Jump to content

HelenCarnate

Members
  • Posts

    849
  • Joined

  • Last visited

Posts posted by HelenCarnate

  1. Zoom in all the way, that will reset your camera.  Right mouse button moves the camera and you, middle mouse button moves just the camera.  If you use the middle button, the camera will move but forward will still be based on the direction the character is facing and not the direction the camera is facing.

  2. 3 minutes ago, biostem said:

    I have a 50 fire/regen sentinel.  I just cannot get passed the weird momentary repel of the really powerful ST blast and thought going without it hampered my damage output, so moved on to some other builds.  I think my dark/SR and DP/Nin sentinels are my favorites.

    With stupidly high recharge you can skip it.  But it takes a LOT like I am at 191% plus Agility core in there.  I still keep it for AV fights or when I need distance between me and my target but otherwise it sits there hardly ever used. 

    • Thumbs Up 1
  3. 56 minutes ago, biostem said:

    So here's the rub - If playing solo, you want to be able to do a little bit of everything, which includes having some way of dealing with mezzes.  Blasters do great damage, but have a narrower margin for survival.  I really enjoy playing sentinels, and as @Sovera pointed out, they provide ranged damage and survivability.  I've been on a bit of a /ninjitsu kick, since it has stealth, a heal, end recovery, and even protects you from fear & psionics.  pair it with a primary like pistols, dark or electricity and you also get a hold.  Now add to that some other utility powers from regular or APPs/PPPs and you've got it made...

     

    Second this.  Although I went full on damage with Fire/Ninja and got my hold very late in the Psi mastery. 

    • Thumbs Up 1
  4. On 1/6/2024 at 11:10 PM, MythsnWraiths said:

    To answer an old question, power leveling a toon is no different than farming. Therefore, the maps and builds American Angel gave on this thread are one of your best bets. If you use an asteroid map be sure to get stealth or invisibility for the toon you are power leveling at level 4 so they can hide and not get killed every 5 seconds. You can respec out of it later.

    On my fire farmer I have the stealth pool for LoTG mules.  I use Grant invis to anyone at the door then clean up around that area so they don't get killed.

  5. Depends on the character.  Fly for Defenders so I can hover back or above everything and stay out of trouble.  Anything that is in melee regularly I do super speed at the least and possibly jump as well.  I normally pick stealth plus the stealth proc in sprint plus the stealth from SS makes buzzing through maps way easier.   Unless it's Ninja for Scrappers or a Sent because I don't have the room so I just rely on jetpacks. 

  6. Rad/WP Brute or WP/Rad Tank.  Tank would be easier but would obviously take longer to kill things.

     

    Slow but hard hitting attacks so you are hitting buttons less often.  Self heal built into one of the attacks for even more durability.  Damage aura at your feet so you can still do damage even if you are sitting there.  Set it and forget it for WP

  7. Just like most ATs it all depends on who builds them.  Mine can take on most anything a scrapper can at close to the same speed.  Is it stronger than a similar scrapper?  No.  Is it squishier?  Yes.  Does it matter to me since I don't have to be in melee range and can do a lot more on a team?  No

     

    Not every class is for every person.  Just because you don't feel like its viable doesn't mean they did something wrong.  I won't play MMs.  Ever.  I suck at them.  Doesn't make them bad or useless just because I can do the same things they can do with another AT.

    • Like 3
    • Thumbs Up 1
  8. 19 minutes ago, Monos King said:

    Your argument is the one that doesn't make sense. In fact, I don't think you've made a single point, all you've done is show a flagrant lack of understanding as to why the exploit is being revoked. I'm not one of those shouting for a removal, but you have to understand that comments like these do truly nothing to help your stance. Here's a consideration starters pack:

     

    1. Use in no death badge runs
    2. Use in escaping mission objections
    3. Effect on relevance of travel powers
    4. Review the consequences in PvP

    Come back having weighed the positives and negatives of each of these, and maybe some solutions, and I'm sure you'll be heard. As it stands, you really are just disqualifying those opinions from even being considered.

    Number 1 for sure. I myself have used it to escape a master MSTF.  Recluse got loose and I was hit to a sliver of health and probably would have died had I not ported out.  

  9. 2 hours ago, PeregrineFalcon said:

    I do not understand why the base passcode macro "must" go away. Ok, so it was a dev command. So? Flying was once something only birds do, now we do it all of the time.

