Auroxis

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  1. Quote:
    Originally Posted by BurningChick View Post
    Hmmmm ...

    Did an Apex this morning with Auroxis -- weird thing, that.

    I'm currently digging Traps -- no ST buffs (I've done enough levels of FF and Kin to know that playstyle isn't for me). OMG levels of defender damage (lots of space for damage procs, lots of -resistance). Mez protection. Lots of defense. Some -ToHit. Some control. Some -damage. -Regen. 2 or 3 eminently skippable powers mean there's lots room to add in blasts and leadership powers. Low end drain (no toggles). No ******* around with toggled debuffs.

    And, here's the crucial thing: Traps' playstyle isn't markedly different solo or teamed.
    How is that weird?

    And yeah, Traps is a great debuffer, a solid passive buffer, and gives you lots of time to blast.
  2. Strange, the difference is a bit higher with my calculations. How did you calc the -res?
  3. Quote:
    Originally Posted by Werner View Post
    Procs were included in my estimate. But I agree that Blinding Feint reduces the impact of Musculature, and perhaps I didn't allow enough for that effect. I actually came up with about 6% with my back of the envelope calculation, and perhaps 7% would be more accurate. But 5% was a nice round number.
    Which procs did you use? Both AS and SS can have a purple damage proc and a -res proc, and BF can have the Gaussian proc.
  4. Fun is really subjective, and I would advise you to experiment with the different Defender elements of support and decide what is more fun for you.

    By different elements I mean buffing, debuffing, healing, and blasting(less time casting debuffs/buffs/heals=more time to blast). The primaries contain different levels of the above mentioned elements, and it's up to you to decide which is more fun for you.
  5. Once you add procs into the mix the differences become quite significant, and due to BF musculature won't make that big of an impact.
  6. Quote:
    Originally Posted by beowulf2010 View Post
    Yep. They do in fact stack nicely. The only problem a Tanker may have with double stacking Rage and running Against All Odds is running up against the damage cap. And as far as I'm concerned anytime you're running into the damage cap due to power buffs like Rage, Against All Odds, Soul Drain, etc, that's a good problem to have.
    I see it as a disadvantage when your team has damage buffs, which is quite common.
  7. One thing I did to make dealing with the rage crash easier, was to have the damage bonus mod appear in the top middle area of the screen. If it's red, use vet attacks and other stuff. If it's green, business as usual.

    You can get that through the powers menu->combat attributes->base->then right click damage bonus and monitor. You can then drag it around wherever you like.
  8. Quote:
    Originally Posted by Airhammer View Post
    More HP the hard you are to kill.. its that simple..
    Yes, but it's not really shutting any psy holes. Getting high recharge for Hoarfrost is what all Ice Tankers should do in general, but it isn't what OP asked for the way I understood it.
  9. Quote:
    Originally Posted by Clouded View Post
    Get Hoarfrost to recharge as quickly as possible.
    Except Hoarfrost covers the toxic hole and makes you overall tougher, not better against psi in particular. Hoarfrost isn't that good against psi enemies either, due to the common -recharge.
  10. +Def from powers(Weave, CJ, Maneuvers), and +Def from IO's(Steadfast +3%, Scirocco's 6-slot bonus, Devastation 6-slot bonus, Apocalypse 6-slot bonus, PVP +3%). You can also slot for +Resistance(Crushing Impact 6-slot bonus, Impervium +3%, Aegis +3%, PVP +3%) but it won't be nearly as effective as +Def.
  11. The def crash won't happen if you have Rage active, so if your Rage stacks even a bit you're fine. The end crash and damage crash will still happen though, so you should consider the end crash while building your character.
  12. Here's a Dark Armor tip you don't hear every day: Get the Kinetic Dampener temp power. It covers your weaknesses(+30% energy resistance anyone?), lasts 30 minutes, and is dirt cheap.
  13. There is already an incentive for leading a team. It's faster than waiting.

    This suggestion might actually make leading a team worse, as a team leader will have to manage the star as well as his team. You will have teammates asking for the star just for the XP, saying things like "I got my friend into this team so I deserve the star for a while" and you have the potential of ending up in some uncomfortable situations.

