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kenlon

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  1. Your proposal for bringing TW back into line is probably the best starting point I've seen for rebalancing it against other sets. The devs should definitely use it as a starting point for whatever changes they make.
  2. It's really good to see that the devs are focusing on addressing the mountain of technical debt that Paragon had accrued before shutdown. Making all the powersets conform to the intended AT modifiers is an unmitigated good, since it means all sets are operating on an equal level, rather than some arbitrarily behaving differently because someone did a copy and paste without correcting the values way back in the Before Times. If this does significantly nerf an AT/powerset, and needs to deviate from the AT modifiers for a specific reason, then that change can be made when testing proves that there's a problem. Going "NUMBER GET SMALLER FORUM USER SMASH" blindly the moment that a power is changed is not good for the long-term health of CoH Homecoming, and we need to resist the urge to do so. EDIT: . . . and now I'm tempted to make a SS/Willpower brute named FORUM USER. Dammit, I don't need more alts!
  3. To address your points in order: 1. Good point on the 4-slot of Unbreakable - though my numbers are with suppression toggled on in mid's, so they are accurate for in combat defense from Stealth. 2. ED means that I actually end up with exactly the same effect with a slot moved from Combat Jumping to Weave. At least it does if I slot a third piece of LotG - and I end up with lower health regen because of the loss of the 2 piece set bonus in Combat Jumping. If I add a 50 Def IO instead of the set IO, I get 0.1% more defense, but I lose about 1 Hp/s regen. Hence why I kept the two slot setup. 3. Moving the slot from Health to Fast Healing actually lowers my regen rate - a third 50 IO pushes me well over the ED cap, and I lose the additional 12% regen bonus from the Numina's 2-piece bonus. 4. The tradeoff is .26 HP/s vs .14 End/s - not sure it matters much, there. I may just see if I which option I can get cheaper and go with that. And now I get to start digging into which Incarnate powers I want!
  4. I am now very glad I came to you guys for advice - I was skipping Moment of Glory out of habit, since I never take T9 armor powers on my tankers or brutes because I hate the crash they all come with. So, here's my revised setup. Just enough recharge to get me to perma-haste, I have 20%+ defense to all positionals (22.8 Melee, 20.3 Ranged, 21.6 AoE). Shadow Meld has a 25 second recharge time, so it'll be up more often than not, putting me to cap in almost everything, with MoG as a panic button on a 66 second cooldown. I have 5 LotG globals in, and on the three toggles I put in the pure Def from the set instead of a plain IO since I might as well pick up the extra regen there. I put Preventative Medicine in IH, so I get the absorb proc when I hit that (which will also be up about 50% of the time, 183s cooldown), Panacea in Integration, The Numina's unique in Health (plus the pure heal from the set, to snag the basically free 2-piece bonus), Reconstruction and Dull Pain both get Doctored Wounds 5 slots mostly for the recharge bonuses. My resists aren't too great, but I think this is a tradeoff I'm good with, and am looking forward to all the farming I'm going to need to do to afford to build him out! 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! Mr. Spectacles: Level 50 Magic Scrapper Primary Power Set: Martial Arts Secondary Power Set: Regeneration Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Power Pool: Concealment Ancillary Pool: Soul Mastery Hero Profile: Level 1: Storm Kick -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(3), Mk'Bit-Dmg/Rchg(3), Mk'Bit-Acc/EndRdx/Rchg(5), Mk'Bit-Acc/Dmg/EndRdx/Rchg(5), Mk'Bit-Dam%(7) Level 1: Fast Healing -- Heal-I(A), Heal-I(23) Level 2: Reconstruction -- DctWnd-Heal/EndRdx(A), DctWnd-Heal/Rchg(25), DctWnd-Heal/EndRdx/Rchg(31), DctWnd-Heal(31), DctWnd-Rchg(34) Level 4: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(7) Level 6: Focus Chi -- RechRdx-I(A), RechRdx-I(9), GssSynFr--Build%(50) Level 8: Crane Kick -- Hct-Dmg(A), Hct-Dmg/Rchg(9), Hct-Acc/Dmg/Rchg(11), Hct-Acc/Rchg(11), Hct-Dmg/EndRdx(13), SuddAcc--KB/+KD(13) Level 