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KaizenSoze
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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
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Popmenu for LFG messages - lfgmacros.mnu
KaizenSoze replied to KaizenSoze's topic in Tools, Utilities & Downloads
1/11/2024 Added menu option to generate macros for tips. It makes uses the tips much easier. -
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.
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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.
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Can anyone break down how the Crabbermind plays for me?
KaizenSoze replied to lokiie1984's topic in Arachnos Soldier & Widow
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. -
Popmenu for LFG messages - lfgmacros.mnu
KaizenSoze replied to KaizenSoze's topic in Tools, Utilities & Downloads
12/11/2023 Small update, was missing Market Crash 1/4/2023 Overhauled the code, created a github repo, added initial tips -
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.
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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.
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Can we post self-congratulatory milestone screenshots?
KaizenSoze replied to EmperorSteele's topic in Badges
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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
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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
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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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You might enjoy reading this thread.
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Widows will need to take Ageless. Especially, Night Widows. Bane and Crabs can take Barrier, if they haven't proc'ed their attacks out too much. If you take Ageless, then you can take Muscular Core for max damage. Otherwise, see how your end usage is and take Musc radial for some more recovery. Assault core for Banes and Crabs. Now, for Forts and NWs, it's a bit tricky. They are very heavily lethal/psi damage, so you can consider taking Assault Radial to mix in some energy damage. But in the end I suggest Assault core. Especially, for NWs, widows attack so fast they can maintain high Assault Core stack levels. Interface is another place where you can pick up some extra damage types, but Bane and Soldiers can boost the toxic damage from Degeneration with Venom grenade by 40%, so I go for the 75% toxic/25% max hp debuff. Widows I go with 75% max hp debuff. Though they can stack a lot of -resist though Reactive due to their high attack speed. Interfaces are not super useful, so play around.
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You don't get stuck because it teleport to random locations in DA, but it's a really big gap. [3681.5 38.0 275.7] There are floating tree under the map. 🙂 [3189.1 39.1 191.4]
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I feel your really need to understand binds to use Trick Arrow effectively, especially /bind <key> powexec_location target “<power>”. Targeted AOEs benefit massively from binds. I put a whole bunch binds suggestions in the intro: What is really want is a bind that finds bosses, not a specific mob boss, I know that exists. But any boss.
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Here is my take on TA/psi. I looked over your build and here is my obsessive option of how I would build it. More defense, this is a complicated point. Yes, Flash arrow is amazing, but due to all the patches TA lays down you will be taking fire from non-debuffed mobs often. Especially, in any chaotic pulling environment. You will need Ageless at 50 to handle the end drain. Unless you slot a lot of end redx and take Cardiac Since, you're trying to proc a lot. You are definitely going to need Ageless. I think Psychic Scream is a horrible power. Cast time is too long, damage is too low. Swap it out for Psionic Lance. Scrambled Minds is a really odd power. IMO it takes to long to take effect, but if the mobs are clumped up it's really nice. Take this over Psychic Scream. As food for thought, here are my TA/Storm and TA/Beam defenders. Both can solo 4x8 most mob groups. Defender (Trick Arrow - Storm Blast).mbd Defender - Trick Arrow - Beam Rifle.mxd
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Ah sucks thank you.
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Alas, that would make venom nade seriously overpowered. It's already a keystone power of SoA. I agree that Bane range attacks suck, except Poisonous Ray, which is ok. Why do all Bane ranged attacks have a minimal cast time of 2 second? Regardless of damage, single target, or AOE. I know why actually, it's because they are copies of mob attacks and never reviewed. 😞 Shinobi like crits is a nice idea, I would just be happy with full crits in the current system. That would close the damage gap a bit between Forts, NWs, and Banes. Bane single target damage isn't as bad as you think in my testing. See early comment. Banes at least provide a decent amount of -res to a team, unlike NWs who primary benefit is defense, which is nullified at 50+. See my comments on Time defenders in the defender forum. Same issue different AT. Forts are the strongest damage dealer of VEATs, except a well run crabbmind. They can exceed NWs and Banes single target damage with some builds. Their AOE is much better than NWs and they have controls which are very useful even on hardmodes if you lean into them. They are a scrapper/controller with a nuke. They are just not as durable. Forts are in a good place now, maybe a bit more ranged Psi damage, but not at the cost of anything other power. IMO.