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Sovera

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Everything posted by Sovera

  1. Check the prices before buying stuff with merits. A normal ATO + a catalyst can run you to 10 million in the Auction House where 100 merits used in the ATM can be worth around 15-16 million. Check my newbie guide in the my signature. Don't feel bad about not having much to do, it's common in the end game with mobs being squishy and players having so much damage. Just keep hitting the bosses and let the lieutenants and minions die from the AoE. Running out endurance tells me you're not slotting DNA Siphon properly. Try having a Theft of Essence proc in it and possibly 5 Synapse Shock, or the Theft of Essence and two recharge and two endurance modifications (though Synapses are cheap so I'd just go for them).
  2. Carry purples. Do warn people about the door because we are heroes. But after that keep your finger near the inspiration tray keybind once the door inevitably opens before people are ready.
  3. I leveled a Fortunata once. I don't like nukes. Everything feels like we're just making time until the nuke is ready because the nuke is so much damage. Sentinels are better in that aspect since 25 seconds is enough to do one spawn and move to the next where 40-50 seconds is territory to be half finished with the second spawn. But those are niggles. The Fortunata was easy to play with loads of defense. I did the mistake of wanting to play the role of mobile passive buffs and loaded on Leadership which was a nightmare with all the toggles and zero endurance aid. Then I tried to Hami and it ignored my defense and two shot my squishy ass a couple of times and I parked it 😄 I REALLY dislike having to spend the first 24 levels as a substandard class before playing what I actually set out to do but it's as easy as powerleveling the character with a second account, but ,I can't stand soloing anything without an agro aura anymore.
  4. I don't think you're wrong. But I don't see the fuss. The game is not new. Everything has been documented extensively be it on forums or the (several) wikis. Anyone googling (as I sometimes do) comes across those reddit posts, forum posts, wiki pages, where the correct bind syntax is explained. So I'm not seeing the fuss with the changes. 97% of players won't even notice that they are there and will still keybind whatever to whatever button that they care about, and if it's not available through the menu they will google it and will copypaste and it will work. I'd understand the fuss if the changes had altered something fundemental and now bindings required new syntax or whatever, but it does not seem to be case. Anyway, not putting your concerns down, it's just I don't see what is the problem other than the lack of transparency in the text file.
  5. Anything with an agro aura. My last Sentinel run fizzled in the 30s as my desire to play got worn down to a nub from enemies running all over the map, which, usually, I'd ignore, but it was consecutive kill all missions so I could not leave them to wander around the map. A Tanker can kill anything. Anything can solo and kill AVs though especially with Envenomed Daggers. So a Tanker who can already solo AVs will just solo them faster with those. But as the others said it depends on what you want. I like Tankers because I can start very early doing x8 missions. But does that matter? Even with good AoE x8 takes a while especially when we start doing kill all missions. If you're not into taking it slow then perhaps x4 suits you better. Once at x4 you can do anything with everything. Even Scrappers that are not the sturdiest early/mid-level. Something that starts being girthy is the (near) immortal build in my signature. Level 13 and we're already near immortal at near 40% defense. One Build-up + Gaussian + both AoEs kills all the minions in a group leaning lieutenants at half HP, which is acceptable for me. Pretty much anything can solo depending on what difficulty setting you choose. At base literally *any* AT. It's only when you want to increase the difficulty that things get spicier. Even then it depends at how early you want to go all out. My Sentinel soloed Posi 1 and 2 at 0x6, then Yin at +1x8, and it made a much shorter work of the AVs than my Tankers usually do, but by Citadel I could not stomach mobs running away and all over once I had used my nuke and AoEs. I spent longer chasing and defeating them than my Tanker does just continuing to unload AoEs to their face while I'm working on the boss. So my initial advice stands until the detrimental fear code is punted out of this game: anything that has an agro aura.
