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Sovera

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Everything posted by Sovera

  1. On a Scrapper? Claws, TW, Savage, Radiation Melee. Claws might not put our ridiculous numbers but once you're at a point of chaining Follow-up, Shockwave and Spin without gaps we can't argue that things haven't been blended. Radiation Melee is beastly in a passive AoE sort of way with a 100% procced out Irradiated Ground killing the surrounding pack while we're killing a boss. On a Stalker? Mostly Savage but honorable mention to Ice with the amazing Frost and the T9 Icey Aura thingy. People talk about Electric melee a lot but I don't see it. A mininuke every 30 seconds and a 3 second animation Thunderstrike pale before non stop blending but that's true for everything, Frost and Icy aura and etc.
  2. Yes, it's a common bug. Where you can just exit the mission and enter it again (usually the NPC/portal where you spawn at the start. If all else fails close CoH (but do not leave the TF) and come back).
  3. Rad Armor or Elec Armor. I'd suggest Dark Armor as well since it marries very well with Staff and is nearly a classic. None of these will really be 'fast' though, but Staff gives near 34% slash and melee defense all by itself (no uniques, no set bonuses, no Maneuvers. So at level 3 with both 3% defense uniques it can be at 40% slash and melee o_o; but it does require using Guarded Spin three times for this to happen) which goes very well with resistance sets who have no defense. Pairing Staff with defense sets is a bit of a miss in my opinion. Defense + defense is not adding much to a character. Possibly Staff + Bio Armor to help Staff's low damage. Staff helps (tremendously) with Bio's lack of S/L defense and the lack of defense debuff resistance (by adding lots and lots of defense that needs to be shaved down by said debuffs). It will not help against defense debuffs that come from negative attacks though. Staff also adds resistances with Skysplitter at 3 combo which is something Bio struggles with as well. In exchange Bio brings a -res aura to increase the damage and +damage Adaptation for the same. This is needed since Staff damage is pretty mediocre. By leveraging Guarded Spin more procs can be added to attacks. Staff + Dark Armor would pair well for the same reason. It will possibly survive better since Dark Regeneration is obscene (plus one of the staff Forms is all about endurance reduction which Dark Armor needs) and the defense hole is patched by Guarded Spin stacks. It also has substantial psi resists. But Dark brings nothing to help Staff middling damage so take that into consideration. Since you're thinking Scrapper consider Stalker instead. Near same gameplay (Stalkers can and should be played as Scrappers) at the expense of an agro aura (which does allow enemies to run away once at low HP) but Assassin's Strike helps a -lot- by filling Staff's single target damage.
  4. Make a Plant Controller. Now every enemy is your minion ^^ Imagine coming to a FORUM to READ posts and complaining there is too much TEXT to READ. This isn't Twitter, Kelika the second. Everything they said was correct, even if it is true that MMs have become outdated as Controllers have. MMs -do- bloom early with a lack of needed slots making them easy to run, and as a plus the secondary allows them to buff/heal the team. The most glaring downside is how passive they are mostly just pressing attack. One thing where the lack of a damage meter hinders things is how a MM -can- be expected to overcome other more damaging ATs in the long in how they can just set the pets to aggressive and let them go ham while the player ignores the enemies and focuses in buffing and healing.
  5. Gee, for someone who was in love with it 😛
  6. It's supposed to be great, but thanks to Crushing Uppercut's recharge I never managed to get into it. CU just has an awkward recharge that leaves a 2 second gap forcing to play the piano. CoH isn't exactly a game for that. Tanker kinda fixes the tiny AoE though. Double it on a Fire Armor with Burn to hold the fort until 28.
