Jump to content
The Beta Account Center is temporarily unavailable ×

Sovera

Members
  • Posts

    4844
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by Sovera

  1. You have only my respect, Infinitum. But I threw my Fire Armor at the 801 (in a full group, not solo) and survived it. 50% survival seems fine. I can also tank Recluse with four towers up and not die (if I remember to use Consume so he does not drain me in one hit). Soloed ITF at +4x8 with no deaths (ok, ok, not a big achievement 😄). And this is me without Shockwave for extra mitigation. Carnival is still iffy though but doable. And I also had a magnificent death against Awakened Longbow who threw me around up and down until I died. In both cases it means I don't plunge in Leroy style and actually choose targets. I'm not downplaying your comments because you are correct. But once we are capable of surviving those tasks I mentioned is it safe to say that 95% of the game can be done with a build emphasizing damage? We should not downplay the effect of killing faster. Dead things are not hurting us back.
  2. It's fine to slot the way you'd like. I just didn't want new players to think it was a good way to do it.
  3. I have to confess this slotting hurts mah sole.
  4. I'm not gonna lie. I never played invuln because I disliked the lack of a 'real' heal (being one that is only up once a minute or so). Looking now at the interactions with Invincibility made me want to try it but eh, if Fire Armor melts 90% of the content at a good clip (for a Tanker) I don't feel like being able to tank 99% of the content makes up for the damage loss. I'm very into the Path of Exile methodology of assigning the budget into being 'tough enough' and then the rest into damage instead of assigning 100% of the budget to surviving. If 50% if enough to survive then the other 50% are better spent somewhere else. I don't think this changes the baseline. Even if a different build does more damage it's still a % game and 8 or 16 mobs providing saturation wasn't a big swing with Gaussian.
  5. Yes, but the longer the recharge a power has the more likely the chance of a proc has of going off. And Aim/Build-up have a whooping 90 second recharge that pushes the envelope regarding this. So much indeed that 90% being the capped chance for a proc to go off won't be changed even if we add recharge to it until at least 75%. I still go 95% recharge personally as if I recall correctly it only lowers the chance of going off to... 87%? Please do not quote me. When in doubt about these things click the power and choose Info and details and you'll see the nitty gritty of it. In the grand scheme of things (400% ish or something damage cap) 62% isn't tremendous, but a lot of old CoH lingo was deceptive with attacks who did 'moderate' and 'minor' damage until we finally got actual numbers. As for Tactics, sure, people do what they wish to do. Perhaps they are explicitly building so that Tactics makes them reach the hit chance cap.... Or more likely they just take it because they want to help the team, which is a valid outlook as well.
  6. That makes sense. I haven't done red content enough to investigate which transport is closest via teleport beacon on red side. On blue side it mattered to me so I started looking it up and King's Row was perfect. I'm sure one of the base exits on red side must do the same. But if you are sure it is tram only then yeah, it's going to suck since the tram isn't close and Kallisti is huuuuuuuge. Even leaving the mission via macro and teleporting back to Kallisti will still leave you at the middle of the map saving half the trip, but it's still half a trip.
  7. - Build-up is 100% damage boost with 20% ToHit. - Aim is 62% damage boost with 50% ToHit. Being a lower damage boost I like the gaussian there so clicking it still feels impactful. So yeah, always use Aim. The extra accuracy isn't bad, but, if you're not building to have 90+% chance to hit natively you're not doing right. Part of the reason why Tactics is seldomly taken since 95% to hit +3 (since it's where the incarnate shift leaves us) is not super difficult to do and more is not helping much other than niche cases. The Gaussian in Tactics is a valid option though, but it will fire at random. It can fire during your walk to the spawn, it may fire after your nuke, it may fire during a lull in combat (and it only lasts 5 seconds). Considering how Tactics is usually not a worthy pick (other than for niche reasons not realated to the actual ToHit) and how Blasters are tied to the initial burst to annihilate a spawn to reduce incoming damage (ence my earlier strategy of nuke + AoEs for one group and then BU + Aim + AoEs for the second group.
  8. A bit of a tangent, but if you use the base macro (big if) when the mission ends don't lose time exiting the mission first. Use the macro while still inside, then hit King's Row. You are bound to always be the first in the map like that.
  9. It's a damage boost also, albeit lower than Build-Up. What I personally do is put the Gaussian in there to make it up for that. BU is strong on its own and Aim needs the help. Having the Gaussian in Tactics is an option as well, but, IMO, it firing randomly is better for ATs without nukes. My Tanker for example is all a constant stream of damage. But a Blaster will have their T9 and that's how they will want to initiate the fight. Back when I did my stint as a Blaster I slid into the strategy of using BU + Nuke for one spawn and then run to the next and use Aim + all the AoEs the Build had. And at some point found it was better to use nuke + AoEs, and the next group my nuke would be down but I would make up for it by BU + Aim + regular AoEs.
  10. What do those numbers mean? You had more Gaussian proc uptime on Focus Chi? Oh wait, I get it. You took a pylon in 547 seconds. Hory sheet, 9 minutes? That's some bad levels of bad. There go my dreams of Gaussian allowing Invuln to acquire an offensive edge.
