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Everything posted by Sovera
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Shortening is not a problem and I've seen the argument made against it. But, a 30 second duration should be fine, no? What fights other than an AV last that long? We usually blaze through a spawn at +4 on a full team in about 15-20 seconds. While leveling we usually are at +0 or +1 and the speed is the same. Not aimed at Tyger in particular with my following words, but the argument about how the power is 'perma' with a couple SOs is also puzzling. What does it matter if it is 'perma'? Why is this even brought to the conversation? After being cast the power will not run after the player at a good enough speed to be reliable, and on top of that will trail -behind- the player instead of being cast 40-60y -ahead-. 'But Carrion Creepers has the same cooldown!' So what? What does that comparison serve? Is Carrion Creeper a linchpin? No, it adds some CC and adds damage. It is a good power, but it is not a linchpin. I would put Seeds of Confusion in the linchpin podium, and, 'lo', it has a native recharge of 60 seconds so it is up for every spawn pretty darn early without need to be chockful of IOs. I'm puzzled at the struggle in this change when all it took was a few dissenting voices for Beanbag to be rolled back and in the meanwhile some top quality of life is under a perma repel effect. I can see that someone soloing on their ranged character might not be super bothered with the 28-30-second-all-IOed-out recharge since fights take longer as a solo ranged character what with chasing mobs and scattering. Even then a 30 second duration should not be horrible since they have unloaded tStorm Cell, their nuke, pew pewed, and there might be a few living mobs at the end but those can be moped up even without Storm Cell's benefit.
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I'm not sure why a focused feedback thread that has heavily insisted on how Storm Cell needs to recharge faster had an answer that was no. But I'll wait for the next patch and see the changes before adding more to this.
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Focused Feedback: Blast Power Set Updates
Sovera replied to The Curator's topic in [Open Beta] Focused Feedback
Not sure if serious. Blaster nukes do more damage but recharge slower as well. When I usually say that Sentinels might actually do about the same damage as Blasters if we had an actual damage meter like Recount/Details/Skada it is because a Blaster will use their nuke every two groups where the Sentinel might squeeze it once a group. My 'feel' (not backed by math but simply by having played the game for a couple years now) is that if we had such a damage meter we might well see Sentinels catch up by dint of using more often instead of when using it being super strong. The example you quoted turns that upside down. Not only does the Blaster do more damage but also recharges faster. If anything the recharge should be swapped around with Blasters using a powerful Full Auto once a group (90 seconds Full Auto) but Sentinels able to use a weaker Full Auto twice a group (one minute Full Auto). Or follow the usual formula where the Blaster uses it every two groups and the Sentinel once a group. I don't even play AR but this is just glaringly obvious. -
Yes, though I am not super in favor of a toggle that forces ranged into somewhat melee ranged it would still be better. But we already have Faraday Cage which seems to be begging to have the mechanic duplicated of resummoning the ground effect.
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To be honest Storm Cell feels more like Amplify than Amplify does. It's a power that amps the damage in an innovative manner that is not just % in raw damage. But just like Super-Strength and Rage so does Storm Cell make the rest of the set tick and without it the set is limping along. We may be too far along to just re-do the whole set now, otherwise I would suggest tweaking all powers to work better at baseline and Storm Cell to act like a damage boost. As it is Storm Cell is superficially a boost, but in practice it is like playing SS without Rage. At the risk of sounding negative I once more feel that there is a disconnect with the team of devs and the game. DoTs, damage that starts weak to grow, long recharges in crucial powers when even a moderate team will destroy a regular +4 group and move on the next. this is not how the game is at the moment outside the 1% that is hardmode TFs. This is not so much a teeth grinding fist shaking remark and more of a gentle nudge that the game is more than spreadsheets. Now other than this I don't think the idea behind Storm is bad at all. Even the weaker nature of the t9 is not that bad in my opinion because while a Blaster will nuke most of the spawn there will always be lieutenants and a boss or two that survives and needs to be killed. The longer lasting T9 and Storm Cell ensures that whatever AT is picked for Storm will be blasting all the mobs until they all go. but I will echo the others that Storm Cell needs A) to be immobile (can't trust the AI to suddenly decide it ought to go climb stairs for a mob plinking in the distance) and B) decent recharge with lower duration since that is a lot more crucial as fights in CoH do not last long but are quickly repeated.
