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SeraphimKensai

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Everything posted by SeraphimKensai

  1. I have an elec/bio stalker that I can check the build when I get home.
  2. Illusion Controller, you can essentially just spam deceive and let them kill each other with you drink a beer and solo Posi 1, Posi 2, and even the old school Posi, and Synapse, well just using TO's or DO's. My gawd using SO's your deceiving skills would be unstoppable. That said you lose xp, but if just doing it to do it have at it. I know from using an Ill/FF troller to solo all the Freedom Phalanx TF's back in the day just to be able to say I did it.
  3. Back in the realm of i13 I used to use an Earth/Storm controller for PvP duels. It was absolutely nasty as it had huge Debuffs, mezzes, and would end drain my opponents. It was a fun combo.
  4. Honestly I'd take Fade or Soul Absorption instead of Black Hole. Leave Fearsome Stare along, it's got get depth and angle on the cone and is a great proc cannon (maybe allow it to take AoE damage IOs or defense buff IOs would make it even better, but it's pretty damn good). Realistically though Dark Miasma is a great set as is and doesn't "need" any changes.
  5. Anytime you switch alignments the corresponding alignment related powers are removed and the timer restarts, so that you can't ever have more than 1.
  6. This ^ 100%. Over the years I've had over 400 lvl 50's. It's interesting how people choose their powers, slot them, and organize their trays. My old PvP team occasionally would log onto each other's toons and battle each other using their own toons against them. Once you figure out how they laid out their trays it's usually pretty easy to pick up any toon and run with it.
  7. That might be a possibility. From my background as a mod author in Skyrim using models for the player that weren't originally designed for them isn't without work, we had to extract the models, clone them as to not mess with the originals then add a player camera bone where creature's eyes/head would be otherwise it set the camera level on the ground for the creature model by default. Not saying that the process would be the same here, but it's likely not without labor involved but could be doable as the groundwork so to speak has been done with having existing models and a couple that have been made player available.
  8. The original king of farming was a Fire/Ice Tanker, ice has a lot of survivability with ice patch, and there's some proc friendly powers in the set as well. It's not going to beat a rad/fire brute, but hey it's something. Otherwise if you want something crazy, albeit lower damage than a brute you could try a Warshade with Perma Eclipse giving you 85% resistance to all but Psi damage, and having an instant refill health/end bar power. It's got a damage aura, 2 nukes, 2 buildups (1 in dwarf), and you can summon up to about 3 pseudo pets to help. The drawback is you have no Mez protection in human, so it would be select AE maps only, or you pretty much need Clarion, which for farming I would go barrier. You'll have to get enough recharge for Perma Eclipse and then dump everything into defense. And then you take provoke and are on a quest for density.
  9. Patron pets are working as designed. They were never meant to be Perma.
  10. Best way to check hop in an AE mission with a mob.that can't kill you and you put a power with a to hit check on auto that won't kill it and go to sleep. Check the combat logs the following morning.
  11. I like the idea of cutting down the casting time so it's more useful in combat especially if I lay out caltrops and a time bomb or something on my /devs blaster or my /traps corruptor. I am in favor of allowing teleport target to have a mag 4 teleport to it, and find if they keep foldspace where it's at. That said all teleport powers in Gravity or Warshades arsenal should have minimum mag 4 as primary and secondary powers are supposed to be stronger than power pool selections.
  12. Personally the only ally level adjustments I think need to be made are making MM pets the same level as their MM (which would fix a lot of MM issues like pets getting left behind in group flight, or simply deleted by +4 mobs). That said, if I'm playing a lowbie and going to run higher than my own level content, I understand that I will likely be in over my head. This concept is shown to us in comics and the MCU as well, like Spiderman stowing away on a spaceship to help Ironman despite Ironman knowing it's above Spiderman's pay grade. Sure he helps as best as he can, but is largely just a distraction to someone like Thantos, whereas Captain Marvel can lay down a beating. Back to CoH, most people that know me know I play min/max built toons, so whether my room is lvl 1 or 50+++ it's loaded to the gills with as many IO's as possible. I understand that isn't the norm, especially at sub 50 levels. Perhaps it's just my personal perception of usefulness in a team, but more often than not I feel like I'm carrying a team (and that has its place every now and then especially if I'm feeling like helping some people gain some experience, but that's typically in AE). When I join a pug for a taskforce or mission team the first thing I do is inspect all my teammates powers, and if they are IO'd or not. On a pug, I prefer that the difficulty is set to +0 by default so that any un or under slotted will be able to contribute to the best of their abilities. Now if the team is fully loaded up on IO's and I have the time I'm generally fine with +4 on a pug. Here's where the bias comes in, if I'm playing with friends or sg members I don't necessarily mind an underslotted toon on a +4, so long as I feel that I or the combination of myself and the rest of the team can absorb the underslotted toon's shortcomings. Given all that though, I feel like earning lvl 50 or even 15 is a milestone, and having someone playing at a lvl 50 combat level when their only lvl 12 detracts from the effort that the lvl 50 player put in, so -1 still allows them to come, and also gives motivation to grow as a hero or villain. Sorry I'm being long winded, but I can't do anything else as my dog is lying on my and I'm trapped. Thanks folks.
