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Here be Dragons

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Everything posted by Here be Dragons

  1. Sometimes I would like a Warshade/Peacebringer that has Nova attacks, but without looking like a floating calamari. Can a prismatic costume overide the squid form?
  2. You appear to be complaining that the game has gotten harder? But the opposite is true. When I started playing CoH, it was on a Storm/Psychic Blast Defender in Issue 6. Because of my timezone, I mostly soloed. Soloing the Hollows with no travel powers, no Stamina, only Training enhancements, no ability to turn off bosses, no boost to low level accuracy - that was harder than what you describe. Today with Single Origin enhancements being available from level 2 onwards and a little planning of Power sets and slotting, most builds can solo the types of encounters that you describe, even if they have no self-heal or armor. On almost any build, I am usually soloing with notoriety set to x2 or 3, with bosses, from about level 4 onwards. For a low level toon, Praetoria often delivers the type of experience that you describe, in addition to timed waves of ambushes that find you despite stealth! For many builds, soloing is not the same as steamrolling through content with a team. It can require some tactical play, such as pulling foes, choosing what to debuff, being aware of other mobs that might be aggroed. Even many comic book superheroes have to use tactics to win. Batman typically picks off minions and lieutenants, before tackling larger groups. And then he will be using smoke or flash grenades to minimise the incoming damage. For me, those early days of CoH were both challenging, and rewarding. This is a game that I have loved for almost 20 years. My personal feeling is that the Homecoming team are doing an excellent job at preserving and continuing to develop its legacy.
  3. There was a recent change to the forums coding. I now get the following error message: " forums.homecomingservers.com Checking if the site connection is secure Enable JavaScript and cookies to continue forums.homecomingservers.com needs to review the security of your connection before proceeding. Ray ID: 768f20e938b8aad1 Performance & security by Cloudflare " Until a few days ago, the site did not need JavaScript or cookies turned on to browse it. Now, according to this disingenuous error message, I have to WEAKEN my security to be secure. Please revert this unnecessary change that makes users have to choose between reading the forums, or weakening their own security!
  4. It wasn't that sentinel sonic blast was an outlier to other AT sonic blast aoe's, it was that it was an outlier to other sentinel aoe's. Adherence to a vague guideline espoused when they were designing Sentinels. Sentinels have been observed to under perform in terms of contributing to teams, yet there is no apparent re-evaluation of that original guideline. My experience on +4 ITFs is that between Elite Bosses, Bosses, and Lieutenants, most mobs have significantly more than 6 targets standing, even after a well placed blaster nuke. I also don't believe the suggestion that, after the rest of the party has done significant damage, it is fine that a sentinels proportion of the damage increases from abysmal to poor. At incarnate level, many blasters can have comparable defenses to most sentinels, but the sentinels are still carrying the reduced damage AND reduced target caps which were supposedly to compensate for their increased durability. My impression is that as high end content becomes more of a major focus on Homecoming, sentinels are dwindling into insignificance. Please understand, I love the concept of Sentinels, and was very happy with my Sonic/SR incarnate. But that was an outlier that has now been adjusted down to superfluous in incarnate content.
  5. Your character doesn't HAVE to be within the targeted aoe heal radius. As long as you have team mates or healable pets within the heal, you can get the +end proccing on you.
  6. Sadly, there IS a significant change! Howl and Shockwave now only hit a maximum of 6 targets, instead of the 10 previously. I am enjoying Sonic Blast on other ATs, but I feel that my beloved incarnate Sonic/SR sentinel is now superfluous on any end game team. I tried asking in the Beta forums and here in the Dom forum for the max targets to be kept where it was for Sonic Sentinels, but that request apparently fell on deaf ears. @Captain Powerhouse did not reply with any reason why Sonic Blast on a Sentinel required this change.
  7. My experience with the Theft +End proc is that it has a chance to proc for the caster for everybody who is healed. Since corr and troller kins don't get a self +end power (apart from Stamina), until level 35, this can keep you blue bar looking healthy through those earlier levels (and when exemped down).
