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Sovera

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Everything posted by Sovera

  1. Tbh If I did take SS I would not use it inside most maps. Athletic Run would be good enough for mobility between enemies. That said I would do the same with SJ. Or teleport. And in all three cases I'd keep a flight pack to navigate cake rooms. CoT caves are the worse to navigate at any given time but trying to speed or, heaven forbid, -bounce- inside them is headache inducing.
  2. Give it up, my dude. We have said our piece repeatedly. The devs aren't budging or when they do they make it worse as this newest iteration compared to the previous. It's not like SS doesn't have jetpacks, or even back on live I had a simple macro that with one click made me autorun, auto jump, and move forward so I could AFK moving to a distant location on super-jump. Anymore is just stop being about presenting feedback and facts and just trying to shout the other side into compliance. Their server, their rules. If they wanted to make Fly do pink bubbles when used they could, and if they want to make a case it's the best travel power they can and needs to be slow they can. If we disagree we can make our own server and make Fly faster. I've personally said my feedback, pointed the flaws in the reasoning, and I'm not going to grovel or repeat myself any further. But at some point I'm going to assume that the devs no longer actually play the game and instead just mess with spreadsheets. Me, what I'm taking from this all, is that perhaps -I- should be the one adapting. I've always loved to use Fly, but why not use SS then? What bothered me was the inertia and with the ability to stack running powers that's solved. I can still take Hover for combat mobility but use SS to reach a mission. There, solved, that's what we are being pushed for anyway.
  3. Edit: Nvm, I'll just delete my reply. I've said all I wanted to say and I'm neither going to repeat myself nor steal Snarky's snarkator's place. At this point just roll the patch out.
  4. Burn takes to procs like a fish takes to water. A proccd out approach of slotting two +3 Hamis, one Eradication proc, one Scirocco proc, one Armaggedon proc, one Obliteration proc, has an average of 83% chance for the regular procs to go off and 90% for a purple proc. Plus the damage of Burn itself which at 80% fury is at nearly 350 damage (according to mids, clean build with only Burn taken and slotted). With all the procs it goes up to 692. This is without BU + Gaussian or Fiery Embrace muddling things, but, again, burst damage is king so with BU and Gaussian this goes up to 756 or with FE instead it goes up to 747. The pseudo pet also brings its own second (lower) chance of all the procs going off again which muddles the waters a bit since it's no longer that 90 and 83% chance but still increases damage further. Since it has a very low endurance cost of 5.2 it does not require endurance reduction and even procced out and with no recharge slotted it is back in about 10 seconds. To compare it Rad Melee's heavy hitter Devastating Blow takes nearly 3 seconds to animate (Burn is 2.3) and with a full five purples and a second damage proc it does 614 damage with a much much lower chance of 46% for the purple proc and 36% for the regular damage proc. In a full build it will recharge in about 5 seconds ish which puts it ahead of Burn for ST (since two can go off for each Burn), but Burn will hit five enemies, not even to mention how a reliable 83% minimum is, well, more reliable, than a minimum 36%. Everything else you've said is correct but a Brute generates agro and jumping into a pack and unloading is still a lot of bursty damage that will be available the next pack. Or even twice in a pack if not in a team at kills a whole pack of enemies in 6-7 seconds. Your concern about the DoT has value though even if I feel you're exaggerating a bit. Looking at Mids' power data Burn will do an immediate 60 damage front loaded followed by 13 ticks of 3.3 damage. To clean the math I remove Fury and look at the base damage of Burn which is 103. This jives. 3.3 x 13 is 42.9 and the front loaded 60.06 makes 103. That means roughly 60% of the damage is front loaded followed by 10 seconds of DoTs. With just two +3 Hamis and Fury at 80% the damage goes from 103 to 347 (I'll round it up to 350). 60% of that is 210. With procs added the 350 goes to 622 which is a near 78% damage increase. 78% added to 210 brings it to 373. So, ignoring the DoT component completely Burn will do 373 minimum, more if the pseudo pet activates the procs a second time (again, much lower chance from the pet than the activation of the power). Radiation Melee's second heavy hitter is Radiation Siphon which with Fury at 80% + regular slotting + two damage procs does 363. But both damage procs only have 33% chance of going off. It has roughly the same activation time of Burn, but, Burn will hit five mobs. Anytime someone is to click on Radioactive Smash or Radiation Siphon they can click on Burn instead and do minimum as much damage as using those skills, and will do double the damage if hitting at least a second mob with it, triple if hitting three mobs, etc, and 40% more of that if the DoT has the time to run off.
