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Everything posted by SeraphimKensai
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When CoH launched back in 2004 people were literally in awe whenever they saw a 2 ton chunk of sidewalk teleporting or walking around to save the day. They could sit in the thick of it and go cook dinner, while other tanks had to be more active. Granite was essentially god mode back in the day, bar few enemy types, a Granite tanker was not dying. That was balanced out by being nigh unmoveable. It couldn't run, jump, or fly. Its powers suffered a huge debuff to recharge speed and damage output, so it wasn't killing anything either. But it excelled at holding agro, and taking the hits the rest of the team or raid couldn't. *ED came by and nerfed everything across the board, this (rightfully) took away a Stone Armor tanker's immortality with Granite Armor, but the massive debuffs persisted as it could still out tank everything else. *IO's came by, and made it so other tankers or brutes since they had been introduced when CoV launched could build themselves to be nigh unkillable gods, Stone Armor over the years saw a massive reduction in the number of people playing the powerset as overcoming those limitations the set had since launch became a waste of time when someone could turn an Invuln tank or the recently added Willpower tanks into gods. *Incarnate content came by, and all the powersets further benefited, leaving Stone tanks to collect further dust. As just about anyone is aware the standard rule of thumb, is that people almost will not play a Stone Armor character without a Pocket Kin. Given all that, what I would suggest, which in order of priority.... 1. Let Stone Armor Tankers in Rooted or Granite jump or fly. The limitation to do so is kind of silly considering we are all superheroes, what's to say a Rock Golem can't fly? Maybe a magic spell was placed on them that let's them , or they have some really advanced rocket boots? With the new addition of Force of Will, I think Mighty Leap would be a great fit for a chink of sidewalk landing on a mob of 5th Collumn flattening Nazi's left and right. 2. Let's ease up the -damage (which is -30%, I mean why would getting punched by something weighing 2 tons cause less damage? The weight alone should crush its puny target). 3. Let's ease up the -recharge (which is -65%, hasten is a +70%, so you get slightly better than baseline recharge with hasten running, perma hasten is pretty much impossible in Granite as well). Perhaps we have a -50% speed debuff on Granite/Rooted (perhaps 25% per power) paired with a -30% recharge reduction, which is still a significant overall debuff to a player, albeit less severe than the current debuffs. Like I suggest, the first proposed change would basically be for thematic purposes and doesn't really effect combat, just gives players more choices on how they get around. The other 2 would have an impact on combat, but I think in the age of IO sets and incarnate content, these would make people enjoy playing the powerset more, but not completely break the set outside of a reasonable balance. Any thoughts?
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- stone armor
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I edited my original post by adding a sentence when I was talking about why not to just have the full amount of HP that Dull Pain provides going to Absorb shields to make it more clear. My intent is any remaining HP that Dull Pain or similar powers would give after you hit the HP Cap is applied to an Absorb Shield, that way that amount of HP is not lost, and building for +HP remains viable. I hope that clears up any confusion. HP Caps for various ATs: Base | Cap Tanker 1874.1 3534 Brute 1499.7 3212.7 Scrapper 1338.6 2409.5 PB 1070.9 2409.5 So as a simple example in which I'll use rounded numbers to easier illustrate concept: Let's say I have an Invuln Tank and after IO's and Accolades my HP was hypothetically: 2800 HP I popped Dull Pain, which we'll say adds: 1200 HP If there was no HP Cap, my HP would then be 4000 HP Obviously there is a cap so my HP is: 3534 HP We lose 466 HP, gone to the wind. If we instead gained an Absorb shield of 466, our effective HP would be back to that 4000 that we would of had if there had been no HP Cap. In this example though because the HP Cap exists, we regen health based on the actual HP and not the shield, so at most in the example: 3534.
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The last couple days I've been playing both an invulnerability and a stone armor tank. Both characters, among others have powers that give +Max HP. Each set has a power which boosts Max HP, and were originally designed before the Absorb mechanic came out. AT's have HP caps. What I'm suggesting, to keep these powers useful, which seems practical given characters hitting hp caps with IO's, accolade bonuses and such is to make whatever amount of HP that powers like Dull Pain or Earth's Embrace would have in excess over the the HP cap if it wasn't there converted into an Absorb shield of equal value. Why not just make Dull Pain or Earth's Embrace give their full amount to Absorb shields? The powers can act as emergency heal, and also increasing the Max HP plays into the character's HP regen/second. So moving the powers completely over to absorb shields would negate those aspects of the powers. Doing so would be a loss on regen, and would not be advised. Anyone else have any thoughts given this?
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I only have 2 lvl 50 IO'd and incarnated stalkers: psi/sr, and elec/bio. I had a couple more back during the live era as well but not all the sets discussed here. For an Sr stalker, you are defense based so any set that either reduces tohit or increases defense will be decent. For my sr, I went with Psi as it's not too often resisted. The character shreds things solo until streak breaker goes into effect, then I pop a couple inspirations and continue to slaughter things.
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I would go Agility, as I did with my do/times corruptor. +Defense +Recharge makes Power Boosted Farsight insanely strong. Wanna tank?
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Dark melee/stone armor. A teleporting slb of rock that's impervious to harm taunts ppl with mud pots, has a self heal in the attack chain plus soul drain.
