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Posts posted by Sovera
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8 hours ago, Diantane said:
I liked the electric on sentinels all except for the tier 9 attack. Takes almost three seconds to cast (too much for what you get).
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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On 10/1/2024 at 8:16 PM, Maelwys said:
The other consideration (which may or may not matter to you!) is that even when attuned, different damage procs have different active level ranges.
A Mako Proc will stop working if you exemplar below Lv27.A Touch of Death will stop working below Lv22.
A Gladiator's Proc will keep working all the way down to Lv7.
Will likely only become relevant if/when you run low level Task/Strike Forces; but still worth bearing in mind! 🙂
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?
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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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7 hours ago, Jacke said:
As others have pointed out, the fact (but not the details) of the Aprocalypse coming came from the Devs. I have no idea how well it's been detailed by the Devs, but it is coming. Fixes to at least one AT were pulled from testing because they needed the Aprocalypse to be done first.
All the other factors you mention should be adjusted at that time. Perhaps you should joint the Closed Beta Testers so you can voice your well-thought out points when the Aprocalypse does come.
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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27 minutes ago, Story Archer said:
So even though Spiritual is a separate power that affects all your other powers (just like LotG IO's or Hasten does), the individual powers behave as if the bonuses it provides are local? That doesn't seem make much sense. Using Mids as a basis, it does reflect what you're saying, but both the damage difference and the recharge difference is really negligible, so I'm looking at switching over to Musculature or Resilient.
While I've got you here - how does the Tanker Absorb proc interact with the absorb shield from Particle Shielding (and with itself)? Do they just stack?
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.
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9 hours ago, MoonSheep said:
my bigger frustration is the immense bias against resistance, especially with inspirations
the resistance scale goes up to 100%, and the defense one arguably up to around 45-50%. despite this, res inspirations are less powerful than def on a % basis and in reality, less than half as effective when you consider the 100% vs 45% scale
a T2 def insp gives 25% def, which is arguably just over half way to the ‘cap’
a T2 res insp gives 15% res, which is 15% of the total amount possible to block - three times less effective than the same level def insp
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%.
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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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40 minutes ago, Gobbledygook said:
I never thought of Stone as boosting damage. I never paid attention, as I didn't want to look like poopoo man.
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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3 minutes ago, Ultimo said:
I have a character that uses it, and the animations take too long (a lot of waving and swinging of arms). As I say, he's a hit and run kind of character, kind of a speedster, so the slow animations don't work. As I say, I'm more or less settled on either Martial Arts of Street Justice, I just can't quite decide which.
I'm LEANING toward Street Justice. The animations seem quicker, the attacks hit harder, and he gets a couple of AOEs while Martial Arts only gets one. On the other hand, Martial Arts is a little more kicky, which suits a character who flies, because his feet would be closer to the enemy when he's above them. More, it does get a Defense bonus from Storm Kick. However, the attacks seem to be a bit slower, and do less damage. So, I'm a bit torn.
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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12 hours ago, Story Archer said:
I'm reading through the advice offered up by you and others and making some notes to change a few things around - but help me out with this one. I was under the impression that global recharge (like Hasten or Spiritual Inc) had no effect on proc's firing. FWIW, toggling Spiritual on and off in Mids has no effect on the damage for the various attacks.
All of the recharge is interdependent by design - Hasten, Particle Shielding, the two mini-nukes, the FF procs, etc. all keep each other running and popping as often as possible.
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.
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11 minutes ago, Sanguinesun said:
To flesh out Fire/ 's resistances though, is where the challenges will come as while you can sneeze and cap fire res, the others really have to be worked on significantly to achieve closer to res caps on all damage types. And then there's its weaker(albeit better than in earlier years) KB protection that also requires potentially some IO sources and the lack of fear/terrorize that has to be supplemented as well.
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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6 hours ago, Sanguinesun said:
Also regarding Fire/ , remember that Burn, even for tanks, has a very limited mob count and range but also still maintains the flee component. Melee sets like Axe with its axe cyclone capable of pulling mobs into the burn patch(or keep em there to an extent) may be more favorable a pairing.
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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7 hours ago, Jacke said:
Hey Sovera, perhaps you should edit the original post to say "S.T.A.R.T. vendors" instead of "P2W".
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.
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Expected. In some narrow cases. Depends of what content you'll do. I got laughed at being on my tanker and joining an Hami and asked to taunt. Other than that one time taunt never came up. Some people will swear by it. I never noticed its lack, or its presence.
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2 hours ago, WuTang said:
Rooted does impede movement and de-toggle travel powers?
Nein. You do need to be on the ground to activate it, but once activated we can Fly and everything and its effects are still on.
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2 hours ago, WuTang said:
I dislike the movement restrictions, and then there are the aesthetics. My boy made a Spine/Stone Scrapper that looked really cool.
Edit: Also, from my limited exposer, Stone is endurance heavy.
There are no movement penalties with Stone Armor. Granite is a thing of the past, almost a filler power. But not liking the aesthetics is understandable, and yes, it's a bit endurance heavy, but it only means starting endurance early like adding two slots to Crystal Armor and Health/Stamina, or relying on Recovery Serums once in a while.
It starts by having 40% defence by level 13 and ends with 45% without Weave, 50% with Weave. 55% with Barrier (all of this psi defence too which is rare for armors to have) , and 76% to all resistances with two ATO stacks, 81% with Barrier. Then Crystal Armor does endurance recovery, Mineral Armor gives recharge, and Brimstone gives a damage boost with a fire proc to all attacks.
Not trying to change your mind though, just a bit of 'splainin'.
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Pity you don't like Stone Armor since Stone/Fire is still what I consider the most balanced in terms of offence and defence.
But I am re-leveling a Fire/Fire Tanker and let me tell you few things beat the dopamine of putting the difficulty at 0x8 at level 10 and then go to town on Posi 1 and forward.
Most tough? Heck no, died a few times both on Posi 1 and 2 where the Stone Armor would just cruise. But by Synapse I was dumping three PbAoEs and it is glorious to be surrounded by mobs covered in napalm. A perfect palate rinse after my previous Scrapper who neither was damagey nor could increase the difficulty so much so early.
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Hello again, Dian.
Up to level 25-30 SOs are much better, the lower level the better. By level 7-10, which is when we can start wearing IOs, the numbers are crushingly in favor of SOs. But by level 25-30 they catch up and surpass IOs just on raw stats without even talking about the bonuses. You can respect and save the IOs for your next alt instead of buying them.
Or don't and stick with IOs, it'll work out too.
Pondering if there is any way….
in General Discussion
Posted
It shouldn't be a problem to make between recharge and increased magnitude.