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I don't want to be a party pooper, but I'd like to mention that my own testing gave me somewhat different results than that list. Pet AI, difference between melee and ranged, added effects on powers can change the numbers around a fair bit.
That said, Cimerorans definitely ranked top for ST DPS in my testing as well, especially in a "no tohit buffs for the player" situation as their own defense debuffs let them land hits easier than most other pets. -
My FA/SS/Soul tanker did more damage (ST and AOE) than my scrappers (including a FM/SD) as well as having more survivability - for my specific playstyle, that is, popping inspirations as needed and tanking highend content.
It's about all there is to it. FA/SS/Soul is an outlier as these two powersets and epic interact exceptionally well with each other. For example, doublestacked Rage would give you almost twice normal tanker damage (going from 200% to 360%, albeit with 20 seconds out of 120 spent dealing less damage due to crashes), and Gloom fills a gap in a SS chain.
That said, any well built Fire/anything tanker can give low/medium damage scrappers a run for their money. Burn is really big, especially on ATs where it doesn't cause stuff to scatter to the four winds. -
I enjoy pretty much all content, but obviously the more dynamic it is and the less arbitrary requirements, the better.
I wish there'd be more reward incentive for playing at higher difficulties, as I'm weak-willed and will often return to the fastest path. -
Yes. Generally, any system with a dualcore processor and decent ram (2+ gigs, make it 4 or above for a comfortable experience these days) will do the trick. You might have to lower graphic settings for it to work if you run into issues.
You just start two instances of CoH one after another and play like normally. One command that is useful to type is /maxinactivefps 1 - 1, or any other number, basically the maximum number of frames you want that window to have while you're not playing it. The lowest the better, as this frees up more resources so the instance you're playing is smoother. -
Off the top of my head:
Follow Up should be slotted as an attack rather than a tohit power, it's an integral part of your attack chain, for the damage buff as well as its normal damage mostly, the tohit is an added extra that isn't critical given the high amounts of tohit you get from other powers on a widow.
I don't believe the second end reduction helps a lot in TT:A, TT powers have a much lower cost than the Leadership versions, and given that you have the Cardiac alpha, the bonus that second slot gives is minimal because of ED.
The psi res IW gives is minimal and not really worth enhancing. Stick to the base slot, and put your steadfast res/def in there.
Foresight is a defense power first and foremost and should be enhanced as such. The res to psionics should again just be considered as an extra.
Combat Jumping gives jump height but not jump speed, it's usually not enhanced for jump. Its end cost is tiny. Put one defense slot in it and call it a day.
In my opinion, it's important to have a means of keeping mobs around you for a melee character. Widows lack aggro auras, so it's either Confront (for ST targets, will always work) or an AoE immob (will hit multiples, but needs to stack to hold bosses and duration is generally lower) - Elec Fences is a rather good one, if you like the Mu pool.
I see little point in Static Discharge, it's a cone that does about the same damage as Ball Lightning, which is a targeted AoE, making it much easier to use as well as being able to hit up to 6 more targets.
Mind Link is often better slotted with a mix of def/rech enhancements. HOs are obviously out of your price point, but you can mix and match cheap def sets.
Overall, you seem to have a lot of attacks, to the point that I believe you always would have some overkill. In my opinion, it's more efficient to settle on a specific single target attack chain and add AoEs on top of that. That said, I have friends who hate the idea of repeating the same pattern over and over so YMMV.
