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Posts posted by Clave Dark 5
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1 minute ago, Bionic_Flea said:
Have you run the Market Crash Trial? It's new, has a guaranteed purple drop your first time through (per character), has a couple of badges, and is fun as hell.
Oh yeah, I have heard about that, but not had the chance to run it. Fair enough point.
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18 hours ago, Bentley Berkeley said:
...now where we can expect a purple drop just about every hour or so of playing...
Man I haven't seen anything near that! I have a 50 at +3, a 45th level and a 32nd level, all of whom have been teaming, a lot, with groups lead by 50s (and even the odd farm), for hours and hours and hours and I've only gotten 3 purple drops since the game came back.
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17 hours ago, chigiabelo said:
I compared Crosspunch to several attacks on a test MM I built on Justin. Level 35 all attacks slotted with 1ACC 3DM SO's. Using unslotted Brawl as the baseline, against an evel level Crey Infiltrator, Crosspunch did 9.02 times the damage of unslotted brawl on average (about 81.5 damage). Against that same mob, Arcane bolt did 9.49 times unslotted brawl (though against other mobs, I'v seen CP do slightly better than Arcane Bolt). None of my primary attacks did better than that, usually scoring between 5.02 and 8.86 time unslotted brawl. Spring Attack did 8.3, Flurry 6.4, etc.
I've played several MMs to 50 now and the best advice I can give as to playstyle is (1) binds and macros let you set up and position the pets for more effective battles, (2) against minions and LTs, let the pets scatter and do what they do but against hard hitting targets, focus them because it removes the bigger threats more quickly and keeps them grouped for buffs and heals, (3) don't ignore your survivability so add +res, +def, +HP wherever you can because between that and your pets' hitpoints you can tank for short periods.
You posted about your trials with CrossPunch in another thread, right? I'm pretty sure I saw that, which was what put me on this path. Taking that ionto consideration, then it would make sense to slot up, at least a little, Kick and Punch, right?
I've said it before here, I really don't want to get into binds, taking the time to get my hand off the mouse, hit a key or two and then use the mouse to direct the chosen pets is just too long, especially for a rolling team. Plus I can even get my pets to stay sat on one wide patch of Livegiving Spores as it is. I mean, I know people swear by binds and such positioning, but... somehow I just don't see it counting for all that much when the pets will dash around after I've GoTo'ed them just a couple of seconds ago anyway.
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5 hours ago, chigiabelo said:
I've been on the fence about respecing out of my primary attacks, at least some of them because right now, even though I do use them in my attack chain, and they server as mules for some IO set bonuses, they do such pitiful damage. ..
Ranged attacks are always useful for pulling, secondary effects such as KB/KD can help extend survivability a bit, AOEs (if you can get them)...
Getting Tough and Weave and various +Res and +Def bonuses and +health passives do really make a huge difference in survivability.
Good points. I hadn't considered the set-muling issue as I don't tend to min/max my build too much, but that is a good thing to keep in the back of my head. For the ranged attacks, I've held onto my Nem Staff (currently 28th level) and took Provoke as well. It's not a great attack, but it's not awful either. I've been told that if an MM focuses their attacks as well as their pets all on one target at a time, overall it all really does add up into a strong front; plus there's those various stuns, debuffs etc. that one might find within them - something I didn't think about at the time I went this path; I'll need to check that stuff. But yeah, I don't want to skip the other powers, and was just thinking I might take the others along the way for flavor. I am finding out however that as a Mercs MM, maybe I should just stay more to the back of my pets who often do stay at range (ish anyway), plus due to the cone nature of the heal in Nature.
All that said, I still haven't managed to take Crosspunch yet, I may love it when I finally get to it! We'll see and if I change my mind, there's always respec.
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15 hours ago, Darkesyde said:
Bluefox we know each other, I'm Mecha Gideon. I'd like it better if I faced a bit of adversity, but if it hasn't happened good. I usually have the feeling that I don't know what I'm doing when picking powers and slot, but thank god for respecs. Thanks for the advice and praise.
