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senseichen

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Everything posted by senseichen

  1. You really want Freeze Ray. Even ignoring the hold, it's your highest DPA and Damage per Cycle attack. Swapping any of Ice Bolt, Ice Blast, or Bitter Freeze Ray for it would be an upgrade, and just swapping it in for one of your pool powers would also work. I'd put at least one more slot in Hasten, maybe 2. You can run alright with two 50+5s, but until then I'd go with 3 total. I'm trying to decide on an Epic pool for my Ice/Kin, I'm curious how well you like Dark, and what sort of tricks you have for it. It looked like it might overlap a lot with self-only versions of Transference and Fulcrum Shift, but maybe they just feel twice as awesome?
  2. One thing I didn't see mentioned: Sniper Shot on Homecoming gives a 10s, 50% range buff. So Boost Range + Sniper Rife is 275+ range, but then all your cones are 200+% range. I only noticed this late on my AR/Plant, and was thinking of rolling AR/Nrg just to try to play this to hilt.
  3. Thanks. I ended up respeccing through a bunch of them for my last few levels. I basically gave up on the APP pets after a few rounds. 😞 Stone shouldn't be good, but I'm a sucker for Sleeps and feeling like a controller. A 30' radius sleep is fun for ranged stragglers while you pummel everything in 10'. I'm trying Stalagmites with all the procs, but it still doesn't really feel like a great AoE. I wanted to like Quicksand, but I think I've going to favor the Hold for stragglers. I really wish all the -DEF powers too Defense Debuff IOs. Soul is solid. I gave up on the AE Immob, but Darkest Night and Obliterate are both great. I should re-try Leviathan. I really didn't like the cone Immob, but I think I've mostly given up on any of the AE immobs being satisfying. If I can get a great -Res power (base and Proc) it might be worth it. Mu looked good, but mostly because I wanted an AoE Immob. It's weird, but I think I didn't like it because the Immob made a noise. But without the Immob, Soul is superior. Mace worked well, but the animation felt too slow. With no damage on Web grenades, but the same animation/recharge as the other Immobs, it felt weak there. I suppose if I needed To Hit? I still need to try Energy. I doubt I'll take LBE, but I'm still iffy on End sometimes, so I might as well be complete. Maybe Energy Torrent for another FF procc-er will be good. I couldn't bring myself to try Ice or Fire. I don't really need to go out of my way for another hold (although if I'm forced to take one in Earth Mastery, eh?)
  4. Let's talk about Shield Charge! How are you slotting it? Procs? Sets? Range? What are you using it for? Do you use it on CD, save it from pack to pack, or save it for a rainy day? Do you use it to move in, or wait so that Against all Odds stacks come up? Is it worth getting a second lower powered copy from the Leaping Pool? I've got Force feedback and Fury of the Gladiator proc slotted, since the CD is long enough to max proc chance. I've currently just got the non-Recharge Scirocco's slotted, but that's more of a placeholder. With my Global and regular FF procs, it recharges in about 30s, so FF is up around 16% of the time just from this. I think I should probably through the Apoc Fire Proc in here, but I'd like to keep the 5 piece? The proc might not be worht it with the base damage so high. I'd like a bit of extra range on it. It feels like 60' is just short enough that targeting the middle of the pack will often aggro the edges. Does anyone else slot it for Range? Is there anything other than basic Range IO or the Zinger Taunt/Range IO? I like that the CD stays in sync with BU if both have no slotted recharge. So I'm almost always popping BU (with 90% for second BU proc) before it. I'm usually just using it at the start of a pack to jump in, Against all Odds be damned. But on longer fights, or if the CD is out of sync with pulls, I'm also a fan of dragging melee around a corner while pummeling them, then using this to avoid the crowd and hop into the ranged that accumulate at the corner.
  5. Awesome! Thanks. I really like the "force a copy" link into Google Sheets/Docs, too. I'm going to start using that. 🙂
  6. Just having the 107.1 and 71.75 as a note on that proc page would help people plan/compare I think. If we have the data for other levels, that would be great, but the level 50 values are enough.
  7. Awesome, looks great! I was just throwing together a basic PPM spreadsheet to point people to. It would be cool if you could add info on the damage proc amount for each type/level ( or just level 30 and level 50?) so people can compare proc damage vs damage enhancements.