    Here's another example: You're a level 50 leading a team(you don't need xp) and a lowbie asks for the star. You either give him the star and risk him booting people off/going afk, or you refuse to give him the star and end up with a disgruntled teammate.
  14. I have an SS/Elec/Mu brute, and he's awesome. I loved the combination so much I have like 15 bil invested in him, by far the most I ever put into a character. Link to the build

    I have lots of HP and Regen bonuses, and Energize just about at perma(Hasten as well). With the heal and regen that's about 70 HP/sec. I also have S/L defense softcapped and just about everything else over 20%. While defense is prone to failcascades against certain enemies due to the lack of DDR, by the time the failcascade really gets going the mobs are either dead or drained of endurance.

    Compared to Fire Armor, it gives you less damage but more mitigation.
  15. My best PvP experiences were in a game called Planetside, where everyone was on a somewhat even playing field and we had to use the rules of the game, cooperation(both on a small and large scale), and skills/experience in order to take over meaningful objectives and win. To be considered a great player you had to utilize wit, knowledge, skills, teamplay, and a strategic mindset. A well built character didn't matter nearly as much.

    Another good PvP experience I had was in the MMO Warhammer Online. You didn't feel useless no matter which class you chose, and while a new character wouldn't be able to defeat a geared out character 1 on 1, the sheer size of the important battles and the availability of temporary pvp powers/siege weapons meant that powerful characters weren't that important.

    So, I feel like a lot of the effort that went into fixing CoH PvP was invested in the wrong areas. Make the battle objectives more engaging and meaningful, and you'll get bigger battles. Get bigger battles, and the imbalance won't matter that much.
  16. This option doesn't exist likely for these reasons:

    1. Lots of players will probably get frustrated when they see how boring/hard it is to solo a TF. Sure you can quit at any time, but there's the reward at the end of the tunnel which will keep a lot of players playing and burning themselves out.

    2. It serves the purpose of encouraging teamplay, which should be the case because IMO, teaming is so much more fun than soloing in this game. To encourage soloing in a game where soloing isn't nearly as fun as teaming is a bad idea IMO.

    3. The vast majority of people do TF's for reward merits, incarnate components, and accolades. All of these depend on the TF completion time for efficiency, which isn't at all what soloing is good for(which is exp/inf/tickets/drops per minute).

    4. Not having any padders around is odd, and is likely a very rare situation, but I might be wrong.
  17. Auroxis

    No, just no.

    I also might not do the WTF this week, though that's due to the fact that my gaming computer's Hard Drive died. /minirant

    Sister Psyche is actually my favorite Task Force Commander TF. My Elec Armor Tanker and Brute love Freakshow.
  18. Auroxis

    Allow IO alchemy

    Quote:
    Originally Posted by Carnifax_NA View Post
    I don't slot HOs, they're too expensive, and more importantly none of the examples cited are level 50. I don't actually HAVE any 50s US side

    The entire reason I like this idea is that they complement the idea of Frankenslotting, cheap IOs (in other words not Posi's Blast for example, they're sought after and too expensive) and certainly not HOs.

    I get you wouldn't see it as useful for your situation given the fact you're suggesting HOs as an alternative. But they aren't suitable for someone levelling and struggling with slot distribution. That's where I see this system being a useful option, for slot-tight, levelling builds, not level 50s with a lot of cash to spend on one character.
    Do you really want the devs to create an entire new system of combining IO's, when you could just do some tip missions/TF's/mission arcs/etc, and make more than enough influence to afford something like a low level posi dam/range? If you want a more optimized character, you have to invest more. It's as simple as that.
  19. Auroxis

    Allow IO alchemy

    Quote:
    Originally Posted by Carnifax_NA View Post
    Some examples :
    I always slot cones with Acc/Dam and Dam/Recharge from Air Burst and Detonation. I also tend to have a 5th slot for them which always has me stuck between "should I stick a Recharge or a Range in there". The ability to split the difference and slot a Common Recharge/Range would be great, leaving me free to either use a 6th slot for a PROC (Forced Feedback for example or a Damage PROC) or just leave it 5 slotted and spend a slot elsewhere.
    Replace a Dam/Recharge with a Dam/Range HO(it's cheap IIRC) or a Posi IO and slot a Recharge IO in the 5th slot.