  5. But that the moon landing was fake and made with CGI. 🙂
  6. One account has something like 600 mill plus a lot of stuff in the tables, plus two or three fully decked out characters. The other account has something like 100 mill atm, plus three or four decked characters I don't even play, plus what's in the bins. I basically strip characters when I stop playing them until I realize I'm close to a billion inf, then I stop bothering with doing so and leave them decked out while making new alts until my money runs out, then I start stripping and re-utilizing the IOs again. Since I don't make use of inf sinks it just accumulates but is turned into capital instead of liquid assets.
  7. Oh wow.. Tossing out Burn... Why bother go Fire Armor then?
  8. For someone who advocated Tankers having Taunt reworked into what basically Fold Space is you might think I would have been all over it. But no. I need to pick two useless powers to get Fold Space. No build of mine has three spare powers. Maybe if I took Teleport as my trav-.. eeh eh... hehehehe... HAHAHA! ...no. So I can only watch enviously as others get to use it.
  9. Fire/MA spoiled me for other combos and ATs.
  10. Considering you can run SF/TFs at -1x1 most of them are very easily soloable up to the last boss which will be an AV. If a meleer it will not really a problem IMO (just take some purples with you) and at most you just need envenomed daggers from the P2W. Now, I'll be honest with you: -waiting- for someone to form a team for some thing you are after can be a dicey proposition. It is much easier to go '/lfg Mortimer Kall SF LFM. Minimum level X' and invite people as they whisper you.
  11. That's exactly why I did the same 😄 I can't live without Focused Accuracy, though I suppose picking up a lot of yellows would help. I made some changes. I tried to respect your choices but regardless it's not gospel, just see what ideas you can lift from it: - Slotted Gaussian into Build-up so you can enjoy the proc when you activate it. Double damage for 5 seconds does a body good. - Changed your slotting to be less spread out (not much gain in having slots that give defense to the least common fire/cold) and tightened it to increase your smash/defense (the most common damage). This defense will be stripped by anything that does defense debuffs, but everything else that does not it's helping as another layer. It is close to 40% and if you pick Barrier (which I recommend) it gives the last 5% to softcap S/L defense. - Other than cold and psi all resistances are either capped or going to be capped. The +res proc in Havok Punch addes 6.7%. Mids shows the resistances with one stack. With a second stack smash/slash/negative goes to 85% and change. With Barrier adding 5% you're hardcapped. More will be of no use. - No particular gains from six slotting Panaceia so instead six slotted Preventive. Use Particle Shielding on cooldown since it adds to your recovery.
  12. Sovera

    Most AoE

    Combustion barely merits the name of an AoE. 3.1 seconds to animate and so low damage it cannot kill the little gears that pop out from clockwork bosses.
  13. It does/did if everyone in the team is of the same alignment. Which means sometimes it worked and sometimes we get an error message. I use it on Market Crash's since the tram is sooooooooooo far away but it only works half the time.
  14. ...which would be okay as long as the power is adjusted. But no, it's slower -and- weaker. I see this legacy all over the sets where something is slower -and- weaker than a counterpart. It makes more sense that fast animations mean the power is weaker and slower animations compensate with a larger result, but this logic was apparently not sound.
