Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.
-
Posts
4794 -
Joined
-
Last visited
-
Days Won
2
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Sovera
-
As Zemx pointed Staff is pretty but needs an urgent pass from the devs. We whittle the enemies and despite having a lot of AoE it is all mediocre AoE. Still, it looks so very cool that we don't mind as we slap bunches of +1 enemies. It's when we are down to a boss and hitting it for five minutes (hyperbole) that we start feeling the drag. But, welp, we can't always stick to Fire Melee 😛 The Dark Armor pairing does not actually get Melee/Ranged/AoE defense (Guarded Spin only grants defense to Melee and smashing (or was it slashing?) It's Martial Arts that can make any resistance based Armr having 45% to Melee/Ranged/AoE ON TOP of 90% resistances). 90% on a resist base Tanker is not hard to do (the ATO accounts for 14%/20 % all by itself after all). What the pairing DOES do is brutally mitigate the Dark Armor endurance consumption thanks to one the Staff forms. Dark Armor suffers a lot from endurance problems (having obviously been made to be used with Dark Melee... that has an endurance recovery clicky) so Staff fixes that, enjoy your obscene heal every 15 seconds 😄 Consider Fire Armor despite not being in the list. The lower damage of Staff will appreciate the assistance from Fiery Embrace and Burn though Radiation Armor achieves about the same though in more indirect means.
-
Put a Gaussian proc in Psychic Focus instead of Terra Firma (in Terra firma it will fire at random, in Psychic Focus it will fire when YOU want it which is before using your nuke) and two recharges and take it earlier so you can use it in conjunction with Psychic Wail. Three slots nets you 3% E/N res using Adjusted Targetting. Psychic Wail should be triple procced. It's your nuke after all. It won't need accuracy since you will use Psychic Focus first which will take care of that so the other three slots can be +5 damage/endurance/recharge. Triple procced it will go from 439 to 636. Using Psychic Focus it goes to 734. With a Gaussian in Psychic Focus it goes to 890. Swap your slotting between Earth's Embrace (which will hardcap your HP coupled with +hp accolades using only an endurance reduction IO in it and you don't even need the Unbreakable Guard unique) and Rooted, your actual source of regen (you're slotting for regen bonuses while having your Regen toggle barely slotted?). There is really little point in six slotting Kick or slotting 5 Blistering Colds in Mind Probe, you're already well softcapped for S/L (you're actually barely slotting Rock Armor but still aiming for S/L through bonuses?). Psionic Tornado is a pseudo-pet and those are notoriously bad for procs (30% in your current slotting). Might as well 5 slot Bombardment for the bonuses if you want to slot the FF proc, otherwise 6 slot Bombardments for the bonuses, or even put one of the full ATOs in there if not caring about the FF proc. That would free one of your attacks (Psionic Strike preferably) to have 5 Decimations (don't slot the build-up proc) and a damage proc (57% chance so acceptable). It's not a huge gain though, it would just go from 529 to 545. Terra Firma does a lot of heavy lifting in terms of global accuracy so you can ditch the Kismet and put the slot somewhere else and then rearrange your slotting slightly to still hit +3. There are some other minor things such as Performance Shifter procs being better in Stamina, but with Geode it does not really matter much as Geode is the clickie for HP and recovery which is something Stone Armor lacks otherwise.
-
Evasive Maneuvers in the same pool as Fly already makes Hover very mobile, and it slots another LoTG. But as others said Fire/Bios galore in this part of the forums. If it's been a while then consider Elec instead of Fire as it has risen to new heights thanks to a pass it got a while back. I'm currently playing an Elec/Stone. Very sturdy (solo 0x6 Posi 1 and 2, +1x8 Yin at level 30), almost no clicks, and it devastates a path through a mission. I just can't be arsed dealing with runners but no particular complaints about the damage. The Voltaic Sentinel is a definite damage boost but keeps getting lost and it breaks stealth when wanting to initiate with a nuke from stealth.
-
This is a, by now. long standing bug, but the Voltaic Sentinel could really do with having the MM code for pets. It gets stuck each time we take an elevator, it needs to be resummoned each time we move maps, it gets stuck in random geometry, or just decides to stop following. This is vexing because sometimes we cannot see it and assume it got lost again and suddenly there is a zap from the africas and there it is at the end of a corridor still doing its job. Most of the time this is not noticed until puzzling why things are dying more slowly than usual. Could we pretty please have a two meter leash code so it always close to its summoner? I'm going to hear something like other non-MM pets have to be resummoned in a new instance, but non-MM pets go up elevators and such.
