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Everything posted by Purrfekshawn
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Short youtube videos of new power sets on the other coh servers.
Purrfekshawn replied to microc's topic in Art & Multimedia
Holy Light seems to be very nice-looking thing. l think it should be ranged set available for Blasters, Defenders, Corruptors and Sentinels. Also specific effect it applies should be lMO -DAMAGE. Since damage debuffs ignore AV debuff 87% resistance, this extra effect may be as much useful for taking on Defenders, as Sonic Attack is. Kinda have a toon (but don't use it now) for which having this set might be theme-wise. But if it was Empathy/Holy Light defender... -
Well, while soloing l think it will always drop just one Blue Circle, that you can outheal on your own (or it just doesn't hit hard), and thus stepping away outside of it is not required. And generally there are few blue spots on map, and BM always follows only you and no one else. While in team though - it drops multiple Blue Circles those can lover your HP in less than a second (even Tanker's HP) if are stacked together in a tight place (it happens when team has a lot of Melee characters).
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Psionic damage and the associated -rch
Purrfekshawn replied to Andrewvm's topic in Suggestions & Feedback
Game engine doesn't seem to be able to do that without sophisticated work. -
It's a ninja synergy.
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Traps are better synergized with Robotics, because there's a trick - if you affect your Force Field Generator with Both Equip Robot and Upgrade Robot - upon resummoning while old one is active it will produce AoE, that will equip/upgrade robots within its area. This is extremely useful for upgrading newly resummoned robots, if some of them got defeated. Just need to have macro with timer, that will signal you when Force Field Generator is about to expire (l use it), resummon it when it signals. Both Traps and Time powersets have their strengths and weaknesses: Traps' advangates are: Traps provides -1000% REGEN most of time which is enough to flatline AV/Giant Monster Regen. Time doesn't have that strong -REGEN. Traps provides -60% overall resistance debuff through 3 acid mortar lingering debuffs, while time - only 27% (slowed responce on Time Crawled boss). Traps has Damage component in most of its powers, while Time Manipulation powers don't do any damage at all. That damage isn't big, but it triggers Incarnate Interface. Traps Force Field Generator has anti-mez component in it. Time doesn't have Antimez powers in it. Traps Poison Trap instantly mezzes all enemies, while Time AoE mez is RNG-based. Traps places extra entities on battlefield (Acid Mortars, FFG, seeker drones), those may add to enemy's AoE max hit counter and through that provide indirect protection to teammates. Time however, has following advantages: Farsight buffs allies' ToHit Stat. Time Stop can lower enemy's HEALING output. It's probably only power in game that does it (except Cold Domination secondary debuff and like that). Time has active AoE heal (compared to continuous Triage Beacons), it consumes your uptime, but also gives higher burst. Time can buff Recharge Time of allies via Chrono Shift. Time has strong single Target mez (Time Stop). Mah opinion is Traps work better on Masterminds, because as a mastermind you will likely buff defense/res of pets through Enhancements, and attackable Entities from Traps powersets are buffed by those Enhancements too. Time, however, works better on toon, that has Crowd Control on it, or just any support toon. Time doesn't buff DAMAGE of team much, but it gives solid protection (comparing to e.g. Kinetics which does opposite). l have Robotics/Traps MM (Main) and Gravity/Time Controller. They're both thematic toons.
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Flavour of the Month: Power Percentages
Purrfekshawn replied to Cipher's topic in General Discussion
AND THIS ONE interest Us for most. It is very possible, that by altering game memory one could distort clienside respec process and this way make order of powers another than it's intended! l performed some experimenting on my Private Server (Score, not Homecoming). Yet couldn't skip T1 secondary, but was able to skip both of T1 and T2 primary, like this: Repeating again - it's SCORE, not HOMECOMING. You see this character after respec has both Charged Armor and Lightning Field skipped. Maybe there is some HACK that can be used to skip useless T1 secondaries as well? If it's so - then these characters with invalid layouts might be made by same person, who discovered this trick (it's not Me). Shud be sum otha hacker. If all chars w/out T1 sec belong to same account you probably should contact its owner. l saw some Sentinel with Energy Aura has Kinetic Shield skipped... But why shud he be doing this anyway? Edit: Managed to do the MAIN trick, however, a chain that made it possible was so sophisticated and wonky, that We are surely not trying to do that on Live. A fortiori We wanna keep Web Grenade on mah Main for AV holding when tank doesn't make its job well, as for auxiliary toonz We don't care much. Maybe there's a trick for lighting possibilities easier to perform - with altering game files or something. -
Because the place they usually can be found it's so called "Firefarms"! They suck at normal content, but rock on specifically designed farm maps where enemies do only fire damage. Some players even AFK while their toons work. Because new to this game players often take Empathy with Defender trying to make a typical "Healer" build that is mandatory in another MMO's. On practive that Defender loses a lot of offensive power while being only slightly better than e.g. Corruptor with the same layout (Regen/Recovery aura, for lnstance, is as much powerful for Def & Corr). A tiny lil' request - on detailed charts, please, also print builds, those scored "0". (no one took them). Because it ends with builds with 1 player on them, it seems to be made automatically, but sentinel overall options =12*13=156, there's only 151 entries, so 5 of them probably scored 0, and due how lists are written currently it may be hard to spot what exact builds did that. Would be great to know, so ppl would try to make builds those haven't made by anyone yet.
