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Posts posted by MoonSheep
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procs aren’t overly effective at end game are they? a damage proc isn’t going to do much on a +4 enemy as they don’t receive player damage buffs (but do benefit from enemy resistance debuffs)
procs are great in some builds, like poison defenders, but are mostly icing on the cake for the majority
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11 hours ago, Dr_Snokle said:
Nope Items of Power do nothing anymore, but be cosmetic.
Once you do the CoP trial you can select the IoP buff option and get a random buff for a week.
and the power icons are really unique compared to anything else in the game, adds a bit of fun
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33 minutes ago, ZemX said:
I think you're paying too much attention to the height of the bars in the chart. Look at the actual times. The main thing I get from his testing is that all three ATs clear Trapdoor at very close to the same average times. Scrappers and Tankers are the same average and Brutes are all of 7 seconds behind (on his newer post in the AT forum) out of 5 minute runs. That's like 2.5% difference. It's in the noise. Yeah, there are outliers showing more differentiation but if you want to speak about the AT as a whole... there's apparently little difference in clearing a map like that once you have tricked out an IO build with procs and Incarnates. Whatever built-in differences there are to begin with between Brutes, Scrappers, and Tankers get sanded down to just about nothing by that.
The Pylon times show much more what you'd expect from the four melee ATs clearly indicating Tankers are dead last in ST damage and Scrappers/Stalkers are top. No surprise there.
In any case, nobody rolling up a new Brute, Tanker, or Scrapper is going to see anything close to what's shown in these charts for Trapdoor. Not for a long time and possibly never depending on how they are playing.
you’re absolutely right and the graphs have been distracting us from the archetype where we should be focusing the hate: masterminds
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20 minutes ago, Erratic1 said:
This had -=BEST NOT BE TRUE=- given the assertions made over the last few years about how balance between Brutes, Scrappers, and Tankers is fine.
Scrappers/Stalkers are top damage and lowest survivability (very survivable if built right, but should fold first).
Tankers are best AoE damage and best survivability by far.
Brutes are better solo damage than Tankers, better survivability than Scrapers/Stalkers.
Any of the melee classes are fine choices, choose the flavor which appeals.
tanks tend to have higher damage than brutes from this indepth testing - often higher than scrappers too, which just feels wrong and my brain can’t accept it
i can’t really see a reason to choose brutes
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scrapper or tank will be the easiest, brutes are often not as damaging thesedays
any strong damage AT will be fine though - blaster, dominator, sentinel, corrupter
you won’t need to farm much at the end game, things are very cheap compared to live
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40 minutes ago, PeregrineFalcon said:
I will be respecing a lot of characters to remove the Ancillary power pools from them once this goes live.
me too - i'm really not looking forward to the downgrade patch. there's some minor positive changes in the patch notes, but nothing to get overly excited about, e.g. does a superhero game really need another gun based power set?
the downgrade of mastery powers is really disappointing and feels like an unnecessary change with no benefit
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37 minutes ago, schrodingercat said:
Wait, if you put the procs in ball lightning you miss out in 30% global recharge! You can split one of the sets 3-3 for 10% from both and the second set gets 10% on the fifth piece. I'd consider slotting ball lightning with the 5th piece and then proc slotting short circuit. This is how I did it on my elec/elec, the procs are nice and reliable in those two powers!
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
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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
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yes it has, but i’m quite relaxed about it as i won
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1 hour ago, Doomguide2005 said:
Been running a new Symphony/Nature Affinity and enjoy it a great deal. Partly I think it's the lack of having to target anything specific. No matter binds, young reflexes etc., it is an added step where the CM goes to the Tanker rather than mez protection absent support by mistake or Fortitude is redundantly sent to a character instead of another. So much about NA seems more like using the Auras just position and use. And fast moving, chaotic combat makes that much less ... intense than having to target single targets.
As for Incandescene (at t3) some minimal testing without PB or PBU (no alt build yet) bumps the Emp/Rad from 300 to 500ish on HA. Makes me think on replacing several of the Panacea's with Doctored Wounds to gain the set bonus (at 5 rather than 6) on your heals and see that difference in output. I also noted the +hit points from the Panacea proc is boosted while under Incandescence. Guessing a similar boost would happen with the Power Transfer proc. Downside is trying to scrape together both power choices and slots for 5 in more Heal accepting powers. Well it's why there's Mids'.
