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SeraphimKensai

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Everything posted by SeraphimKensai

  1. You could go to the test server make a lvl 50, give yourself every interface and grab a power analyzer and do some testing. Then you could watch in real time the stats of the mobs change as you test the various interface options. My understanding and I could be wrong is that most of the effects of various interface incarnate powers are now working as intended.
  2. I've been in that same position looking for a speed that suddenly ends up on +4, and I inspect players set bonuses and it becomes obvious they intend the people with optimized builds to carry the team through +4. I've experimented with a team like that by intentionally having to go AFK for 10 minutes just to watch how many people die and see the chat chatter. To the point that when I came back people may as well said praise Jesus he's back. I'm definitely a fan of people advertising the difficulty at recruitment and sticking to it as my playtime gets limited and I'd rather not be manipulated into carrying a team of that wasn't my intent.
  3. It stopped because the GMs that did it retired. Someone else asked how to get it back and there was a lengthy discussion about interest and willingness to champion projects. No official member of the Homecoming team stepped up to revive it, so I've been doing it Unofficially for the last 38 weeks and still ongoing. I'm always up to new topic suggestions for future weeks. I post each weekly topic in the General Discussion sub-forum. I haven't done it on discord as I don't have a lot of playing time in general, and there's no sticky thread to show the consolidated topics we've had since I took over as once again I've been doing it unofficially.
  4. they used to have that before globals came out. So I'm sure its possible to do again.
  5. Yes you can do that and even implement a rolling bind file to change the text with each click. I did that for my 1st Tank back in 2004 having 100 taunt files that it would cycle through while using taunt. However that got old fast as I use taunt a lot on a tank. In PvP I would use targeting macros to call the name of a spike target out in chat while saying it on comms, It was handy if in a zone league group and I was calling targets and randos in the league didn't have access to our comms. But that was a lot of work as I made a macro each enemy in zone.
  6. The best course of action that I can see is everyone treat each other how you'd want to be treated and chances are you won't have anyone on the ignore list and vice versa. That said I agree with some of the reasons in this thread why not to implement the idea as I don't want as a team leader to make a call between two players who have each other on ignore as I'd likely go with someone I know as opposed to a random, but I like teaming with pugs because that's how you get to meet other players. I'd just assume that most of everyone is a grown adult playing since the game has been around since 2004 and they can figure their shit out without development time being allocated towards dividing the playground.
  7. That's fine if when adding NoFX options for Warshade they also give color palette options for things like dark extraction as well.
  8. Hey folks. This week we discuss Speed Runs of content (not to be confused with super speed as in movement). We've all seen a taskforce forming in LFG calling for "speed" whether we enjoy speed runs or not. You may have joined them or inadvertently found yourself on a team that effectively seemed like a speed run. How do you feel about speed runs of game content? Would you consider yourself a speed runner or not? If so, what are some times that you've managed? If you don't like speed runs, why? Do you speed run other games? Personally I like speed runs, but when the whole team is onboard with the idea, as I don't like marginalizing someone else's fun. That said as I've mentioned I have a baby at home so my playtime gets pretty limited so if you give an hour to play and I can do an ITF, TinPex, and a Yin in an hour vs. just make progress on say a +4 ITF, chances are I'd rather do the speed run as I get reward merits (I typically don't have much need for XP or influence these days). I think rewards aside.of influence/xp should scale with difficulty level myself so there's a benefit to do harder difficulty similar to hard mode content. Otherwise I first started doing speed runs of Mario Bros, Super Mario 3, and Fallout New Vegas of all games. As always thanks and have a great day.
