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Posts posted by tidge
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2 hours ago, schrodingercat said:
As to the other replies, the rushers consisted of the tank and team lead. I've noticed a lot of teams doing this lately: run into mob, aoe down minions and lieutenants, then run off and leave the bosses. Like the bosses will stop following eventually I guess? But for at least two spawns they will just pick off your lowest health members. I don't even understand the point of this style of play tbh.
I want to explain why this might be happening. Tankers generally take many more attacks to finish off bosses than other AT, even while they are holding the aggro of the boss. AoE attacks are generally not good against bosses... so a Tanker might be trying to cluster another group while dragging the bosses along. All of this would be in the service of "fewer attacks to defeat more mobiles" which is good for the team.
A good tanker is usually paying attention to the team's cycle of attacks, controls, and aggro situation. Fore example: A boss that is locked down by controls probably doesn't need the tank paying attention to it.
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22 hours ago, Nightmarer said:
Kinda like when they blame Trick Arrow Defenders for letting teammates die, they don't understand there's no such thing as "Healing Arrow". I wouldn't allow them to bother me like that and would probably just quit team, for my own peace of mind because, if I get started, next thing is that I will get reported and banned.
Stock up on those [Arrows of Romance] !
No one should endure side-eye from another player that is getting upset because that player doesn't understand their limits. I have a couple of "support" characters that are perfectly fine running off by themselves when necessary; often I just go with "The needs of the many..." and stick close to those who benefit most.
On 2/11/2024 at 11:48 AM, schrodingercat said:How do you handle people being toxic at you specifically as a defender?
I was on a team fighting level 54 content with people that were probably too low level to be significant dps contributors. As a result, the tauntless tank would run in with the team lead, who was a dps focused character, wipe out the minions and lts, then rush off to the next boss leaving the carnie bosses behind. The low dps members would struggle to finish the bosses, and as a result, the two teams split into the straggler group and rush group.
Oh... I've got some taunts for that player.
With the influx of new players, I suspect we are going to go through another phase of "My Tank doesn't need Taunt" (pick a reason why: "I make attacks" and "I have an Aura" and "I have Fold Space" are common rationales. It took a while, and some changes to Tankers, but I think the critical consensus among veteran Homecoming players is finally "Tankers need a Taunt". If someone wants to play a Tank without Taunt, they should probably just roll up a Scrapper and no one need be the wiser.
Don't be discouraged, and play the way that drives your satisfaction.
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I have found it useful to keep a Valentine's Day mission "all year" to have a tip that won't disappear if you change alignments or after doing a morality mission. I find having one is useful for the times when I start a mission with difficulty parameters I don't want and forgot to change.
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The winter lord always (per my observations) spawns in place of an opened present being replaced.
Minions from the winter lord that are not cleared will (I believe) prevent a new WL from spawning. Minions that otherwise appear from a present (with no WL) will eventually respawn.
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Always has been.
OK, read the massively editoral, and it feels like a complaint that comes from a mode of thinking "race to 50". I look forward to the author's realization that the answer to the question:
Quote...addressing a real issue: What do you do in CoH once you’re 50?
is either "Base Building" or "Costume Design."
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I've done solo Synapse in about 30 minutes. I honestly can't recall if I broke the 30 minute mark, but... probably? I know that I've been on PUGs that have either broken 30 minutes or just missed it. There is some luck involved in maps, but the keys for solo were:
- run it exemplared, so powers are slotted
- don't turn up the spawn size, or difficulty
- have AoE (including P2W)
- spawn Babbage in Steel Canyon (near Positron and Valkyrie) and call out for help (if you want the merits, otherwise skip)
- have some sort of temp summons to help defeat the final AV. It doesn't take much, a Shivan or a Warwolf will do. High DPS characters may not even need this.
It definitely helps if you are familiar with the cadence of the missions to use "fast travel" options where optimal. SG base buffs for travel speeds can help.
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52 minutes ago, Pleonast said:
The Homecoming devs have done a great job balancing the economy. Far better than Live. But I’d like to see even more smoothing out of the obtaining and the auction-house pricing of enhancements.
Here's an idea. The first time a player (that is, a global I.D.) completes a task force in a month, they get a special merit. That merit can be used to buy any one IO recipe, which used or traded as normal
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Would this work? Is it possible to implement?
It absolutely would work, because it has been implemented already. Merits (from TFs) can be used to buy recipes now.
