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Posts posted by Sovera
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4 minutes ago, Greycat said:
Super Strength would have a word...
(OK, it has hand clap, but ... that's *hand clap.* )
Super Strength is the poster child of devs smoking pot when designing sets. Who thought that a set in a game that routinely throws 10-12 mobs at a person needed no AoE until 32?
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Please replace Crippling Axe Kick at 18 for Dragon Tail, and place Crippling Axe Kick at 26. No set needs four single target attacks and zero AoE until 26.
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Just now, Bill Z Bubba said:
Hey @Sovera
Turns out I won't be respecing after all. Tanked an ITF last night for some of my SG mates and really enjoyed it. Felt like all that extra time spent smacking things around with BS, Bar and EP went a long way to having an absolute lockdown on aggro while also never being locked into the long animations meant I could just bounce all around the battlefield like a cracked up monkey.
As long as you're having fun. But if you're not using ET and TF then why even bother with EM? Go Rad Melee and use the Contaminated Strike rotation and you get FF procs from Radioactive Smash, a heal, and the passive damage (with team wide buffing from -res procs) from IG.
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On a Brute the Staff can bring the precious resistances it is lacking from not having the Tanker's ATO, and for no investment whatsoever. 15% would pretty much allow a Fire Armor Brute to be capped at S/L/E/N instead of having the E/N hole.
The defense from Guarded Spin would not go amiss either since I believe it stacks for Brutes (ergo 45% to melee by itself).
The only problem lays in the damage which is just not so good. As someone who really likes old kung fu movies and the staff I really like the set, but then what? Spin spin spin, fragile minions die, then there's just a boss and spin spin spins spin spin spin spin, finally dead.
That said we can multiply the team's damage. -res proc in Mercurial Blow, -res proc in Guarded Spin, use Eye of Storm as a spender for another 7.5% -res, then go Bio for another -7.5%
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Also was looking at Rad Melee and after some mathing switching Devastating Blow for Contaminated is a 15% damage loss (originally 9%, but had to check actual slotting since DB's slow animation makes it carry procs well).
15% is 15%. In actual gameplay perhaps a case can be made of not corpse blasting with the devastatingly slow animation and how misses eat 3 seconds, but 15% is still 15% on a set that does not shine for its ST.
Could be worse though, so I'll go out on a limb and call the switch viable since the animation of DB is one of the downsides and reasons not to pick Rad Melee.
Upsides: six slotting Unrelenting Fury in Contaminated Strike to ease endurance demands, E/N up to a reasonable near 63% (68% with Barrier).
Considerations: ditching a damage proc from Burn to an Overwhelming Force proc to force KDs since it does not create KBs. Between Avalanche in Atom Smasher and Burn part of a spawn can be kept bouncing for precious seconds. Not sure I can recommend it since damage procs in Burn are worth their weight in gold, but...
SpoilerThis Villain build was built using Mids Reborn 3.1.2.5
https://github.com/LoadedCamel/MidsRebornClick this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Radiation Melee
Secondary Power Set: Fiery Aura
Power Pool: Flight
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy MasteryVillain Profile:
Level 1: Contaminated Strike -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(40), SprUnrFur-Acc/Dmg/Rchg(40), SprUnrFur-Dmg/EndRdx/Rchg(40), SprUnrFur-Acc/Dmg/EndRdx/Rchg(42), SprUnrFur-Rchg/+Regen/+End(42)