  11. We may need our resident mathmagician. I've re-read the entire Rad VS Invuln thread trying to find it but was unable. Obi wan @Bopper, you are our only hope.
  12. Or inv/Claws that -also- doesn't have BU, and in FU Bopper mathed it at a 10% chance to go off. I don't know how much of a positive effect it would turn out to be though. 5 seconds every 10 seconds of having 80% damage is in no way bad though, even if it is not Burn (and Blazing Aura/generic damage aura). That said Invuln/Rad Melee. What was the chance per enemy every 10 seconds though? Anyone remembers? 10% chance? 50%?
  13. That's why I mentioned it not being good for pylon tests since only one enemy - the pylon - around. It's basically the reverse of slotting it in Tactics. In Tactics it gives a chance for allies in range. In invincibility it gives a chance on enemies in range. If I solo or duo the effect based on enemies is a lot more interesting and I do spend more time with enemies around me than I do fighting one tough enemy. It just depends on how reliable this effect is.
  14. To be honest I'm fairly interested in how Invincibility interacts with Gaussian. It sounds to me like a constant stream of BUs would surpass Offensive Adaptation and even Burn. I mean, yeah, it's not something for a pylon test to shine on, but if Invuln is pretty good defensively and just lacks an offensive edge, then wouldn't this be it with a chance to go off every ten seconds multiplied by all enemies in range?
  15. Wondering about it as well.
  16. Tested the FA/MA on a pylon in the test server. Musculature 45%, Reactive 75% DoT, Hybrid Assault (not clicked). - 3:29 - 3;16 - 2:59. Quick and dirty test with Hybrid Assault toggled on. - 3:15 with Hybrid Assault toggled on. ...I confess I sometimes don't really understand what this thing even does. And since @Bill Z Bubbaraised the notion Burn wasn't helping in ST I also tried once without Burn: 4:13. Martial Arts is not Claws though. As in all these tests I cheated with the base empowerment KB protection to not be KBed all the time. I'm not going to lie but it turned out better than I actually expected. It's kind of bit worse version of FA/Claws, except much more defensive thanks to 45% defense to M/R/A instead of just S/L and Melee.
  17. Peculiar considering how strong it is. Do you have it double damage procced with a purple one? What are your times on the Bio/Claws so far? Nihili had his at something like 3:30 with Assault clicked.
  18. Mez clickies tend to stack, so just double the protection you see in Mids, and yeah, that makes them stronger than toggles. Oh hey Bill, my FA/MA is coming nicely. I'm curious to see if it will laugh at psi with 40-45% defense to melee/ranged/AoE which is kinda stupid on top of being a resists set 😄
  19. Assuming that they are still alive to do it. Or not hitting their head on defense against S/L 😆 I'm assuming sonic has a smash component in there.
  20. I have an oldie here: https://forums.homecomingservers.com/topic/19511-revisiting-km-to-try-countering-its-flaws-v2/
  21. If you actually look look at it you'll see if it's not actually every other AS, but if this works for you then carry on. I never did get into StJ much since Crushing Uppercut has an awkward recharge leaving close to two seconds before it recharges, but I remember using combo points on Sweeping Cross being wasteful. If we use Sweeping we ate the combo points and now CU needs to collect three more to go out at maximum damage. This lower the number of CUs in a minute. I think it better to just fill those two seconds with another attack and then use CU at full power.
  22. That's true for all comics, but particularly the indie ones (AKA not DC and Marvel) like Savage Dragon and Invincible. Being gory and much better continuity than mainstream comics it is common for large swathes of a population to be killed regularly (dead heroes also tend to stay dead since no status quo to protect) from invasions and evil characters. But, funny enough, the population never seems to issue a murmur about it. They just pick themselves up, rebuild, and carry on.
  23. You ought to be posting this in the Brute section. Kinetic Melee would serve you better as a Stalker IMO.
  24. Worthless is a strong word. The sets with no AoE have indeed no place in CoH. But those are sets and not the whole AT. More to the point a Blaster (or anyone with Judgement) nukes a spawn. Now only the bosses and lieutenants are alive. ST is needed, not more AoE. Just pick a set that has decent AoE and we can help during AoE moments. I mean, we are poopooing on AoE but my KM felt godly. Follow the tank as it gathers agro, go shhhh, we are hunting wabbits. Tanker has a nice ball of mobs, hit BU, use Burst from out of Hide. Auto-crit that kills most minions. Use filler attacks but not AS. When Burst is about to recharge use AS. If it's the first of the fight there is a good chance Hide procced. Use Burst again. Boom, another auto-crit AoE. I felt useful all the way with my KM, and with /Bio and 3-4 damage procs in each attack it was a fast attacking machine. it didn't have great pylon times (2.30-ish) but it was fun. Ultimately the reason I don't stick with Stalkers is that I really dislike not having agro. I love being in a big ball of enemies all hating me while I lay the hurt.
  25. The T9 is Mass Levitate, not GPS. In a better world we would be able to track buffs and keep an eye on Insight and only use GPS at the very last second to consume the buff. Too much hassle though. tests can be re-done but last time someone got the same numbers by only using GPS at the last second of Insight, and then not using GPS at all. Which makes sense since if we are using one attack every 30-40 seconds then it will not have a large impact.
×
×
  • Create New...