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Sovera

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Everything posted by Sovera

  1. Another person of culture! There are other builds like it but Fire/Ice can be found in my Fire Armor signature as the 'Allrounder'.
  2. It's the other way around and what makes SS a strong set. Rage lasts for one minute giving 80% damage boost plus enough accuracy that we can get away with not slotting accuracy in our attacks (to put it in perspective every other set's equivalent of Rage is called Build-up and lasts for 10 seconds to give the same stats, it is up every 30 seconds or so). On top of that we can add lots of recharge to it (unlike the build I posted) and DOUBLE the Rage by using it again before the duration has ended for a brutal 160% damage boost. But the downside is that each time Rage ends (it always 'ends', even when used before the duration finishes) our damage is reduced to 0%, our defenses are reduced by 20% (even if playing a resist set like Fire Armor this is bad and the reason I have Lightning clap in the build, so when that vulnerable moment happens keep on spamming Lightning Clap and Footstomp to keep mobs flopping instead of hitting you), an a chunk of your endurance is eaten away. If stacking Rage this happens twice as often. SS gives a lot of power but it has its downside. I wouldn't worry too much about stuff though. Just keep buying what you can afford and slot it in (read my newbie signature for money making tips), and if you eventually decide to play a different character, well, you just transfer all the gear you bought to the new one. There is no reason to avoid buying stuff because it might be a 'waste'.
  3. I did all of that. Procs, maxed damage, Build up + Gaussian, and it didn't kill +1 minions when using Lightning Rod. And it already does KD so Avalanche will make it KB. I agree with everything though, opener, rule of cool, etc. But to me it does not cut it.
  4. Check the Guides section of the forums. There should be a Farm Fresh guide which is from farmers to farmers.
  5. Welcome back, if you like Fire Armor we'll get along just fine 😄 Fire/SS is a combo I've briefly touched but the Rage crash drove me away. You can also do fancy things with Ice, Claws and etc, but if SS is working out for you then carry on because having fun is no waste of time. And you can transfer money and gear between alts anyway. Regarding Sorcery you can take it, or you can use the tailor and add mystical auras to your character and just take whatever you would like to travel. I am an avid Flying aficionado myself though since I like to fly while in combat that means I stick to the Fly pool since it has Hover. I had this old build, but it's expensive and not for leveling, but if you need one a version of it for leveling and cheaper I can cook something. This one has 40% defenses to S/L (45% with Barrier) and the 77% resistances is at a sweet spot to become nearly 85% with a second stack of the ATO in Punch which then becomes 85% with Barrier. Tanker (Fire SS).mbd
  6. Team window (same window where your chat is). Later on you can solo TFs though, I do it all the time starting at level 20 and Posi 1 and 2 and etc. But that's definitely with 'twink' gear worth a few hundred(s) million. You'll get there too 😄
  7. Sovera

    Bio/MA Help

    Alright. Things to consider: - Storm Kick is pretty much the reason to take Martial Arts since it gives +10% defense. You're currently at 34% to Smash and Slashing and simply by trading Thunder Kick for Storm Kick you're at 44%. 45% is the softcap 😄 - Because you now have so much Energy and Negative defense thanks to Storm Kick you can lower the slots in Environmental Protection. - Ablative Carapace is a big reason to take Bio Armor since it gives you a small heal and a LARGE absorb shield. You current build has 2.4k HP. Ablative Shield fully slotted gives... 1.9k absorb. It's big (that'swhatshesaid!). And it also gives extra regen (200%) to passively tick your HP up while the shield is taking the hits for you. - The damage proc in Genetic Contamination does not do much for you. You can put the last Gauntled Fist in to get the 6%. You're overcapped in S/L, but, with some creative slotting you can toggle off Tough and just keep it as a mule. Not a big deal since you have so much endurance thanks to DNA Siphon. - Which, speaking of, wants a Theft of Essence proc to finish rounding up your endurance. I usually keep it with just that one slot in. - Focus Chi is your damage boost. I know, I know, you're playing a Tanker, you just want defense. But dead things can't hurt you back and it helps if you're solo or facing a single enemy, yeah? Plus it's a nice spot to put some Adjusted Targeting and boost your weak spot which are E/N resistances. - It's a sin to take 4 purples in Crippling Axe Kick and not take the 5th for the juicy recharge. - Crane Kick is a place to have another Force Feedback to push all your cooldowns faster. Both it and Cobra Strike do about the same damage and have the same animation time so it's a matter of choosing if you want stuns or you want KDs (with FF procs). Cobra Strike will do a bit more damage since it has two 'free' slots not dedicated to KB, but under the hood those FF procs from Crane Kick will make Focus Chi (damage) recharge faster, Ablative (heal/absorb) recharge faster, DNA Siphon (endurance/heal) recharge faster. - Crippling Axe Kick is a good move but only arrives at level 28. You can just take Cobra Strike and slightly less damage (unenhanced 103 damage VS 112) and have a super low level attack chain whose highest attack is level 16. So even if you exemplar down to Posi 1 you still have your full attack chain. I left it in but consider it's an option. - Strictly speaking you don't need Eagle's Claws since its animation is long enough that you can do two kicks during the same time and have done as much damage, take or leave a few. But it looks cool and that matters if you'd rather have it, though you don't need so many attacks by then so probably just swap it for Crippling Axe Kick. Eagle's Claw does come with a small damage boost for the next attack but it is so short lived it only lasts long enough to boost the one or two attacks. Alright, this is what I got. I'm not super happy about it since I had to keep Tough toggled on and the E/N resistances remain low but otherwise S/L resistances are at a sweet spot that a second ATO stack from Might of the Tanker in Crane Kick pushes them to over 85%, and then either a third stack makes them reach 90% or you take Barrier (advised IMO) and the permanent 5% will do the same job much more reliably than a 3rd stack. This is not exactly a leveling build and it's expensive, but if you want an interim cheaper leveling build to then slowly transition into this one just beep me. Bio MA My Attempt.mbd
  8. Sovera