  6. As Seraphim said you can be very creative with slotting on pretty much all resistance sets and achieve 45% to melee/ranged/AoE if pairing with MA. Is it worth it? Well, kind of. Are you a resist set and being debuffed to heck and back because you're meant to eat all attacks, even those carrying debuffs? Are you weak to psi? Watch yourself ignoring psi if it's tagged as ranged attack. Are you being hit with -recharge or -tohit? Ignore it if it's tagged as either melee/ranged/AoE. Where the defense fails is against defense debuffs since without DDR it will get whittled, but even then having a 40%/45% buffer goes a long way against that happening with as little as a small/medium luck, because even resistance based armors that are not trying to build defense fear being defense debuffed into the negatives. But the whole 'reach 45% defense on top of 90% resistances' is mostly my baby and a niche thing, it's in no way the normal way people slot or build. There is not a lot of point in pairing MA with defense sets (IMO) because defense sets reach high levels of defense thus the extra 10% is just padding. It is good if aiming for incarnate content where defense should reach 57% (or was it 59%?) but incarnate content is not particularly common, and with the constantly spamming of Destinies I never felt lacking. Take this with a grain of salt. But the 10% from MA can also help ease off slotting for defense sets, or even not use Weave at all so it's still a valid pairing. One thing to consider if soloing is that MA's AoE is weak. It animates fast, recharges fast, and the FF proc we can slot in it makes it even speedier to recharge. But it hits for low numbers. For this I found the Fire Armor/MA variant particularly good as the synergy was amazing. Dragon Tail providing with soft CC and speeding up every cooldown in the build from Build-up to heal to endurance to Burn, and Fire Armor complementing the AoE damage for MA. It's also a really early starter. You can Posi 1 with Dragon Tail and Burn. You can even suffer a very modest damage loss and trade Crippling Axe Kick for Cobra Strike to have both AoE AND the ST chain available by level 20. Honestly it's one of my best all-rounder builds to move around at all level ranges.
  7. Mediocre = bad numbers. It has the girth but lacks the sta-... the damage numbers to go with it.
  8. I know that there are coding problems with this combo. But, with the rework 90% of players don't even pick Granite Form anymore and the other ATs even get the better version in Geode that fixes Stone Armor's lack of a heal/endurance clicky. I'm not arguing for removal of Granite Form and get Geode instead (in a perfect world we could choose which like the Sentinels got for SR) but it's drab to not be able to pick Claws when the reason not to is because of a power that is now seldomly picked in the first place. Even if the reason is because the claws spawn inside the Granite Form and are not visible and there is no way around it it would be fine to punch things with Granitey fists using Claws animations.
  9. As Zemx pointed Staff is pretty but needs an urgent pass from the devs. We whittle the enemies and despite having a lot of AoE it is all mediocre AoE. Still, it looks so very cool that we don't mind as we slap bunches of +1 enemies. It's when we are down to a boss and hitting it for five minutes (hyperbole) that we start feeling the drag. But, welp, we can't always stick to Fire Melee 😛 The Dark Armor pairing does not actually get Melee/Ranged/AoE defense (Guarded Spin only grants defense to Melee and smashing (or was it slashing?) It's Martial Arts that can make any resistance based Armr having 45% to Melee/Ranged/AoE ON TOP of 90% resistances). 90% on a resist base Tanker is not hard to do (the ATO accounts for 14%/20 % all by itself after all). What the pairing DOES do is brutally mitigate the Dark Armor endurance consumption thanks to one the Staff forms. Dark Armor suffers a lot from endurance problems (having obviously been made to be used with Dark Melee... that has an endurance recovery clicky) so Staff fixes that, enjoy your obscene heal every 15 seconds 😄 Consider Fire Armor despite not being in the list. The lower damage of Staff will appreciate the assistance from Fiery Embrace and Burn though Radiation Armor achieves about the same though in more indirect means.