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Vahzilok maybe for necromancy theme builds, and some animals. Also older adds (lost, hellions, skuls (for killing) etc). Neutral drones/energy stuff with extra options (e.g. attack boosting/resistance debuffing robots). Casual citizens.
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Wanna: Hacker Powers allowed, AE improvements, filling powerset holes, balance stuff. Dontvont: paywalls, nefrs.
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Repair should be made affecting all bots at once!
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Small suggestion: No more nerf herding threads
Purrfekshawn replied to TheAdjustor's topic in Suggestions & Feedback
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Let My Invention Sets G(r)o(w ... to Level 30)!
Purrfekshawn replied to Redlynne's topic in Suggestions & Feedback
l would be glad to have ALL the available sets' max level increased to lvl 50. That would give SO much extra options without any losses to efficiency. It's a pity it's likely not going to happen 😥 -
Hasten improves only one function - it reduces power cooldowns. It does nothing with your Toggle powers. Nor it does with your Autopowers. Doesn't increase Regeneration Rate/Recovery Rate, Range, Damage, Accuracy, Resistance, Defense etc... Incarnate abilities like lncarnate Judgement Nukes, Lore Pets, Destily Slot, Hybrid Slot are NOT touched by its CD reduction. It does a thing for click powers like self-heals. And makes some rotation smooth and require less number of different powers. Another kinds of rotations, though, won't be affected by Hasten very much (especially if you score high Recharge with set bonuses like LoTG already). And then a build with no clicked Cooldowns or few of them (Willpower, for instance, which ultimate Strength of Will doesn't benefit from CD reduction) will benefit from Hasten very poorly, and it'll be very skippable on it.
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Well. Leadership's Assault and Maneuvers might have really devastating effect, l took them almost on all toons: Assault - 8 players with it will give +80%, enough to draw near the Damage Cap. One Kinetics will already suffer from its exceeding, especially if DPS use Assault Core Embodiment/Assault Total Core Genome if not T4. Maneuvers - +20% defense, almost half of it to softcap everyone's defense. Fighting: Tough & Weave are likely mandatory not only for Tankers and Brutes, but also for any character that means to be sturdy, like Scrappers, Stalkers, Sentinels. Leaping: Combat Jumping is essentially Defense increase with only symbolic END cost, that also provides better jump control.
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Adjustments/New Power (Hasten)
Purrfekshawn replied to Purrfekshawn's topic in Suggestions & Feedback
Yah, slotting is OK, no nerfs suggested. Could 1, 2 slot it, or even 3-slot, although lMO 3-slotting is a waste (50+5 IO is +53% to a stat, above 100% starts to give only 15% of normal percent). My Main has Perma Hasten with just one slot on it (spent no slot points on Hasten), Spiritual Core Paragon for Rech buff, with just +53% on top of that (98% rech on Hasten itself total). And l wanna keep it this way because it's so of Mah theme n.n. -
Adjustments/New Power (Hasten)
Purrfekshawn replied to Purrfekshawn's topic in Suggestions & Feedback
But all Our characters are lncarnates already, so standard content for them is already overeasied - and it's logical, and there's not much to do with lncarnate-provided nukes/shields/various other benefits so enemies wouldn't be like kittens for Us. To counter this another step is needed to taken - is to make new content with INCARNATE-SHIFTED ENEMIES and respective rewards. l would be so glad to receive an option to make AE content for lncarnate-level players with Incarnate-level enemies (imagine 54+3 AV's) and lncarnate-level rewards. And Pull In is not a straight DPS/power increase, it's an utility power that makes Herding for Tanks easier. And maybe pull+taunt for non-tank characters (Scrappers, Sentinels) gonna be useful too. -
1. l think Hasten is amazing as it is, but since majority of playerbase take it for utility - why not to make this power available by default and placed in Fitness Power Pool. This way all characters will have it by default, and won't have to spend additional Power Point to get it. This will save extra PP up, so a player could spend it on something else. All power pools now have 5 powers, let inherent Fitness have it too, not just 4. With 4 passive powers and 1 active Hasten. This is my attempt to draw new icon for Hasten: 2. Now another thing - We moved a power from Super Speed pool and now it has 4 powers. My suggestion for fifth one is something that l think is missing in this game, but it could be really helpful sometimes and make things easier a lot - it's PBAoE KnockTo! Pool::Speed::Pull In Create an aerial rarefaction that sucks nearby enemies in, knocking them down and taunting them. Effect area: PBAoE, 15-25 (??? something between) ft, 16 targets max Tags: AoE, Smashing Effect: 4.1 magnitude Teleport to target (because the distance is close, this would look like they were drawn in by physical force, just CoH engine seems to not have KnockTo mechanic). Or even higher magnitude, because Wormhole with 4.1 mag can't warp Boss-classed enemies with 3 effective levels higher unless you eat Ultimate Inspiration. Resistance To Teleport for 15s after Teleport. 0.67 Knockback to Target +400% Taunt to target for (6-12 ???) s Cooldown: 30-45 (??? something between) seconds. Takes Enhancements: Increase Accuracy, Increase Recharge Speed, Reduce Endurance Cost, Increase Taunt. Takes Enhancement Sets: Taunt (but its Range is not enhanceable by these) Animation - whirlwind-like character spinning, with VFX resembling Scirocco's dust devil appear on top of character's head. Unlike Teleport Foe and Wormhole where you pick a location for enemies to appear, Pull In always draws enemies next to the caster. This Pull In power as l can imagine would ease up enemy herding a lot, allowing Tanks to pack enemies with ranged attacks/preferences very tightly, into the range of their Taunt Auras, and for everyone to AOE-SPLASH-FLUFF them then.