    Bio/MA Help

    Build something and put it up so we have an idea of what powers you're going to use. As you saw MA has low AoE but gives +10% defense and can speed the recharge by a lot from the Dragon Tail's knockdown triggering Force Feedback. So if you can hold until 40+ you can get a second AoE then. Don't be afraid of spending your hard earned money since you can take those expensive IOs and transfer them to your next alt.
  9. If you're super new to the game you should not yet try soloing Taskforces just yet. Positron 1 is the easy one since it does not spawn an Archvillain by the end of it. All others will. And though AVs become fodder later on which most characters can (slowly) defeat it does imply having decent gear and a decent build. If you want to do Taskforces I suggest finding a team for them. If you want to do solo stuff but still earn merits then I suggest using Ourobouros. If you DO want to solo Taskforces you will want to at least stock up on Envenomed Daggers from the P2W vendor to help doing damage, and then fill your tray with purples and greens, and mail yourself more greens and more purples since you can take them from the mail any time, even mid fight. Then start looking for a build you can follow. Super Reflexes is good but only has defense so it needs to get those numbers up fast in order to be reliable. Both defense uniques will bump your defense by 6%, etc. Check the Sentinel forums.
  10. Omg, a wild Sunsette has returned!
  11. Hopefully it could be added. But in the meanwhile a small work around would be to make a macro that reloads your chat settings. So when ever you swap you also hit that subscr-.. er.. that macro button. Or even bind it to your whatever power, for example travel power. Something like /bind F "bind_load_file_silent C:\Games\CoH\settings\live/chat.txt$$powexec_toggleon Fly" Change the directory to where you have your game and the chat.txt file.
  12. I only play with one -4 KB, but, I do play with Evasive Manuvers as well. But as long as I have my S/L up I find I rarely get KBed even doing Striga content. You're right on E/N being at 85% since I had not noticed the Might of the Tanker was not toggled on. You do have E/N at 85 and a second ATO proc will put you at 90% without the need for Barrier. In the same vein you're already at 93% for S/L with a single ATO proc so you can ditch one slot from the Might of the Hunter (the damage/recharge one) and then breaking the two Celerity (I'd put those two slots as two +5 recharge in Build-up to shave 10 seconds off). That neatly puts your S/L at 85%. If you don't want to rely on a second proc or Barrier this is the perfect spot as either one puts you at 90%. But if both activate it will go to waste. Which is not terribly important in the grand scheme of things, it just lets you faff around with the slotting a bit more and try for things I mentioned like having enough S/L resistances that Tough is only a mule. As for Fault it does no (real) damage, takes too long to recharge, and has abysmal accuracy. Even at your level, with Focused Accuracy toggled on, and slotted, it's still at 89%. If its not toggled on its at 72%. I just find it has a lot of downsides to a set that already has a great CC tool in Tremor (btw, Eradication energy proc is better than Taunt's psi damage proc).
  13. That said it's very much in the name. It's a difficulty setting meant for... four people. They are alone tackling it. And in SOs. Seems good to me. If anything it gives them an incentive to gear their character up in order to be able to tackle x6 and x8, and eventually +2 and +3.
  14. I find I actually need to spam Charged Brawl in order to have an attack chain going, but it does not change the returns are not great as you've pointed. Me feeling that the endurance woes were alleviated when using Elec (because I run Fire Armor with so many pairings and do/did so many tests I have a good feel when I run out of endurance and when I need to use Consume but it's not up yet) might well have been just a placebo effect.
  15. Unrelated, but you might want to do the tag thing where a dev answer is shown at the top of the thread saying that the origin power and the athletic run showing in the skill bar when first logging in is being looked at since I've seen it mentioned 3-4 times after Powerhouse said it was being looked at.
  16. Tbh I thought all powers did it and only when looking it over to answer you did I see it was only for the ST attacks... so all of two 😄 It does do a little something with endurance problems but is not enough to magically solve it. Someone better at mathmagics could probably calculate the EPS.
  17. It's only a 10% in the ST attacks, AKA Charged Brawl and Havoc Punch:
  18. They are doing no more of a pass to Sonic than they are doing a pass for Electric Melee just because Thunderstrike got a fresh new coat of paint.
  19. Cones are universally reviled, but instead of having Fireball or PbAoE only we keep having cones because That's How It Is. And somehow, despite hitting fewer targets than said PbAoEs or fireball effects they STILL do less damage. You'd think the risk/reward would reward having to jump out, manually aim, jump back in, but no.