  8. My personal choice for this would be a Plant Control/Electrical Affinity controller. These days I skip the single target immobilise on most of my controllers and take Arcane Bolt instead. Slot with a FF +recharge proc and some damage. In this case, I might instead choose the Force Of Will pool, for Project Will (single target) and Wall of Force (cone); both take the +recharge proc. And then, you can also take Unleash Potential, to add an oh-sh#t defense layer on top of your Faraday Cage aoe resist and mez protection. Alternatively, Electric Control/Nature would be an alternative worth considering. Probably taking the Sorcery Pool for Arcane Bolt, Mystic Flight, and Rune of Protection. Slot a couple of End Mod IOs into Lifegiving Spores and it becomes endurance positive to run, as long as you stand in the area. (Don't forget to toggle it off when you have finished with a mob. I often run off and realise a minute or more later 😕 ) Both of these have synergies that will work solo, but also bring a lot of survivability to a team. I don't see a lot of synergy between Electrical Blast and Nature on a defender or a corruptor. They are good powersets (since the electric revamp), but I'm not sure that the combination is more than the sum of its parts. For a more damage oriented character, you could also consider an Electric Control/Thorny Assault dominator, or even an Electrical Blast/Plant Manipulation blaster. I hope that gives you some food for thought?
  9. Ice/Storm Corruptor is the correct answer, with Scourge providing the icing on the cake! (Although CoD seems to indicate that the Storm secondary powers don't get Scourge 😞 ) With a KB>KD IO, you should also consider Tornado to be a rain power with radius of 7 - a rain which chases your target. I often use the Overwhelming Force proc in Tornado because I want maximum damage with KD, max recharge (including ForceFeedback +recharge), and any additional defense debuff that I can get. Such an amazing power!
  10. @Linea, I always appreciate the thought that you put into your postings. I do think that you are over estimating the AoE damage potential for Sentinels. At x8 settings (whether solo or teamed), the total delivered damage for sentinel AoE powers is severely hampered by the 6 target limit, versus the 10 or 16 target limit on all other ATs. Sentinel Sonic Blast had been an exception, with Howl and Shockwave able to hit 10 targets, which made it viable but far from over-powered. With the Sonic Blast revision in Page 4, the devs are enforcing the 6 target limit on Sentinels. Which is why I am questioning the logic of all sentinels having such a severely limited target cap, especially for level 50+ content.
  11. Mek, I specifically stated that the question is to do with Incarnate (but especially hard mode) content. A Sentinel is no more durable than an IO'd out Blaster, Defender, Controller, or Corruptor. But due to only being able to hit a small number of targets (mostly just 6), and having a low damage scale, and providing little to no support, any team leader should rightly consider whether a team slot would be better employed for just about any other AT. So, yes, solo at up to +2/x4 settings whilst levelling is usually a breeze with a sentinel. But then when you get to 50, a Sentinel is essentially a waste of space on a team.
  12. Specifically with regard to Sentinel Sonic Blast, a 40% reduction in max targets for Howl and Shockwave outweighs the dps *buff*. And as I mentioned in the Sentinel forum, the target reduction for Shockwave also reduces the survivability for the caster (and their team), with an increase of posssibly 200% more incoming damage (assuming a group of 12 foes). An increase to an individual Sonic Sentinels dps is a trivial contribution to team performance against typical level 50+ content. I love the work that the Homecoming devs have been doing to add to this game. And I'm looking forward to the additional hard modes and their rewards. HOWEVER, Sentinels may actually be turned away by hard mode teams because they contribute so little. Sonic Sentinels were previously "somewhat" justifiable, but the combination of the Beta changes will extinguish that argument.
  13. That would be understandable, except that Page 4 will include changes to further weaken Sonic Blast on sentinels. That is the opposite of saying this isn't on the devs radar. I have read the Beta Patch Notes forum, and despite comments asking why Sonic Blast on Sentinels needs lower max target caps, the devs are still intending: Changes to Max Targets: (Non-Sentinels) Siren's Song max targets increased to 16 (up from 10). Sentinels still have max targets set to 10. (Sentinels) Howl max targets reduced to 6 (down from 10). (Sentinels) Shockwave max targets reduced to 6 (down from 10). In incarnate content, the *buff* to the individual Sonic Sentinel DPS against a single target is totally overwhelmed by the ~40% reduction in targets hit by Howl and Shockwave. The target reduction for Shockwave also reduces the survivability for the caster (and their team), with an increase of posssibly 200% more incoming damage (assuming a group of 12 foes). So, @Captain Powerhouse what can we do to raise this as a priority?
