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MoonSheep

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Posts posted by MoonSheep

  1. 22 hours ago, Uncle Shags said:

    It sounds like you're torn between concept builder and min/maxer.

     

    You say you start off with a character idea, but then it get a morphs into a min/maxed Frankenstein chasing stats.  For some people that's fine and the way they like it.

     

    But if you're doubting that then maybe try to put the mids away for a bit. Just lean into your original idea with less focus on chasing numbers.  Guaranteed it will play just fine, especially on a team. Shit, it might play better

     

    Or, if you have the cash you can have multiple builds. Have one that's tweaked out min/maxed, and another that's just fun, with all the fun powers you want.

     

     

     

    a note: building for defense is not a min/max strategy in HC

     

    with insps and other buffs readily available there’s no reason to build for defense other than for roleplay, concept characters or self imposed restrictions

     

    i agree with your overarching message: just play it and have fun

  2. i’ve been playing my mind/fire main that i had on live for the last 6 years since homecoming returned and still really enjoy it

     

    everything being at range (other than incinerate which i also picked up) is really helpful. being able to quick stack confuse helps to nullify AVs and similar as it can be applied enough to overwhelm purple triangles of doom

     

    TK and the AoE sleep can be skippable if they’re not your cup of tea, i picked them up in the later levels

     

    ice mastery is still quite good despite the nerf a while ago, -22.5% res is still handy

     

    i built mine for enough +rech that domination is perma even if i haven’t clicked on hasten, no need to build for defense either 

     

    it‘s a great combination, very powerful

    • Like 1
  3. 6 hours ago, Troo said:

     

    Oh Mary Sue, Moment of Glory on lasts but a moment. Whats the point if a player spends their time getting juggled or toggle dropped.

    The power also was setup as an escape power. A player could escape being immobilized, held, stunned, slept, etc. even being sapped.

     

    Regeneration MomentOfGlory.png Moment of Glory

    When you activate this power, you gain Resistance and Defense to all damage types except Psionics, recover Endurance more quickly, and are highly resistant to Knockback, Repel (Stalkers only), Sleep, Disorient, Immobilization, and Hold effects.

     

    "highly resistant" isn't the same a 'some resistance'

     

    15 seconds isn’t long, but to be fair to the devs it is called ‘moment’ of glory and not ‘era’ of glory 😛

    • Like 1
    • Thumbs Up 1
  4. 21 hours ago, ZemX said:

     

    Recall that Brutes were conceived as the heavy melee of redside back when the sides were strictly separated.  They weren't always an in-between AT.  That came as a result of the unification of the game.  So now they are absolutely an in-between melee AT.  Less durable than Tankers but more durable than Scrappers.  Hence their damage output should be somewhere in-between those as well.  And that does appear to be the case on Pylons.  Stalkers don't show an average here but glancing through the times (too lazy to compute) they look pretty similar to Scrappers.  And Stalkers really are pretty close to Scrappers in durability as well now-a-days.  

     

    Basically, Brutes were always doing more damage per target and only lost when Tankers are able to hit more targets than Brutes could.  So these Pylon results were a proxy for not just ST performance but also any time the Brute could hit as many targets as the Tanker, which happened most often against single or at least less than 6 enemies.  And that happens plenty in teams where spawns can be scattered or just not willing to clump up for nice big AoE disposal 100% of the time.  This is why farms are so ridiculous.  They are designed precisely to feed the meat-grinder an endless stream of capped AoE destruction.

     

    that’s a good point about brutes being separate from scrappers and tanks before CoV combined, thanks for taking the time to give a detailed response mate 👍

    • Thumbs Up 1
  5. 14 hours ago, Psyonico said:

    I’m really tempted to give an elec/psi dom another shot after the buffs to electric control

     

    100%
     

    the PbAoE aura in elec controls means you are not spending your life trying to keep endurance reduced on enemies

     

    i like elec/earth and elec/ice doms for powerboost, makes it even more effective

  6. 2 minutes ago, ZemX said:

     

    No, I would not agree.  I've said "On a real team..." twice now and you keep bringing up a solo map clear test in response.  Why?  I don't know how else to explain what's wrong with using Ston's data as a proxy for ALL game performance.  Ston's testing, because it allows maximizing Tanker AoEs, is pretty much a worst (or best depending on your perspective) case for the Tanker AoE advantage over Brutes.  In ANY other scenario, therefore, Tankers lose to Brutes' superior ST and small group damage output.   You might want to notice how badly Brutes destroy Tankers on the pylon test.  Tankers are 2% faster at Trapdoor and 22% slower at Pylons.   Same goes for any group of five or fewer enemies, which happens all the time on teams once the initial bulk of the spawn is destroyed.  You have bosses and/or scattered enemies all over the place.  It's never the ideal of Trapdoor and clustered enemies.  Not 100% of the time.  Not even 50% of the time.  There is no doubt in my mind that if you long term parsed Brutes and Tankers on the same team, you'd find Brutes out-damaging Tankers easily.  Then and now.