  20. I'm of the opposite camp, but hey, there's room for us both, @Onlyasandwich. I WANT things homogenized so that people DO choose on aesthetics and personal preference instead of 'welp, Fire does more damage, so Fire'. But the trend is 'lets make it all equally bad', which, okay, I'll grant that it is homogenized, but
  21. Fire Armor you say? You are a ghoul of culture. 👍 So, a few things: Fault sucks. Don't take my word for it because you might try it and like it even if I don't. But don't be surprised at feeling the urge to basketball throw it into the trash bin. With some fancy slotting you don't need to have Tough toggled on as long as you intend to take Barrier in the end game. Your single target will have gaps without Stone Fist. You will want something like Seismic Smash, Stone Fist, Heavy Mallet, Stone Fist, Stone Mallet, Stone Fist, repeat. This is because all the FF procs only have a chance of going off and baseline Seismic Smash recharges in 7 seconds in your current built. So following the rotation above it's 1 + 1.9 + 1 + 1.9 + 1= 6.8 seconds and just in time for Seismic Smash to be back up. If one of the FF procs goes off you can shave a Stone Fist off the rotation. The ATO in Stone Mallet gives 6.7% to all resistances and it stacks up to three times. Mids only accounts for one. Two stacks is easy to achieve and three a bit harder since the first stack will sometimes run off before the third is applied. So as a rule of thumb aim for two, ergo whatever Mids is showing + 6.7%. Knowing this, and if you don't intend to take Barrier, you can break the Celerity bonus since even without it you end at 84%. With the second Might of the Tanker ATO stack you're at 90%. With those now free two slots you can place them in Build-up, scrounge a slot from somewhere, and have three Adjusted Targetting to have another 3% to E/N which you're a bit behind on. Again, if you're not intending to take Barrier. If you ARE intending to take Barrier (which IMO you should since it's a good panic button plus the permanent 5% to defenses and resistances allows to play with slotting) all you need is to have both at 77%ish fot + 6.7% + 5% reach 90%. Content lower that level 45 is not hard enough to demand permanent 90% anyway since it's usually ran on +1 difficulty. By aiming for 77% you free a lot of slots that can be moved around to boost things like Build-up, add damage procs to attacks, five slot purples in Burn and Seismic Smash, aim for 40% defenses to smash and lethal, having Tough only as a mule and not toggled on, etc. But that's a choice.
  22. That's fine. MA's gimmick is more about the FF proc in Dragon Tail and the 10% defense it brings which allows for funny things like 45% to melee + range + AoE.
  23. Took it for a spin and did part of Posi 1 and part of Yin. With amplifiers it was at 38% to S/L and 40% to E/N at level 15 for Posi 1. For Yin it was at 45% at level 25. The AoE is still mediocre since Thunderstrike still isn't a real AoE which made Posi 1 slow, and Chain Induction ALSO isn't a real AoE which made progress through Yin slow. But, not that bad, though I was sapped pretty badly at Yin and had to eat a small purple during Posi 1. For Yin there was no need for small purples, obviously, since being at softcap at such low levels is playing with godmode on. ST felt a lot snappier than I remember Elec Melee being to be honest. I'm not invested enough to try hitting a pylon and see but I was going through things at a good clip and Thunderstrike was chunking enemies and that's without damage procs which it takes well to (48% chance for a regular one). By level 25 I was close enough to do the Thunderstrike, Charged Brawl, Chain Induction (as it was the build's AoE I wanted it in the Gaussian window), Charged Brawl, Havoc Punch, Charged Brawl rotation. Not quite, and it had to have Hasten up, but it's normal and expected when still barely slotted and with only one LotG still. While it's not quite my cup of tea since I'm damage oriented I think it's good as is. It sparked my interest in dusting the old Fire Armor/Elec Melee since Thunderstrike at such a low level doing Force Feedback shenanigans sounds *very* enticing, and Burn will make up for Elec's mediocre AoE while being boosted by Thunderstrike. I'll leave the 'leveling' build I used by level 22. Tanker (Stone Armor - Electrical Melee - Leveling).mbd
  24. I was faffing around with a ranged Fortunata and got it to 45% without Mind Link (fie to long animations). The Mids numbers seemed pretty low though, we're talking mid 200s per attacks. Considering I see people talking of their Fortunatas doing close to 600 DPS it tells me either I'm missing something or that trying to Sentinata is not the way to go. I think the second.
  25. Following on Gameboy1234's suggestion something that puzzled me is how hidden the options to permanently have in display mob's HP bars and names. Most people are not even aware this can be done.
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