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Nferno

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Posts posted by Nferno

  1. I have to say, for $5K per month, I'd expect a little more responsivness from OVH. That's pretty shotty of them. Yikes. Makes me curious if they have a multitude of system problems at the moment beyond Homecoming which is inhibiting them from responding to any one customer quickly.

     

      

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  2. Hey all, looking at making a Claws/Dark brute for general play. Would like some ideas or critiques. 

    Thank ya!

    Villain Plan by Mids' Reborn : Hero Designer 2.6.1.25
    https://github.com/Crytilis/mids-reborn-hero-designer

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Claws
    Secondary Power Set: Dark Armor
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Strike

    • (A) Kinetic Combat - Accuracy/Damage
    • (5) Accuracy IO
    • (43) Kinetic Combat - Damage/Endurance
    • (45) Kinetic Combat - Damage/Recharge
    • (45) Kinetic Combat - Damage/Endurance/Recharge

    Level 1: Dark Embrace

    • (A) Unbreakable Guard - Resistance
    • (7) Unbreakable Guard - Resistance/Endurance
    • (7) Unbreakable Guard - RechargeTime/Resistance
    • (45) Unbreakable Guard - Resistance/Endurance/RechargeTime

    Level 2: Slash

    • (A) Superior Blistering Cold - Accuracy/Damage
    • (15) Superior Blistering Cold - Recharge/Chance for Hold
    • (25) Superior Blistering Cold - Damage/Endurance
    • (25) Superior Blistering Cold - Accuracy/Damage/Endurance
    • (36) Superior Blistering Cold - Accuracy/Damage/Recharge
    • (36) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime

    Level 4: Death Shroud

    • (A) Superior Brute's Fury - Accuracy/Damage
    • (9) Superior Brute's Fury - Damage/Recharge
    • (9) Superior Brute's Fury - Accuracy/Damage/Recharge
    • (37) Superior Brute's Fury - Damage/Endurance/RechargeTime
    • (37) Superior Brute's Fury - Accuracy/Damage/Endurance/Recharge
    • (37) Superior Brute's Fury - Recharge/Fury Bonus

    Level 6: Spin

    • (A) Superior Avalanche - Accuracy/Damage
    • (19) Superior Avalanche - Damage/Endurance
    • (19) Superior Avalanche - Accuracy/Damage/Endurance
    • (21) Superior Avalanche - Accuracy/Damage/Recharge
    • (21) Superior Avalanche - Accuracy/Damage/Endurance/Recharge
    • (23) Superior Avalanche - Recharge/Chance for Knockdown

    Level 8: Murky Cloud

    • (A) Aegis - Resistance/Endurance
    • (11) Aegis - Resistance
    • (11) Aegis - Psionic/Status Resistance
    • (13) Aegis - Resistance/Endurance/Recharge

    Level 10: Obsidian Shield

    • (A) Unbreakable Guard - Resistance
    • (13) Unbreakable Guard - Resistance/Endurance
    • (15) Unbreakable Guard - Resistance/Endurance/RechargeTime
    • (17) Unbreakable Guard - RechargeTime/Resistance

    Level 12: Super Jump

    • (A) Jumping IO

    Level 14: Combat Jumping

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (17) Shield Wall - +Res (Teleportation), +5% Res (All)

    Level 16: Dark Regeneration

    • (A) Eradication - Accuracy/Damage/Endurance/Recharge
    • (46) Eradication - Accuracy/Damage/Recharge
    • (46) Eradication - Accuracy/Recharge
    • (46) Touch of the Nictus - Accuracy/Healing/Absorb

    Level 18: Focus

    • (A) Superior Winter's Bite - Accuracy/Damage
    • (40) Superior Winter's Bite - Damage/RechargeTime
    • (40) Superior Winter's Bite - Accuracy/Damage/Endurance
    • (42) Superior Winter's Bite - Accuracy/Damage/Recharge
    • (43) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime
    • (43) Superior Winter's Bite - Recharge/Chance for -Speed & -Recharge

    Level 20: Cloak of Darkness

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (36) Luck of the Gambler - Defense/Endurance/Recharge
    • (39) Luck of the Gambler - Defense/Endurance
    • (40) Luck of the Gambler - Defense

