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Everything posted by Sovera
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Mechano has it right. Go to options, Configuration, Effects&Math, and then on Suppression check the boxes for Attacked, Hit by foe, Activate attack click. This will give your Hide (and any other Stealth powers) the actual numbers while in combat. You currently have near the board 40% to everything which works very well for the Barrier approach. If you want to take it a step further you can also go to Options, configuration, Exemping&Base values and then change Base ToHit to 38%. This is going to simulate the accuracy in hitting a +3 enemy (which is how a +4 enemy ends once we have an Alpha T3 or higher slotted in. Remember to click Offensive Adaptation in HD since it gives a ToHit buff. Remember to +5 the IOs in Hasten, Build-up, and the Damage/end in AS, the endmod in Stamina/boundless, etc. As fir the spoiler it's the eye icon when you're writing a post.
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Throw these into the spoiler tag, mein freund. As for the sleep thing, the reasoning seems to be that Stalkers have a mechanic that enemies who are held or slept get auto crits (or a chance for better crits?). Frozen Aura in Ice + Genetic Corruption can do some unfortunate things to mobs, in theory. I feel you have made too many sacrifices to reach 45% and paid for it in bad slotting, like Sweeping Cross for example where a Sup Avalanche would do you better in raw stats and not having to mule Punch. My usual advice to aim for 40% and let Barrier handle the rest rears up again. You get more bang for your buck by slottting the uniques in Health than +5ing normal IOs. Other that than that everything seems to be in place.
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I see what you mean. Correcting the fields did give me an 86% chance of the Hide proc triggering which seems to be about right and close enough to 90% which is the cap. Thanks for the exchange of info, Sero 🙂
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CoH is the aRPG of MMOs. Leave it to WoW to be super finnicky and have carefully cultivated DPS checks and etc. CoH is Path of Exile. We start whiffing on zombies and end the game clearing rooms of enemies with one skill. And just like there is room for PoE in the gaming industry I say there's room for CoH in the current MMO industry who uniformly follows the path of small four elite mobs serving as trash between the entry of the dungeon until reaching the boss.
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Paste bin. Just place the link your bio and people can copy and paste it.
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According to the link you posted AS can go up to 81% recharge to keep a 90% chance to proc Superior Stalker's Guile. Not sure if I'm doing it right. https://imgur.com/a/qvlxTw3 This is good because I have a tight rotation and I prefer losing out on PPM chance than having gaps where I wait for things to recharge.
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Could you link where you found this information about recharge times? HD only shows it for damage procs. I know I have my AS at 76% recharge and the Hide proc only happens... I can't really say... but one in three ou four AS'?
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Server Merger Needed to Sustain Playerbase
Sovera replied to Saborwrath1's topic in General Discussion
As an European in Everlasting sometimes getting a team can be annoying. I'd love for the LFG tool to work so I can just AFK waiting for it instead of spamming the chat every two minutes. Not, not, not, not cross server LFG. I loved the faster queues and not having to spam the chat for 30-40 minutes to get a team back in TBC of WoW, but it took returning to CoH these past months to rediscover the small pleasures of playing with the same people and recognizing names, and being recognized! Cross server is good for anonymous speed play, but not here. -
That's not what I've been reading, but I reckon this needs testing with P2W Analyzers to have less hearsay involved.
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Call me mad, but only just now, months later of being in CoH, did it finally dawn on me today that T3 Degenerative (75% chance of applying a -HP debuff) is probably much better than the T4 (75% chance of applying a -HP debuff with 25% of applying a minor DoT), and that my tests on characters are probably skewed due to this. From what I have read we currently have an ongoing bug that any incarnate that has two chances of something happening will simply not happen if either chance doesn't come across. So, in this case, 75% of applying a -HP buff with a 25% of applying a minor DoT is suddenly crippling the incarnate power since first we need to apply the 75% chance of, but then we have a small 25% chance that cockblocks the first pass. Has anyone tested or knows if this particular incarnate works as it should, or if the bug applies to it, or even if the bug has been fixed and I haven't read about it?
