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Posts
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I don't farm so I'll just talk about the trials.
Char needs to be slotted for damage. My suggestion is 5 apocs (all but Dam: Superior) + the unbreakable constraint proc. The base hold duration is sufficient for most purposes.
Fire cages needs to be procced out. It accepts a wide range of procs, it has a chance to trigger Reactive interface (chance of fire DoT on all attacks that do at least 1 damage), it has a short recharge and it has the lowest animation time of any controller primary's immobilize. Properly slotted, it is a major component of your aoe damage. Pick and choose 3-4 procs from Gravitational anchor, trap of the hunter, posiblast and the PvPIO set, then frankenslot the rest for acc, endredux and recharge. Also, remember to take the radial interfaces, the core ones do not provide comparable benefit.
Flashfire should have 5 absolute amazements, all but the proc (which is bugged, last I heard). I like a range common in the 6th slot; the default range is only 70ft which means you are at some risk of overshooting when running in to use it. 1 range IO solves this.
Hot feet is underslotted for endredux.
You also need more rech. At a minimum, I would build for enough rech to keep hasten permanent and get flashfire's recharge below 25 seconds; this plus cinders is enough control power to handle 90% of situations in which controller mezzes are still effective.
Only slot enough accuracy to hit +4s at 95% chance. In Mids', go to settings > maths and effects, and set base ToHit to 39. Then, the "accuracy" field in power info will show you the % chance to hit against a +4 enemy for that power. Some people, me included, prefer to slot to hit +3s only on the assumption that the only enemies that will be +4 or higher will be trial AVs like the Avatar of Hamidon. In that case you would set base ToHit to 48 instead.
Defense is important because fire/kin will want to play in melee to leverage the self-buffs. You cannot always rely on team buffs since not every league is tank/support-heavy, other characters are not always around to support you, there is value in being able to take initiative/act independently/initiate combat, and because defense works when you cannot stop to control, debuff or kill everything in sight (Lambda is the classic example). You cannot rely 100% on mezzes either, since trial spawns tend to have a lot of high-ranked enemies; underground trial spawns have 4-6 elite bosses per group, beyond the ability of most non-dominators to effectively mez. Fire specifically also has the problem that IDF summon battle orbs with dispersion bubbles, which counter both your mezzes, so high damage and defense are necessary to survive until you can destroy all the orbs. On an unlimited budget build I would settle for at least 45% defense - trial softcap is 59% but you can make up the rest with inspirations.
The easiest way to get def without compromising on rech is to take one of the APPs that give S/L defense toggles (either stone, ice or scorpion mastery). Stone offers a dull pain clone, a Mag 4 ST hold and additional AoE that also stuns and knocks down enemies. Ice offers Blaster-level aoe damage with ice storm, Hoarfrost and a really good ST blast. Scorp shield gives energy damage as well, which is nice because energy damage is extremely common in trials. Pick whichever you like; I went with scorp shield for concept.
Fire APP does good damage but trying to build for defense on a resist APP while maintaining overall effectiveness is very hard, and I have not been able to produce, nor have I seen a convincing example of such a build.
Last of all, have fun. Properly built and played, fire/kin dominates the battlefield with blaster-level damage, powerful mezzes and formidable team support ability. Enjoy! -
It will be a valued character due to being able to output lots of -res, but more challenging than average to play with no ability to floor tohit and little mitigation.
Apoc proc should go in the fastest recharging sonic blast instead of Shout.
There are some things in your build I don't really understand, like the tiny radius oppressive gloom on a ranged squishie.
Defense is valuable and does make a big difference on trials, provided you can get it without sacrificing recharge or other parts of your build (like damage and debuff). But there are ways to live without IO defense if you are alert and good at managing your barrier, clickies, insps etc. The poor man's softcap, if you're willing to splurge a little, would be to buy super purples (+50 defense for 60s each) and eat them as needed. -
Yes, but only if you can do so while also maintaining high recharge (to abuse the crashless nuke and maintain perma-DP), not skipping any mandatory powers and not crippling your enhancement values.
Also trials have a lot of exotic damage in general, and energy damage in particular. 45% S/L/E in trials will be a lot more survivable than 60% S/L and 20% everything else. I do not consider pure S/L defense builds worth playing if that is the main mitigation the character has. -
I have a feeling that this will never be done - and not because knockback is all it's made out to be, as some are wont to claim. It's because changing KB to KD (or even just removing it completely) would massively increase the effectiveness of the sets that have it.
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Only one side of the story is being told here, so no reasonable conclusion can be reached. Next.
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Add a message box that pops up at the beginning of the trial, informing people that failure is a part of learning, to enjoy themselves regardless of the outcome, and that time spent playing is not a "waste" just because you did not get video game money at the end of it.
