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Everything posted by Sovera
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Scrapper, why not. I just leveled one and really enjoyed it. Rib Cracker is a very well made animation.
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Your progenitor is boring and ugly. /Fire in a Scrapper is a dubious proposition. The whole set hinges around Burn and on a Scrapper the mobs will just run away. As others mentioned why not try Tanker instead?
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Still my fav combo in the game. While I only played a /fire once and didn't finish leveling it I really liked how Burn filled both an AoE and ST hole. Sets with little AoE benefit a lot from it and sets with gaps or weak ST ALSO benefit from it.
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I've fought against the so called minimal FX with Bio for months now. I would LOVE to have a dye channel that is called 'invisible' since it would solve EVERY problem most people have with cluttered FX sets. For example, I rather love the 'veins of power' part of the Bio FX and think it looks really cool. But what the frick is it with the glowy hands that can't be tinted appropriately and the drippy FX? To the invisible bin with you!!
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You're always going to be weak against debuffs. Cimemora will historically be your weakness, and Banished Pantheon too, and some of the Crey fights. .... Done my best 😄
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It isn't the case. I say give it a try. Same mob type. Hit with, hit without, check the % increase. The 4% I got from the nuke and I included the toxic damage tick in the math.
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Yes practical tests are where things are seen. Spreadsheets are nice but it assumes all data is correct and there has been no input error or assumptions. Share with us when you know more.
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It involves Psi Sweep. Someone over the Pylon thread managed to make Psi have good numbers by avoiding the use of the greater psi sword during Insight until the very last second in order to maximize Insight upkeep. While CoH 100% does not lend itself to this sort of thing, what with lack of addons, UI, warnings and etc, it's something a player can try to do by keeping mental track (for example keep track of how many attacks they use). In WoW my Hunter does the same thing by trying to maximize upkeep of stacks and only using the skill to prevent the stacks from dropping sometimes in the last 0.5 second, but there I have timers with tenth of seconds placed where I want on the screen and which I can consult (and do consult feverishly). CoH lacks this so good luck in keeping mind Insight's 8 second upkeep (or whatever it was) to use as many skills as possible within that time and still land greater psi sword at the last second. Too late and no Insight bonus for GPB, too soon and Insight goes into lockout before having been used to the fullest. So, an easy rotation that can start very early in the build and does not require a fully IOed build at max level and all purpled out and etc would be: Insight lockout period: Psi Blade, Telekinetic Blow, Psi Blade Sweep, Greater Psi Blade. During Insight: Psi Blade, TK Blow, Psi Blade Sweep, repeat, repeat, work that extra Insight DoT damage with every attack, work it!, repeat until Insight is almost over, then BOOM, GREATER PSI BLADE OMFG DAMAAAAAAAAGE!
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Who knows what the factors are? The dev's decision is my best guess. I just hit resistance agnostic mobs with and without Offense Adaptation and that's what I got.
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So I went to test on a pylon. Turned off all sources of -res to not mess with the tests, did several hits without combos and several with. The increase for CU and Spinning was always 25% on the dot (combo less CU from 334 to 417, comboless Spinning from 83x2 to 104x2) so from that angle all is working correctly (I just overestimated the damage boost I suppose, Fake Nemesis surviving on a sliver of health and all). Considering that Spinning does literally half the damage of CU it is absolutely not worth it to do fewer CUs in order to do Spinning at full combo points. CU takes too long for just Shin Kicker, Rib Cracker, Heavy Blow, thus leaving a small gap that could be filled with a second Shin Kicker, but Spinning hits nearly as hard (though animates slower, but the slower animation is not a problem since we are tied to CU's recharge) and takes a -res proc which feeds the whole chain and nullifies the small damage difference (111 base damage from Spinning VS 131 base of Shin kicker). That -res proc elevates the number of -res sources to five in the build: - Evolving 7.5% native. - Spinning 12.5% proc. - Rib Cracker 7.5% native. - Genetic Corruption 20% proc. - Shin kicker 20% proc.
