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Keen

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Everything posted by Keen

  1. Would that relate to the recent crashes we've been getting almost every day in the Hamidon raids?
  2. Regen is still good if you have a team to support you, the major issue would be recovery but you'll do fine otherwise. If you're looking into a more self-capable build, I suggest Dark Armor or Bio Armor. I tested both of those and they're fully able to tank Hami without any outside help. Stone Armor apparently has some potential too and I may test it out soon.
  3. This guide focuses on the different roles needed for completing Hamidon Raids. There are currently two guides available with general information about the raids that can be useful to know before this one: How to Hamidon Raid Virtue-Style, Addendum, Homecoming Edition - ROBOKiTTY Comprehensive Guide to Hami Raiding - Foxfyre This guide aims to be complementary, offering another perspective on different roles in a raid and where most player builds can fit in. The Enemy Quick recap on the nucleus and the mitos: Mitochondria Antibodies (Yellows) Can be hit by most melee attacks, or attacks lacking positional flags (e.g., Blind, Dominate, etc). They have very high defense against ranged and area attacks. Melee cones are usually tagged as melee, therefore will hit yellows. Some melee PBAoEs are tagged as area (like damage auras), and will miss yellows. Their ranged attack deals very high area damage and also causes stun and knockback. They have a very strong and wide damage aura that also causes stun and knockback. Mitochondria Electrolytes (Blues) Can be hit mostly by ranged (single-target only) attacks. They have very high defense anything melee or AoE, including ranged targeted AoEs and cones. Attacks without positional flags will hit them as well. Their ranged attack drains endurance at a fixed rate (20% per hit), reduces recovery, slows movement and recharge, and causes terrorize/fear. They have a damage aura that does all of the above at a much faster rate, so meleeing them can be very dangerous. Mending Mitochondria (Greens) They heal the other mitos and the nucleus. They have a shield that grants them very high resistance to all attacks. The shield can be broken with Holds (only). It takes a while to hold a green with a full team of controllers. Their ranged attack causes Toxic (not Special) damage, reduces the target's ability to receive healing and reduces regeneration by a large amount. Stacking only a few of those is often enough to floor anyone's regeneration. The Hami Taunter is usually the primary target of this. They have 100% resistance to Taunt. They tend to hit whoever is closer to them. Hamidon (Nucleus) Its attacks deal a mix of every other effect listed above. It's not immune to Taunt, so a dedicated taunter is able to have its attention for the full raid. The Strategy Check the guides linked above for more details on team formations, but usually it goes like this: Taunter Team: they hold the yellows' attention, taunting from range. The Hamidon Taunter is usually on this team. Melee Team: they kill yellows with focused melee attacks. Ranged Team: they kill blues with focused ranged attacks. Control Team: they kill greens with focused holds and damage. The other two teams in a league have mixed types of characters fitting varying roles. So if you don't make any of the teams above, you can still do what's expected of your role. This guide is divided in three major sections: Roles by AT Targeter Roles Hamidon Tanker Role
  4. Keen

    Hive Crash

    From Discord:
  5. Like the new name. Thanks for the change.
  6. I'm guilty of some bad stuff myself (like encouraging the incans) and I'll try to do better. Thanks for making this topic Veracor. Hamidon Raids for me are the main event in this game, not really for rewards anymore but for the people. I'll do them as long as people are cool. So, please be cool, people.
  7. You don't need to skip Instant Healing, but you won't be using it as often as you'd think. It's only effective if you have external buffs on you, or if you manage to taunt Hami from range and avoid most of the green attacks. Both Mids and ingame power info show "unresistable" next to heals in their detailed info. For Mids you go to the detailed tab for the power and hover over the healing amount, and a tooltip should tell you additional flags.
  8. Most self heals that come from melee/armor powersets are unresistable, meaning they're not debuffed by Hami/green blasts. Reconstruction, Dull Pain (from all sets) etc, are included in this list. Off-target heals such as Siphon Life, DNA Siphon, and Dark Regeneration are unresistable as well, but those have a chance to miss. Some powers, such as Hoarfrost, have unresistable Max HP bonuses but resistable heals, meaning they won't heal while debuffed. Medicine Pool / Aid Self is resistable and will not work. They're interruptible and have a very long activation time anyway so they aren't useful for Hami taunting. Ally Heals are affected by Hami debuffs, so they will heal the Hami taunter for zero HP. This includes all powers such as Heal Other, Healing Aura, O2 Boost, etc. Heal procs (such as Panacea) are resistable and will also heal for zero. This also includes Bio Armor benefits from Adaptation Modes. And finally, Rebirth Destiny heals are resistable... they will also heal for ZERO while debuffed. 🤬
  9. I don't have a build atm (I moved on to a Dark/Dark Tanker Hami taunting build) but here are some of the important things you need for Hami taunting: - toxic resists - green damage is toxic (not Special) and can kill you through EoEs - you can cap this by stacking Reconstruction a few times and slotting res IOs in it - some slow resistance - you can't heal properly if your recharge is debuffed into oblivion - blue mitos and Hami will debuff your recharge - end drain resist - blue mitos and Hami will drain your endurance - you can't do anything about this other than going Ageless Destiny - KB protection - need at least 16KB protection outside of Integration - that prevents you from getting into an endless KB lockdown when you're stunned - you will eventually get stunned through Integration if the league is not taunting yellows well Building towards having more Regen is not recommended. Regeneration is useless as Hami and the greens will keep it floored for the whole raid unless you have outside buffs.
