
aethereal
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Everything posted by aethereal
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It depends on the mission, but in a lot of cases you don't need the tank to defend you. If the rest of the team is tough enough that they aren't seeing their health budge, I'm gonna push ahead. In that case, a lot of the value of the tank becomes getting it so that there's a nice tight ball of enemies on the next group so that we can more efficiently AoE them out. That's hard to accomplish if you're moving with the pack and the pack is going nuts on each spawn, so you move ahead of the pack, let them come to the next spawn to find it clustered around you, and let them kill most of it, and then move on to repeat while they burn down the stragglers. That's obviously inappropriate to your role if people are dying or close-to as you do it. But the fact is, in lots of content, people don't need tanks to control aggro, and trying to behave as though you have a super important aggro control job when nobody cares if they pick up a little aggro is dumb.
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So if you can pull together a 230% global recharge (which obviously is very, very high), and 100% local recharge in CU, then you can have an attack chain of: Shin Breaker > Heavy Blow > Assassin's Strike > Crushing Uppercut > Moonbeam > repeat. Shin Breaker has 90% chance to build AF, CU has 100%, Heavy Blow only 75%, so that means you certainly won't guarantee crits on AS all the time, but you'll have the orange ring about 2/3rds of the time and the rest of it you'll almost always have 2/3rds chance to crit. You can miss with either Shin Breaker or Heavy Blow and still be at Combo 3 for Crushing Uppercut, and with the chance-to-hide in Assassin's Strike you'll mostly crit CU. When Build Up is up, you can use it instead of Heavy Blow and get all three of Assassin's Strike, Crushing Uppercut, and Moonbeam in the 5 seconds of 160% damage from Gaussian's (and still be at combo 3 assuming you hit with both shin breaker and assassin's strike). Now, 230% global recharge is a frankly insane amount of global recharge. Is it possible? I think it is, at least in a set with a +20% recharge bonus: +20% recharge from armor set, +70% recharge from hasten, +10% recharge from Ageless Destiny = 100%. +37.5% recharge from 5 LotGs, +20% recharge from ATOs, +30% recharge from purples = 187.5% Find a 7.5% recharge bonus, 5 +5% recharge bonuses from sets = 220% So then you need like two 6.25% recharge bonuses, and you're there. That's a lot of recharge. You'd probably have to throw your entire build at it. Is it worth it? I dunno, probably not. But that's a pretty sexy attack chain.
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I guess I was wondering what happens if you sacrifice the "vastly" tougher part. Like, what kind of def/res numbers were you posting for your tanker? I was thinking a really minimal investment in SR, the 8 powers of course, but probably with the toggles four-slotted or even three-slotted and the passives one or two-slotted. At most one power pool defense power.
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Why do you think that? You had a situation where 17 people were attacking your tank/brute and 13 people were attacking less durable characters, and that led to an occasional death, but you think that 30 people attacking the tank would have led to a wipe? What is the mechanism that you imagine would cause this?
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For people saying that the aggro cap should be higher but not eliminated, what are the beneficial effects that you expect to see from this? Like, let's say aggro cap is 30 instead of 17. What does that get us? In terms of first-order effects, not your expectations about the changes of behavior of teams (that is, not about whether people would or would not start to herd). Farming is easier. It becomes possible to get yourself in more trouble while soloing if you accidentally aggro multiple spawns. It becomes less possible to get yourself in trouble while grouping if you accidentally aggro multiple spawns. People I guess feel mildly better about the in-world plausibility of NPC mob actions. Is there something else that people expect to happen?
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So I'm being lazy about trying this out, but I kinda want to see a SR/whatever tanker that utilizes the fact that SR requires so little investment in order to make sort of a tank-brute build. Like, don't try to make something with top-end tank durability, aim for like 50% or so to all three positionals, tough, the usual durability-related procs and globals, the accolades, and whatever random resist bonuses you get from slotting, plus your scaling resists and tanker hit points, and I think you can get durability equal to high-end scrapper or brute builds without really trying. You have obvious spots for all 5 LotG globals plus you get 20% recharge for free, so getting to perma-hasten shouldn't be hard, and get assault and tactics to shore up a really all-in proccing of your attacks. And just see like if you can make a better version of a SR brute? Like, can you get your damage output up to brute standards (I assume scrap/stalk standards are out of reach) with proccing, plus slightly better durability plus bigger AoEs? I don't know if this would actually pan out, but it seems interesting.
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Well, those are powers that you may not feel like investing a ton of slotting into, and Cloak of Fear has low base accuracy.