Level 1: Fire Shield -- UnbGrd-Max HP%(A), UnbGrd-ResDam(7), UnbGrd-ResDam/EndRdx(9), UnbGrd-ResDam/EndRdx/Rchg(9), StdPrt-ResDam/Def+(11), StdPrt-ResKB(11)
Level 2: Radioactive Smash -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Rech/Fury%(3), SprBrtFur-Dmg/EndRdx/Rchg(3), TchofDth-Dmg/EndRdx/Rchg(5), TchofDth-Dam%(5), FrcFdb-Rechg%(7)
Level 4: Blazing Aura -- ScrDrv-Acc/Dmg/EndRdx(A), ScrDrv-Dmg/EndRdx(13), ScrDrv-Acc/Dmg(13), Mlt-Acc/EndRdx(15), Mlt-Dmg/EndRdx(15)
Level 6: Hover -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(25)
Level 8: Radiation Siphon -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx(27), SprBlsCol-Acc/Dmg/EndRdx(27), SprBlsCol-Acc/Dmg/Rchg(29), SprBlsCol-Dmg/EndRdx/Acc/Rchg(29), Hct-Dam%(31)
Level 10: Healing Flames -- Prv-Heal(A), Prv-Heal/EndRdx(21), Prv-EndRdx/Rchg(21), Prv-Heal/Rchg(23), Prv-Heal/Rchg/EndRdx(23), Prv-Absorb%(25)
Level 12: Fusion -- RechRdx-I(A), RctRtc-Pcptn(31), RctRtc-ToHit/Rchg(31), GssSynFr--Build%(33)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(33)
Level 16: Plasma Shield -- TtnCtn-ResDam(A), TtnCtn-ResDam/EndRdx(33), TtnCtn-ResDam/Rchg(34), TtnCtn-ResDam/EndRdx/Rchg(34)
Level 18: Irradiated Ground -- AchHee-ResDeb%(A), FuroftheG-ResDeb%(34), Erd-%Dam(36), TchofLadG-%Dam(36), Obl-%Dam(36), Obl-Acc/Dmg/EndRdx/Rchg(37)
Level 20: Consume -- SynSck-EndMod(A), SynSck-Dam/Rech(37), SynSck-EndMod/Rech(37), SynSck-Dam/Rech/Acc(39), SynSck-Dam/Acc/End(39), SynSck-EndMod/+RunSpeed(39)
Level 22: Fly -- WntGif-ResSlow(A)
Level 24: Evasive Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 26: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 28: Burn -- SprBrtFur-Dmg/Rchg(A), SprBrtFur-Acc/Dmg/Rchg(42), SprBrtFur-Acc/Dmg/EndRdx/Rchg(43), Erd-%Dam(43), Obl-%Dam(43), Arm-Dam%(45)
Level 30: Boxing -- Empty(A)
Level 32: Atom Smasher -- SprAvl-Acc/Dmg/EndRdx/Rchg(A), SprAvl-Dmg/EndRdx(45), SprAvl-Acc/Dmg/EndRdx(45), SprAvl-Rchg/KDProc(46), SprAvl-Acc/Dmg/Rchg(48)
Level 35: Focused Accuracy -- EndRdx-I(A)
Level 38: Fiery Embrace -- RechRdx-I(A)
Level 41: Physical Perfection -- PrfShf-End%(A)
Level 44: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def(46), Rct-ResDam%(47), Rct-Def/EndRdx(48)
Level 47: Tough -- TtnCtn-ResDam/EndRdx(A), TtnCtn-ResDam/Rchg(50), TtnCtn-ResDam(50), TtnCtn-ResDam/EndRdx/Rchg(50)
Level 49: Temperature Protection -- GldArm-3defTpProc(A)
Level 1: Fury
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clr-Stlth(A), Clr-RunSpd(46)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(17), Mrc-Rcvry+(19)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(19)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Clr-EndRdx(A), Clr-RunSpd(47)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 4: Ninja Run
Level 50: Musculature Core Paragon
Level 50: Born In Battle
Level 50: Invader
Level 50: Marshal
Level 50: High Pain Threshold
Level 10: Afterburner
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9 hours ago, godzhero said:
post build here thanks, and not a macro spam build
You want to check the Guides section and the Farm Fresh thread.
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Something interesting that I tested today is that Overwhelming Force in Burn does not turn KD into KB like Avalanche does. Considering how well Burn takes to procs this has value for defense.
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50 minutes ago, Bill Z Bubba said:
I hear ya. I am going to have to respec the newish inv/nrg tank. I dumped ET and TF to completely avoid corpse blasting and crank up punchvoke but his ST damage is so ridiculously bad with just BS, Bar, EP, repeat that it's unplayable solo. For me, at least.
I tried that doubling down on quadruple procs to avoid ET and TF but yeah, no go. We talked about this though, use EP and BS more instead of TF unless it's a target at full life or a boss.
