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Everything posted by Crysis
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Ill/Rad is still a great combo, but on MM’s Rad just isn’t nearly as effective. But I love MM’s as a class, Demons are among the sturdiest out of the box, really cannot go wrong regardless of the pairing there.
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Leadership is pretty useful for MM’s because it applies to your henchmen. With level shifts going against +4’s, your henchmen are whiffing without the boost in accuracy you can give them. Personally, I tend to build my MM’s for high +Recharge because I tend to take most of my personal attacks, thus Hasten is helpful from the Speed Pool. I proc out those attacks more for debuffs than actual damage where possible, especially on a Demon MM. And c’mon….Whip it Good! Mace Mastery is super popular amongst many MM builds you’ll see posted here because Web Envelope can give you the Immobilize you’ve been missing for your debuffs and to otherwise keep the mobs at distance while you play, er….mastermind…and your Demons gang up on the immobilized prey and land their AOE’s and stuff. Scorpion Shield is likely one of the best single power +DEF powers you can get out of any of the pools. Whether or not you need more +DEF depends mainly on your playstyle of course, but it’s really too good to ignore. And if you’ve got the slots, Power Boost -may- give you some extra oomph for the secondary effect of all your powers. I skip Mace Volley unless I’ve got slots enough to proc it out, however. Dark Mastery is fine, especially if you are going for thematic reasons, but with Bodyguard mode and a high personal defense (from Scorpion Shield/Mace Mastery pool instead of Dark Mastery) you effectively have great +RES given how BG mode distributes all that damage across you and your henchmen. True, Demons are more +RES than +DEF but they are pretty sturdy if slotted out properly and of course you keep Maneuvers up from Leadership. Just my opinions. I’ve several Demon MM’s….Demon/Dark, Demon/Marine, Demon/Time, Demon//Cold and Demon/Storm. I quit playing Radiation a long time ago, have never played it on a MM since so many of those powers are pale imitators of their more powerful cousins in the Controller or Defender AT. Since you are already at 45, I’d say finish it off and try another pairing to see for yourself. Demons are just plain fun to play regardless of secondary.
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Are those the Organic/Thorn gloves? Really good job here!
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Looks very good! Thank you!
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Thanks for all the tips! I’ve always been disappointed that Savage characters cannot get claws on their hands. I did however use Monstrous hands and sleek gloves combo and it gives me at least some feminine looking hands with claws for nails.
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I’m doing some similar stuff on my Regen/Savage Brute. Personally, I tend to 5-slot Numina’s into all the Regen powers, but I see @Spaghetti Betty and others 5 slot Panacea’s. I’m guessing for the additional +Recharge rather than the slightly higher regen/health and S/L Resists you’d get from Numina’s. I don’t find myself lacking a full attack chain with Savage, and through other slotting I’ve gotten ~200% Recharge so Regen powers are up often enough. I did go the Arcane pool for RoP which I plan as my oh-crap button if I need to get some room for active regen of health.
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Wow this thread hasn’t seen any updates since March! OK I’m trying to get as close to this as possible. Thus far I realize you can’t have long hair cascading out of a hood so I’ll have to live without that. But any help matching her armor and fur look?
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SB's first post in this thread, scroll to the bottom of that post and you'll see the new build was posted in the thread with that last edit. I'm trying to adapt this to Savage Melee right now. Looks like a great Regen build!
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If you are only 5-slotting it, I'd suggest 5 Ragnarok's, skipping the proc as you've likely already got knockdown covered. If you don't want to drop a Purple set in there, try five-slotting with Guassian's (include the proc), or any frankenslotting that gets you some damage and the ability to slip in the Gaussian BU proc. Personally, across all six of my /marine MM's, I've given it 3-6 slots depending on primary. The extra damage is quite noticeable.
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Homogenation - Should all powersets be the same numbers wise?