     

    I don't know how many times I've been creating IOs for the players in my SG and I go out the portal, use the auction house to buy salvage, passcode back to base, go out the portal, use the auction house to buy salvage, passcode back to base, repeat, repeat, repeat. Thanks to the base passcode macro I'm able to do all of this in under 2 minutes, instead of a half-hour.

     

    The passcode macro taking almost no time, and having no recharge, is WHY we like it. It's WHY it's useful.

     

    While you're "fixing" the base passcode thingy don't forget to re-enable prestige for supergroup bases. Cause we all need more time-sinks, right? You need to keep us in game longer, keep us subscribing. Let's drop the 2XP from the P2W vendor too while you're at it. After all, it let's you level too quickly, and we all remember how much Positron hates that!

     

    What's that? The PvPers don't like it? What, all eleven-teen of them? Well, then they don't have to use it. My friends and I having it available, and using it, does NOT in any way affect PvP.

     

    Oh noes! The base passcode can be used to escape from combat. So can the exit button. So can teleport. So can placate. So what?

     

    Look, please don't think I'm insulting anyone. That's not what I'm trying to do. But none of your arguments make any sense. The only real argument I've seen so far is; "I'm a developer and it's cause I said so." Well, that at least makes sense, but where I come from it's what's called "a d*** move."

    Exit button still leaves your character around and it can be defeated after you have closed the game.  Teleport moves you away from the area but you can still be followed and killed.  Placate is temporary and not something everyone has access too.  Passcode to base lets you leave without being defeated and without having to be a certain AT or have a certain power.  

    • Thanks 2
  10. 3 hours ago, srmalloy said:

    And, showing my age (and the general area where I live), I just had a brief urge to create a Beast/X MM, name him Cal Worthington, and name the tier-3 pet 'Spot'.

    Nooooooooooo, now that stupid song is in my head.

     

    Sick Bastard - Bastard GIF - Bastard YouSickBastard SickBastard GIFs

    • Haha 1
  11. 1 minute ago, Ralathar44 said:

    I'm pretty sure that AVs/GMs had separate debuff modifiers from the traditional level based reductions unless that's been changed.   Against +3 mobs I've been consistent in saying I believe all set types are fine, albeit with indidivual sets potentially needing tweaks.  The problem level wise was +4/+5 which I've been very clear about.  But AVs/GMs to my memory, and in all the searching I've done, have their own separate table of level based debuff resistances that caps out at 87% at 55.

    To other things yes but not damage resistance. 

     

    https://hcwiki.cityofheroes.dev/wiki/Archvillain

     

    Archvillains are also noteworthy for having strong debuff resistance that scales by level. As of Issue 9, this resistance applies to -RunSpeed, -Recharge, -Endurance, -ToHit, -Defense, -Perception, -Regeneration, and -Recovery.

  12.  

    33 minutes ago, Ralathar44 said:

    Good post, is it just -res that pierces this heavily or were the AV/GM modifiers changed from what they used to be?  Because Venomous Gas is -25% res and it's getting 16.25% here so either it's only being reduced by 35% against an AV which is nothing close to any of the information I've been seeing regarding AV/GM debuff resistance.   I've definitely noticed a significant reduction in slows and apparent effectiveness of other debuffs during my personal play but obviously without direct numbers examples like that picture it's partially guesswork.

    If it's all debuffs piercing that much then it's a rather major change from the numbers I know of with information from within the last year.  For example how much reduced would -slow or -recharge or -def or -endo receive?

     

    The reduction is due to the mob being level 54 and has nothing to do with the AV status.  Against mobs that are +3 your debuffs are only 65% effective.  So instead of Achilles heel doing 20% like normal it is 65% of that or 13%.  Notice also that there is a 25% base resist to lethal damage.  He was hit with a debuff for 55.25% but the damage resistance was only reduced by 41.44%.  That is because they resisted 25% of that debuff (55.25x0.75=41.4375 rounded to 41.44).

    • Like 1
  13. 2 hours ago, Ralathar44 said:

    Again, there is a good reason debuffer sets are far less played.   There is 1 debuffer anywhere near in the top half of the most played defender sets: Radiation.  Radiation with the loaded PBAOE buff AM, fast re-charging toggles, ~100% uptime coverage of basically every debuff imaginable, and significant amounts of -regen is able to keep constant uptime on debuffs avoiding one of the main limitations of debuffer sets...consistent uptime in fast kill teams.  It still has AM to fall back on even when scaling reduces it's debuffs significantly.  Next closest debuff set is dead halfway down in Dark Miasma.
     

     

    Did you take the time to see the top set Defenders use for their primary and consider why that is?

