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Everything posted by Psyonico
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I personally went Clarion Core on my Time/Sonic because even with soft-capped defense, getting mezzed sucks, and the T3 partial core gives you permanent mez protection. Now that mine's fully t4'd with primary abilities, I'm building barrier for a secondary for times when you aren't fighting mezzed enemies.
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A S/L farm would be the way to go. I can't recommend one, however, as both of my farming toons are fire armor. You'll be able to solo +4x8, sure, it'll be slower, but you'll be safe. I'll second the idea of Mu Mastery, it's got 3 AoEs to add to your arsenal.
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You can't run steamy mist and superior invisibility at the same time, unfortunately. My build skips SI in favor of Group Invisibility.
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I generally go agility or spiritual for the extra recharge. Agility is nice because it also gives defense and end mod. If, for some reason, you don't need the extra recharge and defense, musculature radial is nice too.
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Ice got a buff in a recent patch and is a pretty good set now. That being said, Gravity/Traps has a lot of synergies going for it that Ice doesn't. Wormhole into a bed of traps is just too much fun.
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Alas, you are correct about this. I was highly disappointed when I first slotted it into power sink.
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I've got it slotted in power sink on my ELA brute. It works, not great, but it works. Not sure how it would work in lightning field
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I hear you. I soloed a level 54 Chimera AV on mine and got attacked once because I didn't get PA up in time, only reason I didn't die was the anti one shot mechanic. Hibernate would have been useful in that situation.
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Illusion/Storm/Lev is one helluva ride. I don't have hibernate on her, abd for the most part don't really feel I need it. I found perma-PA covers you in most situations, plus multiple tornados/lightning storms and water spout make it a really fun combination.
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Cryo and chemical rounds significantly improve the uptime of the hold in Suppressive Fire, so that's a use for them. Other than that, a blaster is best served using incindiary rounds. I believe DP is one of the better AoE sets for blasting in general though.
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You have endurance issues with a cold on the team? Heat loss should be up more than half the time with basic slotting and hasten, and the fire tank sounds have Consume, though admittedly that isn't up very often.
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You originally mentioned /Martial and /Ninja... my DP/Nin is only in the 20s, so the planned build I have for it is just that, planned, not tested. But here are my builds for DP/Martial and DP/Ninja... note, I like tanky blasters Dual Pistols - Martial Combat.mbd Dual Pistols - Ninja Training.mbd
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I'm not sold that its too strong, like i said, that's what the devs have leaned into.
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I've got a (very old) kin/ea brute build lying around somewhere. Here's what I remember about it EA is a mixed set focusing more on Defense rather than resist. Yes, you can get good resist numbers, but you've got to build for it. Brutes have lower base defense/resistance values compared to tanks, hypothetically they make up for that in the damage category (that's a rant for another time). EA is too strong ATM, at least that's what the devs will has us believe. That's why EA isn't on tanks, it would just be too good.
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DP has enough damage IMO... I've got 50s with DP with both Dev and MC. Much like AR, it is an AoE set. I haven't thoroughly tried out AR since the revamp (my AR/dev is only 27, I do have an AR/TA corr at 50, but haven't played him since the change), but I've never found AR to be that big of a damage powerhouse. I think you'll do fine with either choice.
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What’s the most bombastic name in your stable
Psyonico replied to liveevil2000's topic in General Discussion
I need to see if I still have my TA/water defender "Yuri Nation" -
Do IOs unbalance the game? (Spoiler: by themselves, they do not)
Psyonico replied to FFFF's topic in General Discussion
Agreed with what a few people are saying... the economy on live was broken, I remember selling a single white arcane salvage would be enough for me to DO out a character at level 12 and just by running a handful of arcane missions I could get a character what they needed to get running. That was hyper inflation and it was no fun. A lot of the IO changes that went into effect since shutdown were due to low populations meaning it would be nearly impossible to io out anything not due to cost, but to scarcity. Simply put, the servers don't have enough players for the drops to fill the wants. -
Aggro limits are not what make this game easy. Also, at no point in the history of CoH has a balanced team been needed. I've said it before and I'll say it again; 8 man teams of (de)buffers are better than balanced teams in everything but i-trials and hard mode. I'm not convinced a team of 7 Corrs and a tank would be worse than a balanced team on hard mode either. At this point, the only way to make the game challenging is to do what the devs are doing with hard mode.
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I've got a Savage Melee scrapper with 2 hooks for hands and 2 peg legs named "Unlucky Buccaneer"
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Not too get back on subject, but shouldn't it be "Imminent > Soon"?
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What’s the most bombastic name in your stable
Psyonico replied to liveevil2000's topic in General Discussion
At one point (before the buff) I rolled a Necro/Thermal named ZOMG Flaming Zombies, but never actually played him -
Rolled a Sonic/Seismic Defender...Looking for Thoughts on Primary Set
Psyonico replied to Renatos1023's topic in Defender
IMO the only thing that Sonic Resonance really needs is the recharge on liquify cut down substantially, like, in half. Sonic siphon is good for tough targets in end game, but it really shines in low levels before people have a lot of slots in their attack. -
Not every set is for everybody, I've got sets (and heck, whole ATs) that don't jive with me.
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Except that with everything but the hardest content you're actually better off with a full team of (de)buffers than you are a balanced "Trinity" team.
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To my knowledge, the holy Trinity was never "needed" in CoH. Mind you, I started in i6, so I don't know about the early days, but with the exception of fringe content, healers always took a back seat to (de)buffers, which is not the way a Trinity game works. Additionally, and someone who was around before me can correct me if I'm wrong, controllers used to be able to lock down every spawn with their AoE hold, then Jack decided people didn't like playing City of Statues and AoE holds got their durations and recharges nerfed. Tankers used to herd entire maps, that wasn't because of healers.