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pyrocumulus

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  1. I went beam/dark to double up on -res and -regen. Beam is also ranged/cones and dark plays well with that (if you go with something with a PBAOE debuff aura it will be hard to apply and get good spread for your cones). I went for a pulp science fiction theme and the /dark is themed as interdimensional energy. The character's name is "Raygun Gothic".
  2. Faultline for Blue - the zone is really interesting to explore, just so long as you don't bring super speed. I was amazed the first time I explored the Arachnos tunnels in full. And the arcs are great. Cap au Diable with a honourable mention for St Martial for Red - Both have interesting neighbourhoods with a different feel to every one (especially downtown St Martial, which looks far livelier as a 'downtown' than anywhere Blue), but I spent so many hundreds of hours in Cap on Live it feels like 'home' to me when I zone in. Also I like Marshal Brass' Aeon arcs that lead up to the Virgil Tarikoss SF (and now Hammond's Luddite one, too.) Imperial City for Gold - It's beautiful at night. Bloody Bay for HZ/PVP - I love getting a pocket Shivan buddy. Honorable mention to RWZ for that rock riff when you zone in.
  3. I currently have a thugs/rad at 32. I've been enjoying /rad a lot more on a MM than on defenders or corruptors, personally; I find I have more time to devote to decently effective management of the rad toggles as I can cast/move them while the pets attack, instead of trying to mix them into the attack chain. I don't have any personal attacks, so all my end goes to running the toggles, Choking Cloud, and Leadership. I've themed the character as a post-apocalyptic cult leader preaching a gospel of salvation through mutation, and the thugs are my loyal cultists! I use AM just after the start of combat, standing between the melee spawn and the back line; this tends to most reliably hit the majority of the team. If other players want it, they'll keep in close. If they run off, they clearly believe they can do without. No need to macro "gather for AM!" I always like the idea of tp friend-fallout-vengeance-mutation, but in practice it takes too long and other players won't wait. I do, however, always take the rez when playing a set that has one, I don't feel like a good team player if I deliberately skip it. I find Vengeance a great one-slot wonder on TFs; if the end fight is too difficult for the team comp, someone will go down, and a opportune Vengeance can turn the tide.
  4. I reworked Street Adept based on some of your suggestions. This is as a vanilla level 50 with no purples, no catalysed enhancements, no Winter-Os. I removed some of the set bonuses for regen to add more defence and S/L resist. @L50 45.6% defence S/L/F/C, 45% E/N, 33% Psi 90% S/L resist, 58% psi resist, 21 to 25% other types 671% regen, 87 hp/s with 1 foe in RTTC, 140 hp/s saturated Currently @L40 34% S/L/F/C/E/NE, 25% Psi 85% S/L resist 649% regen, 82hp/s with 1 foe in RTTC, 134 hp/s saturated Remaining issues - -I'm not a huge fan of Focused Accuracy, it costs a fortune in Endurance. Yes I am a WP, but it pushes my end usage up to 2.16 EPS, and I will need to run it and Tactics as 3 of my attacks are not slotted properly for acc. I would like to take Physical Perfection but I'm not sure what to drop for it - possibly Focused Burst, but I quite like having a ST attack with a greater range in my toolbox. If I chop out Body Blow for Focused Burst in my attack chain I lose Kinetic Combat's 3.75%, and I have an attack missing in my chain when exemplared. -The remaining defences aren't all in place until level 50, by which time my concern over being too squishy for a sidekicked-to-50 TF tank is no longer relevant. -I have lost a slot in Hasten which means lower uptime for Power Siphon until I can slot L50 IOs. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! SA Regenerator 2: Level 50 Natural Tanker Primary Power Set: Willpower Secondary Power Set: Kinetic Melee Power Pool: Fighting Power Pool: Leaping Power Pool: Speed Power Pool: Leadership Ancillary Pool: Energy Mastery Hero Profile: Level 1: High Pain Tolerance -- ImpArm-ResPsi(A), StdPrt-ResDam/Def+(3), Heal-I(3) Level 1: Quick Strike -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(5), KntCmb-Dmg/Rchg(5), KntCmb-Dmg/EndRdx/Rchg(7) Level 2: Mind Over Body -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam/EndRdx(7), UnbGrd-Rchg/ResDam(9), UnbGrd-ResDam(9), GldArm-3defTpProc(11) Level 4: Fast Healing -- NmnCnv-Heal(A), NmnCnv-Heal/EndRdx(13), Heal-I(15), RgnTss-Regen+(50) Level 6: Indomitable Will -- ShlWal-ResDam/Re TP(A), ShlWal-Def(15) Level 8: Rise to the Challenge -- NmnCnv-Heal(A), NmnCnv-Regen/Rcvry+(17), NmnCnv-Heal/EndRdx(17), NmnCnv-Heal/EndRdx/Rchg(19) Level 10: Boxing -- Empty(A) Level 12: Smashing Blow -- GntFis-Acc/Dmg(A), GntFis-Dmg/Rchg(19), GntFis-Acc/Dmg/Rchg(21), GntFis-Dmg/EndRdx/Rchg(21), GntFis-Acc/Dmg/EndRdx/Rchg(23), GntFis-Rchg/+Absorb(23) Level 14: Quick Recovery -- EndMod-I(A), EndMod-I(25), PrfShf-End%(25) Level 16: Repulsing Torrent -- OvrFrc-Acc/Dmg(A), OvrFrc-Dmg/End/Rech(27), OvrFrc-Acc/Dmg/End(27), OvrFrc-Dam/KB(29), OvrFrc-Acc/Dmg/End/Rech(29) Level 18: Heightened Senses -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31), ShlWal-Def/EndRdx(31), ShlWal-Def(31) Level 20: Power Siphon -- GssSynFr--Build%(A), GssSynFr--ToHit/Rchg(33), GssSynFr--ToHit/Rchg/EndRdx(33), GssSynFr--ToHit/EndRdx(33), GssSynFr--Rchg/EndRdx(34), GssSynFr--ToHit(34) Level 22: Body Blow -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(34), KntCmb-Dmg/Rchg(36), KntCmb-Dmg/EndRdx/Rchg(36) Level 24: Super Jump -- Jump-I(A) Level 26: Hasten -- RechRdx-I(A), RechRdx-I(36) Level 28: Burst -- MghoftheT-Rchg/Res%(A), MghoftheT-Acc/Dmg/EndRdx/Rchg(37), MghoftheT-Dmg/EndRdx/Rchg(37), MghoftheT-Acc/Dmg/Rchg(37), MghoftheT-Acc/Dmg(39), MghoftheT-Dmg/Rchg(39) Level 30: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(39), UnbGrd-ResDam/EndRdx/Rchg(40), UnbGrd-Max HP%(40) Level 32: Weave -- Rct-Def(A), Rct-ResDam%(40), Rct-Def/EndRdx(42), Rct-Def/EndRdx/Rchg(42), Rct-Def/Rchg(42) Level 35: Taunt -- MckBrt-Taunt(A), MckBrt-Taunt/Rchg(43), MckBrt-Taunt/Rchg/Rng(43), MckBrt-Taunt/Rng(43), MckBrt-Acc/Rchg(45) Level 38: Focused Burst -- Dvs-Acc/Dmg/EndRdx/Rchg(A), Dvs-Acc/Dmg/Rchg(45), Dvs-Dmg/EndRdx(45) Level 41: Combat Jumping -- Ksm-ToHit+(A), DefBuff-I(46), DefBuff-I(46) Level 44: Maneuvers -- LucoftheG-Def/EndRdx/Rchg(A), LucoftheG-Def/EndRdx(46), LucoftheG-Def/Rchg+(48) Level 47: Tactics -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(48), EndRdx-I(48) Level 49: Focused Accuracy -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(50), EndRdx-I(50) Level 1: Brawl -- Empty(A) Level 1: Gauntlet Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Prv-Heal(A), Prv-Absorb%(11) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13) Level 0: The Atlas Medallion Level 0: Task Force Commander Level 0: Portal Jockey Level 0: Freedom Phalanx Reserve ------------
  5. Edited my top post; I'm currently on 77% S/L resist. I have tried to go all-out on regen, then try to softcap def - what value is actually worth chasing? I have 700% regen currently. Most of the builds here drop Power Siphon/Build Up, are they not considered worth it on tankers? I wish Power Siphon had a greater uptime - it's about 45 seconds. I was figuring I only needed to get to 41% defence due to RTTC's -tohit. Should I not rely on this due to mob resistance? I went for a streetfighter with enchanted chi focusing tattoos, Tsoo-style.