    Why did you only look at defenders?  Controllers of course have Kin at the top thanks to +damage going a long way for a class that can summon pets but the next 3 are all mainly debuffing sets.  Corruptors tend to lean to more self buffs so of course Kin and Time top the lists but the next 4 are all known for their debuffs and they outnumber the top 2. 

  14. 7 hours ago, Bill Z Bubba said:

    The sentinel's role is the same as the scrapper's or the stalker's: dish out death, don't faceplant and do so without the need of outside assistance. And they get to do so while being able to stay at range where incoming damage is drastically reduced so they're arguably safer than their scrapper/stalker brethren.

    And out of those they do the lowest base damage  while having low HP, lower modifiers and cannot crit. All seem like fair trade offs.  As others have pointed out they would bring little to the team if buff/debuff classes could do more damage before accounting for the extra utility they bring.

    • Like 1
  15. 1 hour ago, ABlueThingy said:

    It's something weird and mathy.  Like how they're actually two kinds of accuracy.  "Accuracy" and "To-hit" and one modifies the other. 

     

    I think the point was Defense worked on Accuracy but Elude worked on To-hit.  So if they had 50% acc and you 45% def you'd have a 5% chance to get hit.  But if they had 20% to-hit that gave a 20% boost AFTER the def was applied getting them to at 6% chance to hit.  ie, you're taking 20% more hits.  But Elude-- Elusivity! that was it.  If you had 20% Elusivity you could tank their to-hit to 0. Which would get you back to 5% chance to get hit.

     

    Something like that?

    Kinda right. Elusivisity or whatever its called reduces accuracy like defense reduces to hit and only applies in pvp.

  16. 18 minutes ago, Blackfeather said:

    Whoops! You're right about that, my mistake. Though that does mean I can probably safely up the likelihood of inflicting a higher magnitude Overpower without too much of a worry. What do you think of the revised table I put forth?

    It is not off by a terrible amount.  Basically figure out the odds of you failing and invert that.  So missing 3 times in a row at a 1% chance to hit means 99x99x99/100x100x100 which is 970,299/1,000,000.  This means that the other 29,701/1,000,000 times you are successful at some point out of those 3 rolls. So instead of 3% you are looking at 2.97%.  That doesn't seem like much but as you keep going the gap spreads a little bit more to be around 7.73% with 8 chances. 

  17. So this is with a snipe in there.  Downside is to fit in Tactics for the extra +to hit for the extra fast snipe damage there is no travel power.  This thing is endurance heavy so until you get Ageless you will have to lean on your Kyoyo a bit.  I also like this option because you can get Shadow Meld which helps when you get hit with defense debuffs.  One thing to note on Ninja, you auto crit from hide.  This means you can use your Shinobi-Iri plus stealth IO in sprint to plop yourself in the middle of (most) groups, hit Build momentum (which often procs chance for build up) then open with an auto crit of Whirling Smash for around 650 damage.  If the +recharge proc kicks in and/or you are on the early side of popping ageless you can get 2 more Whirling Smashes before momentum wears off.

     