  13. I totally agree with that too, because now for a combo you have approximately 3x the likelihood of rolling a miss and ruining the combo. So extending the window, and making it not necessarily fail on a starter or continuing attack would definitely help.
  14. Honestly regarding the damage of the set, it's kind of subpar. I've been playing my IO'd DB/Ninjistu Scrapper quite a bit lately, and it doesn't have a lot of burst, and I get that, but what could be cool is if the attacks left a lingering DoT bleeding effect could be useful, especially after you've engaged mobs and they try and run away.
  15. All they have to do is extend the time the orange ring stays on the various powers by a few seconds and that would help I'm the event you whiff.
  16. I've had in the course of my experience with the game 422 lvl 50's give or take a few drunken deletions over the years since I started with CoH in Beta back in spring 2004.. I've played Sonic Resonance and Sonic Blast to 50 multiple times over multiple AT's starting with it's launch, as I used to be an avid team PvPer. I can't say the same as of yet for Sonic Manipulation, my experience there goes up to lvl 44 ATM, but it's my next 50 I think. I'm sadly cursed with being a min/maxer, it's a bit of a disease as in every MMO I play I have to grind until my characters are the best they can be, still sad that in wow my old warlock only ever hit number #3 on it's server's progression ranking before I quit that. That aside... I haven't had any problems, persay, however my suggestion is rooted in thinking about the possibilities that someone could get if allowed to actually slot for -resistance.
  17. Hmmm perhaps then there's something in the formula going on with damage and resistance as some type of multiplicative relationship between the two. It would be really cool if someone had the actual formula handy as it would be interesting to dissect.
  18. That's an interesting concept that I hadn't heard of a correlation between the two, do you know where.you might of seen that?
  19. Honestly for a Domi, I would build for Permadoms without consideration of a FF proc, you want Perma Dom reliably being ready to not drop Dom. That said, if you have an extra slot and drop one if after you're already Perma it's not going to hurt you, but will give you a little more cushion.
  20. Honestly I'm not necessarily against lowering base values of resistance Debuffs, if any only if those values are enhanceable. I'd have to take a look at numbers to look at overall net change, but having the ability to enhance powers I think is a useful tool to have.
  21. I've been mulling it over for awhile now and the thought came back to me with the release of Sonic Manipulation, why do we have Resistance Debuffs as one of the only player debuffing aspect that we don't have any debuffing enhancements or IO sets for? I don't mean have a proc like Achilles chance for Resistance Debuffs, but straight up having enhancements. We have enhancements for To Hit Debuff, Defense Debuff, Slows, Endmod, but no enhancements slotting for Resistance Debuffs. What I'd propose here would be to discuss the merits of adding enhancements to enhance our abilities to debuff resistance on our targets. A Proposal, in the event that Resistance Debuffs enhancements would ever be made: Drop Rate 0.57% (which mirrors Defense Debuff enhancement drop rates) Fit in Schedule A for Enhancement Aspects (see below if you aren't sure what this means) Making corresponding IO sets for Accurate Resistance Debuffs, and Resistance Debuffs varying with Drops from Pools A-D, with some procs (essentially mirroring accurate defense buffs, defense buffs, and maybe even a Chance for Defense Debuff proc) This would allow more powers to be adjusted to allow slotting for Resistance Debuffs, including Sonic Blast, Sonic Manipulation, Sonic Resonance, and even some scattered powers across other sets that do -resistance. Note for those not aware of the four Enhancement Aspect Schedules: Schedule A is as follows: Accuracy, Confusion, Damage, Defense Debuff, Endurance Modification, Endurance Reduction, Fear, Fly, Healing, Hold Duration, Immobilization Duration, Intangibility, Jumping, Recharge Time, Run Speed, Sleep, Slow, Stun, Taunt Aspects in the Schedule A category are enhanced by 33.33% when slotted with a Single-Origin Enhancement of equal level to the character, 16.66% when slotted with a Dual-Origin Enhancement of equal level as the character, and 8.35% when slotted with a Training Enhancement of equal level as the character. Would something like this be interesting to the community? Thanks.
  22. Protip: if you make it a macro instead of a keybind, once it's made you can right click it and it edit and type any name you need for an on the fly targeting macro. That's what I would do for team PvP, and have a whole tray of targeting macros with one for each of the enemy team so when a target was called for a spike, I was on target every time.
  23. That said, liquify needs a cooldown reduction.
  24. Honestly a lot of tier 9 armors just need to be revisited in general, as they are typically skipped by most people.
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