Jump to content

KaizenSoze

Members
  • Posts

    2050
  • Joined

  • Last visited

Everything posted by KaizenSoze

  1. General summary: As of Issue 28, page 2. Kallisti Wharf is now populated with street spawns, missions arcs, and repeatable missions from two contacts. The repeatables missions are a great alternative for players looking for a bit more of a challenge than PI radios. How to find the contacts: Hero/Vigilante: Blackwing Liaison /thumbtack 5826.7 46.6 2512.5 Rogue/Villain: Chip /thumbtack 1822.5 43.5 2456.8 Warning. The first mission for each contact is against one of the harder enemy groups in Kallisti Wharf. You need to complete this mission to get the phone number for each contact. If you are soloing you should consider turning down your difficulty. After completing the initial mission and talking with the contact you will be given their phone number. Then you can select from two different missions. The mission is shown at the top and it is visible when you look at the mission description. If you don’t like your choices, select a mission, then abandon the mission by calling the contact again and selecting the abandon option. Mission types tips: There are cave missions, but they are the large caves, not the annoying blue caves. Hostages do not have to be escorted to the entrance. They will teleport out when you rescue them. Named bosses are sometimes in the front of the mission, so keep an eye out for NPC dialog. Enemy types:
      • 4
      • Like
  2. Probably weren't enough built out toons. It was a few years ago.
  3. Night Window are really good now. Just leveling them sucks. Once they are built out they rock 1-50. Banes are also much better now due to the updates. Fort are just as strong as they always were. Easier to level due to have better ranged options. Crab are the ones I cannot get my head round. I think VEATs are in a great spot. Just not popular due to the player base not understanding them.
  4. Going to have to express some skepticism on this one. I don't see any organizing all Controller ITFs, at least on Excell. I do see pretty much a lot of other ATs doing it. Just after Illusion got the pet feature where you could make your pets look like you. I organized an all Illusion control 4x8 ITF. It went horribly. We had no DPS. Took forever. When the next page drops Controllers should be in a better position DPS wise. To your main point. There is a huge difference in my mind between being needed and being useful. As you said, almost nothing is needed in most CoX content. What I do not like in the endgame is the feeling of useless that occurs sometimes with support and controls when you realize that the team isn't really benefiting from your hard work. Due to the mobs just getting obliterated, everyone chaining Barrier for max resists and defense, or Ageless. I like to play support characters, but I have realized too many times that I am not really benefiting the team due to how the endgame is now. Again why I love Yin TFs. I feel like I am contributing most of the time. Currently, it's one of the reason I mostly play VEATs. I can switch between support, control, and DPS easily.
  5. Sounds about right. Leveling widows unless you using a lot of temp buffs is painful. Low hp, weak damage, not enough resists or defense, and serious endurance issues. Soldiers are much easier, especially after the buffs.
  6. I don't do enough of them to have a strong opinion. I was on a PUG 4 Star Aeon that had 7 players rotating T4 Barrier and one T4 Ageless. Took us 1.5 hours.
  7. Kahn is a rare special case, that only needs support when you run at high difficulty, which most teams don't do. Then there is a case for some -resist and -regen for that AV, but defense, endurance, resists all those are taken care of by Incarnates. Even -resists and -regen can be supplied by Lore pets.
  8. My issue with the difficultly of the game is really in the end game. Outside of hard mode due to Incarnates, support or control isn't really needed. Endurance, recharge, issues, Ageless. Defense, resists, Barrier. Controls who cares, just load up on damage and Judgement away. A personal example happened a few months ago. My Kinetics defender was only a PI radio team. Monitoring my damage buffs using Combat Attributes I was providing about 225-250% damage buffs to most of the team. Then two built out blasters joined the team, not picking on blasters here, might have happened with any high damage AT. Very quickly the amount of damage buff I am providing drops to 100% or less because the blasters are obliterating everything so fast that there aren't enough targets get a decent Fulcrum Shift. I went from feeling useful to a mostly a spectator. A +3 Yin is actually fun and support/control feels needed. This is often not true in the endgame. Also, I played from around issue 1, memory is fuzzy, to a little after the release of City of Villains. The game was much harder then, people needed to team to succeed, outside a few broken builds.
