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Everything posted by Sovera
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Plaaaaay the gaaaame, sleeeeeeeeep. You're going to burn out something fierce!
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Something happened to the current team though. No idea what. At first glance I'd say Corona but that usually means stay-at-home which is where HC business should have been happening anyway. The flux of news completely stopped, we have no patches, and more importantly, we have no information. It's fine, the game is up and running so we don't *need* any of those things to log in and have our fun.
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So...what's this I hear about changes to TW?
Sovera replied to JnEricsonx's topic in General Discussion
The answer to this seems pretty simple. Same way we don't ever see WoW devs messing with old dungeons and only mess with current content. Basically let the 'leveling' game intact, regulated around +0 SO users, but DA content is incarnate content, incarnate trials, etc, the *end-game*, regulate around IOs. They are not difficult to acquire. We have a plethora of in-game channels between Help, General and even /b for new players to complain about how things suddenly got hard at incarnate levels and be pointed at the forums either to copy builds or learn how to make money. It's not a bad thing to have goals. It's not a bad thing to have an end-game. It's not a bad thing to have an end-game that is harder and welcomes buffers and debuffers instead of just amassing damage dealers. We don't have a team for it though, not yet, perhaps never. I don't even know what has happened to the current team since we have heard no more news from them in months and they have been tight lipped about it. -
I tell ya, I have a new fun character which is a Fire/Claws Tanker. Loads of damage, fun, but I'm 100% sure it would be TERMINATED if I tried to tank that mission. Even one or two sappers kill its endurance in five seconds so that mission would be repeated murder.
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I was tinkering with an old Ice/Bio I made. I was still working on frankenslotting Frost for minimum ACC, max damage, as much endurance, recharge and range as possible, but then my attention wandered and I never finished it. There are three slots free to use where ever. I just bring it up to mention that Genetic Corruption on a Stalker does not enchant me, but, it makes for a great mule as four Lethargic Repose bring some much needed SL and NE defenses. The heal proc I can honestly say I am unsure if it does anything. the occasional 50 HP is nice, but I doubt it changed any outcomes. I have another version where I ditched Physical Perfection (Bio swims in endurance 90% of the time anyway, and there's the Recovery Serum for the long fights against a single target) and Genetic Corruption and simply picked Zapp and Ball Lightning for moar AoE (MOARRRRR!). While Zapp is not used in a regular rotation due to not accruing stacks for AS it serves perfectly for missions where we open with Icy, use AS, proc Hide, and now what do we use while in Hide? Ice Sword? Zapp, that's what.
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There are a few of those around already. There's one that is just *nuts* that can be searched as '801' in the AE.
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Simple macro to mail yourself Inf across your characters...
Sovera replied to r0y's topic in Tools, Utilities & Downloads
You'll have to try how I explained. Simplest way is to start by selling all your salvage in order to have less of it cluttering the salvage window, and then try adding one number at a time. So lets say I have sold everything but have incarnate salvage and whatever totaling six separate items. /emailsendattachment @sovera "Emp" 0 11 1 "HAX" Didn't work? /emailsendattachment @sovera "Emp" 0 11 2 "HAX" Still didn't work? /emailsendattachment @sovera "Emp" 0 11 3 "HAX" If by the time I have reached /emailsendattachment @sovera "Emp" 0 11 7 "HAX" it still has not worked something else needs to be tried, but start with that. I'm going to go out on a limb and say that if _ and " or a combo of both together did not work then it's not going to work. It's clunky old coding. Same way I use the text file to introduce my name and password and only need to click on accept to log in, but was unable to make it accept a space in my password and had to change my password for one without a space. -
I agree and I've been pushing for the same. Tankers are super tough natively and with them about 10% behind Brutes it makes sense to go and aim for more damage since the faster things die the less time they are hurting the player. This is a super basic precept in games like Path of Exile and Guild Wars 2 that, like CoH, do not prime for 1 or 2, or 5 minute long fights. In those games 'enough' defense is aimed for and then the rest is damage. I have no ill will for R0y, zero, but he and other players like him take that pride in being low damage and super sturdy. Which is fine. Hey, there's room for everyone and it's not like we even have damage meters.