  10. Sure. See attached file 🙂 The build also packs ~42% SL DEF and ~71% SL RES, making it excellent during monster hunting phase, as well as general game content. Damage isn't great though, but we can't have everything, can we? 😛 Keen Steel - Brute (Katana-Regen).mxd
  11. I'm a Regen Brute and regular Hami taunter on Everlasting. I also taunt in melee and the Hami blasts don't hit my leaguemates (other than misbehaving pets). The major issue with meleeing Hami is getting all the green damage, which quickly floors your regeneration. There's nothing you can do by yourself -- not even Instant Healing + Rebirth + Melee Hybrid -- to keep your regen above zero if you have green damage on you. You can use temporary pets as a way to draw green aggro away from you. I don't use them though, and I'm able to tank Hami in melee while taking all green damage, without needing external buffs. So if you plan on taunting in melee, you don't need to invest so heavily in regeneration outside of your secondary. Instead, you'll want to invest in Max HP, Recharge, and Recovery. If you decide to taunt from range, then having regeneration may have a more positive effect. Primary indeed doesn't matter, but you're right about Dark Melee. Just keep in mind that Siphon Life has an accuracy check. Here are a few fun facts based on experience: Green damage will also give you 100% resistance to heals when stacked enough. It doesn't take long for them to reach the negative cap (-100%) and you usually stay negative-capped until the end of the raid. This means that most outside healing will be useless on you (heal for zero). Green inspirations will also heal you for nothing while you're debuffed this way. Self heals (including Siphon Life) are unresistable so they aren't affected by this. What keeps me alive are the two click heals from /Regeneration: Reconstruction and Dull Pain. If you don't have external buffs, you have to time your heals carefully, otherwise all the green damage can kill you through EoE. Recovery is important! Quick Recovery + Stamina + IOs are NOT enough. Hamidon blasts drain endurance, as well as blue chains, which you will be getting hit with. To fix recovery issues you likely have to go Ageless (+Recovery). I spent a good amount of time trying to make Rebirth work as a Hami taunter. Turned out to be a major disappointment. Going Ageless also improves your recharge, which is a key aspect of a Hami taunter build. Some observations on a few Regeneration powers and how they perform for the purposes of Hami taunting: Moment of Glory. Used upon launching and before blooms. It gives you extra mez protection and +recovery for a few seconds, which will allow you to endure the initial yellow and blue alphas. Resilience. The extra stun protection makes this set stand out from others. Quite useful against yellow blasts. Revive is actually skippable. The "untouchable" effect does not work against Hami damage, so you'll likely die immediately after rezzing. Integration for Brutes has a MAJOR design flaw: it has a +Taunt component, so when you're mezzed, it drops, instead of being suppressed. If for some reason you get stun-locked by excessive yellow damage, or your endurance is all drained, it can be very difficult to recover from all the knockback that you'll get. Instant Healing is a power I actually rarely use, because it has little to no practical effect. It goes like this: I reach Hami in melee, get blasted by greens, all my regen goes to zero. I hit Instant Healing... and my regeneration is STILL ZERO. I hit the Melee Hybrid and my regeneration is STILL ZERO. I use Rebirth and... guess what ^ When you do have external buffs, Hami taunting with a Regen Brute is a complete breeze, and you can do so for most of the raid using little to no EoEs. But I like being independent. 😄
  12. So I disabled Fast Boot (barely noticed a difference in boot times, probably because my C drive is SSD) and set pagefile to 24576 (16GB x 1.5). I set the pagefile on the C drive because I thought if I had it on the D drive (where the game is installed) it would affect the game performance negatively. If I get another BSOD I'll report the details here. Thanks for the tips!
  13. I've got a memory-related Blue Screen of Death for the second time this week while running CoH, and was wondering if I could tune my memory settings to try to keep that from happening. My current setup: Windows 10 Pro 64bit 16 GB physical RAM Windows installed on C drive, COH installed on D drive Running the 64bit game client No pagefile (I previously had a pagefile setting on the C drive but the crashes kept happening) I'm not hardware-savvy and don't understand how I should tune my memory settings. Should I set a pagefile? (Do I need it?) If so, how big? Does it need to be set on the same drive the game is running? Thanks.
