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Hopeling

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Everything posted by Hopeling

  1. Does anyone have an example of a high-end /Bio sentinel build for stuff like this? I feel like I can never get a typed defense build I'm happy with on a sentinel.
  2. If the ParagonWiki page is still accurate, no.
  3. Toggle suppression means that the toggle stays on in your power bar, but its effects stop until the mez ends. Is this different than what you're seeing?
  4. Phalanx Fighting gives you +3.75% defense all the time, and +2.25% defense per nearby ally. The first part is unenhanceable, and since the second is unreliable on a team and near-worthless solo, most builds prefer to build for defense elsewhere instead of slotting Phalanx Fighting for defense. It can be worthwhile if you really want a set bonus or something. If you only have enough slots for Phalanx Fighting or Weave, definitely slot Weave.
  5. I usually take the DoT interfaces. I'd rather have a decent amount of damage than a minor debuff. Interface debuffs do stack, up to 4 stacks. But that's 4 stacks total between all players applying the debuff, so if you're taking a "popular" debuff like -res, then in teams you're not really contributing anything extra. So there is some incentive to take the less popular Interface powers. I believe the DoT powers also have a limit on how high they can stack, so again, there's an incentive to take the ones other than Reactive.
  6. Degenerative is a -2.5% debuff to the enemy's max hp. Due to the way CoH handles hp buffs/debuffs, this effect is best thought of as being like -res: it takes fewer hits to defeat the target. In fact, they are mathematically equivalent; reducing enemy HP by half is indistinguishable from making them take twice as much damage, if you couldn't see damage numbers overhead. There is often some confusion over this; for example, I often see people say that Degenerative is useful primarily to reduce enemy regen, since regen occurs in 5% ticks. This isn't really accurate; -res makes it easier to outpace regen too, but "it takes fewer attacks to undo each regen tick" is qualitatively different from "regen ticks occur less often".
  7. You can also use /leaveteam to reset the active mission (and leave the map, if you're on it). This won't work on an actual team or in TF/flashback mode though: the command works fine, but it'll leave the team or bring up the prompt to quit the TF instead of resetting just the one mission. For those, you'll have to relog or select another mission as active.
  8. It's very good for scrappers, at least as good as the stalker version IMO. We get Blinding Feint instead of Build Up, which is a win, and Attack Vitals ends with an AoE attack so you can get the extra damage on multiple targets.
  9. eldriyth, the volunteer thread for development work is right here: https://forums.homecomingservers.com/index.php/topic,2872.0.html I notice you haven't posted in it. This isn't a putdown nor a callout; I'm sure there are perfectly valid reasons you are unable or unwilling to contribute. But the rest of us also have such reasons. Nobody is getting paid to work on this. The current donations go entirely to keeping the servers up; there is no development budget.
  10. I like Intuition over Musculature for water. I'm extrapolating from my blaster here, but the same things should apply. You get slightly less bonus damage, but also +range, which is lovely for Steam Spray and for sentinels in general.
  11. Even with inf turned off, you still get salvage, recipes, and merits. These can easily make millions on the market.
  12. I've heard that Staff is best on Stalkers, for what that's worth. Also, who says that TW/Bio is better on a brute? A TW/Bio scrapper holds the record for pylon time right now.
  13. -regen and -res are hard to find in significant amounts outside of support ATs, especially together. Maximum personal DPS is generally not found in the same character as major force multipliers. But depending on how you are willing to trade off those 3 things, here are a few options: A /Sonic defender with your favorite primary for -regen. Thanks to Defender debuff modifiers, you'll actually do more damage than a Sonic/ corruptor, while also being a powerful force multiplier for anyone attacking the same target. A Sonic/Mental blaster. Worse debuffs, but more personal DPS. Drain Psyche gives a beefy regen debuff. A Beam Rifle sentinel. You get -25% res via Opportunity, a decent chunk of -regen from Disintegrate and Single Shot, and decent personal DPS. A Bots/Traps MM. Plenty of DPS, strong - regen, and decent -res. You can also get -regen from a Longbow Cataphract lore pet, although that's only up for 5 minutes every 15. For the specific goal of a minimal Hami raid, I'm sure a well-selected team would help, but I'm not at all sure what the best setup is. It would depend on the rest of your team though.
