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Sovera

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Everything posted by Sovera

  1. Or any sort of -def.
  2. Laughs aside I don't think I'd hate one server dedicated to being wiped every 3-6 months. Start fresh with the others, economy set apart from the regular servers, everyone on equal footing instead of the billionaires VS the casuals.
  3. Tank for more survival and wider Shadow Maul. Scrapper for more damage.
  4. ... Stone Armor/Fire Melee Tanker. :D
  5. Also, should I worry, @GM_GooglyMoogly? Are you tracking the actors now? Your googly eyes don't fool me none.
  6. People complain about bad TF teams but those are the ones I enjoy the most. Maybe because I'm constantly on a tank so people doing dumb things only affects them (click all the glowies before the ambush is over? Sure, no skin off my back) but what we call 'smooth TFs' have become TOO smooth. We steamroll without care or even effort. But it makes sense if one player can solo it at that difficulty (that's me, I'm that player) then adding seven more to the mix will make no difference other than going faster. At some point we may get the HP multiplier for teams that I've been daydreaming about. Solo players will not be touched but for each player that joins X% goes up. Depending on the tuning it should still be at around the speed a single player while no longer having that struggle of trying to hit something before it has been obliterated. This is something I have seen in other games and that just makes sense.
  7. The upside of having more endurance is that it still takes 100 seconds to go from empty to full, but you get more blue each second. So in practical terms it's harder to deplete it despite still requiring 100 seconds as previously.
  8. Pretty much anything. More so if a melee AT. Double that if they are twinked with ATOs and uniques and etc.
  9. I've been slacking off.
  10. I was also trying to find some SOs for my new sub level 20 character and since for once I was not using magic origin I was lost trying to find recharge in the ocean of SOs. Defense buff, defense debuff, interruption, heal, stun, knockback, immobilize, etc etc etc. Sheesh.
  11. Good catch.
  12. Martial Arts I'd say. Street Justice has some kicks too but one thing I noticed is how weak they all are since the design seems to be about building up combo points to use the T9 (which isn't a kick). If you're just aiming for damage go for a Scrapper if for the simplest reason that Stalkers get no AoE (lol?). If wanting to have an easier time working your defenses then go for Brute or Tanker as Storm Kick adds +defense to a build (7.5% for Brute, 10% for Tanker). I'm not suggesting Blaster (despite the above poster being correct they do do the most) because three fourths of their arsenal will be blasts of sorts which does not seem to be the kind of thing someone looking for kicks would be after. But if they are, then Blaster.
  13. The IOs you've slotted seem a bit random. You get a lot out of stacking small bonuses. As others pointed out I also don't see either Aim nor Build-up which are the bread and butter of a Blaster. Lastly, if you haven't, use Mids to showcase your build and to also import the builds you finds in the forums: https://midsreborn.com/
  14. As long as you have Mids you can at least have an idea of how things are meant to go and where. So it's a start, one you then modify according to how you play. The thing with leveling builds is that they are the same as the end-game builds so they rarely get a section all for themselves. Three recharge into Hasten or Build-up instead of two. Got a purple in an AoE? Slot Obliterations in it until level 50. A purple in a melee attack? Slot Touch of Death until 50. A purple in a ranged attack? Slot a Decimation until 50. Of course this does entail the person even knowing about these, but because it is again so common (like for example, just this facile example above) that the first time it is mentioned it is now no longer having to be repeated for the next time a build has a level 50 purple slotted in a melee attack. (Before anyone jumps on me I do always offer to make leveling builds for builds I post) There is also that once having enough cash (and one's own SG with enhancement tables to bank the IOs) leveling builds become a thing of 'slot all ATOs at level 10' which immediately gets two attacks with a full load, then throwing a Panaceia proc into Health fills that slot and usually is not thought about until 50 unless playing something endurance starved. Because these can be slotted at level 10 it's not uncommon to slot the normal event IOs (Blistering Cold, Avalanche, etc) since these can be slotted in at level 10 as well and there is no more need to thing about those until level 50. All of this turn leveling into 'slot whatever fits in'. Anyways, this is all stuff we pick up after months if not years of playing the game. I say when you do find those builds on the forums to just ask if someone will make a leveling build for it and I think there's a good chance that someone will.