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It's good, but the Offense Adaptation is not as good as it says on paper. It can boost as little as 4% and at most 21% averaging 18%. I have tests of it somewhere on these boards. Other than that /Bio is stupidly good when we pair it with a ranged primary as is the case with Sentinels.
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I've tried the triple proc approach and it worked well. Shaved two minutes off a pylon run with a Rad/Ninja but still only 4 minutes. With less faffing around and procs Nihili's Fire/Rad Sentinel reached 3:30 if I'm not mistaken.
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You best solution is using Google. The search of the forums is also unable to look for posts done prior to the forum migration, but, again, Google fixes that. So, for example, google up and go 'amazing blaster builds omfg dat damage site:https://forums.homecomingservers.com/forum/13-blaster/ '
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First of all, I noticed this at the rear end of powering through the SLOG that is acquiring the last three accolades so I was too burned out to sit and test properly with numbers. I'll do so tonight. But I noticed that the 'does more damage with each combo point' that I took as gospel when making the character seems to be... well... missing? I had Fake Nemesis set as -1 and lieutenants which allowed me to nearly one-shot one with combo-less Crushing Uppercut. Then the next Fake Nemesis I would use my regular attack rotation, and I noticed I arrived at the following Nemesis with full combo points.... and CU would again nearly one-shot them. So, basically, comboless CU = mob with a sliver of HP. Full combo CU = same mob with a sliver of HP. This was repeated several times with the same result. I mentioned this to a friend who was playing an StJ Tanker in an ITF and they tested giving something like 500 damage without combo points and 550 with. This is not the 30% damage boost I read of. While the secondary effects are nice (the Terrify in Spinning Strike is darn good mitigation though I am not fussed about the Hold in CU) it does mean if the damage increase is so minimal then the rotation can be tweaked so CU's are fired more often. This because since CU's cooldown is a bit too long I do three combo CU, then build back the combos and do a three combo Spinning Strike. But this means CU is off CD by the time I have re-built three combos which mean less CU per minute. Spinning Strike's damage is okay and has the -res proc in it. At the top of my head Shin Breaker, Rib Cracker, Heavy Blow, Crushing Uppercut, Spinning Strike would be gapless for maximum CUs. I actually toyed with Rib Cracker, Shin Breaker, Rib Cracker (love the animation), CU, and it worked fine, but since Rib Cracker is where I shuffled the Critical Strike proc it happened that the proc went off at the first Rib Cracker making it go to 'waste' in the following Shin Breaker + Rib Cracker and not be up in time for CU/Spinning (assuming the proc works how I think it does).
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I was surprised at the off-the-path -res source: StJ/Bio Scrapper. - 7.5% from Rib Cracker - Annihilation -res proc (12.5%) in Spinning Strike (part of the ST rotation anyway) - Achiles' Heel -res (20%) in Shin Breaker. - 7.5% from Evolving Armor - Fury of the Gladiator -res (20%) in Genetic Corruption. Now, it's not a Sonic Defender, but, still 😄
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Effective AOE combo that isnt fire or spines?
Sovera replied to Damoklese's topic in General Discussion
As I said, I knew I wasn't going to change your mind. You do you, knight of the pixies. -
You could consider Street Justice if you can get behind it. KM is ok without being super amazing and the Stalker version helps it. Katana is darn good as long as you don't plan to exemp too much (one of the big ST attacks comes at 32, the other at 26). If you do go KM the idea is to stick to the first three attacks only. If you do want to go all natural then /WP would be spot on, /Bio is great and works well, but of the two I might lean towards /WP as the less IO intensive of the two
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No need to white knight, my good internet person. Nothing that was said even borders on rude, it takes being 2020 to be offended if speech is not flowery. The very first answer was thorough and complete, including even numbers instead of a vague 'and it gives defense'. I'm not annoyed by the person asking a question and misunderstanding the answer (the term 'environmental' is pretty niche), but the timely jump to salvage their honor and the reputation of the CoH community, was funny. In the hilarious way.
