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Sovera

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Everything posted by Sovera

  1. I believe you may be thinking of Champions Online. There are no oversized materials around and that sort of stuff would have been recycled for other content.
  2. I can't stick to a character for more than a few days before making a new one. I have no interest in being level 50 without a goal. But my Claws/Bio is my favorite to the point I did not even strip her of the IOs as I usually do and just left her perfectly slotted so I can slip back into her when ever I'd like, and I'm just re-earning the earning the inf to slot my next alt(s).
  3. Truth is nothing is really hard and if you didn't even wipe it just reinforces that your worry was unfounded. This is not often the case in Posi 1 where that end fight can be pretty darn tough depending on the team composition. I have had plenty of wipes there and the fact the enemies look all the same in ink black and have the same name just makes it hard for me to even distinguish them. I usually pay zero attention to my team's costumes unless we're idling and waiting for someone. What I usually do is pop four purples and leroy it. That said you did nothing bad and I will applaud having done it. Because, you just put the finger on what happened. Blinds can be very dangerous and also extremely annoying, so that group that played with you may not indeed have patted you on the back but thanks to that tidbit of information they came out informed and the next time, who knows, one of their alts will reach the end of Posi 1 and spread that bit of info if they notice a widow is in the team.
  4. I had the same experience with the Decimation proc when I tested in a Sentinel. I still have the Gaussian proc because it works so well on BU powers but I had an inkling it wouldn't achieve as much on FU's super fast recharge which this seems to validate. I'm currently leveling a Kinetic Melee but hmmmm, I don't know. It can be interesting and animations are really pretty but why does the cone have the same aperture as if we were playing a ranged character on top of the 2.5 animation time? This makes Repulsing Torrent a much weaker Shockwave and removes the ability that Claws has to not dip outside the primary in order to have a full AoE chain. I've dipped into Mu for Ball Lightning for the planned build but there will be gaps unlike with Claws with FU, Shockwave, Spin spam with no gaps. It does make for some sweet early leveling as we bounce around doing much more damage than others do by dint of having two AoEs that can be spammed with a Force Feedback on each. And we really notice this. Energy Torrent comes at level 8 and we can get an Overwhelming Force proc at level 10 to fit it much sooner than Sudden Acceleration at 17. Doing a TF, approach a group, Repulsing Torrent at a distance, go in close, Burst. If any of the Force Feedback procced then Repulsing Torrent is back up. Move away, Repulsing Torrent. Go back in, T3, T2, Burst has recharged, use it, move away, Torrent. So in terms of busy, yeah, we're not just plunging into the middle of the group and spamming attacks. The running back and forth is pretty active and with both Torrent and Burst having a KD component we're helping with soft CC. But in terms of game play and numbers the two together do not even kill white minions so we are bouncing around and not achieving really a lot. Mind, at these levels (28 atm) Claws is only relying on Spin so KM is still doing more. But once 32+ rolls in all this kangaroo business is a waste of time compared to Claws planting their feet and doing their AoE rotation with minimal adjusting. The set does feel clunky though. The damage from the BU power is very noticeable but A) no such thing as a free lunch and the set is balanced around it. And B) again, clunkyness, two second cast time instead of 1.3 every 36 seconds (once everything is slotted up) eats up on time doing damage unlike Claws whose power-up comes from passively doing the attack chain. On the upside the damage is less resisted than slash and we aaaaaalmost can do a T2 and T3 attack chain. Being able to remove the T1 would be almost a good thing but even all slotted up there's a 0.7 second gap and with the T1 being a one second cast it makes sense to use it, especially since the T1 has a Force Feedback. But there is no pleasure had in using T1s in the end game. T2, T3, T2, T1 rotation minimizes it for regular gameplay bit lowers the time hitting with the T3.
  5. Sovera

    Kinetic melee

    How do you 'feel' KM, Myshkin? I really really like the animations and sticking to the first three attacks makes the set bearable. The AoEs are lesser versions of what Claws has though. but obtained much earlier. Did you happen to throw it at a pylon just for a metric? I say this because using the low level attacks for a rotation superficially seems a bit iffy.
  6. Welp, I've said my point. I'm not trying to change anyone's mind just putting the facts out there. More power for those who seek making those 10 inf sales.