    Level 22: Hasten

    • (A) Recharge Reduction IO
    • (23) Recharge Reduction IO

    Level 24: Boxing

    • (A) Empty

    Level 26: Eviscerate

    • (A) Superior Unrelenting Fury - Accuracy/Damage
    • (27) Superior Unrelenting Fury - Damage/RechargeTime
    • (27) Superior Unrelenting Fury - Accuracy/Damage/RechargeTime
    • (29) Superior Unrelenting Fury - Damage/Endurance/RechargeTime
    • (29) Superior Unrelenting Fury - Accuracy/Damage/Endurance/RechargeTime
    • (33) Superior Unrelenting Fury - RechargeTime/+Regen/+End

    Level 28: Cloak of Fear

    • (A) Nightmare - Accuracy/Recharge
    • (31) Nightmare - Endurance/Fear
    • (48) Nightmare - Accuracy/Endurance
    • (50) Nightmare - Accuracy/Fear/Recharge

    Level 30: Tough

    • (A) Gladiator's Armor - TP Protection +3% Def (All)
    • (31) Steadfast Protection - Resistance/+Def 3%
    • (31) Titanium Coating - Resistance
    • (48) Titanium Coating - Resistance/Endurance

    Level 32: Shockwave

    • (A) Superior Frozen Blast - Accuracy/Damage
    • (33) Superior Frozen Blast - Damage/Endurance
    • (33) Superior Frozen Blast - Accuracy/Damage/Endurance
    • (34) Superior Frozen Blast - Accuracy/Damage/Recharge
    • (34) Superior Frozen Blast - Damage/Endurance/Accuracy/RechargeTime
    • (34) Superior Frozen Blast - Recharge/Chance for Immobilize

    Level 35: Superior Conditioning

    • (A) Performance Shifter - Chance for +End

    Level 38: Weave

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (39) Luck of the Gambler - Defense/Endurance
    • (39) Luck of the Gambler - Defense

    Level 41: Maneuvers

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (42) Luck of the Gambler - Defense/Endurance
    • (42) Luck of the Gambler - Defense

    Level 44: Follow Up

    • (A) Accuracy IO

    Level 47: Focused Accuracy

    • (A) Adjusted Targeting - To Hit Buff/Endurance
    • (48) Adjusted Targeting - To Hit Buff/Endurance/Recharge
    • (50) Adjusted Targeting - To Hit Buff

    Level 49: Physical Perfection

    • (A) Performance Shifter - Chance for +End
    • (50) Performance Shifter - EndMod

    Level 1: Brawl

    • (A) Empty

    Level 1: Prestige Power Dash

    • (A) Empty

    Level 1: Prestige Power Slide

    • (A) Empty

    Level 1: Prestige Power Quick

    • (A) Empty

    Level 1: Prestige Power Rush

    • (A) Empty

    Level 1: Prestige Power Surge

    • (A) Empty

    Level 1: Fury 


    Level 1: Sprint

     

     

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    |-------------------------------------------------------------------|

     

     

     

     

     

     

  3. With the current aggro caps, your second brute will get plenty of attention leading to plenty of fury. Any teammate (even pets) will increase the amount of mobs that you can keep close which makes farming faster and more efficient. You'd have to farm some of the tighter maps (caves/tunnels/meteor asteroid whatever it's called lol).

    The build will be pretty useless anywhere but farming but mainly what you'd need to build for would be of course fire def/res (if you're planning to farm fire) then dump the rest into damaging auras.  Some may disagree but I say to slot lots of accuracy in the auras, if all it's doing is missing with the damaging auras then it won't speed anything up other than getting more mobs around you. Then, of course get enough recharge in so burn is firing as much as possible and look for IO sets that give damage buffs. Since it'll be afk and you can only have one auto power firing, you'll be relying only on burn and damage auras only. Throw the brute ATO that builds fury into one of your damage auras as well if you see it's not building enough. You can also play around with procs in the damage auras and find out which ones have the most impact and where. 

    All in all, it's definitely viable to burn the map down quickly.

    Anyway, my .02.

     

     

  4. /Fire melts things and does so quickly and efficiently. You can build a /Fire to be unkillable in a fire farm cheaply without even needing to be creative. It can stand on it's own and farm itself to 50 relatively early.

    When I want a challenge while farming, I'll turn to my blasters or doms but when I am just double boxing an alt or needing to build up some infl, I stick with my fire farmer. It does what it does and does it well. 

    However to your point, yes it can get super monotonous. I actually build some of my own farms to make it a little more fun at least and get a change of scenery. lol

     

  5. On 3/28/2021 at 12:15 PM, Snarky said:

     

    Since I am unwilling to give up my "perfect" build I am going to create a 2nd build, Tank. 

     

    A bit off topic but working on a dark/dark currently. Have you posted your non-taunt build anywhere? 

