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Crysis

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Everything posted by Crysis

  1. 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.
  2. 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.
  3. Given their reputation, you may find yourself wearing nothing at all and yet believing you got yourself a cool t-shirt.
  4. 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.
  5. Why are there now too Dacy’s?
  6. …..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.
  7. 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.
  8. I see what you did there. 🙂 At this point I suspect we’d be more likely to see Marvel or DC contract a dependable dev house to produce another MMO than we will ever see the 10+ year in design “successors” ever get out of demoware stage.
  9. Oh no, not another Regen nerf! Level 4 sitter looking for Farm! Uh no, I’m actually a dude
  10. 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 ------------
  11. Actually “Beta” period I would define as pre-release to Launch in April of 2004. April 2004-June 2004 you could only top out at level 40. 40-50 didn’t happen until the first update “Through the Looking Glass.” In earliest “alpha” release the power sets were mostly free-form, and they were more focused on origin (there were 7 power origins initially, later pared down to the 5 we have now). It wasn’t until “beta” that they introduced the concept of Archetypes/AT’s and the division of powers. Fun fact….for Blasters initially the T9 wasn’t a Nuke, but rather BuildUp. COH E3 overview from 2003, early Beta….
  12. So buff Scrappers then? I’m down for that!
  13. Have over a dozen Blasters here on HC, most fully T4’d out Incarnates. Can count on two hands number of times I’ve been mezzed that led to my death. As @DreadShinobi listed, on HC, mezz isn’t a problem for a well equipped and played blaster. Diantane, do you need a mentor? You sound like you could use a good sidekicking.
  14. In COH beta you could quite easily create tank mages which was quickly addressed. I think originally it was an attempt to recreate a Champions character creation motif. But even at launch, and now almost 20 years later, you’ve still got people who try to “force” their naked assertions about “the right way to play” onto the masses. This is and always has been a sandbox game. The Enhancement system extends that concept even further and in many ways has repeatedly broken the intent of the various AT’s thus all the adjustments to the game since. I don’t dispute that the dev team, then and now, had some guidelines for “role based AT modifiers” as they clearly intended that some AT’s are better at X vs Y….but they almost always put an inherent weakness in the AT modifiers to balance that. …..except for Scrappers. God and the Devs love Scrappers the most.
  15. The fact that you just added “Healer” into the mix tells me you either aren’t reading replies and/or you are just not going to understand that COH isn’t “like” other MMO’s. I “tank” for teams on my Scrapper if you mean take the lead and jump in first. Shield Charge + two AoE’s and there’s not much left standing to mop up. I “tank” for teams on my Blaster if you mean jump in first. BU+Aim+Nuke and not much left standing. I “tank” for teams on my Doms/Controllers/Corruptors/MM’s as well. Tanking takes many forms in this game. It’s called “pulling aggro.” Now if you mean to HOLD aggro, I’ll grant you that a Tank/Brute exceeds in that role given their power sets. But there’s seldom a need to HOLD aggro outside an AV/GM battle when other power sets are so adept at defeating enemies quickly and/or, well, can literally HOLD them motionless. Tanking isn’t reserved for Tankers. I think that’s the concept you are struggling with the most in COH.
  16. Retired now but one of my first builds on HC was a Fire/Storm corruptor. She was wild to play. With burnout and tons of Recharge triple LS, perms double Tornado’s, massive firepower…..literal force of nature. Ditch Hurricane beyond lvl 40 or so. Not needed with steamrolling teams. Just focus on your DPS and getting your END under control as Storm is a thirsty set. Melee/Ranged DEF softcap with Agility. Great damage thanks to Soul Drain. You can swap out Super Jump at 49 for Burnout if you want triple LS. I found the added ranged DEF and knockback protection to be more useful, but I've done it both ways. This Villain build was built using Mids Reborn 3.0.6.0 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Corruptor Primary Power Set: Fire Blast Secondary Power Set: Storm Summoning Power Pool: Leadership Power Pool: Fighting Power Pool: Leaping Power Pool: Speed Ancillary Pool: Dark Mastery Villain Profile: Level 1: Flares -- Thn-Acc/Dmg/EndRdx(A), Thn-Acc/Dmg/Rchg(50), Thn-Dmg/EndRdx(50), Thn-Dmg/EndRdx/Rchg(50), Thn-Dmg/Rchg(50), Thn-Acc/Dmg(50) Level 1: Gale -- SuddAcc--KB/+KD(A) Level 2: Fire Ball -- Rgn-Dmg/EndRdx(A), Rgn-Acc/Rchg(50), Rgn-Acc/Dmg/Rchg(50), Rgn-Knock%(50), Rgn-Dmg/Rchg(50) Level 4: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50), LucoftheG-Def/EndRdx(50) Level 6: Rain of Fire -- SprScrBls-Rchg/+End(A), SprScrBls-Acc/Dmg/EndRdx/Rchg(50), SprScrBls-Dmg/EndRdx/Rchg(50), PstBls-Dam%(50) Level 8: Boxing -- Empty(A) Level 10: Steamy Mist -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50), LucoftheG-Def/EndRdx(50) Level 12: Aim -- GssSynFr--Build%(A), GssSynFr--ToHit/Rchg/EndRdx(50), GssSynFr--ToHit(50), GssSynFr--Rchg/EndRdx(50), GssSynFr--ToHit/Rchg(50), GssSynFr--ToHit/EndRdx(50) Level 14: Tactics -- GssSynFr--ToHit/EndRdx(A) Level 16: Freezing Rain -- AchHee-ResDeb%(A) Level 18: Blaze -- SprMlcoft-Acc/Dmg(A), SprMlcoft-Rchg/Dmg%(50), SprMlcoft-Dmg/Rchg(50), SprMlcoft-Dmg/EndRdx/Rchg(50), SprMlcoft-Acc/Dmg/Rchg(50), SprMlcoft-Acc/Dmg/EndRdx/Rchg(50) Level 20: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50) Level 22: Tough -- UnbGrd-ResDam/EndRdx/Rchg(A), GldArm-3defTpProc(50), UnbGrd-ResDam(50), UnbGrd-ResDam/EndRdx(50), UnbGrd-EndRdx/Rchg(50) Level 24: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50), LucoftheG-Def/EndRdx(50) Level 26: Blazing Bolt -- StnoftheM-Acc/Dmg(A), StnoftheM-Dam%(50), StnoftheM-Dmg/ActRdx/Rchg(50), StnoftheM-Dmg/EndRdx/Rchg(50), StnoftheM-Dmg/EndRdx(50) Level 28: Hasten -- RechRdx-I(A) Level 30: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(50) Level 32: Inferno -- Arm-Dmg/Rchg(A), Arm-Dam%(50), Arm-Acc/Rchg(50), Arm-Dmg/EndRdx(50), Arm-Acc/Dmg/Rchg(50) Level 35: Tornado -- OvrFrc-Acc/Dmg/End(A), OvrFrc-Dmg/End/Rech(50), OvrFrc-Acc/Dmg/End/Rech(50), OvrFrc-Dam/KB(50), OvrFrc-Acc/Dmg(50), AchHee-ResDeb%(50) Level 38: Lightning Storm -- Apc-Dam%(A), SprScrBls-Dmg/Rchg(50), SprScrBls-Acc/Dmg(50), SprScrBls-Acc/Dmg/Rchg(50), FrcFdb-Rechg%(50) Level 41: Dark Consumption -- Obl-Acc/Rchg(A), Obl-Acc/Dmg/EndRdx/Rchg(50), Obl-%Dam(50), Obl-Acc/Dmg/Rchg(50), Obl-Dmg/Rchg(50), Obl-Dmg(50) Level 44: Dark Embrace -- UnbGrd-ResDam/EndRdx(A), UnbGrd-ResDam(50), UnbGrd-ResDam/EndRdx/Rchg(50), UnbGrd-Max HP%(50), StdPrt-ResDam/Def+(50) Level 47: Soul Drain -- SprAvl-Acc/Dmg/EndRdx(A), SprAvl-Acc/Dmg/Rchg(50), SprAvl-Dmg/EndRdx(50), SprAvl-Acc/Dmg/EndRdx/Rchg(50), SprAvl-Rchg/KDProc(50), FuroftheG-ResDeb%(50) Level 49: Super Jump -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel(50) Level 1: Scourge 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 -- Pnc-Heal/+End(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(50) Level 49: Quick Form 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 Core Paragon Level 50: Ageless Core Epiphany Level 50: Assault Core Embodiment Level 50: Diamagnetic Core Flawless Interface Level 50: Banished Pantheon Radial Superior Ally Level 50: Pyronic Core Final Judgement Level 49: Double Jump Level 30: Speed Phase ------------
  17. Having now played @Redlynne’s Ninja/Time/Mace build to vet level 20+ something, I won’t say that it’s the most powerful MM in my stable, but it’s definitely the most sturdy/powerful Ninja/anything I’ve ever played. I always build a toon for +DEF softcap on something. S/L/E/N typically, although Range sometimes, or M/R/AoE if playing a melee AT. But the point of many builds is that they achieve effective +DEF softcap via -TOHIT Debuffing, which amounts to the same impact as +DEF. Once I realized that, particularly on my /Time characters, achieving mathematic +DEF softcap isn’t quite as big of a deal and it allows me to chase other set bonuses since as long as I’ve got Times Juncture running and I’m in the middle of the target spawn, the entire attack sequence of pretty much everything is neutered. Psi, Toxic, Ranged -DEFDEBUFF, Resistance Debuffs, etc…..all those nasty 40+ ‘ewwwwww’ debuffs that tear apart your well crafted build go buh-bye-bye because THEY CANT LAND A PUNCH on you or anyone else. So your pets survivability goes through the roof, they don’t have to close to melee, etc. -TOHIT debuffing is arguably even better than +DEF in the late game because it’s a blanket layer of protection against any an all attacks that aren’t auto-hit. And usually by late game, everyone else has already built up some high +DEF so it’s value/utility goes up exponentially because nothing hurts if it can’t land, and unlike us, most of the critters/AV’s can’t pop a yellow inspiration.
  18. If you can keep them alive Ninjas are extremely powerful attackers. I suggest you lookup @Redlynne’s “It’s aBOW time” Ninja/Time thread. I didn’t believe it, then I rolled one, and it’s absolutely an effective build.
  19. You are playing a scrapper. Of COURSE the game likes your character more!
  20. Not if you take attacks as a MM….which you should.
  21. I've done that and you are right, Soulbound Allegiance will work on pets if slotted into that pet. But I'm thinking stuff like Decimation Chance of Buildup is worthless on anyone other than the MM that slots it. OTOH, Hybrid isn't, assuming you spawn the pets after activating Hybrid. So the 'rules' are a bit wonky.
  22. Same true for Buildup IO’s right?
  23. Played with a Bots/Traps today and they made wicked good use of Fold Space from the TP pool. Can’t imagine not building one without that now.
  24. I use that one now more than most of my others. I do occasionally see some S/L damage hitting my AFK farmer but since I’m AFK I haven’t always bothered to find the source.
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