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Fail conditions are a welcome addition to the game. They reward speed, efficiency and strategy over players banging their heads against a wall until it gives way. If anything, I'd make all group content timed and failable. Take more than 2 hours to do the STF? Lord Recluse steals every superpower in the world, you lose. Better luck next time.
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You are correct that stalkers are mechanically subpar in all important aspects of the PvE game. Even people who strongly advocate stalkers usually avoid game mechanical arguments, and try to sell the AT based on subjective things like concept, playstyle, personal preference, and so on. Those things can be important enough to outweigh the disadvantages of the AT for certain players.
Also, many formerly inferior powersets/ATs have been boosted directly or indirectly now, among them peacebringers, fiery aura, EA (buffed twice and in violation of the cottage rule), elec armor, regen, and so on. So there is evidence that the developers are looking at sub-par powersets and how to fix them, and there's hope that stalkers will be looked at again soon. -
FF/sonic is good in the sense that sonic makes up for one of FF's big weaknesses - no ability to boost the offensive power of the team.
Sonic is a single-target DPS set that also does -res, and the -res debuffs stack with themselves, even the ones from the same power. A good starter attack chain that stacks -res reasonably well and requires very little recharge is shriek > scream > shriek > shout > repeat. High recharge heavily-procced builds can afford to skip shout and still do roughly the same DPS, but FF does not benefit much from high recharge. Screech is a single-target stun that also applies a long-lasting -res debuff relative to other sonic blasts. Howl is your only real aoe and is great for debuffing large groups at once.
From Sonic, at the minimum you can skip the nuke. Nukes that crash end and recovery have very little use in the incarnate era, and detoggle your mez protection. Other powers that may or may not be skippable, depending on playstyle and the power of your build are shockwave (KB, does not do -res, Force bubble is better for positioning), siren song (helps soloing but not really necessary on high def builds), and Aim (every bit of damage helps, but the damage bonus is small on defenders).
Alpha is tricky. I would go with musculature core myself. Although the benefit for your blasts is minimal, it increases the damage of your judgement and lore pets. I would only consider nerve if it means the difference between softcapping all 3 positions (on you, not other players) and not. The bonus is very minimal even at the VR level because defense boosts are on schedule B. To give you some idea of how weak it is, an SR scrapper would only get +3 def to all with VR level nerve boost. If you must take a defense buff, consider waiting for Agility boost in the next issue, which boosts EndMod, rech and defense.
Make sure to take reactive radial interface, which adds a chance to proc fire damage to all your damaging attacks. None of the other interfaces offer comparable benefit in most cases. -
Time only displays its full power at 40+, when you have slowed response and chronoshift fully slotted, and perma-farsight to go with them. Try to stick it out until then before giving up on the set.
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Corr EF only has -22.5% res, fender gets -30%. Corr sonic blasts are only -15% res per blast, fender gets -20%. It's probably debatable who is better at soloing GMs, but when you factor in performance when teamed I would take the defender any day in this case.
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Quote:I don't actually mind this, within reason. Playing with weaker characters and seeing how you can handle the same stuff that would overwhelm several of them is a big part of feeling powerful, I think.I have long disliked how the more you progress in this game the more you need to team up with others to accomplish your goals.
When Lambda first came out, I would lead tanks and brutes around the warehouse on my defenders and controllers, and watch other characters who'd neglected to build for defense get picked off helplessly. It was quite awesome to be the only squishie left unscathed out of a team of 8. On one memorable instance, both teams went into the labs, leaving my scrapper to solo the warehouse. Alone, I killed 5 crates in the time it took 15 other people to kill 10 containment chambers and blew up a 6th just as they were coming into the warehouse. I don't mind forced grouping if it gives me great moments like this. -
Quote:I don't think so. Most minmaxers and powergamers I've met have been helpful, friendly types, while I encounter the most hostility from people who claim to support playing what you like and having fun (except, it seems, when other people's definition of fun differs from their own).Is this a consequence of the Invention and Incarnate systems and a shift to a system more prone to power-gaming?
Quote:What as a community can we do to bring CoH's atmosphere back to it's former glory? -
It is viable, and I would actually recommend it for a new player, since it will teach skills (situational awareness, insp management, resourcefulness, tolerance for frustration) that will let you turn softcapped builds into complete monsters later on. But it won't ever be as powerful as a balanced build that combines both high defense and recharge.
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Quote:I had the opposite experience. If I'm playing melee on a group, I tend to start thinking of whether there will be enough buffs/debuffs etc. to get past problem spots, and if not, whether I can power the through said problem spots while the team flops about uselessly and dies. This isn't a problem on easier content (ITF, Lambda etc.), but then on things like Underground which is beyond the ability of most melees to solo I find that support squishies give me more peace of mind, since they're better prepared to shepherd subpar teams through hard content. I spend 90% of my time in PuGs, so YMMV.That's what I mean - melee don't NEED other people, so you know that every time you log one in, you can play come hell or high water. "Squishies" can often do better, but they're dependent on who's available to do what at the time. In essence, I can play melee all the time or squishies some of the time, and that makes for lopsided popularity.
