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Sovera

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Everything posted by Sovera

  1. If it does not bother you to toggle it on and off you can use both jump packs from the P2W to achieve hardcap maximum Hover/Afterburner speeds. Use one for 30 seconds. When it wears off use the other. For all purposes it's perma. If the aesthetics bother you detoggle the pack once done moving.
  2. It's dead and no replacement has been found. You can try your luck and beep @The Philotic Knightsince he is always looking for his next project. It may be outside of his expertise but no harm in trying.
  3. For some idiotic reason Camera Shake is under Controls, Mouse 🙂
  4. You can turn off the shake. I had to once I got to Dark Astoria and the Sirens made my screen non stop vibrate.
  5. If you don't do tours you're going to miss 90% of the base. Screenshots do not nearly give the full value of the ambiance and the little nooks.
  6. I can't give percentages, but a fair bit of my time. But mostly because my main is very exemplar friendly so it pushes me to do it where with exemplar unfriendly characters I've decidedly shied away from doing low level TFs thinking I'd only have important skills later. 'Ach, no, I only get my AoE by Yin' is a good reason for me not to do have done lower level content. My main is at 90% of full power at level 15 so I exemp all the time now.
  7. Slow animations I can stomach for a while and eventually it becomes too much and the camel's back breaks (not you, @Camel). This was a distinct thing with my Rad Melee Scrapper and Tanker. Trying to live through Rage's crash was also something I stomached for a while but after the Nth's time of jumping into a group and suddenly taking a lot of damage while unable to kill them (Fire Armor is about killing them first during the leveling) eventually got to me despite giggling at tearing half an even level's boss' HP with one double stacked Rage Fiery Embrace empowered KO Blow. Low damage also eventually becomes too tiresome. Fire/Katana Tanker behaved nearly as well as Fire/Claws with much better slotting, but Lotus Drops being half the damage of Spin sapped my will to play. It would have been fine if I hadn't played Claws, but having done so I knew there was much equal ST and much better AoE waiting for me. Started a Katana/Rad Scrapper expecting Scrapper and Katana to carry me and then no, oof, whittling enemies until level 26-32 with no damage push from the secondary made me go nah. Didn't even get past level 25. Squishyness also makes me drop characters. After dying a few times on my Stalker or Scrapper I moved on (probably not fair since I could do something about it). Claws/Bio Scrapper is the best thing since sliced bread, but it does not handle hard content very well (TW/Bio does, but because it does so much damage with KDs and defense boosting skills that things don't last long enough to hurt back). Exemplaring is also important and a few attempts at playing some characters with all the important powers out of reach (sole AoE, set defining powers) I also said no.
  8. Doesn't increasing the slider to x8 do this? I have no idea if it does or not as I never really bothered looking at XP, but I would have assumed that it does.
  9. Latest mozilla, control + F5 doesn't do a thing. Not important for me and if no one else complains then it's all good.
  10. No actual updates, sniff. Also, dunno if it just me but:
  11. Happens sometimes. Nearly a year later (11 months?) I can say that, yes, Fire Armor on a Tanker does the near unkillable ^^ I didn't like Rage and its crash so stopped trying to like SS though.
  12. Sovera