  7. It all depends on your definition of a reasonable time. You probably mean 'no effort and now' which is acceptable, just, y'know, not healthy. You -can- have this by playing in the test server btw. There was someone on these forums who mentioned how they HAD to have a billion a WEEK to fund their new alts. And that is why they HAD to farm like mad despite not enjoying it. The rest of us will slowly make money and then transfer IOs from one character to the other. Is it more work? Yes. But respec recipes cost one million so not exactly super expensive when a 30 minute Tinpex makes 25-27 mill. Which brings me back to Tinpex. 25-27 million per 30 minute run is pretty decent. Not huge, but not bad. Do it on five characters and you get 100 mill. You've just earned a full set of purple IOs in one day. Or just check the Market sub-forum and see how people have challenged themselves into earning a billion in a day by playing the market. I have a feeling you will say this is still not fast enough though *shrug*
  8. There is actually a bit of a difference. The Tanker is at risk to do this. We can discuss they are not at great risk since they can be really durable with incarnates and bonuses, but, the risk is there. They do what they do while surrounded by enemies all throwing punches at them and depending on which enemy it can be dangerous. An ITF can easily eat an unprepared Tanker because of the defense debuffs for example (which work pretty well even against resistance based primaries). Rularuu will eat a defense based Tanker. Carnies can make most Tanks cower because psi defense/resistance is not a common trait shared by Tanker primaries. -recharge and -recovery factions can be hell to tank if having the 'wrong' primary or without a min maxed build .-Recharge can be worked against, but -recovery most of the time has no protection other than defense and depending on the primary not all can defend against it (carnie's on death -recovery is AoE defense. That excludes all the primaries that are either resistance based (and will at most struggle to put up a decent S/L defense) or typed. On the other hand Controllers are not. Before they get in agro range they will throw their AoE CC and barring 5% misses everything will be locked down (not a boss, but the immediate stacking of a second CC will achieve this). A Plant Controller makes a mockery of the game against anything not Confusion resistant since they can use it at every pack and keep the effect perma. Barring 5% misses. But even those the first Scrapper who walks in or Blaster who throws AoEs will immediately filch the agro off the Controller. This is the binary nature of Controllers as I mentioned in my previous post. For 90% of the content Controllers are mini gods at that one thing. For the other 10% (AVs and EBs) they could not be relied to substitute a Tank who can shrug being punched in the face. But the moment we have a Tanker for the 10% then they can be relied for the other 90% also. Where the marriage is a happy one is with the factions I mentioned above, but marred by the fact the Tanker just needs to survive the initial five seconds of combat and then half the pack has been obliterated. At this a Controller throwing an AoE CC or a Blaster throwing a Nuke the result is the same, except the enemies are dead with the Blaster and not CCed and still in need of killing with a Controller. Now if they were all bosses (as my favorite solution I keep bringing it up) the nuke would just have a dozen pissed off bosses at half HP. The Controller could get around things by spamming their mass immobilize since it recharges pretty fast and works fine at holding even bosses in place and thus greatly reducing incoming damage as ranged attacks as a rule are outstripped by melee ones.
  9. Something with a self heal would do you a world of good. Plant is the first option thanks to the immensely powerful Seeds of Confusion. It recharges so fast it is up for every single spawn allowing you to up the difficulty at will since not only are the enemies CCed but they are even fighting themselves which does a lot to help a Controller's low damage. It also starts at level 8. Some might say Illusion but as someone who has leveled a few of those in the past I'm going to disagree. It's true PA is a great power and comes early at 18, but it shines when it can be near permanent which does not happen 'early'. It also suffers from not being controllable so they are out but we can't send them to hit the next pack and instead need to walk closer so that they will agro. Gravity has some nice ST powers to make big booms which is always nice for a solo Controller and some people will swear by it. I felt the big boom fades quickly. Fire is a staple and though Bonfire is not super early in being obtained it does perform more than adequately in terms of CCing once KB>KD is applied. Overall I'm still going to say Plant. Storm is a good choice, but no self heal which is a bit grim. Lots of damage but terrible endurance hungry which isn't very fun. Time is a good staple too. Self heal, buffs, minor -regen, most of not particularly useful for a solo Controller since things are CCed and not bothering you. Radiation isn't bad, but, not great either. 90% of the game is slapping normal enemies and the other 10% are AVs and EBs which is where Radiation shines. It does have a nice heal and nice self-buffs. Kinetics shines as usual. Though it takes reaching 38 Fulcrum Shift mostly fixes a Controller's low output. It has a heal, it has an endurance recovery clickie, if you do team players will love you to bits. Though I parrot myself I'm going to say Plant/Kin.
