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Hopestar

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Everything posted by Hopestar

  1. But Resist Energies gives you 25% endurance resistance so it becomes about -75%.
  2. More -tohit, tohit, defense, and -recharge are all very appreciated at all levels, even 54s. Time can easily solo ITF when built right, so why even worry about what you bring to a team? Additionally, Time has the very rare heal resistance in it's heal, which is super strong for things like Hami or other enemies that reduce healing.
  3. The only "Healer" that is a wast of time to make is one that has only 1 attack (if it even uses it), on auto follow, and isn't using all its powers, like infamously stupid Empathy players not using Fortitude, Clear Mind, and AB. Tankers are only better because their ATOs aren't useless and they hit a wider area of targets. If a brute brings every enemy around a door or wall corner, they'll still hit the same amount as a Tanker. It's mainly just that the ATOs and AT passive are not good anymore. You still get more damage until both Tanker and Brute are at cap, then it only comes down to Tanker being able to hit a larger AoE. Scrapper and Stalker have 75% resistance cap, while Brute has 90%, that's a LOT more damage they are able to take. Just to clarify, I don't like this change either and hate that Brute ATOs are completely pointless (among a lot of changes to ATOs of other classes that HC powers team seem unwilling to do), but I just want you to know, it's a lot more overblown than the problem really is. Yes Tankers are superior, but only if you're minmaxing and/or trying to eek out as much DPS as possible while at damage cap by a supportive team.
  4. Likely not since judging by the amount of thumbs down over thumbs up, very few people in the forums actually want it to change for the better or at all. I'm sure they'd love it for the game to be the same as it was on launch. Some people have given some constructive criticism and that's great, but I feel like the majority of people here just downvote despite having no way to support their actions. It's no wonder "it was a forum build" is a running joke. If the people that actually cared about the game like they say they do actually cared enough to look at the powers and what they do, they might see differently. But until they can even give the time of day to even look at City of Data, the forums will forever be a joke.
  5. I think Absorb Pain can function just fine with a working Regeneration Aura that isn't impossible to perma, along with your Healing Aura basically being able to negate the self damage at later levels, the -100% regeneration and -100% healing debuffs needed to go though as they're a quick way for you to kill yourself as the support, which is silly. Debuffs may have this issue in fast teams, but this is a mainly buff/heal set, so that's fine for them to not be relevant except for bosses or teams where your healing is needed far and few between. I know a lot of people mainly play low level and slow leveling content, but the set needs to be competitive for all levels of content like ones where your healing is only keeping people topped off and you're not just there to cast Clear Mind and AB and be a worse Blaster. One of the main reasons I made most things 120s was of this, allowing you to just cast all your buffs at once and focus on allowing new players to focus on staying alive while casting and learning how to manage buff timers without something constantly blinking. Despite grouping both RAs into 1, hopefully these changes [and the powerset being changed (a feeling of it being new again) in general] would help remove the mindset of "autocast and follow". I considered the AoE Rez being free a boon of being the newbie healing set that shouldn't need a sacrifice, but maybe it is a bit too much.
  6. I don't know better words or descriptions to go with those 2, it's mostly for the effects themselves. The plan here is just to make Empathy a powerset that is finally competitive with Pain, let alone the level of Nature and Thermal. Right now, it's unanimously the worst of supporting power sets.
  7. Taking your feedback into account, I created an updated version. Perhaps we can all agree on something that is both an improvement and still has what you want?
  8. Sorry, just have to zoom in a couple times due to how it shows in the forum. Autocasting the AOEs and doing nothing else seems to be the way most Empathy players want it, so I embraced it for them. Let me try to answer some: Magnanimity: I don't know, maybe the description could be better. Clear Mind: DEF was moved from Fortitude for level balance. Aggrandize: Again maybe there's a better way to name or word it, but "to make something appear greater" making your allies faster and enemies feel weaker. Basically just needed something extra to boost the set where it otherwise falls into "recommend Pain, Thermal, and Nature over it" without it. "Why is everything an AoE? 7 of 9 are 25 feet radius effects while two are 15 feet radius effects?" Yes 25' PBAOE on everything might be a little overtuned, but autocasting the AOEs and doing nothing else seems to be the way most Empathy players want it, so I embraced it for them. 2 are 15 feet because 1 affects enemies, and 1 affects downed allies, 15 is just the norm for those. As far as Heal Other, Recovery, and Regeneration Aura, I think I can safely say they are definitely relics of ancient days when the set originally appeared, just like Medic Power Pool. Good feedback so far. 👍
  9. This is honestly a super simple GUI edit and should've been added a long time ago since HC isn't in it for profit. Devs please, use the power of your source code.
  10. Top DPS vs Plant or Dark? I have my doubts...
  11. If Illusion were ported to Blaster, it would've been a 40% increase in damage instead, last 50% longer, and they would've kept their ability to tank everything.