    Rad or Invuln

    Self-inflicted handicaps are common in games. Basically Switchfade is/was pretty respectful in his reply but it does not mean anyone else but him need to follow his self-applied handicap. The only thing that matters is when 'competing' such as in pylons or time-it-took-to-solo-a-TF to be upfront about what was used so the metric is not skewed. That is why in pylon times a person will say if they used Incarnate clickies and lore pets and the same for TF soloing.
  13. You can't add more other than the base empowerments so you have to live with what you have. Carnies do it automatically when they die and it is tough with meleers to avoid it since they die in melee range, it's auto-hit (thus bypassing SR's defenses), and they aaaaaaaaaall doooooo eeeeeeeeet. Sappers are the easiest to deal with: kill them first. They are minion level and should die in 2-3 hits. But be mindful that you do not mistake endurance debuff resistance and recovery debuff resistance. Bio gives you 86% to endurance debuffs, which is great against a sapper taking a big gulp of your blue bar, but it has 0% against recovery debuffs which is what Super Stunners do (and everyone who does electric attacks, including some enemies in Arachnos). Fire Armor also has something like close to 100% against endurance drain, but 0% against recovery debuffs. Rad Armor gives you 86% to both Recovery and Endurance drains which means that coupled with Radiation Therapy with a Essence Theft proc you should never be in problem. When ever you are at 25% or so just use RT and you're back to full. Between 86% resistance and RT being back up in 20 or so seconds you should be fine. With your Bio Armor character what I recommend you to do is: - Grab Recovery Serums. They are very cheap at 10k a charge so just buy max stacks (50) and when fighting things that sap like Carnies use it when ever it is up (don't wait until you are drained to use it). - Put an Essence Theft proc in DNA Siphon. This ensures even in a small crowd of 3-4 enemies there is a good chance you'll boost up to a full bar (mainly try to use it on a pile of corpses to boost your Recovery. Using it on live targets just gives you a small bite of blue bar instead). DNA Siphon is an easy skill to overlook since Bio is starved for slots and the skill is a one slot wonder, but it's a great place to get some easy bonuses and incidentally buff its recharge. - If you know you are going to face troublesome sapping foes (not Council or whatever easy faction) then spend the literal two-minutes-by-the-clock to buy some white salvage and use the SG base macro to quickly boost your resistance to debuff and your recovery with the base empowerments.
  14. The simplest way is having energy defense since sapping attacks usually comes in the shape of attacks. If it does not land then it does not sap. But some of those are auto-hit like a Super Stunner's ressurect or a Carnie's death. The second way is having overwhelming amounts of recovery. It's not perfect but Rad is an endurance faucet with Particle Shielding used on CD and Radiation Therapy with a Theft of Essence proc. Bio can use DNA Siphon on corpses and it also takes a Theft of Essence proc (these make all the difference btw). On top of these we can purchase Recovery Serums from the P2W vendor to give our recovery a major boost. I did Katie Hannon a couple days ago and my whole team was being detoggled like mad as the constant spam of Lightning Storm sapped them but between Consume and Recovery Serum I coasted along. The third way is using Base Empowerments (https://archive.paragonwiki.com/wiki/Empowerment_Station_Buff_Recipes_and_Ingredients) which is the sole place we can actually obtain endurance drain resist (don't quote me though). It's only 20%, but, you can also purchase the 17% recovery boost from there as well as these buffs cost absolute peanuts and last for an hour and a half.
  15. In the comics he call tell colors by the temperature in a semi comic book science BS related to how darker lights absorb more heat, but it was shown it takes a while for him to figure it out. Detecting if he is under a light should not be something he can spot all of a sudden, though we have been shown he could detect the heat the lamp gives off (less and less a thing as we move to LEDs). The comics sometimes try to put in in flaws with powers but they rarely are consistent. The Flash is constantly under a 'I cannot move too fast otherwise I create tornadoes in my wake and the sonic booms would shatter windows', but these never materialize when he fights bad guys at stupid speeds. Invisible Woman's forcefields allow light and sound to pass so she can be taken down by those, but we rarely see this come up other than plot requiring it. Superman is weak to magic, but it's completely lip service which happens according to plot where either the slightest thing is magic and cuts him, or he tanks magical lightning/blasts and comes out of a bit woozy, shakes it off, then proceeds to win. Daredevil has had some nice touches over the years. 'Press the green button!' and he's welp! Bad guy gets away in a car and the cop shakes Daredevil, 'What color and make of car was it!?' and he is welp! In one of the most recent Hawkeye comics Clint is dressed as Ronin after a HUUUUUGE plot of him pretending not to be Ronin, lying about it, hiring a Skrull to impersonate him, even using time travel, only for him to be on a rooftop unmasked and as Ronin to have DD go 'hey' and Clint nearly has a hear attack (it was really well done 😄 ). DD proceeds to talk normally with him while Clint is like, wut??
  16. You didn't read the link in my signature, did you? Where I posted the first TF that takes about 30-40 minutes you can do starting at level 8 rewards you with nearly three million? You should probably buy the stuff from the /ah too since there is a good chance it is much cheaper.
  17. Claws/Bio is the combo that gels better on a Scrapper than any other AT. I feel you're going for Dual Blades and Invuln only to set yourself up.
  18. Sovera

    Rad or Invuln

    Fire Armor
  19. I -am- the damage dealer! *huggles Fire/Claws*
  20. Mine was for Tanker's though. With the lower resistance caps and maximum HP Scrappers tend not to make good recipients for resistance based sets. It works, like everything in the end does, but it's a squishy combo and that's why you don't see much of it. This is what I'd use. It's not perfect but you get a decent-ish Hasten at 134 seconds, 70% ish resists that finish being capped with Barrier, and near 40% S/L defense with Barrier to finish capping to 45%-ish. Use Particle Shield on cooldown, don't save it, don't think about it, just pop it if it's up, it has less than one second activation. It's not perfect since there is a lack of slots. Devastating Blow would like two damage procs in there, etc. I'd consider dropping Ball Lightning and sub for Focused Accuracy (keep Tactics as a Mule, but slot FA the same) and Physical Perfection (semi useless since a Rad Armor is an endurance faucet, but it requires no slots and FA only one) then distribute the slots where needed and tweak the build a build to keep the resists at 70%. You should be fine with this anyway as you're just sacrificing a bit of ST for AoE and we could agree that CoH is more about the AoE. But since Rad Melee is already good with the AoE so you can drop off Ball Lightning if you'd like.
  21. Sovera

    Berzerkers

    To be fair I do it if there is a second tank around. But I wouldn't abandon my squishies.
  22. Sovera

    Berzerkers

    Pretty much. My stint as a Blaster was brief (I prefer non-stop pew pew than counting the seconds until my nuke is back up) but I played just like I play my Tanker, and Scrapper, and Stalker. Just jump into the middle of things and unleash damage. Eat inspirations to survive if need be. If there is one thing I miss is being able to scout ahead and look for the boss or the clickie needed for the mission. As a tanker I don't get to do that anymore.
  23. Yarr, so they can. But do spend 5k and buy a regular flight pack from the P2W vendor just to so you don't have to navigate around tall walls that Ninja Run + Sprint do not reach.
  24. An important thing I forgot to mention was picking both jump packs from the P2W vendor. It's why I have Fly so late in the build. If you prefer leaping then switch for it and try to take Super-Jump sooner since the jump pack trick won't work. I just prefer Flight and Afterburner gives me something to slot another Luck of the Gambler. The anti KB I play with is just the one in Fly and I feel it is enough, but I had a free slot in your build and wasn't sure where to spend it and so threw a second anti-knockback. It's pretty much a free slot though. As for the last power in Fire it is just a ressurect. Inspirations do ressurects, one of the P2W powers does a ressurect. There is no point in taking it since you're not meant to be dying in the first place 😄
  25. Street Justice/Super Reflexes Stalker. He is constantly using the shadows and breaking lights to fight in the darkness. Martial Arts might fit too, but it's a bit too showy with the kicks and the devs were smoking a tall bowl when they put in those alternate punch animations if they thought it looked martial arts ish. He is a very nitty gritty fighter. Staff could fit, but nah, too much breakdancing for our dude.
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