2 minutes ago, Erratic1 said:Waitaminute...you did NOT take Contaminated Strike?
We're not in the Tanker forums 😜 n
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13 hours ago, subbacultchas said:
Man I'm bad with attack chains and the math on them, so I'm just flat out no help there. But if you are correct then its less than 100 damage there. But where would you fit in the Siphon exactly, if you put it in at the end then it would mess the rotation wouldn't it?
Re-read. It is Siphon, Strike, Smash, Strike. When the loop starts again it goes Siphon which is the second Siphon I speak of.
9 hours ago, Bill Z Bubba said:Edit: So, no, looks like Sovera's math is right. I'd prefer the chain that's doing base 10% better.
The thing is that we all loathe Devastating's animation so a 9-10% price can be paid to avoid it.
Not on a Srapper I would say. A crit with Devastating would mess the gain loss ratio.
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6 minutes ago, SomeGuy said:
This. It's not over or undertuned. The set's "gimmick" is that it's FIRE. I'm sure that appeals to some?
Also, KM is actually good. Hard to figure out and use, but it's good.
And we can't underline enough how pylon tests are not a good metric when so many enemies resist S/L so much.
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You only need to do it as you need it for yourself.
I started with one toolbar. Realized I didn't have nearly enough space, got a second toolbar. Realized it was not nearly enough and got a third toolbar. Realized it was not nearly enough...
Each time I'd change keybinds and get used to it and then blah. Of course this was also before we got that nifty Fast Travel that compressed all the teleports into a single button so that's like, 5-7 buttons who suddenly disappeared.
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That said my math may be dodgy (I did it on a Tanker build) but using the T1 Contaminated Strike seems to only be a 9% damage loss compared to using Devastating Blow.
A full rotation with the T9 takes 8.7 seconds. Devastating, Smash, Siphon, Smash. Loop.A full rotation with the T1 takes 6.2 seconds. Siphon, Strike, Smash, Strike. So I can squeeze another Siphon and be at 8.6 seconds for a in-the-time-that-it-takes-to-do-a-rotation-with-Devastating.First rotation does 1379 damage. Second rotation does 878, but with a second Siphon added in the damage is elevated to 1264.Am I mathing wrong? -
Swords fit some concepts but not others. Alternate animations would be nice. I'm actually looking at it anyway since I've not done a Scrapper in forever, and a Fire Meleer in even longer. Time to try a Fire/Stone and see how it behaves.
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2 hours ago, arcane said:
Using exploits doesn’t need to have a victim or a cash reward to constitute using exploits. In this case, it’s clear the reward is something more like bragging rights.
Which is fine. Why you would brag about how much skill it takes to use exploits is beyond me, though, and that’s all I said in the post you quoted.
Is my actually-killable character really supposed to be impressed at your invincible mode character’s email button clicking? You want acknowledgment for additional menu management even though said additional task mitigates all other risk in the game? Lol no. Do it all you want until the unlikely-to-ever-happen fix comes in, but bragging about it? Yes, I stand by my statement that that’s hilarious to me.
First of all, -you- have decided it is an exploit. It is cringy to have people deciding something as a 'moral' self imposed restriction and then wanting others to follow their own rules. This 'exploit' has been in the game since the beginning and has been around for longer than some people playing this game have been alive.
But can you actually do it though? I'll await your explanation on how doing the hardest feat in the game sinking time and effort and game money does not interest you so you could do it if you wanted to but don't. Because you are minimizing the effort involved while doing a mental movie of clicking on an endless flood of of inspirations and effortlessly succeeding.
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16 minutes ago, arcane said:
Finding all the references to how much work it is to chain insps pretty funny.
Just because the GameShark required some extra steps didn’t mean they weren’t cheat codes 😉
Who are you trying to convince anyway?
I'll preface by saying I don't mail insps.
Considering it is not a gain to mail insps what, exactly, is being cheated off? It takes extra time, extra effort, and extra game cash, to perform the most difficult content that requires mailed inspirations. What a group will do in an hour may take three for the hardcore soloer. There is no gain for them. They did not get more rewards, or did the content faster. On the contrary it took longer and cost them.
