Jump to content

Maelwys

Members
  • Posts

    1593
  • Joined

  • Last visited

  • Days Won

    17

Everything posted by Maelwys

  1. Tanks and Brutes do; mainly as a result of Gauntlet/Punchvoke kicking in for anything that affects enemies. Dark Armor by itself has like five. But yeah, AFAIK on Scrappers all the primaries just get one (Confront) and some secondaries get one (a single Taunt Aura). To be fair, Bio Armor's power descriptions mention taunt in both DNA Siphon and Evolving Armor; but the former doesn't actually inflict any Taunt effects.
  2. DNA Siphon gives you +Regen and +Recovery for every dead baddie around you; and +HP and +Endurance for every alive baddie around you. Parasitic Aura gives you +Regen and +Recovery for every alive baddie around you. So in practice; you generally want to start by surrounding yourself with enemies and hitting Parasitic Aura; then kill everything; and then use DNA Siphon. That'll keep your +Regen and +Recovery as high as possible; and activating Ablative Carapace on cooldown handles the rest. ... ...I mean, it's a useful place for Health/Endurance procs... 🙈 😜
  3. You first. Waitaminute... 💉
  4. Theft of essence is an ACCURATE healing set, it's designed to be used in offensive abilities. https://cod.uberguy.net./html/power.html?power=boosts.attuned_theft_of_essence_f.attuned_theft_of_essence_f Note the check for SOURCE>ENTTYPE=PLAYER and the fact that it only applies on SELF. Panacea is a REGULAR healing set. It's designed to work in support abilities and passives. https://cod.uberguy.net./html/power.html?power=boosts.attuned_panacea_f.attuned_panacea_f Note the check for TARGET.ISFRIEND and the fact it applies on ALL AFFECTED TARGETS. Saying that the way abilities work in CoH is "a bit convoluted" is like saying that the Atlantic Ocean is "a bit damp". Some targeted offensive abilities will consider the caster a target and will apply a Healing or Endurance buff to them directly. Other targeted offensive abilities will only consider nearby critters a target and will apply a Healing or Endurance effect to the caster as a result of hitting those targets. You can see this occuring in stuff like the Ice and Fire Blaster sustains - slotting things like the Performance Shifter and Power Transfer Procs into them technically does work, but it only gets a chance to kick in if/when an enemy target is within range.
  5. ?? Beta Decay's main deal is a scaling recharge rate buff; ramping up in effectiveness based on how many enemies are within 8ft of you (Maximum of 10). Yes it inflicts -ToHit and -Defense, but the Buff and the Taunt effect are why you take the power. https://cod.uberguy.net./html/power.html?power=scrapper_defense.radiation_armor.beta_decay&at=scrapper
  6. See also: (i) Combining Stuns with AoE Immobilises/Slows (ii) Knockdown Patches Also AoE Confuses can often be better than AoE Holds (although again; ideally I'd combine them with a Slow/Immob to prevent scatter) I tend to avoid Fear effects since it breaks on dealing damage... but it can have a place when soloing to lock down foes that you're not ready to attack yet.
