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tricon

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Everything posted by tricon

  1. I traded Cross Punch in my build for Suppressive Fire and slotted 6 procs into it. The blaster version does only a tiny bit of damage, so we don't need to enhance it with IOs and thanks to the much slower recharge vs the Sentinel version ours has right out the box a 90% probability to proc even 2.5 lockdown +2 hold. Not that I would mind the extra damage from the Sentinals but this work too.
  2. I would rather not lose access to the melee IO sets and if the would follow the same rules as the other powers this would happen. From playing a BA/Bio Scrapper. A full redesign is always a option but IMO even smaller changes could help. In the lower lvls the knockback (knockdown/knockup) of the powers is quite unreliable, so increasing the % chance of the knockdown would certainly help a bit. In the same way adding a -def or -res to the lvl 1 power options. For a flat dmg increase I would suggest just add on all the powers a Foe minor|moderate DoT it would fit the Axe theme that if you hit them that the start bleeding. However I would change the DoT from lethal to toxic so that it has an other dmg type option. The weapon could be coated in poison or could cause an deadly infection, so that it stays within reason.........
  3. From playing a Ice/Shield Stalker: I would say Ice is not even that bad but it has maybe a few issues that makes it look worse as it is. The -res on Frozen Fists is a lie or simple a text error from porting this set over from the Tanker AT. Since the introduced in Issues 18 for Tanker a new Inherent: Bruising that would add -res effect for the Tier 1 powers. We are not tanks so we don't get it. Frost is your standard cone dmg with a 90° arc that needs target aoe IO sets but has a lower range of a melee attack. It would make more sense to give it access to a melee pbaoe set or to increase the range a bit. On the other hand you can use another purple IO set if you pickup e.g. Cross Punch for the melee pbaoe version. Ice Sword is pretty much standard like Build Up is. We got as Stalkers the Assassin's Ice Sword and not Greater Ice Sword. Honestly I would prefer the traded Ice Patch for it. Does lethal dmg and is a bit more resisted then cold. I have not used Placete since we got out hide proc from our ATO set. Ice Patch is for a Stalker a bad choice from the Tanker set (copy&paste) It would be better if we got another high dmg attack or some other kind of utility. Not used Freezing Touch is your heavy hitter, a superb attack. High dpa attack, can slot 2 purple procs dmg or 1 purple and the absorb proc from entomb. The only reason people don't like it because of the dot damage. If you hit somebody with Total Focus you see how hard you hit it, by FT you need to wait a little bit, so it can go... hm will this kill it, yeah oh wait it has 2 hps left.... Frozen Aura is your lvl 32 Foot Stomp dmg version from the Tanker set that will sleep minions and can take a +heal proc if you wish So this is why Ice looks a bit wired, dots and a utility power we don't really need as a offensiv AT. There is a dps sheet over from Kaeladin in the scrapper forum https://docs.google.com/spreadsheets/d/1av2vWL9UVgGw183BbjFNweJze7N5P3Tn8tYSppdFQgE/edit?usp=sharing and Ice dosen't look that bad The substitue of Cross Punch from the fighting pool is not a bad idea for ice that can take a pvp -res proc and the +recharge proc. After playing through the content a bit, it's still fresh. I found it is not that bad. My Rad/Ice Stalker certainly hits harder from the primary power set but that was a reason I picked up */shield. Add in the extra area dmg from shield charge and +dmg from AAO it feels a lot more dynamic. I would use Ice Melee with /Bio or /Shield that can boost the dmg a bit. Oh and don't underestimate the endurance lose it can cause if you go all out. The pay2win vendor offers a recovery temp power that will increase the recovery and help you through the early lvls if you can spare the 50k inf for it.
  4. Maybe the are a bit overtuned as AVs when you face them in a team but as EBs the are not that difficulty. I have run the story arcs now twice at a +4/x8 setting with a Dominator and a Stalker and the final mission from the Number Six story arc with the 3 Avatar of Hamidon EBs don't give me a headache. I found fighting in one of the smaller rooms in the subway station and the warehous are harder with the proxy agro..... Here is the fight from my Ice/Shield Stalker pov: without NPC help If you choose the help with the npc army the fight would be IMO absolutely trivialized if you fight at Elite Bosses lvl.
