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Rathulfr

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Everything posted by Rathulfr

  1. My current oddball habit is restricting myself to a maximum of 10 alts per server (40 NA/10 EU). But I play mostly on Everlasting, second on Excelsior, rarely on Indom, and almost never on TB and Reunion. So I end up shuffling alts to the other servers to make room on Ever and Excel. I also always sort my characters by level then name on each server list, highest at the top, lowest at the bottom.
  2. Yep, I had the same experience with my OG Energy² Blaster (see sig). I was playing/building him with the same mentality I had in retail, and I was getting frustrated, so I ended up shelving him to play Sentinels. Then I figured out how the new secondaries worked and I was like, "WTFBBQ?!?!?!" I wish I had known this on 4/24/19, or else I wouldn't have wasted months playing other characters. I came back to my Blaster, built him with the new sustain powers, and he's a beast now.
  3. Yeah, I have it late in my build, unslotted except for one proc, as a contingency plan, if I need it.
  4. This is especially tricky with Rain of Arrows, because of it's delayed DoT effect, which is so frustrating. The mobs scatter as soon as the to-hit roll lands the first wave of arrows (which is before the animation), so they're running out of range of the second and subsequent waves of arrows. If you fire Snap Shot first and then RoA, you're exacerbating that problem: the aggroed group will start to move when your Snap to-hit lands, thereby taking a few of the mobs out of range of your RoA, even if it's immediately after Snap.
  5. This sums up my experience with Sentinels. I really do like them: I have almost as many Sentinel alts as I do Blasters, and way more than any other AT (including Corruptors, which also play very differently). But at the end of the day, Blasters are still my #1. And I've also rolled a few Fire/* Sentinels to pump up the volume on DPS, but it's still not quite the same. They're good, but still feel a bit "meh" to me. But I think that's just something I've always had with Fire, even in retail. Fire feels like a tired old cliche, as it's been done to death in so many other fantasy MMOs that I've played. I don't really feel like I'm playing CoH when I play Fire: I feel like I'm playing an oddly-skinned EQ or WoW. So that's just a personal thing for me, not a failing of Fire in any way.
  6. He'd definitely understand the Carmen Miranda reference, that's for sure.
  7. No, I didn't mention the XP boosters, which are different than the amplifiers. Amplifiers are temp powers that grant stat buffs for 1 hour, which can be stacked up to 8 hours, of in-game time (which means they persist/pause on logoff). This is extremely helpful for new players/characters.
  8. Ooh, I just thought of one. When you create a character, create 6 costumes and save them. When you enter the game at level 1, go to the trainer and/or tailor and change the other 5 costume slots to the other 5 costumes you saved. It won't cost you anything, because costume changes are free until level 10.
  9. Sniper Blast on my Energy Blaster and Ranged Shot on my Archery Blaster seem to be working perfectly well. Was this fixed recently, and is only broken on Stalkers?
  10. Short-list: There is no "best" or "meta" build -- lots of different builds are good and meta, and there are almost no "bad" or "gimped" builds. Sure, some are more effective in some aspects, but every build can be made to work in most situations, either solo or teamed. People who come from other MMOs often discover optimal builds on sites like IcyVeins or Noxxic, because the build options in other MMOs are often so limited. But the sheer number and variety of builds and IO sets in CoH mean that's not a problem here. So play you want, whatever you like, whatever seems interesting, because it'll probably work. Buy 8 hours of amplifiers at one time from the P2W vendor when you're level 1 (assuming you have the 24K Inf required to do so). 8 hours of in-game time is a long time: often well into your 20s-30s. The amplifiers (there are 3 of them) get significantly more expensive every with every level (e.g., level 2 = 4K per hour per amplifier). So front-loading those at level 1 is the best value. When you create a new char, run DFB four times to get four buff powers. These stack with the amplifiers you got at level 1, and they last until level 22. There's another set of buff powers that last until 30 for running DiB; however, by that time I'm interested in running other stuff, so DiB is kinda dull. YMMV. Don't be afraid to lead teams. It's not hard to do: you don't need any special knowledge or skills. Usually folks are just happy to hang out with others and play, so you don't need to stress about it. Don't buy enhancements until level 22 -- they're not worth the expense: just use whatever drops you get along the way. And when you do decide to buy enhancements, buy level 25 or 30 common IOs, instead of single-origins (SOs). They never expire, and you can use them all the way up to max level, when you're ready to invest in IO sets. Sell yellow and orange salvage on the AH: you'll get a lot more for it there than vendoring it. Always craft orange (rare) recipes, whenever possible. You can usually sell it on the AH for more than it cost to craft, in most cases. When you can't, use Converters to convert a Rare enhancement into another Rare enhancement that will sell well. Buy attuned enhancements (when you start buying IO set enhancements) so you can use them earlier and enjoy their set bonuses when exemplared to lower levels. This does not apply to purples, which can't be equipped until 50 anyway.