  12. AE Farming is essentially dead being 25% as effective before, but even having been nerfed 12 feet underground, it's still being used.
  13. TL;DR, but Plant/Anything is a great combination.
  14. I just gave ones that I would take, you can choose whatever you want, Pyronic just does the most damage to a single target so it works for both solo bosses and groups of minions/lieutenants.
  15. Alpha, Interface, and Destiny all will work on your pets. Hybrid Assault Radial will work on them if you summon them while it's active and then any time you activate it again if your henchmen are still alive they will benefit from it again so you don't have to resummon every time. Both damaging and non-damaging procs from Interface will work on your henchmen; Having, lets say Nerve Core Alpha, will boost your Protector Bots' defense buff bubbles the same as your /FF ones. As far as advice for Bots/FF, I'd say Musculature alpha, Pyronic judgement, Degenerative interface, Banished Pantheon lore, Clarion destiny, and Assault Radial hybrid.
  16. https://hcwiki.cityofheroes.dev/wiki/Inherent_Powers#Supremacy So if you get hit for 500 damage and have 75% resistance, you take 31.25 damage and your henchmen each take 15.625 whilst in bodyguard mode.
  17. Demons/EA for certain. Between the whips and electricity, there's always a button to be pressed.
  18. Just a general correction, the Sub- prefix of Subclass means "a part or division of", not that it's less. As for the topic, not every Blaster is melee capable either like /Tactical Arrow or /Devices users. On the other hand some are just meant to melee, and then there's /Energy which wants to excel at both long, long range and melee. So if you look at it this way, Blapping isn't really a subclass at all, but the normal way to play some power sets.
  19. I have a Savage/ and I have a /Dark so I mashed them like potatoes and here's what I got, obviously you can change some things like movement, etc.: This Villain build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Level 50 Magic Stalker Primary Power Set: Savage Melee Secondary Power Set: Dark Armor Power Pool: Fighting Power Pool: Speed Power Pool: Teleportation Power Pool: Leaping Ancillary Pool: Mu Mastery Villain Profile: Level 1: Savage Strike -- SprAssMar-Acc/Dmg(A), SprAssMar-Dmg/Rchg(3), SprAssMar-Acc/Dmg/Rchg(3), SprAssMar-Dmg/EndRdx/Rchg(5), SprAssMar-Acc/Dmg/EndRdx/Rchg(5), SprAssMar-Rchg/Rchg Build Up(23) Level 1: Hide -- ShlWal-ResDam/Re TP(A) Level 2: Maiming Slash -- Hct-Dmg(A), Hct-Dmg/Rchg(11), Hct-Acc/Dmg/Rchg(13), Hct-Acc/Rchg(13), Hct-Dmg/EndRdx(15), TchofDth-Dam%(15) Level 4: Dark Embrace -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(17), UnbGrd-ResDam/EndRdx/Rchg(17), UnbGrd-Max HP%(19), GldArm-3defTpProc(27) Level 6: Assassin's Frenzy -- SprStlGl-Rchg/Hide%(A), Hct-Dam%(7), TchofDth-Dam%(7), SprBlsCol-Acc/Dmg(9), SprBlsCol-Dmg/EndRdx(9), SprBlsCol-Acc/Dmg/Rchg(11) Level 8: Murky Cloud -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(19), UnbGrd-ResDam/EndRdx/Rchg(21), UnbGrd-Rchg/ResDam(21) Level 10: Build Up -- GssSynFr--Build%(A) Level 12: Boxing -- Empty(A) Level 14: Tough -- UnbGrd-ResDam/EndRdx(A), UnbGrd-ResDam(23), UnbGrd-ResDam/EndRdx/Rchg(25), UnbGrd-EndRdx/Rchg(25), StdPrt-ResDam/Def+(27) Level 16: Obsidian Shield -- TtnCtn-ResDam/EndRdx(A), TtnCtn-ResDam/Rchg(29), TtnCtn-EndRdx/Rchg(29), TtnCtn-ResDam/EndRdx/Rchg(31), TtnCtn-ResDam(31), TtnCtn-EndRdx(31) Level 18: Rending Flurry -- Obl-Dmg(A), Obl-Acc/Rchg(33), Obl-Dmg/Rchg(33), Obl-Acc/Dmg/Rchg(33), Obl-Acc/Dmg/EndRdx/Rchg(34), Obl-%Dam(34) Level 20: Dark Regeneration -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(34), NmnCnv-Heal/Rchg(36), NmnCnv-Heal/EndRdx/Rchg(36), NmnCnv-Heal(36) Level 22: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(39), LucoftheG-Def(39), LucoftheG-Def/Rchg(39), LucoftheG-Def/EndRdx/Rchg(40) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(40) Level 26: Hemorrhage -- SprStlGl-Acc/Dmg(A), SprStlGl-Dmg/Rchg(40), SprStlGl-Acc/Dmg/Rchg(42), SprStlGl-Dmg/EndRdx/Rchg(42), SprStlGl-Acc/Dmg/EndRdx/Rchg(42) Level 28: Cloak of Fear -- CldSns-ToHitDeb(A), CldSns-Acc/ToHitDeb(43), CldSns-ToHitDeb/EndRdx/Rchg(43), CldSns-Acc/EndRdx/Rchg(45) Level 30: Combat Teleport -- BlsoftheZ-ResKB(A) Level 32: Savage Leap -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(45), Arm-Acc/Rchg(45), Arm-Dmg/EndRdx(46), Arm-Dam%(46) Level 35: Zapp -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(48), StnoftheM-Dmg/EndRdx/Rchg(48), StnoftheM-Dmg/ActRdx/Rchg(48), StnoftheM-Dam%(50) Level 