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1 - I'm not sure what you mean by Rog, sorry. Shadow meld can't be made perma to my knowledge but about 26 seconds recharge and 15 seconds duration it's close enough. If you are in a team you'll notice that Stalkers are very slippery. The slightest thing will make mobs ignore you to go hit someone else (we are basically a blapper's wet dream between the damage and aggro slipperiness). This is good (for some people, not me in particular since I both like the 'tank' role and like the enemies to stay glued to me instead of running off at 20% HP) since it means you're not going to be the center of attention when you start hitting things. So Shadow Meld doesn't neeeeed to be perma. Just pop it as you run to the pack of enemies and once it runs out, well, most should be dead. 2 - I played /Bio Scrappers and Brutes, in neither case were their success based on Genetic Corruption. Genetic Corruption is 'just' a damage aura, which incidentally does -damage. The loss of the damage aura diminishes the worth of /Bio for a Stalker (as well as Evolving Armor's -res which Stalkers don't get either) but it's far from being bad. It's still a *very* resilient set for defense and also offense. We don't get this offense/defence outside of recharge buffs from a secondary which are take it or leave it. Ablative is small heal with a good sized absorb shield on top of regen, DNA Siphon double as a heal in a crowd and regen/recovery when used with corpses, Parasitic is as good on a Stalker as it is on a Scrapper (ignoring the detail of stalkers having less HP so regen doing less for them). 3 - I'm insistent on ITF being my /Bio's weakness (on all characters, Scrappers, Brutes, even Sentinels, etc) because the defense debuffs are harsh. This is mostly solved by Barrier. Heck, munching on one purple at the right time might be enough if we are looking outside the set's skills. But that's it. Anything else, including incarnate trials are fine, and I mean deathless runs sort of fine. My one character that has an easier time is my Claws/Bio Scrapper because Shockwave recharges so fast that, combined with Spin and Scrapper crits, I keep a spawn on their butt and mostly dead by the time I decide to stop spamming those two moves. A War Mace character could do the same. So far I have not found Ice Patch living up to the hype in this aspect.
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That's my experience with Parasitic as well tbh. Regen is nice, but it's not going to perform a miracle like in the example I gave of the ITF. We still can't jump into the middle of a spawn and have our defense go into the negatives and expect Parasitic to save us. In that aspect Barrier is the real panic button between resists and a ton of defense that needs to be whittled down (or has DDR baked in). Genetic Corruption is also of very dubious use. The -damage is not something we will notice, the sleep hardly even does anything, and the heal from the sleep proc is nice and all but eh. The other versions of the aura at least do damage which is always something.
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Parasitic is a very good power and you can try to make room for it for sure, but in practical terms you may find it just gathers dust without ever coming to use. My only Achile's heel is the ITF with the cascading defense debuffs. I simply cannot face those spawns alone since they can murder me under twenty seconds. To do so I need to kite some, CC some when available, and never get cocky. 60% S/L resists simply don't keep me alive. That's the moment where Parasitic Aura will shine (mind, it won't do miracles in that particular TF). But other than the ITF /Bio is god mode and with Ablative and DNA Siphon (which doubles as a big heal if we are taking damage while surrounded by live targets (while being a Recovery tool if used on tools)) I simply don't need anything else. So yeah, try to make room for it since even unslotted it works fine, but keep an eye on how often you use it and then decide if it is worth it to keep it or not. We all have different playstyles after all. Shadow Meld could replace Parasitic for about the same end result and be up 100% of the time instead of Parasitic's half uptime.
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I just tested and it works for me, but here's the long one.
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You forgot one of the +3% defenses unique IO (there are two) so that's a boost right there. With some minimal slotting changes you can be at 40% to everything and then rely on Barrier for the last 5% ignoring Shadow Meld in the process. If you split Superior Stalker's Guile in half you get 10% to S/L instead of just 5%, and if you use five Superior Blistering Cold you end with another 5%. So you can easily get it to 40% down the range. Don't forget to +5 your isolated IOs for some extra oomph (right click the IO, for example the ones in Hasten, then place the cursor over it and press + five times before choosing it again. You can buy Boosters in game for this, but it's a level 50 thing). I have a build I never got around to try since after making it on HD I looked at it and wasn't enamored on how Jacob's Ladder was sort of needed and Thunder Strike is such a loooooong animation, and Lightning Rod's damage is a bit heh considering the long recharge, but you can take a look and maybe get some extra ideas. Relying on Shadow Meld isn't a bad strategy either. Your ST rotation is probably going to be AS (fish for Hide procs), Chain induction to use the Hide proc (If Jacob's Ladder doesn't auto crit from Hide as ST skills do. Chain Induction isn't a ST target but technically I think it passes as one due to the slotting), Jacob's Ladder, and then Havoc's Punch. Rinse and repeat. In AoE situations try to use Thunder Strike instead of Chain induction so it can make use of the Hide proc, which is going to push everything back so much you probably only need Chain Induction before AS has recharged.
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I get what you mean, but that's melee talk, not ranged. A ranged character doesn't really need massive resistances since they aren't in the thick of things, especially an Archery one that has no PbAoEs like Fire's Inferno. Still, sure, why not? I find the heal Destiny might be more useful since a SR is there blocking damage and with scaling resists helping but once greens run out that's that.