    Quote:
    The same could be applied to other powers I slot the same sort of way where an extra End/Recharge in the 5th slot would be most welcome (costly, slow recharging attacks like Total Focus on my Elec/NRG Dom. Slots are tight on a levelling Domi too)
    Not really an example.

    Quote:
    Slotting Adrenal Boost on my Plant/Emp. Normally I go 2 End Mod/Recharge, 2 Heal/Recharge. Being able to top it up with a 5th slot of End Mod/Heal would be very useful to me.
    Not very useful. You already have more than enough Endmod in there to counteract nuke -recovery.

    Quote:
    AOE Mezzes. Normally I go 4 Acc/[Mez]/Recharge with these. Again Mr 5th Slot would like a [Mez]/Recharge in there. Oddly [Mez]/Recharge is missing or very limited / expensive for most mez sets (the one in Hold sets is very expensive which goes against the concept of Frankenslotting, there's none at all for Stuns).
    How expensive is the Mez/Acc HO? Can't check ingame atm. 3 Acc/Mez/Rech , a Recharge IO, and a Mez/Acc HO should do the trick, and if it's not an option a Mez/Acc IO should suffice.

    Quote:
    Slow Sets are frankly a total mess. A lot of Slow powers don't actually need many slots, I'd like to be able to slot an Acc/Recharge and an Acc/Range into Shiver for example, or an Acc and a Recharge/Range and call it a day (again on a levelling Ice Domi where slots are tight). Or a Slow/End into Snow Storm on my Illusion/Storm controller.
    having a bit more options for Shiver might be nice, but I never found more than just end reduction needed on snow storm. I remember a thread about making an end reduction intesnsive slow set, and that would be far easier to implement than IO alchemy.
  20. Auroxis

    Allow IO alchemy

    Quote:
    Originally Posted by Rylas View Post
    You said:


    I'm just showing how they aren't that rare, and can be impacting. Giving me options that would take up more slots shows how useful the OPs suggestion could be. It's nothing personal. Why do you think I'd be talking about a 1-slot situation?

    If you'd already reached the ED cap for damage and had more than enough accuracy for the power, then throwing in Acc/End/Rech wouldn't provide as much end/rech as the IO hybrid. At the same time, if in the same example you use Dam/Rech and Dam/End set pieces to produce the effect, then you've lost a slot somewhere else. Sure, the rech and end numbers will be a little higher, but the overall gain of an extra slot has a lot more potential.

    You may not consider it noticeable impact, but I imagine many would disagree.
    If you're at the ED cap for damage you could have just used less damage IO's. Seriously, give me an example of an over one-slotted power where this IO combination idea would be significantly beneficial.
  21. Auroxis

    Allow IO alchemy

    Quote:
    Originally Posted by Rylas View Post
    Actually, some combos that aren't easy to come by in certain categories. Take Melee sets: none offer a End/Rech IO. For them, this feature could have a very helpful (albeit non-game-breaking) option. Melee attacks aren't that rare in my opinion.
    Nothing is stopping you from slotting those IO sets with Dam/End/Rech, Acc/End/Rech, or slotting a Dam/Rech and a Dam/End. Assuming you didn't 1-slot your melee attack, that is.
  22. Having a hard time sticking with one character is very common amongst new players, and it's just something that you get over the more you play. The only good advice I can give you is to avoid deleting your characters unless you need a character slot.
  23. That's a big improvement. Though there are still some things I would change here and there, they are mostly minor.

    One major thing you should take a look at is that you're 2 bonuses over the rule of 5 on the 6.25% recharge bonus.

    If you don't know what the rule of 5 is, it's that you can't have more than 5 of the same set bonus.
  24. Auroxis

    Allow IO alchemy

    This goes back to my first point. If you were to use other sets together with common IO's you'll get almost the same numbers, thus the benefit is minimal.

    I'm not saying there aren't any cases where this is useful, i'm saying that these cases are either too rare or not very impactful(if at all).
  25. Quote:
    Originally Posted by Obitus View Post
    If you're big into your nuke, then by all means. I don't see much other use for such a slotting scheme, though.
    Yeah I'm REALLY into my nuke, I try to fire it off whenever I can. It's a blast!(heh.)