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Ironscarlet

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Everything posted by Ironscarlet

  1. Mace is no way top 3. Mace propaganda again. Its good but it is not even top 5. No numbers support Mace as top damage. The top 3 are the newest powersets they just over shadow the old ones in every way. 1. Titan weapon = love it or hate it numbers don't lie 2. Psi melee = highest ST attack in game 3. Rad melee = damage aura, high ST, heal, aoe, splash the most well rounded and proc monster and close runners up Super Strength ( rage crashes hurt it), Electric melee ( mini nuke), Fiery melee (dps focused) Also you could switch Psi melee for Rad melee depending on AT you play. Psi melee being better for stalkers and Rad being more well rounded for Tankers an so forth depending on playstyle if ST=single target is more important than being well rounded. Damage armors 1. Bio = consistent 30% boost in damage + damage aura 2. Shield = against all odds 55% damage boost at max out enemies 3. Rad Armor = Meltdown 35% boost for 60 sec + proc monster slotting ( could argue the best if combined with the right build to free up more slots for procs) 4. Fire armor= Fiery embrace 2nd build up and burn ( why 4th? In farms its the best but outside of farms it is overshadowed by everything and burn takes to long to set. A good team would be ready to move on by then.) Combine the first 2 TW/BIO is meta right now. Until TW nerfed. Scrappers run it best. Some powers work better than others depending on AT like Tanks, Scrappers, Stalkers and Brutes.
  2. Not complete moved to other projects but did fully test it on test server your not crazy. Cap res on pets and MM, great tankermind. If you play with head phones you wont like this combo.
  3. I played a Tanker on live from beta till when I left. Loved it never found a game after I liked to Tank as much as COH. When Brutes came out I hated them with a passion everyone said why play a tank when you could play a brute. For that reason I never liked brutes. I tried to make one but every time I thought if I wanted the life I would go Tanker if I wanted the damage I would go scrapper the middle was never my thing when the Tank changes came out I thought I would roll one out again. Scrapper been my main but getting tired of scrapperlock and thought I would make a team friendly build but WOW there's like 2-3 tanks a team now its like Tanker tug of war sometimes. I had to tell a guy "BRO I am not trying to play tug of war taunt I am just trying face the AV away from the squishies" finally he responded and moved to my side. Other times it turns into the leapfrog of tanks one gets the next group then the last one skips to the front and so forth. My best experience is when you see another tank on the team and you go but then something amazing happens when you get into a mission and you work together creating larger herds than you could do with one tank. That some fun. The true story is the game has gotten so dps friendly that people have really forgot how to tank and when you find another tank that shares the classic herd and line of sight tanking mentality it can be really fun but that's like 1/10th of the time. 90% of the time its new age Tanks that jump in and start taunt tug of war. Sometimes you get some teams you like better than others but I do wish some tanks learn to line of sight because it helps with some mobs greatly. Mace,Axe,Boadsword,Katana are all sub optimal. Some people have the belief Mace is so much better but they are all very close to the same damage. Are they sub optimal compared to something like SS where you can stack 2 rages or Greater psi blades massive ST damage or Rad overall power house of a set with damage aura? YES all the Weapon sets except TW are sub optimal but are they bad NO. Its how you build your character. For example broadsword is bad but put it with bio armor and its def whole gets filled with parry and bio can up the damage of broadsword or put Axe with shield so it can get a 55% boost in damage with against all odds. Sub optimal dosen't mean you cant make something optimal especially these days with procs and IO's. MiniMax is great but in coh play what you like and make it into something great its one of the few games you can. Ps:: Just in Blaster told Sentinel "get off my lawn you hippie."
  4. I completely understand this concept. In many ways I don't want a lot of stuff to change within COH. Just the mini maxxer in me eats away when I play my concept toon for fun I think "man why are you playing this toon when your other one is so much better." Not referring to TW because TW is in a different category but comparing it to psi melee, psi is just better. In some way I thought this would be the most balanced approach to buff because even if you gave broadsword Insight mechanic and kept everything else the same it would still be a slight bit worse the psi melee imo balanced. Really though just looking for buff to popular power set broadsword to up the DPA. So it does not feel so week compared to it newer counterparts. Yes, doc I was referring to broadsword lethal damage being more resisted than Psi, but I can see how it can be misread. I know the bug was fixed but in my opinion it gave psi blade on tanks something different than scrapper, stalker and brutes. Many people actually liked the bug.`
  5. Ever notices how you come across a Scrapper once and a while on your team that is the team. +4x8 Mission no Tanks or Brutes. Team wipes 4 times Scrapper never dies pretty much solos the mission kills everything. Has to lower next mission to +2 for the team. What a nice guy!