Crysis replied to Troo's topic in General Discussion
Yes I've played POE for some time. Stayed away from POE2 because of the number of times I've utterly gimped myself pathing incorrectly in POE. Huge time sinks. I've posted elsewhere that COH was always meant to be an "introductory" MMO. It excels at that handsomely. I think some people get offended at that reality, thinking it's meant to be...well..."super" I guess maybe? It's mechanics are dated by todays standards but it's one of the more approachable MMO's I can recall playing. All the powerset changes over the years, some have made certain AT's more fun to play, some haven't. You take the good with the bad and move on to other AT's or you simply wander off to a different game entirely. Both are viable these days since there's no subscriber fees to worry about on the upkeep, just donations. The playerbase is a fraction of what it was during the Live days but enough to get a good string of missions with a decent sized team running. It's not so focused of a gamestyle that you can't spend some time chatting in team, or respond to a Global help question while still taking down the critters in front of you. It's casual, its new player friendly (for the most part) and it seems to appeal to a certain genre unlike any other game that came before or after it. Just not enough superhero games out there, always a bit surprised by that, but it is what it is. I'm thankful its not POE. -
About the relative difficulty of fights in this game vs. others
Crysis replied to temnix's topic in General Discussion
I think it's fairly obvious by now that the active playerbase here really doesn't want more challenge. We have dozens of ways to up the difficulty but as evidenced by these forums and from what I can personally witness in-game, increased difficulty isn't of interest to the vast majority of the players out there. 1) Most TF's/Trials are "speed runs," choosing to avoid as many of the fights as possible in order to get to the rewards offered instead. Most are set at low level of difficulty, not +4/x8. Even though we have 1-Star+ difficulty sliders now, it's rare to find more than one being run per night. Even the really big baddie Hamidon is played as a Zerg rush of damage, without anyone taking the "more difficult" approach to defeat it. Rewards>Difficulty is the name of this game. Has been like that since Live days. 2) There are ways for players to up their own difficulty of challenge should they choose to do so. Slotting ONLY SO's, utilizing no IO sets whatsoever, intentionally removing +ACC and +DMG from their slotting or not slotting inherent powers like Stamina and Health. You've not played this game on hard mode until you've intentionally taken on +4 or harder enemies with literally floored accuracy and to-hit values, or no damage slotting whatsoever. 3) Nobody, and I do mean nobody, plays the game in perma-debt mode any longer. There was a time when it wasn't uncommon to play alongside someone who was constantly dying over and over again. Now, its rare that I have 10 deaths in the game from 1-Vet Level 20. I had alts that earned almost all their debt badges by 32 back on Live. Often times getting killed just trying to reach the costume tailor in a zone of higher level than I could handle. This is an old game, and as such, most of the active playerbase is very accustomed to how it works and are fine with the lack of challenge. It isn't nor ever will be "Souls-like" in difficulty. Even in the heyday of MMO's, COX was always known as a friendly MMO, easy to play and not difficult to master. You CAN make it more difficult, the Devs HAVE offered lots of ways to increase the difficulty, but speed/XP rules over challenge and difficulty. I play it for what it is....familiar, comfortable and a game you play while chatting with friends. Good, wholesome but def not challenging entertainment. -
Homogenation - Should all powersets be the same numbers wise?