    Spoiler

    Hero 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 Mutation Scrapper
    Primary Power Set: Titan Weapons
    Secondary Power Set: Ninjitsu
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Crushing Blow -- Hct-Dam%(A), Hct-Dmg/EndRdx(3), Hct-Dmg/Rchg(3), Hct-Acc/Dmg/Rchg(5), Hct-Acc/Rchg(5), AchHee-ResDeb%(50)
    Level 1: Ninja Reflexes -- RedFrt-Def(A), RedFrt-EndRdx(7), RedFrt-Def/EndRdx(7), RedFrt-EndRdx/Rchg(9), RedFrt-Def/Rchg(9), RedFrt-Def/EndRdx/Rchg(11)
    Level 2: Danger Sense -- RedFrt-EndRdx(A), RedFrt-Def(11), RedFrt-Def/EndRdx(13), RedFrt-Def/Rchg(13), RedFrt-EndRdx/Rchg(15), RedFrt-Def/EndRdx/Rchg(15)
    Level 4: Hasten -- RechRdx-I(A), RechRdx-I(17)
    Level 6: Shinobi-Iri -- LucoftheG-Def/Rchg+(A), RedFrt-Def(17), RedFrt-EndRdx(19), RedFrt-Def/EndRdx(19), RedFrt-Def/Rchg(21), RedFrt-Def/EndRdx/Rchg(21)
    Level 8: Follow Through -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(23), SprScrStr-Acc/Dmg/Rchg(23), SprScrStr-Dmg/EndRdx/Rchg(25), SprScrStr-Acc/Dmg/EndRdx/Rchg(25), SprScrStr-Rchg/+Crit(27)
    Level 10: Build Momentum -- GssSynFr--Build%(A)
    Level 12: Kuji-In Rin -- RechRdx-I(A)
    Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(27), LucoftheG-Def(29), Ksm-ToHit+(29)
    Level 16: Seishinteki Kyoyo -- PrfShf-EndMod/Rchg(A)
    Level 18: Boxing -- Empty(A)
    Level 20: Rend Armor -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(31), SprCrtStr-Acc/Dmg/Rchg(31), SprCrtStr-Dmg/EndRdx/Rchg(31), SprCrtStr-Acc/Dmg/EndRdx/Rchg(33), SprCrtStr-Rchg/+50% Crit(33)
    Level 22: Kuji-In Sha -- Prv-Heal(A), Prv-Heal/EndRdx(33), Prv-EndRdx/Rchg(34), Prv-Heal/Rchg(34), Prv-Heal/Rchg/EndRdx(34), Prv-Absorb%(36)
    Level 24: Tough -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(39), UnbGrd-ResDam/EndRdx(39), UnbGrd-Rchg/ResDam(39)
    Level 26: Weave -- Rct-ResDam%(A), Rct-Def/EndRdx/Rchg(36), Rct-Def(36), Rct-Def/EndRdx(37), Rct-EndRdx/Rchg(37), Rct-Def/Rchg(37)
    Level 28: Whirling Smash -- Arm-Dam%(A), Arm-Dmg/EndRdx(40), Arm-Dmg/Rchg(40), Arm-Acc/Dmg/Rchg(40), Arm-Acc/Rchg(42), FrcFdb-Rechg%(42)
    Level 30: Bo Ryaku -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(42), UnbGrd-Max HP%(43), UnbGrd-ResDam(43)
    Level 32: Arc of Destruction -- Obl-%Dam(A), Obl-Acc/Dmg/EndRdx/Rchg(43), Obl-Acc/Rchg(45), Obl-Dmg/Rchg(45), Obl-Acc/Dmg/Rchg(45), FuroftheG-ResDeb%(50)
    Level 35: Assault -- EndRdx-I(A)
    Level 38: Maneuvers -- LucoftheG-Def/Rchg+(A)
    Level 41: Moonbeam -- Apc-Dam%(A), Apc-Dmg/EndRdx(46), Apc-Dmg/Rchg(48), Apc-Acc/Dmg/Rchg(48), Apc-Acc/Rchg(48), StnoftheM-Dam%(50)
    Level 44: Vengeance -- LucoftheG-Def/Rchg+(A)
    Level 47: Shadow Meld -- LucoftheG-Def/Rchg+(A)
    Level 49: Tactics -- HO:Cyto(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit 
    Level 1: 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 1: Sprint -- Clr-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run 
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(46), Mrc-Rcvry+(46)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- PrfShf-End%(A)
    Level 1: Momentum 
    Level 50: Assault Core Embodiment 
    Level 50: Musculature Core Paragon 
    Level 0: Freedom Phalanx Reserve 
    Level 0: Portal Jockey 
    Level 0: The Atlas Medallion 
    Level 0: Task Force Commander 
    Level 50: Ageless Core Epiphany 
    ------------

     

    The pure melee version has room for a travel power but no Shadow Meld or Tactics. On both builds Maneuvers is just a mule.  If you want more defense you could take the full set of Obliteration instead of just the 5 slots for a bit more melee defense.  Feel free to play around with it as you will.  Agility is another option for even faster recharge and better endurance but it is already at perma hasten without it and I rarely have endurance issues as long as I am paying attention to my blue bar. 

     

    Spoiler

    Hero 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 Mutation Scrapper
    Primary Power Set: Titan Weapons
    Secondary Power Set: Ninjitsu
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership

