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GetRidOfWires

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Everything posted by GetRidOfWires

  1. OK fair enough. Is there a way to test the range increase to verify it exists?
  2. I have placed the Bombardment enhancements in several of my Sentinel's powers. It takes two of these slotted to get the "5% range increase for all powers" set bonus. After slotting three of these sets, I would expect to see the range of my powers increased by 15%, such that a 40' power would now be 46'. Well, the range increase doesn't show up anywhere that I can find. Look at the detailed information for Blaze and the range is the same as baseline. Mouse over Blaze, no listing for the range at all. Am I looking in the right places? Is the Range increase actually happening?
  3. I have tried and tried to like my Arch/TA Blaster. He's sitting at 50 and I just can't stand to play him. But looking at these posts has given me some ideas on how to upgrade him. He'll likely never be as good as my favorite Eng/Time Blaster or DP/SR Sentinel, but he deserves a chance to get better, and I should learn to play him better.
  4. When there's a disparity of opinion, the answer is choice. An option to turn off KB should be available if you want it, without sacrificing any slots, or make every KB to KD enhancement also increase damage. If there was an option to change, I can see having two builds, one with KB on for solo, and one with KB off for teams.
  5. A. This is brilliant stuff. Thanks for putting all this information out there. B. THIS NEEDS TO BE AND STAY STICKIED!! C. The two new TAoE enhancement sets that extend range are a boon to Sentinels. I always find myself trying to fire my attacks at the same range as my Blasters and it doesn't work. These sets help: my Archery Sentinel now has a 48 foot cone attack, which is very close to the 50 feet Blasters get. I wish there was an enhancement set that increases the number of targets that can be hit!
  6. I really like my Energy/Time Blaster. I put KB/KD IOSs in Energy Torrent and Explosive Blast and the Dam/KB/KD Universal Damage IO in Nova. I don’t worry about the single target KB, and I’ll be putting the Blaster ATOs in a couple of them eventually. Time Lord and a few Def/+Recharge IOs give you a good single-target attack chain. I am currently using the Force Epic pool which adds a third ranged AoE, and the KB bubble with a KB/KD IO is very useful during the BAF prisoner escape part.
  7. Energy Blast has alternate animations. If you change the Snipe to the alternate animation, turn on Hover and enter combat, there are issues with the other, unchanged, power animations after you fire the Snipe. Some wrongly use the same animation as the alternate Snipe power, and some don’t animate the arms at all. The powers fire, and enemies are damaged, but the animations are wrong or just don’t happen.
  8. I’m going to put in a mention for Fire/Plant. Skewer and Spine Burst are pretty effective and Toxic damage is not resisted as much as some other forms of damage. Later you get an AoE Hold that can keep enemies inside Rain of Fire.
  9. I think PBS and WSs would benefit a great deal just changing the Human form shields from Typed Res to Typed Def.
  10. DP/SR Sentinel really surprised me. If you work at capping the three defense aspects, it’s really fun to play. Damage is slightly less than Blaster level, but survival is orders of magnitude higher. More than once he’s been the last one standing after a team wipe.
  11. 1. Abandoned Sewers Trial, hands down the worst. It’s the only one where you have to do certain things certain ways or it’s a complete waste of time. Half the time no one knows what to do, or you’ve got one player that calls everyone else stupid for not knowing, and everyone quits. It’s not fun at all. 2. LGTF, because you take a fun team all the way through to the end....and can’t finish. It goes against the idea in every other mission and TF in CoH: almost any team can do any content. Another waste of time where everyone quits. Also not fun. 3. “Go kill a bunch of grey cons in a bunch of zones” in Numina is stupid and not fun, but at least people don’t quit in frustration.
  12. CO's costume system and freeform character building are great. The ability to try out powers before you permanently take them is also great. The story lines frankly suck, are uninteresting, and haven't been updated in years. After you hit top level the only thing to do is the Ape, the Dino and the giant in the Canadian wilderness. If you can get in the zone, which is limited. Over and over, until you'd rather play Superman 64. CoH makes you feel like a hero. CO makes you feel like an MMORPG player.
  13. /SR is pretty good too. The Master Brawler power enhances your first two toggles even if you exemplar below the MB level. Plus if your Def is high, Mez has a lower chance of hitting you. And MB gives a heal/absorb ability too.
  14. That attack chain is perfect for Freakshow, because it gets them down but usually leaves just enough HP before the final shot that it doesn’t trigger their Dull Pain.
  15. I think it would work well if, when the Opportunity bar is full, both the Tier 1 and Tier 2 powers that trigger Opportunity would instantly recharge, so you can pick what you want instead of being left to the vagaries of what is recharged and available. I wish there was a way to enhance or improve the values the Opportunity gives.
  16. What is the correct way to report animation bugs?
  17. Could start by upping the damage on that immobilizing dart that thing is borderline worthless.
  18. I just got my Dark/Devices to 50 today. For the Dark Primary, you will want the Knockback to Knockdown IO pretty early on. I frankenslotted the ranged Heal power for damage, recharge and healing; you can sneak in a Theft of Essence Chance for Endurance there too. Tentacles rock of course, as does the Snipe. I'd suggest going Villain even temporarily for your Epic and getting the Dark powers, you get another good cone and another set of tentacles. Cones and single target are your main attacks and everything debuffs ToHit so EBs and the like are not bad at all. The nuke is just OK, I guess I'm not a fan of melee range nukes when everything else is ranged.
  19. Evildoers! Prepare for the cold hand of Justice!
  20. Awesome! It's been forever since we've had CoH Winter!!! Can't wait to bring some winter justice!
  21. I have yet to find a way to make the /Dark secondary work. Your damage increase, Soul Drain, requires a PBAOE drain effect. Your regen/end increase power is a click that has to hit, so it’s tough to make it work reliably with higher level enemies. One of the melee attacks, Shadow Maul, locks you into a long animation. Touch of Fear? Dark Pit? I think this secondary is worse than Ice, which I think works pretty well with Water primary.
  22. I think Voltaic Sentinel ought to have a different approach. It would be interesting if it had an enhanceable Taunt, or if it gave some Mez protection or ranged defense, or if it increased the damage of your other Elec blasts while out.
  23. Fill a dumpster with Trip Mines while the tank herded what looked like a small city’s worth of bad guys!
  24. One way to improve it would be to have it add the Absorb amount to everyone on the team. That would make it more like a helpful “Ward”.
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