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MoonSheep

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Everything posted by MoonSheep

  1. hey - nice defender, i’m working on the polar opposite at the moment, a thermal/sonic def consider seeing whether you can live with just having super speed / hasten / tp target so you can pickup spirit ward. i’ve found it to be a great help when placed on a target that takes a lot of aggro. as your shields will add a nice amount of defence, the +absorb buffer will build up nicely some other thoughts: - infrigidate: slot a good amount of accuracy in this if you’re keen to use it before sleet is available. will need to break down any initial defences for it to hit otherwise - same with benumb, if it misses you’re waiting a long time to try again - i’ve never bothered 6 slotting LoTG, i’d simply carry a break free instead - 6 slotting defenders bastion is worth doing - pickup vengeance, when slotted well it changes the outcome of a difficult battle and can be the difference between team wipe and survival. some +def and +tohit makes a good difference
  2. Hey Everyone - Happy Friday Whilst hunting for defeat badges in Perez just now I thought it would be nice if badges had a visual clue - visible to teammates too - when achieved. Perhaps a faint column of light up to the sky for a few seconds with the badge displayed briefly above the character. For notable accolades which provide a permanent buff (e.g. Portal Jockey), an effect similar (but toned down) to when you change from blue to red at Null the Gull displaying the accolade's icon The column of light could perhaps reflect whether the badge is an exploration (cream), defeat (red), achievement (green) etc It would make it easier to see when a badge was achieved and allow teammates share in on the fun. For individuals not interested in badges in the slightest, a "no visual cue" option would be great I'm sure
  3. you do realise you’re allowed to have fun right?
  4. i’m not sure if i’m able to find the post about soloing content unslotted but i do agree with the poster that game content is rather easy. generally any PuG of 8 going can easily sweep through +4/x8 content with little to no differences between what each AT is capable of i think bringing further challenge to the game is a great idea. i have enjoyed the aeon SF on relentless and regularly run TFs on enemies buffed. whilst significantly nerfing defence may not be the best way to introduce challenge there are certainly more palatable changes available to increase challenge for those who want it, without interfering too much with casual players e.g i think AV damage should be increased 50% across the board along with a to-hit increase to make fighting them more of an event. mechanisms to encourage debuffs/buffs would also be nice
  5. i’m also a fan of increased difficulty - a more palatable suggestion in my view would be to allow for the TF difficulties to be applied to regular content and receiving an XP/inf boost for choosing them, perhaps 25% i often run my TFs with enemies buffed enabled. even if running at +0 it gives more of a classic CoH feel and encourages closer teamplay
  6. back on live i used to waste 100-200m buying up all the alchemical gold/silver to create some chaos for a few hours, it was always short lived though sometimes i’d try to build an IO only to find a mundane piece of uncommon salvage was now 100k+, was always nice to see i was not the only one embracing anarchy
  7. mate next time build it on the test server - instant lvl 50, instant IOs and unlocks at your disposal
  8. i agree with you. “all the gear no idea” comes to mind sometimes it’s fun to plot out a build in mids but no point in agonising over tiny percentages
  9. a build with a moderate amount of +rech can have forge quite easily applied to 5 people in the team, add in assault and it makes a real difference slotting the shields properly is the difference between a 25% buff and a 31% buff - well worth it considering it's quite easily to double stack the shields given how long they last focusing on support powers on a support AT gives a lot more benefit to the team than taking tough and weave and trying to play every AT like a scrapper. given the focus of the builds is on self survival, i do think a combat class would give you an outcome more suited to your desired playstyle
  10. aw naw i meant the secondary effect on enemies 😛 fire melee is quite a good damage dealer from my experience over the years, cremate and incinerate are pretty good and dishing out FSC with the scrapper crit active does some decent damage my main is a /fire dom and i’ve always liked having DoT, i find when i play non-DoT sets things always straggle around almost dead but not quite
  11. i think you’ll find the secondary effect is death 😁
