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LEUGIM6

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Everything posted by LEUGIM6

  1. I don't understand why people are discussing SR and its changes on a thread about IH but... shrugs. Anyway, my point about IH is that not only is Regen a bit weak (compared to the current landscape on Homecoming) but also it has way too many clickies and it's not fun to play. Regen was suposed to Regen, Not absorb, not Res damage nor debuffs, its defense was Regen or die. And it's not as much fun to play currently as it used to be. Mostly because IH is a clickie instead of a toggle. Again, I'd change on the BETA server (and only there for now) back into a toggle and keeping the current nerfs: only 800% regen (from 1.200% from live), and of those, only 200% are enhanceable. I'd also keep Integration with the lower regen it currently has (used to be higher before the nerds on live). Mainly: change IH back into to a toggle on the beta server and see what happens. Wait and assess. And then tweak as necessary. PS - keep MOG from being used while IH is up and vice-versa.
  2. THank you everyone. Since I am a moron, I went ahead and tried nothing you suggested. First a Staff/Elec, which while fun (love the animations!), it lacked in damage and the sounds were "off". Then I tried Claws/Elec, again, not bad although I expected more from Claws. Finally, I decided to stop being a moron and go with your advice. I started a Savage Melee/Bio. I had never used Savage Melee before... it seems very good, especially in the lower levels (only 20ish now) but I can see the potential there even at higher levels. And Bio, is well, Bio. I am more into Bio now that I found out I can use minimal Fx. Thank you again, and sorry for being too stuborn. PS - I might try Mace/EA too sometime.
  3. Which version? The toggle version. It should be a toggle like it was before Statesman nerfed it into the ground. Probably couldn't be used with MOG, obviously. And I'd start cautiously, keeping the 600% non-enhanceable, only 200% enh. And then tweak as needed.
  4. Thank you all. That was most helpful. I never realized the Diabolique iTrial was AFTER DA...
  5. Well, if you're using the argument that on teams with full buffs Regen is good at least say how much BETTER are the other sets, also fully buffed. Common.... The argument being made isn't whether Regen is good or not (I say it underperforms, but that's not the point). The point is this: in the current day and age of CoH, IH being changed back into a toggle won't be more powerful or gamebreaking than a lot of stuff we already do in game. And IH as a toggle is a lot more fun to play with, as it was on launch and life before it got obliterated. Why not try it and see how it works? I mean, Homecoming DOES have a beta server, what wrong could it do?
  6. Hello guys. I've been trying to find the story order of the arcs and iTrials of the "endgame". I remember Apex being the first Incarnate TF, then Tinmage, but after that, the "regular" story arcs and iTrials get all confusing. Does anyone know what stories/arcs/TF/iTrials should be done in the "correct" order, story-wise at least?
  7. Well, I think Regen is a lot more fun with IH as a toggle than a very loooong recharging clickie. Why not change it back to a toggle and then, tweak the values as needed? It won't be more game breaking than the stuff we already do anyway. And even if it were the case, the Devs can tweak the numbers of the enhanceable part. Again, IH as a toggle is a lot more fun to play with.
  8. I think some of you are remembering IH as it was on launch not as it was before being transformed into a clickie. On launch, it gave roughly 1200% regen, then it was nerfed to 800%, then it was nerfed that only half of those 800% were enhanceable. Then it was changed to only 200% being enhanceable... ...then it was changed into a clickie. This was back when Statesman was in charge and the game, under Positron, has long since evolved with IOs, Incarnates and stuff. Things that were broken back then, aren't anymore compared to the new stuff. People sometimes forget that some combos are only viable because we now have plenty of ways to get more endurance (Numinas, Miracle, Set Bonuses, Incarnate Alphas, etc...). Back then, some combos were impossible to play due to lack of endurance. Simply couldn't be played just with Stamina. These days, things are different, the game has changed and what was considered "too OP" back then doesn't even cut it nowadays. So, IH, with just 200% enhanceable, without any res to -regen, with its glaring hole against alphas against +4s and Incarnate stuff.... doesn't seem that OP anymore. Why not try it and see how it goes? Is it really more game breaking than all the stuff we currently do?