  5. Only one I know of is: https://paragonwiki.com/wiki/Lore_Slot_Abilities Click on the ability name of each to see details, for instance click on 'Radial Superior Ally" for any of them and you'll see abilities of each. It is missing info on the newest sets though and doesn't give exact numbers, just what abilities they have. Not perfect, but good enough to see for example that you probably wouldn't want the support side of storm elementals as monsoon elementals have hurricane. It even gives some idea of dps for each listed at the bottom. Again not totally updated however. Ignore the dps numbers from the paragonwiki because I24 patch did change a lot after I24 Lore Slot Adjustments In conjunction with adding these new Lore Power Sets, existing Lore Power Sets have been reviewed and rebalanced to improve performance. All - Removed Endurance Cost from all Lore pet powers. Polar Lights LT - Increased damage of Northern Lights Bolt by 55%. Polar Lights Boss - Lowered recharge of Northern Lights Bolt from 4 seconds down to 3. Increased damage of Northern Lights Bolt by 30%. Lowered recharge of Northern Lights Blast from 6 seconds down to 5. Vanguard Boss - Lowered recharge of Life Drain from 8 seconds down to 5. Increased initial damage of Life Drain by 64%. Increased damage of Life Drain by an additional 50% by adding a Negative DoT component to it. Increased healing of Life Drain by 64%. Increased damage of Ice Blast by 30% by adding a Cold DoT component to it. Rikti Boss - Increased recharge of Greater Rikti Sword from 7 seconds up to 8. Increased damage of Mental Blast by 55% by adding a Psionic DoT component to it. Nemesis Boss - Lowered recharge of Pummel from 4 seconds down to 3. Increased damage of Pummel by 14%. Increased recharge of Storm Cannon from 4 seconds up to 8. Increased damage of Storm Cannon by 24%. Increased recharge of Flamethrower from 6 seconds up to 20. Increased damage per tick of Flamethrower by 244%. Carnival Boss - Lowered recharge of Telekinetic Blast from 7 seconds down to 3. Reduced damage of Telekinetic Blast by 14%, but increased the proportion of this damage that is dealt as Psionic damage. Increased recharge of Mental Blast from 4 seconds up to 8. Increased initial damage of Mental Blast by 100%. Increased damage of Mental Blast by an additional 100% by adding a Psionic DoT component to it. Increased damage per tick of Psionic Tornado by 85%. Arachnos Boss - Increased damage of Venom Burst by 220%. Increased damage of Claw Pierce by 54%. Storm Elemental Boss - Lowered recharge of Lightning Bolt from 8 seconds down to 4. Lowered recharge of Charged Bolts from 4 seconds down to 2. Increased damage of Charged Bolts by 20%. Robotic Drones LT - Lowered recharge of Plasma Cannon Blast from 4 seconds down to 3. Increased damage of Plasma Cannon Blast by 7%. Robotic Drones Boss - Lowered recharge of Plasma Cannon Blast from 4 seconds down to 3. Increased damage of Plasma Cannon Blast by 7% Seers LT - Lowered recharge of Mental Blast from 4 seconds down to 3. Increased damage of Mental Blast by 30% by adding a Psionic DoT component to it. Seers Boss - Lowered recharge of Levitate from 6 seconds down to 4. Increased damage of Mental Blast by 30% by adding a Psionic DoT component to it. Dominate was incorrectly not dealing damage. This has been fixed, greatly increasing Seer Boss damage output. IDF LT - Increased damage of Plasma Blast by 27% by adding an Energy DoT component to it. IDF Boss - Increased damage of Plasma Blast by 27% by adding an Energy DoT component to it. Longbow LT - Increased damage of Burst by 32%. Lowered recharge of Burst from 4 seconds down to 3. Longbow Boss - Lowered recharge of Grenade from 4 seconds down to 3. Lowered radius of Grenade from 15 feet down to 10. Increased damage of Grenade by 20%. Increased recharge of Plasma Blast from 4 seconds up to 10. Increased up-front damage of Plasma Blast by 29%. Increased damage of Plasma Blast by an additional 94% of its previous damage value by adding an Energy DoT component. Lowered recharge of Energy Barrage from 20 seconds down to 12. Reduced maximum targets hit by Energy Barrage down from 16 to 8. Clockwork Boss - Lowered recharge of Particle Blast from 6 seconds down to 4. Increased damage of Particle Blast by 24%. Lowered recharge of Anti-Matter Ray from 10 seconds down to 6. Increased damage of each tick of Anti-Matter Ray by 333%. Increased damage of Anti-Matter Beam by 30%. Warworks LT - Lowered recharge of Plasma Rifle Burst from 6 seconds down to 4. Increased damage of Plasma Rifle Burst by 51% Warworks Boss Lowered damage of Swipe by 20% Increased recharge of Cross Cut from 6 seconds to 7. Lowered accuracy of Plasma Eye Beams from 1.1 down to 1 Cimeroran LT Lowered accuracy of all attacks from 1.05 down to 1 Lowered damage of Slash by 20% Increased recharge of Slice from 8 seconds to 16. Lowered damage of Hack by 21% Increased recharge of Pilum from 8 seconds to 16. Lowered damage of Pilum by 14% Cimeroran Boss Lowered accuracy of all attacks from 1.05 down to 1 Lowered damage of Slash by 20% Increased recharge of Slice from 8 seconds to 16. Lowered damage of Hack by 21% Increased recharge of Pilum from 8 seconds to 16. Lowered damage of Pilum by 14% Lowered damage of Push Back by 45%[ Lore Trees All Lore trees