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Everything posted by Sovera
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Let me have a looksee... - You have a bit too much resistance since anything over 75% is wasted. I tried to reach close to 70% so that Barrier will provide the last 5%. I also aimed at giving you 40% defense to S/L (and close to it for Melee defense as well) so that Barrier's 5% will finish softcapping the defenses as well as hardcapping resistances. - Crane Kick will throw your enemies all over the place without the KB>KD IO. But it's a great place for a Force Feedback proc. - No FF proc in Dragon Tail is a bit of a waste. - You should have zero problems with endurance with Radiation Therapy, which means no need for Cardiac or Body Mastery, so it's best to grab an extra AoE. - You have too many attacks. A rotation of Crippling Axe Kick, Storm Kick, Crane Kick, Storm Kick is enough. Once you have someone in the team throwing Ageless, or Speed Boost, or Accelerated Metabolism, you won't even need the second Storm kick before CAK has recharge. You don't need Cobra Strike *and* Eagle's Claw on top of those. I suggest keeping Crane Kick for the Force Feedback proc and Crippling Axe Kick just hits harder than Cobra Strike while animating about the same. Eagle's Claw is too slow for me, but if you like it then choose which attack to replace it with. - Remember that Particle Shielding gives twice as much Recovery as an unslotted Stamina so you can use it on CD, and Radiation Therapy is a great heal *and* endurance recovery for AoE situations while also recharging super fast. You ought to never run dry with both. - Since you should have no endurance woes and had two power picks but no slots for them I took Assault for a tiny bit more oomph, but really only to get access to Vengeance to mule another LotG. This leaves Hasten at 133 seconds with the FF procs helping with the rest to narrow the gap. - Remember you can boost IOs to increase their yield. You can see that in Hasten, for example, or in Focus Chi. Right click on an IO, press + five times, then choose the IO. The build:
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You should show us your build, but you are bound to keep on having these until level 50 since /nin had its endurance recovery clickie removed for Stalkers.
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Tinpex once a day for 80 merits. Double Hami (they are always ran as doubles) for 120. If you manage to join the double Hami in the Abyss that's another 120. So from those alone 320. 320x4 days = 1280. Cake. Double Hami takes about 40 minutes. Tinpex is also 40 minutes. No reason no farm like a madperson for 8 hours straight.
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I dunno man, I tried a SR tank, and while I will concede that the build was not refined to the max they easily died in a Comic Con map. This is not the way the game usually works with target saturated to the max and being hit for several minutes, but as a metric for unkillable, yeah, failed. SR has no heal so I had to rely on Aid Self and even on a 6 second CD I was desperately waiting for it to come back using it pretty much on CD every 6 seconds. After barely scrapping by the skin of my teeth for a couple of minutes I eventually died. To put it in perspective my /Bio Scrappers will wade into the same map and have to hit their heal once in a while. Then SR has no endurance recovery nor resistance to recovery being debuffed, so they will be detoggled easily. I worry just thinking sending them into the 801 AE missions, but hey, I could be wrong. For normal gameplay of jumping into a pack of enemies, AoE, most minions dead and only 2-4 lieuts and a boss left, sure, it will work fine. But any other Tanker does that, or Scrapper or even Stalker.
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The Blaster has three things going for them. - Bu + Aim is biggo burst. Solo things do not hurt if they are dead. - All AoEs are *wide* and thicc. No such nonsense as 8y AoEs. - Range is a *powerful* defense that HD has no numbers for. Floating out of range is easily the equivalent of a native 30%. Fire is the best but picking something like Archery allows to be 100% range. Considering their ST damage is also pretty good the real question is why a Scrapper? We don't have DPS meters to tally the end of a TF but the wide AoEs are such a difference between trying to hit something with 8y and blowing things up with 15y that it is night and day. Then we have Clarion that permanently fixes CC, IOs for defense. That said I'm still a melee person in CoH, which is WEIRD since I ONLY play ranged characters in other games! ONLY! But in CoH I love wadding into the thick of things and be surrounded by enemies.