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You don't -need- to farm, broseph. Plenty of people here have amassed fortunes just playing the game. Check my signature for some tips because if you played the game to 50 you may be richer than you thought. If your first 50 is a farm baby, well, that's something else. Now if you -like- to farm it's something else altogether.
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I'll be honest with you: tanking is a state of mind, not an AT. I've had a recent stint as a Stalker and while fun I could just not get into the mindset of having mobs ignore me and wander off. Now I'm leveling a(nother) Scrapper and I was confiding to a friend how much I was enjoying once again grabbing agro (weak(er) agro aura sed agro aura), which led me back to how I usually play the game: jump into a pack, brush myself against all the mobs like a cat marking territory, settle down hitting the hardest thing while unleashing AoEs. Everything nice and clustered, keep an eye on squishies and their HP (it's pretty common to see that the team split up and someone's HP is dropping and for me to drop everything and run over to help before things reach their lethal end). Once just a few minions left jump ahead for the next group so the team arrives and finds a nice clustered ball of NPCs. Repeat. I'd say don't feel -obliged- to play a Tanker to be a tank.
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Yes, that's what I've mentioned above with just barely (0.2-ish seconds) left to activate one of StJ's finishers (which might be cutting it too close considering possible network lag). But I ask this because despite the common sense you've espoused, and which I agree with, the popular opinion appears to be throwing the Critical Strikes proc into a set's heavy hitter. I did not ask if this was done because heavy hitters usually have a longer animation and/or longer recharge which lends itself to triggering procs or laboring under the assumption that 'proc goes off, that means my big hitter just got boosted by it'. It would make more sense to place it on the set's second hardest hitter so it benefits the harder hitting one.
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I sees it. After seeing yours I started a Fire/Bio Scrapper myself. An Annihilation -res in Genetic Corruption might help the times a bit. I'd try it over the test server myself but I think it's still in lockdown for free incarnates. (Ignore FA, it's just for friendly RP duels, Parasitic can replace it)
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@Bopper, this is a bit of a niche info, but perhaps you've come across it in your meanderings through all the PPM data. Do you happen to know when the Scrapper's Critical Strikes proc happens? Is it: 1) - Skill activates, proc goes off, skill gets to use the proc but the animation time of the skill eats into the 3.5 duration of the skill 2) - Skill activates, proc goes off only once the animation is over but the skill still gets the effect of it. 3) - Skill activates, animates, proc only goes off at the end of animation and the skill did not get the effect of it. I'm curious because this is something I've pondered before regarding where to place that particular proc so it benefits as much of my attack chain as possible. Currently I'm trying an StJ Scrapper and the first most logical placement for it would be Crushing Uppercut, but I don't want to put it there for a couple of reasons. One of them is that the skill is too high up and when I exemp down I would simply not have access to it and the second is that in an AoE situation I would be spending my combo points in Spinning Strike so the proc would not be used. Shin Breaker is not a good choice either because it's my first skill in the attack chain (I was intending to go with Shin Breaker, Rib Cracker, Heavy Blow, then with the three combo points use Crushing Uppercut or Spinning Strike) and 3.5 seconds does not last long enough to still affect CU/SS. This leaves Rib Cracker. With Rib Cracker if it goes off the proc would affect Rib Cracker itself(?), Heavy Blow, and then barely barely eke out enough to still affect CU/SS. Depending on which of the three scenarios above works out.
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Pretty decent. We live in a land of riches when 2 minute pylons are sniffed at 😄 Outside of a vaccuum and anyone who adds the -res to the target will boost those numbers. Could you show us what build you used?
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That's a common theme with Market Crash. The hits from the Crimson Prototype debuff HP. They don't really hit all that hard, but after a while we are down to 500 HP and then we get one shot. Time to run around waiting for the debuff to pass.