  9. I don't think you really know or remember what happened back in the day, for Instant Healing to have been one of the greatest injustices done during live. Quick recap (skipping some juicy details for the sake of being brief): After 2-3 nerfs in a row, plus GDN+ED, Statesman yet again says they are concerned with Regen and famously says "Small concern=Small tweak, don't worry Regeners" (quoting verbatim). They propose a brutal nerf to Regen, players react poorly asking "Why such a big nerf?" and Statesman replies that Regeners are Tanking 10-12 mobs +12lvls above them, at the same time and surviving. Most players don't believe and ask for proof. Statesman releases a video of a Dark/Regen scrapper going against 10 mobs +12lvls above him and not only surviving but utterly destroying the mobs, usually one-shotting them. Some clever players tell Statesman that it seems their internal test server is lacking the famous purple patch because there's no way any class can one-shot a +12lvl mob, let alone 10 of those mobs at the same time. Statesman goes and check and famously says "Ooops. You guys are correct, our internal server IS lacking the purple patch. Ooops". (this was during a weekend). The forums rejoice, we as players avoided an injustice. Come patch day....Regen is nerfed EXACTLY like planned, not even one comma was changed. It was as if we didn't prove their supposed metric for the nerf was wrong. The nerf was never reversed. Ever. So yeah....it was one of THE greatest injustices from live. I didn't claim it was THE greatest EVER, but it surely ranks amongst the greatest injustices done in live. And Instant Healing and whether or not it is OP, my reasoning is: Is it more or less OP than the current shenanigans some ATs do? Novas every 30 scds or less, unkillable tanks, uber scrappers, solo-able MMs, Trollers, etc etc..... ...but IH is the one that's totally more OP than all the rest? For real?
  10. That's how it was on live. And there's also constant healings like Rise to the Challenge, IO procs, etc..
  11. Again, I am not saying IH could not have its numbers tweaked. That's not what I mean. What I mean is: in the current state of the game, which has a lot more "broken stuff" than IH, why hasn't IH been reverted back to a toggle and THEN, if too OP, tweak its numbers? (Kinda like they did with Titan Weapons). I mean, it is not like IH is more broken than half of the current builds and powers (looking at you , Novas every 30scds or less). And if we "judge" a power because of the existance of IO and sets, well....then almost every power would be nerfed to the ground, no?
  12. Yeah, but why not on a scrapper? What's wrong with IH ? What's "more wrong" with IH than so many other OP powers currently ingame?
  13. I know this has probably been asked before but I couldn't find anywhere so apologies in advance. Instant Healing nerf was one of THE greatest injustices done during the live version of the game. But most especially now, with IOs and the regular OPness of lots of builds, Regen is lacking in power. Even with IH up, at the Incarnate level and the amount of alphas flying left and right, it wouldn't keep you alive regardless. So, considering that there are currently a lot more OP builds and powers, why hasn't IH been reverted to a toggle already? Probably would have to be made incompatbile with MOG but...why not change it on the test server and see how it goes?
  14. My idea was to have aroundish 50% res, and have capped S/L defenses. And obviously covering the Psy hole with some imperviums. All in all, easier said than done. Btw, is moonbeam that good?
  15. Hello allI. So, I have an Energy/Inv Scrapper at lvl 50, that I am now starting to IO out. I have some questions and doubts about some IOs and ATOs. 1- I've used Superior Critical Strikes on Total Focus and Superior Scrapper's Strike on Energy Transfer. Is that the way to go? I confess I don't understand really well the way ATOs work. 2- My resists are a bit low for Energy/Neg, which I believe is an important part of the endgame. On the other hand, my Fire/Cold are very high but I can't seem to find a good, cost-effective way to raise the energy/neg resists. 3- My defense is S/L + Fire capped but, again, the Energy/Neg defense isn't particularly high. Should I try to increase it more? And how? 4- I didn't go Hasten / Perma-Dull Pain because it felt I had to use too many recharge and sacrifice the Res/Def. Am I approaching it correctly or am I missing something? 5- I kept Barrage and Power Crash due to being somewhat mules for some important IOs but also because Barrage can be useful sometimes, and Power Crash when solo is also situationally useful. But I can totally see myself dropping power crash. 