  7. Bad idea? Wat? I buy whatever I need for 5k to not bargain with prices. When we measure profits in the millions who is worried about 250 or 5k inf? I get what you're saying and when I returned to CoH in Homecoming I set five salvage racks and filled them up like, in days. But I also had this big plan to be all economical and efficient and have a character that would have the inventor badges to make crafting generic IOs cheaper, and that's the one who would supply all other characters and etc etc. I actually did this for three or four alts. Then I realized I was wasting my time (more precious than fictional currency) because buying generic IOs was pocket change. One Death from Below puts a new alt to level 8. At level 8 Posi 1 opens. After doing a single Posi 1 I am high enough to do a Posi 2. Once I both are done I am usually at level 22 and the merits earned have made me around 3-4 millions to which fully equipping myself in generic IOs will cost about 2 mill. So each new alts gears itself without need of fancy convoluted worries about salvage, crafting, crafting badges, save up pocket change by doing all of this and etc. I will always craft my purple recipes since that usually brings 3-5 million profit, but even that is usually just ugh, pocket change, but I do it anyway since they drop rarely enough that it is not a repetitive burden. Once level 50 money comes in by the bucket. 50 million a day is nothing out of the ordinary just by doing a Tinpex and the double Hami raids, and that's about an hour of content (smidge hyperbole as actually getting enough people together for Hami can take half an hour in itself, but the content itself is about an hour, and usually more like 40 minutes of actually running those three things). This does not include drops and the raw inf from doing the content. At this point we just realize that, yeah, 250 inf? 5 inf? 🙂 Unlike white recipes (that tend to always sell for about 100k) and orange salvage (that sells for 500k), and the yellow/orange recipes (usually worth 1-5k and extremely useless, but at least has the lotto aspect that MAYBE one of them is a 1-10 mill jackpot), white salvage has no jackpot and no worth. There will never be something worth lots or even a chance of, so it just uselessly piles on. So actually a salvage blocking recipe like the P2W vendor has for white recipes might actually INCREASE prices, which is good for you. Once what is available runs out scarcity will make the prices hitch up a bit (just a bit though, common salvage is common) for those who care to sell it.
  8. I made this first as a Brute, reached 50, realized the main reason I had made it as a Brute was the AoE from the patron pools and Claws alone had enough to do an AoE chain all by itself and thus there was no reason to do second best. Copying from what I wrote in another thread, the pros of the build: - It starts very early. By level 18 the attack chain of Follow-Up, Slash and Focus is complete which means it exemps very well. Hasten was taken on purpose at level 20 so it helps for the lower level TFs (Posi 1, Posi 2 and Synapse which by dint of being so low level they do not activate the LotG 7.5%) since without recharge we get big gaps. If having zero intentions to exemp down then shift the power picks accordingly. - It has an early AoE in Spin which is enough to tide us over until level 32. Unlike other sets like Super Strength or Stone Melee which are forced to do single target damage to level 32 and then if they exemp down they lose their AoE. By level 34 Follow-Up (accuracy, damage boost, chance of crit + chance of Build-Up) + Spin + Shockwave makes a gapless chain when AoE is desired. Hover over the enemies or put your back against a wall to best use Shockwave. - Fast animations. No annoyances in ponderously doing a big wind-up and either whiffing or watching the target die while we are still animating. - Very light in endurance which reduces or nullifies the usual woes before 50 and incarnates. - Very short recharges which is the same as the above and being all IOed and tricked out. It also plays singularly well with the scrapper ATO since that one gives 3.5 seconds of extra crit chance and in 3.5 seconds a whole attack chain can be done (as long as we press the button while the buff is up it does not matter if the buff disappears before the animation has finished). - The baked in CC in Focus and Shockwave (this one with the IO to make knock back into knock down) goes a long way to making us safe. Paragon Protectors can be made to flop until they die. Approaching a pack of enemies from the side instead of plunging into the literal middle of it is a very safe way to play since the knockdown-and-then-get-back-up animation is nearly the time it takes for Shockwave to recharge. This way it's common to keep a pack on their back until dead. - Good places to have the +recharge proc of Force Feedback in Focus and Shockwave. The Claws part of the build doesn't care about it but Hasten and Ablative/DNA Siphon/Parasitic Aura welcomes it which also indirectly makes the build safer by making those clickies available more often. - Complete AoE and single target chain means no NEED to dip into the epic pools which makes the build more flexible. Just take whatever you'd like. - DNA Siphon is a swiss knife. Surrounded by enemies and need a heal? Use it on the live enemies. Finished killing a spawn and Endurance is midways down? Use it on the corpses for Recovery. Pay attention that it gives HP and Endurance on live enemies and Regeneration and Recovery on corpses. HP and Endurance are the green and blue bar. Regeneration and Recovery are what makes the green and blue bar refill faster. Now the cons: - Slash