-
- 2
-
-
That's either the START vendor power (half hour recharge) or the incarnate (level 50, two minute recharge). Fold Space lets you grab every enemy in the room and teleport them all at once to you (with full recharge and slots it should be down to about 30 seconds). You CAN stealth to the end and teleport your team to you but one by one via Teleport Friend from the Teleport pool. And while it's true that people will usually have the prompt to accept or decline the previous poster is not making sense as you're not using it randomly but to recall your team to your spot. For your original question... Dunno. It's easier if you just use Teleport for your travel power since then it's just a matter of shifting things around. Depends on what you want to do tbh. Also, few people still play with Granite Armor only since it's obsolete and the gains are minimal compared to the losses incurred. I can't really answer your question for you since all Tankers can be made tanky so it's a matter of knowing what flavour you want. I'm in a Stone Armor bend lately since its strong straight at level 13 which is not something I felt I could boast of with other combos. But before that I was in a Fire Armor streak. I feel you might do well going for resistance based armors since they usually ignore defense and so you will free a pool by not picking Combat Jumping or Maneuvers.
-
As the others have said Leadership will do that, but, you will annihilate the game by all 8 being support. You might think you need a tanky bro in the team. No, all the support will turn EVERYONE tanky. You might think you need a few characters specialized in damage. No, all the support will turn EVERYONE into a damage spitting monster. Obviously try not to overlap too much, but a couple of you doing resistance shields, a couple doing defense shields, a couple doing buffs, debuffs, and you'll be running amok on any group content.
-
We all need to leave this game. It's too good
Sovera replied to temnix's topic in General Discussion
I mean, I can feel it. I originally started playing in I6. Game was good, I had fun, the RP community was lovely. I really got into it. Eventually got bored and went to play Champions Online for a bit, eventually paid for one month in CoH and ended only playing half an hour of the month at seeing the old graphics compared to the hotness that was CO (they had fingers! That flexed! ...we have mittens with lines to suggest fingers). Queue Homecoming coming out. Enthusiastic return, all previous poo poo ing about graphics ignored. Go DEEP into it, sometimes wake up early to play (I tend to wake at around 6-7 and then turn over and keep sleeping but I'd start 'but I could be leveling something!' and more than once got up and booted up the computer). Took about a year to wean myself off and mostly because I tested all the possible combos (my infamous Fire Armor thread a part of it). -
Sure, I mean, but not particularly paired with Bio. The utility are the small heal and the endurance but Bio has its own tools for those and thus they are superfluous. The damage... welp, Dark is midling even when capable of rounding enough enemies to power Soul Drain and the AoE is forgettable. What's making you starry eyed are the procs and the raw damage of MG but that's a single target T9 for ya. If you're having fun then do continue because I'm not here to piss on your parade but Dark Melee is not very special outside its utility and this pairing does not make use of it unlike something like Stone Armor or Shield who would welcome a heal and endurance. Without any sarcasm I'm glad you've found a combo you're enjoying though.
-
Wait until you get a taste of Energy Transfer then.
-
The effects slow wear off, but one of the sides lasts for 2 minutes whiule the other lasts for a minute a half. The 2 minutes means the minimum effect is permanent since the duration matches the recharge. In Barrier's case it's a huge amount of defense and resistance but wears off to 5% defense and 5 resistance, hence me building to 40%.
-
Depends on your build. My own Rad/MA has 40% defenses to Melee/Ranged/AoE and 85% resistances so that Barrier will make it permanent 45% and 90%. Of course being resistance base it doesn't NEED the last 5% but any situation tough enough to warrant using Barrier will do that. Even if you don't need Barrier yourself Barrier is usually what keeps the team safe where Vigor heals, but, can't heal a corpse.
-
I get an error importing it. Try dropping the file into your post. The import and export has been borked for a while and file dropping is how we get around it.
-
Regen is one of those cases that it is a bit helpless. Some people manage to make it work but it's double the effort for half the reward. You're right that there are a lot of choices but it's not because half of the people are wrong but just because the game allows for a big variety of builds. Even Regen if you're willing to put some of that inf. But if you wish for something simpler then the posts in this thread will help choosing something, then it is a matter of adapting to a leveling build.
-
No need to start from scratch, sometimes a respec and gear is all you need. There are very few completely helpless cases. But the weaker the base the more money you need to pour in to shores its weaknesses. As someone who is just starting we are trying to tell you some easier choices to dip your toes into the game, accumulate money, get a better understanding of the game, and then start messing with things on your own using that knowledge.
