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Sovera

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  1. Sovera

    Dom procs

    Are the procs worth it though? Pines show them as 70 damage. With PPM how much is that? Personally I went with -res and +recharge, though in my (limited) testing the +recharge is pretty slow in happening since Creepers tend to be a lazy pet sometimes taking ten or twenty seconds to actually spawn a tentacle once we have moved to the next pack.
  2. Someone answered! \o/ Yeah, I didn't list the Probe because I don't want to be in melee range more than I need to. In fact, I'm starting to think I ought to ditch Psychic Shockwave despite its numerous perks just because I'm not intending to be in melee for longer than it takes to use Drain Psyche.
  3. Sovera

    /Super Reflexes

    The no interrupting is just for Aid Other though.
  4. It does not, but I've noticed the triggering of the auto can be delayed if we are spamming keys and keeping the queue busy.
  5. I currently have Strangler, Psi Dart, Mental Blast, just obtained Subdue and intend to grab Psionic Lance since with the incoming changes we won't need a lot of ToHit to make it quick. But I look at it and I start thinking I will simply have too many attacks once reaching perma-dom. We can ignore Psi dart being a weak T1. Subdue, Mental Blast and Psi Lance ought to be enough to juggle to always be casting something. But then I look at Strangler. It animates slowly but the hold is something we will want to spam anyway against an AV, against an EB, or just on something annoying we want out of the way. So at this point I'm thinking if a ST chain would not be better served by doing Strangler, Subdue and Psi Lance. It would free one power and four slots of which I am starved for. Strangler recharges in 2.3 seconds and has a 2.02 animation. Subdue recharges in 2.2 seconds and has a 1.67 animation Psi lance recharges in 5.8 seconds and has (fast snipe) a 1.2 animation. With my current Pine numbers: Strangler (four Basilisks and two Hamis) does 105. Subdue does 176 Psi Lance does 382 (these numbers will change after the patch) Mental Blast recharges in 2.3, animates in 1.67, and does 176 damage. Those are DPA values. But since it's a ST chain it's perhaps better to look at DPS values. So Strangler is 23 damage. Subdue is 52. Psi lance is 72. Mental blast is 56. Thoughts? Suggestions?
  6. I made this for my dom, and then thought of posting on all the sub-forums for more people to be aware of it, but, not sure how welcome it would be to cross post the same topic so many times. So I will just post it here so it pollinates across the boards by word of mouth. Edit: This is me returning a few months later. I will change the contents with what I learned in the meanwhile. I kept forgetting to use Hasten as soon as it was available, and I could see this was going to be a problem, so I researched (for way too long, it's almost four AM) and finally got something going that does not involve autohotkey or autohit. Part one: Edit: The problem with the movement keys was that they activated twice. Once on pressing and once on releasing. This made the original system unreliable since we would tap the movement key, Hasten would light up briefly but too briefly to activate, and then it would return to Domination. The solution to this was creating an 'empty' first file for the first key down, and the actual file with the power we want to auto. Create a directory where ever you'd like, but remember its path. In my case I just added a Binds folds to CoH so the files would not be lost in the clutter. So, for me, this is C:\games\CoH\Binds but you do you. If you use a different path remember to alter all the binds. In it create a file called Forward.txt. Place inside: w "+forward$$bindloadfilesilent c:\games\CoH\binds\forward2.txt". Notice how this is empty? It's so when we press the key nothing will happen, but on release it will call Forward2.txt. Now create another file and name it Forward2.txt. In it place: w "+forward$$pow_exec_auto hasten$$bindloadfilesilent c:\games\CoH\binds\forward3.txt". Now we're cooking with gas! Unfortunately it will require two more files to achieve the same effect of before, but the auto system will be a *lot* more reliable. So now we repeat the steps and create Forward3.txt: w "+forward$$bindloadfilesilent c:\games\CoH\binds\forward4.txt" and Forward4.txt: w "+forward$$pow_exec_auto domination$$bindloadfilesilent c:\games\CoH\binds\forward.txt" Now, inside the game, do: /bindloadfile c:\games\coh\binds\Forward.txt Now, whenever you move you will alternate between Domination and Hasten. It's still not perfect but getting