  6. Yes and No. Until I played a scrapper I thought this. They can control there criticals with ATO in the right powers and they crit a lot longer and more often than a stalkers. My suggestion is play a scrapper if you only play one character you might as well play a Bada$$. Wolves don't concern themselves with sheep concerns and the minions that run only die tired. Embrace the Scrapperlock it will consume you, this is the way....
  7. Transfer over Insight mechanic from Psi blades to Broadsword. Why? Even with the boost it will still have less damage than Greater psi blade on a more resisted damage type but it will give broadsword the much needed buff it needs from the power creep. Since the code is already there it might be less time consuming and easier to add a mechanic to broadsword with out writing lengthy new code. Call It Brutality Have big red letters come over your character when it's ready. Just like Insight. Have it activate on head splitter Extra request but might be to much time to code. For Tanks if u could make head splitter turn into a aoe on Brutality proc instead of damage boost that would be cool feature just like Greater psi blade bug with gauntlet turned it into a aoe on Tanks. Just a suggestion to bring a popular power set, play more comparable to newer power sets damage.
  8. The power is from Ice armor on Sentinals. Moisture absorption seems like a port from pbaoe energy absorption but was made into single target range power. It is actually a very good end drain power. My suggestion is to increase the range . Why? It was made into a single target range power but the range was never changed and kept at 10ft I do not know if this was a overlook. It would be alot more convenient if it was given Sentinals 40ft range.
  9. I did a water fire. It is the most graphicly beautiful build I have ever done but it has major flaws that can only be addressed with incarnates.. What happens is whirlpool scares off a lot of npc so it makes them run away from the burn which is very bad. On teams its hard to get burn set up right because everyone is on the tank or brute. Also sometimes its so fast by the time you set up your aoe's the team is already moving on. On paper it looks great but in practice it is meh. The only way I can see it being viable on a farm is with provoke and melee hybrid for taunt aura. So can you make it work yes but it will take IO set investment and incarnates to make it work. If whirlpool did not have that fear in it and npc would not try to run out of it. It would be very different.
  10. Really Sura!!!! We are going to have to talk about this..... Next thing your going to say is put KB to KD IO in Sonic Repulsion and turn off the volume. Cap resistant pet and player Pet heal them selves Def cap S/L Massive res de buffs KD crowd control cool glow on pets WHO WANTS THIS STUFF everyone go back to your /time character pls and lets be real people hate us on teams because they can't hear themselves. "what's that you want me to turn it off"
  11. On live I would but with free ninja run and few travel enhancement in swift I am usually fine with it but everyone plays differently. 10% damage boost is more important to me than a travel power but your right assault can be switched out to what ever someone wants. If you pvp, you always get SS and SJ but for my Ice/spine its a pure PVE toon I leave pvp up to my stalker. Also if you are referring to super speeding missions to end because SS is like invisible the stealth ench in sprint with ninja speed does close to the same thing. Not as good but close.
  12. Again I was just trying to port over my Spine/Ice and show Dinatar using the winter sets he can cap all def (except psi) and keep a theme proc character. I also did not take the time to study a proc rotation and so forth it was more a template than a build sheet which I even explained. To help people who use Radiation Siphon I switched out proton sweep for it. If someone wants to switch another one out that is fine this is more a template on what sets to use to hit def cap with Ice armor without relying on energy absorption. Also I found a error on the first port where combat jump was not active so that is why I thought I lost def on the port. I removed Maneuvers which I added to compensate and put back assault. Also allowing me to add more damage and S/L res in set on irradiate ground so this one should have 13% more damage. With 45% + S/L/E/N cap def with 43.8 on fire and Ice without energy absorption. Allowing you to use energy absorption for end and to help against def de buff incarnates. Rad/Ice/Lev 2.0
  13. I made a KM Tank got to 35 but was underwhelmed then found out scrapper version even though close to the same it had a different mechanic where the crit refreshed power siphon and with the AT IO proc makes it almost permanent. Never tried it but herd it was the best. If you want simpler mechanic stalkers have build up and Tanks and Brutes were a after thoughts.