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I haven't super refined this build so there's probably room to improve it a bit more. Basically the idea is to cruise around softcapped in defense to the important bits (ignoring fire and cold since they aren't big worries. The Psi hole will hurt more but as a Stalker it is up to us to start with hitting the dangerous targets first), and when/If in trouble we use our uber Icy Bastion. For 30 seconds all our resistances but Psi get capped and our regen gets a tremendous boost. It will have a one minute down time once its over but then we have Hoarfrost and Barrier to fill up as panic buttons during that one minute. Frost is used for AoE and ST because of how bad Frozen Fists are and to fit everything in. While Stalkers are not AoE beasts the build ends up pretty satisfactory. While leveling Frost + BU is a spawn killer (it's common to follow a tank and once everything is balled up around him we just kill most of the spawn by ourselves with that combo), Frozen Aura is.. okay (in theory same damage and near same animation time, but not nearly as satisfying as Frost), and Ball Lightning finishes adding to it for that initial AoE burst while still under BU's influence before we mop up what survived. For ST Zap is just a mule and not meant to be used. It does hit harder than Ice Sword but on the other hand it does not build up AS stacks, so see how you feel about using it or not. Icy Touch is the beastly ST damage overshadowing even AS. Basically while in Hide always use it. Eventually if hitting something for a while (hard boss or AV) work it so that Icy Touch is always used after AS but for regular missions don't fuss too much and open with Icy and then use AS and whatever is available (Zapp from Hide will HURT). AS, Icy, Frost and Ice Sword is the ST rotation for an AV.
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I've tried to like SM so many times now. I have it on Brute, Scrapper and Stalker, all at 50, all leveled instead of farmed, but it just never clicked. I *love* the animations. But that's about it. That said SM/Ice Stalker would have the best of both worlds. Can't ignore the soft CC of Shockwave though since it makes a lot of difference with the animation to get up nearly coinciding with Shockwave's CD.
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If I was to have a hand on a dream team of four (I do much prefer smaller teams but they seldom happen since people get bored) it would be: - A Tanker. Any sort really. A tough ball of agro that pulls everyone in a pile. The difference between Brute and Tanker has shrunk by a lot and the wide AoEs make up for the lower damage. - A /kin. Any sort as well. A Controller with a Tanker seems useless (IMO) so perhaps either MM for the extra damage or just a Corruptor and avoid the MM annoyances. Damage boost + recharge and fixing endurance woes + healing? Perfect. - A Blaster. Killing half the spawn at the start eliminates a lot of hassle with problematic factions like Carnies and Arachnos and their blind spamming. - A Scrapper/Stalker. Aimed at the tough targets so that by the time everyone has finished unleashing their AoEs and killed the soft targets the hard targets are down as well. Playing as Tanker with a small team of lowbies it was noticeable how we killed all the soft targets and then whittled the bosses away.
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I loved the guide. It might be what I needed to feel better about Tanker ST damage actually. There's room for some tweaks (I wouldn't go as far as calling them improvements). The ATO proc in the aura was tested as not being ideal. Even in a target saturated medium it will at most stay at two stacks and between 5% chance of missing and PPM rules they might stay at one stack for periods of time. In the same vein there is too much S/L resistance going and some slots could be distributed, S/L defense cap reached to be softcapped with Barrier. But really, you're herding monsters in Peregrine and barely having to use your heal so are any of these actual improvements 😄 ?
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This is just a bit of idle conversation. I adore my Claws/Bio Scrapper but I've been thinking about trying something with Ice Armor for a while now. The basic precept is that icy Bastion rocks and I want it. When in need of a heal pop it and the maxed resistances coupled with tremendous regen will just keep me safe for the next 30 seconds leaving me with one minute CD. I can use Barrier if I need another breather during that cooldown and have Hoarfrost for emergency heals. I have a hard time overlooking Bio's extra damage, but the ease of slotting means I could add more damage procs that would partly compensate for its lack. My original thought was DM/Ice Stalker though. I get Siphon life to top HP, Stalker adds big burst damage with AS and I can skip the slow animation of MG for AS, Siphon, Smite, Shadow Punch. It does force me to go for Mu for a second AoE where Claws is self-contained. Perhaps Ice/Ice Stalker? Ice melee is good on it, and it gets Ice Patch for bad moments though Shockwave achieves the same on the Scrapper.
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Well, I've given different examples where using Parasitic Aura did nothing. I've used it proactively (as in, full HP and as an opening move when surrounded by enemies) and the results are the same. The 'maxed regen' happens if we hit 10 mobs but it does very little. We just seem to have had different experiences. As for the recharge it's not a problem. Unlike DDR we can use IOs to patch recharge debuffs. This build has 90% resistance to them, for example. I believe the cap is 95%.