The OP showed that naive gentle nature of someone who thought they could just solo the TF to gain the new shinies without considering the massive effort involved and how much simpler and brain dead easy it would be to lock themselves in farm map and be able to earn one of those per hour.
Seriously, it gets tiring to see the sneering posts.
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3 minutes ago, Apparition said:
I still don't heavily use procs. No more than two per power at the most, and usually just one. IMO, procs should have been nerfed to the ground two years ago.
Or just removed from the game altogether if it's going to be 'nerfed to the ground'. Once an option because so useless it is not used anymore just remove from the game altogether as there is no point in touting it as an option when it is not.
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Just now, Bill Z Bubba said:
So ... inferior! But the min FX options are very nice and a more consistent damage buff I can see as a plus.
When you get incarnate level defenses it takes a good while to provoke cascade defenses though. That said it is solid as a slow moving train, but I can't bear the slow ass damage of MA even with Brimstone. Talk about softcap in Posi though, and Shield only could want those resists.
I might put my money on Rad Melee instead of MA but then no AoE until 26 (Proton Sweep isn't a real AoE), but Irradiated Ground's two -res procs go a long way into helping a Tanker feel like they are actually doing damage.
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8 minutes ago, Apparition said:
Because I don't care for how it looks, and it's overpowered and due for a substantial nerf at some point.
I remember people not playing TW or using procs for the same reason. It only took two years for TW.
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11 minutes ago, Bill Z Bubba said:
I have not and probably will not. I hate granite armor and the testing I did on beta with a claws/stone scrapper led me to think the T9 was still going to be necessary. Also realized last night that the same hate may be why I don't do form shifting khels. Still, I probably should look at the granite-less numbers for tanks. Might be ok but I'm already runnin a dark/stone scrapper.
I haven't had use for it yet but it just squeaks into softcap territory graniteless on a Brute and that's something that gets whittled by defense debuffs. On a Tanker I got some silly numbers like 76% resists across the board with two stacks on top of softcap defense on top of DDR. Also Incarnate defense levels with MA on top of the rest behind.
On a Brute/Scrapper it has an E/N hole. On a Tanker it has... no hole? It's the new Shield. But less DDR.
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Fire Breath sucks. A medium range narrow cone has zero place in a melee set. It's fine for ranged since they will be at range, but someone in melee will have to leap away (or up) in order to make use of it, or be prepared to hit three mobs out of the ten surrounding them.
Fire Sword Circle has nothing special to its name. It's damage is the normal PbAoE damage and it's animation is a touch slower.
So basically the AoE is meh.
Then we look at the ST and we look at pylon tests (useful as a metric if nothing else) and see it has.. actually okay times. Not better, not abysmal, but within the usual range. Except it has no useful effects, part of the damage is still DoT based (someone correct me but I believe the best chain doesn't include Greater Fire Sword?), and the animations are not particularly fast.
Plainly it's not terrible, it's not great, it just slid into mediocre obscurity. But the game is easy enough that it works and things die so it hasn't fallen into really-bad-why-god-looking-at-you-KM.
But it does fire damage that bumps its usefulness past pylon metrics since things that shine on a pylon (claws, DB, StJ, even Martial arts) get roadblocked by the very common S/L resistance in actual gameplay.
Tbh if it wasn't for the late AoE (I don't consider Fire Breath an AoE) meaning three TFs hitting things one by one, I'd try a Fire Melee for funsies.Actually, only Tankers and Brutes get the late AoE-
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1 hour ago, dzyp2 said:
Generally speaking, CoH is a pretty easy game so you can make almost anything feel badass.
There have been a lot of good combo recommendations, but in any case I've found that getting the CS ATO proc correct is incredibly important if you want to feel your best. You want that sucker firing as often as possible and you want it to fire before your heavy hitter. So no matter what you choose, make sure you make a wise selection there.
