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Posts
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I've opened about 125 packs and still no Black Wolf. I wasn't completely set on it, but at this point I feel like I'm in too deep on these packs that I must have it. Damn you, Paragon.
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Definitely not crab spiders. I'm always told they have terrible single target damage.
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It was more of a problem back in the "herd the whole map and defeat one group" days. These days, most teams steamroll so much it's not really a big deal. Like Xzero said, as long as things die people won't care. That's not to say you wont run in to the occasional jerk who'll give you a hard time about it.
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Quote:I think this pretty much nails it right on the head.The reason this is happening can only be due to one thing: poor leadership and internal practices.
There should be standard procedures in place when developing new assets and code that says: "If you make X new asset, then it interacts in Y way with existing assets" This practice is then followed with every new asset that is made.
Instead what is happening is that they reinvent the wheel every time they make a new asset, leading to things like the inexplicable lack of beam rifles for MMs or Shard Cannon not going to SOAs when other weapons do.
Instead of strong leadership developing procedures and determining best practices, everyone's just running around making decisions on the fly.
No wonder new things take so long to get done and nothing ever gets fixed. -
I threw the proc in to Heavy Burst and the other 5 in to Burst. I had Burst slotted with Devastation but the SoA AT gives me a recharge bonus... which allows me to remove Posi Blast from Suppression and Frankenslot it with Centrioles for the range I've always wanted on it. I never did it in the past because the recharge loss would've taken me out of perma-hasten/pets. Now, I have my 2 cones on rapid recharge and approximately 75 foot range. I'm liking the way this is all turning out.
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Quote:This.Thanks for checking. Can you explain in more detail? Because I don't understand how the Celestial Rifle and the Steampunk Rifle made it over to Arachnos Soldiers with no issues, but the Shard Cannon has issues?
I was okay with the answer I received to this whole issue until afterwards when Steampunk/Celestial popped up. I was happy to see this as I assumed this was setting a new standard in weapon model proliferation. Now, we take a step back with this Shard Cannon/Beam rifle situation. -
Quote:This is pretty much the answer Posi gave me at the Pax panel Q&A 6 months ago. Still holding out for something/anything on my Soldier so it's back to the waiting game. Thanks for the prompt reply, Z.In talking to various people, I got the impression it was mostly an aesthetics/animation issue.
We can look into porting it over, but no guarantees that it will happen or in what timeframe we can accomplish it in.
The thing that just irks me is that to use the new shiny weapon I have to use the new shiny powerset. It felt that with the transition to Freedom and microtransactions, it would open up more goodness for everyone but I haven't really felt that so far... especially as an Epic AT. -
I just did a fresh install of CoH using the launcher and it only took about 15 minutes total.
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TT:Leadership and Tactics are pretty overkill, IMO. I would consider dropping Tactics for Combat Jumping or maybe the other armor if you don't want to deal with CJ. Could also consider the taunt in Presence pool to help out your pets.
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I can accept the answer that porting over old weapon models might take additional work which there isn't time for (although I don't like it!). However, Steampunk and Celestial rifles both are available to Soldiers so they must be doing something different now. Can we please just have all new weapons proliferate to all the sets that should be able to use them especially now that we're forking over additional money aside from subscription costs?
Also, I won't accept thematic reasons as a valid excuse as that was thrown out of the window when sniper rifles turned into flamethrowers and grenade launchers. -
Yeah, I hear you. Now that I'm dumping more money than ever in to this game, it's a bummer when something like this happens.
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The newer rifles, steampunk and celestial, are available to SoA so they must be how is that explained? It would be appreciated of from this point forward they made all new models proliferated to all appropriate sets.
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My tip would be to grab Geas/Force of Nature accolade for endurance emergencies. It's affected by recharge effects so with a high recharge build it can be up fairly often. I run an end heavy crab spider so I end up using it quite a bit.
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I doubt +Range is the first thing that comes to mind when most people consider mitigation, but I would definitely consider it *A* form of mitigation. Having played a perma-Boost Range blaster in the past I can definitely appreciate using range as a form of defense. I realize that "zomg soft-cap" is what this game has turned in to, but being able to take out enemies before they can come in to range and even attack is nice also.