  9. At this point I've played earth, thorny, psi, fire, ice, dark, martial, energy and savage up to 50 on homecoming. Dominators were kinda my jam when CoV first launched. Psi is built around drain psyche, and has been one of the best assault sets for years. I like to pair this with Elec or FIre. savage is a ton of fun and more effective than i had originally anticipated. Paired with Illusion for me. Thorny is a better version of spines imo since it does defense debuff as opposed to slow, but i wish its buildup was replaced with toxins because it makes thematic sense. Concept toon paired with Dark Control, it works fairly well but not big syngery. ice offers good mitigation but i wish it had a bit more aoe damage. Paired with Ice Control, so maybe I'm missing damage due to the primary as well. dark is decent for pushing harder content as the tohitebuff does help the whole team (even though its heavily resisted on advanced difficulty stuff), but a heal and a powerboost is nice. I paired this with symphony and it works pretty well. earth has some nice single target, but i wish mudpots and tremor were swapped and then tremor given some more damage. I paired with plant and didn't look back, its a bit end heavy. fire was my first assault set way back when i ran my gravity/fire dominator Ravenscar on Pinnacle. I just wish embrace of fire had a lower base CD than 3 minutes. energy is kinda interesting on a domi as you can imob your target and then lay into them with bonesmasher/tf. Honestly most energy attacks look good visually and it works well with various themes. I paired with fire control for a concept of an evocation wizard from d&d that got transported into CoH. martial for me seemed to underperform compared to others. This one is a mind/martial where the concept was a psychic ninja but it ended up looking like ant man and fighting with a wet pool noodle. That all said assault sets across the board have a fairly significant amount of light damage attacks. from my experience it seems that most people i know avoid domis the most out of any AT after HEATS, but that's a pretty small sample size.
  10. Welcome back folks for another week. This week's discussion should round out our revolving conversation regarding powersets as we focus on assault sets. Dominator's Assault sets are a fairly unique animal being a hybrid of melee and ranged. Which assault sets do you enjoy playing? Are there any you don't care for? What do you think about only select sets having access to an in set form of power boosts? Do the ones without access to a power boost have something that balances out the fact they miss out on it? Are there any particular synergies between these assault sets and the various primary control sets that you enjoy making use of? As always thanks.
  11. Should be difficult the make a toon not that survivable with elec and time. You'll aim to get Farsight and Chrono Shift CD as low as possible, while chasing M/R/A defense through things like Maneuvers and Weave and some set bonuses (later on you can get power boost or clarion radial or both to really amp up the numbers). Then you immobilize the mobs and stand next to them with conductive aura/time's juncture and toss a slowed response. Mobs should be missing you due to your defenses, have slower recharges, being sapped and do less damage when they do hit in which case you can pop temporal mending. That said you won't get a lot of damage out of it but it's a safe team oriented toon that balances team buffs and AoE debuffs.
  12. I'd more likely support a new power that worked at range instead of a PBAoE, but I'm not into breaking many existing characters that use it to great effect as a PBAoE.
  13. Welcome back and sorry I meant to get this out a little earlier this week but it's been a bit hectic at home with a sick baby this week. Continuing the the series of powerset discussions we've had recently, this week we look into mastermind primaries. What mastermind primaries do you like, which ones don't you like? What do you enjoy or dislike about them? How do rate the various groups of henchmen? What do you think about the concept of pet less masterminds? What's your thoughts about primary power end costs? How do you feel about the henchmen negative level shifts? After the recent updates to MM primaries are there any sets that stand out as severely underperforming? Or overpowered? As always thanks for playing.
  14. You might be high if you're having visions during the day, but you do you, just don't be driving. This should get moved to an appropriate off-topic sub.
  15. What difficulty are you running? As low difficulty I'm guessing you'll be fine, but upper difficulty I think @C U R S Ehas a good point regarding healing your henchmen especially when level shifts come into play. I think Necro is amazing myself, and I personally pair it with Dark Miasma. To the point a I have 2 of them I'll dual box together for a zombie horde with plans to build a third one in the future when I'm more actively playing.
  16. I'm at work now so I don't have access to mids, but first observations.... Take the HOs out of rest and hurdle. You should never have to use rest in the first place. Hurdle gets slotted with a +5 common IO. Swift you have a choice, you can use a fairly expensive micro in it to boost both fly and run speed, or you can go the +5 common slotting method like hurdle to enhance one aspect. If I'm taking mystic flight I usually slot a +5 runspeed Io in swift as I'm most often teleporting with mystic flight myself. You have a celerity runspeed Io in sprint, if you're just enhancing the speed of it it's better to use a common run speed IO. I often will use a celerity or unbounded leap stealth IO. This will stack with Cloak of Darkness. I'll try to look at the build in mids when I have some time later on after the baby goes to bed.
