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Sovera

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Everything posted by Sovera

  1. This has been an unfortunate common occurrence with CoH. How very common to see old PvP end in draws as people were unable to defeat each other, and even now we still find AVs as stops. Not because they hit hard, or have hard mechanics, or patterns that need to be learned, but just because they have too much regen. Out of curiosity did your team try to bail and return with envenomed daggers? Would it have made a difference? Do they even stack from between members? It could become a new norm to remind everyone to bring a stack of those before entering the new difficulty modes.
  2. Grab a character of yours and do a radio mission against a certain type of enemies of your choice. Then copy the same character to the Beta (it's just a few clicks, no need to level or slot it again or anything) and run the same mission against the same type of enemies. Compare results. Those who have done it report a small bump in difficulty, and I, for one, am pleased at the gentle balancing nudge from the current devs coming from other games where a dev's nerf hammer can ruin a certain class or type of game sometimes for years on end. Cross reference with old devs and Regen and how it never recovered.
  3. Nightmare to solo it at x8 with Rad Armor OR Rad Melee since the bosses spawn as Rad defenders and we get debuffed into oblivion in seconds. Defense or resistance does not matter. I've gone in with four small purples and four small oranges and still got creamed.
  4. Nope. We're resistance based. S/L defense is just another layer of protection. In the case of the Fire/MA the changes don't even affect it.
  5. As Kaizen said, please be specific. Tests ran exhaustively by players worried about this have been run and been posted. You say otherwise. Surely it was not just some random sky-is-falling without having been tested first.... right? And please, don't let it just slide into obscurity, do give an answer and if possible what build was used. You did take the time to write all that so surely it is important enough to share what you found. ...you did test it and it wasn't just a panicky reply, right?
  6. Funny you should say that when the Assault line seems to do so little. Even as you praise it diminished the time in 15 seconds, or a couple whiffs off not making a difference. Especially on short fights where it was in effect for the duration, not even 3-4 minutes duration where the cooldown period would dilute the gains. But this is unrelated to the build or the test, kudos on a good time and not even using Bio o/
  7. Critted? Do you mean die? Broadsword does have Parry if you use that power.
  8. As Xandyr said you've somehow managed to skip both on your heal and your endurance clickies. Might of the Tanker works better in a single target power than on an aura. Anyway, here is what I would do. Don't be put off by the 78% resists to S/L since it goes to 84% with a second stack from the tanker ATO in Radioactive Smash, and then 89% with Barrier and 90% when your HP drops to 90% HP. Any content you don't need Barrier is not hard enough to warrant 90% to begin with and the same with defenses that go to 45% with Barrier (same reasoning as above). I sacrificed Combat Jumping and the 7.5% recharge that go with it for Physical Perfection to balance taking Focused Accuracy which is a must with any content that blinds and/or debuffs accuracy, but in practical terms in a team you might find being blinded or debuffed is not a problem since your team will deal with the things that would be a major roadblock if soloing. So Xandyr's option of using Gloom to improve the damage is also good. I just prefer being self sufficient and three attacks are enough (Devastating, Radioactive Smash, Radiation Siphon, Radioactive Smash. Repeat. Pre-Devastating Blow it's Radiation Siphon, Contaminated Strike, Radioactive Smash, Contaminated Strike. Repeat), but Gloom is pretty strong so taking out Physical Perfection and FA to bring back Combat Jumping and Gloom just needs some reshuffling of slots.
  9. I'm surprised by my magnanimous nature. Three years in the forums and only thirteen thumbs down:
  10. No more building washing machines and ovens!
  11. Scaling might be the answer. I mean, we already have scaling in the form of the difficulty slider. But yet again more scaling. Single person in a team? Regular +4/8. Two persons in a team? +4x8 with mobs having 20% more HP (random numbers subjected to actual tuning). 8 people in the team? +4x8 with mobs having 200% extra HP. Because it -is- dull playing in a full team and one nuke from the Blaster (or a Judgement from any of the eight in the team) immediately kills half a spawn leaving 3-4 mobs alive. Tbh even with 200% HP mobs might still melt very fast but we could at least hit them a few times. We'd also avoid/abandon AVs dying in 30 seconds, though I also agree HP sponges are not terribly interesting either. But between HP sponges and mobs dying while the meleers try to at least land a few hits I dunno which is worse. This is only a version of the the much desired and hoped for difficulty slider option of 'every mob is a boss' that basically wants the same results: combat not over in ten seconds.
  12. Level less zones are a hard yes for me. Grey and green mobs are an artifact of the past. Such as tiptoeing past +4 or +7 mobs because an arc sends us across a zone. Naysayers will naysay and that's fine since I'm not here to change their mind, only to state my opinion.
  13. Yeah, but my point stands that it detoggles too much as it is. Not sure why this code went ahead the way it is but since then it spread to Voltaic Sentinel as well.
  14. Yeah, <deity> knows it detoggles enough on its own as it is.
  15. Alright, do a Trapdoor and let us know. It is usually done without incarnate clickies but not forbidden, just let us now if used.
  16. We even have the slinky walk for males and huge body types now.
  17. The Elec/Bio has been so lazy. It's become a favorite when I don't want to be fussed and just exemplar where ever and do what ever. No worries about debuffs, no worries about danger, no worries about positioning, no worries about dying, no worries about anything. And three minutes pylon times for a fully ranged Sentinel is pretty good even if not truly indicative of the power. Heck, most my Brutes are in the three minute range for pylons.
  18. It has use in niche situations. You might deem them important enough to pick Taunt, but don't be forced by others. - Taunting Hami's mitos. While staying at range a Tanker will use Taunt to keep the mitos focused on them. Only important if you get picked to do it (I got picked once, said I didn't had it and the raid leader did not even blink and just asked someone else so there is no drama). - Forcing ranged mobs to come close. The annoyance of mobs who stay far and plink at us forcing to be killed one by one is mitigated by Taunt. But using Taunt or jumping over and arrest them with a refreshing dousing of napalm is the same to me. I experimented with Battle Maiden to see if I could lure her out of the blue circles but she refused and that ended my brief experiment. - Forcing mobs attacking squishies to redirect to you. Currently not very useful once having agro cap, but will work better with the next patch currently in beta. Still, my approach is keeping a look on the battle field and if I see mobs peeling off to go hug my squishies I just jump over and dump some gas on the mobs before flicking a match. Most of the time I see Taunt used 'wrong' with Tankers jumping into a group and then using it, or just mixing it in their rotation. My brother in tankyness, you are in the middle of the group, you've just agroed them all with your aura so why are you taunting...? So with all said you don't need to excuse yourself if you want to take Taunt. It's perfectly fine and it does have uses. But if you want to live without it is equally fine and viable thus pick what -you- want.
  19. Well, it's in the name. Not being facetious. There are alternatives if just trying to eke a bit more defense.
  20. Useless is a strong word. You may not be as sturdy or do as much damage as you could, but that's not useless. Game's simple and easy enough that uber min maxing is not required.
  21. Fire Armor/Ice Melee Tanker. You have Burn, Build-up, Frost and Ice Patch. You'll make Scrappers cry at that level while being Tanker sturdy.
  22. Tell them to suck an egg. I suppose taking out Temperature Protection, then placing the Gladiator's Armor 3% in Plasma Shield replacing the Steadfast -KB, then placing the Blessing of the Zephyr - KB in Fly replacing the Winter's Gift. Build loses 40% slow/recharge debuff resistance.
  23. Nuke, level 32 power.
  24. Can still buy all those mogs off the AH once players start putting them up.
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