-
Posts
1526 -
Joined
-
Last visited
-
Days Won
1
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Crysis
-
Regen on Sents is entirely a different animal than Regen on any other melee class. It’s very effective for the AT. So good that it almost makes me wish it would be THE replacement for Regen overall.
-
What Character Concept Could You NOT Get to Work?
Crysis replied to Lunglescrops's topic in General Discussion
Was going to say the same. I have a small girl named Anna Mae (get it?) who is in full chainmail armor and wields the Excalibur Titan Weapon blade. -
Sell me on superspeed - why is running around the city the best?
Crysis replied to DougGraves's topic in General Discussion
Superspeeders rule the end-game of steamrolling mission content. If you ain’t first, you’re last! -
Yawn….. Doesn’t anyone have any new, original things to bitch about? Here’s one: Why is the END bar blue? Seriously, who decided THAT was the appropriate color for Endurance?
-
Interface (Incarnate Power) vagaries
Crysis replied to Scarlet Shocker's topic in General Discussion
True, and I think most do likewise. Which is fine since availability of the pets comes so late game and no way to really change their uptime. Heck, outside of soloing AV’s or TF “zerg” tactics, I often forget I even have Lore pets. -
Interface (Incarnate Power) vagaries
Crysis replied to Scarlet Shocker's topic in General Discussion
If you really want a head scratcher dig into Lore pets, particularly the support pet. Understanding what each one does vs the others across all the choices is crazy. I’m just glad the fire farmers figured out early the ugly BP one was the best. -
My first-ever Homecoming character was a Fire/Kin Controller because a) I knew I could farm with it (Warrior Earth map, but others exist) easily on -JUST- SO's and/or generic IO's and b) it would be quickly eclipsed by a "real" brute fire farmer. Fire/Kin with the changes to Bonfire turned out to be uber effective and I still pull this toon out on occasion, but the sole reason to build it was to use it to power-farm other alts until I was able to level a Spine/Fire brute in AE. At the time HC released, I wasn't sure that AE was going to allow fire farms the way Live did. And I didn't have any idea what the marketplace was going to be like for IO's (didn't even know they would be seeding it that the time). Thus, I leveled the easiest, cheapest farmer I could, a Fire/Kin controller. Since then, just about everything has eclipsed this. But I keep her around for nostalgia.
-
Well yeah maybe but why does a Sent have to worry about being a "Hover Blaster" when they are a Sent with significantly strong defense/resistance armor already in the AT? I mean for a Blaster yeah, I get you. And I think the Electric changes will benefit Sent's quite a bit. But I've never built a Sent for hover blasting because....not needed.
-
Do you take and use your primary attacks? Do you take and use pool attacks? I have no endurance issues on my MM's if I'm basically letting my pets do all my DPS. You get penalized in this game as an MM for trying to "outperform" DPS by adding in your own on top of what the henchmen dish out. There's design reasons for this and I've come to accept them to keep the MM class from getting to OP status. Huge native +RES, achievable softcap +DEF and very achievable high +RECH. Throw attacks in there (even if we didn't have an END penalty for them) even WITH the class modifier dampening and you will take some MM builds and push them right into tank mage territory. But if your primary playstyle is as a support player to your henchmen, which is a -VALID- playstyle, then yeah, I don't have END issues either. Play the class to the exploitable fullest....and yes, I most certainly -DO- have END issues that are seldom fixed until Destiny>Ageless T4 comes along, even with temp buffs. I can play the game just fine, it's just slow and seldom at +4/x8 from levels 38-50 until I get my END worked out.
