model + redraw can be a factor and it's the sole decent ability in the pool. Ice gets Snow Storm (useful); Hoarfrost (largely useless for a Blaster with a Sustain and HP Accolades) and Hibernate (if you don't like PFF; you probably won't like it).
  8. It did not. Refreshing START amplifier and/or Base empowerment buffs every 60mins is an option, sure. But AFK farmers are typically about being as hands off and clicking as few buttons as possible; and it's also not cheap to spend 2.5-7.5m per hour at Lv50 on the amps (especially considering a passive farming toon is only earning roughly half as much as an active one...) Personally about the only time I bother picking up an amplifier is the offensive one whenever I'm triple boxing, and even then it's mostly for the +Rech.
  9. With your toggles on (except ROCK ARMOR and SPRINT) that looks like this: It's just on the survivability line. Get your +HP accolades and Boost the Defense Set IOs in Stone Skin, Combat Jumping and Weave to +5 (you can leave the Shield Wall global in Stone Skin as-is). That should get you to above 45% F/C Def and an additional ~6 HP/Sec; plus about 300 higher MaxHP. That said - you shouldn't be dying every single time you farm. Are you sure you're not simply running out of endurance; causing you to detoggle and crash out? Leaving Atom Smasher on Autofire in that build would consume an additional ~1.58 Endurance per second; but you only have a net recovery of 0.88 End/Sec. (I don't see any Incarnate options listed... it might be you're running Musculature Radial, BP Radial Lore Pets and Ageless Destiny to make recovery a lesser concern...?)
  10. Why would you be fighting +4s? On the current Live servers the maximum mob level in AE is level 54. So just equip a T3 Alpha Slot and make them into +3s. Looking at the AA build you're linking to, it's got 90% F/C resists, 45% F/C Defense and 40.77HP/Sec passive regeneration before accolades (48.3 HP/Sec after accolades). The minimum survivability threshold for AFK farming vs +3 mobs is 90% F/C resists, 45% F/C Defense and >35 HP/Sec passive regeneration. Against +4 mobs that'd rise to roughly >38 HP/Sec Passive Regeneration. So yes, in theory it should cope OK vs +4 mobs; but it'd be a bit tight until you get your +HP accolades. Anything over the minimum HP regeneration threshold will help stop you occasionally faceplanting to "unlucky" streaks of hits (which can happen pretty often IME). My AFK Farmer RadM/Stone Brute has 45.73 HP/Sec Passive Regeneration plus 4x Healing Procs (3x Power Transfer and 1x Panacea) and hasn't faceplanted in months.
  11. The issue isn't about switching between forms. It's about what happens whenever you switch to a different form whilst you currently have an attack animating. Form switching currently allows Kheldians to activate a new attack regardless of whether their previously-activated attack's animation has fully completed. The "Changeling" (good grief I hate that stupid moniker almost as much as I hate the graphical vomit they spew) binds simultaneously swap a form and queue up an attack power; so if you get the press/release timing right it's possible to activate several attacks every second, resulting in a drastic increase to your damage output. This bypassing of regular attack animation times is an exploit and as such, it needs to be addressed. However the Developers are apparently intentionally holding off on disabling this exploit until such time as they can spare the time to bring baseline non-exploit Kheldian performance up to a level that is deemed "acceptable".
  12. Nope. But it can be different from PC to PC depending on where you've installed CoH Homecoming. <COH_INSTALL_DIRECTORY>\data\texts\<LANGUAGE>\Menus\ Create the subfolders of "data" if they're not already there. See https://homecoming.wiki/wiki/Popmenu_(Slash_Command) You can also make a few macros/keybinds that do the same thing; as long as you're careful about the character limit. The default FARMPRO menu essentially just does the below. (Note that REZ and BREAKFREE insps are ignored - if you want to combine those rather than disable them at the START vendor, add appropriate commands): (i) COMBINE/EXECUTE SMALLS "inspcombine insight enrage$$inspcombine luck enrage$$inspcombine catch_a_breath enrage$$inspcombine respite enrage$$inspcombine sturdy enrage$$inspexecname enrage" (ii) COMBINE/EXECUTE MEDIUMS "inspcombine keen_insight focused_rage$$inspcombine good_luck focused_rage$$inspcombine take_a_breather focused_rage$$inspcombine dramatic_improvement focused_rage$$inspcombine rugged focused_rage$$inspexecname focused_rage" (iii) COMBINE/EXECUTE LARGES "inspcombine uncanny_insight righteous_rage$$inspcombine phenomenal_luck righteous_rage$$inspcombine second_wind righteous_rage$$inspcombine resurgence righteous_rage$$inspcombine robust righteous_rage$$inspexecname righteous_rage" etc.
  13. Should be on the first post here:
  14. It's an uninterruptable self-and-allied-targets AoE heal. Even leaving aside "teaming" and summonable Controller/Patron pets... there are enough escort/protect the NPC missions out there that it comes in handy. And since it's a T1 pick, the other option is a -Def AoE... which, yes, can take a fair few procs; but there are often better places to stick an Achilles Heel -res.
  15. I was on a MM, but CoDv2 is showing the same "cast time/radius/arc" setup across all of the ATs in both the UI and raw JSON code. I know Proc rate can occasionally get a bit weird though and be very different to what a power's apparent AreaFactor is (e.g. Ground Zero's proc rate was bugged to about a quarter of what it should have been for a few weeks after i28p2). FWIW, it is a bit odd that it has an Arc listed yet is flagged as a "true" Targeted AoE rather than as a ranged cone. Off the top of my head I can't think of any other powers that are the same way, even in the newer zanier powersets. It's possible that Shoal Rush was originally designed as a standard Cone at some point on Test and later changed to a TAoE and they forgot to remove it. All that said... regarding the OP, I think Shoal is probably a decent pick if you don't have anywhere else to stick an Achilles Heel Proc. But I'd still consider it the most skippable power in Marine Affinity. It'd take me a lot to give up Brine, let alone Whitecap... but I'd drop Shoal in a heartbeat.
×
×
  • Create New...