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KaizenSoze

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Everything posted by KaizenSoze

  1. Alas, VEATs get access to the same four pools. I will say that Leviathan is now pretty darn good. Even w/o procing it to death.
  2. Organized some PI radio teams, even though we never had a full 8 players. We did rip through the Council as before. Players said they did have to pay attention now. The interesting part comes when you have several sub 50s and the AOEs start flying. They are noticeable harder to solo at 4x8, but still very much cannon folder to most teams. Now, CoT are noticeably nastier, but still stompeable with a team. Solo though they are much much harder. Harder than Arachnos and Carnies.
  3. You can fire venom nade from the mace. But not frag nade which I agree doesn't make sense.
  4. Not found it to cause an issue. And I have tested a lot.
  5. Pretty sure they mean powers, not actually Warshades. I have not seen any Warshades like mobs in my testing. Now, entire spawns of the new galaxies. Yes!
  6. I tested the Storm changes on my Trick Arrow/Storm defender. It makes things a lot more consistent, those lightning proc dry spells are gone.
  7. Another change that I would like to call out that is more powerful than is obvious from the description. Placate's cooldown reduced to 35s This makes placate both an offensive and defensive power. First, you can easily get the recharge under 15 secs, more with Ageless. Getting overwhelmed, placate Ghetto taunt, or at least cause most mobs to start walking instead of running away Placate half the spawn and deal with key mobs first All this before even thinking about the DPS improvements
  8. Overall, I am very happy with the changes. One change that wasn't made that I think should be made. Not being able to use mace animations for Frag nade. One change I think that might fly under the radar, that folks should check out. Mace Beam Blast's cool down increased to 10s and damage increased to 0.784 scale. Now has 100% chance for knockback. Bane ranged attacks are still meh damage wise, but a quick recharging AOE with 100% KB chance is very nice for setting up Venom nade and crowd control. Also, it has the radius as frag nade. But opinions differ.
  9. Pointing out some of the what I think are the most interesting changes: I cannot believe I forgot this one. Placate is now amazing. A quick recharging AOE placate to set up the 100% crits. Pain Tolerance for Night Widow Full crits for NW slash and eviscerate Better NW only Psychic Scream Full crits for all Bane melee attacks Scrambled Thoughts for Forts is now nice Leviathan pool is actually good now w/o procs General animation speed improvement in many attacks Fort wanting to play more ranged have gotten a nice buff with Fate Sealed and general control power duration increases
  10. Credit to the player Icy Reign for the badge name. A little incentive for players to take out the surgeons.
  11. I think about three people will find this useful. I use VIM for almost all my editing, so I created a syntax to make it easier to work on COH *.mnu files. Since, I am still tweaking the formatting. It will be easier to link to the github page. https://github.com/PaulBenHill/coh-tools
  12. Ranged or melee. Why not both, play a Fortunata. Scrapper with a nuke and controls.
  13. 1/11/2024 Added menu option to generate macros for tips. It makes uses the tips much easier.
  14. I have been working on this tool off and on for a few months. Now, I think it's in a good state. All major task force, strikes forces, and leagues are covered. Feedback is a appreciated. What I need most are "tips" to add to each event. Tips for speed running, tips for handling certain battles. I have a few in the Apex-Tin mage entry, but there is a lot to add.
  15. I do enjoy street sweeping from time to time, but DA and PI has gotten a bit old. RWZ is rarely visited, except for a specific reason, unlike the PI parking lot which folks like me pop in to kill a few mobs. All the level 54 mobs are way up in the north section of the map. I would like to see them extended so they take up the entire northern square. The area around the ship basically. Yes, it would have some impact on drop ship raids, but I would think that would be minor.
  16. Crabberminds are one of those builds you have to spend a lot of money on commit to total focus when playing. I don't play them, because the pets are uncontrollable and fragile. But if you can learn to keep them alive or at least manage their life cycle effectively, you can do a lot of damage. I think there are few players who really rock Crabberminds. Rarely than hens teeth, like really good HEAT players. On that note, I do have a Huntsbane build with pets that works pretty well. Doesn't rely on the pets as much, but uses them as extra damage.
  17. 12/11/2023 Small update, was missing Market Crash 1/4/2023 Overhauled the code, created a github repo, added initial tips
  18. You can have good melee and AOE damage. While providing -resists and double leadership. Depending on how you build. Basically, you can be right in the thick of it providing a lot of support. Support/stalker. Ninijitsu which I do like, and have several toons, does not provide anywhere the same team benefits.
  19. Things haven't really changed since I posted a bunch of mace only builds. No redraw does help a lot with switching between gun and mace, but you cannot avoid the gun for venom nade. I hoping in the next page they will fix some of the issues.
  20. Fortunately, it wasn't Katie. Just one of the NPC. I think this means there is a hole in the map. She is quite stuck and never popped out.
  21. Finally, caught up on the Vig/Rogue arc badge.
  22. It depends. Proc heavily builds need -defense for better accuracy Mastermind pets are helped if you are soloing high level mobs Teams with lots of lowbies are also aided
  23. A number of controllers and doms. I enjoyed leveling them, but they are really needed at high levels.
  24. It's very hard to take both boxing, kick, and cross punch, then Soul mastery attacks and be able to slot them effectively. Here is a version that only takes Fighting, not Soul pool powers. You really need to take Follow or Build Up. Also, Mind Link is a must which I should have noticed first time. Arachnos Widow (Night Widow Training - Widow Teamwork)(1).mbd
  25. From personal experience. You are going to bleed endurance. Badly. Night Widow can attack really fast, but also zero out their end just as fast. You need to have two endurance reducers in every attack and one in each toggle. I would give up the Widow pet and use those slots elsewhere. The pet recharge is too long and too squishy.
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