-
The fundamental problem with any of these successors actually becoming a reality is what’s often referred to as the “MVP” (Minimum Viable Product) quandry. To achieve any possible level of success as a competitor to Homecoming or it’s variants requires them to effectively MATCH the level of functionality and content currently available from the SCORE release. That’s no small task. Anything LESS in terms of functionality, scope and content will likely be met with a very large yawn from the admittedly already SMALL potential customer base that are currently playing on the SCORE variant servers. If after 8+ years they STILL haven’t achieved a level of parity with where COH sunsetted, it is delusional to think they will EVER catch up. Better graphics/engine notwithstanding there’s just no way these projects have any chance of succeeding to commercial viability levels. As science projects/novelties….maybe. As products….not a chance. Think about it for a moment. If the ORIGINAL COH development team tried, and largely failed, with Champions Online to create a successor to COH ‘classic’ what makes anyone think a bunch of amateurs have any chance whatsover? Put a fork in these projects, turn the page, enjoy Homecoming or one of its of variants for what it is and that’s that. What we have is all we are going to get until/unless a professional gaming dev company decides the superhero genre is ripe for a highly funded/marketed successor. All this time and nothing more than basic demoware is proof we have limited talent working on these successors and nothing more than wishful thinking to show for it.
-
Masterclass for BR/Dev right here. Actually, in the late game, I end up respeccing out of Trip Mines and slot Caltrops up a ton with procs. It actually works better for steamrolling teams I've found. Fast cast, great proc's and Bonfire to boot.
-
Don’t forget the Medkit or whatever it’s called temp power from P2W vendor. It’s a cheap form of Aid Self and/or always having green inspirations with you.
-
Painfully slow moving Zombies with my Necro/Storm MM
Crysis replied to Ruby Rocket's topic in Mastermind
Which ironically is why I like to play /Storm MM’s so much. I always have “pets” to cast and they actually do decent damage and some decent debuffs so I feel like I’m contributing something to steamroll teams. -
If I could cast an AOE version of Enflame or Hot Feet on those dudes, it would be a dream come true.
-
No, they need to be on fire. All the time. Running amok. About the paddock.
-
Painfully slow moving Zombies with my Necro/Storm MM
Crysis replied to Ruby Rocket's topic in Mastermind
I’ve found that while as good of a combo as Necro/Storm is, the slow nature of the henchmen requires me to almost always play that particular character as solo. It’s very noticeable in steamrolling teams, which are hard enough for most MM’s to keep up with in the first place. -
I’m surprised there wasn’t more mention of GG’s blog-as-product idea called “Heroes and Villains.” I read a few of GG’s updates over the years. It actually made me wonder if I was reading delusional ramblings of an unwell person or a real “game designers blog.” I’m still not sure. Last update was Jan of 2021.
-
As others have already said, if it’s a Resistance based build, a Brute will generally be more survivable than a scrapper and kill faster than a Tanker. Especially with a damage aura. I tend to only play /Fire and /Elec brutes for that reason. Almost everything else is better on on of the other melee classes.
-
Why are there now too Dacy’s?
-
…..or play a Fire/Rad/Fire Sentinel. And if you do I’m fairly sure your taste of a high end blaster’s damage output will bring you back to Nemu’s first choice. There’s really nothing else in the game that plays quite like a jousting/kiting/jumping speed infused crack weasel of death firex3 blaster.