  10. Put a Gaussian proc in Psychic Focus instead of Terra Firma (in Terra firma it will fire at random, in Psychic Focus it will fire when YOU want it which is before using your nuke) and two recharges and take it earlier so you can use it in conjunction with Psychic Wail. Three slots nets you 3% E/N res using Adjusted Targetting. Psychic Wail should be triple procced. It's your nuke after all. It won't need accuracy since you will use Psychic Focus first which will take care of that so the other three slots can be +5 damage/endurance/recharge. Triple procced it will go from 439 to 636. Using Psychic Focus it goes to 734. With a Gaussian in Psychic Focus it goes to 890. Swap your slotting between Earth's Embrace (which will hardcap your HP coupled with +hp accolades using only an endurance reduction IO in it and you don't even need the Unbreakable Guard unique) and Rooted, your actual source of regen (you're slotting for regen bonuses while having your Regen toggle barely slotted?). There is really little point in six slotting Kick or slotting 5 Blistering Colds in Mind Probe, you're already well softcapped for S/L (you're actually barely slotting Rock Armor but still aiming for S/L through bonuses?). Psionic Tornado is a pseudo-pet and those are notoriously bad for procs (30% in your current slotting). Might as well 5 slot Bombardment for the bonuses if you want to slot the FF proc, otherwise 6 slot Bombardments for the bonuses, or even put one of the full ATOs in there if not caring about the FF proc. That would free one of your attacks (Psionic Strike preferably) to have 5 Decimations (don't slot the build-up proc) and a damage proc (57% chance so acceptable). It's not a huge gain though, it would just go from 529 to 545. Terra Firma does a lot of heavy lifting in terms of global accuracy so you can ditch the Kismet and put the slot somewhere else and then rearrange your slotting slightly to still hit +3. There are some other minor things such as Performance Shifter procs being better in Stamina, but with Geode it does not really matter much as Geode is the clickie for HP and recovery which is something Stone Armor lacks otherwise.
  11. Evasive Maneuvers in the same pool as Fly already makes Hover very mobile, and it slots another LoTG. But as others said Fire/Bios galore in this part of the forums. If it's been a while then consider Elec instead of Fire as it has risen to new heights thanks to a pass it got a while back. I'm currently playing an Elec/Stone. Very sturdy (solo 0x6 Posi 1 and 2, +1x8 Yin at level 30), almost no clicks, and it devastates a path through a mission. I just can't be arsed dealing with runners but no particular complaints about the damage. The Voltaic Sentinel is a definite damage boost but keeps getting lost and it breaks stealth when wanting to initiate with a nuke from stealth.
  12. This is a, by now. long standing bug, but the Voltaic Sentinel could really do with having the MM code for pets. It gets stuck each time we take an elevator, it needs to be resummoned each time we move maps, it gets stuck in random geometry, or just decides to stop following. This is vexing because sometimes we cannot see it and assume it got lost again and suddenly there is a zap from the africas and there it is at the end of a corridor still doing its job. Most of the time this is not noticed until puzzling why things are dying more slowly than usual. Could we pretty please have a two meter leash code so it always close to its summoner? I'm going to hear something like other non-MM pets have to be resummoned in a new instance, but non-MM pets go up elevators and such.
  13. That's either the START vendor power (half hour recharge) or the incarnate (level 50, two minute recharge). Fold Space lets you grab every enemy in the room and teleport them all at once to you (with full recharge and slots it should be down to about 30 seconds). You CAN stealth to the end and teleport your team to you but one by one via Teleport Friend from the Teleport pool. And while it's true that people will usually have the prompt to accept or decline the previous poster is not making sense as you're not using it randomly but to recall your team to your spot. For your original question... Dunno. It's easier if you just use Teleport for your travel power since then it's just a matter of shifting things around. Depends on what you want to do tbh. Also, few people still play with Granite Armor only since it's obsolete and the gains are minimal compared to the losses incurred. I can't really answer your question for you since all Tankers can be made tanky so it's a matter of knowing what flavour you want. I'm in a Stone Armor bend lately since its strong straight at level 13 which is not something I felt I could boast of with other combos. But before that I was in a Fire Armor streak. I feel you might do well going for resistance based armors since they usually ignore defense and so you will free a pool by not picking Combat Jumping or Maneuvers.
  14. As the others have said Leadership will do that, but, you will annihilate the game by all 8 being support. You might think you need a tanky bro in the team. No, all the support will turn EVERYONE tanky. You might think you need a few characters specialized in damage. No, all the support will turn EVERYONE into a damage spitting monster. Obviously try not to overlap too much, but a couple of you doing resistance shields, a couple doing defense shields, a couple doing buffs, debuffs, and you'll be running amok on any group content.