  10. It's something that surprises me by the lack of it being a thing. Hulk SJs since inception. The Thing did it once and was kinda forced into it narrating a whole 'if the green guy can do so can I' but then never did it again. Major Force (antagonist of Captain Atom) couldn't fly like Captain Atom but moved around by jumping and doesn't have nearly the strength levels of the Thing. Spider-man could and did super leap plenty, but never as a travel form and it is more common to see him run around. It's actually kinda telling how we rarely see super strong characters doing incredible running feats. I know, I know, a heavy weightlifter doesn't have particularly extra running speed, but that's in RL. In comic books super strength far far far outstrips mass and muscles are what make someone fast. In fact, comic book science rarely bothers to give an account on how someone with super strength does not bleed out in seconds when they get the slighest cut as their super strong heart super beats and blood just squirts. It's like, your biceps are super strong, but your heart is a regular human powered muscle 😄 I think it's just that everyone agrees super jumping is a terrible thing to do in practice. With the Hulk it's just hand waived, but THINK about it. You're super leaping, have zero control where you're going to land. Oh look, it's an old granny walking her dog. Welp, I have no control where I'm landing so she goes splat. Cars, buildings or houses (USA houses with that fame of being built out of carboard), people, even obstacles. Leaping, no control where ever the heck you'll be landing dozens of kilometers away and weighting something close to a ton. I'm not sure if even most bridges would take to a terminal velocity one ton small surface (relatively) object falling on it.
  11. It only happens if you click though. If you drag the order does not change. But yes, it would be lovely to fix it.
  12. This is what I had a long long long time ago when I still played Sentinels. Some choices are dubious (FF proc in KO blow, 6 slot Crosspunch for the fire/cold defense) but I had the usual 40%-defense-goal-and-then-Barrier-does-the-last-5% ergo KO Blow and Crosspunch as mules. I don't even remember what the rotation was but vaguely recall Disintegrate was only used every two rotations? I think the DoT did not stack? Or was it too low damage? It's been so very long -_- Edit: Horee crap, it's actually one of my posts so I'm just reposting the build 😄 Well, with some tiny changes when I glanced at it.
  13. Everything that had to be said has been said already, but I'll just chime in to reinforce something: WHY ARE PEOPLE ARGUING BACK!? It's not like we are going to change people's mind over the internet! Especially petty people who come prepared to argue and cause drama! As a RPer I've had my hands full with people over the years. Either they dislike the RP, or they did not think it was done 'right', or they hated something about it, or if I was a friend of someone they hated then I was a bad person too. This does not include people who just say stupid things to cause reactions (then a wide eyed innocent injured dignity 'but it was just a joke :)'), people who mistake a joke for the real thing, people who acts very 2020 and take offense at jokes because not politically correct. CoH is my most calm game ever. I believe I have something three or four on gignore and most I don't even remember why anymore. But in other games I never argue with people and just throw them wholesale into the bin. Heck, sometimes (even on Everlasting) I may be playing and someone whispers 'oof, I heard what X said. That was really rude' and I'm just 'wut? I have them on ignore so I'm not even aware that they exist'. And that is my advice as well. Someone is throwing ultra offensive 'jokes' on a general chat and basking in the angry retorts? Will that someone who is doing it stop because people are angrily demanding it? BUT THAT IS WHY THEY ARE DOING IT! Someone has an hard-on about something that we had said or done in the past? They bring it up over and over trying to belittle, or shame, or whatever? Ignore list, ignore list to them all. Don't argue back. They will not change their mind. Part are loving the attention, part is just bored and wants something to happen, part is just dumb and petty.
  14. I don't really have much to say because I don't play a Controller. But I do play other roles. Nowadays mostly tanks. It is all going to boil down to a few important things: - Most AVs are inconsequential. They don't hit hard and they go down in 30 seconds. Less if Lores are used. So the premise of a solution to help CCing an AV still bears no fruit because they are simply not difficult to handle. Sorry man, I know this is your baby and you put thought into it, but the premise is flawed. Even Reishman in Khan is just one big blob of HP and does not hit hard. Recluse when buffed by the towers is the biggest contender, but can be easily defeated simply by hovering and using taunt or ranged attacks to keep agro (protection against endurance drain is a must though). While leveling TFs are usually done at +1 and AVs can be soloed even without full slots and IO bonuses, and at 50 we have incarnates. - Most packs of enemies are composed half by minions, then the other half are lieutenants and bosses. Neither lieutenants nor bosses tend to be difficult to deal with, and all the minions die in the first volley of AoE (not even nukes or Judgements). CCing those few lieutenants and bosses tends to bring no particular reward. If an AV is not difficult then it's not an half dead boss VS eight players that slows things any. Because of this even the 'hard' TF such as the ITF where meleers can and do hug the pavement due to the huge defense debuffs (which also mess with resistance based sets) tend to be easily passed by because, again, we kill half the pack of enemies