  6. Hello all.

    So I am revisiting a toon that I had formerly given up on. Trying to come up with a solid Dark/Dark/Dark build for PVE (end game, high level). I built it once but didn't like it and after revisiting in Mids, I kind of see why. There are just way too many powers I like and way too few slots. lol

    So I am looking for some solid builds to try out, otherwise I am going to go mad staring and Mids figuring out what I do and don't want. 🙂

    Thanks!!!

     

     

  7. If you are busy mashing keys, it can deter your auto from casting and since often the window for perma dom to cast is small (time wise) it can cause domination drops. I also sometimes lose domination while large or lengthy battles are going on. It is something I tend to have to conscious of. There are a few keybind text files you can create (google can help with that) that will assist in auto perma domination casting but many of them make me nuts due to the "wah wah" sound it's constantly making when attempting to cast while recharging. 

    Hopefully someone else in here may have a better answer but I am not sure there is any "perfect" solution.

    • Like 1
  8. 15 hours ago, Meknomancer said:

     Its different for everyone...now that your playing one do you feel the need to be the first person to every mob so you can hit it with seeds before the rest of the team arrives?

     

     

    Whenever I'm playing my squishies, melee is leading the charge IMO.  Things have definitely changed since I played on live, squishies used to rely on tanks (or brutes) but it seems very situational now. I almost feel like mob level caps should be raised or something along those lines (maybe allow +6 instead of +4 and give tanks a buff) to create more of a challenge and give some structure back to teams as well as a reason (or need) to have tanks. There's honestly very few times that any strategy is needed except some of the very high end content (& some TFs). Anyway, rambling now and more OT but just my .02. 🙂

  9. 6 hours ago, Meknomancer said:

    I dislike teaming with domi/troller running plant but its not an xp/inf issue its more the seeds-immob-creepers combo pinning everything before the mob has a chance to bunch together and get hit by the rest of the team. I end up watching the melee toons running about trying to single target enemies pinned out of range while the troller/domi has already left the mob to hit the next one. When you team with them you feel like your just there on clean up duty to finish up whats left of a couple of bosses/mob it just isn't fun and its why i stopped playing mine. You could run ahead and hit mobs alone but then you may as well be playing solo. Teaming with plant/domi trollers feels like that. They may as well be soloing everything while you wander along behind them. Its a lot like teaming with a high dps toon that runs ahead wiping maps/speeding through and then you get to the av and they throw out assemble the team because its the only part of the tf they can't handle solo.

    I agree with this...to a point but singling out Doms here is where I take issue. IF I’m on a team that recognizes a melee toon’s preference for herding AND the melee toon knows how to herd and hold aggro then I agree that a premature SoC can be a problem. However, it’s just like a premature nuke or any other attack fired prematurely that pulls aggro from the melee before the herding is complete. Melee is left to run around after mobs. I played mainly tanks on live with an emphasis on herding, so I get it. Nothing was as frustrating and a squishy interrupting the herding process. 
    With the current aggro caps and lack of tanks, most pug missions don’t have enough members that let a melee toon herd up anyway. Most pugs seem to have tons of DPS, they’re mainly nukes & clean up with little emphases or attention given to herding. On these particular teams, which essentially are a free for all, I find it difficult to think SoC would hurt XP gains. 

     

  10. Curious what thoughts are on seeds of

    confusion while teaming. 
    My thoughts were (until asked not to use it citing xp loss) to use them as the opener to assist in staving off the alpha as one of the blasters typically jumped in first to drop a nuke. The confused mobs would not have much opportunity to damage one another, thus the group not losing any noticeable significant XP. Whatever remained after the nuke was usually mowed down in rapid succession, again limiting any noticeable XP loss. 
    I’ve  never personally “felt” the xp loss when soloing. Anyway, was curious on others opinions regarding this. 

  11. Curious when you’re building a Brute for all around late game & end game content (non farming & both team and solo), what are your goals? For example what’s your target RES, DEF, Recharge, etc? When do you feel your build is “good”.  Do you favor DEF over RES or a good level of both. I know this is vague but just interested in a round table so to speak.
    For example, I’m trying to work out a spines/rad brute and having a tough time coming up with numbers that in my opinion are acceptable. It seems the only way I can get where I want is to cycle Rune & Meltdown but then my DEF is suffers greatly due to the concentration on recharge. Can get DEF soft capped on melee and highish on S&L but it looks squishy still on paper. Just wondering if it’s tough to make those sets mesh well. 
    Personally I like my brutes on the tanky side, may just have to re-roll this one. 
    Anyway, just wanted to see what others look for in a build. 

