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LEUGIM6

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Posts 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. On 4/7/2021 at 11:09 PM, Troo said:

     

    Umm, this is not the focused feedback section of the forum. Heightened levels of moderation can be indicators of things in the works.. which should be cause for alarm to anyone who currently plays regeneration and likes it.

     

    As to @BioFlame question: Instant Healing: why hasn't it been reverted to a toggle yet?

    Which version of the power would you like to see? There have been a number of them.

     

     

    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. 4 hours ago, BlackHearted said:


    I can see how it would get fuzzy to look at on paper, but I regularly tank for itrails, hami raids, etc and have used several armors over the years doing those activities.. Regen def stands out to me as preforming very well in those settings where you have  a lot of team buffs...  And I have had other people who I know to be good players tell me they have similar results/experiences with their regen brutes... again either way.. point being the set never struck me as underpowered, just not simple to play.

    I could see adding in a 30% end drain resistance and increasing the -heal debuff resistance by some notable percentage maybe make it 1.5 x what it currently is.  But aside from that it really doesn't need anything to be good.  A slight decrease in the recharge in dull pain would be nice for lvling it up I suppose.. those lvls can be somewhat awkward... but i'm not sure how that would affect balance across the board so I hesitate to suggest that.

    -addendum:  Some amount of built in slow resistance would be a nice addition as well I suppose, this can currently be added via IOs but has to be stacked rather high to have notable effect, if the set it's self had some smol amount built in that would make it easier to build in resilience to something people often complain about it being weak to.. like off the top of my head if it has a 30% res to slow effects that would be a seemingly reasonable change in my view.

     

     

     

    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?  

    • Like 2
  5. 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?

  6. 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?

    • Like 3
    • Thanks 1
  7. 2 hours ago, MTeague said:

    It is also possible, that the HC Dev's simply disagree with the premise that making it a non-perma click power was "one of THE greatest injustices done during the live version of the game".

     

    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?

    • Thanks 2
  8. 4 hours ago, SaintD said:

    Because instant healing as an easy toggle stacked with I/O defence and resist values. That's why.

     

    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?

    • Like 1
  9. 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?

  10. 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 |
    |-------------------------------------------------------------------|
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    |78DA9594594F135114C7EFB45381B243A1547604BA4105A3890A880A68149A9034F|
    |1CDE00023344EDAA62D461EFD06AEF14516D7B87F10D7AFE10BA0717FAAA7F3FFD3|
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    |F9786371FEFF6333EF5D9ACA74A870ABB9BF5F3F2C85|
    |-------------------------------------------------------------------|

     

    Scrapper - EnergyMelee - Invulnerability.mxd

  11. 7 minutes ago, hakurr said:

    this is really not an easy question to answer. first I have to ask what do you see in your character I mean what do you want from him what is your play style. are you planning to just be DPS or do you want to tank. do you want a little of it all. do you just run in like a berserker or do you look to see what is ahead. do you have unlimited funds or are you looking for a cheap build. just about anything with enough Influence can be OP. some things just get there easier than others. give us some more info and maybe we can point you in a direction that might peak your interest.

     

    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.

     

     

    • Like 1
  12. 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

    • Like 1
  13. 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.

  14. 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

  15. 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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