  14. Hurdle only enhances jump height by 166% base, which isn't very much considering that base jump height is a measly 4 feet. For comparison, Ninja Run gives +695% and Super Jump gives +2780%. A Jump SO in Hurdle will only increase your jump height by about 2 feet. Open up your combat attributes window and check your jump height stat before and after slotting. There should be a difference. If it's having literally zero effect, that's a bug.
  15. Jump enhancements should already affect jump height. They did last time I checked, which admittedly was before shutdown, but I don't know of any reason it would have changed. Are you looking in power info or combat attributes and seeing zero change, or just gauging by which walls you can/can't get over?
  16. I would say that, if your analysis is missing something, it's that the other sets with bad ST damage make up for it with strong AoE damage (Assault Rifle, Water Blast) and/or other utility (Water Blast has slows and guaranteed AoE knockdown and a heal; Dark Blast has a heal and -tohit and a hold). Energy Blast is, if anything, even worse at AoE than it is at ST. It's OK for a set to be bottom-of-the-barrel at something, but not at everything. If Energy/ were at least the king of soft control, then maaaaaybe this would be justifiable - but the only guaranteed knock powers are Power Push and Nova, the rest have a 60% chance or less! Water Blast is better at knocking down crowds than Energy is!
  17. It's a -9999% damage debuff, so yes, it floors you to 10% of base damage during the crash no matter what other buffs you have. But even for brutes and tankers, doing essentially no damage for 10 seconds every 120 isn't SO harsh a penalty that Rage stops being enormously beneficial. For scrappers, if the power is just ported over directly, it would be dramatically more beneficial than that, because of the AT scaling involved. That's why I keep saying that, however good it is for brutes, it's much better than that for scrappers, in just the same way that Blinding Feint is, only more so.
  18. Every attuned IO is the same. It doesn't matter what it was before you attuned it, nor does it matter what level you are when you attune it. At the end, it's just an attuned version of that IO, and there's only the one attuned version. It will give enhancement values as if it were a crafted IO of your character level, unless the set caps out below that. For example, an attuned set of Kinetic Combat on a level 50 character will still only provide the enhancement values of a level 35 IO, because Kinetic Combat caps at 35.
  19. +1, Sunsette. Energy Blast could use a buff for other ATs too, frankly. Its damage isn't exciting for anybody, the secondary effect is actively unhelpful in a pretty good fraction of situations (and since literally every power is a knock, it gets a bit redundant), and Power Push is hot garbage for non-sentinels. Just buffing the numbers would certainly work. I've sometimes thought about giving the set some kind of special mechanic based on knockback, like giving a self damage buff or reduced smash/energy resist to the target when a knock effect triggers.
  20. It's an anomaly in that it has a resist component in one of its powers (11.25% base in Deflection). /EA has a couple percent less from Dampening Field. /Ice and /Nin and /SR have none, so the same setup will get them to about 55% (plus the scaling resist IO, and /SR's own scaling resists). In other words, even a pure defense set can now have more S/L resist than /WP did before i24, which was enough resistance to consider it one of its defining features.
  21. Out of an /Elec and a /Shield built for durability, which one is tougher? The one with higher resists, right? Which means /Elec? But this is a trick question. Both have capped S/L resist, and /Elec might have softcapped S/L defense, but the /Shield is softcapped to everything, and can have 95% DDR by stacking AD with Membranes. Does higher elemental resistance make you more or less durable than near-immunity to defense debuffs? I'd vote less, but it kind of depends on the situation; there's not an obvious winner overall. "Resist sets can add defense, but defense sets can't add resist" is i23 thinking. It's not too hard to add ~30% S/L resist from IOs: 6% from the Scrapper's Strike 6pc, 5% from the pvp unique, 3% from the scaling resist unique gets you 14% before you even start counting regular sets. It's not as easy as building defense, sure, but it's substantial.
  22. Yes, and an endurance cost, but those aren't large enough to make a scrapper running around with permanent +200% damage balanced. (Also, scrappers can take Shadow Meld, which would be really good for mitigating the defense crash.)
  23. "During Rage" is all the time. Scrapper attacks don't taunt; a -def debuff is far less fatal in a team setting than for Brutes or Tankers.
  24. Trading RttC for Recon is fine; it works better for hit-and-run play. Losing Quick Recovery is a bummer. I'd much rather give up Resurgence or Strength of Will.
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