there. But, you might ask, what if I'm just sitting there fighting a bag of HP safely hovering and not having to move. Won't it meant the skills will stop alternating? Well, I'm glad you asked it since it shows we are on the same page. Part two: Edit: While the original system worked it was not polished enough for the advanced option further below. What we do here is pick the skill we know we will use the most. For me it is my strongest hit, the one I always initiate combat (start with strongest hit, use second strongest, use weakest to fill for the strongest to be back up). For a Stalker it might be Assassin's Strike, for example. Create a file and name it Ranged.txt. in it place: 3 "powexec_slot 3$$pow_exec_auto hasten$$bindloadfilesilent c:\games\CoH\binds\ranged2.txt". Replace 3 by any other key you will use for your attack of choice that will cycle the autos. Then create Ranged2.txt and place in it: 3 "powexec_slot 3$$pow_exec_auto domination$$bindloadfilesilent c:\games\CoH\binds\ranged.txt". Simple as. When ever we fire up a skill we fire the skill and alternate the autos. I made this for my AoEs in case I'm spamming those on a pack instead of using my ST skills on a bag of HP. So in my case, I did aoe.txt: lshift+2 "powexec_slot 7$$pow_exec_auto hasten$$bindloadfilesilent c:\games\CoH\binds\aoe2.txt" and aoe2.txt: lshift+2 "powexec_slot 7$$pow_exec_auto domination$$bindloadfilesilent c:\games\CoH\binds\aoe.txt" Don't forget /bindloadfile c:\games\coh\binds\ranged.txt and /bindloadfile c:\games\coh\binds\aoe.txt. Edit: The advanced option lays in using these files to combine inspirations. While we level it is useful to have neat little rows of purples and greens, but once at max level with our defenses securely in place there is hardly a need for this and we can make better use of having a tray filled with reds. What we can do is make use of the files we created to add this, but, due to the fact that a bind can only have 255 characters we are forced to split the original files into multiples. So we go back to the Forward.txt file and turn it into: w "+forward$$inspcombine catch_a_breath luck$$inspcombine Insight Enrage$$inspcombine Respite Enrage$$inspcombine Luck Enrage$$inspcombine Catch_a_Breath Enrage$$bindloadfilesilent c:\games\CoH\binds\forward2.txt" Forward2.txt becomes: w "+forward$$inspcombine Keen_Insight Focused_Rage$$inspcombine Dramatic_Improvement Focused_Rage$$inspcombine Good_Luck Focused_Rage$$pow_exec_auto hasten$$bindloadfilesilent c:\games\CoH\binds\forward3.txt" Forward3 becomes: w "+forward$$inspcombine Emerge Focused_Rage$$inspcombine Rugged Focused_Rage$$inspcombine Uncanny_Insight Righteous_Rage$$bindloadfilesilent c:\games\CoH\binds\forward4.txt" Forward4 becomes: w "+forward$$pow_exec_auto domination$$inspcombine second_wind Righteous_Rage$$inspcombine Sturdy Enrage$$inspcombine Break_Free Enrage$$bindloadfilesilent c:\games\CoH\binds\forward5.txt" And due to the character limitations we are forced to add a Forward5.txt to have the rest of the inspirations: w "+forward$$inspcombine rugged good_luck$$inspcombine Resurgence Righteous_Rage$$inspcombine Phenomenal_Luck Righteous_Rage$$inspcombine Take_a_Breather Focused_Rage$$bindloadfilesilent c:\games\CoH\binds\forward.txt" I turned off Breakfrees and Awakens at the P2W vendor. Combine this with /bind F1 "inspexecname resurgence$$inspexecname dramatic_improvement$$inspexecname respite" to eat greens where ever they may be in the tray, and /bind F2 "inspexec_name Righteous Rage$$inspexec_name Focused Rage$$inspexec_name Enrage" to do the same but with reds. This can be added to the Ranged.txt and AoE.txt files as well, as long as the 255 character limit is respected thus having to break down the files into multiples. The discerning reader might have notice how this allows for the cycling of Destiny and Hybrid incarnates as well, and indeed it does though they ought to be used more when needed, but, in the name of laziness (isn't it this a lot of laziness in the first place just to combine insps and not having to remember to click on hasten and domination?) then yes, respect the 255 character limit and add to the files. Edit: Caveat to the system. The Forward option will now work fine anywhere, anytime, but the attacks will toggle and detoggle the auto if spammed. They will also queue the auto *after* the attack, so if queuing attacks without a break the auto will never go off even as they alternate. Enjoy o/ Edit: I will add my current files so people can see what I am using on my Sentinel.
  7. It was the method that worked for me, but if you wish to test it and see if your method works then the fewer the files the better, yes. Let me know what you get.