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Energy melee revert energy transfer to pre-issue 13
aethereal replied to Voltor's topic in Suggestions & Feedback
ET still has by far the best DPA of any attack in Energy Melee, despite the long animation time. Total Focus is quite a bit worse off than Energy Transfer, though its arcanatime DPA is slightly better than Bonesmasher. Here's a spreadsheet showing displayed and true DPA for Energy Melee, Martial Arts, and War Mace: https://docs.google.com/spreadsheets/d/1Wzj1VBlH9NGqAO01Y8QSz4DBBVLzqkQ6aENtaF9bYnI/edit?usp=sharing -
It has a taunt aura. All tanker armor sets have a taunt aura. In SR, it's rolled into Evasion.
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Though I think it's overkill to do so. My SR tank feels unkillable in the 20s with softcapped melee and like 37% ranged defense, I'm fine with pursuing attack powers/slotting and letting my ranged/aoe softcaps land in the late 20's.
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Level based to-hit bonuses don't kick in until +6 opponents. I don't think that your experience of needing the T9 to tank ITF is a universal one. Instead of trying to finesse the T9 crash, maybe concentrate on building a bit of defense buffer to keep yourself at soft-cap with one or two debuffs on you, or build resistances higher. Eating an orange or purple preemptively can really help. Your heal is strong. It's hard to say what going on with your build without more details. That said, if you're determined to use the T9, my understanding is that it is possible to start the power-sink cast just before the crash, and have the endurance heal kick in just after the crash and ride it out.
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I mean. You could just give brutes higher +dam than the other classes. But also, if KM was good on Tankers, Scrappers, and Stalkers, but bad on brutes, that seems better than the status quo.
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Claws and Kin Melee also have nonstandard build-ups. I'd expect claws to be a pretty good Tank set partially because of that. Kin Melee seems like it suffers in trying to find a place anywhere.
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You have to use the power that the FF proc is in, and it's not a guaranteed activation (also, it only lasts 5 seconds after activation). Whether it's worthwhile in Ripper probably depends on a ton of other stuff, hard to say in isolation. You might get more of a response on this thread if you spent some more time talking about what you're looking for in this build, where the things are that you focused on, and what, if anything, you're unhappy with about the build.
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Sents are noticeably lower-DPS than Blasters at level 50, especially in the case of naive builds (Sents can close some of the distance between them and Blasters by proccing out and making heavy use of ancillary power pools). They're still FINE, though. I mean, especially on high-level teams, it is arguably the case that all ATs underperform blasters. If every team was an 8-blaster level 50 fully incarnated group and every spawn got 6-8 T9 nukes and 2-3 Judgments, well. Okay. But as a sent, you'll do okay damage and be a little hardier in the rare circumstances where everything isn't instantly dead.
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It's broadly considered the weakest armor set. There are always those who disagree, but opinion on this is as close to consensus as anything in CoH seems to get.
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Per Rubi's powers API, swipe does indeed have two effects in the effect-group for criticals (normal % chance critical, not separate crit-from-hide). 58.95 damage each, at 50, before enhancement. They don't change your chance to crit -- the percentage chance to fire is on the effect-group, not the individual effects, so you either get both crits or nothing.
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By sheer happenstance today I finished a Numina TF solo on an ice/bio stalker. Which means fighting Jurassik. I had intended to use envenomed daggers, but I hadn't checked how many uses I had left... and it was one. So I did the fight, at level 40 obviously, with difficulty set to +4, using DNA Siphon as my sole source of -regen. It worked. It was slow, but it worked.
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Sonic Resonance (minor) Suggestions
aethereal replied to bigfashizzel's topic in Suggestions & Feedback
It's a pseudopet. I'm not sure that I 100% understand the interaction with pets and procs, but I think that the basics are that for the purposes of proc-firing, this thing counts as having a 10 second recharge instead of a 5 minute recharge. Which radically reduces the reliability of procs in it. -
It is not targetable and can not receive buffs.
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If you slot recharge reduction on Voltaic Sentinel, does it affect how fast the VS's own attacks recharge (ie, if you give it 100% recharge it fires twice as many bolts during its 1m lifespan), or does it just affect how fast the summon itself recharges (ie, useless, since it's perma out of the box)?
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How sure are we that this raises mob levels? I've teamed with someone who had her team-size set to 256 for months, she said it was just the same as x8. EDIT: Hmmm, no I confirm +5 and +6 mobs with my team size set very high.
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There is no mechanic in the game which prevents multiple procs from firing on the same power activation to the best of my knowledge. There are procs that will fire on only at most one target of an AoE power, but no powers that will, if slotted with two different procs, prevent one of the two from firing.
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Deranged little psychic could also refer to Praetorian Penny Yin/Mayhem, right?