  15. In a purely numbers wise Fire Melee is not in a great place. It works like most things do, but it's not a very interesting set. Ice Armor is just fine though. But Fire Armor and Ice pairs very well with Ice's lower damage compensated by Fire Armor's Burn and Fiery Embrace. I have a build for it somewhere in my signature And Strider is a big fan of it 😄
  16. Changing the soft humming to a beep worked wonders for me.
  17. With experience I can now see when things are going pear shaped. So I run away when I see I am no longer hitting the enemies and my defense is in the red. This has to be a quick decision since the CoT bosses spam immobilizes and Holds. Sometimes I'm not fast enough. This is -definitely- not a TF to do multiple pulls because whomever has the agro will be unable to do damage and will die the moment the -def debuffing happens. In particular a Dark Armor trying to hit with Dark Regen and missing even when surrounded by enemies is a sad thing 😄
  18. I've done most of them while leveling . 0x6 on Posi 1 and 2 depending on the build. Some tackle it at 0x8 just fine. From Synapse onwards it's +1x8. I don't bring temp powers or summons into it and usually just use the insps that drop once I'm past Posi 1 and 2 which require medium purples to counter the incredible amount of debuffing involved. Posi 1 and 2 is one of the worst to tackle due to exemplaring stealing so many bonuses. But the vhaz doing exotic toxic damage, radiation bosses who do -defense, the CoT bosses who do -def, a +def bubble AND -ToHit, plus the ghosts doing -ToHit are simply amazing as game design. Basically at a level when we are the weakest is when we have the hardest enemies 😄 If done at (close to) level appropriate we are also slot starved which does not help. Fighting 8 versions of myself never gets old, but, never try to do it on Radiation Armor since the NPCs will spawn with Radiation Emission instead. Suddenly, 8x Enervating Field. Boom. Even with a tray full of medium purples andoranges i had to suicide a number of times to eventually whittle their numbers one by one. Posi 2's boss is nothing special and just needs to be whittled down. After Posi Synapse is a joke. We leave hard hitting exotic toxic damage and a ton of crucial debuffing to bland energy and smash with -endurance debuffing. Oh noes. I seldom solo this one nowadays since it takes way way way too long. Some builds don't even have access to AoEs which is a strict no no when doing kill alls. I ignore Babbage (who spawns as a true GM) and the boss is simple even on Fire Armor that has no psi resists. A simple medium purple is usually enough to keep me safe since it just hits slowly and mixes attacks with simple smash punches. Yin is just more of the same but with the Super Stunners crippling meleers since we need to kill but when we kill them they explode in a massively large -recovery debuff. Recovery Serum and blues are needed. By Yin most builds have access to their AoE and/or Build-up (level 28) which makes the game much easier as things can be burst down. The AV doing -def radiation attacks + the ton of adds spawning with it can kill most characters who are not prepared to substantially buff themselves with purples. By Yin I found that there is no more challenge to be found in soloing TFs since it becomes rinse and repeat. I would rather duo them since it is still a bit more interesting than steam rolling in a full team. Moonfire is also bland. Vampires will stack -tohit but Build-up will punch through. There is a -ton- of -recharge when we fight the annoying creeps who refuse to come to melee range and need to be picked one by one. But it's more annoying than hard since they are minions. Citadel is 100% easy mode. Council are bags of XP for a reason. Manticore I seldom solo since PPs entering T9 is a drag in kill alls. It can be worked around by keeping them agroed and moving to the next group. The double AV whammy at the end can be difficult to get past and Hopkins is a bag of resists that takes a long time to whittle. Numina I have only soloed a couple of times since the hunts are annoying (and this was back when we had full base access at all times). Despite being tagged as a GM Jurassic is more like an AV. ITF I did a couple of times just to join the cool kid club, +4x8 normal mode and +4x8 with enemies buffed. All of this has been done either on Scrappers or Tankers which are CoH's easy mode. Kudos to all of you crazy people doing it on Blasters and such!
  19. It does. Pretty much the second I got Devastating Blow I had a seamless attack chains of Devastating, Radioactive Smash, Siphon, Smash. Before that I had gaps and nothing to use other than P2W attacks. Later on Devastating, Smash, Siphon, repeat.