  8. Edit: This is me returning a few months later. I will change the contents with what I learned in the meanwhile. I kept forgetting to use Hasten as soon as it was available, and I could see this was going to be a problem, so I researched (for way too long, it's almost four AM) and finally got something going that does not involve autohotkey or autohit. Part one: Edit: The problem with the movement keys was that they activated twice. Once on pressing and once on releasing. This made the original system unreliable since we would tap the movement key, Hasten would light up briefly but too briefly to activate, and then it would return to Domination. The solution to this was creating an 'empty' first file for the first key down, and the actual file with the power we want to auto. Create a directory where ever you'd like, but remember its path. In my case I just added a Binds folds to CoH so the files would not be lost in the clutter. So, for me, this is C:\games\CoH\Binds but you do you. If you use a different path remember to alter all the binds. In it create a file called Forward.txt. Place inside: w "+forward$$bindloadfilesilent c:\games\CoH\binds\forward2.txt". Notice how this is empty? It's so when we press the key nothing will happen, but on release it will call Forward2.txt. Now create another file and name it Forward2.txt. In it place: w "+forward$$pow_exec_auto hasten$$bindloadfilesilent c:\games\CoH\binds\forward3.txt". Now we're cooking with gas! Unfortunately it will require two more files to achieve the same effect of before, but the auto system will be a *lot* more reliable. So now we repeat the steps and create Forward3.txt: w "+forward$$bindloadfilesilent c:\games\CoH\binds\forward4.txt" and Forward4.txt: w "+forward$$pow_exec_auto domination$$bindloadfilesilent c:\games\CoH\binds\forward.txt" Now, inside the game, do: /bindloadfile c:\games\coh\binds\Forward.txt Now, whenever you move you will alternate between Domination and Hasten. It's still not perfect but getting there. But, you might ask, what if I'm just sitting there fighting a bag of HP safely hovering and not having to move. Won't it meant the skills will stop alternating? Well, I'm glad you asked it since it shows we are on the same page. Part two: Edit: While the original system worked it was not polished enough for the advanced option further below. What we do here is pick the skill we know we will use the most. For me it is my strongest hit, the one I always initiate combat (start with strongest hit, use second strongest, use weakest to fill for the strongest to be back up). For a Stalker it might be Assassin's Strike, for example. Create a file and name it Ranged.txt. in it place: 3 "powexec_slot 3$$pow_exec_auto hasten$$bindloadfilesilent c:\games\CoH\binds\ranged2.txt". Replace 3 by any other key you will use for your attack of choice that will cycle the autos. Then create Ranged2.txt and place in it: 3 "powexec_slot 3$$pow_exec_auto domination$$bindloadfilesilent c:\games\CoH\binds\ranged.txt". Simple as. When ever we fire up a skill we fire the skill and alternate the autos. I made this for my AoEs in case I'm spamming those on a pack instead of using my ST skills on a bag of HP. So in my case, I did aoe.txt: lshift+2 "powexec_slot 7$$pow_exec_auto hasten$$bindloadfilesilent c:\games\CoH\binds\aoe2.txt" and aoe2.txt: lshift+2 "powexec_slot 7$$pow_exec_auto domination$$bindloadfilesilent c:\games\CoH\binds\aoe.txt" Don't forget /bindloadfile c:\games\coh\binds\ranged.txt and /bindloadfile c:\games\coh\binds\aoe.txt. Edit: The advanced option lays in using these files to combine inspirations. While we level it is useful to have neat little rows of purples and greens, but once at max level with our defenses securely in place there is hardly a need for this and we can make better use of having a tray filled with reds. What we can do is make use of the files we created to add this, but, due to the fact that a bind can only have 255 characters we are forced to split the original files into multiples. So we go back to the Forward.txt file and turn it into: w "+forward$$inspcombine catch_a_breath luck$$inspcombine Insight Enrage$$inspcombine Respite Enrage$$inspcombine Luck Enrage$$inspcombine Catch_a_Breath Enrage$$bindloadfilesilent c:\games\CoH\binds\forward2.txt" Forward2.txt becomes: w "+forward$$inspcombine Keen_Insight Focused_Rage$$inspcombine Dramatic_Improvement Focused_Rage$$inspcombine Good_Luck Focused_Rage$$pow_exec_auto hasten$$bindloadfilesilent c:\games\CoH\binds\forward3.txt" Forward3 becomes: w "+forward$$inspcombine Emerge Focused_Rage$$inspcombine Rugged Focused_Rage$$inspcombine Uncanny_Insight Righteous_Rage$$bindloadfilesilent c:\games\CoH\binds\forward4.txt" Forward4 becomes: w "+forward$$pow_exec_auto domination$$inspcombine second_wind Righteous_Rage$$inspcombine Sturdy Enrage$$inspcombine Break_Free Enrage$$bindloadfilesilent c:\games\CoH\binds\forward5.txt" And due to the character limitations we are forced to add a Forward5.txt to have the rest of the inspirations: w "+forward$$inspcombine rugged good_luck$$inspcombine Resurgence Righteous_Rage$$inspcombine Phenomenal_Luck Righteous_Rage$$inspcombine Take_a_Breather Focused_Rage$$bindloadfilesilent c:\games\CoH\binds\forward.txt" I turned off Breakfrees and Awakens at the P2W vendor. Combine this with /bind F1 "inspexecname resurgence$$inspexecname dramatic_improvement$$inspexecname respite" to eat greens where ever they may be in the tray, and /bind F2 "inspexec_name Righteous Rage$$inspexec_name Focused Rage$$inspexec_name Enrage" to do the same but with reds. This can be added to the Ranged.txt and AoE.txt files as well, as long as the 255 character limit is respected thus having to break down the files into multiples. The discerning reader might have notice how this allows for the cycling of Destiny and Hybrid incarnates as well, and indeed it does though they ought to be used more when needed, but, in the name of laziness (isn't it this a lot of laziness in the first place just to combine insps and not having to remember to click on hasten and domination?) then yes, respect the 255 character limit and add to the files. Edit: Caveat to the system. The Forward option will now work fine anywhere, anytime, but the attacks will toggle and detoggle the auto if spammed. They will also queue the auto *after* the attack, so if queuing attacks without a break the auto will never go off even as they alternate. Enjoy o/ Edit: I will add my current files so people can see what I am using on my Sentinel.
