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Everything posted by Sovera
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I've suggested an 'invisible' color added to the palette. We have certain colours (I believe it was in Radioactive Siphon) where when we choose the darkest it truly goes as close to invisible as it gets. It only worked for that power (not sure it was Radioactive siphon). We can already see how 'black' is actually opacity as powers go very translucent when that color is picked instead of actually going black (another pet peeve as we are forced to go with the dark color palette to actually have black). So, we COULD, without having to remodel the whole system and create new skins, allow to hide offending particles. Some skins, like Bio's carapace, are probably replacements so we couldn't use this trick as the arm itself would disappear.
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One chance per cast. I tested with auras and even surrounded by enemies it would just go off once. Keep in mind in ST scenarios you're not going to be using your AoEs so you won't have the +res then. Even in AoE scenarios we usually have to fill with something while waiting for the AoEs to recharge. Try to pick one of those.
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Marine X has already posted the info, but to break it down: - The raw stats will always work, no ifs or buts. - The raw stats are tied to your current level. At level 50 a one stat IO will be 42%, but at level 25 it will be around 32%. Exemplaring counts for this. - The raw stats stop at the level the IO set stops. If it only goes to 30 then it will always be around 33%-ish and never grow to 42%. - The bonuses are cut off downwards but not upwards. There is a three level grace allowance though. A level 20-40 will not work at level 16 but will at 17. It will work anywhere from 40 to level 50. - As a rule it is best to always slot attuned so that the bonuses can travel with us if we exemplar (within its range) while slotting unattuned (or boosted) IOs will only work within its 3 level range. For example slotting a level 50 crafted or boosted set will have its bonuses turn off at level 46. - Boosting IOs we don't care about is a good way to fix the missing raw stats a power is missing. For example if you slot four Kinetic Combat for its sweet 3.75% Smash and Lethal defenses the set gives very weak raw stats with accuracy down in the 20%s. But that can be propped up by slotting a Mako quadruple (acc/dmg/rech/end) and further boosting it to +5. Only do this with a max level IO so it has all the raw stats of being max level then further boosted +5 times. - Purple sets (Ragnorok, etc), PvP sets (Shield Wall, etc), ATO sets (each AT (or class) has two ATO sets that only work for them) and 'event' sets (Avalanche and etc) are immune to the downwards cut off. This even allows to boost them to +5 (with the exception of ATO and event IOs who exist only attuned). Even though this does not bring huge dividends due to Enhancement Diversification that severely clamps down on stats as they approach 100% it can serve to slightly up missing stats. For example five slotting a purple set will end with 89% recharge and 33% endurance reduction. Boosting the acc/recharge and dmg/end IOs of the purple set allows to slightly up those numbers. The benefits are tiny though, but in the late game 5 million is nothing so why not?
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I wasn't clear, so my bad. Each -res proc is its own thing and does not stack with itself if you have the same slotted in two powers. But they all stack if the procs are different (Achilles, Fury of the Gladiator, etc). Beta Decay is not a particularly good place for the -res proc. Irradiated Ground is where both -procs used ti gi but after the 'fix' I am no longer sure if this is still the way.
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The -res procs don't stack so having multiples of it will just give a better chance at upkeep. As for the +res I always stick it in Storm Kick since it's one I tend to spam as filler and for the defense. A Rad/MA can have capped resistances and also 45% to melee, ranged, and AoE, but it will require some fancy slotting. Since it will not have DDR this is not 100% useful against those factions, but against those without DDR it will shine.
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It shouldn't be a problem to make between recharge and increased magnitude.
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What you get is: - A big burst of ranged AoE damage which makes it perfect to open combat with before the mobs even notice you. Combined with Aim + Gaussian it will kill most minions while leveling. - A big sapping effect on the mobs (at least half an endurance bar) which helps the Elec melee mechanic of doing more damage the lower the enemy has their endurance bar. Add three damage procs (at least) to the nuke and aim to maximize damage and recharge and it'll boost the power's damage by around 30%. The world will not end if you don't take the nuke, and the mobs will still be defeated, but it will not make sense not to take it and use it as a opener.
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Easiest way to test would be going to the Rikti Warzone and test in increments against a dummy both with the mini power toggled on and with it off, and see at which distance the combat log registers the hit.
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Can anyone improve on this build? (DB / Ninjitsu)
Sovera replied to Story Archer's topic in Scrapper
Aren't procs immune to exemplaring? They aren't bonuses and once it can be slotted it will work at any level. Or am I labouring in error? -
Chiming with the others but it sounds like you need a break. I come and play CoH once in a while to level a character even though seldomly all the way to 50, and certainly no longer to even chase incarnates. But since you appear to enjoy RP why not try the advice of going through Orobouros and see all the stories.
