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aethereal

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Everything posted by aethereal

  1. "Never" is a long time. Who knows, maybe in a few years we'll be able to ask superintelligent AI to create infinite content for CoH including dozens of new arcs leading into the whole Battalion story or whatever it is. But I don't think that the incarnate system will be "finished" in the sort of default forward-looking environment of Homecoming as it stands.
  2. To hit debuff from the AA proc lasts 10 seconds. Not affected by enhancements. 7.5% to hit debuff, resistable.
  3. It looks like Energy Aura has a maximum possible recharge bonus of +40% if you manage to hit ten targets with Entropic Aura.
  4. Huh, I was just glancing at Cross Punch, and does it only get 5% chance to crit for Scrappers, no 10% for LT's/Bosses? That's mildly annoying for it.
  5. It's an ordinary crit. Like most DoT powers, crits on both Stalkers and Scrappers do the full value of the DoT as an up front package. Scrappers get a 162 point crit with Hemorrhage due to their higher scalar. It's 100% out of hide instead of 50% out of hide like Headsplitter because Headsplitter is an AoE. Back a few years, Hemorrhage used to get an anomalously high amount of crit damage out of hide. Now it gets the summed value of its normal damage, with no bonus for blood fury. It's exactly what you'd expect it to be.
  6. This used to be true but was fixed years ago. Stalker Hemorrhage is now just as mediocre as everyone else's Hemorrhage.
  7. Savage Melee is pretty good, and is probably the set that most benefits from being on a Brute as opposed to one of the other melee classes. It breaks in a little late. Savage Leap is the true gem of the set, and Rending Flurry is nice. Hemorrhage is unfortunately kinda weak. I find it a little boring to play because a lot of it is "maiming slash > savage strike > vicious slash > savage strike" at least while you're leveling. But the damage is there, you get a the Savage Leap opener and if you want it a nice 15' radius AoE, and I personally like the animations. Street Justice is generally good, if with slightly weak AoE, though I've never played it on a Brute.
  8. I mean, sure. Anyone can play +0/x1 while taking only one power from their armor set, as always. Or if you play in 8-man teams against most content in the game you can do literally whatever and be fine (including staying by the door). And yes, if you're in a league so you have maxed def and probably also resist you again have this layer of additional mitigation that other armors don't, just like if you rotate god mode on yourself.
  9. Okay, so here's what I'd like to say to people contemplating the new Regen: The idea that Regen has a big problem with regeneration debuff resistance is based on nothing. It's a giant game of forum telephone, where someone at some point said, "Super Reflexes has 95% DDR, so Regen should have 95% RDR," and other people picked that up and amplified it despite it never having been a significant problem with the set, until it became common wisdom. Look, if you want to get Fast Healing, feel free, but you should be aware that if you have a character with Fast Healing or without, if you're not allowed to look at the powers screen or monitor combat attributes, you very likely will be literally unable to tell whether you have that power or not even if you play 10 hours against a wide variety of content. The problem that Regeneration has -- both the original set and the revamped one -- is with damage. Using only the powers in the set, it has weaker mitigation than most armor sets. Spaghetti Betty and others have realized that you can plug this hole by essentially playing "Moment of Glory, Rune of Power, Hybrid Melee, and Barrier defense," and then having the other powers in Regeneration serve as an additional layer of mitigation on top of basically playing a maxed def or resistance character. This is in fact powerful, because most sets have nowhere to go once they max their def or res, but the big virtue of regeneration is that it's a whole different layer of mitigation that stacks well with def/res. However, if you don't continuously keep yourself in god mode with MoG + non-regen powers -- whether because that's not a style of play you enjoy or for concept reasons or whatever else -- you're going to struggle not with regeneration debuffs but with totally ordinary damage that is done not by 1% of the game but by 100% of enemies. Not throwing power choices on mostly-useless powers leaves things open to take that Shadow Meld or Rune of Power that will help a lot more with your survivability than another 20% RDR. If you don't want to take those, you should choose it based largely on whether you can usefully have it mule whichever or defense or resistance that you're chasing. Or just take another attack power.
  10. But it has zero debuff resistance. Again, you are talking about the difference between 75% resistance and 95% resistance, some-but-not-all-of-the-time. If we were talking about actual damage resistance, we wouldn't even call 75% resistance a "hole." People think that Shield has good DDR, and its DDR is usually around 75%. I really want to know: do you actually have experience being killed due to regen debuffs?
  11. Regen is far from singularly reliant on regeneration! It has two heals, a meaningful layer of resistance, and of course a defense godmode. While it will of course be significantly impaired if its regen is debuffed, it has other tools! Also, I don't know how much people actually are following this advice, but I note that the big advocates for this set tend to also take Rune of Power, Melee Hybrid, Shadow Meld, or other additional panic buttons. But, more relevantly, note that we're not talking about the difference between 95% regen debuff resistance and 0% regen debuff resistance. We're talking about the difference between 95% and 75%, and only some of the time. Like, this is such a tiny hole that has so many ways to handle it. Okay, but you don't hear people saying, "Invulnerability is a useless armor set because it has a problem with Sappers it must be given end/recovery protection." People don't say, "Devouring Earth Crystals basically entirely negate defense armor so you can't play defense armors." Plenty of armors have toxic and psi holes that are clearly much more likely to come up than this RDR hole, and mostly people say, "It's not that big a deal, just counterplay it, don't obsess over closing these holes." Like, if someone has been killed all the time because of regen debuffs and has come to the conclusion that they really want to play regen but their lived experience is that it's miserable due to not having the absolute highest level of regen debuff resistance theoretically possible in every part of the game, that's fair. I just want to ask: is that in fact what your experience is? Do you have lots of experience with deaths due to regen debuffs? Or is this getting wrapped around the axle on the forums?