  7. For me; it was a significant net damage loss even when soloing. The best thing the changes made was the greatly reduced setup time. Click two upgrades and let the Protector Bots cast one bubble and you're good to go. Previously you needed to resummon and/or apply upgrades in a particular order (as having the first upgrade on the Assault Bot was a net DPS loss due to Flamethrower) and the Protector Bots hardly even got to blast because they were spending most of their time recasting bubbles. The second best thing was the Maintenance Drone changes: Robotics can now function adequately without any additional sources of healing. And I'm actually also a fan of moving the -Regen away from the Assault Bot onto the Personal Attacks. Because it was much less reliable before (you couldn't dictate exactly when the Big Bot would fire off its Plasma Blasts) and even with best-case activations still it couldn't be kept up on multiple enemies simultaneously. Unfortunately that all came at the cost of utterly gutting the Assault Bot's Burn patches. Previously Incendiary Swarm Missiles were a 20ft radius AoE with a target cap of 16; then a separate 'Burn' patch Pseudopet spawned underneath each target affected which continually applied tick damage in an 8ft radius with a target cap of 5. After the change the Missiles were reduced to a 10ft radius AoE with a target cap of 10, and the Burn Patches were reduced to a target cap of 3. Whilst the Battle Drones and Protector Bot damage did increase to compensate for this change... unfortunately these pets spawn at -2 and -1 to you in most content. So in practice the earlier setup of having the Assault Bot do more damage as an even-level pet was better. And it also meant you only needed to maximise damage slotting (ED-capped plus Soulbound and Explosive Strike procs) on a single pet - the T1 and T2 pets could be loaded up with Global IOs and +Def. So Robotics in general has gotten better at applying -Regen debuffs (choosing when + who to hit with them and affecting multiple targets); and better at Single Target damage (going from "rubbish" to "passable" with multiple explosive strike procs); and much better at Self-Healing. But their AoE damage capability has dropped considerably (which is by far the biggest annoyance for me - as it's neutered their "farming" capability) and the Protector Bots "bubbles" no longer affect other allies (which is both a curse in terms of mitigation and a blessing in terms of setup time). Defense Softcapping the Assault Bot and Drones indefinitely (40.02% before Barrier) was also possible prior to the changes regardless of your secondary powerset; as shown in my below post from 2021. Nowadays that same character's Protector Bots; Assault Bot and Drones are all sitting at 36.53%. However in practice gaining the ability to buff the inherent pet resistances via slotting the T1 upgrade for +DmgRes aspect has made up for this. Henchmen surviving an AE farming session on +4x8 isn't a problem. (and we don't talk about Radial Clarion and/or Power Boost effect buff inheritance, OK? OK...) 😉 The Demon buffs at least have one subcomponent that affects the Player - "Ember Shield Owner". But multiple copies don't buff Multiple Masters. This. Also a factor is that one of the Henchmen powers (The Protector Bot) also really wants ED-Capped Defense slotted in it; and two of the Henchmen powers (The Protector Bot and the Assault Bot) really want decent levels of Endurance Reduction slotted in them. So it's not even just about Maximizing Damage and Accuracy whilst fitting in the Aura IOs. IIRC only Mercs has it as bad (same deal with three henchmen powers; and whilst they don't need +Def or as much +Endred, they do want lots of damage procs from the Defense Debuff and Accurate Defense Debuff sets)
  8. It's very likely trying (and failing) to activate the Proc effect on the critters; not the caster. Power target flags get rather murky with +HP/+Recovery effects.
  9. There are a few benefits to keeping one pet on aggressive and the rest on defensive whenever you want to be lazy: your aggressive pet will start shooting at something by itself, that thing then shoots back (with any nearby allies close behind it) and your remaining henchmen get provoked to attack the original target. Aggro will eventually start shifting to the other remaining enemies, but this way one pet always takes the alpha (letting you focus your buffs/heals on a comparatively sturdy T3 pet) and all your pets will initiate each combat by focus firing on the same original target (ideally pick something tough like a boss) and the MM gets to stay in almost full Bodyguard mode. Micromanaging positioning sometimes has its uses too. Setting up Ranged henchmen in goto/aggressive as "point defense turrets" (for example) can be useful in stuff like the Croatoa "stop X enemies from escaping through the portal" mission.