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It has, yes, multiple times, over a period of many years. I'm on the Discord too. If you want to worry about something that may come for your current build in the undefined future then that's an option. Otherwise using what's available now and then change when the time comes is also an option.
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To be fair it's been five years, going on six. The Damocles' Sword only has as much power as you're willing to give it.
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*flails and hisses* It burrrrrrns us! ... Reluctant upvote, take it and leave my sight!
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Rad Hammer X - Rad/Stone build posted at request...
Sovera replied to Story Archer's topic in Tanker
I think they stack, but don't quote me. Regardless it comes up so irregularly it is not something we can count on. Same as the absorb from Preventive Medicine. They are both nice to have but we can't count on them. -
Petition to change the colour of the resist sets
Sovera replied to Ridiculous Girl's topic in General Discussion
Defence has it so easy. Just needs to build to 45%. Amplifiers give 5%. Both defence uniques add another 6%. Taking Hover or Combat Jumping adds another 1.5%-ish. Before we even slot anything we're near half way there. In the meanwhile resistance slots all the resist uniques, takes the amplifiers, then triple slots their toggles, and they are something like 50% out of 90%. -
Sanguinesun is spot on. Personally I never bother with Fault but your mileage may vary. I find it costs too much, recharges too slowly, and hits like a noddle. I don't need the CC (again, mileage, variance, etc). Because it does all of this Fault needs actual slotting instead of proc bombage. I notice you don't have Stone Fists. Annoying as it is to fit another attack and actually use a T1 the rotation has gaps without it. In my experience with Stone Melee the ST rotation goes something like Seismic Smash, Stone Fists, Heavy Stone Mallet, Stone Fists, Heavy Mallet, Stone Fists. Depending on recharge you can remove one of those Stone Fists. Six slotting the purple in Seismic Smash gives you no dividends. 5% defense to psi? You have no defense to psi so what's 5% more going to do? That's actually 6% to T/P, maybe worth it. But I'd still put in the purple damage proc since it adds to the ST damage that Tankers are lacking. Replace the Damage one for a purple damage proc from the Hold sets. I would also five slot Armageddon in Tremor and the 6th slot a FF. You have WAY too much S/L res so you don't need both 6th slots in Stone Mallet and Heavy Stone Mallet. Replace one for a FF proc. I'd six slot Bombardment into Fault tbh. And of course you're well aware by now that the Tanker ATO adds 13% so no need to aim for 90%. You want 77%. If you want to account for Barrier it's around 73%. You can shave a lot of your slotting away and put those in more useful places.
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Recharge and straight up damage from Brimstone. Granite isn't used. Personally I either pick the lava skins or the crystal to colour it to look like ice.
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The damage of StJ is mainly funneled to the T9 where with MA it's more spread around. The AoE of MA is just sad though though it plays well with supporting another AoE once you reach the epic pool (not that I really see anything there fitting your concept except perhaps the cone in Energy Mastery as being a wing buffet gust thing). But it does have a capable ST rotation with Storm Kick, Cobra Strike, and Crane Kick.and the AoE by level 20. Crippling Axe Kick is barely more damage than Cobra Strike and not worth the wait of leveling/exemplaring with just two attacks IMO. The extra 10% from Storm Kick is not really adding much to Super Reflexes since that set oozes defences. You could consider making it a Brute since their lower defences would make the combo actually pay off, but on a Tanker it's just overkill in defences. The differences in toughness between both shouldn't be huge considering how early the Brute would come online from the pairing of SR and Storm Kick. On the other hand since StJ funnels the damage to Crushing Uppercut AND has a combo system you want to spend those combo points there, but CU has bad recharge making it super awkward to make a ST rotation going. You'll need something like four ST attacks so that three of them can be juggled until CU is back up. At best CU will be up every 7 seconds which is a really long time to wait. Sweeping Cross is a finisher and will eat your combo points, so that leaves either leveling to to 20 without a second attack in order to take Shin Breaker and combo it with Rib Cracker and Heavy Blow, or you play it safe and take Initial Strike, Heavy Blow, and Rib Cracker Sweeping Cross remains a possibility since you can do Initial Strike, Heavy Blow, Initial Strike, Sweeping Cross, then Initial Strike, Heavy Blow, Initial Strike, Crushing Uppercut. It's not a damage heavy combo because using T1 and T2 in the attack rotation, but it's safe and simple and should not require tons of recharge. Initial Strike is not an interesting attack though. With (a lot) more recharge Initial Strike could be swapped for Rib Cracker and become Heavy Blow (does KD so can fit a FF proc), Rib Cracker (does -res), Heavy Blow, Sweeping, repeat but finish with CU. If you REALLY don't think you will ever exemplar you can add Shin Breaker since Shin Breaker takes a -res proc that helps, but that means one attack at level 1, one at 20, and the third at 28, but Sweeping is another AoE and that does help. Overall MA is much simpler to set up and play but it depends on what you'd like to go for.