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Nah, mah ldea was not altering Hasten's current behavior in any direction, but just make it accessible to any characters no matter what other powers they take. This would just save up 1 extra power slot, which they currently spend on Hasten. To Reflect that lemme try to draw its new picture: Mah MAIN (Robotics/Traps) severely depends on Hasten and l just don't want any nerfs to it, even slightest. Enough of that was in champignons online, when Kaiserin screwed Plazmabeam to the ground! Kinda all Pools have 5 powers in them now. Fitness (which is still a power pool technically after all) only has 4, but why not to restore 5 pattern by placing Hasten onto it?
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It's Utility Belt, Experimentation & Gadgetry. Experimentation pool might be pretty cool because it meant to contain 2 in 1 travel power - superspeed that also contains Area-Across teleport in it. While Gadgetry meant to have damaging powers those emit Energy projectiles from drones, which might be pretty thematic for certain characters.
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Why?
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Shield Wall is the PvP enhancements, they are cheaper than Very Rare and more expensive than Rare. Something inbetween. There's some useful stuff in PvP-enhs, it's Panacea, Shield Wall, Gladiator Armor uniques, experienced Marksman, Fury of the Gladiator -RES.
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l think there might be AE upgrade, with some unbugging stuff (especially that annoying slot spoil when someone logs out without leaving team), and increase possibilities for Enemies, like option to make INCARNATE-SHIFTED AE stuff. Those incarnate-shifted AE missions could come with ability to adjust setting and incarnate-shift enemies (like at the end of the Story the Archvillain could be made 54+3). Players get full incarnate shift (+3 with Alpha/Lore/Destiny, +5 level shift for T1 MM pets, +4 level shift for T2 MM pets within range of supremacy, like in Ouroboros/Dark Astoria). Only players with lvl 50 may participate. There are options for extra mechanic on AV: Patches - create patches of lrresistible Nanite damage. Wireframe tell - get away out of it or you get one-shotted. Sniper - shows up reticles above characters, if you don't hide you'll be one-shotted. Reinforcements - AV summons adds constantly. Linger on primary Target - the Tank gets marked and if the Boss isn't taunted - Boss will one-shot tank. Lockdown - ports away defeated targets, doesn't let rez until fight is over, or team is wiped. ??? Each hard objective in INCARNATE-SHIFTED storyline gives certain amount of specific ratio for AE mission, and if the ratio is exceed at some point - then upon storyline completion it will reward players with 1 Empyrean Merit, 1 Common lncarnate Component, some reward tokens and on choose - Empyrean Merit or 1 Random lncarnate Component (like Apex/Tin Mage or Burden of the Past). Also there are some maps that surely could be ported to AE: like Winter Croatoa Map Some Shadow Shard location chunks (redwater falls, storm palace) Full Cimerora Map Some options for empty "wilderness" map (without any artificial objects except collectibles/destructibles) - plain, desert, jungle, arctic, volcano Another planet maps, Moon maps, may even contents of the Mot etc...
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Sonic Resonance Superteam starts 23 August 8pm EDT
Purrfekshawn replied to Perfect Square's topic in Indomitable
Mah Sonic Resonance toon (the Servant) does +35% resistance with barrier/haven, 25% with Sonic Dispersion, so effective +60% resistance to all but psionic. Which coupled with set-granted resistance is enough to cap everyone's non-PSI resistance. 2 of them will already be resist overkill. Having team with 7 of these would put everyone's resistance far beyond cap.