     

     

    What I meant by that comment is that it seems to have been a nerf caused by overperformance in farming/soloing.  But the nerf affects everybody because it reduces every AoE that hits over standard caps now.  Even if it's just some of your attacks, some of the time.  It's still a nerf.  And it's unnecessary because, as I said, I seriously doubt Tankers were ever out-damaging Brutes on teams.  It's just not an ideal enough scenario to maximize the Tanker AoE advantage.  And even when you do, Tankers only just barely edge ahead of Brutes.

     

    what’s the comparison of scrapper vs brute pylon times? i just feel that brutes are the jack of all trades and master of none 

  7. 47 minutes ago, ZemX said:

     

    What I said was, "On any real team..."  Ston's test was +4/x8 solo Trapdoor with IOs, procs, and Incarnates in the mix.  And even then, roll your eyes down to the bottom average completion time for each AT:

     

    Scrappers: 5:10

    Tankers: 5:10

    Brutes:  5:18

     

    Eight seconds different.  Hence why I pointed out Tankers were all of 2% faster.  That's smaller... MUCH smaller than the difference between the powersets themselves.  Effectively the three ATs in this test are pretty much neck-and-neck.  To which I have to ask, "So what?"    Because this isn't strictly a damage output test.  You'll notice Stalkers aren't invited.  Why?  Because they don't have a taunt aura available to them.  Indeed, only Willpower was tested so that Scrappers could join the fun because without it, you lose too much damage output to runners.   In other words, Scrappers without a taunt aura are going to fail much harder than Tankers and Brutes on this particular test.  It is NOT a test that isolates only damage output.  Survival is also a factor.  And survival, frankly, is the Tanker's specialty.  The fact these three ATs get this close to the same in solo max-difficulty performance with all the stops pulled out should maybe not even have ever been controversial.

     

    Because this is the best case for Tanker "big AoE" benefit.  Keeping those AoEs target-cap saturated means always having a crowd around you.  You can't really achieve that without just a ridiculous absurd crowd of enemies (farming) or x8 soloing where you can optimize the crowd by dragging it spawn to spawn instead of wasting time soloing bosses.  That's why I said , "On any real team..."   Tankers will not see capped AoEs all the time.  The intended "pyramid effect" of dwindling crowd size each spawn should assert itself.  The inability to always crowd every spawn around you.  Hell, some enemies REFUSE to be herded into melee range.

     

    And this is not even getting into that old saw, "This game is balanced around SOs" because nix procs from this situation AND capped damage AND Incarnates and then see who wins.  My money would be on Brutes.  Though it might require turning down difficulty because again, survival was a factor here.

     

    it may be a small difference but would you not agree that the statement of “it's not a contest who is doing more damage.  Was Brutes back then and is even more so now.” is just not correct given brutes historically have always had the lowest damage? the detailed testing to show that brutes are generally not an optimal choice for people who want the highest melee damage

     

    if’s fine for people to enjoy playing brutes and like them as their favourite, but the data does show they aren’t the highest output - partly why the tanker changes have been made to round things off a bit

  8. 1 hour ago, ZemX said:

     

    It also affects proc math.  In the same way global recharge is not considered in proc rates, neither was global radius/arc strength.  Now that it's cooked into the power directly, Tanker 12ft and 15ft PBAoEs actually proc like 12ft and 15ft PBAoEs... rather than 8ft and 10ft PBAoEs, respectively.

     

    Any way you slice it though, this appears mainly to have been a farming/soloing nerf.  To constantly hit those larger target caps for Tankers, you had to constantly have enemies clustered around you.  Where else does that happen as reliably as farming or soloing at x8?  And even with that, Tankers were a whole 2% faster at Trapdoor in Ston's old tests.  On any real team, it's not a contest who is doing more damage.  Was Brutes back then and is even more so now.

     

    thanks for insight on procs

     

    is the statement about brutes true though? ston’s tests showed brutes were generally the slowest choice of out scrappers, tanks and brutes unless i’m reading the information wrong

     

    https://forums.homecomingservers.com/topic/39300-melee-powerset-comparison/

     

  9. 20 minutes ago, Glacier Peak said:

    I appreciate the testing, but what is the conclusion? I didn't understand the table beyond the data you collected. 

