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Everything posted by Troo
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Regen is not an inferior secondary. If it works for a player it can be very effective. If it doesn't work for a player it can be awful. A lot can come down to play style. It is a busy set. There are things to watch or be mindful of and buttons that need to be pushed. Recharge is your friend, Dark is a good pairing. Compared to other sets. They might be able to reach some goals like defense or resistance quicker but they may never be able to match the regen. Meanwhile Regen can also build for those other Def and Resist. Bonus: Regen has been tuned down (nerfed) so much it may be inline for a buff sometime soon.
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24.. the RNG has hate in it's heart.
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The Best Tank in the Game is a Bio Armor Stalker
Troo replied to jackalcoh's topic in General Discussion
Good stuff. It's always great when someone finds a build that just works really really well for them. Sure a Tanker in CoX is more than just survival. I'm glad @jackalcoh feels tanky on their stalker. (there will be enemies that challenge you, enjoy the journey!) -
wasn't that the penalty for being a lowly hero?
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@Faultline feeding the junkies what they 'need'. New zone: An easy option could be re-purposing BB. Alternately, since we are talking god like levels.. maybe one of the encounter maps for Rularuu the Ravager at the center of a larger area? I continue to feel folks earned Alpha, it only effects themselves and it does help folks fill out a build BUT it maybe too much of a differentiator from those that don't have it for PVP. ( I still voted #3 )
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New Argument and Proof in Favor of Increased Aggro Cap
Troo replied to Solarverse's topic in Suggestions & Feedback
Hey, at some point 5% x 90% has to add up doesn't it? and -
Cat wearing CAT socks!! P E T A !!
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New Argument and Proof in Favor of Increased Aggro Cap
Troo replied to Solarverse's topic in Suggestions & Feedback
I am all for increasing the aggro cap IF raising difficulty causes max number of targets for AoE to decrease. (maybe just past +2) I believe this could open the door to the possibility of being overwhelmed. Let chaos ensue. -
I take it @Epoch Paradox, not a fan of the "Maybe as difficulty is increased max number of targets for AoE could decrease." idea?
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So strange this is how the month started. (don't get me started on 2020) Crazy how much has happened even if @EmmySky was whimpering for new topics mid month. That's right W h i m p u r r i n g.. Excellent stuff HC team!
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Alternately, she could help you. If her playing really helped you then maybe that would increase interest initially and then go from there. If the costume generator doesn't get them interested, it may not be for them. (think Steve Jobs and the early Apple computer showing his 'daughter' the paint program and then letting the kid drive)
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Did you map the keys after enabling it? (I remember it being a combination of things that needed to be done) I'll double check and document if no one chimes in. (hour and a half maybe) not important info: I LOVE being able to use the wired controller, lets me play in front of a huge big screen TV while sitting in a recliner.
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Un-enhanced I think it is just over 9.5 seconds. I used the power Stun in a similar way. Your feedback is good to consider. For me I never really led with TF (which has essentially the same stun as Stun did), or even used TF much beyond a finisher. But now that it is quicker and is practically required to be used, I'm thinkin that's my Stun replacement and the combo stun is not critical. ET is mag 3 at 60%, BS is mag 3 at 60%. Testing last night, +4 bosses were regularly stumbling around without using the combo mechanic stun. So if I can stun one boss (sometimes 2) and placate another (on a stalker) that's always been a good way to mitigate incoming damage while going to town on the other targets.
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Looks like GoOD NEwS for AoE fans... more
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Holds vs other controls (Is Sleep better than Knockback)
Troo replied to Troo's topic in General Discussion
Look, if Defeated is a form of control Taunt can be a form of control... it's just waaay down my list. -
@Mystic_Cross could you live without the Bone Smasher part of the combo? Either by simply removing it or moving that function elsewhere. Tanks are getting a little bit of a raw deal since the set blossoms so late for them. Even buildup is later in the set (level 28) The improved Whirling Hands and any Primary set AoE (if present) does let a tank do what it is gonna do. Barrage Energy Punch Bone Smasher Taunt Whirling Hands Total Focus (moved from T9) Build Up Power Crash (replaces Stun, moved from T6) Energy Transfer (moved from T8) I'm not sure how interested Tankers are in stunning one target. Once Power Crash and Energy Transfer are available and the primary set is flushed out, it's likely never. For squishier ATs it makes sense to be able to stun one target but they also get more stun capabilities earlier outside of the combo. BS>TF & ET>TF will most often stun a boss, even +3 or +4 bosses.
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I agree partly. Boosted BS is effectively getting an additional 40% chance for stun when using the combo mechanic. (regular BS has a mag 3 stun (60% chance for) Moving less than 40% over to EP is one idea. (EP has a mag 2 stun (30% chance for) (maybe shorter duration mag 3 60%) Moving the combo stun to Barrage is another. Adding.. Changing.. There have been a number of ideas that key in on the BS combo causing undesirable behavior for some players/play styles. Maybe more on lower builds than higher builds. I'm still thinking that keeping the TF>ET and keeping TF>PC but removing TF>BS is a compromise many could embrace. (this is not my first choice) Some additional stun to EP or Barrage could compensate.
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Thanks for confirming. There are some aspects that feel a little off, maybe the plan is to address them and dial things in. Regardless, chasing down what might actually be causing an issue takes some time. I'm not trying to pick it apart. I'm just trying to be specific. Interesting side Note: I do think TF potentially cancelling the next TFs EF is an issue. This may have relevance or concern on highly tuned scrappers.
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Correct, but the second TF should cancel the first EF and provide another. The first EF should not prevent the second EF. Testing tonight I keep finishing groups with an Energy Focus unused. Moving to another group and starting with TF the EF sometimes was missing. Took a while to figure out what was going on. " Total Focus has a 100% chance to grant Energy Focus (even if power misses) "
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On a Tank, TF TF seems to be cancelling or preventing the second Energy Focus. TF wait TF first EF expires, but no second EF is there. If 15 seconds has not gone by after the second TF there should be a EF available. Can someone else confirm this in game?
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Thanks @Bopper, I don't really have a way to check it. With the sound off it just seemed exaggerated. It's all fine as long as the next queued power can start on time.