-
Fortunata Master of ITF Solo, 54 x 8, no inspirations, a guide
Crysis replied to Voltak's topic in Arachnos Soldier & Widow
Fun watching this, learned a few tricks worth trying. was there a narration audio track with this video? I kept hearing faint talking in the background thru whole video. -
CoX in Six Words - using only six words, describe CoX
Crysis replied to DougGraves's topic in General Discussion
Oh no, not another Regen nerf! Level 4 sitter looking for Farm! Uh no, I’m actually a dude -
DP/Ninja is a heckuva flashy character to play. This one was mine. S/L/E/R with Alpha Agility, or you can get there with a Defense Amplifier pre-50 and if so, post-Agility you are S/L/E/M/R defcapped. Very durable. Here's my "Sig Sauer Samurai." This Hero build was built using Mids Reborn 3.0.6.0 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Sig Sauer Samurai: Level 50 Magic Blaster Primary Power Set: Dual Pistols Secondary Power Set: Ninja Training Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Power Pool: Speed Ancillary Pool: Mace Mastery Hero Profile: Level 1: Dual Wield -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(3), Thn-Acc/Dmg/Rchg(5), Thn-Acc/Dmg/EndRdx(5), Thn-Dmg/EndRdx/Rchg(7) Level 1: Immobilizing Dart -- EnfOpr-Immob/Rng(A) Level 2: Sting of the Wasp -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Rchg/HoldProc(7), SprBlsCol-Dmg/EndRdx(13), SprBlsCol-Acc/Dmg/EndRdx(15), SprBlsCol-Acc/Dmg/Rchg(15), SprBlsCol-Dmg/EndRdx/Acc/Rchg(43) Level 4: Super Jump -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel(36), BlsoftheZ-Travel/EndRdx(37) Level 6: Swap Ammo Level 8: Bullet Rain -- Artl-Acc/Dam(A), Artl-Acc/Dam/Rech(9), Artl-End/Rech/Rng(9), Artl-Acc/Rech/Rng(11), Artl-Dam/Rech(13), Artl-Dam/End(23) Level 10: Shinobi -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(11), LucoftheG-Def/EndRdx(19) Level 12: Kick -- Empty(A) Level 14: Maneuvers -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(17), LucoftheG-Def(36) Level 16: The Lotus Drops -- Obl-Dmg(A), Obl-Dmg/Rchg(17), Obl-Acc/Dmg/Rchg(19), Obl-Acc/Rchg(23), Obl-%Dam(29), Obl-Acc/Dmg/EndRdx/Rchg(29) Level 18: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(42) Level 20: Kuji-In Toh -- Prv-Heal(A), Prv-Absorb%(21), PrfShf-EndMod(21), PrfShf-End%(25), PrfShf-EndMod/Rchg(25), PrfShf-EndMod/Acc(27) Level 22: Executioner's Shot -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Acc/Dmg/Rchg(27), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(31), SprBlsWrt-Acc/Dmg/EndRdx(37), SprBlsWrt-Dmg/Rchg(40), SprBlsWrt-Rchg/Dmg%(42) Level 24: Empty Clips -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(31), SprFrzBls-Acc/Dmg/EndRdx(31), SprFrzBls-Acc/Dmg/Rchg(34), SprFrzBls-Dmg/EndRdx/Acc/Rchg(36), SprFrzBls-Rchg/ImmobProc(40) Level 26: Hasten -- RechRdx-I(A), RechRdx-I(43) Level 28: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(37), LucoftheG-Def(42) Level 30: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 32: Hail of Bullets -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(33), SprAvl-Acc/Dmg/EndRdx(33), SprAvl-Acc/Dmg/Rchg(33), SprAvl-Acc/Dmg/EndRdx/Rchg(34), Erd-%Dam(34) Level 35: Blinding Powder -- CrcPrs-Conf%(A), CrcPrs-Conf/EndRdx(46), CrcPrs-Conf(46), CrcPrs-Conf/Rchg(46), CrcPrs-Acc/Conf/Rchg(48), CrcPrs-Acc/Rchg(48) Level 38: Golden Dragonfly -- Obl-Dmg(A), Obl-Acc/Rchg(39), Obl-Dmg/Rchg(39), Obl-Acc/Dmg/Rchg(39), Obl-Acc/Dmg/EndRdx/Rchg(40), Obl-%Dam(43) Level 41: Scorpion Shield -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(45), LucoftheG-Def/Rchg+(45) Level 44: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(45), GssSynFr--ToHit/Rchg/EndRdx(48), GssSynFr--Rchg/EndRdx(50), GssSynFr--ToHit/EndRdx(50), GssSynFr--Build%(50) Level 47: Super Speed -- BlsoftheZ-ResKB(A) Level 49: Smoke Flash -- RechRdx-I(A) Level 1: Defiance Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A) Level 2: Stamina -- PrfShf-End%(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 4: Ninja Run Level 50: Agility Radial Paragon Level 50: Clarion Total Radial Invocation Level 50: Assault Core Embodiment Level 50: Degenerative Core Flawless Interface Level 50: Ion Core Final Judgement Level 6: Chemical Ammunition Level 6: Cryo Ammunition Level 6: Incendiary Ammunition Level 4: Double Jump Level 47: Speed Phase ------------