Crysis replied to Troo's topic in General Discussion
The challenge with this (just using this as one of many examples) is that you have to balance any power across a great number of factors: 1) How does this particular power perform relative to all other powers within the same set? 2) How does this particular power perform relative to its replicative powers for other AT's? 3) How does this power, and the set it belongs to, perform relative to all the secondary powersets available to each AT that has access to that power? 4) How does this power, when coupled with other powers from secondaries/pools, perform relative to all other AT's with access to that same type of power couplings? 5) All the above but for solo purposes against all available enemy types/powers? 6) All the above when combined with players tuned with duplicative or augmentative powersets? ...and on and on. Honestly, the gray cube of sameness is likely the only true way to achieve total balance in this game. And at that point, it's no longer a game but just an active chat program. -
I travel a bunch for work, have been playing COH since HC came back on GPD rigs. Screen size is pretty irrelevant as I use a set of Xreal or Viture AR glasses, which are basically 1080P monitors in glasses format. My smallest of the bunch….a GPD Win 3/4 (just upgraded) with a set of Xreal glasses. I use a small bluetooth folding keyboard and a Pebble mouse. Whole thing fits into a small sling bag. The GPD Win 3/4 device itself is fine for last-gen AAA gaming. I regularly play RDR2, Cyberpunk 2077, Witcher and many other games on it, sometimes on that tiny screen itself. It also has onboard joysticks, mouse and keyboard but those are only meant for casual use. Format is roughly the size of an XL Sony PSP handheld device.
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Focused Feedback: Tanker - Archetype Inherent Changes
Crysis replied to The Curator's topic in [Open Beta] Focused Feedback
Kind of my point….this playerbase doesn’t actually -want- challenge added into the game. They want more costumes, more content and parity of “superness” across all AT’s, but most definitely NOT more challenging gameplay. -
Focused Feedback: Powerset - Plant Control
Crysis replied to The Curator's topic in [Open Beta] Focused Feedback
Oh I get that, but I think you misunderstood the context of my reply to Arcane. There was a claim that we shouldn't be taking overwhelming damage from 6 critters out of a 16 critter spawn (supposedly the other 10 were confused). That would have to be a TEAM sized spawn, or someone playing on Notoriety +4/x8 as an example. -
Focused Feedback: Tanker - Archetype Inherent Changes
Crysis replied to The Curator's topic in [Open Beta] Focused Feedback
There's a third way, but I doubt it will be any more popular. Remove Tab-to-Target mechanic entirely. Force manual targeting (click to target or similar) and decrease the base accuracy/to-hit across the board, forcing everyone to either dramatically increase accuracy slotting or look for external damage buffs (eg; Kin or -RES powers). They gave us tougher mobs, MUCH tougher 4-star content, tougher zones, etc. Everyone clamors that the game is "too easy" but then clearly avoid all the built-in "difficulty sliders" you can apply in-game. Take away trivial targeting and actually make selecting the correct target and hitting it count, you'll see systemic challenges across the entire playerbase. -
Focused Feedback: Powerset - Plant Control
Crysis replied to The Curator's topic in [Open Beta] Focused Feedback
In +4/x8 solo? I'm guessing it has to be if you are facing spawns of 16 at a time. I mean using respites and the like, against some types of critters, I'll also survive against 6 attackers simultaneously when playing a Dominator. But doing this consistently without dying? Just depends on what I'm facing. -
Focused Feedback: Powerset - Plant Control
Crysis replied to The Curator's topic in [Open Beta] Focused Feedback
I have 3-4 Poison characters using only 2-3 powers from the primary. That just lets me take all kinds of attacks from the secondary/pool. Which AFAIK is what was intended....you can take/slot stuff as much/little as you want. Hellllloooo petless masterminds? But apparently, in the case of Plant at least, no.....wasn't intended to be this way. Plant/Fire was such a powerful combo specifically because you could take almost all the Fire powers and Pyro stuff from pools. Now, you are meant to lean into Plant powers. I think these changes across the board are intended to push players to build/play "a certain way," not open up options. -
Focused Feedback: Powerset - Plant Control
Crysis replied to The Curator's topic in [Open Beta] Focused Feedback
If the goal was to make Plant a mid- to low- tier powerset, then you’ve succeeded marvelously! After testing, this is now a set that I will only choose for thematics and/or for grins-and-giggles group play. It’s fine for those purposes, and those purposes are entirely viable as is almost any other combination of powers in COH. I get it, that’s what you are attempting to do, bring all sets down to a certain point where any set is interchangeable with any other set, not making any one unique/special…just so they appeal to different thematics. All fine, no complaints from me for going in that direction. You’ve succeeded in making Plants a graphically unique powerset that performs no better/worse than any others. Kinda like Storm Blast, which more or less signaled the direction you were going with most other powersets. Not like we didn’t see this coming. -
I have a question about Thugs/ for anyone out there.