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What's wrong with the Ragnarok proc? The magnitude is so low that it really does knockdown instead of knockback. Any enemies on their back won't be doing much attacking.
In terms of Posi Blast, I'm going a whole different approach (I know you're more of a melee tank crab so this doesn't help you), but I'd like to see an AoE set with MORE of an emphasis on range. More range in the actual enhancements and also a range set bonus. I've got 3 damage/range Hamis slotted in to one of my cone powers, but that means I don't get any set bonuses from frankenslottng. I'd really love to do the same on my second cone power but I'm keeping the Posi blast in there to hang on to the recharge set bonus. +Range is something I wish you'd see more of in this game. -
Assault. Always assault.
As you mentioned, to hit isn't too terribly important as most people get that all figured out on their own. Damage boost, however, is always in demand. You're not only helping me, but also all my pets. Spiders are badasses on their own, but their biggest strength to me is 'power in numbers'.
I used to be in an all spider supergroup and with everyone running double assault and double maneuvers the level of domination was insaaane. -
I've been on this for a long time. I asked about this at the Pax Prime Panel QA last year and was given some excuse along the lines of "it's not as easy as just porting over the gun model... but, maybe.". It really sounds to me like "there's not enough demand to make it worth our time.". So yeah, I'm not holding my breath on any that happening. Heck, I'd be happy with the vanguard elite rifle as all the stock rifles are kinda lame.
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I sit at 37.5 or so ranged defense. It's not cap but it's close enough to avoid most hits. Any hits I take are mitigated through my 50 RES and serum. One defense insp caps me if things get hairy. If things get really hairy I have accolade powers to fall back on.
Sitting at cap is nice but I'd be giving up a good amount of offense to get there. -
I posted my build here in the SoA forums a couple of days ago. Go take a look.
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Quote:Awesome, thanks for the heads up. I imagine it's the same thing as I was seen on beta then.OK.
The new ATIO is live. I have it, it is worth having. The bonuses are nice and testing it on Rikti x8 spawns, they weren't even touching me and they got terroized quite quickly
Bummer, I'm enroute to the airport for some vaca so I won't be able to play around with it until next week. -
Here's some screens from a pylon fight and a 54 Diabolique EB (forgot to bump up my difficulty to make an AV).
Pylon -http://i.imgur.com/iw9Bh.jpg
As you can see on the pylon, the -HP is pretty consistent of about 1000 per proc, roughly around 3-3.3% per proc. I'm not sure why the numbers vary if however. Well, maybe when the next proc fires it calculates off the current lowered max HP. Not sure.
Diablique 54 EB - http://i.imgur.com/pj5UU.jpg
Kinda more of the same here, but the proc values seem to be much more varied. If it's supposed to be a set percentage than the variance in the values here doesn't make a whole lot of sense. Only other thing I could think of is that the normal of the value of the proc is 45-60 for this NPC and it's being applied 6 times here... or it's just not displaying correctly.
I have seen combat numbers show a stack of procs from the same player just double the value on a single line as shown in this pylon screenshot... http://i.imgur.com/hWLE7.jpg ... the first spiderling is applying the proc twice while the second only landed it once. Still, we're hitting at about 4 procs total here. Using the logic on this screen, it almost does in fact seem like the proc is landing roughly 6 times on the Diabolique fight, despite what we're being led to believe about the 4 stack max.
Would really be interested in putting together a team of 'Degenerates' and doing some further testing on this. -
Are we basing this on live numbers? I was testing this on Beta a few nights ago since its easy to get the T4 powers there. I tested on Pylons, PI giant monsters, and AVs in custom arcs. I Was monitoring the numbers very closely and I was seeing procs of -900 to -1000 hp. At the 4 stack it was up to -4000 hp. I'm assuming it's % based because when I was fighting minions and bosses the proc was only about 20-40 hp, which makes sense.
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Thanks, folks. Was aware of the standard 4 proc stack max, but since -Max HP is kind of a new thing I wasn't sure if it was being treated any differently.