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It comes down to whether you can meet your build goals (rech, endurance recovery, defense etc.) without resorting to the alpha slot.
If you can do so, by all means go for musculature. It will buff your judgement and lore pet damage as well. -
Note that even with reactive interface, you still won't be mowing down hordes of enemies the way top-tier scrappers/brutes can. My corrs and fenders solo +2/x8, but slowly.
If mez is detoggling DN, clarion destiny will fix that (gives mez protection that can be made permanent).
If you have to chose between defense and recharge, go with recharge. Defense is still worthwhile on high-end builds that can build for it without losing rech, because 1) purple patch reduces your tohit debuffs, and 2) there are situations where you have to take hits without from undebuffed enemies (speedruns, Lambda warehouse/lab, fighting over the aggro cap etc.) -
I'm preeeetty sure that TJ actually has a 25ft radius, not 15ft. That's the size of a blaster nuke, enough to cover most spawns. I'll be running it on my endgame ill/time build, which will play almost entirely in melee. Nearly all the time buffs and heals are PBAoE, so I might as well save myself the hassle of running back and forth. It'll also make a nice aggro grabber in case I need to tank in a pinch.
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Huge -Tohit that floors the hitchance of everything in sight, massive heals and exotic resists make them impossible to kill. Tarpatch, Reactive radial interface (gives a chance to proc fire damage on every damaging power) and lore pets (the best ones do damage comparable with top-tier melee builds) help to kill things.
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Quote:Forcefields has negligible ability to boost the offensive power of the team. Unlike many other buff/debuff powersets, it does not debuff enemy resistance or massively buff player damage. This is not just a problem with heavily-geared builds, it is a problem whenever the team has enough survivability that offense becomes more valuable. The lack of offensive power also makes it very hard to solo at what most people would consider a reasonable pace.I thought of a good concept and i know force field is a good powerset. I plan to level normally, you know, solo missions through contacts and stuff. But i also want to be completely viable in a team. The idea is that i'd be able to support with force field, which is just a cool set in my mind. And i'd also be able to do damage with BR.
Now my actual questions are, will i be able to solo fairly alright? Will i be able to do alright damage, around corrupter level? Will i be able to do both in a team, or would i just be a support *****?
Forcefields is heavily focused on increasing survivability, but the protection it gives is mostly through defense buffs, and there is now a fair amount of stuff in endgame content that is autohit and ignores all defense. It's worth keeping this in mind if you ever decide to play endgame content. A more versatile powerset, like Dark miasma, which protects the team through a combination of powerful accuracy debuffs, damage debuffs, heals and some exotic resistances, won't be disadvantaged as much.
Since the gear in this game mainly gives recharge and defense, forcefields will be less useful on heavily-geared teams where all the characters can already handle survivability on their own. Powersets that can provide both offense and defense don't suffer from this problem because there is rarely such a thing as too much offense.
Overall, forcefields is among the least versatile of buff/debuff primaries. The bright side, for a soloist, is that it gives you limited mez protection, which is rare for defenders to get outside the endgame, and heavily-geared forcefields builds can be made extremely tough. I still wouldn't recommend it for a newcomer and you won't be doing anything close to corrupter-level damage. -
Surprisingly hard, now that a lot of sucky powersets and ATs have been directly or indirectly buffed. Fiery aura, EA (buffed twice), elec armor, peacebringers, the list goes on and on. My money's on a mixture of psi blasters and non-Elec/Nin stalkers, and even those two at least do damage. But given that modern top-tier builds can solo endgame TFs, even a team of the worst characters ought to be able to finish with little difficulty.
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Customization is consistently mentioned as a major reason why this game is good, so it's good sense for the developers to support and expand it wherever they can, regardless of whether it fits with the lore or not. The backstory can stay where it belongs - in the background.
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Life begins at 50+3 and a 15 billion inf build for me these days. The process of getting there is just a really long testing period to see if I like the character.
It's about the destination, not the journey. -
Quote:On melee characters, typed defense is probably more slot-efficient.Here's my question, why are people stacking typed defense instead of positional such as melee? Wouldn't it be better to max out your melee defense so that it includes all types of melee rather then limiting yourself to just smashing/lethal?
The large positional defenses tend to be 5/6-slot bonuses (oblit, t-strike, perf shifter), while there are quite a few large typed defense bonuses at 3/4 slots (kin combat, eradication, aegis).