  14. No one has given this guy alternatives yet for money. I left before IO and sets were on live. When I came back I was farming Uni council mission. Finally after a year I started to think "there has to be a better way." Bam quick 10 min video on youtube teaching how to use your reward merits to make million and I never was strap for cash again. https://www.youtube.com/watch?v=LtTk0hsVrzc This guy teaches how to do it at lvl 1 to skip the exploration badges to get your first merit start at 15 min and watch the processes. Once you know this you can run anything and make million go to DA each mission is 2 merits or get a group do some speed TF get more merit and every other one get a purple recipe and craft it make 20 mil. When I need a break I farm but its for fun not money. 2. I have no idea what you mean +4x8 is breeze on my main on my alt with no sets but a good combo only SO still can take +4x8 but bad combo and no sets are not meant to do this. 3.. Only IO that are super hard to find are pvp IO because not as many people pvp 4. 30 min of YouTube helps a lot, but build and combos come with experiance your first toon will never be as good as you last toon that every game. I look back at some of my old combo and go what was I thinking. Best of luck once you figure out the reward merits trick you don't have to farm but it will take time to craft and sell took me about 6 hrs converting to make a billion but it is so worth it in the end.
  15. On the 2 cool for school Scrapper forum. We been talking about Rad/Ice. I have a spine/ice but we won't talk about that here. Rad has very similar AOE capabilities and has a damage aura. Ice on scrapper is diffrent than all other AT because you get Icicle and Bastion together. No other AT has this. Icicles give you a 2nd damage aura and Bastion is a quick rech T9 with no crash. You also can get hibernate in epic pool equaling 2 T9's What makes the combo great is chilling embrace slows them and with 2 damage aura and AOE's they never escape.
  16. Anything that doesn't taunt off brute and buffs brute. So a illusion controller would be bad because it's Phantom army has taunt. I would recommend a kinetic buffer or cold debuffer or a poison MM that can throw box gas on brute. Optimal Kin/Sonic Defender
  17. Ok so I think I can help you out with your build it will cost you...... Double because your French! Just kidding But really the build cost like a billion influence, but its so worth it. I just completed my Spine/Ice/leviathan scrapper. It should port over to a Rad/Ice almost perfectly and it will cap all def except psi. It also has cool extra immobilize and holds and the best part is the procs are all Ice so for theme character its amazing. The build allows you to go full damage on Incarnates and when you run Musculature Alpha and Assault radial Hybrid you start just doing stupid stuff. Spine/Ice/lev build Before Energy absorb you have 44.8 def across the board 1 enemy will take you 46+. Now since its spine you will have to adjust some things but Spine and Rad are very close to the same amount of aoe, cone and damage aura. The only thing I have rad does not is a range attack in impale so I would suggest to pick up a range attack in leviathan to get the proper sets in. The extra perk to this set is the proc match the concept. How to pay for it all. Turn merit into converters, find cheap lvl 30 recipes make them. Then convert them into orange ones and bam millions and millions but it does take a lot of time. In the end it is well worth it. Also you can farm a ice exemplar farm set it to +4x8 and turn on xp and exemplar turn off xp to influence in options and bam 3x the influence. Oh wait no Ice exemplar farms =( Just kidding made one last week 😃 number is 21522 or just type in Frosties in search and it pulls up. Its not perfect but it get you 6-7 million a run. I have all T3 incarnates and my best was 5:50 its no fire farm but still not bad if I can get in to the 4 mins with T4 I will be ecstatic because Ice is so much better than fire in the rest of the game but fire is still king of the farms. FYI you can zombie it usually in 8-10 min. Best of luck Edit::: I ported over and adjusted the build for Rad what hurt the port was no range cone with rad like spins so I switched out assault for maneuvers and Its close to 44.4 Def before energy abortion. I did this quickly with out thinking of procs and rotation ill leave that to the user you can switch a lot of set around to get the proc in better rotation with out effecting the def cap. Me personally I put the critical strike proc in a power not a aura so I can control it but everyone has there different playstyle.. Rad/Ice/lev build 2 post Below I fixed a error that occurred when I ported my spine/Ice where combat jump was not calculated into def. Ps:: I ported it over with Bastion, Hibernate and energy absorb off so you can see the real numbers and its close to def cap without those power on.
  18. Does Domination effect wormhole?
  19. So I was really stumped at first until you said psi melee but you might not like the answer, but let me start at the beginning Fire and elec armor are res base not dodge so against the concept your going for. SR or Ninjitsu I would say go SR and the animation of him ducking and weaving all the time might help concept. I would go Psi melee and re-color the Psi Blade as the color of fire For the Epic pool take Mu Mastery to get Elec attacks with Aoe ball lightning combined with Mass levitate AOE are covered you also get a snipe in Zapp and elec shackles as a aoe immobalise. Concept wise I would say this fits and psi melee can be just fine with out TK blow or mental strike that might brake concept or might add to monk concept of a huge mental fist hitting opponent. The last part gets into the min maxer in me and as the above is great the only flaw is Psi melee just works better on stalkers. I had a psi melee scrapper and if u hate clunky feel then roll a stalker it just works better as I will explain below. The Insight concept works better on stalkers but if you can get over this you will have a strong char strong in endgme , pvp or whatever you want. But I could be wrong IO out scrapper with Archetype IO you might have a better aoe damage. So play what you want feel it out but that's my 2 cents and have a blast with your new character. Whatever you pick remember its going to take you 35 levels before you get the elec attacks but end game it might fit the best concept wise with being great at well rounded character.