  6. My first-ever decently high level Tanker has hit 40. I am slotting as I go using the build below, with my next power picks being Combat Jumping, Maneuvers, Tactics, and Vengeance. I currently: -regenerate 56hp/s with no one to feed RTTC (up to about 200hp/s with it saturated) -have 25% S/L and 30% E/NE/F/C defence (+ an effective 3.5% from RTTC's -ToHit) -have 77% S/L resist and 23% E resist I have all 4 passive accolades. How can I be survivable enough for the run to 50, without exemping down to low level stuff or soloing? Grouping content I do at this level will invariably be +4x8 level 50, and I don't think I'm robust enough to tank, say, the ITF on those settings. I can currently stand up indefinitely to a +2x8 group of Carnival or Malta if I manage to neutralise the Ring Mistresses/Sappers immediately, but debuffs are my immediate downfall - as soon as a couple stack (and/or if I run out of Lucks) I've had it. On +3x8 I can't survive a spawn solo, and I couldn't survive the Mender Silos Task Force (sidekicked to 47) duo'd on 1x8, due to Arachnos debuffing. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Street Adept: Level 49 Natural Tanker Primary Power Set: Willpower Secondary Power Set: Kinetic Melee Power Pool: Fighting Power Pool: Leaping Power Pool: Speed Hero Profile: Level 1: High Pain Tolerance -- Heal-I(A), NmnCnv-Heal(3), NmnCnv-Regen/Rcvry+(3) Level 1: Quick Strike -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(5), KntCmb-Dmg/Rchg(5), KntCmb-Dmg/EndRdx/Rchg(7) Level 2: Mind Over Body -- UnbGrd-Max HP%(A), UnbGrd-Rchg/ResDam(7), UnbGrd-ResDam(9), UnbGrd-ResDam/EndRdx(9) Level 4: Fast Healing -- NmnCnv-Heal/EndRdx(A), NmnCnv-Heal/Rchg(13), NmnCnv-Heal/EndRdx/Rchg(15), NmnCnv-Heal(15) Level 6: Indomitable Will -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(17), ShlWal-Def/EndRdx(17), ShlWal-Def(19) Level 8: Rise to the Challenge -- NmnCnv-Heal(A), NmnCnv-Heal/EndRdx(19), NmnCnv-Heal/EndRdx/Rchg(21), NmnCnv-Heal/Rchg(21) Level 10: Boxing -- Empty(A) Level 12: Smashing Blow -- GntFis-Acc/Dmg(A), GntFis-Dmg/Rchg(23), GntFis-Acc/Dmg/Rchg(23), GntFis-Dmg/EndRdx/Rchg(25), GntFis-Acc/Dmg/EndRdx/Rchg(25), GntFis-Rchg/+Absorb(27) Level 14: Quick Recovery -- EndMod-I(A), EndMod-I(27), PrfShf-End%(29) Level 16: Repulsing Torrent -- JvlVll-Acc/Dmg/End/Rech(A), JvlVll-Acc/End/Rech(29), JvlVll-Dam%(31), OvrFrc-Dam/KB(31), OvrFrc-Acc/Dmg/End/Rech(31) Level 18: Heightened Senses -- ShlWal-Def(A), LucoftheG-Def(33), ShlWal-Def/EndRdx(33) Level 20: Power Siphon -- GssSynFr--Build%(A), GssSynFr--ToHit/Rchg(33), GssSynFr--ToHit/Rchg/EndRdx(34) Level 22: Body Blow -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(34), KntCmb-Dmg/Rchg(34), KntCmb-Dmg/EndRdx/Rchg(36) Level 24: Super Jump -- Jump-I(A) Level 26: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36) Level 28: Burst -- MghoftheT-Rchg/Res%(A), MghoftheT-Acc/Dmg/EndRdx/Rchg(37), MghoftheT-Dmg/EndRdx/Rchg(37), MghoftheT-Acc/Dmg/Rchg(37) Level 30: Tough -- Ags-Psi/Status(A), StdPrt-ResDam/Def+(39) Level 32: Weave -- Rct-Def(A), Rct-Def/EndRdx(39) Level 35: Taunt -- MckBrt-Taunt(A), MckBrt-Taunt/Rchg(39), MckBrt-Taunt/Rchg/Rng(40), MckBrt-Taunt/Rng(40) Level 38: Focused Burst -- Dvs-Acc/Dmg/EndRdx/Rchg(A), Dvs-Acc/Dmg/Rchg(40), Dvs-Dmg/EndRdx(42) Level 41: [Empty] Level 44: [Empty] Level 47: [Empty] Level 49: [Empty] Level 1: Brawl -- Empty(A) Level 1: Gauntlet Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Prv-Heal(A), Prv-Absorb%(11) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(11), EndMod-I(13) Level 0: The Atlas Medallion Level 0: Task Force Commander Level 0: Portal Jockey Level 0: Freedom Phalanx Reserve ------------
  7. Ancedotally, I can report that my fire/traps corruptor's DOT stack of Rain of Fire+Caltrops+Acid Mortar provokes the strongest flee AI I've seen in the game. Leveling solo/duo, it actually allowed me to take on much stronger spawns than normal, as it completely neutered incoming damage, but now I'm 50 I had to take Web Envelope to get them to stay put. The strongest melee flee reaction I've seen was from duoing a Widow and Crab, again I suspect because of the toxic DOT components of both our attacks.