Not every TF/SF offers enough merits to buy every recipe, but running four weeks of the weekly TF/SF certainly would offer more than enough.
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9 hours ago, Clave Dark 5 said:
It was getting pretty crazy before the end, but I still suspect that was (mostly) by design: the game existed to encourage you to keep playing, and therefor paying to play. If they put in some really great stuff for you, the longer they can string you along before giving it to you, the better from that viewpoint.
I blame the Incarnate grind from Live as the primary reason I do so little of the Incarnate content (including slotting Incarnate powers beyond Alpha) with most of my characters. Homecoming has made incarnate paths much more palatable, just like they did with non-incarnate power slotting.
I can sort of judge my own headspace about "what constitutes grinding?", because it appears (to me, from my PoV) that there are an order of magnitude more gripes about the market/economy/auction house than there are about slotting Incarnate abilities.
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I don't have a EA Scrapper, perhaps my Sentinel choices can be informative? Generally: I find Energy aura to be a rather straightforward set to slot, leveraging Global pieces and set bonuses as desired. With my Sentinel, I did end up making the (unusual for me) choice to 6-slot some Very Rare sets to improve Toxic/Psi resistances. On other characters I usually just rely on positional defense values, but that is not how Energy Aura rolls.
I run with the Kismet +ToHit in whichever toggle will always be on and also has room for it.
Spoiler------------
Level 1: Kinetic Shield
(A) Kismet - ToHit +6%
(*) Shield Wall - +Res (Teleportation), +5% Res (All)
(*) Shield Wall - Defense/Endurance: Level 50+5
(*) Shield Wall - Defense: Level 50+5
Level 10: Energize
(A) Preventive Medicine - Heal
(*) Preventive Medicine - Heal/Endurance
(*) Preventive Medicine - Endurance/Recharge
(*) Preventive Medicine - Heal/Recharge
(*) Preventive Medicine - Heal/Recharge/Endurance
(*) Preventive Medicine - Chance for +Absorb
Level 12: Power Shield
(A) Shield Wall - Defense/Endurance: Level 50+5
(*) Shield Wall - Defense: Level 50+5
Level 16: Entropy Shield
(A) IO Endurance: Level 50+5
Level 20: Power Armor
(A) Unbreakable Guard - Resistance
(*) Unbreakable Guard - Resistance/Endurance
(*) Unbreakable Guard - Resistance/Recharge
(*) Unbreakable Guard - +Max HP
(*) IO Health: Level 50+5
Level 24: Repelling Force
(A) IO Defense: Level 50+5
(*) IO Defense: Level 50+5
Level 28: Kinetic Damping
(A) Gladiator's Armor - TP Protection +3% Def (All)
(*) Gladiator's Armor - Resistance: Level 50+5
(*) Gladiator's Armor - Resistance/Endurance: Level 50+5
(*) Aegis - 5% Psi Resist / 20% Mezz Resist
Level 30: Maneuvers
(A) Reactive Defenses - Defense
(*) Reactive Defenses - Defense/Endurance
(*) Reactive Defenses - Endurance/Recharge
(*) Reactive Defenses - Defense/Recharge
(*) Reactive Defenses - Defense/Endurance/Recharge
(*) Reactive Defenses - Scaling Resist Damage
Level 32: Power Drain
(A) IO EndMod: Level 50+5
Level 41: Overload
(A) Luck of the Gambler - Recharge Speed
I included Maneuver's slotting because I feel it is important for the set bonuses (+global) and also for layering some defense.
As an aside, with Accolades, the EA Sentinel is the only non-Tank in my roster that sits at the HP cap for its AT. I mention this because it feeds into how survivable the character is with the resists, scaling damage resistance, etc.
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I dislike the idea of Robotics/FF, mostly because Robots benefit more from a debuffing secondary than a defensive one. Traps, Time, Dark would be before FF.