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Rad Hammer X - Rad/Stone build posted at request...
Sovera replied to Story Archer's topic in Tanker
Hasten, the IO bonuses, the LotG, are global. Spiritual, Musculature, etc from the alpha are local and hit the ED. The more a recharge has slotted the less chance for procs to go off. For powers with extreme cooldowns like Ground Zero the extra recharge won't matter, but if you check the damage of Gloom or Tremor or Stone Mallet or anything else really other than GZ they take a hit. If that hit matters or not considering the power will be up to be used more often is up to the player to decide. -
I mean, not really. All my Fire Tankers even have Tough toggled off and I don't even split Gauntled Fist for more E/N like I do for Stone Armor. I do play on the idea of having two stacks of ATO and Barrier because those are normal things to have for a max level character but that already accounts for 18%, and one -KB IO has also served me well and now there is even a little bit more. Fire breath is one of those things that looks nice on a spreadsheet but has no value in actual gameplay. There's a reason it is so reviled. But yeah, immobilize and fear CAN be a problem though. Best way I found to use Burn was actually at the end of the AoE cycle. Fire Sword Circle, Combustion, then when minions are dead from those since they were empowered by BU + Gaussian and there are only ailing lieutenants and a boss, is when Burn is dropped. Using Burn first just has a good chance to hit the minions who were going to died from the other two AoEs anyway. But of course if they wanted a defence/resistance layered build it's not Fire Armor 😄 Pairing EM and FA does prop their shortcomings, a bit like my favorite FA/MA where MA's weak AoE was propped by Burn and Burn got to be spat out more often by Dragon Tail's FF proccage.
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A Tanker/Brute's agro aura keeps mobs in Burn 100% of the time. Personally I think Fire/Fire is better than EM because it is gorgeous to be in the middle of enemies and throwing three PbAoEs, but even Stone/Fire remains my balanced pick as per the link in the signature since it is substantially more survivable than Fire Armor and only slightly slower in clearing a mission because, as Sanguinesun pointed out, while Burn is great it is still only hitting 5 mobs. The changes to Fire Armor watered Burn enough that it lost the bursty aspect it used to have. I've clocked around 10% faster clearing times with FA, but is it worth the loss of a good 50% survival? Plus all the good side-effects from dodging all the debuff charged attacks coming our way.
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I suggest Fire/EM since Burn will fill the weak AoE of EM while EM brute forces through the Tanker's lower ST damage. Otherwise you can't go wrong with Stone Armor
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I have pictures of their location but good catch.
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Glad you got it back, Snarkums. I remember once mailing to the wrong person by typoing. Fortunately they were online and nice and when I asked they sent it back. Very nice of them. Then there was this time I was in front of the AE and someone tries to trade me. I usually cancel these but on a whim accepted. They start transfering chunks of of something... Not sure if merits or catalysts, but we're talking chunks. I cancel, they try to trade again, I cancel, they do it again. Aghast I accept the trade and that obscene sum of wealth. ....a minute later someone sheepishly whispers me saying they through they were transfering to their alt account and if they could have it back 😄
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Not to pull shade on Tidge because A) they mean well, and B) they are correct. But in actual practice, especially for things of such dubious difficulty as Yin and Posi as the examples cited, can and are done without a Tanker or Brute in the team. It's a case of spreadsheet theory VS actual in-game practice where a taunt can help but is not necessary. The game is not difficult and we are fightning +0 or +1 normal mobs that are not difficult either. But, this is my opinion which has as much weight as Tidge's in that we all play as it fits our playstyle. I'm never going to say my playstyle is the correct one and everyone should do as I do. More than a specific power what makes a Tanker a Tanker (no matter the AT) is how they play. I treat my team mates as my chicks and me the momma chicken. Unrelated this thread made me want to level the Stone/MA I posted a few days back. It reaches softcap defenses without uniques or even amplifiers by level 12-13 so its a good test subject for an ironman challenge of not transferring any IOs or inf and not use the AH other than to buy attuned IOs and sell what drops.