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One thing I have not seen brought up is how nerfing stuff does not jive with the concept of CoH being trinity free. While at its base level trinity means tanker, damage, healer, what it boils down to is nothing cannot be achieve if these three are not present. Once enough nerfing happens we stop being carefree grab-eight-warm-bodies-no-matter-AT-or-level-and-LETS-DO-DIS to 'need tank, need bubbler, two controllers to alternate holds and two blasters to alternate nukes (fire please). Also need two scrappers (TW please)'. A third tank? A third controller? A niche defender? Yeeeah, not seeing it. Like others this is why I advocate difficulty slider options (WITH PROPER REWARDS). Most people don't want to mess with it and want to play Path of Exile MMO style (room fulls of enemies zapped with one hit) then they can. And those who want to engage in Mythic+ (dungeons gets harder and harder the higher it goes) gameplay, well, they can as well. Nerfing is just going to drag everyone in whether they are willing or not, and CoH is not a WoW. It's quite literally a Path of Exile with large numbers of soft targets we decimate with a few hits, this is what the game has as an appeal.
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Dude, I read ya. But we are still dumping 300-400 converters ten at a time to the AH. If that hasn't been changed since Live what are the odds of getting that technical trickery you speak of? This is why I LOVE games with addons. We do not depend on a dev's whim and time. There is a need? A player steps in. No minimap in ESO? Addon. Crafting 20-30 items one a time having to click 20-30 times after each crafting bar has finished loading? Addons. Tons of useless vendor trash cluttering the inventory and players expected to inspect their inventory each time they are selling? Addons. The stuff you are mentioning? Addons. Selling 300-400 converters 10 at a time? Addons.
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Best Combo to Explore - Foe Damage Mechanic?
Sovera replied to Sailboat's topic in General Discussion
Ice Armor has -damage in Chilling Embrace. Make a Stalker/Scrapper and you'll have Icy Bastion maxing your resistances for 30 seconds on top of that with a one minute ish downtime. I don't really think -damage achieves much though, but KM/Ice. -
I don't stick to a character even when liking them. I'm nuts like that. - Tanker: Rad/MA. No point in ever building another tank, it has everything I need to feel good about playing tanks. Could do with more ST damage since hitting for 200 damage isn't hot. - Blaster: Archery/TA. Fast recharging nuke so I don't feel good only every two packs as with every other Blaster I've played. Could do with more ST damage as well. Dat Lethal damage. - Scrapper: Claws/Bio. Best thing since sliced bread. An AoE machine and great ST damage with fast animations. Pretty damn tough outside of ITFs. - Stalker: Procced out KM has been fun. Currently EA but not enjoying it. Been tinkering with Ice Armor and will probably try it next.
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One annoying thing the few times I did use the asteroid map, is that they start lovely and patrolling, but then end clustered around the edges of the map and immobile for some reason.
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As happened before I disagree with Redlynne on the subject of attacks-that-heal. We can do some pretty spiffy frankenslotting that maxes damage and boosts healing while even adding one damage proc to the mix so the attack keeps on being an attack but one that keeps our HP topped off.