  12. I really think people have gotten entirely wrapped around the axle about regen debuff resistance. I ran Bio armor, like... a lot. Here is the list of enemies that notably debuffed my regen and gave me a hard time because of it: 3. High level alt-dimension Family that had Beam Rifles. 2. Black Swan's minions the Shadows. 1. #1 with a bullet, Praetorian Clocks. Regeneration debuffs are just really quite rare! This idea that you need to not only have very high regen debuff resistance but also you need to pick underwhelming powers so that you max out your regen debuff resistance with a couple fewer enemies standing near you just strikes me as disconnected from reality. Like, guys, you'll be fine if in 1% of the game you have 75% regen debuff resistance vs 95% regen debuff resistance. I really promise.
  13. Which AV debuffs regen?
  14. Under the hood, it's just "cold damage" that's relevant. The fires have 100% resistance to all damage except cold.
  15. What does Claws have to do with any of that?
  16. If you feel like you want to use green insps for immediate breathing room, you can still do that. But if you want to use insps defensively, purples and oranges are probably better, and in either case Reconstruction (about the equivalent of a large green once every 15-20 seconds) reduces pressure on your insp usage.
  17. I would agree that recharge protection would be more valuable than regen protection, and I also thought that the revamp was tepid.
  18. Sure. Sappers annoy everyone. But @SomeGuy made the claim that "lack of debuff resistance was part of what made the set horrible before." I read a lot of Regen threads, I never once heard someone say, "The problem with Regen is it doesn't offer recovery debuff resistance, just like almost all armors." And, conversely, if you skip Quick Recovery, you'll still have most of your recovery debuff resistance (there's also up to 30% resistance in Reactive Regen if you max out stacks, I believe). Regen debuffs just aren't that common, and the problem with Fast Healing is that it contributes very little to the 95% of the mobs in the game that don't debuff your regen, they just try to kill you. Reconstruction and Second Wind are in fact useful to stay alive most of the time (Second Wind maybe less so if you already have all the max HP you need through Ailment Resistance and accolades). To be clear: I think that Fast Healing and Quick Recovery are skippable. I don't mean, "These are actively bad powers that you should never consider," like, I don't know, SR's T9 power or something. Stuff that's not worth its cast time. I mean, if you're looking at your build and you're like, "Jesus, I just need to find something to drop," then Fast Healing makes you minorly worse in a small minority of cases where you probably are fine. Quick Recovery's utility will depend on what your endurance economy needs are, but lots of builds just don't need another recovery power. Sure, you may put a slightly higher premium on targeting sappers -- just like, again, most people do.
  19. Lack of regen debuff was never what made the set bad, it was just people pattern matching Super Reflexes onto Regeneration. And 20% unenhanceable regen debuff resistance is not going to actually move the needle on regen debuffs. Recovery debuff resistance was never even remotely on anyone's complaint card about Regen. I mean, is it cool that they added some? Sure! But nobody before the revamp was saying, "Man, if this set had recovery debuff resistance, I'd be excited about it."
  20. I'm with @Yomo Kimyata. Regeneration remains a clicky, active set. I get that some people really, really, really don't want Regen to be a clicky, active set and want a passive regen set, but Regeneration is not that, even with the Instant Healing -> Reactive Regeneration change. Reconstruction is mandatory. What isn't mandatory is Fast Healing or Quick Recovery.
  21. Valuable point, thanks. Still, that would mean you need to exceed 100% slotting, which seems tough with ED. Does purple patch affect mag for powers where enhancements affect mag? It doesn't ordinarily affect mag.
  22. I would expect that Scrappers would do worse than Stalkers and similar to Brutes, without the ATO2. With possible exceptions for DB and Claws which can really leverage the Scrapper scalar with their large +damage. But I'd be interested to find out for real.
  23. Can it? I don't feel like I understand the new magnitude enhancement thing very much at all, but CoD claims that it has a mag 1 unenhanceable effect and a mag 1 enhanceable effect. Can you in fact enhance that up to mag 4?
  24. This is all just incorrect to a greater or lesser degree. Like, I don't know that that really makes a difference for your overall point, but to be clear, both Stalkers and Scrappers have better sustained DPS in long fights than Brutes do, and the days of Brutes needing a longer fight in order to build fury are over. Team performance is hard to judge, but my general feeling is that with the crit chance bonus, at least some Stalkers are perfectly capable of being highly contributory in an AoE-heavy team environment (but one should realize that in a lot of team situations, no melee is going to beat out a nuke-using ranged AT).
  25. Scrappers should in fact get some baseline bonus in exchange for reducing the power of the +50% crit rate ATO. Lower the power of the tip top of Scrapper builds and increase the power of less optimized ones. For people who argue that Scrapper doesn't depend on the ATO to hit benchmarks, I would genuinely enjoy seeing some tests without it slotted. My guess is that Trapdoor times would be worse but not catastrophically so, but pylon times would crater. People could also see what they get from a non-superior ATO to split the difference between using it and not slotting it at all.
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