  8. Thanks Heraclea, that has some good stuff in it. Marcus, I'm less concerned about "which is better" and more about "how do I get better." I assume Shield Defense can do the job, but knowing your enemies seems like it can make a huge difference for Defense tanks. And just getting DDR doesn't replace that.
  9. I'm Shield Defense, for what it's worth. Everyone's mentioning DDR as protection for Defense tanks, but it doesn't really do anything against massive To Hit buffs from enemies, right? Even at 90% DDR, Super Reflexes is going to keel over to a Vengeance-d up pack of Nemesis without knowing what to avoid.
  10. Thanks. It definitely seems like an issue with Defense tanks. I would have thought there'd be a pretty solid general guide for Defense tanks with specific info though? For example, I just ran a tip mission against Nemesis. I monitored my defenses the whole time and didn't see any debuffs. But I was getting worked. Checking the combat log, the enemies regular had 50-70% to hit chances. I'm assuming their Vengeance power is +To Hit instead of the +Accuracy described as well. Does the power analyzer let you monitor enemy combat stats and see the source of their buffs? Figuring out that their To Hit is through the roof isn't obvious until you're face planted. 😞
  11. Is there a good general guide out there for what to look out for while tanking each enemy type? I feel like when I hit 35, went from walking wall of invulnerability to regularly faceplanting against various enemy groups (starting with Vanguard.) I think Vanguard have some significant +To Hit, which makes it rough for Defense tankers? I was hoping there was a brief guide somewhere (Vanguard: +To Hit, kill the ??? first to remove the buff, etc.)
  12. I can't find a thread dedicated to discussing Tanker Epic or Patron pools. What are your favorites? Are there hidden gems in there? None of the epic pools look that interesting/fun. I guess a long CD Conserve Power and half a Stamina are the best options? The Patron pools look better, the AoE immobilizes look promising, and maybe the -Res from Leviathan or -ACC from Soul Mastery? I'm Shield/Stone if that changes any recommendations.
  13. Are we now sure the max proc chance is 90% and not 95%? Just checking for some of my slotting which is close.
  14. I did some testing. It seems like the Spores toggle itself procs on you/caster (~3 PPM each for Health and Endurance) and the psuedo-pet also procs separately on targets, but much less often (looks like ~1/5th as often, which makes sense for the area reduction although I can't find the radius.)
  15. Is there a way to change what your pets say when they're summoned, or orders to change stances? I feel like there is, but I'm not having any luck finding it.
  16. First, a quick rundown on to Hit vs Accuracy which you might already know. You have a base chance to hit based on the enemies relative level/type. To Hit *adds* directly to that number. Then you *multiply* by 1+Accuracy buffs. So if you have a base 50% hit chance, +10% to Hit and +0% Accuracy will give you a final chance of 60%. +0 To Hit and +10% Accuracy will give you a 55% hit chance. To Hit is better than the same amount of Accuracy, and is particularly important for fighting higher level mobs and mobs with +Defense. Kismet provides To Hit, which is good. Separately, Sniper attacks have a special mechanic. They used to become instant cast if you had +22% to Hit. They were changed to always be instant cast in combat, but their damage scales up directly with To Hit instead (in addition to hitting more.) I don't know the final formula, but +6% To Hit is increasing your Sniper Shot damage by at least 6%. With the Instant cast (and +50% Range!) buffs, Sniper Rifle gets a lot more use, so the extra damage is important. But not as important as getting to +22% To Hit used to be.
  17. I think you want Tactics over Assault, particularly since the +To Hit will increase Sniper Shot damage. I put Defiant Barrage into Slug, so I have a chance for the +Status Protection proc to break me out. Why Boxing and Tough but no Weave? It's not great on a Blaster, but you're already going to Def w/Frozen Armor. With that much melee, I'd probably go Combat Jumping over Hover. I mentioned in the other thread, Sniper Shot has a +50% Range for 10s now. So Boost Range+Build Up+Sniper+Full Auto should be awesome on maps where you have room.