Here is the slotting I use (Robots/Traps) for just the primary powers:
Spoiler------------
Level 1: Battle Drones
(A) Superior Mark of Supremacy - Damage: Level 50
(*) Superior Mark of Supremacy - Accuracy/Damage/Endurance: Level 50
(*) Soulbound Allegiance - Chance for Build Up: Level 50
(*) Expedient Reinforcement - Resist Bonus Aura for Pets
(*) Sovereign Right – Accuracy/Damage
(*) Sovereign Right - Resistance Bonus
Level 2: Pulse Rifle Burst
(A) Sudden Acceleration - Knockback to Knockdown
(*) Sudden Acceleration - Knockback/Accuracy/Damage
(*) Sudden Acceleration - Knockback/Accuracy
(*) Sudden Acceleration - Knockback/Damage/Endurance
(*) Sudden Acceleration - Knockback/Damage/Recharge
(*) Sudden Acceleration - Knockback/Recharge
Level 6: Equip Robot
(A) Unbreakable Guard - Resistance
(*) Unbreakable Guard - +7.5% MaxHP
Level 8: Photon Grenade
(A) Annihilation - Accuracy/Damage
(*) Annihilation - Damage/RechargeTime
(*) Annihilation - Accuracy/Damage/Endurance
(*) Annihilation - Accuracy/Damage/Endurance/RechargeTime
(*) Annihilation - Chance for Res Debuff
(*) Annihilation - Accuracy/Damage/RechargeTime
Level 12: Protector Bots
(A) Superior Mark of Supremacy - Damage/Endurance: Level 50
(*) Superior Mark of Supremacy - Accuracy/Endurance: Level 50
(*) Defense Buff IO: Level 50+5
(*) Edict of the Master: Defense Bonus
(*) Call to Arms: Defense Aura for Pets
(*) Call to Arms: Accuracy/Damage
Level 18: Maintenance Drone
(A) Preventive Medicine - Heal
(*) Preventive Medicine - Heal/Endurance
(*) Preventive Medicine - Endurance/RechargeTime
(*) Preventive Medicine - Heal/RechargeTime
(*) Preventive Medicine - Heal/RechargeTime/Endurance
(*) Preventive Medicine - Chance for +Absorb
Level 22: Assault Bot
(A) Superior Command of the Mastermind - Accuracy/Damage: Level 50
(*) Superior Command of the Mastermind - Damage/Endurance: Level 50
(*) Superior Command of the Mastermind - Damage/Endurance/Recharge: Level 50
(*) Superior Command of the Mastermind - Recharge/Pet +AoE Defense Aura: Level 50
(*) Superior Mark of Supremacy: Accuracy/Damage: Level 50
(*) Superior Mark of Supremacy: Endurance, +Resist (All) +Regen(Pets): Level 50
Level 26: Upgrade Robot
(A) Healing IO: Level 50+5
EDIT: I noticed this has a Defense Buff 50+5 in Protector Bots. After the introduction of Maintenance Drone I observed that the Protector Bots are making a LOT more attacks (yay!) and depleting Endurance faster than previously (boo!) so I swapped this for a Boosted Defense/Endurance piece. There is a marginal decrease in group defenses, but the Protector Bots now have consumption similar to the T1 henchmen.
While leveling up, I don't rely on the MM attacks... so I don't really use slots on them until later. The secondary powers will almost certainly need slots. If the secondary powers don't need slots, then it was probably a poor choice of secondary!
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Praetoria runs on Duncan.
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8 hours ago, MoonSheep said:
ran a posi 1 last night with quite a puggy PuG, fortunately i was on my dom and someone else was also on theirs - made the last fight humorously easy
you guys could have bought a bunch of T3 team acc inspirations
Whenever I'm on a Posi 1, I almost always try to save (any level) Inspirations for the Shadow fight. Boosting Defenses/Resistances and Accuracy can be key to beating down the Shadows.
A couple of things I've observed about Posi-1:
- Occasionally the Shadow Duplicate will have access to powers that the player doesn't have (this is weird, but I've seen it solo)
- Occasionally the Shadow Duplicate will use powers that the player has skipped, and it turns out that those powers are force multipliers... for the Shadows Duplicates
In the second category, it's often those powers that don't benefit fast-moving or solo play... and can come as a surprise for the unprepared.
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28 minutes ago, Luminara said:
And even if there were a way to make Co* more accessible to players accustomed to gear treadmill progression, without alienating the existing player base, it wouldn't be satisfactory because we don't have an end game.
I am in 99% agreement with the above sentiment. The 1% allows that maybe there is an end-game, but whatever it is is completely variable depending on the player.
The market doesn't need to factor into any one particular player's end-game... and if it does, then the market is now part of that end-game, and should be treated as such for the purposes of "winning" that player's end game.
Even if I narrow my own understanding of a very general gripe about "equipping" characters to "I wanna equip, I canna afford it" (my words, not anyone else's)... there are SO MANY players who understand how many different in-game strategies exist for "equipping", I can't see this any different than a gripe about "I wanna travel, I canna do it" or "I don't wanna be hit by snipers in FF" or any of a thousand other in-game challenges for which many players can offer advice.