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Blaster builds are a bit like art. There isn't a correct answer. Some people will want to load up on CC, some will then load that CC with damage procs. Some will aim for total defense coverage and some will trust the fact that they are floating in the air and away from danger to either skip on defense or just aim at S/L or ranged. I, for example, decided to skip on all CC. I just don't find it useful. I am Blaster, I blast. That is it. What CC picks I have are mules and not even sitting on my skill bar. Then I decided to go all out on defense since I loathe being squishy. Glass cannon is just not me. So I have 45% defense to S/L/E/N and Ranged which is probably overkill, but it works for me. I would not have minded more recharge but Hasten at 128 is alright and I have a FF proc in Explosive Arrow to help it. The rotation for ST is just Aimed Shot, Blazing Arrow and Aimed Shot. Snap Shot is just a mule. Depending on how fast a team is I will either use both Aim and BU + Rain of Arrows or alternate BU and Aim so I have boosted Rain of Arrows for each spawn. Having RoA for every pack is *the* reason I picked Archery. Perhaps you can get some ideas from this so feel free to pick it apart:
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Works best on a Staker IMO. Of course with IOs most of your worries do not happen. The knockback of Torrent is turned into a KD. Numbers wise it turns out the T9 is not meant to be used, which means the stacking damage of Power Siphon works very well with the three first fast attacks which is what is used. Burst is indeed slow, but it's a mini Footstomp and having a FF proc in it is *great* for early game. Power Siphon has a downtime of 15 seconds. BU has a downtime of 15 seconds. So sorta averages out. Overall I prefer the Stalker since AS helps the weak damage of the first three attacks, but I have a Stalker version heavily procced that is satisfying to play. They also avoid the ramp up of Power Siphon by having regular BU.
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Artillary has completely replaced all targetted AoE purples in all my builds. I lose half the recharge and accuracy but still get half the value, plus resistances to both important elements. Nemesis are the reverse of this. Being the ones who trigger Vengeance I try to kill them last, and if solo I try to whittle their HP down before starting to kill them. I suppose it is part of that thing about us using a bit of care while playing instead of exploding in AoEs. I could get behind an elite mode rewarding twice the XP and merits. Bragging rights, sure, but also more interesting than just wadding through soft bodies. I've mentioned the killer AE missions called 801. There is not much repeatable content due to being just three missions, but even so I see them regularly advertised and their difficulty bragged about.
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This is something we have on Everlasting. There is a set of VERY infamous AE missions called the 801 which are bragged as tank killers. I played them together with a group and I can see how they would be if the team goes in even slightly imbalanced. We had chained Barrier, Mind-Link *and* shielders and even so people died here and there, including me once when I was not taking it seriously. Some extra duty debuffing going on as well as heavy duty sapping that almost got me a couple of times despite having a strong debuff resistance. Even so we pulled it off without wipes on a +4x8 even just going as a 5 man group which shows even ultra hard content did not stop us. How can easy mode CoH even compare to those hellish missions?
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I'm just glad your annoyance at the code did not drive you completely away. This is shaping up to be a fun tool. At some point in the future we will just add lil checkboxes and click simulate. 'So.. I'd like.. um... 45% defense, and perma hasten. And... hmm.. At least 30% to all res. ROBOT WOMAN, MAKE IT SO!'
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My belief is that harder difficulty means fights take longer which means everyone gets a chance to to pitch in. Imagine a world where a whole pack is composed of bosses only. A Blaster nukes it. Instead of instantly killing 2/3 of a spawn they now have a full pack of pissed off bosses converging on them. Buffs from a shielder, a Tanker to take agro. these things suddenly matter where previously they did not matter much. This happens due to minions. I duoed with a Plant Dom and saw I had little to do, and we were on +4x8. They Confused everything, immobilized everything, then dished AoE in a radius my Stalker could not compare, and by the time I had hit something a few times everything else had died. This just repeated itself until the mission was finished.
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I've played two Stalkers to end-game and though I did not linger for long this is my experience with them: - Having AoE is good but not crucial. - Most of everything dies in the initial volley of nukes and AoEs. Keyword being 'most'. What is left needs to be moped and Stalker is a ST specialist. I had fun running around with my KM Stalker exploding mobs as a TW Scrapper reared their weapon for a swing to the point I took pity and stopped 'killstealing' so that he could hit something. - Even on steam rolling teams the previous point stands. And in steamroll teams *everyone* is twiddling their thumb after the Blaster threw their nuke, not just the Stalker. - There is always something annoying in every faction. Surgeons standing slightly too far away (since they stop to cast heals which means they are out of range of AoEs), Sappers, Menders, Builders. Heck, even Embalmed Cadavers and the Vhaz lieuts that ressurect zombies. Surgical strikes help a lot. I make a point of running around killing Surgeons because no one wants to whittling a T9ed Minotaur only to see its HP spike back up. - If it all fails, well, turn left when the team goes right and solo a few packs on your own.