  9. The ability to Mass Hypnosis then Telekinetic pull the whole spawn together without getting hit, mostly. Is really nice. AOE sleeps at least are like spawn off switches now. Also, you can beat to the key mobs several times before they wake up.
  10. They are the odd duck out. Don't spawn on the street. Only briefly in Market Crash as an ally. Not sure if they are in the mission arcs. Maybe switch that mission to Malta? Then add Malta to the repeatables next page. Malta seems like a good blue side repeatable, since I am guessing they don't get along with BWI.
  11. Another next page thought. Red side repeatable have to fight a stronger set of enemies than blue side. You might want add some new nasty groups to the blue side list. Or have some of the stronger ones have "rogue" versions.
  12. Since, you added a BWI repeatable. Probably next page, but you should add some PPD Awakened to the rotation of enemies. Right now, they only appear in that first mission.
  13. Pretty sure all of the things you mentioned are on the devs radar. But the devs are volunteers and they aren't able to get to things quickly.
  14. In passive mode the Grav pet seems work as expected. Any other mode and it will stop short once it detects the mobs, which I guess is the pet's aura range? Or maybe it's perception range. Going to guess once it aggros the mobs? Because the Tri-Cannon actually has extra perception baked in. If it's not in passive it will stop when it can attack or is attacked as far as I can tell. By the way, close all your tabs and check the reply box to make you don't have the post text in there. Happened to me once.
  15. Created an Ice Melee/Dark Armor Brute at tested against 4x8 mobs in PI and KW. Obscure Sustenance was netting about 88 hp/sec full slotted and more than enough recovery to handle all my toggles. At first I thought this was over tuned because I was stomping everything pretty easily with any real tactics. I did run into three groups that gave a lot of trouble. Arachnos - just a lot of everything, but not too hard if I cornered pulled. BWI - it's really just the Ballistier, that combo -resist and fire aoe hurt. I would move out of the patches, but they cast it often. Vanguard - completed destroy me. That combo of massive debuffs and very high energy damage. Ugh. Not chance at 4x8. Surprisingly PPD Awakened were not hard. Their worst attacks are melee which this build has high defense. Comparing to my Ice/Regeneration Brute, this build was much easier to run and did more damage. Though when fought mobs that could exploit it's weakness it folded fast. Regeneration would struggle against the hit energy or neg energy mobs, but overall was not too weak to anything that smart play couldn't deal with. Build attached. Brute (Ice Melee - Dark Armor).mbd
  16. I know the Epic: Mesmerize deep sleep with reverted in build 4. On a Brute, it is proc'ed OVERPOWER like a controller after build 4. 2025-06-07 11:30:39 HIT Galaxy Archon! Your Mesmerize power is autohit. 2025-06-07 11:30:39 You Sleep Galaxy Archon with your Mesmerize. 2025-06-07 11:30:39 You Sleep Galaxy Archon with your Mesmerize (OVERPOWER).
  17. They do have some lore and history from this arc: https://homecoming.wiki/wiki/Doc_Buzzsaw#The_Freakish_Lab_of_Dr._Vahzilok_(30-39)_Act_1_and_Act_2
  18. Try the new Skulls, I found them harder than Warriors because they do high damage neg energy. I found it hard to get enough resists to energy or energy attacks. Also, PPD Awakened are painful for the same reason.
  19. Tried this out on Trick Arrow/Water Defender. Yes, the single target damage is good now if you pay attention as get the bonus. I was able to solo 4x8 Warriors and Skulls. 4x4 PPD Awakened.
  20. Thank you for lowering the number NPCs in the bank mission. Much less frustrating.
  21. Has anyone tried Sprit Tree and Drain Psych on a dominator? Wondering how much regen is possible.
  22. The regen bump is a non issue in my testing, except for mobs that access to high regen powers like Instant Healing. I am guessing the regen will be rolled back and saved for next page. Yep is just got removed in build 4.
  23. I don't think anyone would disagree that a Scrapper or Stalker should outperform a Night Widow in speed tests when durability isn't a issue. At least with Staff, my Night Widow is on par with my Stalker. Both are outperforming my Scrapper by 10-15% in times. That is with stance switching or not on the scrapper. Maybe staff bonus damage needs to be effected by crit chance?
  24. On a scrapper, Eye of the Storm is doing between 15-20% more damage on Brainstorm. So, confirming that fix.
  25. Can you provide some details. What mobs were you fighting at what level.
×
×
  • Create New...