resistance mobs are a pain. Scrapper crits help a lot here though. - 'Small' damage numbers compared to the big hitters like War Mace, Titan Weapons, etc. DPS wise Claws can keep up though, but CoH is a game of burst. - Smaller damage means more hits are needed to kill something. Scrapper crits help once more with less overkill. - Against many enemies DNA Siphon doubles as a heal instead of the Recovery tool it's usually used for. Against a single tough enemy DNA Siphon stops being useful. It neither heals nor returns endurance enough to merit its use which means against a single tough enemy we only have Ablative Shield as a defensive skill. Fortunately it is also a very good defensive skill, and we will be defense softcapped, and insps are there for emergencies. Questionable choices: - My first draft of the build had Zapp and Ball Lightning. I had no intention of using either and they were just mules. The second draft was just lazy: if I was not going to use the skills and just take them as mules then why bother do the red side patron arc AGAIN? So I took Caltrops and Shuriken. Exact same slotting as the above but minus having to go lick Black Scorpion's boots. As it turns I believe this is the 'better' choice. Caltrops does a fear effect which is preeeeetty good at giving us a breather. Cimemorians make your defense go into the negatives? Throw Caltrops before attacking, pick them one by one with your ST chain and Shockwave's long range cone replacing Slash while they slooowly flee. Doing some hard DA content? Caltrops, same. ITF boss pack at a Cyst? Same. But I did a Katie TF, got dropped into Hurricane hell with +5 mobs on top of it and was whiffing at a marvelous 10% hit chance. So I tweaked the build, and respecced into Focused Accuracy and Physical Perfection. Focused Accuracy is pretty heavy in endurance costs but Physical Perfection makes up for it. Though my initial plan was to only use FA when needed I've tried playing with it and my endurance stayed up. Now both are questionable choices: why bother Caltroping when we're Scrappers and can nom on an insp before going in? How often do we meet acc debuffing enemies that FA is necessary (the build was tweaked to passively have close or overcapped 95% accuracy against +3 enemies which is where our first incarnate level shift leaves us. Low level content is rarely ran at anything other than +0 or +1 so acc does not matter as much)? The answer is 'do what you feel you need' and to me it was getting that extra accuracy + the ToHit debuff resistance FA has since I sometimes horse around in the EA and have found myself against Banished Pantheon or CoT. While I usually just used to grit my teeth through it I now have an alternative to that. A third better choice might be picking Parasitic Aura for those ohcrap moments and Assault for a bit more oomph. The world is your oyster. If there is a demand for it I can cook a leveling build.
  9. Claws is the best thing after sliced bread. Savage Melee is also pretty good and, perhaps, better in the AoE since the last skill is a PbAoE instead of a cone. The Frenzy is just bass akwards since we lose the stacks of the damage and recharge when we use a spender making players contort themselves as to not spend a full stack and incur the cool down penalty.
  10. I didn't finish getting incarnates and accolades so it might still have an endurance leak. It had at 50 but I hadn't boosted the IOs in Stamina/Inexhaustible nor picked the alpha with damage + end modification nor the +end accolades. So it might fix itself? ST chain is Clobber (the omfgIjustkilledabossinPosi1withacrit), Shatter, Jawbreaker. AoE chain is Clobber (for the crit chance proc), Crowd Control, Whirlwind Mace (this one is not greeeeat, buuuuuut, it meshes well with the short recharge and it's a PBAoE. Epic pool AoEs will have too long recharges (in the ten second range) to not allow them to be incorporated in the AoE chain, so why bother?). In either case don't forget to spam Build-Up since it enjoys your +recharge procs. Parasitic Aura was a mule, albeit being a T9 up half the time made it both an endurance recovery tool, a defensive tool, as well as a mule, yes. If you don't care for Flying (although floating atop the mobs makes Crowd Control hit like a PBAoE) then you have two free powers if you remove Parasitic Aura and Afterburner, so you can pick Conserve Power and Physical Perfection in the epic Body pool. That would fix all and any endurance problems though I lean towards them being fixed once boosted and accoladed. Barrier gives the last 5% defense.
  11. 🙂
  12. There are definite perks in taking all three in Flight though. Hover is extremely good maneuverability in combat and turns wide arc attacks like Crowd Control or Shockwave into PbAoEs if floating on top of enemies. It also takes a LotG 7.5%. Flight is the most iconic of travel powers and super handy with the tridimensional aspect of it. Afterburner of course turns Flight into a decent travel power (sad that we need a second power to turn Flight decent, and that it's not an auto. I don't care about the extra defense since it adds nothing to me, but I care about the speed). It also takes yet another LotG 7.5. For most powersets who don't have easy access to defense powers where they can stick LotGs this makes Flight useful for all the reasons mentioned where Hurdle.. what? Makes us bounce a bit more? I'm not trying to change anyone's mind. I just rarely am out of power picks that I feel I need to ditch something. What I usually am is out of slots which sometimes has me picking useless stuff (on top of the three power picks in Flight) like Super-speed for the stealth effect (and then rarely bother using it).