  10. The only thing I'm aware of that could be causing that is the separate ToHit check in each damage pulse. Is your slotted accuracy in the power itself high enough? (Remember it's a pseudopet so only the first tick is likely to be affected by Accuracy Set Bonuses/Kismet/etc)
  11. The trick to leveraging Master powers when duo or triple boxing MMs on regular content is to focus on one busy toon then use assisted targeting and autofire for the others. When doing with my own Bot/Kin/Flame alongside a different AT on my second account (for example) I'll often just leave most henchmen in Follow/Defensive and the T3 in Aggressive, stick Fulcrum Shift on autofire and (map dependant) enable Group Fly. Then I'll target the other toon and pilot them, only Alt-Tabbing to my MM in order to press a button once every 5-10 seconds or so (attack, buff, goto/follow, stop). Versus AVs/GMs the Bot/Kin stays back or up in the air with Transfusion on auto; and via Alt-Tabbing cycles their three attacks plus the Siphons and keeps Speed Boost and Increase Density on everyone. Duo boxing is not difficult, it just takes a smidge of practice. Triple Boxing requires more plate spinning than Duo boxing, and I don't enjoy it as much unless the "following" toons need less poking (eg one button push every 10-20 seconds instead of every 5-10 seconds). However some MM combos like Mercs/FF are practically passive and make ideal third account followers, especially if the whole squad is Ranged and running Group Fly.
  12. Keeping maximum -Regen Debuffage up on a single target requires a Robotics MM to press three buttons every 30 seconds; so it really doesn't require very much in the way of Plate Spinning. And it's also a good bit more reliable these days (before the changes the -Regen was tied to the Assbot's Plasma Blasts, which had far lower uptime overlap and so could drop off on a miss... and which often hit the "wrong target" if you were staying in bodyguard mode!). Once the /Marine gets access to Shifting Tides it's going to become unlikely that AVs will last for very long regardless of your -Regen debuffs, but IMO there's definitely something to be said for sticking a procbombed Photon Grenade on autofire. Another way of approaching multiple MMs which hasn't been mentioned yet is to make them all Thugs/. Stacked Enforcer leadership buffs are hilarious.
  13. I'd probably skip Ninjas TBH. Bots cover AoE, Necro covers ST and the Demons tick both boxes. The -Regen from Bots and the -ToHit from Necro are going to be useful for all the pets. Demons probably aren't quite as synergistic despite dealing pretty high damage... so swapping them out for Mercs might work better if you want better behaved henchmen (that way only the tankier Necro pets will end up in Melee range of things unless you use GOTO a lot!) For Secondary? Ideally Marine and Kinetics for performance buffs. The third toon's powerset is up for debate - Cold would probably fill in the most blanks; but Thermal or Dark are pretty close in terms of additional debuffs and mitigation... and honestly even a FF or TA would work just fine.
  14. There's a full breakdown here: But basically it builds by you attacking stuff and degrades slowly over time (unless it's activated). It also builds faster the greater the number of teammates you have. After you get the bar fully filled up you can choose to ACTIVATE domination: you get your endurance bar instantly refilled plus a short ToHit buff (15 seconds) and a longer buff which grants you Mez protection and Mez resistance AND a major boost to the magnitude and duration of your own Mez effects (90 seconds). After 90s the buffs will expire and your Domination bar drops to zero... and there's also a recharge time (200 seconds base) before you can activate Domination again. However if you have a sufficiently high amount of global recharge to get the 200s base recharge time of Dominate down to under 90s then you can activate it again before it wears off. This allows you to have Domination up "permanently" without it crashing or you having to rebuild your Domination bar up from scratch again.
  15. As a general rule of thumb; for a min-maxed build slotting a Damage Proc will usually beat slotting "Chance for Build Up"; especially if you're already getting substantial +damage buffs elsewhere (from Followup/Rage/Fury/Insps/Fulcrum Shift/Assault Core Hybrid/Whatever) Even in the few edge cases where that doesn't hold true; the difference in DPA is only in the single-digits. And becomes moot as soon as you team with a Kin.