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Trying to not change too many powers as well as staying within the 40M inf range (plus the IOs you already have), here's what I'd go with personally:
Code:ST attack chain would be FU - Swipe - Slash - Lunge - Swipe - Strike while Hasten is up, and probably about the same thing with a Poison Dart thrown in past the first repetition while waiting for Slash to recharge while Hasten is down. You have Spin, Elec Fences and Ball Lightning for AoE as well as "aggro" control.| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1438;678;1356;HEX;| |78DA6594DB53525118C5F7E1120A281208784113100CE128D5738EA356169A4D4E3| |6BDD0494E729280CE81CCB7FE86AE2F95DAE5B19AFAB32AB5B7CA17FBFCD6567160| |80DF3E6B7F7BAD7D6133F764DA2BC4D309A104A7CA9A6515264D6DB954A95A8525A| |3585D73CD6BF586A995854B081167A9B0686A46C5A8ACA8F3C64AA95E3829861775| |EDE15AD55C55A52E1FFDB395926EEA95BA7AD8702F54AB65F5664DD78B5E6EE675A| |D460EBEC387A26E5A25A3E6E7E7D9CA63C332EE1965A3BE1E9CA919CBEAAD99C9C5| |C25CA330A75975DD5C8FD004D3F4D9A4E5E0B5EF140F083911BCCFE85D015619032| |5C0604CB9090A8F126280A52DAF54C848B9CB92AD08688CD33AB08C10D8CE90911D| |46363B8C1C9D0AC3CD88D14E3A658173940B4E9DC007CA75C95C1772DB90DB865C3| |772DDC8ED1A625CA2DC76B980F63035A2E2231979A491A7C655DE47409DD1D9004C| |18598C4F34AA438EEA407C1CF171C4C7119F407C02F19729DE27E37D90DE90915F1| |AF96194805112462918A56094C2EAAF905100464AE01C4B2160967ABA654F377636| |04E4A9278C247BD8C3BB1CA163142911F9230E7622BDC7B846753D72923D591E7A9| |5A43E791A7D70EBC771F5E3B84274145139268A82304983881383232C6DD05A6372| |ADB12D96D26F81F78CEC3B608391DB64F8C96858860FC33B89F024C2FFDA8518910| |B1BF9CC0567BF00DF80AF8C7F54378A3AC728EA32A8CBA02E83BAEC77C61E95AB72| |B6EA0E6FD4D80FEE19FB09EC629ABF806DC6346DD5B8DC89F15E6C95E3E8AED19B5| |E22DDA28CB728B916E57C8B72A145C9B728D71D4777767FC171745985C2BDED5D74| |11A1EC6FD3D41539750507BF7B2CD994044B431217F9F6EC348FC129FF3E969CCA4| |B1BFF7DBC609C790EBC065E31869E312602F42DA779C37DF0EB45FB7653FB4E537B| |A9A9FD1F8FF1F55A| |-------------------------------------------------------------------|
The build is softcapped to melee/ranged/AOE without Mind Link, which lets you use Mind Link as a situational buff, either for teammates, against defense debuffs, tohit buffs or in an incarnate trial.
Now for the weaknesses... Hasten has a significant gap, Mind Link isn't exactly perma, endurance consumption is going to be too high to spam AoEs willy-nilly or even use the ST attack chain non-stop. The build could be improved on these, although at this price point, I think you're bound to end up with some issues here and there.
Beyond that, I would go with the Rebirth +regen Destiny buff for this build. It's really the best survivability incarnate investment you can make for a NW in my opinion. -
Quote:I think you're confusing MMOs with facebook games or something, because most MMOs were always built around soloing with the exception of raiding at high levels. Even in the early to mid 2000s you still had MMOs shipped in with minimal if not outright broken group/party systems, leading to people soloing, period. In this very game, before the search revamp and the incarnate system, you could see more than 50% of the connected players solo at any given time.
You're getting a little too preachy on this subject Moo. I would just like to point out that soloers are a sizable and very vocal portion of the forums, but a rather small portion of the overall community and the market that MMOs appeal to.
There's a reason you have to add better rewards for people to have enough incentive to team. -
Quote:Not seeing the "forced teaming" part in "massively multiplayer online (game)".
THis is an MMO so yeah...
On the other hand, scientific studies* have shown that in a game about superpowered individuals, teams above 4 members are kind of lame.