  13. Done the same already a few months back. I was mostly boohooed out of the thread as it being not necessary.
  14. The only problem lays if looking at Dull Pain as a heal, but on such a huge timer it can't be relied upon. The slight buff to regen from bumping the HP up is negligible and while the extra HP itself is a nice padding it still needs to be refilled.
  15. In my head anyone who plays the game without travel powers, including the P2W ones, are just being pedantic. There is nothing roleplay-ish about doing PvE missions with non RPers and making people wait. I'll accept it in a full RP team for the lack of travel powers if it's a theme, but even Batman does not swing his bat-line over the city. He has cars and planes to get where he needs to be. Not to mention there is a lot we can't RP like a grappling hook to climb a building, where we can RP it and then pop the jet pack and go where we wanted to be. It's fine as literary excuse to show how the heroes need to put up with it but it pales in a game. Again, if only playing with a RP team, then sure, ok. But asking Joe the random stranger to wait because golly, oi do muh arrpees and I dun take travels powers! is just wtf.
  16. I had this complaint a long time ago. Between being ordered around like a hench and spending my time hitting up other evil groups I didn't feel like a villain at all.
  17. I just leveled a WM/Bio and it really works really well. A bit endurance heavy with Clobber sucking 15 endurance before slotting, but amazing in all ways. Doing a Posi without damage buffs or procs or slotting, and killing a boss with a Clobber crit is W00000t! But I made the mistake of mentioning all the pros of the Claws/Bio so, of course, I only JUST reached 50 and I stripped the character to roll a Claws/Bio scrapper 😛
  18. The build I recommend ends up being Claws/Bio despite being old school. - It starts very early. By level 18 the attack chain of Follow-Up, Slash and Focus is complete which means it exemps very well. - It has an early AoE in Spin which is enough to tide us over until level 32. Unlike other sets like Super Strength or Stone Melee which are forced to do single target damage to level 32 and then if they exemp down they lose their AoE. - Fast animations. No annoyances in ponderously doing a big wind-up and either whiffing or watching the target die while we are still animating. - Very light in endurance which reduces or nullifies the usual woes before 50 and incarnates. - Very short recharges which is the same as the above and being all IOed and tricked out. It also plays singularly well with the scrapper ATO since that one gives 3.5 seconds of extra crit chance and in 3.5 seconds a whole attack chain can be done. - The baked in CC in Focus and Shockwave (this one with the IO to make knock back into knock down) goes a long way to making us safe. Paragon Protectors can be made to flop until they die. - Good places to place the +recharge proc of Force Feedback in Focus and Shockwave. The Claws part of the build doesn't care about it but Hasten and Ablative/DNA Siphon/Parasitic Aura welcomes it which also indirectly makes the build safer by making those clickies available more often.
  19. As someone chipped in you're not going to get that on a /Bio and neither are you on a resist based set, so forget /Rad and /Elec and etc. You'll be wanting Super Reflexes for that but any content that requires 58% defense will be creaming a SR, IMO. It lacks a self heal so you'll be needing to rely on insps. /Shield can also put up some good numbers, but again, no self heal so you'll be relying on insps or Aid-Self. So I say go back down to accepting 40% across the board then rely on Barrier's 5% to softcap for normal content, and rely on regen and absorb of /Bio and CC for content above that. Once you are at 45% you can eat a small purple and be at 57%. You don't even need to do that for each and every fight (I've done incarnate content on 45% characters and did not notice a difference between it and other content), just for the ones you see might be a bit tough, or you know will spawn an ambush, or involve an AV and you want to feel safe. For extreme solo or hard content as you are saying you do you have three choice primaries: A) Radiation. Pretty decent AoE and a built-in heal that makes the difference in a long fight. As a Scrapper I got 300 HP heals on a 2000 HP pool, and it goes off a LOT. Also the damage is not commonly resisted. I can't stomach the animations any longer so I don't play one but the built-in heal is tremendous. My Rad/Bio soloed a pylon in 1:45 minutes without incarnate clickies or pets and did not even have to heal itself since Radiation Siphon did everything. B) War Mace. Smash resisting enemies are a huge pain. I did Manticore yesterday and my biggest attack went from 300-ish damage to 120 damage on the last boss. But the damage outside of that last boss is tremendous. And, for solo or extreme cases, the built in CC is wtbbbqsauce. Said Manticore TF seldomly had Paragon Protectors activating their T9 since War Mace kept the NPCs knocked to the ground or flung into the air until they died. Floating above a pack of enemies Crowd Control acts like a PbAoE instead of a cone and does tremendous damage plus knocks everything on their ass. It's common to aproach a spawn, use Clobber, Shatter while waiting for the mobs to wake and come rush me, then Build-Up + Crowd Control killing all the minions. That's a lot of incoming damage immediately negated. I can do a chain of Whirlwind Mace (with the KD proc) and Crowd Control near gapless (the gap is good for Clobber to activate the scrapper ATO crit proc) for AoE moments and the enemies just keep on bouncing. I have not tested mine against a Pylon but someone did and also got under 2 minutes with it. C) Dark melee. I would never recommend this usually since it has no AoE and CoH is an AoE game, but since you said you don't care about AoE then Dark Melee has a strong single target damage plus the -ToHit will boost up the 45% defense to the 58% you wanted just by passively attacking. It also has a built-in heal though not as good as Radiation Siphon IMO.
