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SeraphimKensai

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Everything posted by SeraphimKensai

  1. Would play it as a Primary set on a Brute, and probably pair it with Fiery Aura for an extra Burn and mez protection along with 700% capped damage. 1. Envenom (Defender) 2. Weaken (Defender) 3. Sparkling Chain (Controller) 4. Fire Ball (Blaster) 5. Power Up (Dominator) 6. Consume Psyche (Tanker) 7. Burn (Tanker) 8. Oil Slick Arrow (Defender) 9. Fulcrum Shift (Defender)
  2. I typically don't just give out builds as I practice the feed a man a fish vs teach him to fish mantra. That said download mids, try and make a build yourself, state what build goals you have and I'd be totally willing to work with you to try to get more efficiency out of your build. Right off the bat with Regen... Aiming for high slow resistance is paramount and you can actually get 100% slow resistance based on a combination of ailment resistance, integration, winter's gift proc, and combinations of 2-3 pieces of various Winter IOs. Build for Max HP. You want to have 3,534 HP after all the things I list, but not any more as that's the cap and any more is wasted. Having max HP means your Regen ticks will be larger than if you didn't have max HP. Assume your character is going to have the 4 state boosting accolades, slow wind (this +HP is perma with decent recharge slotting and minor global recharge), ailment resistance's +HP, and then building +HP set bonuses (luckily their usually the 2nd bonus after a bonus to Regen which is useful for Regen tanks). Resistance to Regen debuffs, you'll get this by taking/slotting fast healing, ailment resistance, integration, reactive regeneration Other considerations for Regen tanking: Knockdown is your friend, a mob on its ass isn't doing damage or debuffs to you, which helps you Regen during that time. Padding for either resistance or defense: there's 20% DDR in the Regen pool, which is barely anything. If you build for defense, eventually attacks and more importantly defense debuffs will get through to you. I agree with @Spaghetti Betty in thinking the 20% DDR is a trap. I feel you're more likely padding for resistance to attacks, which you get resilience, and can supplement with things like tough, or stacking +res bonuses. That said I for higher level game play I enjoy juggling things like Rune of Power, Melee Core (which also boosts your Regen), Barrier, and Demonic. MoG is a nice oh shit but it's uptime is small enough that even with its CD reduced to 2 minutes, it's still only useable 12.5% of the time. On the Titan Sword side of the house: Make sure you slot the Force feedback proc, maybe two of them. Have in a cone that doesn't require momentum and maybe whirling which does. Defensive sweep is a great place for an LOTG 7.5. Anyways I gotta roll to work. Best of luck.
  3. Interesting take. While the the issue has persisted for several years at this point, I get that the Dev team have their individual priorities and appear to take a page from Bentham to do the greatest good for the greatest number, with the resources that they have. I feel that they are likely to get a revamp underway at some point and there's been a great deal of discussion regarding the subject on the discord over the years too, so it's at the very least definitely on their radar. I'm curious if you don't mind, why it is that you've taken the stance that you have (not to say that it's wrong or right, just curious on your perspective) regarding changelings and the players behind them. Is there something inherently about them that affects your enjoyment of the game and if so what is it? Using my intuition, I try and ponder what the underlying cause of your resentment to the play style is. The closest I can fathom is that the vfx/sfx from repetitive form swapping must cause you some issue, because outside of closed beta pylon times, in-game play only realistically brings them up to be comparable to a scrapper or low damage blaster. Anyways thanks for your input.
  4. Well as this pops up frequently enough given the recent patch I have a new opinion.... Why not keep Rage as is but make it mutually exclusive with a toggle similar to Reactive Regeneration in that the power starts off fairly weak, but builds up in its damage buff every time your attacked through micro stacking damage buffs (with say a 30 second duration, so they gradually break off as well) received when taking damage to top out where double stacked rage is. There would naturally be an end cost to the power, and it leads itself to the fact that it has to ramp up the damage over the course of a fight. It would probably lead itself to constantly looking to fight more and more, so who knows maybe the end cost gradually builds as well rather than a -damage crash. Just an idea.
  5. I'm a little surprised that you'd go as far as request temp bans for changelings given the fact that the Dev team is well aware of the issue and has explicitly stated they are fine with players as changelings until they can address Kheldians overall. Maybe it's just me, but I'd rather phrase the request in a way that implies a revamp to the ATs that being them in line with other ATs performance wise while addressing the changelings' ability to stack attacks. Then again we're all entitled to our opinion. Personally I like the changeling play style as I dog the shape shifting I just wish that the underlying bug was addressed while bringing up the ATs performance to make them similar to other damage related ATs. Maybe reducing the sound volume and flashing on the shape shifting would go along away to help address some community concerns.
  6. Easy solution would be to combine all the ATs except for Brute under the same theoretical maximum damage. It still requires significant buffs or red inspirations to get there even after heavy investment of +damage in IO bonuses, so the end result would likely not see much unless teamed with a kin, or such. You wouldn't really see significant increase based on self buffs and damage unless the damage modular scalars were changed, but that makes sense to have them vary based on intent of the AT. I don't particularly see an issue with letting an Empathy Defender hit a 500% damage cap under extreme buffs as it's still defender level damage scalars.
