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Everything posted by Sovera
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The difference with DNA Siphon lies in that if you use it on live targets it grants Endurance, but if you use it on corpses it provides with Recovery. So once you kill a spawn, pop DNA Siphon and you'll be full of blue juice. In practical terms it's probably best to use it after the initial volley of AoEs that killed all minions (corpses despawn after a few seconds, so the minions will have disappeared by the time the lieutenants and bosses have been killed). This makes for very easy use while doing regular content but falters once hitting something for a few minutes since the Endurance part of DNA Siphon barely pays for its activation against a single live target.
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Alright, good talk.
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Farms farms farms. Once in a while someone mentions they made a FA character for regular playing and it is completely unkillable because of its toolbox. Anyone has a base build for it with their experiences on the topic?
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Amazing amount of testing, Myshkin, simply amazing! Sorry to hear about your twitch finger though. I quoted just to mention that I don't know which browser you are using but there are several addons that fix this problem. The old Lazarus, the more recent Form History Control and Textarea Cache (I have both, juuuuuust in case after a few fatal accidents like you had).
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When in doubt check https://forums.homecomingservers.com/status/
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Literally ANYTHING to stop ranged henchmen from brawling
Sovera replied to Weylin's topic in Suggestions & Feedback
All those changes for mercs, like, wow, I'd play one. One of you MM afictionados should go to the COHX test server and report on the changes. Especially removal of brawl. -
This was very informative to someone who does not play StJ. Thanks for the time taken to write it all down, Frost. Tbh Rad isn't very thematic at all for my character, it is Staff I'd like to get into, but I like the ST damage of Rad and ST is where Staff flounders a bit. A close second would be StJ though and that makes me interested in checking it up on the PTS. I think the proc removal off Contaminate is not yet 100% removed though. I have noticed Blistering Cold's icey proc hitting different enemies than the one I had targeted.
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I have never played an StJ (though I do love the animations) so take what I say with a grain of salt. I perceived it as being pretty AoE-less though. Isn't Spinning Strike a six yard radius AoE? I don't visualize it hitting many enemies which in practical terms makes the claim of having a better AoE a bit iffy if their numbers are similar but one hits twice as many mobs. Personally I would put Irradiated Ground firmly in the ground of underestimated AoEs. It's basically two patches doing hurts and spewing procs pretty much 24/7 (once we settle down to fight, if we are always on the move this does not happen), and more importantly we don't waste animation time on it, so it's ticking while we do our bit with other attacks. And then Contamination effects. Not much damage, but there and in AoE. Right now I do three ST attacks while waiting for Atom Smasher and using Siphon last so the other two can use the Contamination effect before Siphon eats it. Friendly argument, I have no vested interested on either side and haven't even played an StJ to speak with assurance that X has the better AoE.
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I've managed to drain and keep mobs drained with my Elec/* Sentinel. I've also noticed that most of the time I have killed things before this has happened which made the draining useless.
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Rad only has one power that demands being close to the ground. It can be annoying because of that, but I've leveled both a brute and a scrapper with it and it worked fine, it just requires to point my nose to the ground when using Atom Smasher. I recommend a Rad/Bio. I'm leveling a Scrapper but it can easily be converted to a Brute. It doesn't need anything expensive to get started, the brute has better AoE (Electrifying Fences + Ball Lightning), the scrapper has better ST (my best time so far 1:45 pylon), both I've thrown at Comic Con during idle times and they survived fine. Street Justice is slightly better ST further, but has no appreciable AoE, where Rad has a Footstomp like power + damage aura, and /Bio is pretty survivable and has a *second* damage aura.
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Possibly the best AoE Sentinel Powerset (Fire/Rad/Fire Mini Guide and video)
Sovera replied to Gottagobro's topic in Sentinel
It is, and Overwhelming is the only way to mitigate it. -
The power does not need to having its animation fixed. We just need a third copy paste Ninja run/Beast run with Sprint's animation.
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I'd be all for it. Missing just for the sake of missing adds a fat zero nothing to the game. It is annoying for regular powersets and uber annoying for combo sets. An artifact from DnD, git yet gone! At the very least combo powersets ought to get a combo point just for having launched the attack, not only if it lands.
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I've noticed no difference with or without it, but without numbers this will be difficult to test whether it is working or if the effect is too subtle/low to be eyeballed.
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Valid point, broroxis. I knew of that mechanic with Gaussian and Tactics and it's perfectly valid (dare I say perhaps superior) to switch the slots between Fusion and Tactics. But I personally do prefer the on demand proc.
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Radiation/Bio Scrapper. I've lifted the build from honorable @Auroxis from here. Quoting his times from here: I have been rather enamored with his results but I found his build to be a quick PTS thing which I wanted to optimize. I started by copying his build verbatim and trying it on the PTS and got a 2 minute time proving everything was in place. Then I started tinkering to fit it into a generalist build. Moonbeam was not necessary since I already had enough enough attacks. Shadow Meld is great... but such a short duration and it has a 3.1 animation time... So I messed with the slotting to achieve 40% defense. Which means I needed a ton of Recovery to.. er.. recover from not having Ageless. With Barrier I get the last 5% defense and also the last 5 points to cap-ish S/L (capped at 90% HP when the Scaling Resists IO kicks in). To my surprise as I kept on getting short on slots and removing procs.... they made no difference. Procs are a drop in the ocean that are Scrapper crits. Certainly wanted because they *do* improve on times, buuuuut... Proof is in the pudding as some say. 2:13 2:25 1:45 2:15 attempting Devastating, Siphon, Smash even with gaps. Less endurance cost. 2:10 1:54 with Devastating, Siphon, and Smash again. It's also cheaper on the EPS. Basically whiffing on a Devastating Blow during Fusion + Gaussian proc makes or breaks the 2 minute mark. Also gave it the ol' stress test of Comic Con at +4/8 and it came out with flying colors. Unlike the Brute that had Ball Lightning and Electrifying Fences to add to the AoE chain, the Scrapper finds itself with just Atom Smasher and both damage auras.... and it made no difference. The crits made up for it and the Contamination mechanic added a bit of AoE (don't use Siphon during the AoEing as to not lose it) since instead of casting the Mu AoEs I was using my Rad melee ST attacks. Thoughts:
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Wow, 13 hours without a new reply. 1331 replies later I think we finally exhausted the topic.
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Tbh I don't even understand why Rage *needs* a crash. Has someone been secretly deleting posts where SS destroys a pylon in one minute like a certain other set? No? Then in a world where TW exists why single out SS?