  9. Shufle the sets around then. Both it and the Seed of Confusion slotting is done for the set bonus, not for the procs.
  10. I was curious myself about the interactions of Envenomed Blade and having asked it in several places none could answer me. Bless the devs and Justin. So, a quick and dirty test showed Envenomed Blade adding 1 point of toxic damage to an unenhanced skill. Bonfire, despite being a pseudopet, worked fine. Addin two damage IOs made the ticks go up to 2 points of damage.. It also worked on Caltrops.
  11. The AT is riddled with little problems between descriptions of powers that were just copy pasted, the bugs mentioned here, Blazing Blast in Fire not doing the damage it says it does, etc etc. We can hope the re-working of the Sentinel's inherent that is in the works will address most of these at the same time.
  12. This is the third iteration of the build I have been working on. I meant it to do whatever in the game, not just farm in a controlled environment, so I followed my own concept which is being *sturdy*. A super hero should not have a glass jaw and fold if a red boss hits us three times (especially since I made a Green Lantern homage). This means the character has capped S/L and has softcapped melee, ranged and AoE as long as we chew on a small purple. Do we *need* this much defense? I would say hardly (especially if just farming). Controllers CC a whole spawn and usually keep things under wraps for themselves or their party to take down. But, we are doing a TF, a second pack is pulled, chaos ensues, or we misclick and waste our Seeds on a mob that was just knocked back away from the pack and suddenly things are looking tight. This is my own concept of a CoH character, we must be sturdy, and we must be strong. So, the elephant in the room: no Hasten. Why? I feel that Hasten is something we should take when we have a goal in mind. I always take it, and I always work towards making it perma. But I was looking at the build and saw that my goal was having perma Crawlers. Without Hasten they are seven seconds off and the proc from Force Feedback or a second Siphon speed takes care of that. So I had no need for Hasten which opened the build. I took Rise of the Phoenix and the slotting it took allowed me to rearrange the whole build removing useless powers I had taken as fillers to mule sets. Now everything has a purpose: - Seeds of Confusion soaks the alpha. - Roots sets Containement. - Carrion Creepers do damage and soft CC and give extra recharge and the pet does what the pet does. - Fireblast for ST damage. - Fireball for much needed AoE damage. - Fire shield to finish capping S/L. - Rise of the Phoenix if we go down. Alternate power choices available would be: - Kill Fly and Afterburner and just take Super Speed, then use a jet pack to clear vertical obstacles. - Kill Teleport Friend and take Power Siphon back for those times you're exemplared down, or fighting a single tough mob and Fulcrum Shift will not be enough to reach the damage cap. It also debuffs enemies so it can help in an AV fight so consider this option. - @oedipus_tex makes a compelling argument to take Hasten in the post under. Take his tip in consideration and consider what could be removed, possibly Teleport Friend or Afterburner if switching to Super-Jump or Super-Speed. Regular engagement: - Approach while using Sprint to be semi stealthed and position yourself (also, if soloing and a pack is spread apart for some reason, Hover closer while using Sprint so the pack groups up to attack the pet), target the toughest mob in the pack, Seeds of Confusion, Fulcrum Shift, Roots, Strangler, Fireball, Fire Blast, Strangler, Roots. From then on it's the usual whack a mole. Keep attacking the tough mob with Fireball, Fire Blast and Strangler as your single-target chain and let your AoEs wipe the rest. I have not reached end-game (I keep on making alts and playing with Pines) so I do not know the best Incarnate choices. so opinion on this are welcome. The build: Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Magic Controller Primary Power Set: Plant Control Secondary Power Set: Kinetics Power Pool: Flight Power Pool: Leadership Power Pool: Fighting Power Pool: Teleportation Ancillary Pool: Fire Mastery Hero Profile: Level 1: Strangler -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(3), SprWntBit-Acc/Dmg/EndRdx(3), SprWntBit-Acc/Dmg/Rchg(5), SprWntBit-Dmg/EndRdx/Acc/Rchg(5), SprWntBit-Rchg/SlowProc(7) Level 1: Transfusion -- Prv-Heal(A), Prv-Heal/EndRdx(7), Prv-EndRdx/Rchg(9), Prv-Heal/Rchg(9), Prv-Heal/Rchg/EndRdx(11), Prv-Absorb%(11) Level 2: Roots -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(13), SprWiloft-EndRdx/Rchg(13), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(15), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(15), SprWiloft-Rchg/Dmg%(17) Level 4: Hover -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(17), ShlWal-ResDam/Re TP(19) Level 6: Fly -- Flight-I(A) Level 8: Seeds of Confusion -- CrcPrs-Conf%(A), CrcPrs-Conf/EndRdx(19), CrcPrs-Acc/Rchg(21), CrcPrs-Acc/Conf/Rchg(21), CrcPrs-Conf/Rchg(23), CrcPrs-Conf(23) Level 10: Siphon Speed -- Acc-I(A), Acc-I(25) Level 12: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def(25), LucoftheG-Def/EndRdx(27) Level 14: Boxing -- RzzDzz-Acc/Rchg(A), RzzDzz-EndRdx/Stun(27), RzzDzz-Acc/EndRdx(29), RzzDzz-Stun/Rng(29), RzzDzz-Acc/Stun/Rchg(31) Level 16: Increase Density -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(31), UnbGrd-Rchg/ResDam(31), UnbGrd-Max HP%(33), GldArm-3defTpProc(33) Level 18: Recall Friend -- RechRdx-I(A) Level 20: Speed Boost -- EndMod-I(A) Level 22: Afterburner -- LucoftheG-Rchg+(A) Level 24: Tough -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(33), UnbGrd-ResDam/EndRdx(34), UnbGrd-EndRdx/Rchg(34), UnbGrd-Rchg/ResDam(34) Level 26: Carrion Creepers -- Rgn-Knock%(A), Rgn-Acc/Rchg(36), Rgn-Dmg/Rchg(36), Rgn-Acc/Dmg/Rchg(36), Rgn-Dmg(37), FrcFdb-Rechg%(37) Level 28: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Rchg+(37), LucoftheG-Def(39) Level 30: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/EndRdx(39), GssSynFr--ToHit/Rchg(39) Level 32: Fly Trap -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(40), ExpRnf-Dmg/EndRdx(40), ExpRnf-Acc/Dmg/Rchg(40), OvrFrc-Acc/Dmg/End/Rech(42) Level 35: Transference -- PrfShf-EndMod/Acc(A), EffAdp-EndMod/Acc(42), EffAdp-EndMod/Acc/Rchg(50) Level 38: Fulcrum Shift -- RechRdx-I(A) Level 41: Fire Ball -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Rchg/ImmobProc(42), SprFrzBls-Acc/Dmg/EndRdx(43), SprFrzBls-Acc/Dmg/Rchg(43), SprFrzBls-Dmg/EndRdx/Acc/Rchg(43), SprFrzBls-Dmg/EndRdx(45) Level 44: Rise of the Phoenix -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(45), SprAvl-Acc/Dmg/EndRdx(45), SprAvl-Acc/Dmg/Rchg(46), SprAvl-Acc/Dmg/EndRdx/Rchg(46), SprAvl-Rchg/KDProc(46) Level 47: Fire Shield -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(48), Ags-ResDam(48), Ags-Psi/Status(48) Level 49: Fire Blast -- GldJvl-Acc/Dmg(A), Dvs-Acc/Dmg(50), Thn-Acc/Dmg(50) Level 1: Brawl -- Empty(A) Level 1: Containment Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Flight-I(A) Level 2: Health -- Heal-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A) ------------
  13. Though I was shouted down when I said it it's still my opinion that controllers are completely obsolete in the game as it stands now. Even as we level I don't feel it matters if we are there or not. We can be all proud of ourselves by locking a pack down and the team is killing it without a problem, but then go AFK and come back to see the team kept on going and had no problem in our absence. We do not add damage and our control is hardly needed. We may *feel* we are useful, but in fact we are a lot of flash and little substance. At 50 it just gets worse when people start slotting up for real. So what I do is work towards buffing and damage. We may not be *needed*, but we can speed things up to it takes less time. Taking less time is always appreciated. We work damage in so that we can help some, because, again, speed things up. Playing a corruptor or even a mastermind is more useful than a controller, in my opinion. A MM in particular can set their pets on aggressive on a pack along with the team, do damage, and just focus on their secondary to do some locking up or add buffs/debuffs. A corruptor will do this but with even more damage and no need to re-summon things. Me, for the heck of it and because I like the imps, I'm playing a fire/kin. Notice how it works with what I said. I'm buffing the party so they mow down faster, and with containment and pets and hotfeet I'm adding damage. And, yeah, I guess, I can do a bit of CC for the heck of it, but as you've noticed no one really cares about it. Even half slotted teams will mow down a TF. Now that said you picked an unfortunate combo. FF is weak nowadays. You could have gone for Cold and achieve just a smidgen less defense in your shields but also add a brutal -regen on AVS which *would* help the team defeat an AV faster, and a nice combo of CC and -res to help kill faster with Sleet. Nothing in FF is really helping PA either though neither will Cold. Time is a good baby since you buff your party, debuff the enemies to take more damage, has a heal you can spam and keep everyone topped off, and important, helps you boost your own defenses so you are not squishy (you can reach the defense softcap with it). Squishy is just a bad idea. There are those here (because we are in the Controllers sub-forum, and those who are here do so because they love their characters) who will say that no, Controllers are useful, but, eh, I say join a group, help them kill a few packs, then say you need to pick up the phone and watch them. Does their HP dip? Does anyone die? Is their progress slowed?
  14. This is very Specters of Path of Exile who do exactly what is being mentioned here. It has a host of small problems, like needing to go to a specific mission or place to 'capture' the minions, and be forced to return there if one of them dies. Over the years PoE smoothed this process, but yes, Specters were always pretty powerful due to the ability of picking and choosing the best mobs to use as a posse.
  15. Remember to throw a KB>KD IO if you just want KD instead of propelling mobs everywhere (better for teaming).
  16. I tried the superior Overpowering Presence on Justin. It was... so very bad. The little energy ball did 20 damage on a grey mob, and as the mob ran from me it tried to follow, paused to attack, failed, kept running after the mob, and eventually despawned.