I've got quite a few s-tier combo builds including wm/bio, claws/ena, and dm/shield which have been mentioned in this thread. That's not as many as a lot here but this is my opinion of them:
In descending order of max ST dmg:
wm/dm, claws
In descending order of max aoe dmg:
claws/dm, wm
In descending order of survivability:
ena/shield, bio
Now, at first this will look confusing because dm is frankly not known for either st or aoe dmg. Most of the time that's absolutely true. But once you pair it with shield and assuming you're running at x8 you're going to be swimming in +dmg. It will come last in ST dmg amongst those 3 on a pylon, sure, but standing in a mob taking down a boss and it crushes because of how boosted your dmg will be.
Overall, in terms of overall strength and survivability, it's really quite close but I would rank those combos as follows:
dm/shield, claws/ena, wm/bio.
WM/bio is not weak by any means and in some scenarios it's going to perform the best (it would, for instance, have the best pylon times between the 3). But if you were to throw me in a random mission and ask which of those I'd take it's the dm/shield.
As stated previously, however, you want to get your procs right. I was really disappointed in dm until I rebuilt to maximize procs and somewhat disappointed in claws for the same reason. But then:
DM: put your CS proc in siphon life with 3 dmg procs. Have 4 dmg procs in midnight grasp. Start all engagements with siphon life and once you see "Critical Strikes" unleash hell. ST is siphon life -> smite -> midnight grasp -> smite. That critical strikes makes such a huge difference and proc'ing siphon life and midnight grasp is night and day. And this isn't too recharge intensive (I'm ok if soul drain is down for a second or two) and shield has enough survivability that you can sacrifice some set bonuses.
Claws: I cannot describe the joy of "Critical Strikes" followed by spin and shockwave. Especially the visual of shockwave which is literally just a wave of "critical" above the enemy and you can watch the power propagate through the baddies. You'll want to add your CS proc to follow up as well as the build up proc and 3 dmg procs. I usually have a single dmg or -res proc in the others. I think this combo is a little less forgiving on recharge so that makes it tougher to proc bomb more powers IMO. I did try adding more procs to shockwave but now I just have 5 superior scrappers strike in there plus a kb -> kd; didn't see much difference in pylon times. A lot of folks will run follow up -> focus -> slash -> shockwave. I run follow up -> focus -> slash -> shockwave -> follow up -> focus -> slash -> fireball with a -res in fireball but that's very much to taste and the performance is close. Just be sure to start your engagements with follow up.
Wm: For the gapless jawbreaker -> clobber -> shatter chain you will need enough recharge that makes it tough to proc bomb multiple attacks (and bio doesn't have the same survivability margin as ena or shield which means I tend to chase more bonuses with it). I have the CS proc in jawbreaker along with 3 dmg procs. I think shatter would technically proc more often but jawbreaker is quicker to animate so I like using it more before going into aoe and the proc rates are only a few % different anyway. ST is going to hit like a freaking truck and if you were going AV hunting and couldn't count on fighting in a group of baddies this build is going to win as long as you can survive.
But this is all pretty pedantic, any of these builds is going to make you feel godly. These are all like choosing between a Lambo and Ferrari.I'm not 100% sold on proc bombing being the right approach for Scrappers. This is opinion and not backed by math. But, the strength of the Scrapper is the critical chance. Procs don't crit. So maximizing damage so that it amplifies crits seems smarter.
And that's without mentioning all the problems that proc bombing has like stealing recharge and endurance reduction, furthermore when coupled with Shield that has no means to recover it.
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What's her name... The doctor we rescue during Moonfire. I usually solo it and it's rare the time I am able to actually rescue her. One time I decided, okay, we are in a narrow tunnel, I'll body block, she is behind me, they can't get to her. So I sit there body blocking and trying to make it work. I suddenly see her manage to dash past me and attack the second incoming ambush. Once she had agro there's nothing to do.
Fortunately it has no discernible impact on the TF, but good lord, if you're a doctor and not a fighter, and if you're squishy like Scirroco against Tsoo, then how about behaving as a non fighter and huddling behind a crate?
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Did you get the new version from their Discord? The previous official one is majorly borked. So borked it killed auto updates anyway.
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Ditch Proton Sweep. You already have Irradiated Ground which will tidy you over until Atom Smasher. As much as we all shit on Devastating Blow the single target becomes mediocre trying not to use it.
Is there a Brute Tier List similar to Croax's Stalker Tier List?
in Brute
Posted
You're right.