  16. It just ignores your own pets. If you want to cycle through allied pets, try something like "target_custom_next alive friend notteammate" - but honestly I'd sooner setup a few numpad binds to let you quickly select each pet uniquely (via either "pet_select_name NAME" and/or "target_custom_next friend notteammate PETNAME")
  17. I think it's safe to say that a Panacea proc is often going to end up in the default slot in "Health" (and in Stamina it's typically either an EndMod or a Performance Shifter proc) but after that it gets much fuzzier. A large proportion of builds will prioritise recovery over regeneration - so any surplus slots typically get spent on a Miracle in Health and a 2nd slot in Stamina before thinking about a Numina or Power Transfer proc(s)... let alone Regenerative Tissue and Impervious Skin and ED-capping Healing Aspect in Health (ideally by using a few more Numinas for the +Regen and +MaxHP set bonuses as pointed out by @Due Regard). My earlier point was that building for passive healing in this fashion almost always gives a better return than trying to juggle Aid Self when under fire. As you've pointed out, one major disadvantage of relying on Aid Self is down to DPS loss because of the long animation time... however another is that regardless of how error prone your human fingers are it can be almost impossible to reliably activate Aid Self whenever you're under the effect of a debuff or DoT (since a lot of DoTs tick every 1 second or less you really need substantial Interrupt Reduction slotted in it) and it's completely impossible to activate it whilst moving/kiting. As a result; if I was to choose to take Aid Self then not only would doing so cost me a power pool pick and two power selections; it'd also likely require 4 additional Enhancement slots (e.g. 3x Numinas and 2x Lv50+5 Interrupt Reduction IOs) ... which could instead be used for additional +MaxHP, +Regen and Healing procs elsewhere in the build. Therefore IMO it really boils down to a comparison between "a mediocre on-demand heal that requires coming to a complete stop and then doing nothing for ~4.5 seconds whilst crossing your fingers that a DoT tick or unlucky hit doesn't cancel it midway though" and "extra passive always-on health regeneration that always applies; without negatively impacting your regular movement and power activations". I completely accept the point about spike damage - occasionally you're going to take a couple of big unlucky hits and get into "danger territory". But with sufficient +MaxHP that has a relatively low likelihood of occurring and the Preventive Maintenance unique and keeping a couple of emergency big Green Insps in the tank can help to mitigate the impact of it if/when it happens (my stock market holdings got blown on a house purchase a few years ago and have yet to be built up again; but I still do a lot of Risk Analysis for my RL day job!). My own experience suggests that getting into major healthbar trouble is an infrequent enough occurrence to not bother worrying too much about it... and /Shield also has a decent amount of Resistance plus its T9 to fall back on. I have heard some argue that Panacea and Power Transfer Healing Procs aren't very reliable, but they're a lot less streaky than Performance Shifter (which many folk swear by) and multiple Power Transfer Procs have been a thing for years now if you want to push that far (I have a few toons with 4-5 of them). I'm all for ensuring you're not prone to Cascading Defence Failure on any content where it matters. But I think someone who is seriously considering taking Aid Self will be better served by defaulting to Rebirth and using that 70% native DDR plus the odd Purple Insp when they come up against Defence-debuffing critters. The fact that Shield also has substantial resistance and OwtS to fall back on in the unlikely event of encountering substantial or autohit -Def debuffage just cements this notion even further in my head. On an ITF or Hardmode stuff? Yeah; go Ageless; no contest. However Insps and allied buffs/heals in those situations are going to be plentiful and DPS-checks are more common... so that'd be even less of an argument to take Aid Self. About the only "pool power" clickyheals I'd countenance myself taking these days would be Hoarfrost/Energize/etc from the squishy AT epic + patron pools.
  18. 3 - Ignore clicky heals and instead stack +MaxHP and +Regeneration and Healing Procs. Stick the Panacea; Numina and Regenerative Tissue Procs in either Health and/or True Grit, a Power Transfer Proc in Stamina; and an Impervious Skin Proc in True Grit. Then ED-cap Health and True Grit for Healing aspect, put an Unbreakable Guard and a Preventive Medicine unique somewhere; and finally make sure to pick up your passive +MaxHP accolades. If you feel the need, you could even slot a few Entropic Chaos Procs in ranged attacks (and/or another few Power Transfer procs via the Energy or Mu Mastery Pools) but IMO that's overkill since you can achieve an average of >30 HP/Sec pretty trivially without it. Building for passive healing in this fashion almost always gives a better return than trying to juggle Aid Self when under fire (and if you *do* decide to take Aid self, be sure to stick 2x Lv50+5 Interrupt Reduction IOs in it to let you at least attempt to heal through DoTs...) Once you start getting your Incarnates you're really not going to miss a pool power clickyheal. Rebirth Destiny will give you a regular self-heal plus a constant regeneration boost (just pick up a copy of Ageless Radial too for those occasions when you need more Defence Debuff Resistance!). Melee Core Hybrid is also an option for soloing tricky AVs... and some of the Radial Lores have very decent buffs plus an allied heal (e.g. Carnies and Talons).
