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Everything posted by Sovera
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If you could radically overhaul 1 thing....
Sovera replied to Galaxy Brain's topic in General Discussion
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. -
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.
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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.
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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.
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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.
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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??
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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.
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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.
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Thermal Radiation - should I announce Forge buff?
Sovera replied to Balasarius's topic in General Discussion
I -am- the damage dealer! *huggles Fire/Claws* -
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.
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To be fair I do it if there is a second tank around. But I wouldn't abandon my squishies.
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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.
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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.
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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 😄
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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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If you are completely new and don't have much cash I say level with this (and check my signature for money making tips) and even at 50 it will hold up while you're making money. It has juuuust enough resistances that two stacks from the ATO in Guarded Spin will put you at 90% resists while still have 45% to Lethal and Melee. If you have money then level with this: At 50 you can use this:
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Quite right. I mixed Apocalypse with Ragnorok.
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Unfortunately, no. Fire/Staff is a good choice. Fire is resist based, Staff gives defense. Staff has weak single target, Fire has Burn and Firey Embrace. They marry pretty well. I have a build for it stashed somewhere if you wish for it. Fire/Claws for the win!
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It doesn't "pay" to play a support character
Sovera replied to Diantane's topic in General Discussion
I don't mean this in a mean way, but you should try joining a group with that triple Dark and then just putz around not attacking for a few groups. You might discover you're not influencing combat as much as you believe you are (or you might find that you are). -
It doesn't "pay" to play a support character
Sovera replied to Diantane's topic in General Discussion
We are not in LOTR or WoW, Period. If you're using double XP it kills your influence input. Please check the guide in my signature. To give you an idea at how your newbie problem is skewed doing the very first taskforce at level 8, taking about 40 minutes, and which has crap rewards, will net you about 3 million in cash. Yeah, your 30k is a tiny droplet. The very first TF at level 8 just supplied you with all the influence needed to purchase all your generic IOs for that character and for a second alt too if need be. Taskforces or missions from contacts (not radio missions) will award you lots of money in the form of merits. It is my experience that leveling via TFs makes me about 100 mill once I reach level 50. Which isn't much, but it's a start. Once you are level 50 money just pours in. Spend five minutes in a map and you've made 4-5 million simply by killing stuff. Doing an end game TF at max difficulty usually makes 10 mill in raw inf not accounting drops. But that's for later. For now please read the guide since it's been compiled with information for newcomers and then set yourself free from gearing up problems. If you have more questions do ask since this community trips over itself wanting to help. Stuff you'd see hidden away for the elite in other games (from builds to ways of making money) is loudly advertised and offered for newcomers so that they can enjoy their stay. Edit: But regarding your original question, yeah, it does not pay to be a 'pure' support or tank. Though if you want to be beloved by the masses from level 1 to level 50 and beyond then roll a Kinetics support and you will be loudly cheered and welcomed to whatever team you go. But please, use your attacks be it on a support or a tank. We're not in WoW where a healer can just coast or is super busy trying to keep everyone alive, or simply does not have the mana to spend attacking. -
I long for the slots to fill up two extra powers ^^ But possibly consider swapping Spin with Burn. Spin should have a 4.5 ish second CD of which 2.25 is eaten by Burn. Shockwave and Fireball fills it and Spin is back. If you have Burn non procced it should be back in less than eight seconds, so 2.7 from Spin, 1.3 from SW, 1.2 Fireball. Gives you room for Follow-up and Focus (moar FF proc chance) or Slash. All bets off if it's a Scrapper. In fact, I'm going to be weird and say a Claws/Bio for farming and general content is pretty perfect. FU, SW, Spin (SW first since it animates faster allowing Spin to still make use of the crit chance proc) is a self-contained AoE cycle that requires nothing else and allows much in the freedom of slotting and power picks. I used to boost my new characters to 22 with a Tanker but switched to my Claws/Bio Scrapper. I need to use Ablative every couple of packs due to being at 40% (probably would not really need Ablative if I popped Barrier on CD for the last 5%) but it handles +4x8 S/L Comic Con without a problem.
