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Sovera

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Everything posted by Sovera

  1. The real problem is that we want to use the same animation to all speeds. In RL no one does the movements of top speed sprint when we jog. Our arms don't swing and our feet barely leave the ground. This is an animation/coding problem too deep to be easily touched for an old game (DC online does it though). In a perfect world we would move with Sprint's animation up to X km and then change to Super Speed/Parkour/Ninja animations once reaching Y km. Animating usually involves cheating in some way that is masked by motion much like the Dragon Ball Super animations with players spazzing at the 'quality of the animation' in stills despite being fight/fast scenes and not meant to be viewed for longer than a second. Which they obviously did not bother animating perfectly because one second glance and gone. With all of this said if there are no files allowing editing then it's a moot point. We either take it or discard it. Not that I feel we -really- lacked another temp power run considering beast, ninja and athletic are already in.
  2. The problem here is simple though it might also be minor. Those who did not want to engage in content did farming. Now those who do not want to engage in content are told to do it or miss out. This is no different from other games when they put appealing prizes in PvP in order to get the PvE crowd to do it, which they do because appealing prizes, but not enjoying it, not having fun, and most often spoiling the fun of the PvP crowd to find a bunch of wet eared players with PvE builds and no clue. But this is minor for a few reasons: - Those who already farmed are already set. - The number of people who -only- farm and never do other PvE content might be a small statistic. Or it might not. What do I know? So the only affected people are new players who ONLY want to farm.
  3. As said. And even then I like it for regular PvE as well. Mobs just loitering while we fought the target cap was dumb and as explained we can taunt off mobs. The sliding agro means there will be more chaos with mobs changing targets and running around. I like it. Not saying everyone has to like it though.
  4. A Sonic Sentinel was my first level 50 in HC. Though I trust you have no malice and your formulas are correct I also dropped the Sonic thanks to the double digit cone damage. Plus all the problems that cones have such as our target being knocked away as we are pressing the button, or the lengthy animations couple with the poor damage making hitting 3-4 mobs not worth it. This is double digits on +1 mobs, not +3 or +4. And now they also hit 6 mobs only. Heh.
  5. As a meleer (who is most of the time immune to CC anyway, but not always since I tend to solo more) at most I have two offense toggles.
  6. As the pink haired above said. I'm not sure if all that freedom in fine tuning the listening and sending range is absolutely necessary. Perhaps just three toggles (I.E /speak_range 1, /speak_range 2, /speak_range 3) with 1 for normal, 2 for medium range, and 3 for close? I lean in no particular way in this, though adding to the patch notes the normal distance might be good.
  7. I may be in the minority here, but with the diminishing returns on repeating content in a 18h (or whatever it was) period I don't do two of the same content in the same day. Is it that common to repeat an ITF/whatever knowing it impacts the final reward? Not that the ITF is a great example since it gives poor merits and the real appeal are the thousands of mobs arrested along the way.
  8. Finally, I'll be able to have a social costume to do the slinky walk, but a normal walk when in hero mode. Top notch.
  9. What does 'you can still farm' mean in this context? The agro change is a buff, the fire farming is untouched since fire uses mostly fire instead of /smash or /lethal. The real nerf seems to be no longer obtaining incarnate XP for those not lucky enough to already have their farmer.
  10. I don't see why this felt like a thing that code hours had to be spent on. We can already level to 50 in the AE, so, what's the reasoning in preventing players from continuing to grind levels after 50? Forcing people to leave the AE at 50 to grind max incarnates to go back to farming? I speak as someone who neither farms nor PLs, or even uses the AE at all.
  11. A 'per character' grind in City of Alts is a weird choice. Most of us change characters every couple weeks, even our mains and favorites. Re-chasing all the costumes? Weird. Though I guess it will be like badging and at most we will unlock that one costume we really like instead of having all to horse around with/in.
  12. Welp, that's S/L no longer being a goal on resist characters. Not sure it was that OP considering resist sets (or no resists at all like squishes have) had no DDR and it got whittled in seconds, but maybe I'm just on the side of power creep? One one hand boo, but on the other it will be nice to have freedom of no longer chasing S/L. Not that I'm sure what I can chase after now except more recharge. Honestly this just feels like an extra push to play defense based characters. Not being hit by debuffs is big and 45% is much easier to build to than 90%.
  13. Sovera

