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Everything posted by Sovera
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They like it. And that's fine. Devs said it achieved their goal and the best we can say about it (other than being super pretty) is that it did not introduce further power creep. I got an average of 4 minutes with a pylon on a Storm/Bio which is not fantastic. It lacks burst and does not have steady power either, or decent AoE. But it is pretty helpful if building for a sturdy character since the KD and -ToHit does good in that aspect. It's just that we achieve the same sturdyness simply by killing mobs. As others said (but I was on a Sentinel) throwing Storm Cell and Cat 5 and then spamming everything with Chain Lightning whenever up would still have live mobs by the time Cat 5 ended... which is not really brilliant. But 4 minutes is my average on a fully ranged Sentinel so on that AT it is in the average. No worse than the other contenders, not better.
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I just come from testing procs in Cat5 and Storm Cell and notice they had zero effect that I could see in terms of times. Lemme just repost here: First of all a much needed pylon test: : two minutes and 49 seconds. Not blaster times but rather decent for a fully ranged build. endurance was under control and I did not need to use any endurance recovery tools. I may not have maximize Vulnerability since I only used it prior to using Intensify. Now proccing Cat 5. On paper (Mids) I went from 111 damage to 305 so the usual 200-ish from loading on three procs and have the other three boosted damage/rech. Time to test: - 4 minutes. ...okay, what? Also, my endurance that was solid in the 95% range actually forced me to use Rebuild DNA three times during the test. - Was the first run a fluke? I'll swap back to non proc slotting for Cat 5. No, still 3:58. I wonder what happened with the first pylon there. Endurance did not hold up as well (well, one minute longer fighting would do that) and I had to use Rebuild DNA despite the slotting being the same. Regardless no difference with and without procs so the procs during its duration did not seem to make a difference in the output. This is a bit sad since it is another nail on an already overwrought coffin: Cat 5 neither has the non proccing of Blizz but does not have Blizz's cast and forget either, and procs seemingly have no impact on it either unlike normal nuke Storm Cell also does damage though so time to proc it: - 3:44. Not enough of a difference that simple misses would not account for it. One last test now with both Storm Cell and Cat 5 triple damage procced: 4:13 🤷♂️ Super basic test but proccing Storm Cell/Cat 5 seems to show no dividends much like any other rain power. Using both as mules for sets that have no damage procs seems the way to go. Also, the first test must have been a fluke or my eyes playing tricks when I looked at the watch. A whole minute does not simply disappear like that. One last test: what if using a different secondary instead of Bio? I did not bother leveling or making a different character for this and just returned the build to it's original state before turning off the thing that makes Bio do extra damage: the offense adaptation. 5:20. It does not completely reflect the truth though. Ston did some very nice Trapdoor tests with a Fire/Rad Sentinel getting 4 minutes with it and from what he said Bio did not nearly achieve the same times.
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Last test for realsies: what if using a different secondary instead of Bio? I did not bother leveling or making a different character for this and just returned the build to it's original state before turning off the thing that makes Bio do extra damage: the offense adaptation. 5:20. It does not completely reflect the truth though. Ston did some very nice Trapdoor tests with a Fire/Rad Sentinel getting 4 minutes with it and from what he said Bio did not nearly achieve the same times.
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So in typical me fashion I decided to answer my own question. First of all a much needed pylon test: : two minutes and 49 seconds. Not blaster times but rather decent for a fully ranged build. endurance was under control and I did not need to use any endurance recovery tools. I may not have maximize Vulnerability since I only used it prior to using Intensify. Now proccing Cat 5. On paper (Mids) I went from 111 damage to 305 so the usual 200-ish from loading on three procs and have the other three boosted damage/rech. Time to test: - 4 minutes. ...okay, what? Also, my endurance that was solid in the 95% range actually forced me to use Rebuild DNA three times during the test. - Was the first run a fluke? I'll swap back to non proc slotting for Cat 5. No, still 3:58. I wonder what happened with the first pylon there. Endurance did not hold up as well (well, one minute longer fighting would do that) and I had to use Rebuild DNA despite the slotting being the same. Regardless no difference with and without procs so the procs during its duration did not seem to make a difference in the output. This is a bit sad since it is another nail on an already overwrought coffin: Cat 5 neither has the non proccing of Blizz but does not have Blizz's cast and forget either, and procs seemingly have no impact on it either unlike normal nuke Storm Cell also does damage though so time to proc it: - 3:44. Not enough of a difference that simple misses would not account for it. One last test now with both Storm Cell and Cat 5 triple damage procced: 4:13 🤷♂️ Super basic test but proccing Storm Cell/Cat 5 seems to show no dividends much like any other rain power. Using both as mules for sets that have no damage procs seems the way to go. Also, the first test must have been a fluke or my eyes playing tricks when I looked at the watch. A whole minute does not simply disappear like that.