  19. http://www.barbariankeep.com/bs/bindguide.html#7 @Shenanigunner also makes reference to it in their general guide at https://www.shenanigunner.com/#TechGuide and Curveball's old Incomplete and Unofficial Guide to Bind touches on it briefly... and there have been a good number of forum posts over the years that focus on or mention it... so there are many places that you might have originally picked it up from. However the BarbarianKeep guide has AFAIK been around since circa 2007 so would be one of the earliest sources; and it's really just had a few minor alterations since then to factor in changes to CoH's command parser.
  20. In addition to what the above poster said about leveraging Insps and Buffs/Debuffs... 1) Their entire Primary Powerset is filled with Mez effects. Anything that is held/disoriented/confused/flopping in an infinite knockdown loop isn't attacking you. 2) Join a team. 3) Use Incarnate Abilities. Rebirth Destiny, Melee Core Hybrid, Radial Lore pets, whatever. 4) There are a number of pets that can Taunt (Phantom Army, Stoney and the Tri-Cannon) and they're all either already functionally immortal or can be buffed to that level fairly easily. I've got an Arsenal/ Dominator whose Tri-Cannon can comfortably tank AVs/GMs with just a single Pet +Res Aura IO plus Spirit Ward (slotted with a Panacea Proc). For a Fire/Sonic... I'd probably recommend not worrying to much about the Imps. By all means buff them with both your targetable Bubbles and keep them in Sonic Dispersion range; and when soloing anchor your Disruption Field on one of them. But you can always resummon them. If you want to throw out more mitigation then Liquefy is a very useful -ToHit Debuff for when you get in over your head and if/when you get to Incarnates then certain abilities like Barrier Destiny or Support Hybrid might help, but IMO locking down spawns with your CC will likely be far more effective than trying to spam heals on the imps. If you really want to make the little blighters a bit more self sufficient, then the two +Res Aura IOs and 'Overwhelming Force: Chance for KD' might be worth looking at.
  21. Maybe a DP/Ninja/Arsenal Blaster...
  22. Doesn't really take much to be tanky with any MM. I mean the AT was designed to be the redside Tanker equivalent. My /kin MM can still comfortably AE farm at +4x8 whilst I'm half asleep and/or watching Scrubs reruns...
  23. Any power selections you use on things like Maneuvers or Weave aren't being used on powers like Assault or Enflame or procbombed Weaken Resolve or Patron pool AoEs. Any enhancement slots you use for chasing +Def Set bonuses aren't being used on damage procs and global recharge. Any Incarnate Slots you use for Barrier and Support aren't being used for Ageless or Assault. Everything is a balancing act. Min/Maxing a build typically isn't about trying to push one thing as far as it can possibly go (aside from in the Pylon epeen measuring threads) let alone two things simultaneously... it's about attempting to maximise overall performance whilst minimising the inevitable compromises/inefficiencies.
  24. If you really want one key to fit everything in a single button press you could use two alternating keybind files: [c:\Temp\cohbind1.txt] KEY "+down$$-down$$powexec_location cursor teleport$$bind_load_file_silent c:\Temp\cohbind2.txt" [c:\Temp\cohbind2.txt] KEY "+down$$-down$$powexec_location cursor white dwarf step$$bind_load_file_silent c:\Temp\cohbind1.txt" Pressing the key triggers "teleport" and releasing it triggers "white dwarf step". So no matter what form you're in, hitting that key will teleport you.
×
×
  • Create New...