in the first volley. Where it is dangerous is where we do -not- kill half the enemies in the first volley. Unsurprisingly deaths tend to happen at the top of the hill in the first mission and the huge number of enemies that ambush during the climb towards the computer in the third mission. This is where we could say a Controller would come in handy, but lets be honest: CC the enemies or kill them? The same problem applies to Controllers there as it does everywhere else in the game: press a button to stun enemies and then kill them, or press a button and kill them? While your proposal tries to shore the AT the truth is that Controllers are too powerful. In the comics this is a reason why we don't see binary super-heroes. A comic book hero whose power is to mind-control enemies either immediately wins because their opponent is mind controlled, or the enemy is not mind controlled and then the hero is useless because that's their thing. The same works here. A Controller before the nerfs (a long long long long time ago) would keep a full pack of enemies CCed until they died. This neutered the game to a huge degree. So they were nerfed to only CC a group for part of the time and not at every group. This eventually was worked around as IOs and power creep happened. But the rest of the game did not stop in time either and the power creep happened to all. I'm going to say what I said in other threads: for a Controller to be important they need to face important enemies. - Those enemies need to survive longer and be dangerous so that an initial AoE volley does not kill half of them. Without those foundations there is no amount of spackling over that will help. - Once we have a 'every enemy spawns as a boss' then a Controller will be valuable. Once we have 'tanks can only hold agro on five enemies (just a random number) and a pack of enemies is composed of ten enemies' then extra crowd control will come in handy since boss level enemies will not die in a volley of AoEs and the Blaster who tries to go into melee to unleash their nuke will be turned to paste. - All factions need to have NPCs that do something that makes it important to shut them down. Vengeance stacking with Nemesis lieutenants is not very fun, but if they had a full set of Leadership powers then each one killed would drop damage, accuracy, and defense from all the others. While this is not particularly a Controller's thing (since a Blaster could blast those) it might work better with the following suggestion that is... - Controllers being able to bypass T9s in PvE would make them valued. Imagine not having to wait until a Paragon Protector's Moment (hour? 😛 ) of Glory ends? Or a Minotaur/Cyclop's T9? Now lets add more of these speckled through factions and Controllers can shut them down so the team can do with the smacking? What if they are the ones with a full set of Leadership toggles? -And- a T9? Do we want to whittle through the T9ed Minotaur while they are buffing everyone, or whittle through the whole pack as they benefit from... dunno.. a pulsing absorb shield? What if a Controller stunned the T9ed Minotaur while the team were now free to 'arrest' the rest?
  15. Check my signature as well for lots of info.
  16. Yep, yep. Too much XP to skip. Plus the chaos yeah.
  17. I was thinking about my reply and decided to add to it. I really really feel that I am super-hero with this. I'm sturdy, I stab faces, I wade first into a room full of enemies and break them with none of the 'tanks are meant to do low damage' from other games. Looking at other things I've tried in the past I consider how far my Controllers were from this fantasy. Even a powerful multiplier like a Plant/Kin does not make me feel like a super-hero. Things like running around during Numina to kill greys and be slowly whittling them is pretty anti-heroic-feeling. Or wanting to AoE and not having it
  18. Well... Unslotting seems like the correct choice. Though perhaps baby steps and no clickies first so the mobs are still +3? But if we are going no incarnates then it makes sense to go with no half measures. I think before no incarnates (because Incarnates are here anyway) there is still debuffed player and buffed enemies put together.
  19. I've gone on for too long about Fire/Claws to start about it once more, but having decided to level another one for my actual account it feels so nice. Even while leveling but already chock full of attuned IOs and ATOs it's all about killing minions with one use of Burn, seeing the sudden melting of things with Follow-up, Spin, Burn. And it starting doing so early. But it's squishy. It's fine while we level and do easy content but the defense debuffs mess it badly and it needs Incarnates to survive well. The opposite is Invulnerability that just ignores everything and plows through things without a sweat but then we are whittling enemies nice slow and steady. I prefer the Fire Armor approach -because- we have Incarnates and can build for damage and then use a clicky for the tough moments, but most of the time the tough moments are well spaced apart so for me it's about the 90% of the content, not the 10%.
  20. If an 'X5' something sees this sorry for the rudeness in not replying to the mail. I hit return instead of reply.
  21. 😛 That -was- my usual build. But in the end, yeah, 'game is really easy' should be more like 'incarnates make everything easy'. Gosh, powers that were meant to make players feel ultra powerful make players ultra powerful o_o;
  22. It was a KM/Bio Stalker. No -res procs anywhere unfortunately. If I'm not mistaken they don't even get the -res aura. That said they were pretty fun with the fast animations that flowed like water one into the other.
  23. Extra tiny character with the up and down dance is hilarious.
  24. No, those just hate you in particular. It is personal.
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