  14. Some thoughts and considerations (disclaimer: I haven't played the LFG version): 1. Current zone format has rules for spawning the GM in the middle of the ship. "Plant enough bombs" seems to be one. How will that translate to the LFG version? The ship has 18 bombs total. It seems that planting 5 of them triggers the GM (I'm not sure). If that's the case, this makes it *required* that at least 5 teams are in the TF, because there are lockout rules for planting bombs as well - currently one bomb per team, with a lockout of 30 minutes. Those rules could be revised to allow smaller leagues to trigger the GM. Also related, allegedly each planted bomb increases raid time. This has some implications. If smaller leagues mean shorter raids, what about people joining the TF while it's ongoing? Would that extend the raid time? Things to think about. 2. "Clear all enemies after shields time out" format: will that require us to wander around the ship? (That'd be okay) I'm guessing mobs outside of the ship won't count. Hopefully Rikti won't fall off the ship =P 3. Would having the LFG version remove the zone version? If not, then by all means try to implement the LFG version as an option. Removing the zone version? I'm not sure it'd be a good idea. But then having both versions might bring its own set of problems...
  15. Okay, that sounds fair then.
  16. Oh, okay. So I need to be actually ingame to test those out. What about Spine Burst's smaller radius tho?
  17. Some numbers from relevant powers (😅), from Brute -> Tanker Blazing Aura: 8ft/x10 -> 16ft/x10 Spine Burst: 15ft/x10 -> 20ft/x16 (EDIT: was "nerfed" to 10ft to be doubled by Tanker's inherent) Quills: 8ft/x10 -> 16ft/x16 Ripper: 7ft/x5/90arc -> 14ft/x10/180arc Proton Sweep: 7ft/x5/75arc -> 14ft/x10/150arc Irradiated Ground: NO INFO 😠 Atom Smasher: 10ft/x10 -> 20ft/x16 Numbers in PINK: supposed values ingame, after Tanker's inherent doubles them. Numbers in GREEN: from the power info data ingame during character creation.
  18. I just learned the other day: TANKERS HAVE AROUND 3.5K HP CAP. Back on Live, yes it was the same as Brutes. But not anymore. I couldn't find this in any patch notes anywhere, not even in the original Google Doc consolidated patch notes for I25. Not many folks seem to know about this. So just getting the word out.
  19. This sounds like best of both worlds: keeping the current functionality for those who see usefulness in it and still allowing players to use the new functions. I think the OAS debate goes beyond Invisibility. As an example, I have a Elec/FF Controller with two auras: Conductive Aura and Repulsion Field. I also have Personal Force Field, an OAS power. When I turn PFF on, it disables the outgoing effects of my two auras. Usefulness might be debatable (I find it useful, but others might not). I'm sure there are other cases. If there's concern about damage auras + Invisibility, then we'd have to think about every other usage out there, because they'd fall under the same context. But I believe this is deviating from the main issue and should perhaps be addressed in a different moment (or not be addressed at all). As for support for one or another: 1) leaving OAS: * current behavior (no possible cottage rule violations) * prevents stray damage from breaking defense and stopping the power from working like it has been used for. * indeed doesn't fix the problem of players not picking Invisibility in favor of Stealth IOs. 2) removing OAS/DEF in combat: * changes current behavior, will catch players off guard, make them wonder why they're getting hit while Invisible because they maybe forgot a damage aura on or had an auto attack active etc * slightly more annoying to use (have to turn off damage auras and auto attack powers just so they don't accidentally hit things on your way) * being hit by stray area effects or detected by high-perception enemies will prevent the power from working the way it originally worked, since it'd lower defense, become useless in combat, and -- to add insult to injury -- still use up endurance! (a lesser amount, but still) * making it work like Stealth removes some uniqueness from the power * still won't fix the problem of players not picking it because players are required to pick Stealth or Grant Invis (which has limited usefulness) so Stealth sounds like the obvious choice most of the time. I personally don't see why removing the flag would be better. For me, it makes Invisibility actually worse and make me reconsider picking it. I primarily pick it for the LotG, but once I realized how useful the OAS flag was, I use it actively now. Treating Invisibility like a travel power (adding a Ninja Run effect to it like it has been suggested) brings the possibility of another great change: it could allow Invisibility to be picked without the requirement of picking another power first, just like other travel powers. So I could go straight to Invisibility and not pick Stealth or GI at all. That way, it would make more sense removing OAS (and maybe in-combat DEF) from it. I am just not sure how a power called "Invisibility" is supposed to make me run faster, and why... Maybe a name change would be needed?
  20. I like all changes except Invisibility but this is subjective feedback. I feel that it shouldn't be another version of Stealth, and that it should retain its "Only Affecting Self" flag and non-suppressible defense. EDIT: actually: If you're NOT giving combat benefits to Invisibility, then it makes no sense allowing it to be used in Combat (aka removing the OAS flag). That said, this feedback is no longer subjective. Please rethink this.
  21. Several buff powers (i.e., Siphon Speed) make affected targets change their current animations, be them stances or looping emotes. It's often used as trolling against characters that just want to keep looping emotes or stay in a specific stance. Characters that do not want their animations changed when receiving buffs could use a Null the Gull setting to prevent that. It'd be opt-in and disabled by default (current behavior).
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