  17. I kept looking for a MM build that used Bonfire, since I love that skill, but 100% of builds went for Power-Boost (for good reason I reckon). So I made one for myself. Lots of CC with all the flopping and Bonfire does decent damage. Combined with Time's double whammy of -slow and it's safe going. Other builds dictate we ignore travel powers and make do with base line, but I like flying, and I like flying fast so the build is not as min maxed as it could be. Pros: - Pets are softcapped as soon as level 28 if you have both the defense auras and Maneuvers since the Enforcer's Maneuvers will stack. THIS IS BIG! No need to wait until level 50+ and having collected a ton of inf to finally feel your pets are not squishy. - Bonfire makes us a pocket Controller on top of the -slows and -recharge. Cons: - No Tactics. Just can't fit everything. Perhaps if removing Temporal Selection though on the Arsonist it should help keeping him alive. - No Power-Boost. One BIG thing that annoys me to no end is being unable to fit in a slot, a single slot, one, measly, fricking slot, into Bonfire so that it can have a Force Feedback +chance to recharge. According to other people who tested ( ) it works just fine on Bonfire despite being a pseudo-pet. I WANT IT! But the 5% AoE defense is big and I just can't seem to find a way to retrieve those 5% from somewhere else. Perhaps more veteran heads can find a solution for this? That said even without the Force Feedback proc Chrono Shift is near perma, Hasten is near perma even with just one slot, our heal smacks us with a 42% heal every 5 seconds, and this without any incarnates involved. I personally will want Clarion since it's the weak point of a tankermind if our toggles drop, but despite everything I spend more time making builds and leveling them to 30-33 and then making new ones than playing the game proper so perhaps Clarion is not the best choice, or it gimps a MM in other ways? I'm interested in opinions on the subject. My thanks go to Dixa whose posts I've been stalking on Reddit and here and who has always found time to answer my constant leeching for his builds and ideas. The build in question (empty slots are for the Sudden Acceleration -KB IO): Villain Plan by Mids' Villain Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Science Mastermind Primary Power Set: Thugs Secondary Power Set: Time Manipulation Power Pool: Flight Power Pool: Speed Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Heat Mastery Villain Profile: Level 1: Call Thugs -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(3), ExpRnf-Dmg/EndRdx(3), ExpRnf-Acc/Dmg/Rchg(5), ExpRnf-EndRdx/Dmg/Rchg(5), ExpRnf-+Res(Pets)(7) Level 1: Time Crawl -- EndRdx-I(A) Level 2: Temporal Mending -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(7), Pnc-Heal/Rchg(9), Pnc-Heal/EndRedux/Rchg(9), Pnc-Heal(11) Level 4: Time's Juncture -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitDeb/EndRdx(15), DarWtcDsp-ToHitdeb/Rchg/EndRdx(15), DarWtcDsp-ToHitDeb/Rchg(17) Level 6: Equip Thugs -- EndRdx-I(A) Level 8: Fly -- Flight-I(A) Level 10: Temporal Selection -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(17), NmnCnv-Heal/Rchg(19), NmnCnv-Heal/EndRdx/Rchg(19), NmnCnv-Heal(21), NmnCnv-Regen/Rcvry+(21) Level 12: Call Enforcer -- SprMarofS-Acc/Dmg/EndRdx(A), SprMarofS-Dmg/EndRdx(23), SprCmmoft-Acc/Dmg(23), SprCmmoft-Dmg/EndRdx(25), SprCmmoft-Acc/Dmg/EndRdx/Rchg(25), SprCmmoft-Rchg/PetAoEDef(27) Level 14: Hover -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(27), LucoftheG-Def(29), BlsoftheZ-ResKB(29) Level 16: Distortion Field -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(31), BslGaz-Rchg/Hold(31), BslGaz-EndRdx/Rchg/Hold(31) Level 18: Gang War -- SvrRgh-PetResDam(A), EdcoftheM-PetDef(33), CaltoArm-+Def(Pets)(33) Level 20: Hasten -- RechRdx-I(A) Level 22: Time Stop -- Lck-Acc/Hold(A), Lck-Acc/Rchg(33), Lck-Rchg/Hold(34), Lck-EndRdx/Rchg/Hold(34), Lck-Acc/EndRdx/Rchg/Hold(34), Lck-%Hold(36) Level 24: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(36), LucoftheG-Def(36) Level 26: Call Bruiser -- SprMarofS-EndRdx/+Resist/+Regen(A), SprMarofS-Acc/EndRdx(37), SprMarofS-Acc/Dmg(37), SprMarofS-Dmg(37), EdcoftheM-Acc/Dmg/EndRdx(39), Empty(50) Level 28: Farsight -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(39), LucoftheG-Def(39) Level 30: Afterburner -- LucoftheG-Rchg+(A) Level 32: Upgrade Equipment -- EndRdx-I(A) Level 35: Bonfire -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Rchg/ImmobProc(40), SprFrzBls-Acc/Dmg/EndRdx(40), SprFrzBls-Acc/Dmg/Rchg(40), SprFrzBls-Dmg/EndRdx/Acc/Rchg(42), Empty(42) Level 38: Chrono Shift -- PrfShf-EndMod/Rchg(A), EffAdp-EndMod/Rchg(42), PrfShf-EndMod/Acc/Rchg(43) Level 41: Boxing -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(43), SprBlsCol-Acc/Dmg/EndRdx(43), SprBlsCol-Acc/Dmg/Rchg(45), SprBlsCol-Dmg/EndRdx/Acc/Rchg(45), SprBlsCol-Rchg/HoldProc(45) Level 44: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(46), UnbGrd-Max HP%(46), UnbGrd-ResDam(46), UnbGrd-ResDam/EndRdx(48), UnbGrd-ResDam/EndRdx/Rchg(48) Level 47: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(48), LucoftheG-Def/EndRdx(50) Level 49: Slowed Response -- AchHee-ResDeb%(A) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 1: Supremacy Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Flight-I(A) Level 2: Health -- Pnc-Heal(A), Mrc-Rcvry+(11), Pnc-Heal/+End(13) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod/Acc(13), PrfShf-EndMod(50) ------------
  18. The repel by itself is bad enough, but the touch of death is the KB. With the physics engines I could swear that the inertia of the backwards movement makes the KB extend even further than it normally would. For regular play this is pretty annoying.