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I'm going to say Tanker + Blaster. A Tanker is probably able to handle themselves just fine. Buffs are cool, but Aim + BU + AoEs killing most of the spawn negates the need for buffs since stuff is dead, and dead stuff does not hit back.
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I have never seen people quit a team because it is set too low. This is not me quickly shutting you up with a glib answer. I have literally a hundred alts over two accounts and they are leveled through TFs. This scenario you worry about? Never happened. And if you are still worried about this you need only advertise honestly: 'Running ITF at +1 and looking for more'. Whomever joins is someone who has decided that they like the cut of your jibe and will lend you a hand. Me, I still only want a 'boss only' option. Boss sapper, boss carnie, boss everything. No minions. While my tank could handle it, because uber little maxed tank, my EA Stalker would fold like wet paper after a few 5% hits started piling in. 5% chance to get hit *is* hard enough for most builds (Blasters included) because while 45% defense to this or that can be achieved by squishies they do not get the resistances to go with it.
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Shh, don't feed the troll. You need to let them starve so that they will get bored and move on.
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Not in my experience which is why I said it as much. Though I'm a euro on Everlasting so maybe we just are not on at the same times.
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I've never seen the term used in this context. As others mention you'll have more lucking using the modern CoH lingo of 'kill all', 'kill most' and 'speed run'. - Kill All is very rare. Few people have the patience to kill all the mobs and go out of their way to kill more. An example of this is the ITF which is very kill heavy and superb experience, but even a kill happy team who takes one of the sides at the last mission will not go back and do the other side. - Kill Most is the most common. Kill what is needed, and if there is a mission whose sole objective is killing a named boss or finding a glowie then someone will do that and in the meanwhile the others are plowing through the map for more XP as they wait. - Speedruns, in my experience, tend to be pretty rare. The whole group will run past enemies if there are glowies or named bosses to kill and zero consideration for XP is given. This is part of why they are rare. XP is useful to everyone except those fanatics with 200 vet levels.
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Alright, after a detour leveling my little beast of a Rad/MA Tanker I returned to this build and finished leveling it. Thoughts: I changed the original build in some small ways. Added more endurance discount where it would fit, added more recovery where I could (second Sup Assassin's Mark in AS, third Sup Blistering Cold in Body Blow, another slot in Stamina, etc), decided that with my endurance woes I did *not* want another toggle in the form of Assault and since Fireball would be thematic for me I exchanged Ball Lightning for it and nabbed Melt Armor while at it. Someone who decides to just take Ageless can tweak this accordingly. Revised build:
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I'm going to unpack this: You're trolling. I do not say this as a facile insult for someone who said something that I personally disagree with and thus I will ad hominem them. I predict that you typed it serious like but snickering in your room like trolls do when they think they are being smart. None of it makes sense. I will pretend that you are serious (but we both know the truth, won't we?) and answer it. - Players, like me, who lol at the idea of selling things for 100 inf when they make 20-25 millions out of 30 minutes running a Tinpex are deleting their white and yellow salvage. The option to reject it from the P2W is not going to affect your precious Market since we are not selling it there anyway. Players who sell their white salvage at the Market are not going to the P2W to purchase the option to not get salvage so your precious Market will keep on having it. I cringed at the line of 'if you're not selling your white and yellow salvage at the market then you don't deserve ANY salvage'. - The options to not receive a certain type of inspiration (damage, wakies, greens) does not hinge on having ALL inspirations blocked from a player. This option is already in. - The option to not receive a certain type of recipe (common, uncommon, rare, very rare) does not hinge on having ALL recipes blocked from a player. This option is already in. Conclusion: you are either dumb (less people selling common salvage will increase the prices of the salvage that you are selling since scarcity ups value) or you are trolling, but I prefer to think you are just against the idea and thus trolling.