-
While at it remember not to have Force Feedback proc toggled on since it will skew your recharge, and not have Build-up (with or without Gaussian) toggled on either because it will skew your idea of what accuracy you're at. On top in the middle you'll see 'relative level of enemies'. If it's a leveling build you can set it to +1 to check your accuracy. If it's an end-game build then set it to +3 for the same purpose.
-
Simply put you don't have a build. Having a build doesn't mean you're helpless, but it means you're (most likely) slotting only SOs or generic IOs. With that, yeah, you'll be weak, that's how the original game played out. If you want try the (near) immortal build in my signature since it has very few requirements to start (two uniques and being level 13) and if you don't have the money for the two uniques send me a DM with your ingame @ and I'll mail it over (It is not a big sum for those who have played for a long while). Also I suggest reading the guide in my signature as well because there will be most likely good tips.
-
Heck, seems good to me. Respecs are cheap anyway so you'll end up tinkering with the build as you keep on playing and see what works for you and what does not.
-
Also, there's no point in unlocking the patron pools unless we actually need them.
-
New Camera Controls really are a godsend for me.
Sovera replied to Sunsette's topic in General Discussion
I had to redo all my keybinds for unrelated reasons (I changed a keybind who then refused to be changed back no matter the number of times I did it, clicked 'apply', saved the keybind file, logged off, etc, so eventually had to hit the 'reset keybinds' which fixed it) and it was a pain, but that said it was a one time thing and after saving the keybinds they are now available for new alts or old characters I can hit 'load keybinds'. -
Is it worth it to run this Difficulty Setting?
Sovera replied to DMBLaan99's topic in General Discussion
If you can kill fast and not die then go for +4. If you're leveling then don't go over +1. If you can handle x8 then do so as it usually just adds more lieutenants and minions who die fast. You want AoE for those though. Depending on your build and if you buy amplifiers you should be able to go +1x8 from early on. My Tankers do that early and my latest Sentinel was soloing Yin at +1x8 by level 27. Which went fine because Storm Blast does a lot to keep a character alive. And then I got to Clamour who roflstomped me thanks to the debuffs and her (embarrassingly logical) insistence in not standing in my Category Five... -
It can be useful. I haven't found it to be unless pulling two groups at once. Anything strong enough to rip agro is strong enough to survive it.
-
Change this to +3: Then check your accuracy over: Looking at the build now you have too much accuracy 😄 The Kismet can be safely removed and the slot placed where you'd like. Or keep the Kismet and turn off Focused Accuracy (it can be saved for mobs that debuff accuracy or mobs with extra defense) which allows you to recoup all the slots you've placed there. With some small changes you can even toggle off Tough and still have capped S/L. At 82.9% a second stack of the ATO (6.7%) would leave you at 89.6%. That means no point in taking Tough, or Punch, and you could tweak it further and do something like taking Fold Space or whatever you'd like with those extra powers. Tanker (Fiery Aura - Stone Melee) (Update).mbd
-
It looks nearly perfect. You have 45%+ to defense and 70% to all resistances. You can take the Unbreakable from Earth's Embrace since you're already hard capped without it. The only problem is accuracy. You went too deep into proc monstering and Ripper, for example, has zero accuracy added so it has 48% to hit a +3 enemy. Even with Focused Accuracy toggled on it only has 63%. Switching some slotting around and adding a Kismet allows to not toggle on Focused Accuracy or it would be a bit too heavy for your blue bar (it's there for emergencies only, either +def mobs or ToHit debuffing mobs). The -recharge proc in Ripper is of no use so I replaced it and it improved damage as well as finishing pushing it to the accuracy needs. Quills is a toggle and not a good place to place damage procs. With all those damage procs you've increased its damage from 11 damage to 22 damage. It's a place to put things for their set bonuses. Changing to a slotting with accuracy to actually hit, damage, and endurance, lowered the damage to 18. You have no travel power and took Grant Invisibility. Wouldn't it make more sense to take Infiltration instead for mobility? It also grants stealth, but remember to toggle Stealth back while in combat to get the bonus to defense. Remember that Granite toggles all your other toggles off. So no recovery from Crystal Armor, no recharge from Minerals, and no damage from Brimstone. Honestly, not a lot of reason to use it since even the DDR gain is minimal. Keep a few medium oranges on hand and you'll be at res cap anyway. Anyway, here are some more slotting ideas, just pick what seems to fit your playstyle. Tanker Modified (Stone Armor - Spines) Final build.mbd
-
Evasive Maneuvers is for the extra speed both in combat and out of combat, plus the debuff resistances that it has. Throw in your build with the powers you want and I can try to tetris the bonuses back in.
-
And you would be right. The game is for fun. If you need help adapting the framework let me know.