Hello!
I often feel that way about picking powers too, even after reading up on the power sets, so that's not just you.
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The controllers I've run always felt super squishy and fairly useless at first but then often rolled into being super awesome the further along they got to, so if you're already having fun already, you're doing fine.
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On 7/28/2019 at 2:33 PM, AkuTenshiiZero said:
It has no stealth, and it does drop toggles, but by God this cat can mobilize.
So it moves pretty fast eh? How about jumping? It was mentioned earlier in the thread it's less than Ninja Run, what's your experience?
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Did some writing for one of the CoH spiritual sequels, wrote some off-the-wall Doctor Who material for a now-defunct website, wrote a little bit about some obscure musical acts and some science stuff for a pop culture forum. Probably the best received of all of these was a 13 chapter series of articles from last year where I taste-tested pumpkin spice products (I've since also created a pumpkin spice hero, yes) for that same pop culture forum thingy.
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On 7/28/2019 at 3:59 AM, kelly Rocket said:
DO NOT SKIP WILD GROWTH. Slotted, it's a 17-18% Resist (All). And you do want to slot it for resist. It's fully half of your mitigation kit as a /Nature user (The other half being Spore Cloud).
Entangling aura also helps a little later, but those two are your main mitigation kit.Yeah, I've had it slotted up since then and found it useful.
I do have some more advice for sherlockiama: I saw someone mention this tactic and it seems to be fairly sound and workable, even for ranged attackers like bots (Mercs of course tend to rush in like fools, so this would probably apply for Beasts and Ninjas as well). When you cast Life-Giving Spores, it doesn't aggro your foes, so cast it right under their feet before you do anything to aggro them. Next I go with Spore Cloud and Corrosive Enzymes, by which point they're well and properly annoyed with me, so then I soak up the alpha and that sets off the pets because I'm in bodyguard mode. So now I can just stand in back and watch them take care of the foes, ready to cast that cone heal as needed.
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On 7/27/2019 at 11:44 PM, Without_Pause said:
I saw a red side team forming. I flipped over to red side and got about three levels for my time and had fun. At the end of the one team we were waiting around for the lead. They came back and said they were sorry about taking time away. Before they left they gave another player and myself a purple recipe as a way of saying thanks. I had switched sides previously for patron reasons. Honestly, I'll likely do it all the more often since it is so simple to do so.
I've been taking the time - oh such an imposition! - to hop on a redside team whenever I need a team and see the flag go up in the LFG channel, and it's been working out well. It helps because in the poor population, they're usually will to team with any level, which again is one of those great things about CoH, you can literally team with any level. Still, seems like I don't see that as often blue side.
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This may not help too much, but: I've got a Merc/Nature at 25th right now. Mercs being a bit squishie as they are, I found Nature to be slow going at first, but that might be my fault as I was also chasing the pet powers and some other power pools and may have slept on getting the good Nature powers as early as I should have. Don't make my mistakes!
I've heard that there's little skippable in Nature and so far it seems like it, they're all pretty decent (personally I might skip Wild Growth, but I haven't tried slotting it up much yet either; apparently once it is slotted up later, it's great) and what I've been lead to believe from these forums agrees with that.
Life-giving Spores was a game changer for me for the set, so grab it as soon as you can.
The heal Regrowth struck me as sort of weak and it takes time to get used to the cone nature of it, so be ready to spam it and to get used to learning how to cone it properly.
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Whichever one my Kin-addled toon has caromed closest to when I realize "oh hey, I'm near an elevator, I should probably go up."
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5 minutes ago, Almafeta said:
I'll test that tonight. Annah got down to about 20% health, but then a teammate summoned Amy who healed Annah and allowed her to win.
This sounds like a divide by zero situation, I'm not sure we should attempt it! But, morbid curiosity being what it is... how;'s it turn out?
