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MoonSheep

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Everything posted by MoonSheep

  1. MoonSheep

    Kin/Elec

    that sounds a good option too. once it builds out from the basic IOs it has, having some extra base +rech will help firing off short circuit more often either way, someone rolling a kin/anything defender will be hugely successful with just SOs or IOs as long as transfusion, siphon power and FS is picked it'll be fine. i highly recommend siphon speed, IR and transference too of course the most important part of playing a kin defender is to actually click the kin powers and buff people! it's extremely rare to see a kin played well
  2. let the rushers go ahead and die - nobody is forcing them to leave the group i have powerboost, veng and tp target in my defender build. if someone wanders off to get themselves killed, it’s a happy outcome for the rest of the team
  3. yes it has, but i’m quite relaxed about it as i won
  4. you seem quite into getting the most out of the support aspect of emp/nature, have you considered rolling it as a full fat nature defender? it’s the ultimate support thesedays. can then bring out the unique debuff qualities of whatever secondary you choose
  5. i’m tempted to try a challenge Posi 1 with some friends soon on excelsior. perhaps starting at +2 enemies buffed
  6. didn’t you own analysis show Titan Weapons as being one of the slower melee sets though? rather than S Tier i’d put on the verge of “avoid”
  7. 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
  8. this has me intrigued - going to see what i can achieve on mids in the morning
  9. probably an energy melee stalker or fire blaster, both high damage and low animation times
  10. i think their efforts could have been better spent reviewing data of underplayed powersets and ATs then introduce some upward balancing changes we have powersets that can solo huge mobs of +4/8 content and rip through the game.. yet it’s dark mastery for dominators that needs nerfing apparently the new content is generally good, but the element of fun tends to be missing from the dev’s endeavours to update powers
  11. my comments mostly refer to the blanket dulling of mastery powersets there are some good nuggets of change elsewhere in the patch notes, but not much stands out that makes me think “wow, i can’t wait for this”
  12. i think things are pretty much set in stone judging by the limited amount of changes on beta version 4. i wholeheartedly agree though, the power is on the verge of being humorously useless as some constructive but unfortunately negative feedback, most of the upcoming changes across almost all of the patch notes are quite disappointing, forgettably average or unwelcome nerfs i understand we don’t want to make kneejerk swings on every release and turn the game into an automatic “i win” simulator, however surely there’s some sort of QA process and check within the development team to say “is this good? is this fun?” why is there such tight rationing by the dev team on introducing fun?
  13. some people love it, i used to use it often but thesedays am unsure consider whether the additional recharge will actually make a difference to your life. if no, a lovely proc may be more desirable it’s a nice bit of fun, i’d mostly put it within slightly slower recharging AoE power (15 ish seconds) so it fires reasonably reliably. i wouldn’t put it in an ST power
  14. MoonSheep

    Kin/Elec

    after 4 years of playing a kin/sonic i’ve created a kin/elec for the end drain goodness it’s just as cheap, mostly basic IOs in the kin side and frankenslotted end/acc/rech IOs in the elec side it’s built very much as a defender for kinning and end draining rather than damage, a really cheap combo to roll most expensive thing is an LoTG 7.5% in veng and the two dominator ATO procs in ball lightning
  15. the numbers for vengeance? yeah, in-game and on mids keeps it as a bit of a mystery until you actually use the power and right click - strange
  16. disclaimer: may be wholly inaccurate and not based on factual realities of low and continously lowering prices on the CoH Homecoming Auction House
  17. ice melee is the king of examplaring - frost at lvl 2, the best melee cone available. ice patch also available low down, great for posi TFs ice armor good for similar reasons - chilling embrace and icicles within posi 1 range combined, you hold a lot of aggro and can dish out the AoE
  18. citadel needs an overall refresh like some of the other task force commander TFs. it's uncreative and a miserable slog through tiny cramped caves over and over synapse is a similar feel, but at least it has nice maps
  19. Mind Control/Telekinesis: No longer holds Now Immobilizes Target cap increased to 16 Radius increased to 20' Recharge increased from 60s to 120s Will now keep the targets between 40 and 60 feet from the player Will group enemies close to the main target (i.e. "reverse repel" or "pull towards"). Toggle now lasts a max of 30s before auto-shutdown I've remade my mind/fire on the test server and tried out the new TK and levitate The recharge is too long in my opinion. Doubling the recharge of a power which already has a 60 second cooldown is quite a nerf - If it needed increasing, could this have not been a subtle increase? Perhaps 80 or 90 seconds. The damage aspect of Levitate impacting the group is disappointing. Looks like it deals around half as much damage as a standard application of the power. Levitate has a standard base (according to mids) of 69.74 damage, halved is 34.87. A 90 second recharge AoE with 34.87 damage is a bit meaningless Mind control has a lot less damage compared to almost every other control set through the lack of pets. Setting the AoE damage of a TK induced Levitate at 90-110 base would be a great addition. Even base 85 would be worthwhile. The current damage is far too low
  20. Patch notes 4 February 2024 Reduced the character count of @scottocamp’s criticisms to bring it in-line with other criticisms of the Epic / Ancillary Power Pools revamp yey i’m balancing, where do i pick up my dev hat? (please don’t ban me, i love you really)
  21. Epic > Dark Mastery > Soul Consumption (All versions): This power has changed from +Heal and +End over time to Regen/Recovery. Foe debuffs have been changed from Damage and -End overtime to -Regen/-Recovery over time. i mean, it looked quite a weak power in the first iteration.. was it necessary to make it even weaker? these homeopathic mastery powers are a bit disappointing and there doesn’t appear to be any pattern or direction. for example, if survival aspects were nerfed across the board but a key attack power within each mastery was championed and made stronger i would get it the current changes seem to be a blanket nerf across the board and introduction of some very forgettable powers is there an intended move away and de-prioritisation of mastery powers? some context would be insightful
  22. this does seem a kinder approach than my idea: copyrighted alts are subject to in-zone PvP without notice
  23. i agree with you regarding clarity. given sonic has no heal ability, it needs to offer something more dramatic than what it does now. clarity should become a mez protection version of Forge from thermal that, along with the changes to liquefy would make sonic a viable powerset
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