     

    i’m also unclear on the outcome. these powers had an increase to their AoE size before through gauntlet, but now it’s enforced through a different mechanism - seems in my eyes there’s no difference in AoE size surely

     

    the main difference is the ‘overcap’ damage reduction

  10. On 4/18/2024 at 1:35 AM, macskull said:

    I've got a doubleheader here:

    • Blaster/Dark Mastery/Black Hole incorrectly has a 10ft range, this should be 50ft.
    • Blaster & Mastermind/Dark Mastery/Possess is incorrectly applying the -dmg and -special effects to the caster and not the target.

     

    i just tried out dark mastery on test, underwhelming is an overstatement! the 10ft radius seems very underpowered for a 4 minute recharge power

  11. interesting

     

    i do agree with your point of view that it's now a very odd ability - if foes are resistant to trawl they get phased? that's quite a chalk and cheese variety of outcomes possible from clicking a power

    • Thumbs Up 1
  12. On 6/14/2025 at 5:55 PM, RayOfHope said:

    I appreciate you! 

     

    Here's what I went with as a cheap-o 50 starter build, and it seems to be working out. I'm gonna take a hard look at your suggestions and tweak things around once my alt-itis doesn't demand so much of my time (ha!).

     

    I'm actually deleting my 2nd emp/dark Defender and exploring some different options since a pure "healer" build seems to be lacking ... something. She was my OG that I had transferred to Excelsior, only to realize I already had an Emp/Dark here lol. So she's been parked.

     

    image.png.23b0852194997e2432bf775a77fb01eb.png

     

    image.thumb.png.b077059581e7fc685283fe49a78a8e00.png

     

    i quite like it! there's something refreshing about seeing a good value build

     

    you'll find that you will have more spare slots once you start getting more IOs and similar. for example in fortitude you could use just two or three Membrane hami O's to get the same result. if you'd like a couple of them DM me your global and i'll send a few over

  13. add a poll, would be interesting to see - hours per week

     

    and to add to the thread, i play perhaps twice a week thesedays for about an hour on each session

     

    i tend to only play if friends are online and we’re on voicechat. more of a digital livingroom thesedays whilst playing through a few TFs

  14. 12 hours ago, Snokle said:

    Played Psi and Illusion on seperate Dom's, I am not sure if really works the best together. It can probably work if you are able to proc out Psi a lot to overcome the psi damage resistance, but that does go against the perma-PA.

     

    Sonic might be a better roll for it do to the -res which will help the PA damage, and with not having the taunt effect you might be more in range with it, to utilize it more.

     

    I did a ILL/Dark build and with the seperate damage type made a big difference.

     

    i agree. the -res component of sonic will work nicely with illusion

     

    in my opinion psi assault is one of the worst performing secondaries available for doms but is buoyed by people’s memories of it being good 15 years ago on live 

  15. some thoughts as someone who mains a mind/fire dom

     

    - overall it seems fine, nothing drastically wrong
    - Combustion isn't overly great, the animation time is really long
    - Fire blast is a good power worth having
    - I wouldn't bother with tough and weave, all your powers are mostly ranged. Just lock stuff down rather than trying to tank mobs
    - I like the slotting of fireball
    - I expect you'll need more endurance, slot out health with some more endurance or recovery procs, put some more endurance into stamina
    - I don't think incinerte will proc that often give its fast recharge, i'd just put hecatomb in it
    - Rain of fire is awful
    - I'd 2 slot embrace of fire
    - Super speed at lvl 49 is a bit odd, you will never exemp a single time?

  16. 12 hours ago, EnjoyTheJourney said:

    Mud pots does about 13 DPS on my grav / earth dom with just two slots in it. That works out to about 130 DPS every 10 seconds at the cost of a manageable amount of endurance, no animation time, and one slot.

    Mud pots also slows and can immobilize mobs. Plus, it activates every 2 seconds and it will take out mobs with a sliver of life left without needing to spend time targeting them. It's quite a good power if you take earth assault and you can find a way to manage the endurance cost. 

    Mud pots will annoy mobs and make some of them eager to kill your dom. But, as a dom you have tools to deal with that and making mobs hate you more seems to fit with your goals for your troller / dom.

     

    with mud pots and similar powers generally have a 2 second tick rate as noted the damage would be half that amount surely

     

    damage (base, before slotting) would be 7.59 x 5 = 37.95 over a 10 second period

     

    else you’d need it to cast 26 damage per tick, which if procced heavily could be achievable 

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