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Placed this on the Tanker forums but it's pylon testing, so hey! So I decided to try a monstrosity of a procced out build. As usual when i do this on a Fire Armor Tanker I cheat with the base empowerment buffs for KB protection (regular content the small KB protection I have works, but not against pylons) and using Recovery Serum to not waste time using Consume. My previous times were on a 3:15 - 3:30 with regular slotting. 3:07 - Not much change. 3:10 - Still not much change. Too many gaps in the rotation. 3:03 - Swapped from Reactive to Degenerative. As usual little difference between Reactive and Degenerative. 2:40 - Swapped from Barrier to Ageless. Now that fixed the gaps alright! But I'm not intending to play without Barrier. 2:05 - Ageless and Assault and Degenerative. 2:20 - Ageless and Assault and Reactive. 3:15 - Went back to the original slotting and just kept the procced out Burn. No appreciable difference. 2:56 - Swapped one of the damage procs in Burn for the Fury. It seems like a much better choice as I almost got the pylon at the 2:45 before it ticked. 3:05 - So... many... misses... 3:02 - Kinda frustrating to see the damn pylon tick at the last moment. 3:30 - Changed the Gaussian for a damage proc. 2:49 - Re-procced Slash on the fact that the gap came from Focus having a higher base recharge. Maybe a fluke. 2:46 - Maybe not a fluke. 3:05 - The 5% chance to miss can go die in a fire. It is near impossible to test small changes with whiffs at crucial moments. 2:46 - Horrid start and even so. Seems like this is the new average. 3:05 - Dontcha hate trying to beat times and hear the lack of sound meaning you're hitting something front of your nose but missed? 2:30 - Degenerative. Slight change in rotation is giving dividends. I've been using Focus second and Slash third. But often I'd use Burn after Focus which wastes the FF proc for the animation time of Burn. This is dumb. I'm dumb. Always using Burn after Slash from now on. 2:41 - Reactive. So small a difference it can be attributed to whiffing. 2:42 - Replaced the Fury in Burn by a Scirroco. This is burstier than the -res proc and the gain/loss seems minimal. 2:30 - Either Fury in Burn or Scirroco times are not dramatically apart. The change in rotation did more than the slotting. 2:46 - Decided to test the theory that the rotation did more than the slotting and returned to the original Burn. 3:37 - Tried to return to Slash's original slotting. Seems like this one does make a difference. 2:43 - Returned to procced out Burn and Slash. 2:47 - This is the new average. So, the summary is: - First of all testing something in this game is a nightmare. Missing a few hits can change everything. We have this in other games and can divert stats to reach a 100% hit chance but not in CoH. Here we get to sigh and 'enjoy' it. After I changed the rotation both 2:30 times is when I did not miss as much with the 2:45 as the regular amount of misses. - Second, Slash can and should be procced. It recharges fast enough and is low in endurance cost that neither stat is needed. - Third, Focus and Follow-Up ought to stay properly slotted since neither has the recharge to withstand the tight rotation. With infinite slots (and endurance, or not bothered with trying to build defense) Shockwave could be added. - Burn is six of one and half a dozen of another. All procced up it is trrrremendous burst. But then we throw fewer of them over a long fight. Properly slotted it only gains three seconds though, and the Fury of the Gladiator in Blazing Aura brings very little dividends where instead it sits much better in Burn. But Burn takes to damage procs pretty well with the double chance of them going off and this plays more with the short nature of fights in CoH. If someone has Fury and uses it ours now does nothing. So despite being near sacrilege, yeah, I'm thinking to just dump the Fury. Burn just seems to prefer damage procs and in Blazing Aura it has a pretty limited chance to go off to the point where testing with or without it there showed a difference (but it's difficult to test due to whiffs). - The best times came with having Fury in Burn and Degenerative. Basically Degenerative is sliiiightly better and gains a few seconds, and Fury in Burn sliiiightly edges ahead by a few seconds. Both combined are enough to beat a pylon before it gets an extra regen tick. This is almost build-for-pylon instead of regular play. For regular play I'd still go with Reactive since regular mobs don't have the HP pool of an AV for the -HP to make a difference, and a Scirroco since burst damage reigns in CoH. Though to be fair I think Fury is fine too. IF no one has it slotted then we are helping the whole team. - New rotation is Follow-up, Slash, Burn, Focus. Or Follow-up, Burn, Slash, Focus. But trying not to do Focus and then Burn as the animation of Burn wastes half the FF proc. This is going to be the new official build. Since I exemplar a lot to help friends with their alts and solo/duo TFs I'm keeping the Fury in Burn. I don't think there is a correct answer for this slotting.