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As someone who did Storm Blast/Bio I felt it was okay. And also it was pretty tanky. I say this as someone who then rolled a Dark/Bio Sentinel and immediately noticed that as helpful for survival as Dark is it did not reach Storm's knees. I can't speak for other ATs though, but anything that asks for a secondary to be clicked will be immediately gimping Storm so it's almost tailor made for Sentinel, IMO. Part of Storm's problem is the lack of, shall we say, better AoE. This might ask to be paired with Rad instead since Rad will dump Ground Zero and then we go ham with Storm. i don't feel Rad will add much for ST though. Fire Armor is a possibility with Burn but mobs will just ditch us and run off to the americas so Burn's tiny aoE will do very little. On the other hand Ground Zero is big and a decent second nuke. Has anyone had luck with proccing Cat 5? I can grab a regular nuke and add 200-ish damage just by maxing recharge, damage, then add three damage procs, but with how Cat 5 is loaded with pseudo pets and secondary hits every X seconds I have no idea who these will interact with a load of procs.
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I have no idea why we have satellite emoji reactions but you get one.
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I noticed how the clear time was within the rest. 30 seconds slower is perfectly palatable for an AT so sneered at as 'training wheels'. I don't know what pylon times you got with it but I had 3 minutes with Elec/Bio (though Elec lends itself to pylon fights by sapping it) though it would not clear a Trap nearly as fast as you got. Rad Armor does add a second nuke which is valuable, and yeah, more than the damage it is the target caps that make themselves noticed, but mostly with solo if we are to be honest. In a team the minions will disappear first leaving the rest within the target cap.
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Someone was praising Axe/Ninja Scrapperinos so I took a look at it... and it's actually... pretty nice looking? Defence capped at level 32 (or 28 if Combat Jumping is swapped for Fly)... Ok, ok, not 28/32 because if leveling then stats are scaled down and some bonuses are not at full strength, but anything bordering 40% is already near invulnerable at those levels anyway, plus a heal, and endurance recovery, and no need for the Fighting pool. I did put an FF proc in Swoop which may be dubious since it's the heavy hitter and we want it to hit like a truck, but my reasoning is that Axe simply needs four attacks to have a gapless chain. The FF proc when it decides to trigger will make Chop not needed. Placing the FF in Swoop gives more time for the FF proc to make both Cleave and Swoop recharge faster instead of placing it in Gash (or Chop) that would give the FF proc less time to work its magic and whittle the recharge of the two heavy hitters. Keeping Chop slotted still allows it to be used for leveling, exemplaring, and when the FF proc does not activate. For single target then Cleave, Swoop, Gash, Chop-if-FF-proc-did-not-proc, repeat. For AoE Cleave, Pendulum, Axe Cyclone, repeat.. which is nice. I'm somewhat tempted in not taking Cleave though. Cleave hits like a massive truck, but 2.5 second animation and the very reason a 4th attack is needed. Swoop, Gash and Chop can loop perpetually. It does feel a bit sacrilegious though when we see the Mids numbers of 843-without-BU. My problem so far is that both Axe and Ninja need a lot of powers so everything from Hasten to travel powers gets pushed back to the 30s, but someone who decides to level with no travel powers (since Kiji-in Rin gives run speed and jump height which will work well with CJ and Sprint/Athletic Run) or Super Jump can make things work better. Five powers left and eight slots, so go wild:Scrapper (Battle Axe - Ninja).mbd
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Pretty impressive and good to shut some people up when they poo poo on Sentinels.