38: Soul Transfer -- RechRdx-I(A) Level 41: Ball Lightning -- Ann-Acc/Dmg(A), Ann-Dmg/Rchg(43), Ann-ResDeb%(46), Ann-Acc/Dmg/Rchg(50), Ann-Acc/Dmg/EndRdx(50) Level 44: Shadow Dweller -- LucoftheG-Def/Rchg+(A) Level 47: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 49: Super Speed -- BlsoftheZ-ResKB(A) Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(37), Mrc-Rcvry+(37), Prv-Absorb%(37) Level 2: Stamina -- PrfShf-End%(A) Level 1: Blood Frenzy Level 49: Quick Form Level 50: Musculature Core Paragon Level 50: Pyronic Core Final Judgement Level 50: Degenerative Core Flawless Interface Level 50: Banished Pantheon Core Superior Ally Level 50: Barrier Core Epiphany Level 50: Melee Core Embodiment Level 1: Assassination ------------
  20. Yes, that's exactly what it does actually if your secondary is mostly melee like /Dark... 🤨 Energy/Energy or /TA or /Dev, etc. can actually be helpful in your survivability keeping enemies away indefinitely without getting in the way of your secondary...
  21. It's not about "do not want to move around", it's that your powersets want you to simultaneously be in melee range and far away for the cone and moving back and forth is obviously a loss in effectiveness. Sonic/Dark gets a special mention because as I mentioned previously, it is mostly long activation cones which you need to be at considerable range for them to be effective. "So I am not sure where the notion comes from that it is lacking in area damage." Oh I don't know, maybe it's the fact that every attack is single target and disintegrate spread is not the same as AoE damage. "But not workable? Not appealing to someone?" These are 2 different things both of which are not the premise of this thread, nor anything I said. Obviously if a set did not work it would be a major problem unrelated to the topic at hand. Obviously appealing to someone is subjective and unrelated to the topic at hand. I do feel like I'm talking to myself though a lot on this forum because I know people aren't reading what I wrote and just forcing their opinion upon it especially when you say "subjectively not to your tastes" despite me giving a great example of a set that actively works against itself. So I reiterate: "Most of this thread seems to be in agreement that there are no bad builds, but anyone that says that clearly hasn't cared to think of reasons a combination of powers would be bad."
  22. Not true, the most extreme case being Sonic/Dark/Munitions; This would be awful to play because it counters itself in the worst ways wanting you to be in close range but far for all the cones and all while dealing very little damage. This is also not the only one of it's kind, Assault Rifle is also mostly cones, Beam/Energy would have a difficult time clearing anything more than 1 at a time. Most of this thread seems to be in agreement that there are no bad builds, but anyone that says that clearly hasn't cared to think of reasons a combination of powers would be bad. As per this thread, I tried to make a list of builds in everything, but they were never stickied, nor the best way to do it. What needs to happen is a build-sharing website which has been in the works for more than a year now, which can have a rating system to show what people think is the best builds. Even then it's flawed. If you want a really good opinion on how a build will function, try the Homecoming Discord where the min-max veterans tend to hang out.
  23. 1) One could argue that your ST hold can stack long enough to work on AV/Monsters, but that's a question of build so generally true. 2) Most teams I've run with that were end game (probably at least 100 teams by now), were pickup groups where it's not very organized, enemies are easily spread around, and lesser enhanced teammates tend to go down trying to "kill things at a speed that renders control inefficient" making the job of crowd control very helpful. Of course no one realizes it until you aren't CCing every pack of mobs and they're face-down. I'd say probably half the 'end game teams' are not actually prepared for endgame, though it's a bit easier to be now with the enhancement QoL patches. 3) Generally ST though where your primary generally gets a lot of AoE damage + control is just a bonus. Looking at you Plant/ 4) Corruptors are superior to everyone. 5) Sure and holds and roots assist with that by preventing, for example, your Bonfire maniacs/Nova users/Fear-inducing teammates from scattering enemies all over the place.
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