  12. I’ve seen some threads were Doms are able to soft cap defenses yet also have Perma Dom. I have really struggled with this on my doms. Most are such end hogs that it’s tough to keep many toggles up. 
    Would love to see some build examples with both Soft Cap D and Perma Dom. Hopefully I can get some ideas and figure out what I’m not seeing on my own. lol
    Thanks in advance!!

  13. 5 hours ago, Carnifax said:

    I missed this. Procs are crap in toggles, rains and patches. In some patches where you aim at someone they can be okayish but in toggles and most placeables (with some exceptions like Carrion Creepers) procs wont fire often enough to be worth it. 

     

    So for mud pots, damage, end and acc and leave it there if you do take it.

    Did some “testing” today. The rains, definitely didn’t proc enough to bother with, so I agree 100% on that. 
    I currently have mud pots 6 slotted with an Acc IO, end IO, FotG -res, and three other damage procs (can’t recall which ones). I use my Unai close the ruptures Council mish for solo testing and got ok results. Soloing that mission at 4x8 the procs seemed to help A tiny bit because the battles at least long enough to see some procs hit but on teams, they’re pointless. Might get a hit or two once in a great while when teaming but everything falls too fast to even make mud pots worth it, let alone the procs. Not committing to moving those slots off (yet) but will probably respec tomorrow and change things up just to compare. 
    Once I get my build where I’m happy, I’ll drop it in here in case anyone has further tweaks. 
     

    On a side note, Creepers are insane, such a cool and bizarre power. I find myself often laughing when they fire off while playing my plant Dom. They’re so random with timing, kind of like a jack in the box 😂

     

  14. I have to agree here. Rolled an Earth/Earth/Ice and let the carnage begin. Doms are quickly becoming my favorite AT. Have a couple others that I really enjoy but decided I wanted to try Earth. Toiled with the secondary for a while but settled on earth and have zero regrets. I may have taken a somewhat unconventional approach, as I skipped quite a few from the primary but it’s fun. Not sure though, maybe that’s how Earth/Earth is usually built. 
     

    Was able to get all the recharge I needed for perma Dom and soft cap S&L but I’d love to see some other build examples if anyone would like to share. She’s a bit squishy because resistances are pretty bad and if anything gets past the limited defense and no real heal (other than an unslotted hoarfrost), it hurts. Mostly just see issues when soloing 4x8 and my AoE holds misses too many mobs. Really struggling with trying to pack in recharge/def/res into the build. 

    Also have a question about Mud Pots. I took it in my last respec and slotted with procs but I’m just not sure they’re hitting enough to make it worth while as it eats end like a kid with candy and is using quite a few of my precious slots. I slotted the -res from FotG but I’ve not seen it come up in the combat tab, does it not show when it hits? 


    Lastly, does anyone have an opinion with Sleet vs Ice Storm? Which is worth firing and slotting? My open when solo is typically Stalagmites->Earthquake->Ice Storm->jump in and pound on things. i tried Stalagmites->Earthquake->Ice Storm->Sleet->jump in and pound but it’s too time consuming and also chews through a huge part of the end bar leaving too little for the pounding. Admittedly, this is my first time using the ice epic (except for the shield on a blaster or two) so I don’t know much about either Ice Storm or Sleet. 
     

    Thanks in advance for any advice/opinions. 

  15. The level of tin-hat paranoia I'm reading is funny. If you don't like the idea of the agreement don't agree to it and don't plant on Homecoming.

    I'll be hitting the agree button, as will the my local friends, so I can play more Heroes  8)

     

    Agreed. I feel that quite a few posters didn’t actually read the terms presented. My takeaway from it was it’s a “cover their ass” type of agreement. Much of it boiled down to “If things go awry, you can’t come after the Homecoming folks”. Sadly in this day and age, you can’t be too careful. Say if someone had a Homecoming meet up and god forbid one person hurt another at said meet up, this agreement says clearly that The Homecoming team cannot be blamed or held liable. Of course that’s just an example.

     

    Anyway, I totally understand why it’s in place. They can’t be too careful cuz let’s face it, people are nuts.

     

     

  16. Dang, I wish I had been able to donate. :(

     

    Let’s hope the future is long and bright and there is plenty of opportunity to donate! I for one truly cannot even express how excited I am to be able to play this game again. My kids and I have said repeatedly for years “remember when we played CoH (insert awesome memory here)....” and “man I would love for that game to come back”!!

     

     

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