  15. There is almost no reason to use normal or boosted IOs. Be it ED at max level or stats freeze if at low level. Some people will brag about their 'all +5 build' without actually considering what they gained from it, which is often very little. Even a more traditional use of using 5 purples (like Hectacomb) is already enough to max damage and recharge and, most often, provide enough accuracy to reliably hit things. What does +5-ing all of those even do? A fraction less endurance, a fraction more recharge, a bit more accuracy (useless if already acc capped, helpful if not). But that's a purple that does not care about exemplaring. Any other non purple/PvP/event IOs get shafted with exemplaring. Which isn't a problem if having no desire to exemplar at all. And, since fighting +0 or +1 if exemplaring, the character will survive the experience quite fine. Boosting IOs has such minimal use in the grand scheme of things. Boosting Hasten/BU allows to skimp one slot, and if frankenslotting then some strategic boosting will help reach ED thresholds with less slots since others are being dedicated to procs or to amalgamate several disparate stats (for example Siphon Life from Dark Melee if wishing to boost the heal portion of the power). For anyone else I'd suggest sticking to attuned and slot the second it is available.
  16. Sentinel is the one AT where I never pick an epic pool. A mixed blessing.
  17. Oh, hello again, Dian. So, what were they meant to be doing while the team was at full HP? Pat themselves on the back? RWZ is where people spam their Destinies and everyone is buffed to the gazoo. I wonder if you'll even catch on that each time you make one of these threads we gently correct you but you move on undeterred to the next pearl of wisdom where we, once more, gently fact check your claims just for you to move to the next pearl. At some point I will have to start agreeing that yours is a troll account since we're at the.. what? 15th pearl of wisdom that would make the life of any newbie more difficult were they to follow any of them (hopefully never all of them at once).
  18. Trying to pair Stone Armor with some sets is a pain since Stone wants so many powers, but between the two I'd still ditch EE instead of Mudpots if it came to it.
  19. Easier to just sell the Scrapper ATO and buy the other, but honestly I'd say keep the Scrapper ATO for your next Scrapper. CoH is recycling heaven. My next character will be done iron man challenge with no transfers and though I have decided not to play the AH, as in, buy mats, craft, sell back, I did decide I would roulette EVERY non-generic recipe. Even those that require orange salvage as it's always going to be profit (just less profit). If you're not bound by ironman challenge rules then keep rouletting until you get LotG and sell for 7 million. Even with crafting and rouletting you should still even with 3-4 million profit.
  20. Fire/MA has a bit of a slow start since it wants all those IOs in place unlike the Stone/Fire in my signature that requires only two IOs and is cooking by level 13. Get both ATOs, both 3% defense uniques, and place two damage procs into Burn as soon as you're able to to give yourself a bump and you should be able to go to +1x8. Focus on Healing Flames before Consume. Gambare, TheOSP!
  21. I found Fire Armor to also be immune to Carnies (and Sappers) since Consume has nearly 100% endurance drain protection. It is recovery debuffing it struggles against and Super Stunners in particular.