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Why would you even take Barrier with SR...? Go for the heal, I guess, you won't need Ageless for sure. Did some tweaking. It honestly could do with more because you have too many attacks ( Blazing, Stunning and Perfect shot are enough for a complete attack chain with Aimed Shot tossed in once in a while to keep Defensive Opportunity going, which would open a slot for something else, whatever, a travel power?). You had a *ton* of extra accuracy EVEN without Tactics on. We're talking something like 140% accuracy when it softcaps at 95% (against +3 which is where we end once incarnates kick in, and before incarnates we don't usually fight +4 anyway). So I dialed it back down. Even now it's still a bit too much for many attacks but Rain of Arrows and Fistful of Arrows were hurting so I added the Kismet back in. So in the same vein if you turn Tactics on it will be grossly over the accuracy but I let it stay since it's your build, although if there is one power that could be removed for a travel power (or whatever) this is it since it's not going to add anything. You also were over the softcap. Since SR doesn't care about defense debuffing this was adding nothing, nor was it enough for incarnate content, so I tried to dial it down a bit but it's difficult with Maneuvers and Weave in, which leads me to.... You took Maneuvers and Weave, which makes four powers just for those two, which is something SR has no need of to reach the softcap. Since no fancy slotting was needed to reach softcap thanks to those two I just went ham on recharge and Hasten is now almost perma and will be in 90% of the gameplay since Exploding Arrow with the Force Feedback will make sure of it. There is no real reason for the Force Feedback for Hasten but it will make Rain of Arrows/Aim recharge a bit faster. On the same vein of since-you-took-Maneuvers-and-Weave and no fancy slotting was needed I also went ham on damage procs to help with the damage. Due to the fast animation and fast recharges they won't go off often, but hey, why not? Due to the lack of procs we can slot in (basically only the toxic proc) I didn't see the point of doing the same thing I did for Blazing Arrow. Blazing Arrow, taking two damage procs and with the new slotting, goes from the previous 278 damage to 407. Now there's a reason to use Aimed Shot with the ST rotation becoming Blazing Arrow, Perfect Shot, Stunning Shot, Aimed. Snap Shot is a mule and not used, but it could be kept for when exemping down and needing a filler. Better resists. Native 21.5% S/L instead of zero. Native 14% negative/energy instead of zero. Once losing HP SR's scaling resists will add to the IO's scaling resists. Worse Recovery. Down from 3.32 EPS to 3.18. But, I personally would remove all the extra slots (leaving only the Panacea and the Performance Shifter's procs) since the Sentinel's Defensive Opportunity does the job all on its own, but s'up to you. Offensive Opportunity does not add all that much. Things you could do would be removing Maneuvers and Tactics (I would leave Tough + Weave since Tough allows for the slotting of uniques SR otherwise couldn't use) and take Aid-other + Aid-Self. Some minor rejigging of slots would be needed but you'd have a self heal and not need to rely on greens. You could also take Fly and Afterburner since you already have Hover.
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Oof, yes, good catch on deciphering cential as sentinel.
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I hope it was just today. But I went from a verrrrrrrrrrrrrrry occasional crash to have four under five minutes. The third one I even rebooted the computer but no go. I can play for hours doing TF after TF with multiple characters using powers and graphical explosions and lots of moving NPCs. But I sit down to just type and this happens: The error occurred in cityofheroes.exe at relative address 0x562150. Google was of no help. Do we have a 'things to try before giving up'?
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I don't think there is that option to automatically return to the back of the character. What I do is use the middle button to turn the camera without moving, and then control + middle button to reset the camera.
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You'll definitely need to post your build. But as a Sentinel and playing a 100% ranged set like Archery you have zero reasons to be in melee range anyway. Just take Hover and outside of tight Council caves you'll be fine.
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Duo teams are my absolute favorite, and up to four. But once at eight it's turn off the brain and just mash buttons. We need a difficulty setting where all mobs turn to bosses so they live longer and hit harder. It still wouldn't do a thing once at 50 and IOed out though.
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You don't need to focus on defense if you float out of harm's way and plink at mobs. Fire is pretty good at it with the heaviest ranged attacks of the AT. You can sneak into the middle of enemies with Super-speed + stealth IO, unleash Drain Psyche, unleash Inferno (since both are PbAoEs), then just float out of the way and go ham with ranged attacks. Anything the mobs throw at you will be healed by Drain Psyche's regen. It will be weaker against solo enemies, but if you are in a team someone is grabbing the aggro. Now if you really dislike flying and floating then you take a large portion of your indirect defense (simply not being in range of melee which is where the heavy damage comes from) and yes, you'll need to work on defense. Don't expect huge improvements, but I think about 33% to all is achievable without *too* much hassle, and then munch on a single purple inspiration if, if, you are in trouble or expecting to soak an alpha. My Fire/Atomic managed 40% with tricky slotting and then ghetto added the last 5% defense by relying on the small 5% -ToHit aura. It did fine though, but it also relied on Hover and Tough and Weave. 33% would probably not require all of that, so you just need to decide what your goals are. Drain Psyche is so good you can almost ignore defense with it, but it's not nearly good enough if you stay in melee. Not even 100 HP regen (not always achievable in the first place) can keep up with incoming damage without defenses in place.
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Pretty darn decent though. I've seen other attempts at making Psi Melee work and they were not as good. You seemed to have hit the nail on the head regarding trying to maximize Insight upkeep.