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Posts
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I just slot for lotsa end-reds, get the Cardiac and and all good to go.
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Quote:Isnt that the basic of a blaster anyway? Squishy but insane on damage output?I threw this dark/mm together in Mids'. I can't say that I'd play it, but the build itself makes me giggle. +61.5% dmg bonuses including assault. Put this one in the 'stupid build tricks' category, but amusingly it doesn't look unplayable... just really squishy lol.
Non of my blasters have anything of defense whatsoever, purely focused on a continues stream of mayhem. Still i hardly die on any given trial, i just hide and seek when a mob comes after me or pop some of my tricks from /ice.
If i need defense that badly, i pop a few purples and off we go. -
Still no redname reply on this issue?
Oh well, i just stick to AT topics -
I got bugs reported back in 2005, they never have been fixed. That presumable because its more EU related, and we all known how devs clearly think about EU players (or any non-US players for that matter).
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Quote:Not all defense sets have 95% debuff resistance like SR, added that there are also non-resistable debuffs like earthquake. Against CoT, its not uncommon to face heavy stone/-def based powers against you....right up until the instant you encounter serious defense debuffs, (Romans, Longbow, anything with swords or guns, the Sky Skiffs in Sutter, and so on) at which point all of the resistance-based sets will plunge and many of the defense-based sets will remain solid.
Massive to-hit buffs (mainly DE Quartz drops, Rulaaru, Nemesis Vengeance, rad-based Longbow bosses) will cancel out defense-based sets, but all of those cases except Rulaaru can be countered tactically in ways that legions of Romans cannot. -
In my personal experience, cone and single target knockback is good, if the player knowns how to use it (wallsmash, back in line or GET HIM AWAY FROM ME!!).
However, PBAoE based Knockback is a freaking nightmare, on any given set. Handclap, lightning clap, PB's one, you name it.. its bad. By default i always make sure a controller is in the team, just to lock them in -knockback, so they wont fly around the place.
I only wish they would give 'knockback reducers', so you could actualy slot you power to reduce knockback into a knockdown, specialy on the 'chance to' its a lotery game to gues when its gonna knockback or not.
Some people still see it as 'softcontrol' in a full party, i just see it as 'kicking mobs out of the controlled area of debuffs, taunts and mez'. -
Quote:I was thinking about this setup, though i eventualy changed to ice/ice/soul, i really hate kinetic melee's animations.Honestly, I'm going to have to say Ice armor/Kinetic Melee.
You can color the Ice armor powers to not hinder your costume too much, and you can softcapped to basically everything with SOs.
Then you have kinetic melee providing -damage, chilling embrace stacking even more -damage, and hoarfrost and hibernate covering any holes in your build.
But on avarage, how much -dmg can kinetic melee ditch out? With a 11ish% from CE, 28% from DN, there is a huge hole still to fill on the remaining 60ish% of incomming damage.
Even against Council wolfs the once in a while blow could drop my health massive (dispite 48% defense) while running tough.
At the end, most boils down to defense, the standard since 2010. Got defense, got survibility, even those that have little to no resistance to back it up. -
In the old days there was a 'tweak' where you could remove that FWEEEEEEEEEEEM.
simple stated: I FREAKING HATE THAT SOUND.
Just after 2 days i go so sick and tired of that freaking FWEEEEEEEEEM sound, i went back to my Shade.
Is there still a 'legal' way to fix this? (old one was i believe digging in some digg file). -
Ooooooh i very like this one
But would you get closer to perma if you would use purples, without dropping your defense?
Armagedon has 10% recharge, but you loose the defense on the 6set Obliteration.
I'm still working on my PB, but this seems a very basic for my build, though i have to skip some of the IO's. -
Taken the defense shields for mules is very common, but most would pick at least rock armor.
If you do something solo, popping rock, crystal and minerals is enough to solo majority of mobs, specialy since u will run around basicly perma-hasten.
My simple reason for hover/fly, dump for LotG and travel. I can fly over the mobs, pick a target, toggle Granite and drop down to fight. Specialy in the LAM trial, getting a extra travel apart from teleport is very useful.
Ok you can just take the hooverboard or temp power, but i wanted something permanent wich doesnt drop my toggle(s). -
He went for the Cardial core, wich has a 45% reduce endurance, that already cuts back most powers with at least 1 IO end-red.
I do agree on Rock armor for Manu, I only have the armors for LotG's and GotA's, i dont have tough/weave but hover/fly instead.
But based on his total build, seems he focused on near-softcap incarnate trials, wich is consierable higher, where you cant use Rock armor while in Granite (while can use Manu). -
Well that was a nice noob moment there.. totaly forgot about Granite :X
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Quote:You serious? I've been playing for that long so gimped while i didnt know?Recharge is HUGE for traps. Stacking acid mortar(it does stack) up to three times is awesome. Perma PGT is something I wouldnt want to give up, and having 2 triage beacons out can increase everyones regen by 500%(Hello McRegen!)
I mostly focused on max damage (both my own attacks as my pets), time to rebuild some parts. -
Granite does benefit from recharge alot, penalties hit harder then bonus (20sec recharge with 60% penalty becomes 50seconds recharge), so unless you slot all your powers with at least 60% recharge to keep base recharge, you just standing there waiting for powers to pop up. Specialy incarnate trials with those psi mobs can put your recharge floored.
I would go for MM, my Necro/trap does have hasten (in trials my pets die alot) to get the summon powers back sooner, but i could go without by just popping a few more recharges in the summon powers.