now have unique power icons. Lore: Corrected the Descriptive text for the Talons of Vengeance Siren's Regenerating Song. Lore: Corrected the descriptive text for the Banished Pantheon Defiler's Empowering Burst. Lore: Fixed an issue with the Knives of Vengeance power Rallying Cry where it would only affect the caster. This ability now affects all friends within its area of effect. Lore Pet/Ravager Essence: Fixed a bug that would prevent the Ravager from using his melee attack. Lore Slot Expansion - Dark Astoria Four new Lore Power Sets have been added. These Power Sets cover a selection of enemies from the core villain groups in Dark Astoria. These sets are open to all Incarnates and can be acquired regardless of participation in Dark Astoria. Banished Pantheon (Creatures) The Tsoo Knives of Vengeance Talons of Vengeance I25 patch Incarnate Lore pet Knives of Vengeance's buffs should all affect the player, instead of the pet itself. Previously one of its damage buffs were affecting itself instead. Alpha Lore boosts to absorb should properly affect powers that can be enhanced for absorb. Previously had no effect. Added Demons as a Lore option: · Support: Nerva Spectral Demon with Twilight Grasp and Chill of the Night. · Support Attack: Nerva Spectral Demon with Twilight Grasp, Chill of the Night and Gloom. · LT: Behemoth with Fire Smash, Fire Sword, and Fire Blast. · Boss: Succubus with Come Hither, Blackclaw, Hellish Bolts, and Fire Ball. https://paragonwiki.com/wiki/Patch_Notes/2012-08-08_Beta https://docs.google.com/document/d/11cLJiSYlfueJheOumRywG8Evip2Mjmu_30Y6ePaetqY/edit
  6. After choosing some combo that I did not play back on the old CoH live/test and that would fit a theme I ended up with War Axe / Bio Armor. I enjoyed them both. Bio is very versatile after you throw some IOs on. It's add extra dmg, yet I think it still has it weaknesses with no resistance vs def and regen debuffs and that brings me to Battle Axe Number wise from min/max WM would be the better set as Axe, but there are so close to each other both have this perfect 180° cone power with a pbaoe and a smaller cone 45° for WM and 19° for Axe like the one for BS and Katana. You can throw the pvp -res IO in a heavy hitting dmg and the +recharge KB IOs in the huge cone & pbaoe and that every single power has a knockdown or up effect helps quite a bit Who dosen't like to juggle a npc all the time: https://gfycat.com/richdangerousbuckeyebutterfly I found the single & aoe dmg satisfying, only if you run really into a mob with a high lethal resistance it's annoying but it's far off the all or nothing you see often with psi. Not to flashy, not to boring just a good solid set / combo
  7. After you finish your epic battle with Mot you can call again the Dream Doctor. He has a personal story for ya like the others and then you can do the first intro mission and that leads to the incarnate trial: https://paragonwiki.com/wiki/Dilemma_Diabolique_Trial a guide is here: http://web.archive.org/web/20121003093304/http://na.cityofheroes.com/en/news/game_updates/issue_22/dilemma_diabolique_strategy_guide.php
  8. I have now my first lvl 50 with every Tier 3. Needed only 6 veteran lvls for it, thanks to all the rewards from the stories. My process was after reaching lvl 50 to go through all the Signature Story Arcs. Each chapter of Who Will Die and Pandora's Box will reward you with 10 threads as a option the first time you play through it: https://paragonwiki.com/wiki/Signature_Story_Arc After that I played through all the Dark Astoria Story arcs up until you need to run a taskforce. Got a bit lucky with some of the rewards because I ended up with 2 very rare for T4 components as rewards for some of the story arcs, most of the others are uncommon. Overall a painless process that makes it easier to go with alts through it compared to how many times I needed to run on the old live servers through the incarnates trials.
  9. The mail from yesterday turns now up slowly, seems nothing is lost so far
  10. It did work yesterday until ~midnight CEST here. Since then email dosen't show up anymore in the game. Sending new mails results in "There are outstanding pending global email transactions. Please wait a minute and try again" No change for me 10h later.
  11. From a question on reddit today, not from me :P And she/he got quite a few answers. So I would say farming always find a way back and IMHO it's part of the identity of the game since the beginning. What did we early on do, from running around in teams in the old hazard zones into dumpster jumping with all the mobs behind us to saving some "special" missions. In the end AE and the new difficulty system just level the playing field or should I say the raised the comfort level for doing so. Coexistence between all the differnt playstyles should not be a problem.
  12. You can find the Consolidated Patch Notes for Issue 25 here: https://docs.google.com/document/d/11cLJiSYlfueJheOumRywG8Evip2Mjmu_30Y6ePaetqY/edit#heading=h.gjdgxs For the older issues I 24 https://paragonwiki.com/wiki/Patch_Notes/2012-08-08_Beta https://paragonwiki.com/wiki/Patch_Notes/2012-08-14_Beta https://paragonwiki.com/wiki/Patch_Notes/2012-08-23_Beta https://paragonwiki.com/wiki/Issues
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