*fancy way to say "in my opinion" -
SS/Fire takes that expectation, beats it up, grabs its lunch money and runs away cackling like a madman.
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I don't mind trials, but it certainly would be nice if they got rid of the absurdly high warm bodies requirements for starting one.
Any so-called difficulty in trials results from having to deal with random people, not the actual task itself. -
The most likely reason a S/L/E/N softcapped DA is going to die would be significant defense debuffs.
Shield caps DDR.
You do the math... -
Quote:I think this is the problem : too many try to find hidden purposes in simple complaints.
when I read between the lines
I can speak only for myself, but when I say:
- "I don't like that the final fight of this trial relies on healing so much", I am NOT saying "this trial is too hard" NOR "I want this trial to be easy".
"I don't like that the final fight of this trial relies on healing so much" means "I don't like that the final fight of this trial relies on healing so much".
- "I would rather see it work this way", I am NOT saying "the devs should change it to be this way" NOR "the game should be designed around what I want".
"I would rather see it work this way" means "I would rather see it work this way".
- "This mechanic makes very specific powersets much, much more useful than others", I am NOT saying "you have to have these specific powersets to succeed" NOR "no other powerset can do the task".
"This mechanic makes very specific powersets much, much more useful than others" means "this mechanic makes very specific powersets much, much more useful than others"
Finally, giving negative feedback on a specific mechanic doesn't mean one feels forced to do the trial, nor that they'll run it again.
If you stop assuming everyone who disagrees with you has some kind of hidden agenda, who knows, you might just find these complaints can make sense from a different perspective ; and if you still really can't see any value in that and keep getting frustrated, may I remind you that nobody is forcing you to read these forum posts? You won't even get a shiny costume or a lore pet for doing so.
I know *I* am not running Keyes twenty times a day. -
The Apex and TinM change is certainly a step in the right direction. Now, we need to be able to start these TFs solo.
Alternatively, wait for CoH:F, but logging 8 accounts is tedious, likely takes multiple computers, and that's not good for the planet! Think of our kids, let us start TFs solo. -
I'd like to pick Vanguard or Polar Lights/Drones for concept purposes, but Romans are so far above other pets in ST DPS (which is what I want from lore pets) I will most likely pick these.
Personally, I think the nice choices from a minmaxing perspective are
ST melee DPS : Romans
ST ranged DPS / GM hunting without regen debuffs : Longbow
AoE damage : Clockwork, with the caveat that if the chain power still isn't fixed (I haven't checked if it is), it steals XP so may steal rewards
Buff : Phantoms
Debuff : Storm Elementals -
I like Polar Lights (as well as Drones). Not every concept calls for a hulking or even human-sized pet behind you, and for those who do, all other pets are like that.
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Honestly, your SS/fire is far better than all of your other 50s right now.
I'd keep him for BAF and Lambda for sure, and if you want to reroll something, in my opinion, an emp/sonic/soul defender is by far the best character you can bring to a PUG Keyes (as well as being generally useful in most team situations involving tough targets thanks to /sonic bringing very high res debuffs). Your success is directly tied to other people not being disintegrated, and the best way to ensure this is with tremendously powerful healing. -
I'd probably go with invul, seems more thematic for a minotaur.
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"This is NOT going to be a rant about the Keyes trial being supposedly impossible to complete or even too hard."
"I mean, I can see that I could carry greens for myself and spam as needed to survive, but what about all those other guys being disintegrated? Not a chance everyone or even half of them are going to pop insps, in a PUG."
Some have missed these, but you're the first to manage to miss all two while adding absolutely nothing else to the discussion on your very first reply, Zombie Man. Congratulations on not being able to read anything that isn't glowing praise of the game - I knew if anyone could make it, it would be you. -
I don't see any other task in the game where the success is tied to a specific mechanic only found in a select few powersets or specific incarnate powers (you all make it sound like Rebirth is the only valid Destiny choice ; it doesn't seem unreasonable to craft one specifically for Keyes, but it's not the only option), save for maybe Hamidon, which I dislike for that very reason, but at least Hamidon tries to involve most characters with the melee/ranged/hold/heal differences.