10: Quick Recovery -- PrfShf-End%(A), PrfShf-EndMod(40), EndMod-I(46) Level 12: Dull Pain -- DctWnd-Heal/EndRdx(A), DctWnd-Heal/Rchg(15), DctWnd-Heal(15), DctWnd-Heal/EndRdx/Rchg(17), DctWnd-Rchg(17) Level 14: Super Jump -- Jump-I(A) Level 16: Integration -- Pnc-Heal/+End(A), Pnc-Heal(43), Pnc-Heal/EndRedux(45), Pnc-Heal/Rchg(45), Pnc-Heal/EndRedux/Rchg(45) Level 18: Crippling Axe Kick -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(19), SprScrStr-Acc/Dmg/Rchg(19), SprScrStr-Dmg/EndRdx/Rchg(21), SprScrStr-Acc/Dmg/EndRdx/Rchg(21), SprScrStr-Rchg/+Crit(23) Level 20: Boxing -- Acc-I(A) Level 22: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(48), GldArm-ResDam(50) Level 24: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(25) Level 26: Dragon's Tail -- Obl-Dmg(A), Obl-Acc/Rchg(27), Obl-Dmg/Rchg(27), Obl-Acc/Dmg/Rchg(29), Obl-Acc/Dmg/EndRdx/Rchg(29), Obl-%Dam(31) Level 28: Instant Healing -- Prv-Heal(A), Prv-Heal/EndRdx(36), Prv-EndRdx/Rchg(37), Prv-Heal/Rchg(37), Prv-Heal/Rchg/EndRdx(37), Prv-Absorb%(40) Level 30: Resilience -- UnbGrd-Max HP%(A), UnbGrd-ResDam(42), UnbGrd-ResDam/EndRdx(43) Level 32: Eagles Claw -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(33), SprCrtStr-Acc/Dmg/Rchg(33), SprCrtStr-Dmg/EndRdx/Rchg(33), SprCrtStr-Acc/Dmg/EndRdx/Rchg(34), SprCrtStr-Rchg/+50% Crit(34) Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36) Level 38: Spring Attack -- Arm-Dmg(A), Arm-Dmg/Rchg(39), Arm-Acc/Dmg/Rchg(39), Arm-Acc/Rchg(39), Arm-Dmg/EndRdx(40) Level 41: Moment of Glory -- LucoftheG-Def/Rchg+(A), RechRdx-I(42), RechRdx-I(42) Level 44: Moonbeam -- Acc-I(A) Level 47: Shadow Meld -- LucoftheG-Def/Rchg+(A), RechRdx-I(48), RechRdx-I(48) Level 49: Stealth -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50) Level 1: Brawl -- Empty(A) Level 1: Sprint -- EndRdx-I(A) Level 2: Rest -- Empty(A) Level 1: Critical Hit Level 4: Ninja Run Level 0: Health Increase 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 2: Swift -- Run-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(46) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(43), EndMod-I(46) Level 44: Quick Form ------------
  5. As my MA/Regen is approaching 50, I've started to look at a final build for him. And while I don't have much in the way of problems with building tankers/brutes, my scrapper-fu seems terrible. I'm worried by the holes in my defense (ranged, energy/negative) and the fact that I can't get hasten to perma even if I sacrifice something to take MoG for slotting another LotG global bonus. Is there anything obvious I'm missing? Anything mis-slotted or a set I should swap out? I don't particularly want to drop Spring Attack or Body Mastery, for theme reasons, if I can avoid it. 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! Mr. Spectacles: Level 50 Magic Scrapper Primary Power Set: Martial Arts Secondary Power Set: Regeneration Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Power Pool: Concealment Ancillary Pool: Body Mastery Hero Profile: Level 1: Storm Kick -- Hct-Dmg(A), Hct-Dmg/Rchg(3), Hct-Acc/Dmg/Rchg(3), Hct-Acc/Rchg(5), Hct-Dmg/EndRdx(5), Hct-Dam%(7) Level 1: Fast Healing -- Heal-I(A), Heal-I(7) Level 2: Reconstruction -- DctWnd-EndRdx/Rchg(A), DctWnd-Heal/Rchg(43), DctWnd-Heal/EndRdx/Rchg(43), DctWnd-Heal(45), DctWnd-Rchg(46) Level 4: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(13), LucoftheG-Def(15), LucoftheG-Def/EndRdx/Rchg(15) Level 6: Focus Chi -- RechRdx-I(A), RechRdx-I(17), GssSynFr--Build%(50) Level 8: Crane Kick -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(17), SprBlsCol-Acc/Dmg/EndRdx(19), SprBlsCol-Acc/Dmg/Rchg(19), SprBlsCol-Rchg/HoldProc(21), SprBlsCol-Dmg/EndRdx/Acc/Rchg(21) Level 10: Quick Recovery -- EndMod-I(A), EndMod-I(23) Level 12: Dull Pain -- DctWnd-EndRdx/Rchg(A), DctWnd-Heal/Rchg(45), DctWnd-Heal/EndRdx/Rchg(46), DctWnd-Heal(46), DctWnd-Rchg(50) Level 14: Super Jump -- Jump-I(A) Level 16: Integration -- Heal-I(A), Heal-I(23) Level 18: Crippling Axe Kick -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(25), SprScrStr-Acc/Dmg/Rchg(25), SprScrStr-Dmg/EndRdx/Rchg(27), SprScrStr-Acc/Dmg/EndRdx/Rchg(27), SprScrStr-Rchg/+Crit(29) Level 20: Boxing -- Acc-I(A) Level 22: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(43) Level 