  7. Tanker get more HP, and this more Regen as each tick recovers more HP. Regen wants to be paired with a set that provides a great source of knockdown to help you Regen more HP while your enemies are picking themselves up. I suggest building layered resistance to reduce the amount of damage that gets through as Regen, so you ultimately have to Regen less HP. That said slow resistance will be your friend.
  8. Inquiring minds want to know why you have so many power trays open, considering some of those slotted items appear to be duplicates.
  9. Just remember you can have a max of 3 accounts logged in at once as long as the servers are exceeding that 1,500 people benchmark that turns the server load to red. That said if you were to do SO only, a fire armor tank and a force fielder with power boost. The fire tank would cap its own fire resistance, but the power boosted bubbles would soft cap your defense. The FF toon would also use stealth.
  10. Well since my bag of gummies is missing I'm guessing they are pretty high.
  11. The cheapest way to make a tank better is for the Squishies on the team to let enemies clump around the tank before firing off things like AOE imobs. Having enemies clumped up on the tank allows them to get agro easier and protect the team easier.
  12. It boosts your max HP for a short while, gives you some endurance, fears mobs around you, and resurrects you if you're dead. https://cod.uberguy.net/html/power.html?power=tanker_defense.psionic_armor.memento_mori&at=tanker That said on a well built psi armor tank, death doesn't occur that often. If I could only take 8 powers in psionic armor, memento mori would be the one that I'd skip. That said it's use is probably better during level up than end game.
  13. Double XP already exists 100% of the time for those that want it. Talk to the P2W aka Start Vendor and thank Jimmy. I think having reoccurring server-wide XP boosts can have detrimental effect to anyone playing actual content you know for the stories. I'm not opposed to a 3x XP from the Start Vendor, but since 2x XP already eliminates influence gain, maybe 3x would shut off salvage/recipes drops while active. That said though what I saw with the launch of the patch was lots of people scrambling to buy IOs for their new characters, so I'd be more amendable to an increased recipe drop rate during the weekend/week of a new major patch going live.
  14. Sadly I'm horrible about screenshots but last night's mission team started at +2 (I think we had 2-3 50s if recall right. I was drinking but Ohma was on their stone/weapon tank that was already at 50 leading the way. I was test piloting my new 50 psi/fire tank that was only 80% slotted. Psionic armor is very good. Although I did have a little issue maintaining end from sappers, carnies, and mu, so it gave me some needed insight. We did a bank mish and all the side missions, and then a few radios. The lowbies got some XP and debt, but fun times.
  15. Depends on the content. Bio, Shield, Rad, Fire all do pretty decent damage and can be made to be pretty survivable. But depending on the content that you face, you might find things that get through your defenses easier than others, or perhaps are more resistant to your damage type.
  16. As I stated in the other post you made, the devs have taken the stance previously that they are unlikely to replicate things that exist that other CoH server groups have implemented. Your requested feature exists already at Thunderspy. To make an exclusive server for hardcore only live once characters that delinks it from sending in-game emails of money and items, isolates the server from the joint Auction House, and disable revival based powers, awaken inspirations, hospitals, base med bays, and level rezzing would significantly increases the workload for the dev team, and also the cost to operate such a server would increase the monthly fee those of us that contribute donations would have to pay. Due to that I find your request to be likely infeasible, and unlikely to be made on Homecoming. That said I'm just a nobody, so request away.
  17. Comment to remember to check out map type later. Queue Metallica's Master of Puppets for testing playlist.
  18. Will try to make it tonight as I don't have a night meeting at work this week.
  19. In my build request thread you would like me to post a build? I'm a little confused. If I'm going to help someone make a build, I often have them take a "first stab" at it and lay out what kind of build goals and must have powers they want. That way when I make a build for them (which I typically send privately) the person can compare their build with mine and hopefully gain a better understanding of various ways to slot things to hit their goals. That's my attempt at making people more confident and self-sufficient in game.
  20. Well there isn't one for Homecoming, you could make a character at Thunderspy as they have what they call Ironman mode which if your character has one life. The various server groups have tried not to replicate each other's work over the last 6 years.
  21. Ooo I remember participating in that thread. It can be fun to play around secondary effects rather than just worry about damage all the time. That said getting some decent damage can be its own reward when you weren't expecting it.
  22. I would not recommend Elec Affinity for sapping. That said if you want to play Elec Affinity it's a great buff set, I like to pair it on an MM to keep all the pets alive and well buffed. If you want a sapper...an elec^3 sentinel or an elec/psi domi are really good in that regard.
  23. I believe so, at least that's why I felt more comfortable skipping taunt on my psy armor toon. I'll have to boot up a couple characters side by side and see if psy armor pulls more threat just from insanity/impose will.
  24. I also went with confuse in the slotting but I countered that with web envelope as I wanted focused acc.
  25. I just leveled a pyro/time to 50 earlier today, and the build I made did skip brilliant barrage for hypnotizing lights mainly due to wanting to slot contagious confusion. I haven't slotted the build yet or finished incarnates, but it does make use of Clarion radial and power boost to get most defenses up to ~59% for incarnate content. On paper it seems like it's going to be a powerhouse as far as control and survivability go, but damage might be a bit light compared to some of my other trollers. Pyro definitely seems promising.
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