    Hero Profile:
    Level 1: Crushing Blow -- Hct-Dam%(A), Hct-Dmg/EndRdx(3), Hct-Dmg/Rchg(3), Hct-Acc/Dmg/Rchg(5), Hct-Acc/Rchg(5), AchHee-ResDeb%(50)
    Level 1: Ninja Reflexes -- RedFrt-Def(A), RedFrt-EndRdx(7), RedFrt-Def/EndRdx(7), RedFrt-EndRdx/Rchg(9), RedFrt-Def/Rchg(9), RedFrt-Def/EndRdx/Rchg(11)
    Level 2: Danger Sense -- RedFrt-EndRdx(A), RedFrt-Def(11), RedFrt-Def/EndRdx(13), RedFrt-Def/Rchg(13), RedFrt-EndRdx/Rchg(15), RedFrt-Def/EndRdx/Rchg(15)
    Level 4: Hasten -- RechRdx-I(A), RechRdx-I(17)
    Level 6: Shinobi-Iri -- LucoftheG-Def/Rchg+(A), RedFrt-Def(17), RedFrt-EndRdx(19), RedFrt-Def/EndRdx(19), RedFrt-Def/Rchg(21), RedFrt-Def/EndRdx/Rchg(21)
    Level 8: Follow Through -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(23), SprScrStr-Acc/Dmg/Rchg(23), SprScrStr-Dmg/EndRdx/Rchg(25), SprScrStr-Acc/Dmg/EndRdx/Rchg(25), SprScrStr-Rchg/+Crit(27)
    Level 10: Build Momentum -- GssSynFr--Build%(A)
    Level 12: Kuji-In Rin -- RechRdx-I(A)
    Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(27), LucoftheG-Def(29), Ksm-ToHit+(29)
    Level 16: Seishinteki Kyoyo -- PrfShf-EndMod/Rchg(A)
    Level 18: Boxing -- Empty(A)
    Level 20: Rend Armor -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(31), SprCrtStr-Acc/Dmg/Rchg(31), SprCrtStr-Dmg/EndRdx/Rchg(31), SprCrtStr-Acc/Dmg/EndRdx/Rchg(33), SprCrtStr-Rchg/+50% Crit(33)
    Level 22: Kuji-In Sha -- Prv-Heal(A), Prv-Heal/EndRdx(33), Prv-EndRdx/Rchg(34), Prv-Heal/Rchg(34), Prv-Heal/Rchg/EndRdx(34), Prv-Absorb%(36)
    Level 24: Tough -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(39), UnbGrd-ResDam/EndRdx(39), UnbGrd-Rchg/ResDam(39)
    Level 26: Weave -- Rct-ResDam%(A), Rct-Def/EndRdx/Rchg(36), Rct-Def(36), Rct-Def/EndRdx(37), Rct-EndRdx/Rchg(37), Rct-Def/Rchg(37)
    Level 28: Whirling Smash -- Arm-Dam%(A), Arm-Dmg/EndRdx(40), Arm-Dmg/Rchg(40), Arm-Acc/Dmg/Rchg(40), Arm-Acc/Rchg(42), FrcFdb-Rechg%(42)
    Level 30: Bo Ryaku -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(42), UnbGrd-Max HP%(43), UnbGrd-ResDam(43)
    Level 32: Arc of Destruction -- Obl-%Dam(A), Obl-Acc/Dmg/EndRdx/Rchg(43), Obl-Acc/Rchg(45), Obl-Dmg/Rchg(45), Obl-Acc/Dmg/Rchg(45), FuroftheG-ResDeb%(50)
    Level 35: Titan Sweep -- Obl-Acc/Dmg/EndRdx/Rchg(A), Obl-%Dam(46), Obl-Acc/Rchg(48), Obl-Dmg/Rchg(48), Obl-Acc/Dmg/Rchg(48), Erd-%Dam(50)
    Level 38: Assault -- EndRdx-I(A)
    Level 41: Maneuvers -- LucoftheG-Def/Rchg+(A)
    Level 44: Super Speed -- HO:Micro(A)
    Level 47: Vengeance -- LucoftheG-Def/Rchg+(A)
    Level 49: Kuji-In Retsu -- LucoftheG-Def/Rchg+(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit 
    Level 1: 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 1: Sprint -- Clr-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run 
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(46), Mrc-Rcvry+(46)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- PrfShf-End%(A)
    Level 1: Momentum 
    Level 50: Assault Core Embodiment 
    Level 50: Musculature Core Paragon 
    Level 0: Freedom Phalanx Reserve 
    Level 0: Portal Jockey 
    Level 0: The Atlas Medallion 
    Level 0: Task Force Commander 
    Level 50: Ageless Core Epiphany 
    ------------

     

    • Like 1
  18. At work but I have something I can throw your way when I get home.  You want a ranged attack in there as well or pure melee?

     

    As far as advice goes I would  say pay attention to momentum and if possible, wait until you don't have momentum going before using your heal, recovery tool or mez protection clickie.  

×
×
  • Create New...