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Spamming chat with what you are listening to.
Sovera replied to Thorny Devil's topic in General Discussion
And then we are roleplaying and someone starts humming a song, or singing it, and plants the youtube URL for the song in chat -_- -
The experience of a returning player having to re-learn the ropes.
Sovera replied to crimson72's topic in General Discussion
Welcome back, friendo. There is a lot to do and a lot of alts to try. Masterminds are a bit of a newbie trap in that they seem cool and easy and usually make for an easy leveling, but turn out to be a hassle mid way through. I suggest a Tanker and plod through the game at your pace as their damage was improved from the old CoH. My signature has a guide for a bit of everything a new or returning player might need -
Wanted to try out the new Axe set but i have no idea on a secondary
Sovera replied to lokiie1984's topic in Brute
Stock up on Recovery Serums from the P2W vendor.. Unlike amplifier's multimillion costs Recovery Serums are so cheap you can pretty much decide to live 24/7 with them active. They cost something like 50k for 5 charges. So if you liked the Stone Armor build more you can still salvage it until incarnates where those can pick up the slack. -
Wanted to try out the new Axe set but i have no idea on a secondary
Sovera replied to lokiie1984's topic in Brute
There are two problems with Axe. One is that the recharge times are awkward and you'll need to have four attacks to not have big gaps. One of those attacks can be subbed for a snipe, but since we need to take the T2 anyway it's what is usually used. So that means it wants more slots than the usual since not that many primaries call for four ST attacks and then have two AoEs on top of that. Then it's pretty hungry since the crunch Axe has must be paid. So either be prepared to suffer while leveling until incarnate-d, or handpick a secondary with a top notch secondary in terms of endurance tools. Where some people are mentioning Stone the truth is that Stone is ALSO endurance hungry. The extra slot for a Performance Shift proc and the added 0.30-ish endurance are in no way enough for Stone's needs less alone Axe's demands. There are still plenty of other choices. Rad is the most obvious one since it overflows in endurance, then there is Energy Aura, Ice Armor, maybe even Fire Armor. Bio is a contender but prepare to not do the usual minimal slotting of DNA Siphon (which runs afoul with the lack of slots mentioned from Axe's demands). But all of this depends on how much you care about the 44 and under game. If not at all then pick something and rely on Ageless/Cardiac at max level. While it is not the kind of talk appreciated in the Brute forums it may indeed be a good plan to go for a Tanker. Less slots will be needed to reach defensive goals thanks to both the ATO and the Tanker modifiers which leaves more for attacks. Plus the ATO and some creative slotting allows to not have Tough toggled on and still reach 90% which will help with the endurance drain. -
You will (probably) have Barrier which will be giving a permanent 5% to defense and resists, so I would not aim for more than 40% defenses and 85% resists. The argument to keep frost is that the alternative is so mediocre: - Frost does 289 damage, recharges in 3.6 and takes 2.5 seconds to animate. - Greater Ice Sword does 373 damage, recharges in 3.8 seconds, and takes 2.5 seconds to animate. Frost's cone is so forgiving it is easy to align and hit more than one enemy and only in the most strict one target scenario does GiS come out ahead for 30% more damage. In either case the rotation is Freezing Touch, Ice Sword, Frost/GiS, Ice Sword, repeat. GiS does proc out better since it is an ST attack unlike Frost, so adding a second proc it goes to 407 making it 40% better than using Frost. For the sake of argument a second damage proc in Frost makes it reach 309, still a -24% damage compared to two damage proc GiS... as long as it is purely single target. A scenario with two targets makes Frost do 618 opposed to GiS. This only matters in a build that has to choose between one of the two. In a best timeline scenario the build has both. So now it starts to feel like the swap is worth it strictly comparing it against Frost though 407 is weak for a 2.5 second animation. Looking at Crippling Axe Kick for example, it does 391 damage but on an 1.84 animation and only one proc. With a second damage proc it goes to 412. Regardless GiS is what Ice Melee has so if you'd rather keep and use GiS then: View This Build In MRB
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Not taking Frost is close to sacrilege. All cones aspire to to be as good as Frost is. You are also doing a disservice to Burn by not adding procs to it, even post procs-in-Burn nerf. Freezing Touch is your heavy hitter and you want it loaded with procs as well and just enough recharge that you can make a gapless chain with it up as often as possible. The weak point of Ice Melee is the ST damage. Greater Ice Sword is bad enough- and Frost is good enough - that Frost is my go to choice for ST filler. Pylon tests showed no difference between using it and using Greater Ice Sword so might as well skip one extra power pick and five slots. Anyway, here's an old thing I had. I tweaked it for the 'new' level changes. View This Build In MRB
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Fixed it for you. First time's a freebie.