  20. ... we need another FOTM thread but showing the percentage of people who spend at least an hour a week in PvP. Not only are we derailing but we are going to suffer from the Tanker update issues where all this back and forth will kill the availability of the changes while the devs listen to the rambling. Can we all agree THESE changes are good and can go live as is, thanks, then have the 2.5% of the population who PvPs in a MMO ask for balance after the changes are in?
  21. Politely ask the devs to place a P2W recipe that blocks common salvage. But for now spam right click and E will sell the stack you've clicked on which while not being perfect is heaps better than clicking sell, losing focus (why do we lose focus??), clicking on the next stack, click sell a few times, lose focus.
  22. You ought to have slotted the Panaceia proc first as it is the best enduranc recovery one slotter, but the difference will be minimal. keep in mind if your experience is solely doing Posi and Synapse (and Yin next) that your enemies are Clockwork and Freakshow who are tremendous endurance drainers. In any case you will get Energize ay 28 which doubles as heal and endurance reduction. You ought to be fine after this which will give you time to slot your attacks better. Perhaps toss us your current build as it?
  23. I'm so so so so so so x100 glad you're not in charge of things. Because if you want to play without travel powers and not taking attacks you can. It is a choice you can exert. But, like WoW players who hate flying and lobby for flying not to be included in the game because it makes everything too easy, I bet you don't, like they immediately pick flight when it's available and don't go around in ground mounts to exert their beliefs. I started in issue 6 as well and City of Cooldowns was a well deserved named. Endurance running out every two fights added... what? Complexity? Surely not. Boredom and slowness? Yes. Having to reserve five powers pre level 20 to take Stamina and a travel power added.. what? Complexity? Surely not. Boredom, slowness. Oh look, we had two attacks who recharge super slow and a third or fourth one would be great, but no, can't, because otherwise I'm pushing Stamina or my travel power past 14/20. Eventually people figured out (or at least I did) about using the dual build system for a pre level 20 build where we ignored taking the pre-requisites for Stamina and then at 20 change build because we only had a few respecs and had to earn them since they weren't given for free. This love for grind and boredom and slowness is 100% nostalgia with the gloss bad memories get. We can all laugh it up now of being sent to the Hollows pre-level 14 and travel on frigging foot to the other side of the map while dodging purple mobs, but lets not pretend we were having fun at the time. I can laugh about it now, but I'm not going to say it was a good experience at the time. Playing without Stamina was just about impossible and no amount of endurance reduction slotting made it bearable. Who thinks that chipping at mobs with brawl was good fun? Because that's how so many so many fights ended up being when we ran out of blue and pressed the button and watched it go red and we waited, and waited, and waited, and brawl would recharge and we'd stop queuing the attack and use brawl again, while STILL waiting for endurance to return. Good god, yes, it makes for some good shit talking now 15 years later, but was it FUN at the time? It sure wasn't.
  24. Definitely my vote on removing the -level that the pets get.
  25. PvP with its, numbers pulled out of my ass, 5% of the total population shouldn't be this thing balance revolves around. I still remember when PvP was two immortal character slugging it out for minutes before giving up. 'nuff of dat. MMs have a mystique of an high damage AT that is supported by the lack of a DPS meter that accounts for total damage. Sure, they do great against a pylon, but the game is about fast moving from pack to pack. I mean, hell, in any mission where we need to back track because we reached a dead end my MM will toggle on their travel power and back track until finding enemies again.... and then sit there twiddling their thumbs as the rest of the team trickles in and starts killing things, and then the pets arrive using Sprint. Eventually arrive.
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