/traps is very safe on powers, most powers already can be perma without external recharge and if you can pop 1 more (like acid mortar), it wont stack anyway. Calltrops is handy to have, but if you are ninja/ you already have your supply of them.
So with little or alot recharge, it hardly effects your damage output. Pets will do their thing, you have your debuff, only your control is somewhat lesser. -
I mostly call out for a /fire brute (wich is currently probably the most played AT ingame), to put down some burn's and kill the mob afterall.
Council maps sometimes make mobs even drop below the map, though you can still choose to get support (might take a while) or just reset the mission.
Then again, its indeed a great example of 'ignored bugs in the lifetime of CoH'.
(sadly the list only grows). -
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Hmm.. Mids' seems to go wrong on that last build here, total recharge is stuck at 77.5% (hasten + 1x lotg) but if i see the build, it should hit over 100% recharge?
I would personaly kick 1 slot out of hasten and put this into footstomp for the 100% recharge proc, got a feeeling that gives more overal recharge and the odd few % from the 3rd IO. -
Pure power? Demons. Shields stack, healing works, Lord has a hold (thats mag16 hold on AV's), pretty much mayhem.
Efficient? Thugs. You dont want 24 huge size demons trying to fix through 1 door, nor you want them to trying to smash 1 mob.
Thugs will get the upperhand if you mix up several secondairy, sonic with thermals for resistance, FF and time to wrap up the defense. They are more 'agile' to move around and having 8 brute-wannabe's will give you plenty of agro and softcontrol. They only have no hardcontrol abilities, that might give minor issues.
Can it be done better? Ninja is pretty sick, 8 stacks of Fire Rain is pretty sick, 8 stacks of calltrops can wrap em up. Damage i think they will be on the upperhand, as long they have a spot to stand and wack stuff.
Necro can be fun, 8 stack fear, 8 stack hold, insane ammount of -acc debuff (if graveknight also sticks at range) and also pretty solid with selfheal to top off the cap resist/defense.
Mercs.. lol no.
Bots will suffer the same issue with movement, but they do tend to stay ranged alot more then Demons. Assault bot swarm x 8 = lol. But the sound of 8 walking robots.. thats gonna fry your speakers.
Personaly i would pick Necro, Army of Death, diverse and strong control. Most efficient i would either pick Thugs or Robots, though both lacking hardcontrol. -
Minor bump on this, as i was looking for some builds, but as far i see the build, isnt boxing or kick missing to get tough/weave? Mids' state it as a red, so i still assume u need box/kick in order to get tough/weave?
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Sorry, i meant to say: activate or keep active while in squid/lobster
One side i'm still happy at least IO bonus will still be active in dwarf (thats currently my own bypass of loosing hasten, just getting the equal ammount of recharge as hasten).
But is the system even possible of 'retoggling' the way we would like to see it? Hoverboard just disables everything without getting it back, getting mezzed with non-offensive-toggles will continue to tick your endurance (the effect is just nulified) away, alike the 'affect self' abilities like PFF.
I'm planning to rebuild my Shade into a 'form only' spec, no toggles, no outside powers, no nothing, plain dumppowers and slots for setbonus to min/max my efficiency while in forms. (recharge, dmg bonus, extra defense/resist, procs etc). -
I can recall a topic somewhere last year, where they stated the inherent power of Kheldian is to 'counter' the in between swapping, so u wont get mezzed/killed the moment you get out of dwarf form to use any human ability.
I always loved warshade/peacebringers, but the nonstop swapping just to activate a non-form ability (selfheal, buff, hasten) got a bit too much annoying. Each swap is a few seconds wasted, no problem outside of combat, but waiting an entire battle to just get hasten back up gets annoying, specialy if my warshade is going towards perma-hasten.
I still wonder, what is the gamebreaking aspect if kheldians at least could activate (or keep active) poolpowers? Arachnos Soldiers can do so, why cant we? Cant really say leadership or aid self is that gamebreaking that its not allowed. -
The major problem with stun, the wandering off from mobs. True, with a troller or alike you can keep them at bay, but nothing is more annoying then stunned mobs wandering off outside your agro-aura and give addition problems to your team.
Stone indeed seems a solid runner up, with their hold combined with the epic hold power you lockout a boss pretty much instantly, but also /ice and /SS (slower animation) can do the same.
I would rather pick /ice in that line, icepatch for knockdown, cone slow, AoE sleep/dmg, stacked hold for anything that is very nasty. Ok, it has lesser synergy with dark/ stun, but in terms of overal 'control' seems to be on the stronger side.
My fire/EM is still there, but AoE control is minimal (stun makes mobs move out of burn) and TF became pretty much the most lousy power a tank can have.
But to fill up a dark/EM with stun-power, i gues you should focus on stun-duration slotting, the longer the duration, the more likely you can stack it up. -
Is there any way for a rogue to search heroes? I hang around alot in Atlas with my rogue (as i still like to play villain side), but if someone asks a question and i would like to check his level, if he's a hero i cant find him on /sea.
Now with help channel being both-sided, why is the search still 'alligment' locked? Aka heroes that can search for villlains and visa versa?
or am i just mission some option? -
Quote:Thats a bit too much credits to Mids imho, in the old days Sherksilver's builder was around also, in my experience slightly better.If Mids did not exist I might not even still be playing at all. I certainly would not have two accounts, as I do. My time tweaking builds and studying builds and guides in these forums, and doing research in the Wiki probably accounts for a third of my total time playing.
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The only thing i would like to see is the removal of the GFX on cloak of darkness, making you some darkish walking glob with 2 red eyes (alike warshade).
Side effect is that the set has no -slow/-recharge resistance, i kinda miss that on the set.