  20. I have a Beam/psi Blaster and a Beam/Bio Sent. My first was the blaster , I remember I was on one team and they named my gun the boom stick because the nuke was amazing but the higher I got it still rocked but it rocked on teams, solo farming +4x8 council farming was a no go and I did not want to invest in IO sets with that toon to go further. Now the Sent with no sets could farm the old Uni council mission +4x8 with ease almost as fast as a built scrapper. The refractor beam and the shorter CD nuke made it a breeze moving mob to mob. Also Bio gave me +30% boost in damage so my sent did not feel as week as other Sentinel. In all it was a lot more well rounded and with mez protection I could invest into incarnates solely focusing on damage. My perception is if you do not plan on going /bio on a Sentinel go with blaster because fully IO out you can get range def to 45%+ at very very endgame but it will cost a lot of influence(money). Beam/bio will give you insane regen, mez and survivability. Through out the level experience plays better and the extra aoe is a lot more fun than the blasters snipe. Maxed out it will have slightly less damage than a blaster maybe even on aoe but a lot more saving graces and at no point will you feel under powered. Beam/Bio is close to the top of Sentinel builds in damage.
  21. You 100% misinterpreted and were not constructive at all. Believe it or not YOU had 2 similar ideas so they must be terrible to lol. This game was out before WOW it was designed as a team game its not a solo action MMO of today that's why we came back to COH. MMO's today are terrible. Phase Three On future end game content Should create new mobs that have sapper like effect on groups where you have to target that npc to CC them before you jump into the mob or focus target. Mega De-buffers that have to be CC OMG the similarities lol. Phase one Remove punch-voke from brutes Remove Gauntlet from tanks leave them with only punch-voke Remove Aoe cap from Tanks. The loss of aggro creates more Mayhem which give CC classes there place again and good Tanks will still be good Tanks. COH put a aggro cap because we( Tanks) use to herd whole maps to a location for blasters to nuke. It was the most fun I had in this game. The dev did not want whole maps being herded it wasn't that they saw the coming changes in the MMO community. MMO now are terrible that's why a lot of us missed COH. It was a team game everyone had a role. Its the loss of roles created by IO's that has caused the issues in the first place people want to play Tanks and Controllers but if we are all the same why bother. Not attacking but observing. If you want less of team AT role go play Champion Online. COH had specific roles that's why we loved this game. If you want to alienate the player base lets forget classes and roles and do free for all it might be fun for awhile but its not COH. We came back to a game we loved, we don't want another game we want COH. So why your ideas might be great for future MMO's its not COH. What I proposed was fixing what is broken what you propose is changing the game.
  22. I had a dream ….. 🧙‍♂️ Seriously before I went to bed last night I read this post and I pondered. It is really IO's that change this game into easy mod, but to overhaul it now would be to time consuming for the dev team. So I suppose a different approach. Right now the 2 classes that are going the way of the dinosaurs are CC type like controllers and Tanks. What made this game fun before was you need these 2 classes to move through groups because damage and placement of groups made it so you could not run through them. I would say make small change to better all Phase one Remove punch-voke from brutes Remove Gauntlet from tanks leave them with only punch-voke Remove Aoe cap from Tanks. This will cause more agro problems which will lead to controllers having a better role on teams. Brute wont lose all aggro gimmicks they have taunt aura in powers and have a aoe taunt. They will have to actively choose to taunt or damage. Tank loose the firm grasp of aggro but gain a place in the game. Controller have a bigger role now and CC re-enters relevance. Phase two Increase damage of mobs This will need to be tested a lot to figure out a raise between 5%-20% increase Increase xp equal to the damage increase Phase Three On future end game content Should create new mobs that have sapper like effect on groups where you have to target that npc to CC them before you jump into the mob or focus target. Mega De-buffers that have to be CC This will lead to more strategy in everyday missions on all levels. Which is how I remember COH where sometimes you had to stop with your group think before you jumped in. It's not the best idea but it would be the simplest and least time consuming on the dev team. With out overtaking a major overhaul that might alienate some vet players.
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