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90 seconds recharge for such a crucial power is too long. Just like lasting 60 seconds serves no purpose. Which fight lasts 60 seconds other than an AV fight? It ought to be at least like Seeds of Confusion or others at 60 seconds so we cannot spam it but it is available at every group. Then it lasts for 30 seconds which is about right for both solo and mop everything and in teams does not matter much. With this the power no longer needs to follow anyone. In any sort of regular team the linchpin of the set is either going to be available every two groups or the player will decide whether to use it when most of the second group is dead. Does this matter if most of the second group is dead? Only in terms of spreadsheets, but the set already lacks a nuke with a DoT style T9.
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Focused Feedback: Blast Power Set Updates
Sovera replied to The Curator's topic in [Open Beta] Focused Feedback
Unrelated, but not sure if it just me or what, but your signature is 20x the size of your posts. -
Still, the point remains. Try it first and then report on your findings.
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Scrapper or Brute for Soloing All Story Content ???
Sovera replied to smnolimits43's topic in Scrapper
Anything will solo everything in this game since we have a difficulty slider and envenomed daggers. -
I'd love to have Cremate on my Fire Melee tanker, but It's hard to say no to the new Combustion and be going around with two PbAoEs. So basically pick whether you want an extra AoE and then roll Tanker, or a better ST and then play Brute/Scrapper.
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Ice Melee. Drop Ice Patches and keep mobs flopping while the team kills safely. Radiation Armor. Ground Zero heals your party. Dark Armor. Keep on fearing and stunning the mobs. Fire Armor: Ultimate defender build: kill everything as everything being dead they are incapable of harming your team.
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There are two types of recipes. One of those uses Incarnate Threads and the other Incarnate Shards. Shards: Threads: In time we immediately recognize which is which by looking at the components, but the easiest way is to look at the Convert tab: Incarnate Thread related drops are just more common and what the player population relies on instead of the Incarnate Shards. A good way to do it is use the Incarnate Threads to buy the Common and Uncommon materials. And then use the Empyrian Merits earned from leveling or doing Tinpex in order to buy the Rare and Very Rare materials. Try and do a Tinpex each day (Tin Mage and Apex TFs situated in Rikti War Zone, these are common to find or form using the /lfg channel) since not only do you get one empyrian merits for each but you also get a random Incarnate material (it can be common, uncommon, or rare or very rare) on top of 40 merits for each TF. In total it should take half an hour to run both.
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The easiest way is to use Mids. Right click the power and then place your cursor over the damage estimate. Like thus:
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S'not what I said. What I did say was that damage auras are great mules for sets that are not otherwise interesting to place in an attack. For example the Gauntled Fist that Tankers have. Great set, chockful of useful bonuses, but in an attack it robs the set of a damage proc. So to the damage aura it goes.
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Fire melee is rocking my socks atm. Axe is also fun and has good enough AoE.
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Depending on when this was you caught the IG nerf train or not. Poor Radiation Melee will need a pass to be a consideration again. Now I can say that my new Fire/Fire Tanker is enjoying the Fire Melee pass having become an AoE machine, but because I leveled without transfers of IOs or inf I don't have a good metric to compare against other Tankers I've leveled in the past. Because of these ironman rules it took reaching 30-ish to have enough inf to go from 0x4 to 0x8 (surviving tight spots on insps but that's what they are there for). But this is one of the reasons I like Fire Armor. In the case of that combo you mentioned the player is stuck with IG (which used to be great even if random), Atom Smash (which is pretty decent but took reaching 38 to be obtained pre-level pass) and the Contaminated mechanic which is more flavor than power. There is just a lack of means to express the power when there are no outlets. The strength of Tankers are the AoEs, and its weakness the ST damage. If you feel that this approach worked best for you then kudos, but my own preference is leveling with 1x8 at around level 15 onwards (assuming I am transfering IOs to the alt).
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Damage auras are terrible for procs thanks to the lenghty (10 seconds) check and due to being AoE the % of going off is small (30% or lower). Damage auras are great place to dump uninteresting sets that precisely have no damage procs.
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Increase the size of the spawns. Leveling with 0x8 minimum makes a large difference. Try to do TFs or storylines from Ourobors to reap sweet sweet merits. This is if you strictly solo. It's much faster to join or form a group and with 8 people it will be much faster to achieve anything. The root of the problem seems to be gearing though. Toss us a build showing what you're using and how much cash you have to spend. If you've been street sweeping with double XP I fear your funds might be lacking. Consider reading the guide in my signature for money, then the others with Stone Armor since I think I posted 'cheap'-er leveling builds.
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This is my own. It has 40% to melee/ranged/AoE and then uses Barrier for the last 5%. Resistances are not super at only 83% to S/L (88% with Barrier) and 52% to (S/L (57% with Barrier). The convoluted slotting hurts Hasten at a miserable 154 seconds though the FF procs will help with that. The upside is that the numbers are base and thus Incarnates can be used to further improve on things according to whim.