  8. "Metagaming" in tabletop RPGs refers to using outside knowledge to influence in-character decisions. If my DM starts drawing a battle map for the PCs' audience with the duke, we will suspect something is afoot. In character, though, of course we can see the layout of the duke's audience chamber. It would be metagaming to then take actions (say, casting Shield) based on the expectation of being attacked. In this case, you are still playing the game-of-the-game; you are basing your reactions on players' emergent gameplay (you expect a fight because the DM never ever draws battlemaps for flavour), not anything in the mechanics (perception checks) or narrative (the duke has just lied to you). I believe the MMO usage has drifted across from the wargame/CCG usage I described above.
  9. The travel powers are a real part of what makes CoH characters to me feel different from other MMOs, they're so thematic, and I can't bear to make a character without one. An angel with a jetpack and ninja run? That's a nah from me. Exploring the zone in three dimensions is still an utter joy for me. I'll cross Mercy Island by leaping from rooftop to rooftop, or see if I can get to the top of the Grandville Tower and get Master of the Airwaves with just Super Jump. I'll fly up to the top of skyscrapers in Steel Canyon just to see what's on the roof. I still need to get round to make a /energy blaster with Teleport and Boost Range 3-slotted, just cause I've always wanted one.
  10. I normally like to see my character's armour powers and put a lot of work into integrating them into their costume (I'll make an exception for all the chitin in Bio Armour...). However, the 'fizzing' particle effect in Alpha Barrier and Particle Shielding makes my head hurt just to look at them. I'd like to be able to shut just these off, or swap with an alternative effect.
  11. To me, the important part of this is the context of what other people bring to the event. Metagaming is decision making based on what other people in a multiplayer (PvE) or competitive gaming environment are doing, or you think/expect they will do. It gets muddy, because it can't be divorced from mechanics gaming decisions, and the context of "what is the game" changes both the raw numbers and the metagame. Consider - Is a FF defender useful?
  12. The metagame, i.e. the game-of-the-game, involves playing the game as played by actual players as a separate strategic layer over and above the game's underlying mechanics. In competitive games, this produces a cyclical game of rock-paper-scissors of game balance in addition to the mechanical game balance. For example, in a tabletop wargame: 1. If 60% of the playerbase play one faction, "Super Knights", if you design a tabletop army skewed to exploit weaknesses of that faction you will have a greater than average win rate at tournaments, even if your army is not otherwise optimised by the inherent rules of the game. 2. If the strongest faction against the Super Knights is the Death Witches, many players will start playing that faction. 3. The Death Witches are now thought to be OP by the game studio, who bring out an expansion that includes models that can cast counterspell. 4. The player community now all include counterspelling as a basic requirement of an effective tournament list, because now so many people own a Death Witches army. This can be seen in pretty much any game that incorporates 'perfect imbalance' design: In a PvE game like COH, metagame refers to 'what is the game, through the filter of the perceptions and playstyles of the player community' - e.g.: -Is endurance consumption an issue, or is it a solved problem with IOs? -Is the "game" the experience 1-50, or 50+ incarnate? -Is a purpled-out build a 'normal' game experience? -Are control, healing, and buffs useful? So saying 'what is the meta build' is a shorthand for 'which AT/powerset/IO build is considered to currently be most effective, in the environment of the game as it currently played, by the player community'.
  13. Frosty appears in my favourite tip mission, My Other Selves. https://paragonwiki.com/wiki/Mission:Tip_-_My_Other_Selves He also appears in the hero/vigilante tip, Miss Thystle's Plea. https://paragonwiki.com/wiki/Mission:Tip_-_Miss_Thystle's_Plea Spoiler: By level 40, he's rethought his life and redeemed himself as a hero.
  14. The first Stalker I built in CoV was a Neuromancer-inspired street samurai (claws/energy). She didn't last all that long and was later rerolled to claws/willpower a few issues later. I always loved the costume, though, and kept all my costumes from Live for using in Icon. Now Homecoming is up, she's been recruited by Arachnos into the ranks of the Night Widows. I've also recreated a few characters with a Powerset Proliferation update but she's the only character concept to actually swap AT.
  15. I'd just like a simple spear or two, similar aesthetic to the Barbarian Broadsword, and I'm surprised there was never one added on Live. The Tech Staff and naginata options are there, but I'd like to be able to create spear-wielding characters outside of tech and martial arts concepts.
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