24: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(29), LucoftheG-Def(31), LucoftheG-Def/EndRdx/Rchg(31) Level 26: Dragon's Tail -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(31), SprAvl-Acc/Dmg/EndRdx(33), SprAvl-Acc/Dmg/Rchg(33), SprAvl-Acc/Dmg/EndRdx/Rchg(33), SprAvl-Rchg/KDProc(34) Level 28: Instant Healing -- DctWnd-Heal/Rchg(A), DctWnd-Heal/EndRdx/Rchg(34), DctWnd-Heal(34), DctWnd-Rchg(36), DctWnd-EndRdx/Rchg(50) Level 30: Resilience -- ResDam-I(A) Level 32: Eagles Claw -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(36), SprCrtStr-Acc/Dmg/Rchg(36), SprCrtStr-Dmg/EndRdx/Rchg(37), SprCrtStr-Acc/Dmg/EndRdx/Rchg(37), SprCrtStr-Rchg/+50% Crit(37) Level 35: Hasten -- RechRdx-I(A), RechRdx-I(39) Level 38: Spring Attack -- Arm-Dmg(A), Arm-Dmg/Rchg(39), Arm-Acc/Dmg/Rchg(39), Arm-Acc/Rchg(40), Arm-Dmg/EndRdx(40), Arm-Dam%(40) Level 41: Stealth -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(42), LucoftheG-Def(42), LucoftheG-Def/Rchg(42) Level 44: Conserve Power -- RechRdx-I(A), RechRdx-I(45) Level 47: Physical Perfection -- EndMod-I(A), EndMod-I(48), Heal-I(48), Heal-I(48) Level 49: Invisibility -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Sprint -- EndRdx-I(A) Level 2: Rest -- Empty(A) Level 1: Critical Hit Level 4: Ninja Run Level 0: Health Increase 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 2: Swift -- Run-I(A) Level 2: Health -- NmnCnv-Heal(A), NmnCnv-Regen/Rcvry+(9), Pnc-Heal/+End(9), Pnc-Heal(11) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), PrfShf-EndMod(11), PrfShf-End%(13) ------------
  6. Yes, except for when that doesn't work. Adding more people adds more communication overhead, requires more coordination, requires time to bring new people up to speed on what's already happening, etc. So, like I said: Adding more people won't suddenly make things faster. It adds the possibility of making things faster - but it can also make things slower/more buggy. Software development is a pain that way.
  7. Simply adding more people won't suddenly make things faster. The Mythical Man-Month is as true today as it was in 1975. And just as little understood by most.
  8. I copied my Claws/Fire over to test and I can confirm that NPCs are back to the old behavior around Burn patches.
  9. kenlon

    ??? /claws

    I'd say either SR or Inv for pairing up with claws.
  10. The devs kept a lot of sub-par things around, so yeah, I'd say you do. Bruising provided a very small marginal benefit to damage against one target, provided you were using your very terrible T1 attack every 10 seconds to keep it up, without there being any sort of useful indication when the effect fell off of a target. It did nothing in AoE situations, which are and always have been the predominant style of combat, and even with bruising, Tank damage was utterly laughable. If they had wanted to go in on "tanks serve as damage buffs to their teammates", then having it be, say, an effect that was applied alongside taunt could be useful, or simply have it apply to all tanker attacks. Bruising was a bad band-aid fix that didn't actually solve the problem, and removing it and giving tankers decent damage and better AoE is pretty damn near perfect.
  11. Those people need their heads examined. Bruising is an objectively bad mechanic.
  12. Nope. There are many reasons why bruising is and has always been a garbage mechanic, but this is a major contributor. "These modifers apply to almost everything in combat: Debuff strength, Mez duration, Knockback magnitude, and Damage are all affected." https://paragonwiki.com/wiki/Purple_Patch
  13. The idea that a ranged DPS AT should always outdamage a melee DPS AT in melee range is silly. I mean, how would you like it if Scrappers could suddenly out-DPS blasters at range?
  14. Yes, that's why I'm asking the question. Captain said that there's going to be a couple more rounds of patches before it goes live, and that it's dependent on people other than him. So I'm asking, "Hey, got any idea what timeline we're looking at?"
  15. @Captain Powerhouse: Is there any sort of rough ETA for when the patch that will contain the tank changes will be ready for live? I've found myself playing less CoH because I have a whole stack of tanker ideas that I don't want to start building until we have the new hotness. 😄
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