6- Unstoppable is a mule for IOs Any ideas, suggestions? This Hero build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Level 50 Mutation Scrapper Primary Power Set: Energy Melee Secondary Power Set: Invulnerability Power Pool: Fighting Power Pool: Leadership Power Pool: Leaping Ancillary Pool: Soul Mastery Hero Profile: Level 1: Barrage (A) Superior Blistering Cold - Recharge/Chance for Hold (5) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime (5) Superior Blistering Cold - Accuracy/Damage/Recharge (7) Superior Blistering Cold - Accuracy/Damage/Endurance (7) Superior Blistering Cold - Damage/Endurance (9) Superior Blistering Cold - Accuracy/Damage Level 1: Resist Physical Damage (A) Unbreakable Guard - RechargeTime/Resistance (3) Unbreakable Guard - Resistance/Endurance (3) Unbreakable Guard - Resistance (17) Unbreakable Guard - +Max HP (23) Unbreakable Guard - Resistance/Endurance/RechargeTime Level 2: Temp Invulnerability (A) Unbreakable Guard - Resistance/Endurance (9) Unbreakable Guard - Resistance (11) Unbreakable Guard - Resistance/Endurance/RechargeTime (19) Unbreakable Guard - RechargeTime/Resistance (21) Unbreakable Guard - Endurance/RechargeTime Level 4: Bone Smasher (A) Hecatomb - Damage (11) Hecatomb - Damage/Recharge (13) Hecatomb - Accuracy/Damage/Recharge (13) Hecatomb - Accuracy/Recharge (15) Hecatomb - Damage/Endurance (15) Hecatomb - Chance of Damage(Negative) Level 6: Build Up (A) Recharge Reduction IO Level 8: Power Crash (A) Superior Avalanche - Accuracy/Damage (17) Superior Avalanche - Damage/Endurance (45) Superior Avalanche - Accuracy/Damage/Endurance (48) Superior Avalanche - Accuracy/Damage/Recharge (48) Superior Avalanche - Accuracy/Damage/Endurance/Recharge (50) Superior Avalanche - Recharge/Chance for Knockdown Level 10: Resist Elements (A) Unbreakable Guard - Resistance (21) Unbreakable Guard - Resistance/Endurance (23) Unbreakable Guard - RechargeTime/Resistance Level 12: Boxing (A) Empty Level 14: Tough (A) Aegis - Psionic/Status Resistance (19) Steadfast Protection - Resistance/+Def 3% (43) Impervium Armor - Psionic Resistance (46) Gladiator's Armor - TP Protection +3% Def (All) Level 16: Unyielding (A) Unbreakable Guard - Endurance/RechargeTime (25) Unbreakable Guard - RechargeTime/Resistance (31) Unbreakable Guard - Resistance/Endurance/RechargeTime (42) Impervium Armor - Psionic Resistance (45) Unbreakable Guard - Resistance/Endurance (46) Unbreakable Guard - Resistance Level 18: Whirling Hands (A) Armageddon - Damage/Recharge (25) Armageddon - Accuracy/Damage/Recharge (27) Armageddon - Accuracy/Recharge (27) Armageddon - Chance for Fire Damage (29) Armageddon - Damage (29) Armageddon - Damage/Endurance Level 20: Resist Energies (A) Unbreakable Guard - RechargeTime/Resistance (31) Unbreakable Guard - Resistance/Endurance (31) Unbreakable Guard - Resistance Level 22: Weave (A) Luck of the Gambler - Defense/Endurance (33) Luck of the Gambler - Defense (33) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 24: Maneuvers (A) Luck of the Gambler - Defense/Endurance (33) Luck of the Gambler - Defense (34) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 26: Total Focus (A) Superior Critical Strikes - Accuracy/Damage (34) Superior Critical Strikes - Damage/RechargeTime (34) Superior Critical Strikes - Accuracy/Damage/RechargeTime (36) Superior Critical Strikes - Damage/Endurance/RechargeTime (36) Superior Critical Strikes - Accuracy/Damage/Endurance/RechargeTime (36) Superior Critical Strikes - RechargeTime/+50% Crit Proc Level 28: Invincibility (A) Reactive Defenses - Defense/RechargeTime (37) Reactive Defenses - Defense/Endurance (37) Reactive Defenses - Defense (37) Reactive Defenses - Scaling Resist Damage Level 30: Combat Jumping (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (39) Shield Wall - +Res (Teleportation), +5% Res (All) Level 32: Energy Transfer (A) Superior Scrapper's Strike - Accuracy/Damage (39) Superior Scrapper's Strike - Damage/Recharge (39) Superior Scrapper's Strike - Damage/Endurance/Recharge (40) Superior Scrapper's Strike - Accuracy/Damage/Recharge (40) Superior Scrapper's Strike - Accuracy/Damage/Endurance/Recharge (45) Superior Scrapper's Strike - Recharge/Critical Hit Bonus Level 35: Tough Hide (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (40) Luck of the Gambler - Defense Level 38: Assault (A) Endurance Reduction IO Level 41: Moonbeam (A) Superior Winter's Bite - Accuracy/Damage (42) Superior Winter's Bite - Damage/RechargeTime (42) Superior Winter's Bite - Accuracy/Damage/Endurance (46) Superior Winter's Bite - Accuracy/Damage/Recharge (48) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime (50) Superior Winter's Bite - Recharge/Chance for -Speed & -Recharge Level 44: Super Jump (A) Jumping IO Level 47: Dull Pain (A) Healing IO Level 49: Unstoppable (A) Impervium Armor - Psionic Resistance Level 1: Critical Hit Level 1: Brawl | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1517;692;1384;HEX;| |78DA9594594F135114C7EFB45381B243A1547604BA4105A3890A880A68149A9034F| |1CDE00023344EDAA62D461EFD06AEF14516D7B87F10D7AFE10BA0717FAAA7F3FFD3| |36F2E44D26BF7BFFF79C73CFB97366A2D726ABDE9CBD3EAEB49A09CBC864E6620B6| |9239532D3E5D195AC918D27132A3FCAE469DDDD9A8B9A966946A612667A69158BAE| |C2DEA479D94C64CCC8B9C4D5154B2C8CF9B815CFAEAAEAD964D28A9C892F2D67E38| |9A55A7B35631A8B663AB31C4F55EDAE53B2E9B617B194692EFAA652F185482C6B58| |5724762CB962CD458D4CD64CAFB6484687E5590B298E9C4BDDD5951AD6957E87BC0| |DEEBB45DE04CB6F8023F9B234DB5757BF9CB6E6F8417E07EBFE80CDBFC151F1D1E8| |A3D1B69CB66EDA343096E727B82E393A99A3B3DF015B3F58152083604D880C831BE| |2EB82AF728595AD6D86F046F2F1CAEEA396BA3570601D3CB8416E82C30FC013E258| |81FC1D15CCDBC33A9A99B72636953CB33227433945A98697B3FA88862ABDC2765D8| |58242BFAE060FC1FB6950A95AD8BA6A79032D8CDCC11B0AD26780270F3293875259| |3D7DEB8FE1065A8E83FB47C831B0ED28390A9E941C1B5959E3EE798CDFC1F8BAD83| |4D1A6A90E757479C826B05E6CBCB4F1FE63D34D9B4792A78F6FC0770937DB6D90F3| |E08105729134C15312BFD56EA19CB3F52BF2EADD21B7C96F7C2362DB8E5CB4769ED| |D3F8DBDC7924327EFAAF32DB4FE77E407D0FF9EFC080E7C024F4BDC1EC6ED615C3F| |6B6C90BD3EECA9BE6E74DC67710BB0DEC033D4117C4EBE00075FB2E35EB1E35E835| |E8917663785038837265A845AA417DA846843D486D81F9D7AE10BCDB5E9852F3DBF| |94AE9CD9A3CCEA341745B3952D77E17BA5B2BD47D9292A0EED3C4E0E5DC06D0C6FE| |1C6BE146D34ED1E3A2ED485CC9F14FF41183E8FE84CDB7017E7F325F38B25F3D992| |F9786371FEFF6333EF5D9ACA74A870ABB9BF5F3F2C85| |-------------------------------------------------------------------| Scrapper - EnergyMelee - Invulnerability.mxd
  16. DPS, not tank ( I have my tank for that). I don't have unlimited funds but I have patience to farm all the merits and influence needed. So that's not an obstacle.
  17. Hi guys. I want to start a Brute, that's useful at Incarnate content, and also TF and regular teams. Not interested in builds optimized for farming. Obviously, I know that most builds are good at Incarnate level, especially if IOed out. But what's the top of the cream, so to speak? The best among the best? I fear that unless it's a good build, it won't keep me playing it, and this time I want to play a Brute at lvl 50s. Obviously, what I am expecting are your ideas for trully very very good builds for the iLevels and your milleage my vary, of course. Meaning, nobody should get upset with other people's suggestions or ideas. Thanks all
  18. Hello all. Unique IOs such as Reactive Defenses: Scaling Resist Damage, or Unbreakable Guard:+Max HP, or Shield Wall:+Res All, etc... do they work on click powers, even if the power is not activated, or not? Should they be slotted into "always on powers" or toggles like Numina's and Miracle? I tried to find the answers to this but... Ty all.
  19. That were my thoughts. But Mids's damage numbers on Electric Melee are lower on Stalker than on Scrappers. Is the power coeficient the same in stalkers and scrapepers?
  20. No, you were correct, I meant electric melee (EM). So, you say Stalker would be better because of AS being a very good ST to compensate for Electric's AoEs... ....but aren't the AoEs a lot weaker on Stalker?
  21. Hello all. I am considering leveling up an Electric Melee/Shield character. What would be the difference between Scrappers, Stalkers and Brutes, as far as DPS (ST vs AoE), survivability? How about at Incarnate lvl, have they different usefullness? I thought Stalkers would deal more damage, but on Mids, Scrappers seem to do more? Ty
  22. Hey guys. Whenever I try to copy builds from MIDS Reborn to the forums and I click "ok" to submit the post, it says there's an error. What am I doing wrong?
  23. Hey Guys. I went with Fire/Dark. So far it has been fun, except for the endurance issues. It's safe, it's relatively fast and fun.
  24. Hi all. I want to start a new scrapper, with Spines. I am unsure about the secondary, either WP or Invulnerability. Invulnerability is nice but I think spines is a endhog, and so is Invulnerability. WP is more passive, less alpha-survivable, but more endurance. Obviously, at max level with full IOs, every AT is a beast. But my question is: during leveling, will I suffer too much from Invulnerability? Will WP pair better with Spines? Ty in advance
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