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10%, but yes. 7.5% for Brutes.
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No, it's just from the search engine Bing. One of the tabs is called Chat. Use creative mode.
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I was messing with Bing AI and used myself to check it's web searching (Chat GPT seems better but cannot search the web in the free section).
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Damn s(t)on, you really went an extra mile with this. Well it's more data you can add to the list now. From what I remember the -res procs had no effect on Trapdoor (with the exception of Rad Melee who (used to) get a big boost from them thanks to IG) but I only ran it with Tankers. In my opinion that will be the last data point on whether there is a point in using the -res procs or not. Either there is a significant difference (30 seconds at least?) or -res procs end being solely for pylons. At some point the community ought to move on to the instanced pylons who spawn as level 54 objects and it would fix all of this.
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No one actually writes like that. What you have found are people posting their builds via the program Mids: https://midsreborn.com/
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I got the same actually. So lets do this instead: Controller (Fire Control - Darkness Affinity).mbd
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Install the new mids. Make sure to uninstall whatever version you have now. It borks old builds when trying to export though and you might need to rebuild them for that.
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I have talked myself into it. Bonfire has been pruned, the three slots have been spread around, Soul Drain has been slotted for endurance (even with everything toggled on it still has 2 EPS positive) since I have a source of heals. The last two powers are semi random. Assault since I have more endurance to play with and Rune of Protection is a free Break Free I guess. View This Build In MRB I also feel I should dismember something and take Cinders ustead. I could then alternate Flashfire and Cinders as openers for each fight even on fast teams leaving several seconds to set up Fire Cages/Bonfire in complete impunity while the pets are already working. Not sure what though. Howling Twilight maybe, since I took it to fight AVs but those are 5% of the gameplay... I may yet talk myself into it. Edit: Aaaaand I talked myself into it, again. Yes, Howlight Twilight can ressurect, and yes, it can stun, and yes, it does a lovely 500% regen debuff. But, we have P2W temp powers to ressurect, it only stuns minions, and while the 500% debuff is lovely we fight AVs 5% of the online time (I'm not even going to bring up Envenomed Daggers). Fade is no longer perma (well, once the FF procs start hitting) same as soul Drain (ditto), and Hasten is down to 9 seconds off (to me my FF procs!) but build's at 45% ranged defense without Fighting Pool, so, welp, sure. Still no fighting pool, still 45% ranged, but Fade's back on perma and Soul Drain only an FF proc away from. Hasten is at 7 seconds off. Alternating Flashfire for one pack of mobs and Cinders for the next is a lot doable than having a single of the powers available for every spawn since 25-ish seconds is a bit too long for regular groups. For soloing or in a duo it might not matter. It would be nice to have both online as early as possible but there is nothing I am really seeing that I could push back. Maybe Fly and then use a jetpack. But to be honest I'm actually sort of tempted at taking Flashfire away from level 18 since if we are at that level then we are either leveling and don't have the slotting to use the power often, or exemplared and same with a death of recharge bonuses and raw stats killed by the level we are at. It is at 22+ that we get more raw stats and more recharge bonuses coming online starting to allow the alternating gameplay. But on the other other hand having it earlier does allow to save from a bad situation by throwing it at a dicey situation. So maybe possibly this: View This Build In MRB