  17. SS/RA can be a really solid toon.
  18. I imported your build. Note your version of mids is significantly outdated, but I was able to do a legacy import. State wise, your build has the following resistances Smashing/Lethal - 78.1% with RoP - overcapped 103.7% Fire/Cold - 76.44% with RoP - overcapped 102.04% Energy - 57.88% with RoP - 83.47% Negative - 81.8% with RoP - overcapped 107.4% Toxic - 53.67% with RoP - 79.27% Psi - 88.82% with RoP - overcapped 114.42% Depending on what level you plan to play at, ie. Exempt friendly, once you are using Rune of Power your resistances hit the hardcaps of 90. Any percent over 90 doesn't do anything. But we want a broad spectrum of resistances as close to 90% as possible since Dark Armor is a resistance based set. This kind of balancing can be tricky, but you can potentially increase your slot efficiency by adhering to this concept. Defenses at: Smash/Lethal - 29.01% Fire/Cold - 27.45% Energy/Negative - 19.63% Toxic/Psi - 17.76% Melee - 40.26% Ranged - 18.7% AoE - 24.95% You have 0 Defense Debuff Resistance, the defenses that you were building for are likely to get striped pretty quick depending on what you're fighting. The thing is you didn't make the magic 45% softcap for non-incarnate content for any type of position of defense. Max HP at 1984.38 - with accolades. Since Dark Armor doesn't get anything like Dull Pain/Earth's Embrace we have to rely on just set bonuses/ accolades for our health pool. 1984 although a great book, is a little light on the HP at least in my opinion, but whether or not it's enough will be dictated by how hard of a difficulty you push and what kinds of mobs you face. You have 0 knockback protection, except for when Rune of Protection is up. Ideally you'll want to have 8 points pretty much all the time as that will override most NPC KB. With 0 Kb prot, you'll be getting ragdolled around and it will significantly slow down your ability to do damage. Adding a Blessing of the Zephyr KB IO and a Karma KB IO would be my biggest priority here. Your build doesn't have incarnate options, but if you used say barrier and melee core, you could alternate them with Rune to keep your resistances high. This would allow you to adjust your slotting. Melee Core Embodiment gives a base of 16.08% resistance to all, which can increase by up to 9.9% if surrounded by 10 mobs. As a Brute, you're likely to be surrounded by mobs. I would take these into account for your build, so that way you can potentially free up some slots as I'm not seeing any slots in hasten, health, stamina. I like to build these so I aim for getting to the 90% resistance cap with using just 1 of them, and rotating at the effect ends/cd is over. Aside of using Barrier, Energy and Toxic are slight holes for Dark Armor, so you're unlikely to see them capped. That said, having values over 90% doesn't do you any good for resistance. Your slotting of Dark Regen has pretty low accuracy btw, against +4's your looking at a 61.44% accuracy without buildup. The damage of that power is pretty minimal, so I'd take the Oblits out. I'd want to make sure it has good accuracy, otherwise you could use a high ppm proc bomb as the base recharge is 30 seconds, but that means you wouldn't want to slot for any recharge in the power and solely rely on global recharge for it. Hasten should have 2 +5 recharge IOs in it. Stamina I'd recommend at least a performance shifter proc and end mod IO. I personally like to also have the Synapse Run/End Mod as I like fast movement. The Power Transfer proc can give you small but steady HP and essentially offsets the cost of running Oppressive Gloom. Health panacea and miracle procs are almost standard issue, and given the amount of toggles you have I would ensure they are there plus preventive medicine for some absorb. And remember when testing any build, slot it up on the public test server when money/ios are free so you can test out the character before committing to it. That all said, opinions are like assholes, everyone's got one. All of this is just my opinion. At the end of the day you're the one building the toon so do what works for you or what concept you're looking for.
  19. I typically use more binds then macros myself. In PvP I'll keep a row of targeting macros for each member of an enemy team to assist with fast targeting for spike coordination. Otherwise its mostly binds. I'm a huge fan of powexec_loc binds which I'll usually rebind as the key I have assigned for the power. This lets my hit whatever bind the power icon is sitting in for a targeted cast for things like oil slick arrow, or i can mouse click the actual power if i want the cursor location to mess with. Also I've been a huge fan of Sandolphan's MM numpad binds. I am a big fan of teleport, but only after doing a powexec_loc cursor bind so the power fires wherever the mouse is pointing without needing the extra clicks. Otherwise selectbuild is invaluable on a VEAT. Also for some advanced binds, I occasionally will use a rolling bind with press/release mechanics.