  14. Please explain what makes an incarnate Sentinel so OP that it has to be crippled with a 6 max target cap for almost all AoEs? I have not yet seen anyone complain that Sentinels are over powered in Incarnate content. And yet we are crippled in our ability to deliver damage to typical groups of incarnate level foes. It can't be the survivability that a Sentinel has, because time and again I see builds posted for Blasters that match a Sentinels survivability, plus have an inherently greater damage scale, and damage bonus cap, AND hit far more foes with their AoEs. ( @Linea, @Voltak, you're both also RO and post amazing builds for most every AT, but for end game content, is there any reason to even try an advanced build for a Sentinel? ) The reason that I am posting is that running incarnate content with teams on my Sonic/SR sentinel, I at least contribute -res to assist the team. Now that is due to be doubly nerfed with the reduction in -res values, but more especially with the intended reduction from max target cap from 10 down to 6. The justification for which appears to be, "We're just standardizing, it should have been 6 all along". Which doesn't explain why sentinels are apparently so OP that they should have both a low damage scale, AS WELL AS, the lowest target cap???
  15. So, if I read this correctly, your single target attack chain is likely to be: Followup > Lunge > Poison Dart > Spin, with proc'd Aim applying a average of 27% damage buff, over its 33 second recharge. Using the numbers in MiDS, that would be approximately 280 DPS without incarnates and under ideal circumstances. ( -recharge will really hurt your DPS) Ageless doesn't seem to change the single target attack chain, and Musculature seems to add about 12% more overall damage. So, my expectation is that you will need envenomed daggers to drop the AVs regen rate, but activating daggers will drop your DPS even further. Forum posts seem to indicate that the Robot Drones are at the bottom of the DPS list, and only give 50% -regen. So, you may wish to consider Banished Pantheon for maximum DPS, or Longbow for ok DPS and better -regen. Also, with relatively low hit points and no heal, it looks like you are planning to mail yourself a bunch of green inspirations to chew on when needed?
  16. About 2 weeks after this thread was originally posted, @Sovera posted a great write up about the wonders of a Sonic/Bio Sentinel. (The Hidden Gem: Sonic/Bio) I built a Sonic/Bio called Ultrasonic and took her to level 50. The entire journey was fun, but I didn't find her quite up to soloing +4x8 ITF spawns. So, my next project was to try a Sonic/Super Reflexes Sentinel with hover. Sister-Shrike is now level 50, with the first 3 incarnate slots filled. Even before incarnate powers, I would take great delight on an ITF in solo ambushing the ambushes. By the time the rest of the team caught up, all the minions and lieuts would be dead, and the bosses and EBs would be heavily damaged and softened up by multiple applications of -res. Against large numbers of foes, the chain of cone AoEs very quickly triggers Opportunity. If damage is leaking past your soft-capped defences, then choose Defensive Opportunity and keep the cones firing to get a constant stream of +health and +end. This makes for an almost unkillable damage dealing character who also helps the entire team deal more damage. (To be fully optimised, she needs a respec. But for any who are interested, a link to Sister-Shrike's current build is in the code section.) https://www.midsreborn.com/builds/download.php?uc=1406&c=684&a=1368&f=HEX&dc=78DA65944B4F135114C7EF3053DA520AB4B4624B4B01A1F44107EA17502390F82021D41D681DEA2D8C9D4C9BCE60E003F805DCA0D1AD897E014D4CDCAAE8CE67A26E5CB9024CD48D8919CFCC39D70A4EDAFC66CEEB7FCF9D7367716BAEB75E5F38CDA4BEB3866659D50A376DDDE4466071D3D66CBD6932B8C215DDB279BB54D968EB0DEE074B4AC4559735739D5F532B4D53AF55CFD8B6566B64FE3AE7789D9B16572B9B2DDEAE2EF3BAC1B7B8C5424BCDA6A12E18FAFA861DF5EE2F7183B79A6D940CA3DBF5EAE67AC47B3A67DED02D7D4D37747B3B39DFD26B6A47446B37AA8B9ABBC2ED04AC2D03FFC11C1397D3C55E2B8C9515D6F58E98661E57DC204904C525CFA88CB0438CE7440C737CD233AC10784E7C81ECD925BE44F6BE42AE42B22C146452E88D21FB482106413E52907DEF31B3EF0D72202F230BC8CB10ECA78A8AFF3720ADB0E87774462F2063A41423852B9014240516DCC3A0E3600C89C6426F51EED807E2670AFA42FC8A4CDEECF21884210853B214FE88C6E427A40695FB45D7FD3B684CDD22D29A121014A10A4AE4311A471E1193C4027274171B9A02D941213B48B2A3242B81332EBA8C3B7031194C4362B786DC3BD8ADD193D8CBD80FE24FE20CF5082B4B888D49EC00A61476E236F10EF12E72E21E711657BA06C9C3A4C8864B344BB08CB4D89034BD9C890164761F65877338BA9E6C661333B30EF6962DE2F354FA084F61720D92C785C23829E469ABF3A4B092676C52284CCA3E742AC8828FD84DF423A703C830F490135B9F3BC08AD3A4B00A958BA272F109CED0F45364E917F6507A80C1A5794C9ED1F07D0C415955CCBF4A8DCE083EC4E4F27DE455089E158DCE927CF908534AE7F4C3CF9D84EB79EFACBBE7CC712E1EF207B1F292D239E84CF292F67A3A1F08AA73F08F496263D849F779C91B82FDFFE3BF1D8AA7B3D04D67E10FD992D58D
  17. Also, Rebirth is supposed to do a heal over time on an alive target. That would be helpful to an MM. Should be around 35% over 60 seconds, before enhancements.