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On 7/25/2019 at 11:35 AM, AkuTenshiiZero said:
I say lose the bird because it could be easily abused with some coordination. There's not many people in each server, all it takes is a few dozen deciding to coordinate their efforts to flip sides every so often and it would create a mess. Plus, I've been very vocal about how much I hate the quick-and-easy alignment shifts, it is IMO one of the biggest problems causing imbalance between the alignments. No reason to even have alignments when they can be changes within minutes with no cost.
Heck, alternatively, just give Null a hefty cost to switch. Anything to make alignment switching have some actual weight.
I'd love to hear how people could coordinate to abuse this and create a mess.
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49 minutes ago, Redlynne said:
jenga stack WHILE IT'S ON FIRE!!!!!!!
Great, now I want to start a Staff/Fiery Aura scrapper named Jenga Stack On Fire. Just what I need, another alt, thanks a lot.
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So... no one has any theories on how to slot these?
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34 minutes ago, Maxzero said:
The real Umbra beast bug is the unending Howling sfx.
It's gotten to the point where I am thinking of replacing with sound file with one of silence.
Do it, if something's bugging you now, that's only going to get worse.
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It's like when you turn your back on your two cats and then suddenly a fight breaks out.
This also raises a good question: what if the HVAS won? Would there be no vendor there until the server was rebooted?
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Well, that should be pretty straightforward: I heard Mercs/Nature make a godo combo and wanted to try it out. I heard The Fighting Pool synergizes well if you take them all and wanted to try that out too. So fun for this toon would be to tankermind with bodyguard and punch people while the army guys fire weapons.
I want to know if this idea if incredibly stupid or just "not that great" (maybe this combo won't tankermind so well or something?) but mainly how to slot up the powers mentioned: Provoke, Maneuvers, Tough, Weave, the various Fighting Powers like Crosspunch, Kick, etc. I believe some people only bother to slot up Crosspunch for example
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So some thread here was suggesting that Nature and Mercs would make a good pairing, and then somewhere I've read that the Fighting pool powers now synergize fairly well and I've gotten that chocolate into that peanut butter and decided to do both of these ideas on the same MM. I'm planning to skip all the personal attacks in Mercs and, obviously angling towards tanker-minding, need some ideas on how to slot those fighting powers as well and tough+weave (I believe I've heard Crosspunch is the only really good one of the set?). And Maneuvers... are the other Leadership powers outside of that and Provoke (definitely going to need that one!) worth taking or slotting with anything?
Also you can feel free to tell me what a Captain Gimp I'm making here. I generally play for fun rather than number-crunching, but I mean, if this is super super stupid, he's only at 17 right now, so it wouldn't be too crazy to delete him and start over.
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14 hours ago, Golden Azrael said:
Just felt CoV was badly implemented. It forced the studio into duplication of dev' effort that hurt the base game's progress.
I think that might be a bit of 20/20 hindsight, as at the time I would have thought it was more of a "we have a popular game on our hands, let's make a sequel to it using a lot of our pre-existing material, so we don't have to spend time developing all new stuff for it." You can look back NOW, after they merged the two things into one and say they should have gone in another direction (as we always did when we lamented them wasting time on creating the AE, an archetype we didn't like, post-50 grinding, you name it), but I'm not sure that's historically accurate to say about CoV. Maybe I'm wrong.
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13 hours ago, biostem said:
So I was rewatching some of the CoH/V cinematics, and I noticed some, well, oddities. For instance, in 1 trailer Lord Recluse is seemingly in command of a bunch of Freakshow. Back Alley Brawler apparently uses energy melee? Synapse gets thrown around a lot. There's a hero that uses a sword and a pistol simultaneously. There's the girl that can "melt" as a form of teleportation and can energize another hero as part of her attacks? Oh, and lots of heroes and villains throw items as attacks. I realize that many of these things were just put into the trailers to make them more exciting, but why weren't they ever implemented in-game? Too difficult to code into the engine? Was the game already in decline, thus preventing all the new stuff from being added?
The covers are always more exciting that the issue of the comic inside,
Will we ever see events again?
in General Discussion
Posted
Awesome, thanks for letting us know.