Crysis replied to Dragazhar's topic in Mastermind
Been there, done that. In fact, one of my very first incarnated MM here on Homecoming was a Thugs/Time and I had several in-game friends who also had Thugs/* MM’s. We all setup secondary builds that somewhat gimped our soloing abilities, but when combined together was bonkers levels of offensive capabilities since the Thugs were all way beyond softcapped to DEF. Take every MM personal attack and proc them out, do some silly things with secondary slotting…..really stupid OP’d all Thugs teams. -
How can Radiation heroes justify using their powers?
Crysis replied to Zombra's topic in General Discussion
I mean I don’t recall anyone worrying about all the fire blasting going on turning Talos into a raging inferno, I never hear about Electrical Affinity users accidentally electrocuting entire coastlines in Peregrine because they happened to touch water, or for that matter some runaway Kinetic causing all kinds of death to poor citizens who happened to have pacemakers who are hit with speed boost. Why must radiation be the only power we worry about if we worry about any powers unintended consequences in this game??? Now if you’ll excuse me, I can’t seem to locate some of my bot henchman who wandered off and I’m worried about the newbs in Atlas sporting “Help Me” over their heads…. -
I knew if we invoked your name you’d eventually show up here. If anyone has petless masterminds figured it it’s gonna be @plainguy. I remember Back Alley Brawler stating waaaaaay back in Live days that in general endurance to damage ratio for the game was set at about 1:10 ratio….meaning for every 10 points of (base) damage the power should cost around 1 Endurance. I’ve no idea if that number still holds true, and I do seem to recall MM’s had their endurance costs reduced slightly for primary attacks (may be mis-remembering that), but I think MM’s still are closer to +25% more endurance per attack than other AT’s specifically because their pets apply damage without burning any END on the MM’s behalf short of summoning and buffing them. Our lowered damage multiplier for the AT makes this feel like a bunch more though. I don’t think other pet summoners suffer similar endurance penalties for their attacks, but could be wrong.
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By your low/mid 40’s, if built properly, a MM can easily solo +3/7 or 8. Somewhat varies based on what you are facing, status effects used against you, etc. I don’t have a single MM that can’t solo +4/x8 by the late 40’s and definitely easily by 50 with some incarnates slotted. Most of my MM’s solo AV’s and GM’s easily, although it’s easier if you can keep them immobilized. There are exceptions. Some MM’s aren’t as tanky as others nor as built around offense. But with the updates to MM’s, Demon/ Necro/ Ninja/ Mercs/ and Bots/ and even the venerable Thugs/ are all very capable, especially when paired with /Marine /Storm /Time /Dark or /Cold. Heck, even the much reviled Ninja/Trick Arrow can easily solo +4/x8 by 50. In fact, that’s generally my benchmark as to whether or not I’ve built my MM to its fullest potential. If I cannot comfortably and speedily solo +4/x8 by 50 (pre-incarnate), then I’ve got a respec or two to do. Yes, if you built your MM primarily for support or “to keep the henchmen from dying” (hint: there’s a reason we are given near-instant resummoning powers…they are expendable to a point), you’ll likely find that you can survive +4/x8 easy enough but killing takes forever. That’s one reason I’ve always been a big fan of /Storm on MM’s because /Storm is basically just “moar damage” and if slotted properly, high recharge. Oh and don’t ignore your primary attacks either, at least on the newer reworked primaries of Necro/ Bots/ Ninja/ and Mercs/. Maybe not so much for straight damage as much as for procc’d damage and/or secondary effects (especially more +Recharge), or in the case of Necro/ for the added pets. TLDR; yes, much better….if properly built/slotted.