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Auroxis

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Everything posted by Auroxis

  1. One power that's not explained fully is how Brine's stackable -MaxHP works. If you apply a -500 MaxHP debuff on a target at 10000/10000 HP, the target loses 500 HP and becomes 9500/9500. If you apply a -500 Max HP debuff on a target at 5000/10000 HP, the target loses 250 HP and becomes 4750/9500. If your -500 Max HP debuff expires while the target is at 4750/9500 HP, the target gains 250 HP and becomes 5000/10000. In addition, the debuff is not resistable. But when considering whether to use it again on your target after already applying it once, keep in mind it does not benefit from resistance debuffs or damage buffs like your attacks.
  2. On the bottom of this opening post you'll see a zip file of great WP Scrapper builds, one of which is TW:
  3. First Sentinel Benchmark: Dark Blast / Rad Armor Sentinel Pylon - 113s +0x8 w/ Bosses - 333s +4x8 w/ Bosses - 525s Comment: Sentinel's reliance on 10-target AoE nukes and the lack of a taunt aura really hurts solo clear capabilities. But Blackstar debuffs with Rad Armor makes you very tanky. Putting the runners issue aside, Ground Zero + Aim + Blackstar + Dark Obliteration is a very strong AoE opener. Sentinel (Dark Blast - Radiation Armor) General.mbd
  4. Run Type: Pylon Division: Division 4 Archetype: Sentinel Primary Powerset: Dark Blast Secondary Powerset: Radiation Armor Time in seconds: 87s (5 runs average) Burst: Not unless Hybrid is considered burst. Hybrid: Assault Radial Toggled Build is usable for General Purpose: Yes Version: Test server, i28pg1 Beta Notes: Enflame on pet before starting Sentinel (Dark Blast - Radiation Armor).mbd
  5. If you want an early bloomer, then Symphony is a great pick-up due to the early CC's and proc bombs. And in general as a controller, to keep things fun for your brute buddy you'd want to wait for him to get mobs near him before you start popping off with CC's (so his AoE's can actually hit stuff).
  6. Run Type: Pylon Division: Division 4 Archetype: Scrapper Primary Powerset: Titan Weapons Secondary Powerset: Stone Armor Time in seconds: 70 Burst: Yes Hybrid: Assault Radial Toggled Build is usable for General Purpose: Yes if optimized, only scrambled this together in an hour for pylons and didn't have time to optimize it. Number of Runs: One proper run, I had major messups on my first one as I hadn't played TW in 5 years. Version: Test server, i28pg1 Beta Notes: Stacked Geode stacks before going in. If someone who actually knew TW properly played this and optimized it further for pylons then it'd probably break the 1 minute mark. TW Stone beta.mbd
  7. DP is really carried by the proc system, if you build to its strengths you can get very good DPS.
  8. I just had an epiphany! Give Fortitude the Brine treatment. Add a short duration self-buff after casting Adrenalin Boost, that drastically lowers the recharge of Fortitude and gives it that "use me" orange outline. So whenever an Empathy player uses AB, they also get encouraged to spread Fortitude around to a few players!
  9. Build update on Marine/DP, switched to Vigor and more procs, working out well. New times on Marine / Dual Pistols Pylon - 128s +0x8 w/ Bosses - 301s +4x8 w/ Bosses - 475s Updated build attached. Defender (Marine Affinity - Dual Pistols).mbd
  10. 1. Improved my Marine/DP Defender time on +4x8 to 513s 2. Ran benchmark on Stalker: Elec Melee / Bio Stalker Pylon - 149s +0x8 w/ Bosses - 285s +4x8 w/ Bosses - 450s Comment: Runners are still a big issue on Stalker while soloing, but despite this you can get very good clear thanks to sheer burst DPS and a Snipe. Build attached (courtesy of Bellator, only made a couple adjustments) Stalker_Electrical_Melee_-_Bio_Armor.mbd
  11. First i'll say that I wouldn't be upset if these were the changes, so kudos for that. I like that your changes address my least favorite parts of Empathy which are solo utility, Fortitude being a bit too active for optimal play, and the lack of high level offensive support (the idea of giving a psy damage proc to address it is quite good). What's missing for me is updating my favorite part of Empathy which actually fits the powerset's selfless name, which is the theme of "choose a player, it is now a god". It is not primarily about yourself with Empathy, but about others. For example, being able to elevate that newbie to endgame build levels is very satisying to me, and I'd like that part up to date with modern standards.