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2 hours ago, JasperStone said:
Weak ...
you forgot to 6-slot your Rest.
nice try
What about all those awesome Travel IOs to go into the prestige sprints?
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20 hours ago, tidge said:
I agree that Living Shadows is a power that I would give up. I get some damage out of it, but mostly it is a control that lets me know who I have aggroed.
Quoting myself, as it slipped my mind: Living Shadows (mostly) nullifies Knockback.
Personally, I don't get worked up about other players using a lot of knockback... but I won't deny that scattering spawns makes the AoE controls much less effective.
There is a flip side of course: Immobilizing enemies in a large spawn makes it that much harder for a Tanker to "gather" them. The now larger Tanker AoE help to mitigate this, but it does sometimes appear that Brutes struggle slightly more.
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I can't see myself changing my slotting of the henchmen or pseudo pets (or FFG, thanks for the reminder about Dam/End D-Syncs!), but I am definitely considering sliding Detonator into the build. It looks like I'll have to sacrifice a LotG mule, and find a single slot for more recharge for it. I have a couple of candidate slots in my build:
My Mace Beam Volley still has a KB->KD piece in it. This was really useful before the Robotics revamp but I haven't experimented to see how it is still working as a soft control.
I also have a Gaussian's %Build Up in Tactics... My MM is spamming attacks (for -Regen, aggro) but I'm not kidding myself that the extra damage/toHit is doing that much. I think I'd be satisfied with just the Endurance/ToHit piece in Tactics. I'm leaning towards this choice, because if I were to learn that the Mace Beam Volley soft control wasn't doing much, I'd probably swap out the KB->KD piece for an actual damage %proc.
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On 2/7/2024 at 7:48 PM, Snarky said:
why i suck? lol
I see what you did there.
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I'll use Combat Teleport for all sort of the things mentioned above, plus for those occasions when I really want to hit a Paragon Protector that has gone MoG.
I especially like Combat Teleport during Reactor Trials. It is a perfectly good power that needs no changes.
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My BR Sentinel has Refractor Beam slotted mostly for %damage, because I wanted to get damage apart from Energy if I could.:
- Hami-O Centriole (Damage / Range)
- D-Sync Guidance (Accuracy / Range)
- Javelin Volley %Lethal
- Bombardment %Fire
- Shield Breaker %Lethal
- Touch of Lady Gret %Negative
I have no complaints about the %proc rates. I have Annihilation slotted in Piercing Beam (mostly for set bonuses). I felt like the timing wasn't good enough to try to go heavy into a %-Resistance,
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My old PEAT suggestion (which also used "PEAT" FWIW) was a classic male/female split, a la VEATs:
The "male" path would start as a grunt member of the IDF and then branch into either a sort of Hybrid Devouring Earth Fusion or as a IDF Boss
The Male path offers different types of assaults and summons.
The "female" path would evolve into either a Seer or a Carnival of Light path
The Female path is more offense and control.
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Sign my petition for a Defense/Damage D-sync.
Acid Mortar can have Damage slotted, but FFG cannot.
I wonder if the Soulbound Allegiance %Build Up slotted in a (T1) would carry over to the pseudopet?
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I agree that Living Shadows is a power that I would give up. I get some damage out of it, but mostly it is a control that lets me know who I have aggroed.
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I used a HamiO for Acc/Mezz partially because Dark Fluffy has different types of controls that I wanted to buff.
EDIT: IIRC
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For leveling builds, having a 'sugar daddy' (or SG base storage) can help newer toons with ATOs, Winters, and level 10/attuned PVP pieces (Panacea's global for instance). P2W offers several different %proc enhancements at no cost which eventually expire, but can help early with damage.
All of my "level 50" Richy Rich builds, while leveling, use IOs or leftover attuned PVP pieces where I have Hami-Os or Purples.
My general advice is to slot first Accuracy and Endurance. The actual effects are hard to notice at low levels, but by level 20 you should be able to see net benefits.
Investing in a Kismet +ToHit piece in an always-on power (even if it is a toggle) really helps.
Cheaper sets like Annihilation don't need many pieces to offer tangible benefits.
Synapse fast runs
in General Discussion
Posted
For me, x8 solo Synapse becomes a personal bugbear for me because of the way the spawns scatter/run on the "defeat all" mission more than anything else. It only takes missing two mobiles from more than one spawn to make life miserable on some of those maps.