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Quote:Picking a specific powerset is what you consider strategy?
Oh no, NO, I'll have to use strategy?
This sounds far too difficult.
I can see why a simplistic system returning to the roots of the Heal/DPS/Tank would appeal to you. -
There's some text popping up on the character affected in the same vein of the warnings in BAF. No bright graphics that I could see, but I could have missed it.
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Quote:Here's a newsflash for you: this game has about a hundred thousand subscribers. That means a hundred thousand different people with different opinions.so people dont like reichman cos of its high HP..and people dont like too much dps at them..so how can a final av be powerful then? dont forget theres 24 people to fight antimater.
Hunt for any of my posts complaining about AVs having too high HP or requiring too high DPS. Good luck.
There's plenty of ways for AVs to be powerful without requiring gimmicks that specifically tie the success of the whole fight to a select few. As I said, for example, remove the heal part of disintegration and increase his resistances/HP/regen rate to compensate.
Quote:You mean there's finally something in the game that requires me to be awake to finish?
Sounds awesome, frankly. -
This is going to be a rant. This is NOT going to be a rant about the Keyes trial being supposedly impossible to complete or even too hard. If you choose to read it that way, you have only yourself to blame.
So I tried Keyes, on a melee character, on a PUG. Everything was pretty fun up until the final fight with Antimatter. Not only there's a bazillion special things going on at once that apparently require you to not fight near other people (super nice for meleers when there's only one target in range) and sometimes move away from the only target in range (see previous parenthesis), but disintegration apparently either ignores resistances or does ludicrously high damage, seeing as I took ~1900 consistently on the 4th pulse.
The only thing that seemed to help were... heals. Heals, heals, heals.
This seems so very ludicrously silly to me. This game went away with the Holy Trinity, why reintroduce it in the highend game?
Not to mention it makes empaths and pain domination much more effective at the task than, well, pretty much every other powerset out there including most of the other support powersets. I'm sure many bubblers feel super happy about their effectiveness in the new trial, that is, the remaining three or four players that still play one despite getting shafted again and again by the endgame.
Merely getting killed would be frustrating but, I guess, sort of bearable ; but the fact that it regenerates a huge chunk of Antimatter's health is so completely silly. Basically, if a very specific subset of specific ATs isn't on the ball, you're screwed. I mean, I can see that I could carry greens for myself and spam as needed to survive, but what about all those other guys being disintegrated? Not a chance everyone or even half of them are going to pop insps, in a PUG.
To me, the success of the whole league is basically tied to how well the few people with ally healing powers perform. Green numbers or die. Yay for diversity.
It's too bad, because I really had a blast with the trial up to that part, and even the Antimatter encounter with all its melee-hate wouldn't be so bad if Disintegration just killed people rather than healed him (I could see his stats being beefed up to make up for that, obviously, so *everyone* would be useful in bringing him down rather than, you know, heaaaaallzzzz).
On another note, the pulse damage during the earlier phases kills you through the invulnerable part of self-rezzes. Sigh... -
Quote:I never said nor implied in any way, shape or form a SD/SS tanker would do more damage than a SS/SD brute.I think that view of Tank vs Brute might be a little simplistic.. Tank has a lower modifer for damage I believe than a Brute does.. so the Brute will always do more damage than the tank regardless of how much more than tank gets out of it
If anything, it has nothing to do with tanker vs brute, and there isn't even a need to bring CoH into the reasoning.
Bob earns $1,000 a month. Joe earns $10,000 a month. They each get a $1,000 raise. Who do you think gets the biggest increase in quality of life? Joe still earns much more than Bob, but Bob doubled his income while Joe merely earnt 10% more than he used to.
I'm only speaking agaisnt the idea that having multiple high damage buffs is intrinsically better, nothing else.