  20. I'm at work right now and been dealing with an infant with an ear infection at home, so looking over your write up I would look at some slotting changes in general. It looks like you were chasing some modicum of melee defense. I would eschew that focus and ensure that you slot a winter's gift and enough slotting of winter sets to get your slow resistance ideally to t least 95%. This will ensure Dark Regeneration is available when you need it and your attack rotation not being crippled. After that I would stack a broad spectrum of resistances towards aiming for approximately ~80% resistances. That's because you propose Sorcery (I would make sure to have RoP, and then use Melee Core as a Hybrid, and Barrier, so you can run a rotation at high levels that will get you capped to most resistances). After that I would aim for a modicum of global recharge (hasten and set bonuses) this will let you boost your damage with some proc slotting of attacks. You'll get a decent chunk of damage due to Fury. Looking more specifically at your slotting choices, I wouldn't 6 slot fault honestly, I'd two slot 1 FF proc, and likely an ACC IO. Dark Regen you want at least the theft of essence proc for a nice end refill. Also you want to make sure you're slotting in the defense uniques that give you resistance, the kismet proc for more tohit to help you hitting things. Gaussian in build up and then max your recharge to it. Otherwise health - miracle, preventative medicine z and panacea procs. Stamina performance shifter proc, I like synapse proc and a end mod io, power transfer for a bit of passive healing. I personally like soul for gloom /dark obliteration and darkest night but you could go for focused accuracy as well (but that might be difficult to balance the end usage with stone melee, dark armor and focused acc. Doable but will require more consideration).
  21. I've done an Elec/dark blaster and wasn't the biggest fan of /dark on blasters. That said an Elec/Dark troller can be a pretty resilient controller as you'll sap things while also having access to Shadow Fall, Fade, and Soul Absorption. That would make for a pretty decent pairing.
  22. Transfusion you would ideally want healing with accuracy as it does have a tohit check. Nothing like missing on a critically needed heal.
  23. Welcome back for another weekly discussion, this week we'll discuss binds and macros. As a reminder you can submit discussion ideas to me for inclusion in an upcoming weekly discussion. Aside from the basic keybinds that the game gives you to assign to help you control your characters, what custom binds or macros do you find yourself using? Are there special ones that you use for particular ATs like Sandolphan's MM Numpad Keybinds? Do you prefer binds over macros or vice a versa? When making macros do you use /macro_image to give them an icon or do you live with the grey background? What do you like or dislike about binds and macros? Is there any functionality that would be a huge QoL improvement in your opinion that could be addressed with a new bind/maco (and example power location binds were added to the game after it's sunset, which have had a huge impact for me personally)? Some Bind/Macro Resources for those that might not know: http://www.shenanigunner.com/ @Shenanigunnerput together an amazing amount of work regard keybinds and macros available here. It's essentially the bind/macro bible. This Google Doc has tons of power icons including ones not seen typically by players that you can use for /macro_image https://docs.google.com/spreadsheets/u/0/d/1uHUi6BWFTYj4wbfGBs3LjZL88Fym6B-8EwDr18YZcY8/htmlview?pli=1#gid=0 As always thanks.
  24. I have a Invulnerability/Katana tanker that came out to work fairly well. I like the arc increase on flashing steel that tanks get due to gauntlet. In a scrapper you have a 75% res cap as opposed to the tank's 90%, but you get some sweet criticals. Survivability wise Invuln is more of a hybrid in my eyes between resistance, defense, and it's HP pool. Due to how Invincibility works if you build for defense build towards typed defense. Then again you could get melee up to a decent level and use divine avalanche to get you up higher. As a scrapper you won't have the best DDR though so keep that in mind. You'll want a decent amount of global recharge which helps dull pain and helps you get as much usage out of soaring dragon and golden dragonfly which you could stick a couple damage procs in there as well to up the burst.
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