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
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1 hour ago, tidge said:
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.
i’m tempted to try a challenge Posi 1 with some friends soon on excelsior. perhaps starting at +2 enemies buffed
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On 2/3/2024 at 9:31 PM, Ston said:
Yes, fire as well! I'd probably but MA, SS, Fire in A-Tier and TW, Axe in S-Tier
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”
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1 hour ago, Snarky said:
Why do you run a Posi at +anything? Okay, nvm. Whatever
i like chaos
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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
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On 2/8/2024 at 6:31 PM, Ironblade said:
You get the two-piece bonus twice, and the three-piece bonus twice. This is sometimes called frankenslotting and it can be very effective. Back on live, I built an invuln tank with over 350% regeneration from set bonuses. Since +regen is always the first bonus, and many of the sets are cheap, it was a very inexpensive build. It cost me under 30 million influence BACK ON LIVE.
I had Brawl six-slotted with two pieces each from three different sets, as an example. I had the 12% bonus five times, 10% bonus five times, 8% bonus five times. I think you get the picture. No recharge buff, no defense buff but as much regen as a /regen scrapper, but on a tanks hit points. It was shockingly effective.
this has me intrigued - going to see what i can achieve on mids in the morning
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probably an energy melee stalker or fire blaster, both high damage and low animation times
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7 minutes ago, Wavicle said:
oh I see. Well I suppose that’s fair. They have nerfed some of those powers. The new pets look fun to me.They DID say that this is a first step, that more changes will come to epics later.
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
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8 hours ago, Wavicle said:
that’s a mighty big claim. Care to be more specific?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”
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21 hours ago, macskull said:
These numbers are... disappointing, to say the least. The self-buffs are fine, I guess, assuming they stack from each target, but those -maxhp and -maxend numbers are awful and you can't even enhance the -maxhp. As a comparison, Degenerative Interface can potentially drop an AV's health by 4000hp and maintain that debuff for the duration of the AV fight, while this power with a 10-minute recharge can reduce that same AV's health by... 1% of that for one minute. Woo.
Make it an AoE ally buff and you might get some more takes on this (hey look, free idea to expand the inventory of ally +maxhp buffs!). As it stands it's still a power on a 10-minute recharge that needs two less-than-stellar prerequisites to unlock. There are some tier 3 epic powers that are worth doing that. This one isn't it, chief.
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?
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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
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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
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3 hours ago, Doomguide2005 said:
Okay I put together a build for my main empath an Emp/Rad using PBU and Incandescence. And those number per Mids are not making a lot of sense I think stemming from Incan providing a massive unresistable heal resistance debuff. Going to just have to try it out on the server
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
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23 hours ago, jkwak said:
The economy is absolutely broken because people screw with it intentionally since I think 2021, it seems there are people who have nothing better to do than fire farming and buying stuff at 3 to 10 times the actual value, with the influx in new and returning players this year since the announced deal with NC Soft it has only gotten worse because because now there are people who don't know those prices are manipulated and willingly place bids in those price ranges as soon as the can afford it.
disclaimer: may be wholly inaccurate and not based on factual realities of low and continously lowering prices on the CoH Homecoming Auction House
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What role does a dominator play on a team?
in Dominator
Posted
i play a mind/fire dom, one of the only two alts i play in my 4.5 years of HC (and a lot of Live)
the damage out of /fire is incredible - low animation times and meaty hits, about the same output as a blaster
i’ll switch between either using control or dealing damage depending on what the situation is. on teams where we’re steamrolling content, there’s little point using mez and i’ll just focus on damage instead
for something like a posi TF, i’ll focus on locking down the mages and spectrals before doing damage - makes a huge difference
doms are one of the best ATs available in my view (someone who mains a dom haha)
the ability to lock down an entire mob with 1 mez power and domination active is incredibly powerful and unmatched in its ability to turn the tide of battle
being able to the dish out strong damage makes it even better