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This is exactly what happens with me! I'll be playing and die. 'Grumble grumble. I wouldn't die if I was on X'. So I start playing X. A week passes, no deaths, but at some point, 'good god, that took so long whittling those guys. It would have gone so much faster on Y', so I pick up. Y. A week later... Currently and though a new addition I don't see my playing any other Tanker than my little Rad/MA. The ST damage is sort of painful with 200-ish for my 'hard' hitters, but makes up for that with a torrent of *wide* AoEs. Dragon Tail, Electric Fences, Ball Lightning, Dragon Tail. Gap, fill with Storm kick for the 10% defense. START AOE ALL OVER AGAIN! I *adore* my Claws/Bio Scrapper for damage. And weirdly enough I never play it. It's what I use to powerlevel my new alts to 22-23 before they start TFing and it's so much more satisfying than using my Fire Armor tank for it. Have the Critical ATO proc go up, fit both Shockwave and Spin in its duration, see a *flood* of CRITICAL DAMAGE! and spawns melting. The ST feels damn good too. And to top it I had an inflated view of Bio Armor being super good for survival until I made other Bio Armor characters and realized I thought so because Shockwave/Focus kept mobs on their ass while I tore them apart.
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My man, are you even taking time to breathe and sleep? Dare I say play the game? You seem to be breathing and eating this project.
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Simple macro to mail yourself Inf across your characters...
Sovera replied to r0y's topic in Tools, Utilities & Downloads
Try an underscore. -
I just come from running tips with a friend set +3x8 and bloody hell, damn Carnies. SO SLOW! And I actually had to kite a few times and eat insps because they debuffed so bad. But the slowness, intolerably. They were an underslotted dom between us it was like watching paint dry trying to whittle the illusionists between phase shifts.
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Yes, it's how I have mine set as well. Though only for +3.
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That's been removed in the tanker patch. Are you sure about the accuracy thing? Because with each incarnate level shift their con drops to us. I looked it up but couldn't find a source about the accuracy thing to say either way. I've done incarnate content with 45% defense and I'll be honest I did not notice the difference. If it's a full team of incarnates, then incarnate content or not it just melts. Your basis is still 90% resists and defense just a layer. As for the Barrier remark, context, man. You're trying to reach 59%. 5% allows to juggle your slotting. Juggling the ATO proc also means you can juggle your resists and move slots around since you know you can depend at *least* on 14% resists from two stacks of the ATO. With Barrier you know you can depend on 19% resists. That means you can play with your slotting, ease on some bonuses, aim for others. I've personally removed Assault from the original build to grab Taunt. It's a fat 15% damage to all but Taunt is almost solely for Tinpex and pulling Battle Maiden from the blue circles.
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Always and all the time. From the moment Musculature reaches T3 my difficulty slider never again budges. Edit: Except if exemplaring and starting a TF. Then of course not, poor lowbies I might be playing with.
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Definitely roll a Claws/Bio ....Scrapper. *flees the Brute forums!!*
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I've had that here. We were talking about the base macro and his whole answer to my post was 'alright, cheater' or something like it. I called him an idiot, post got purged, got a warning, his post calling me a cheater is still there 😄
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Out of curiosity and while we're at it, is there anything else you'd like for everyone to change to accomodate you?
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- You've broken the 45% defense to melee/ranged/AoE and I am not sure what you've gained in return. - You've also lost the 1-2 damage procs per attack to help with the damage. - You've also lost the two extra AoEs to help with killage and I'm not sure again what you've gained in return? The faster you kill the less time you're being hit. - You can also pretty much coast through leveling and even the end-game on Radiation Therapy alone with Particle Shielding either for those hard moments or for extra endurance. Turning Radiation Therapy into a proc bomb instead is a bold strategy, though I know some people do the same with Dark Regeneration. - You have way too much resistance already. You should read the original post I link in the OP that leads to the Elec/MA build where I go more in-depth about resistances and the Superior Might of the Tanker stacks. Basically the first time you hit Thunder kick you'll be overcapped, which makes the second and third stack useless. You have an amazing 15% resistances-across-the-board ATO and you should aim, IMO, in leveraging it. Considering how Storm Kick should be something you will spam for the defense the ATO really should be in there. Thunder kick is not necessary for the Crippling Axe Kick, Storm Kick, Crane Kick, Storm Kick rotation. - You're overcapped on accuracy so Tactics does nothing for you. I can only speak for myself. But - Musculature 45%. (Hasten is at 130 seconds. With more mobs around (and when is a Tanker not surrounded by mobs?) this goes down. FF proc in Crane Kick and Dragon Tail Kick will also go off reliably. Hasten is plenty perma and past. Cardiac is not needed, Rad Armor overflows with Endurance since Radiation Therapy is the son of Dark Regen and Energy Drain, plus Gamma Boost, plus Particle Shielding. No, seriously, you'll be fine in Endurance.) - Degenerative. - Barrier (5% defense to finish reaching 45%, 5% res to all) - Assault. If my emphasis on extra AoEs and Incarnate choices seem all damage oriented that's because they are. The build is strong by itself and we don't need to go with the trope that a tank is a low damage impervious character. Now, all of this said, experimentation is healthy and it's super easy to respec in and out of stuff, so definitely try things, that's how new discoveries are made and not everyone's playstyle is suited for everyone else.