  12. it’s a good sentinel or blaster build but a poor defender in my opinion forge is one of the defining powers of thermal and it’s completely absent. the shields are also great but receive almost no enhancement the build focuses on the wrong playstyle for a defender - if you’re expecting to get that much aggro on a support AT you’re not doing something right e.g running ahead of the tank or standing in the middle of a mob. invest in the support powers which will give you a much greater return on investment and benefit a team have you considered a fire/fire sentinel? it will have more damage and defence
  13. something to add also is that the sonic shields last for 4 minutes, you may find that being a sonic/sonic support defender isn’t too bad as it’s not very clicky i main only 2 alts, one is a kin/sonic defender, even with full fulcrum shift i never feel that the damage is too great with sonic blast which is why i suggested considering a blaster. i feel sonic blast on a defender is mostly for the debuff, fire has much more potential to deal meaningful damage. a sentinel might live longer but the damage isn’t as good not knowing your CoH career, have you played blasters much? if soloing mishes you can KB or mez a few individuals in a group and make it out alive via killing things before they’re able to get back on their feet
  14. i’d definitely recommend looking into a sonic/sonic blaster. a lot more damage and powers like Sound Barrier will help with the survival aspect - as will attacks like Sound Cannon, a cone stun which will help mitigate incoming damage you’ll get a nice S/L res shield in the mastery too to help boost survival if that’s the priority
  15. a consideration for kin as a defender is that you’ll get SB and FS much earlier on which may be important if you enjoy low level TFs/trials
  16. to add to @Marine X’s post, for my alts i bind the [ key to netgraph 1 and the ] key to netgraph 0 so i can quickly see what my connection is doing whilst gaming when needed /bind [ “netgraph 1”
  17. no sir, i have no recollection of any “dreck farm” back on live or lvl 42 SKs. shipping containers!? what would i use that for? 😁
  18. i have also come to the same conclusion 😛 i had the same realisation whilst being dragged by an angry town mob towards the Brazen Bull in the village square my last words were, “hey @Sovera, why do you have a jar of mint sauce in your hand?”
  19. i may, or may have forgotten about follow up and been rather confidently incorrect 😄 below is an artistic articulation of this scenario from 2004
  20. the finest mathematician in paragon city 😛 i look forward to the inevitable PvP match where @Sovera shreds my sheepy wool infront of a large audience
  21. yeah that'll bump the damage of course, but it'll also slow down the real world rate of killing - having to open every fight with a 0.83s light damage attack when you could open with WM's Clobber instead is not as speedy. for solo play i'm sure it'll be good fun - i have a night widow i sometimes play which is essentially the same set whilst claws is definitely a fun set as Sovera suggested, i think high damage / fast sets are what will help with OPs search. long combat chains and setup time often means someone else in the team kill the foe infront of you instead
  22. not trash talking, just highlighting incorrect information and helping OP find a high damage set some damage numbers of claw's attacks to help explain things: name - damage / activation / damage per activation Strike - 67 / 1.17s = 57 Slash - 82 / 1.33s = 61 Focus - 87 / 1.17 = 74 Eviscerate - 143 / 2.33 = 61 for scrappers, there doesn't appear to be a set with lower numbers
  23. there's some misinformation on this thread, - i'd recommend looking at the damage numbers in-game and especially the animation times. the important calculation is to divide the base damage by the animation time claws has one of the lowest damage outputs so not really sure why someone suggested it given OP quite clearly asked for a high damage set War Mace and Fire Melee are on par for DPS (around 350 every 4 seconds - top 4 powers DPS added together), both having quite reasonable AoE outputs, with War Mace the better allrounder. Ice Melee also has about the same DPS, 361 for 4 seconds and quite a good AoE output too EM ST output is around 387 every 4 seconds due to it's long animation times, however it has quite weak AoE you'll also get a great PBAoE with shield, DoT Auras on other sets are mostly effective at lower levels where you spend a long time stood next to enemies. the taunt aura in against all odds will bunch up enemies nicely for AoEs too edit: just had a look at some more numbers before dinner, looks like claws might actually have the lowest DPS out of all the scrapper primaries has @Sovera ever logged into the game or is posting on the forums their main skill?
  24. i also made a war mace/shield and levelled it until 40 or so, and played a tricked out one on the test server a lot i found fire/shield is also a great damage dealer. you don’t get the same ‘thuds’ you do with war mace, however it’s certainly capable of putting some good numbers out. i think WM outperforms it slightly
  25. hey i didn’t say i was any good at reading 😛
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