  20. I am leveling this combo. The build is nothing new or original but if someone is interested in this combo they can come across it if they search the boards. I have leveled Radiation Melee a few times based on two things: Irradiated Ground and Radiation Siphon. This time I was looking at the different AoEs available and 'remembered' how Rad Melee is one of the two sets which has two PbAoEs instead of a cone. The animations are pretty terrible looking and very slow, but I find this more acceptable on a Scrapper since the set is pretty crunchy and it feels good to use and take chunks off bosses. Irradiated Ground also passively and appreciably increases ST damage. It was common to have endurance woes and just wait a few seconds for it to tick and kill mobs. Usually I would slot both -res into it but this time I decided to ignore that approach and go full on damage procs instead. This power is one of the main appeals of the set. We hit the boss and in the meanwhile things are dying around us at the same time. During leveling I added an Overwhelming Force instead of the purple damage proc. It ticks often and adds some breathing room. The healing is RNG-ish but more so in the lower levels. Once we open Atom Smasher there is enough Contaminated to go around so the healing is a constant. Energy Aura is the most well rounded thing available for Scrappers IMO. Easily softcapped defenses, reasonable resists, no damage aura but the +recharge aura is nice too, and it also boasts of reasonable DDR and some small endurance debuff resists as well. It sins for being pretty endurance heavy and relying on spaming Energy Drain every pack. Which would be more palatable if it was a quicker animation. Even as low as Posi 1 I had 35% defenses (with amplifiers) which made running it at x8 pretty easy with moderate inspiration use. Despite slotting all three uniques into Health + adding the extra slot to Stamina in the very early levels this did very little to alleviate endurance problems. I even added a few frankenslotted IOs in my attacks to help but regardless I had to level spamming Recovery Serums. Even Energize was unable to truly help and it was only when Energy Drain helped that I could let the smoking Recovery Serums finally cool off. It does feel good to have those rare one shots of a boss with BU + Gaussian although they only happened in the low levels up to Yin. But even fighting PPs the constant knockdowns and stacking stuns between Devastating and Atom has killed them before they could do much. Overall the build felt strong. I did not feel squishy as I did leveling a Bio and Rad Armor scrapper in the past weeks, the healing keeps on happening and is noticeable even without healing slots. Jumping into a pack, BU, Devastating a boss and fishing for a crit proc, then immediately do Atom Smasher leads to lots of dead minions while Irradiated finishes them off as I take the boss(es) out. I still don't like the animations, but the combo is good.
  21. I am currently leveling a Rad/Ea and have placed it in Devastating. Devastating being the heavy hitter it would make sense to increase its power, but I looked at it and decided to instead increase the damage of Radioactive Smash and Radiation Siphon since Devasting already does pretty good damage by itself. I find I'm fine with running into a pack. BU, Devasting empowered by BU + Gaussian. The super long animations involved give time for mobs to wake up, alpha, then run to me. Then I segue straight away into Atom Smasher for BU + Gaussian + crit buff AoE goodness. Or for ST it should empower Radioactive Smash and Radiation Siphon.
  22. It's a bit late, but, I agree if the dev team has their mind set they should come out and say it straight out rather than let things progress for pages and pages. I don't take RoP, never did. Saw I could alternate it etc etc, but didn't like the Sorcery pool. So I have no beef in this, no vested interested either way. But. Jimmy, I've said this in the other thread and I'll repeat it. All this constant effort achieves one thing and is add things to the pile that players never take other than on a lark. What is the point of saying we have 150 power picks then only 20 are actually useful and actually picked by the population? Is there really a need to reduce it to 19 powers?
  23. This has just happened to me. Eventually it had to happen since Edit is so close to Delete and there is no confirmation dialogue.
  24. Well, it's back to jump packs to the rest of us who don't squander slots in travel powers. Just like with the new pools it's a lot of time, lots of code hours, lots of talking and testing, for, what? What net gain? Oh, if you're not carefully weighting whether to add another 0.20 EPS or a damage proc you can add that slot to Fly to reach a mission faster for the 5% of the time spent not fighting things. Lord, how can we go from one thumbs up patch to this? No, I get it, It's our turn to be a vocal minority. *water sprays Jimmy* No, bad patch, bad! Away with it!
  25. Yes, WotLK had all those commodities. But not back in TBC. Nowadays my WoW leveling experience is questing while LFG is running in the background, do dungeons, continue question where I left off.
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