    Too strong

    Tankers are meant to survive. So they do. Then they whittle enemies down and I can't stand that anymore. On the other hand I've yet to make a Brute that feels durable enough. Stone Armor felt nice but its DDR might as well not be there.
  14. Another good one is Energy Transfer, but only on Brutes/Tankers since they don't have a Energy Focus mechanic to give a second fast ET. My Tanker's ET goes from 647 damage with five purples and a second damage proc to 794 with four damage procs. And for no cost either since unless wanting to do slow ETs then ET always comes after TF which has a longer recharge than ET, ET needs thus no recharge, no endurance since it is endurance free, and only a bit of accuracy (since it has higher native accuracy (56% base against +3 instead of 48%) than regular attacks) and maxing out damage. All which is achieved with two slots leaving the rest free.
  15. Agreed. But the talk was specific to incarnates. People 'feel' Diamagnetic 'really' makes a difference, but it's a 10 second 5% -ToHit, non stacking, purple patch-ed (so both the 10 second duration and the 5% are impacted), with a side of 50% chance to apply a non stacking 10% (10%, not even 100%) -regen. 😄 Heck, like I said most Interface options are just weak so there is no need for pitchforks when someone praises or likes or uses Diamagnetic. I just bring it up because of the context of 'feels' and how some options in slotting or power picks are based or defended on those when some testing shows it's not quite so.
  16. Staff/Elec Melee are good fun. They are flashy, with cool animations. It's fun to hit things with a fist charged with electricity or spinning the staff like Ip Man (I was going to say Jackie Chan but he's more the type to spin a chair). Numbers wise they just fall behind since lots of AoE ≠ good AoE. But people will get absolutely if this is brought up. Almost like they never picked a stopwatch and cleared a map a few times or something. Or someone can run a Trapdoor with those and rub the results on my face and I'll retract my words and revise my estimate of the sets. As for the -ToHit incarnates the numbers are low and affected by the purple patch. Destiny Interface incarnates have little impact so it's not like it's a huge deal, but the -HP one makes a large impact when fighting AVs and GMs. Possibly the -Res one too, Not for the -res that is useless both against normal mobs or AVs but because of the moderate fire DoT that does make a difference when clearing a map.
  17. Two damage procs per attack is my maximum (five slot a set that has a damage proc, then add a second from another set). We can put in more, but meh, to what point? The loss of bonuses steals what gains we get. Other than some specific combos all the procmonstering is about is fighting easy content where the hobbling is not as noticeable. For example: I used to procmonster Burn (four damage procs, two ACC/DMG Hamis) and only lost 3 seconds in recharge. But this happened at level 50, with all other sets in place, with Hasten up. All it took was exemplaring a few times to notice the lack of the bonuses and the recharge stats. Then I took the character to a farm and timed its clearing and got the same times with and without the procmonstered Burn. Less Burns Per Minute stole the extra damage the procs added once looking at mission clearing times. Same with Freezing Touch. Ran several tests with it slotted normal (five purples + a damage proc) then proc monstered, then semi proc monstered, Full procmonster hit the hardest but messed with the rotation and introduced gaps. Semi procmonstered still hit harder than the non procmonstered and had enough recharge for the attack chain to be smooth. But once pylon tested the times of all three were the same. There are a lot lot lot of 'gut feels' in the CoH community. <This> feels great, I use <that> and it really makes a difference. But once asked if the ones claiming it have done any tests and it's no, just how it feels. That's how we end up with the idea that Staff/Elec Melee are good AoE and the -ToHit incarnates make a difference in surviving.
  18. Why are you running them at +0 if this displeases you...? Make your own, advertise it as a +2 or +3 or whatever.
  19. Sovera

    Elec/Bio build.

