The Character Copy service for Beta is currently unavailable
×
-
Posts
4720 -
Joined
-
Last visited
-
Days Won
2
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Sovera
-
Bringing up four star difficulty to a player who is asking for help with their build seems superfluous to me. Anyone doing four star content is not a step ahead of the regular players but a whole building worth of steps. That's specialized content akin to running WoW raids back in the day when there were no addons to guide every step of the encounter.
-
Also, and unrelated, but this font hurts my eyes. Y u do dis to me?
-
the incredible shrinking file attachment size.
Sovera replied to Snarky's topic in General Discussion
I see the problem. You did not sub to premium forum for the miserly 12.99€ monthly. That has much bigger file attachments. -
That's my annoyance with the set as well. Either we accept we use slow ET (which is still great damage, but who cares for such glacial animations?) or we use a TF, BS, EP, ET, EP, BS, EP. I mean, sure, it's doable, and sure, the damage's there, but CoH's not much of a piano game.
-
I just made one and started leveling it. Went straight to 0x8 at level 10 and though I died a few times soloing Posi 1 and 2 (all that toxic damage and the Luminous, and the psi damage, and the E/N damage (because the devs thought it would be cool for a character to go out naked against E/N of all things up to level 20) all things I'd have the tools for but only in a few levels) it was surprisingly good enough to satisfy my desire for sturdiness considering my reckless choice of difficulty level. But it only takes reaching 33%-ish defense for a small purple to go a long way. Scrappers have the best version of Claws and it was amazing to get back to the feeling of deleting whole spawns once I started the FU , Shockwave, Spin combo, and their Stone Armor is near perfect as well since Geode is the missing link to make Stone Armor perfect as it is the recovery tool the armor struggles without, plus it doubles as a heal. So I sacrificed Earth's Embrace for it, but, if not playing a flier with Evasive Maneuvers taking up a power slot then do pick EE for that bit of extra buffer. Geode has the unfortunately roleplay of only being usable when on the ground(??) but Claws is light enough that even half slotted and without all the recovery uniques even Super Stunners were not catastrophic and a one slotted Geode once in a while was enough to recoup my endurance. Some creative use of macros allowed to toggle off Hover and toggle on Geode with just one button, and toggle off Geode and toggle back Hover with another. Unfortunately Scrappers don't get agro aura in Stone Armor which makes it trash for soloing though perfectly fine for teaming. I gave up at level 30 something because the lack of agro aura was unbearable once mobs started scattering and it was a kill all mission (when not kill all I'd just eat the XP loss and walk away). I wanted to have softcap without Weave which was mostly achieved at the sacrifice of the purples in Spin but it's not like recharge is an absolute must. As is the rotation of Follow-up, Focus, Slash, has a half second gap or no gap at all if the FF proc in Focus goes off. The sixth purple in Focus would softcap Psi without Weave but I'm not that fussed about Psi since psi has no defense debuffing attached to it. So other than Psi the build will have 45% without Weave, 50% with, and 55% with Barrier which ought to be enough against defense debuffers considering the large mitigation Shockwave grants. This is not a leveling build but I can share what I was using up to 30 if it's desired. Scrapper (Claws - Stone Armor).mbd
-
You're welcome, and to have that much acc I predict you probably have either Aim/Builld-up toggled on or have a Gaussian proc somewhere which is also toggled on. Be sure to toggle those off if that's the case as it will give the wrong idea of where your accuracy is at.
-
What I still consider my most well rounded character is an EM/Fire. EM's mediocre AoE helped by Burn, EM's already phat damage further helped with Fiery Embrace. I've been pondering a Rad/EM for the same reason since Rad would push EM's mediocre AoE, but after that I usually flail as Rad does nothing for ST which is where Tankers flounder a bit. For the choices you've presented I'd go with EM/EA simply because defense is, IMO, king. Leveling is a breeze if we so much as hit 40% and between IOs and early SOs this is achievable which in turn allows to skip much of the hardship in recouping health when heals don't yet have slots or gasping for endurance when every electric attack lands. Not in the list but EM/Stone works well too for the same reasoning. Neither Stone Armor nor Energy Armor help EM's mediocre AoE though but this is only a consideration if intending to solo a lot.
-
If you have Mids and you import/create your build there, and then you set your enemy relative level to +3 (because the incarnate alpha will make all enemies -1) you can then check the accuracy of each power As long as it is at or above 95% you'll be hitting +4 enemies as much as the game allows. There are some nuances such as some enemies having +defense powers such as Cimerorian shouts, some enemies will lower accuracy such as Circle of Thorn ghosts, and some enemies who will require more such as AVs, but they tend to be niche (very few factions have extra defense powers, Focused Accuracy counters pretty much all -accuracy debuffs if it can fit in the build, and AVs are 5% of the content so building for them can be done but can also be considered overdoing it).
-
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.
-
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.
-
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?
-
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.
-
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.
-
It shouldn't be a problem to make between recharge and increased magnitude.
-
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.
-
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.
-
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.
-
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.
-
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.
-
*flails and hisses* It burrrrrrns us! ... Reluctant upvote, take it and leave my sight!
-
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%.