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I've noticed this with allow auto exemplaring sliders too.
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A lot of the playerbase still doesn't understand the new revamped mechanics of dimension shift, and often have a reprehensible attitude towards it.
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Ice/dark?
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I've quoted people 150 mil to run someone begging 1-50. A lot of people fail to realize that adding anyone reduces the influence and drops I get, so charging someone a reasonable amount like that is fair, otherwise they can make themselves a farmer alt. That said I'll PL SG members and friends for free often enough.
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Sentinels, Scrappers, and Stalkers (basically anything other than Tanks, Brutes, or Kheldians) imho have a better chance of staying alive by playing a softcapped defense based build over a strictly resistance based secondary because those AT's have a lower resistance cap than the 3 AT's I excluded (note: Kheldians have an 85% resistance cap as opposed to Tanks/Brutes 90%). That said, a set that layers your damage mitigation usually works extremely well also, such as Willpower or Bio Armor. I personally have 2 lvl 50 fully IO'd Sentinels, one being a Rad/Rad/Elec (which is really strong and fun to play, rad armor is great), and an Elec/Fire/Psi (which I made on a whim to try out electric blast with Molten, it's also fun and decently survivable given the sapping nature of it's electric attacks).
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Any Thoughts on the best Lore Incarnate to take for a Tanker
SeraphimKensai replied to TacoHammer's topic in Tanker
I like Banished Pantheon or Carnies. -
Yes, but I organize my characters so all my vigilantes are fully IO'd, rogues are partially IO'd, villains have mids builds I've made, heroes are new. Only 31 lvl 50s currently, about half are vigilantes, 4 are rogues, 7 are villains, and 4 are heroes. I also have 2 lowbie heroes. If only there was one more alignment to flag fully tier 4 incarnates.
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I have a fully IO'd rad/dark armor scrapper that absolutely wrecks pve content. Really strong offensively, and pretty strong defensively. I've solo'd several task forces with mine and the whole hero's hero arc. The powersets together are really fun. You'll definitely enjoy the character.
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I leveled and IOed out an elec/bio stalker and it's damn strong offensively. Defensively it's pretty strong as long as I have the density for Bio's clicks. If you don't have the density then you could always switch to Bio's defense mode, but I haven't had to really do that yet, it's all about offense adaptation. Electric pairs really well with it, and does really good damage with a decent blend of ST and AOE. I have a fully IOed psi/sr stalker that excels more in ST than AOE and has better straight defense and ddr, so I'm going to use both in similar situations to compare performance.
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I have a lvl 50 beam/traps corruptor. It's fun but the issue is that traps doesn't often get enough time to set up everything while teaming because teams steamrolling mobs. Works great on arch villains and monsters though.
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In relation to what? All powers can be used effectively based on what kind of build/goal you're looking for but not having any knowledge of what powers you have, or what you are trying to do make it impossible to rationally answer your question aside of offering personal opinions which may made based on what type of corruptor we are using as opposed to what you are playing.
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Not hard to level when you're on a "vacation" you had to take otherwise the vacation time was going to expire and didn't go anywhere. The character is lvl 50 and about 85% IO'd, it's a pretty fun combo running in like a tank in freedom phalanx tfs.
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Focused Feedback: Bug Fixes
SeraphimKensai replied to Leandro's topic in [Open Beta] Focused Feedback
Why nerf drain psyche? Both Blasters and Dominators HP pools are low enough and defense/resistance typically low enough that in my opinion drain psyche didn't really merit the nerf. I might be slightly biased as back during live I used to love playing my fire/psi Domi and now I'm enjoying my fire/mental blaster. -
I rolled a grav/sonic controller today just to test out this impact. It's 32 now, and might end up being lvl 50 tomorrow depending on how much time I play after football.
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I haven't seen much regarding new AT designs, so excuse me if someone else has already mentioned something like this... I've seen ppl talk about an armored support toon, so I was thinking of an armored controller. The Commander, has a Tanker primary paired with a Controller primary as a secondary set. For an inherent power "Command", which gives the Commander a bonus to control magnitude based on how many mobs are inside it's taunt aura radius, and a bonus to damage based on how many mobs are being controlled by the Commander. It wouldn't have too much for damage, but could be a great teammate. Thoughts?
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Having in my experience a lvl 50 dark/rad controller and a lvl 50 grab/fire domi, I can say that both control sets are very strong at what they uniquely do. Dark control has a lot of soft controls with to hit debuff paired with some pretty solid pet support. Grav control plays similar to a traps/devices build in that it's often beneficial to wormhole a whole group of mobs into a corner where they can now get wrecked by everything you throw at them including the kitchen sink. I would suggest you roll up one of each, as I feel most people would like each set.
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best dark/ pairing? (controller/dominator)
SeraphimKensai replied to PuckMulligan's topic in Controller
I have a lvl 50 dark/rad troller that solos AV's and a few GM's so far. -
Yes, although it's not the most commonly used primary for a stalker. You lose quills and confront for AS and placate. It's got a little bit of range with impale/throw spines. Spine burst still has a slow animation.
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I have a plant/earth permadom Domi that was strong before the changes to /earth.