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*breaks through a wall* BEST COMBO FOR A... Oh, it was bait. Clever girl... Ahem.. With TW you sort of miss the of fire Armor since Burn will just interrupt your attacks and eat into your Momentum time and TW is a very busy set because of this mechanic. You -can- save Burn for when your Momentum is down but tbh TW has enough AoE on its own. This can lead to a case of ignoring Burn and just using Fiery Embrace/Consume, which is valid I suppose. FA is not as squishy as it used to but I'm not sure I'd recommend it on FE's merits alone. As for the MA variant I've sung its praises enough. I haven't actually done a Brute with this combo because of the lack of early AoE. Even after the patch that allows to pick powers earlier the earliest is still at 22 and the second at 24. Which is a loooooot of time to go around hitting things in pure ST. One day the god devs may give a pass to MA and do the smart thing of not giving the set four single target attacks before level 20 and the set's singular AoE to appear at now 22. Swapping Crippling Axe Kick for Dragon Tail seems entirely logical. But outside of that it is still possible to build an extraordinarily tough Brute with 45% defense to Melee/Ranged/AoE, it just will not have the full resistances of a Tanker by having a hole in E/N (around 60% instead of 90%) but still 90% for S/L. The Tanker version allows to prevent this by having Burn at 18. TW is probably ahead if looking at it from a spreadsheet angle but TW's a pianist's build with the non Momentum initial moves are a drag. It has places for FF to speed up Burn/FE/Consume/Healing Flames but as mentioned above TW is a busy set. MA is weaker on numbers but it has a simple attack chain, still has places for FF procs, and while Dragon Tail hits like a wet noodle it also animates fast and recharges fast leading not to big numbers but spam. Spam is good since large numbers of enemies are FA's weakness if they come with debuffs attached so keeping mobs flopping with the AoE KD is good, and that AoE KD procs FF which in turns speeds up Burn's return with the bonus of also speeding Consume/Healing Flames/Fiery Embrace. So MA is a bit deceptive since its numbers are weaker but it has synergy with CD heavy secondaries. I did not look at the builds yet but once you decide which you'll be wanting to try I can do that.
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That's what they say was offered to them. And tbh I can easily see it. We are an aging demographic and most of us have 'adult' jobs where offering 20€ for a billion inf (no idea of actual prices) is much easier than to grind one billion inf. But the truth is that either the rewards would be completely inconsequential (some new flavor of hami-o) and no one would care to farm for it, or it would be a valuable reward and then complaints about not having it handed like 100% of the game would crop up. Not to downplay the current complains, but we've had people in this board complain that one week to level a character to max and fully equip in purples and T4 was too much. They wanted it done in a week-end tops. Again, not to downplay the complaints, but, here we are with 99% of the game free and unlocked and now that there is 1% locked behind effort/time/grind the complaints about having that 1% lock are here too.
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If you're that out of the loop then consider reading the guide in my signature. Everyone else has said all the things that could be said. Welcome back! Now I will say what is REALLY annoying about DFB! The fact I run it once at double XP and always end at about level 7 and change! The first TF is level 8! Tweak the XP so one DFB is enough to enter the first TF instead of forcing me to go kill some mobs in the AE to ding!
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If you read the compilation it should have most of what you need in terms of builds. I'm fairly sure that there is a SS one in there as well. They might be slightly outdated with the recent patches but the framework of IOs to build resistances and such should still be fine.
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I'll add a point of view here: having everything diminishes the interest in logging in. I'm loving the current WoW expansion but ran out of things to do. Got gold medals from all races, my gear is acceptable, my guild finishes the heroic raid in one day... and I have nothing to do. I still like the expansion and would log in and play more, but there is nothing to do (here's to the next patch in a week). Even world quests that, in the past, would reset daily, have had their reset increased to three days so there is not even chasing something. In guild Wars 2 we can turn money into gems and with the gems buy items from the store or rare drops from the AH. For example, one of my characters would look really well with a cosmetic effect that changed the normal aspect to a blue holographic aspect. This was either a case of grinding fractals and hope it dropped or fork a chunk of gold for it. That was a nice goal to have and gold was amassed until I could get it. CoH lacks this and has been a complaint in the past. Incarnates easy to get (my latest 50 had two T3 the first day of reaching max level, and I'm only playing sporadically), all items unlocked, capes, etc. Having a goal is not bad. As for people disappearing from the game, please, we all know there is nothing that we can stomach for ever, be it ice-cream at every meal or CoH every day. People will drift off and play other things.
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I gotchu, fam https://homecoming.wiki/wiki/Powexec_location_(Slash_Command)