  11. You might want to include a link to the wiki, which is still mostly good info, and contains about 80% of the same info: https://paragonwiki.com/wiki/Auction_House. I'd prefer a guide that offered the delta information (such as bucketing), and other usage tips and tricks, which are not already covered by the wiki.
  12. Because nobody has mentioned it yet... https://paragonwiki.com/wiki/Emotes
  13. Truth. I have a handful of Blasters with Tactical Arrow simply because the auto/toggle powers are too good to pass up. The only time they ever draw the bow is to get a pesky hover-mob out of their face with E-Net Arrow (the unavoidable T1).
  14. My Archery/Tactical Blaster (50+3) is quite good and fun to play: I think it's quite a viable combination. Any problems (such as highly-resisted damage types) come from the Archery primary, not the pairing with Tactical secondary. So this would apply to any Archery/* Blaster build, not just Archery/Tactical. Archery/TA Corruptor, on the other hand, not so much (as you point out). Here the problem is the Trick Arrow secondary, which while thematically consistent, isn't really synergistic with Archery (go figure). So this would apply to any */TA Corruptor build, not just Archery/TA. Yes, there are proc gimmicks you can use with TA to improve the situation (as others have pointed out). However, they're just that: gimmicks. Trick Arrow needs -- and from what I hear, will soon get -- a serious buffing effort. So the problems with Trick Arrow might just be going away soon.
  15. Yep, that's the way I remember it. The idea to summon a base portal in the same way as an Ouro portal would be really cool. It's a great way to invite friends/teammates to "check out my base!"
  16. All of my Blaster builds try to soft-cap Ranged and Smashing/Lethal. I don't sacrifice much doing so, either. Mez mitigation is often one of the reasons I try to maximize defense: you can't get mezzed if the mez can't land in the first place. Yes, I know that what's dead can't mez you, either; however, we can't always kill everything immediately, no matter how good our damage gets. Inevitably, something's going to survive long enough to attempt an attack, so why not try to mitigate?
  17. Using popmenus sounds like a great idea for this, @tidge! I'm going to have to try this.
  18. Here are my fly binds: /bind F12 "powexectoggleon Hover$$powexectoggleon Fly" (so that F12 alternates between the two) /bind F11 "powexecname Afterburner" (so that I can just press F11 and F12 in quick succession as needed) I also do this with Combat Jumping/Super Jump and Sprint, on my characters that don't have Flight.
  19. I've revised my idea for Hasten to keep this thread going! Feel free to pile on, everyone! Add +15% recharge to Swift, so that everyone gets the functional equivalent of 2 LotG procs. Make Hasten a toggle power like Combat Jumping or Hover, to allow us to /powexecauto a different click power (like Domination, * Brawler, etc.). Everyone gets perma-Hasten and autocast freedom! But this should come at a high endurance cost, like 0.32/sec (same as similar pool power toggles). Nerf Hasten recharge to +50%. Because Hasten is now a toggle instead of click, and Swift grants +15% recharge to everyone, nerf its recharge to +50%. The new recharge of the combined Swift + Hasten is +65%, which is a 5% nerf, but that's not really a nerf because it's now a toggle and there's no longer any down time between Hasten cycles. This will also be least disruptive to any builds that depend on a high global recharge value. Add +defense to Hasten. Because Hasten is now a toggle like CJ or Hover, it should also give the same defense percentage as CJ or Hover (~2%, depending on AT). This means it should also take Def/EndRed enhancements, and Defense IO sets. This will make all of the travel power pools work consistently: Speed = Hasten + Super Speed, Leaping = Combat Jumping + Super Jump; Flight = Hover + Fly; Teleportation = never mind that, nobody takes Teleport anyway (/em whistles in the dark). I've put on my best asbestos panties: fire!
  20. When evolution stops, we all do.
  21. Nerf Stalkers! 🤣
  22. Brutes. That's the short answer. Once you could create Brutes on blue side, the handwriting was on the wall for tankers. Why play a character that can survive anything but deal no damage, when you can play one that deals lots of damage and can survive almost anything? Combine that with the proliferation of power sets to other ATs to make them more survivable, there's less need for a team member who specializes in aggro management without contributing to overall DPS (that would be the tanker). Add IO sets and Incarnates, and there's no reason to herd/taunt/finesse mobs any more. It's The Age of the Steamroller: tankers need to not apply. I'm not saying this is a good or bad thing. It's just a thing. And it's just my opinion, which is worth as much or as little as anyone else's.
  23. @nihilii has posted some impressive pylon numbers on his Sentinels. Although it seems to me he does this by using the Psionic Mastery epic pool in spite of his Sentinel primary set (not in addition to). But I'm no expert on the subject: I don't math good. I play for the feels, not for formulae on a spreadsheet. And Sentinels just feel weak to me, even though I really do love them (honestly!). But my opinion might be a minority one.
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