    After (finally) leveling this character up I have noticed a few tweaks that would be useful. This is why I don't like power leveling something since only by playing do we noticed the quirks. - The first and most obvious is that Sentinels are almost like Stalkers in their lack of agro. Leveling up I could count on the fingers of one hand the numbers of time I had agro and for the most part my inspirations sat un-used. Yin with three fourths of the team dead thanks to someone using the computers on top of the ambush was a case of being safely up in the air and eating a purple while helping the survivors. Because of this I have decided to make a less militant build and instead only chase to 33% ish defense. This allows to pop a small purple and be softcapped if deciding to tackle a spawn on our own or too many mobs were agroed or whatever without doing large slotting sacrifices. If intending to solo for most of the time then try using the original build but endurance will be rough (maybe not use Coordinated Targeting). - The second is that the -ToHit that messes with a meleer's life is hardly a problem for a ranged character. As such the Sentinel's version of Focused Accuracy can go take a hike. - Endurance is a little bit heavy while leveling. Using Lightning Bolt would fix this since the endurance recovery of Defensive Opportunity is noticeable, but Lightning Bolt has an awkward recharge time preventing making a three power ST chain, and also a longer animation that is not pleasing. While leveling occasional uses of Recovery Serums were needed. With Inexhaustible at 26 and a Performance proc in it the endurance problems were mostly alleviated but not gone, and this without having taken Tough and Weave yet. A one slot Rebuild DNA barely outweights the cost in terms of endurance (unslotted 13 cost, 25 endurance, so a whooping 12 points gained every 34 seconds This balance can be shifted either way by slotting a recharge or an endurance IO), but slotting Rebuild DNA fixes things (10 endurance cost, 54 endurance gained every 29 seconds for 44 net gain). I chased bonuses but three slotting health IOs and three slotting endurance IOs would allow the power to become a second heal as well as an endurance clicky, but the lack of agro mentioned above makes this less of a pressing matter. - Voltaic Sentinel has not been updated on Mids but it's in-game stats are 0.52 EPS and 10 seconds recharge. It's accuracy is natively high (2.0, where most powers are 1.0), so it just needs damage, a modicum of accuracy, and then heap some endurance discount. Armed with this knowledge I skimped points off of it to feed Rebuild DNA. - As @Crysis pointed out Voltaic Sentinel keeps on detoggling when we change maps and sometimes we don't even remember it until noticing the lack of damage. The easy fix is adding powexectoggleon voltaic sentinel to the attacks. For example: /bind 1 "powexecslot 1$$powexectoggleon voltaic sentinel". Unfortunately we still need to click to put VS down which would not happen with the powexeclocation command, but the location command will keep on toggling VS on and off. As it is with the toggleon command it will only happen once per map or not at all if remembering to toggle it by yourself. This could be replaced by ++forward instead but maybe we don't want VS 100% of the time (spoken as a roleplayer). - Parasitic Aura is a power I seldom bother with, but, I also have no other powers I am interested in taking so it will serve as an extra in case endurance is needed or more regen during chaos moments (last fight in Market Place with all the ranged ambushes), or... whatever. Same applies to Athletic Regulation. These are flex powers so take whatever, I.E. Super Speed and slot a stealth IO in it for sneaking around. - The nuke does 30% more damage when procced out and since it does not need accuracy thanks to Charge-up there was no reason not to. Overall the damage has been better than I remember Sentinels being, even with Fire/Bio. Tesla Cage, Charged Bolts, Zapping Bolt, Charged Bolts works easily from early on (around Yin with a leveling build). VS is noticeable to the point when it is untoggled we immediately know. More AoE would not go amiss but Short Circuit is a glacial 3.2 seconds and to be honest the opener of Charge-Up, Ball Lightning, Thunderous Blast, Tesla Cage, Ball Lightning does good enough. By then it's mop up time, not more AoE time. Changing to Charge-up, Ball Lightning, Tesla Cage, Thunderous Blast fits all three in Gaussian's proc unlike the opener proposed above, but I did not need or want the mobs to be alerted to my presence. Ball Lightning's travel time helps with Thunderous super glacial cast to almost make them hit at the same time, and then half the spawn is dead. Casting Tesla before gives time for the mobs to start moving and etc. Both approaches are valid so use the one better suited for the playstyle. For leveling I suggest this. Almost the same thing really. If the ATOs in Zapping Bolt and Lightning Bolt are still too expensive for your blood then use the same slotting than for Tesla Cage. If that too is too expensive then use one accuracy, three damage, one recharge, one endurance reduction in all attacks (at least level 25 ones), but as soon as possible start transitioning to the leveling build, and at 50 to the last one. Check my signature for money making. Sent (Elec Bio - leveling).mbdSent (Elec Bio).mbd
  20. Beam/FF should be fine, just go Corruptor instead.
  21. As someone who solos CoT at +0x8 from Posi 1 with lowbies all you really need is overwhelming power which translates to Build Up. Build Up allows to take them down before they get too many debuffs out. Fire Armor Tankers have had, in my experience, the best results, but only as long as the set has Build Up. Sets like Martial Arts or Energy Melee will not have an early Build-up and will suffer as ghosts stack -acc and the mages' force shields make us miss. Fire/Ice Melee is thematic enough for a mage and Frost + Burn + Build-up (+ ice patch) has let me rend early level CoT. Whether this is what you're after or not only you will know.
  22. You'll hate this answer, but bring whatever. Even if a full league was nothing but Scrappers or Blasters they would still MSR as a breeze thanks to all the Incarnate Destinies being spammed.
  23. Just remember not to be baited. Someone calling you a cheater is okay, but you answering calling them an idiot is a no no and gets you a forum ban.
  24. While it's true what is the point of taking Boxing? An unslotted power clogging it up. So we have an extra power? Do we have infinite slots? Or even infinite interesting powers? I've had times I had nothing left of interest to take and took a second travel power for no particular reason. True power creep would be allowing to take five pools instead of just four. Then I could swap something of little value for.. whatever. Maybe Maneuvers on top of CJ on top of Hover. Regardless it does not matter much and I don't care either way. If it does not happen I keep playing like I am and if it does maybe I can take an extra power.
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