  19. This is a rework of the original build I had posted thanks to Justin where I could test things. Also thanks to the posters below who gave tips to improve things. You are supposed to always be under at least one small purple. Do not keep track of it and find that the floor is warm and welcoming for your face! All the way to +4/8 in a S/L farm is easy since we have 51% S/L res. I tried in a fire farm where we only have 22% fire resistance and, obviously, it was much more touch and go. Still doable though, but more insp popping. Go to a pack, pop Aim, pop Inferno, Fireball, Fire Cages, RoF, Fire Sword Circle, Fire Cages, Fireball, then filler. When Aim would be almost up I would ignore the remains and look for another patrol and repeat. The leftovers would keep chasing me and I didn't have to go after them. Parasitic Leech is unnecessary. I was using Ablative Armor (very powerful) and occasionally Rebuild DNA (sort of meh, an insp would have done the same, almost). Feel free to replace Rebuild DNA for Parasitic Leech as a ohcrap power. Definitely wants to use the vendor to fill up on purples and use the option to trim what insps drop along with the macro to combine them. Endurance drops with the extra AoE and the paring of the slots, so Rebuild DNA is kept since it both heals and recovers endurance which is a dual function we can't find fault in. It would like more slots though. Blazing Blast does KB but we cannot slot a KB>KD IO which makes the power much less useful. Boerderline do not want if I am to be honest which we can turn into a KD thanks to the Overwhelming Force IO (not Sudden Acceleration) but it appears to be bugged hence why taking Fire Blast instead (see below). Rain of Fire scattering mobs is both a feature and a flaw since the scattering lets us regen. Stopping it from happening with Fire Cages is both blessing and curse since we do more damage but also don't get to regenerate as much. Fire Cages wants more slots. Using it while still under Aim's effect mitigates the lack of slots but at +4 the mobs will escape them pretty quickly. I did not pick Incarnates since I am *still* not at the end-game what with constant new alts. Whatever holes the build has they would plug them like they do with all builds. Useful things for the build: - Auto cast Rain of Fire on your target: /bind <key> "$$powexec_location target Rain of fire$$powexecauto hasten" - Combining insps on the go with our movement keys (consult where I explain the whole bindload and how to auto cast Hasten and a second power like Practiced Brawler, or Link Minds): a) w "+forward$$inspcombine catch_a_breath luck$$inspcombine focused_rage good_luck$$inspcombine keen_insight good_luck$$inspcombine dramatic_improvement good_luck$$inspcombine rugged good_luck$$bind_load_file_silent c:\games\CoH\binds\Forward2.txt" b) w "+forward$$inspcombine take_a_breather good_luck$$inspcombine insight luck$$inspcombine enrage luck$$inspcombine respite luck$$inspcombine sturdy luck$$inspcombine break_free luck$$inspcombine awaken luck$$bind_load_file_silent c:\games\CoH\binds\Forward.txt" - Bind to eat a purple, any purple, no matter where it is in the tray: /bind <key> "inspexecname phenomenal_luck$$inspexecname good_luck$$inspexecname luck" - Bind to eat a green, no matter size or where it is in the tray: /bind <key> "inspexecname resurgence$$inspexecname dramatic_improvement$$inspexecname respite" The build: Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Magic Sentinel Primary Power Set: Fire Blast Secondary Power Set: Bio Armor Power Pool: Speed Power Pool: Fighting Power Pool: Flight Power Pool: Leadership Ancillary Pool: Fire Mastery Hero Profile: Level 1: Flares -- Dcm-Acc/Dmg(A), Dcm-Build%(3), Dcm-Dmg/Rchg(3), Dcm-Acc/EndRdx/Rchg(5), Dcm-Acc/Dmg/Rchg(5) Level 1: Hardened Carapace -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(7), UnbGrd-Max HP%(7), UnbGrd-Rchg/ResDam(9) Level 2: Inexhaustible -- PrfShf-EndMod(A), PrfShf-EndMod/Acc(9) Level 4: Fire Ball -- SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(13), SprOppStr-Acc/Dmg/Rchg(13), SprOppStr-Acc/Dmg/EndRdx(15), SprOppStr-Rchg/+Opportunity(15) Level 6: Blaze -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(17), SprSntWar-Acc/Dmg/Rchg(17), SprSntWar-Acc/Dmg/EndRdx(19), SprSntWar-Rchg/+Absorb(19), SprSntWar-Acc/Dmg/EndRdx/Rchg(21) Level 