  15. I mean, I can feel it. I originally started playing in I6. Game was good, I had fun, the RP community was lovely. I really got into it. Eventually got bored and went to play Champions Online for a bit, eventually paid for one month in CoH and ended only playing half an hour of the month at seeing the old graphics compared to the hotness that was CO (they had fingers! That flexed! ...we have mittens with lines to suggest fingers). Queue Homecoming coming out. Enthusiastic return, all previous poo poo ing about graphics ignored. Go DEEP into it, sometimes wake up early to play (I tend to wake at around 6-7 and then turn over and keep sleeping but I'd start 'but I could be leveling something!' and more than once got up and booted up the computer). Took about a year to wean myself off and mostly because I tested all the possible combos (my infamous Fire Armor thread a part of it).
  16. Sure, I mean, but not particularly paired with Bio. The utility are the small heal and the endurance but Bio has its own tools for those and thus they are superfluous. The damage... welp, Dark is midling even when capable of rounding enough enemies to power Soul Drain and the AoE is forgettable. What's making you starry eyed are the procs and the raw damage of MG but that's a single target T9 for ya. If you're having fun then do continue because I'm not here to piss on your parade but Dark Melee is not very special outside its utility and this pairing does not make use of it unlike something like Stone Armor or Shield who would welcome a heal and endurance. Without any sarcasm I'm glad you've found a combo you're enjoying though.
  17. Wait until you get a taste of Energy Transfer then.
  18. The effects slow wear off, but one of the sides lasts for 2 minutes whiule the other lasts for a minute a half. The 2 minutes means the minimum effect is permanent since the duration matches the recharge. In Barrier's case it's a huge amount of defense and resistance but wears off to 5% defense and 5 resistance, hence me building to 40%.
  19. Depends on your build. My own Rad/MA has 40% defenses to Melee/Ranged/AoE and 85% resistances so that Barrier will make it permanent 45% and 90%. Of course being resistance base it doesn't NEED the last 5% but any situation tough enough to warrant using Barrier will do that. Even if you don't need Barrier yourself Barrier is usually what keeps the team safe where Vigor heals, but, can't heal a corpse.
  20. I get an error importing it. Try dropping the file into your post. The import and export has been borked for a while and file dropping is how we get around it.
  21. Regen is one of those cases that it is a bit helpless. Some people manage to make it work but it's double the effort for half the reward. You're right that there are a lot of choices but it's not because half of the people are wrong but just because the game allows for a big variety of builds. Even Regen if you're willing to put some of that inf. But if you wish for something simpler then the posts in this thread will help choosing something, then it is a matter of adapting to a leveling build.
  22. No need to start from scratch, sometimes a respec and gear is all you need. There are very few completely helpless cases. But the weaker the base the more money you need to pour in to shores its weaknesses. As someone who is just starting we are trying to tell you some easier choices to dip your toes into the game, accumulate money, get a better understanding of the game, and then start messing with things on your own using that knowledge.
  23. While at it remember not to have Force Feedback proc toggled on since it will skew your recharge, and not have Build-up (with or without Gaussian) toggled on either because it will skew your idea of what accuracy you're at. On top in the middle you'll see 'relative level of enemies'. If it's a leveling build you can set it to +1 to check your accuracy. If it's an end-game build then set it to +3 for the same purpose.
  24. Simply put you don't have a build. Having a build doesn't mean you're helpless, but it means you're (most likely) slotting only SOs or generic IOs. With that, yeah, you'll be weak, that's how the original game played out. If you want try the (near) immortal build in my signature since it has very few requirements to start (two uniques and being level 13) and if you don't have the money for the two uniques send me a DM with your ingame @ and I'll mail it over (It is not a big sum for those who have played for a long while). Also I suggest reading the guide in my signature as well because there will be most likely good tips.
  25. Heck, seems good to me. Respecs are cheap anyway so you'll end up tinkering with the build as you keep on playing and see what works for you and what does not.
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