  18. There is a /face command that will turn the character to face its target. I'm not sure in which order to put the that and the powexec command? My memory from way back in Live says that commands get evaluated right to left. My memory could be wrong.
  19. The aspect of CoX which I enjoy most is the wide variety of tactical options that are available through many controller(y) sets. Controllers or Dominators might be a bit much for a first timer. But, perhaps something with high damage output AND some controller-like abilities? I recently created a Fire/Devices Blaster that is a real blast(!) to play. Lots of damage from fire blast, and lots of tactical options are available from Devices. For a very similar effect, consider a Fire Blast/Traps Corruptor. Also, another blaster that can be really kickass in a John Wick, take no hostages style, is Dual Pistols/Martial Combat. Looking from a newcomer's perspective, high damage output is, initially, one of the most obvious signs that your character is making a difference. (Although for some people playing a "healer" can achieve that feeling. But "healers" seem somewhat deprecated in the end game, and it would be a shame to level a toon and then get disappointed in end game.) Whatever character he chooses, gift him a Panacea +Heal/+End IO to put in Health, which can be slotted at level 7. I find this contributes massively to helping a character play smoothly.
  20. Krystal Killer, my Stone/Stone Stalker (S3) hit level 31 today. She has been fun to play, both solo and on teams. It is a very tanky Stalker, but that involves 9 toggles. With a few +End and +Rec IOs, as well as 2 of the Unbreakable Resistance set in each res power, the toggles are sustainable. I will get my 2nd AoE attack at level 32 (be still my beating heart), but the single target attacks pack a punch, even without Hide. It does need a lot of recharge to chain the attacks together without awkward pauses. I can highly recommend an S3. It was definitely a jackpot from the slot machine. (The only reason that I haven't gotten Krystal to a higher level by now is my chronic altitis. I have created and put time into levelling 6 or 7 other toons since creating this one :-)
  21. And my jackpot is: Krystal Killer - Stone-Stone_Stalker (Currently at level 21) Bio: At age 11, she tracked down and killed her father, the Circle of Thorns mage who had sacrificed her mother in an arcane ritual. The smiling mage's dying words were that his child was now a stone-hearted killer. A mage's words have power and the girl chose to embrace that power. Now known as the Krystal Killer, she works as a hired assassin whilst she further develops her abilities. She appears to take particular delight in flaying Circle of Thorns mages, going out of her way to target them.
  22. 32-3-99 Corruptor-Archery-Trick Arrow Strong contender. If I was going to choose Archery (which I rarely do), this would likely be the classic (and effective) combination, especially with a scourging Rain of Arrows. 50-9-25 Dominator-Darkness Control-Electricity Assault I love Darkness Control on trollers and doms, but I had to look up Electricity Assault in Mids. I can't see any reason to take Elec Assault unless it is to supplement energy drain in the primary powerset. 83-92-84 Stalker-Stone Melee-Stone Armor Wow, an S3 (Stone/Stone Stalker). The concept of a silent, deadly lump of rock really is taking me some time to wrap my head around! I'm open for recommendations. The corruptor seems the safe/traditional choice, but the Deadly Rock Assassin has a twisted appeal. Anyone know how effective this combination is likely to be?
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