  22. Quite alright. The important thing is to have fun (I don't mean this as a platitude) and in a full team there will always be buffs to help shore things up. I see you've managed to squeeze in both defense and resistance uniques which will help a bit more. You forgot to change the Zinger procs but it's not terribly important in the end even if you don't. One important tip I forgot was to add a Theft of Essence to Dark Regeneration (not really Siphon Life) which will do some heavy lifting countering its cost, and, it should be said, your endurance should not be too problematic since you have Dark Consumption, but you might want to actually slot it for endurance modification. I would toss in six Synapse Shock in there as the bonuses add a little bit of everything good for the build, but if you're aiming for damage consider adding more damage procs to it. If you do want to proc bomb Dark Regeneration then it's a choice but it's such a heavy power that I'd aim for more endurance reduction foremost. It costs a huge chunk of endurance to use and with most of your attacks heavy on procs and light on endurance you should definitely consider Dark Consumption to be properly slotted. I would personally put five Panacea and one +5 accuracy but that would run counter to glass cannony. But both Dark Consumption and Dark Regeneration are the foundations of the build and they should carry the rest of the build, in my opinion. You might that this is not needed though. In the same vein you could/should quadruple proccing Siphon Life as the bonuses you worked in are not terribly useful and SL should only be needed every 4 seconds so it does not need accuracy. It *will* be endurance heavy though, but the damage goes up to 501 as opposed to 393 as you have now (Soul Drain with just one enemy). Midnight Grasp should stay as is (though exclude the damage IO as it is not needed) since it is your heavy hitter (544). You do have a workable ST rotation without Gloom but though it hits decently hard (390) it only replaces one use of Smite. You can/could easily ditch it, recover the slots, and still have a gapless ST rotation (Midnight grasp recharges in 4.3 seconds. Smite (1.2), Siphon Life (2.1), Smite (1.2) makes 1.2 + 2.1 + 1.2 = 4.5). Now, Gloom is better than Smite as Smite only does 230 damage, but it's just to say you don't NEED a fourth attack and the slots that went into it. That said it does do a decent chunk more than Smite and one Gloom replaces one Smite in the above rotation. But Smite does carry your ATO and you want to spam it for the stacks so, heh, decisions. It's mostly about scrounging the five slots though but Gloom does do almost twice the damage. Regarding incarnates I'd take the Musculature that also gives 33% endurance since you need every bit you can scrounge. The damage difference is absolutely minimal (despite saying 45% damage it's actually more like 15%, and switching to the 33% version makes it about 11% if I recall correctly). Tanker (Dark Armor - Dark Melee) Damage(1).mbd
  23. Dark/Dark has nothing to really push the damage Dark Melee is pretty mild in terms of damage because it's filled with utility goodness and there had to be a tax, and Dark Armor has nothing that helps with damage. Taking a look at your damage variant I can say you've gone pretty light shoring your defenses. Even with the ATO not giving the 6.7% it can be added with napkin maths and your S/L would be at 48% ish. For the most common damage type and as a Tanker it's pretty dire. For the easy content Dark Regen is usually enough but anything slightly harder with debuffs and I don't predict a healthy future. That said it can work as Ston's testing has shown. I can only offer some small tips: +5 two slots of Hasten (open the IO window and before clicking to choose the recharge IO press + five times) to save one slot. You forgot the Shield Wall 5% and the Reactive Defences scaling resist IO for another 8% global resistances. You forgot both 3% Defense uniques. Even if you're not building towards defenses you're still at 13% and it would push to 19% which would help make a few hits miss (but since not building towards defence it's not necessary). Change all Zinger psi damage procs for Touch of Death negative damage procs. Psi is one of the most resisted damage types. Consider ditching Soul Transfer, Summon Widow and Hover to grab Punch, Tough and Weave. Even not slotting or using Weave you can use it to replace Hover as a LotG proc and Tough would help your S/L resistances. Summon Widow may look like a damage loss but the thing is pretty squishy and will die off from the AoEs centered on you (if it was completely ranged it might survive longer. Might being the operative word). I don't have much more advice to give since I haven't delved deep into Dark Armor. I'm more of Fire Armor type, and, lately, Stone Armor.
  24. The upside is that Staff is in such a low place that when the devs get to tweaking it it'll shoot up. I, for one, would love to see it since I always had a huge soft spot for old kung-fu movies and staff users.
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