8: Hasten -- RechRdx-I(A), RechRdx-I(21) Level 10: Adaptation Level 12: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(23), KntCmb-Dmg/Rchg(23), KntCmb-Dmg/EndRdx/Rchg(25) Level 14: Environmental Adaptation -- LucoftheG-Rchg+(A), ShlWal-ResDam/Re TP(25), LucoftheG-Def/EndRdx(27), Rct-ResDam%(27) Level 16: Ablative Carapace -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(29), Pnc-Heal/Rchg(29), Pnc-Heal/EndRedux/Rchg(31), Pnc-Heal(31) Level 18: Fire Blast -- Apc-Dam%(A), Apc-Dmg/Rchg(31), Apc-Acc/Dmg/Rchg(33), Apc-Acc/Rchg(33), Apc-Dmg/EndRdx(33) Level 20: Hover -- LucoftheG-Rchg+(A), LucoftheG-Def(34), LucoftheG-Def/EndRdx(34) Level 22: Aim -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(34), GssSynFr--ToHit/Rchg/EndRdx(36), GssSynFr--Rchg/EndRdx(36), GssSynFr--ToHit/EndRdx(36), GssSynFr--Build%(37) Level 24: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx/Rchg(37), UnbGrd-ResDam/EndRdx(37), UnbGrd-EndRdx/Rchg(39) Level 26: Rain of Fire -- PstBls-Acc/Dmg(A), JvlVll-Acc/End/Rech(39), PstBls-Dmg/EndRdx(39), PstBls-Dmg/Rchg(40), PstBls-Acc/Dmg/EndRdx(40), PstBls-Dam%(40) Level 28: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(42), LucoftheG-Def/EndRdx(42) Level 30: Fly -- Empty(A) Level 32: Inferno -- SprAvl-Acc/Dmg(A), SprAvl-Acc/Dmg/EndRdx/Rchg(42), SprAvl-Rchg/KDProc(43), SprAvl-Acc/Dmg/EndRdx(43), SprAvl-Acc/Dmg/Rchg(43) Level 35: Afterburner -- LucoftheG-Rchg+(A) Level 38: Fire Cages -- Acc-I(A) Level 41: Genomic Evolution -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(45), GldArm-3defTpProc(45), UnbGrd-ResDam/EndRdx(45), UnbGrd-Rchg/ResDam(46), UnbGrd-ResDam/EndRdx/Rchg(46) Level 44: Fire Sword Circle -- Arm-Dmg/Rchg(A), Arm-Dam%(46), Arm-Acc/Dmg/Rchg(48), Arm-Acc/Rchg(48), Arm-Dmg/EndRdx(48) Level 47: Rebuild DNA -- DctWnd-Heal/Rchg(A), EffAdp-EndMod/Rchg(50) Level 49: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(50), LucoftheG-Def(50) Level 1: Defensive Adaptation Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(11) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(11) Level 10: Efficient Adaptation Level 10: Offensive Adaptation Level 0: The Atlas Medallion Level 0: Task Force Commander Level 0: Portal Jockey Level 0: Freedom Phalanx Reserve Level 50: Agility Core Paragon ------------
  20. You're a (demon) prince, Dixa, and very patient with random people on the internet. Thanks again!
  21. I saw Dixa mentioning the tankyness of demons/thermal and rolled my 28th alt to give it a go... and I think I may finally have struck gold. Being able to unleash the pets to do damage and focus on keeping the team up is being a good combo that is keeping me more entertained than everything I've done. It also starts early. That said it's completely outside my usual choices. I have no defenses to softcap, no perma hasten to desperately chase after to perma Chrono Shifts and etc. So, Tactics, Maneuvers, worth picking up? My guys aren't defense and neither am I. Will I be a bad person if I skip Forge? It's 'only' 30% damage and doing it every 20 seconds will get old fast. I didn't pick Thaw, bad idea? I did pick Power of the Phoenix, but only used it twice. Still, it's there if it becomes needed? What should I be building for? Personal tankyness to not be made out of glass? My secondary gives nothing so I'm starting from zero which makes me think I won't have meaningful numbers. I *really* want Bonfire with the KB>KD Io for the extra mitigation of KDs and some little bit of extra damage. I don't need Power-Boost so it should be alright, yeah. Plus, thematic!
  22. Sovera

    Petnames

    Perhaps remove the pet names from over their heads? There's an option to do so in the UI for other people's pets, not sure you can do so with your own. It actually does not. It just removes the customized names. Like, instead of Pleasure Bot you will see Drone Bot.
  23. I'd say the lack of a heal. Aid Other does have a nice range, about 3-4 seconds CD, 35% HP. Might be workable.
  24. Apparently they all do then. It makes a compelling argument to drop Power-Boost for Electric Fences, but all bots/time take Power-boost, so I wonder what they do with the KB or if they just live with it.
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