  12. First Defender entry, another Marine: Marine/Dual Pistols Defender Pylon - 132s +0x8 w/ Bosses - 332s +4x8 w/ Bosses - 564s (Edit: improved to 513s) Build attached. (Outdated, scroll below for the updated build) Defender (Marine Affinity - Dual Pistols).mbd
  13. Gonna toss my Fire/Marine Controller times because no one else posted theirs yet. Fire/Marine Controller Pylon - 87s +0x8 w/ Bosses - 276s +4x8 w/ Bosses - 501s Build attached. Controller (Fire Control - Marine Affinity) 3.mbd
  14. Created this MM on the test server (build attached): Mastermind Robots/FF Pylon Time: 56s 0x8 w/ Bosses Time: 267s 4x8 w/ Bosses Time: 606s Comment: Vengeance mobs really hurt Bots/FF (especially without insps, judgement and active hybrid) but it's doable even on +4x8. Mastermind (Robotics - Force Field).mbd Mastermind (Robotics - Force Field) v2.mbd
  15. Symphony/Nature Controller Auroxis Feywild (@Trailblazer/@Auroxis) Pylon Time: 2:51 / 171 seconds +0x8 w/ bosses Time: 4:56 / 296 seconds +4x8 w/ bosses Time: 9:48 / 588 seconds Note: Cones make it harder to pin down wide groups. Reverberant wants to be near the pack but if you go too close then the cones get too narrow to hit everything. Controller (Symphony Control - Nature Affinity).mbd
  16. I've been working on my Elec/Sonic/Mu dom who has Power Boost and Power Sink to help with sapping, and it's been a decent experience. The downside of Sapping is that it takes several seconds to get going, so fast paced teams won't get that much use out of it. Being fast yourself is key as mentioned above. Having a couple solid end drains and a strong build able to move ahead of everyone will give you a good experience with sapping. Dominator can sleep the pack and hold down/dps the bosses while draining, Elec/EnA Sentinel can be tanky enough to stand in the pack while firing off saps. Defender doesn't really have much in the way of staying safe while initiating, so that's a bit of an issue. But I'm sure with the right build and powerset combo you can pull off something similar.
  17. Came back after several years, so take what I say with a grain of salt. With a high recharge build, Soul Mastery's Power Boost used for Fortitude should have around a 50% uptime (before Captain Powerhouse nerfs it like he apparently did to Sonic Attack). And in that scenario your HO will heal for as much as AP would. And yes you also have the option to get near your target and spam HO+HA rotation at any time through-out the game. If you still feel like that's not enough, I recommend picking up Vengeance. It gives you a LotG IO slot, a way to buff yourself if things get heated, and also synergizes with Power Boost. Someone dies? Power Boost+Vengeance+Res+Fortitude.
  18. Mental as a secondary really only pops off once you get more recharge into your build. It has only two excellent powers in Drain Psyche and Psychic Shockwave, both take a while to recharge. There's Mind Probe and Psychic Scream to help with leveling, but not much after that. Radiation Blast is fine once you add -res procs into it. Its numerous AoE's also fit with Mental, which just like rad has both a Cone and PBAoE. So you can be versatile in that sense. Sonic was mentioned as a good primary, its -res coupled with Drain Psyche's -regen give you corruptor levels of debuffs you can add to teams. Fire shores up for Mental's weakness, which is the lack of good single target attacks. In addition, Fireball's versatility as an AoE works with the two AoE options (cone/pbaoe) you get from Mental.
  19. I suppose my primary concern isn't the manual testing, it's rather the Homecoming community at large being disconnected from design decisions up until after quite a few people have spent time working on the new feature. You can keep the testing of potentially bug-inducing code in closed beta (though i wouldn't unless you have professionals), but the Homecoming community should be in the loop regarding concept and design before time is spent developing and testing. Right now the only community in that loop is the same community that kept the game hidden from us for years. Take the Dark Melee changes for example. If Captain Powerhouse simply stated his intentions for Dark Melee and opened up a dialogue before putting the time into adding it into the game and testing it, a lot of time and effort could have been saved.
  20. For the same reason you don't hire family and friends to critique your work. Very narrow feedback resulting in development cycles often disconnected from the userbase. Also, if (big If) Leandro is still recieving donations to run his SCORE server, he's essentially providing early access to Homecoming code for money, incentivizing people to continue playing there and donating to SCORE instead of leaving completely to Homecoming. This could result in code staying there for a while to maintain interest rather than being deployed to HC beta. Anyway, I don't want to derail this topic into conspiracy theories. Jimmy can clear things up if he wants.
  21. As far as I'm aware, development and the internal testing server is still being led by Leandro and the SCORE team. My concern is that the same people who played on and financed the SCORE server are the ones being given exclusive access to the early development pipeline, not just the SCORE devs and the Homecoming team.
  22. How long have these tests been ongoing? On what criteria are these internal testers being selected by?
  23. What these tests will end up showing was already discussed while the changes were in beta. A buffed (or fully built) Tanker will be pretty much the same as a buffed (or fully built) Brute. This could have been avoided by focusing more on buffing the tanker's "team anchor" role as I requested, but that didn't end up happening.
  24. Holy Light is great. However, TSpy would never give their permission and it would create more drama than it's worth to copy it. If you want Holy Light just play on TSpy, you're not limited to a single dev team nowadays.
  25. In the past I've suggested making Placate use the Focus mechanic, where it consumes 3 stacks and deals PBAoE damage(with a pseudopet) at full stacks. That way you can choose between burst DPS or burst AoE, which makes primaries with high DPS but almost no AoE (common Stalker issue) more relevant.
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