  18. @jonwol2 it's been a lot of fun. I just got to 50 with early Incarnate stuff. I only took it initially to fit my name (Shoot and Leaves) but it's excellent. The new Blaster sustain helps a ton, and give you a lot of End to work with. AR is an AoE machine, and the plant Hold and Immob go a long way early. Immob+Ignite is crazy damage. I ended up taking all the AR cones, so Ripper is a nice melee cone to finish off anything that gets to you. Once you get APPs, Bonfire +KB to KD is great. Char is a second longer range copy of the plant hold, and also awesome. Vines is an AoE Hold with a CD dramatically lower than any Controller AoE Hold. Not that you'll need to use it much. I only noticed after I hit 50 that Blaster Snipes give a 50% range buff for 10s. Toxins, Sniper Shot on a yellow from 150', then dropping a Full Auto 120' cone and watching packs of whites melt offscreen as the run towards you and die before they get in range is golden.
  19. I can't find good hard numbers, but I think Preventative Medicine is 15-20% of your health, but only triggers at most once per 90s. The chance to trigger in any 5s window goes up at lower health, and is basically guaranteed under 30% health. I think Reaction time is a flat 60 HP absorb every 5 seconds (assuming it's similar to /Plant's Wild Fortress.) So for my 50 AR/Plant, Preventative is 266hp/90s roughly 3hp/second. A 42 Heal buff in Wild Fortress is 12*.42 roughly 5hp/second. But you'd need to be getting hit every 5seconds for the extra Reaction Time absorb to really count, where Preventative is likely to get the full use since it's a bigger chunk.
  20. I'll second using the Flame Mastery APP for control. Char is a great, fast recharge, long range, high damage single target hold. And Bonfire w/KB->KD is great control. I've got an AR/Plant/Fire that feels very blastroller-y. I'd consider /Plant over /Atomic. The AoE hold is ranged, it's got the same solid single target hold (not that you need 4 with Ice) and the mandatory Immobilize is Magnitude 4 for some reason.
  21. Awesome! Thank you for taking the Dominator Snipe feedback into account. What is the intent behind the Power Boost->Power Up changes for Dominators? I'd rather have the live Power Boost (with 100% secondary buffs and higher uptime.)
  22. I have. Are you using Island Rum? Island Rum is running inside its own Windows directory. Run this from a shell in your home directory to create a link into Island Rum: ln -s /Applications/CoH.app/Contents/Resources/drive_c/ wine_c Then put the bind files into the wine_c directory. You can load them from in game with bindloadfile c:/<filename> So I have wine_c/HastenBinds.txt with: uparrow "+forward$$powexecauto Hasten$$bind_load_file_silent c:\DominationBinds.txt" downarrow "+backward$$powexecauto Hasten$$bind_load_file_silent c:\DominationBinds.txt" leftarrow "+turnleft$$powexecauto Hasten$$bind_load_file_silent c:\DominationBinds.txt" rightarrow "+turnright$$powexecauto Hasten$$bind_load_file_silent c:\DominationBinds.txt" and a similar wine_c/DominationBinds.txt file. I've found the arrow keys usually active twice, once when I push the button and once when I let up. I end up with Hasten firing but Domination sometimes not for a while. I've been meaning to change my binds to use three files, so that it cycles correctly.
  23. I'd go Ice/Atomic over Ice/Temporal. The Temporal Holds are subpar and both sets have good recharge buffs. The main things you're missing relative to a Dominator are AE control and single click Boss Holds. But with two fast Holds, you'll get bosses locked up well enough. You just won't be able to roll through giant packs Mass Confusing to victory
  24. That's only true if you have no global recharge, because the PPM calculation incudes slotted recharge but not global recharge. If you have FF in a 19s recharge, 1s animation power, with 2 PPM: Unslotted, your base proc change is 67% ((19+1)/30). If you have 0 Global recharge, you're firing 3 times a minute, proccing 2 times a minute, as expected. If you have 111% global recharge, you're firing 6 times a minute, proccing 4 times. With 100% recharge from enhancements, your proc rate is 35% ((9.5+1)/30). If you have 0 Global recharge, you're firing 5.7 times a minute, proccing 2 times, as expected. If you have 111% Global Recharge, you're firing 8.4 times a minute, proccing 2.95 times. At high Global recharge, slotting recharge reduces the proc rate dramatically (4PPM vs 2.95 PPM.)
  25. The way PPM interacts with global recharge, you shouldn't slot any recharge in Levitate if you want maximum FF uptime.
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