Airhammer

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  1. I have a crab and its built right now as an AOE Damage machine, which is a lot of fun, but I am thinking of an alternate build that is more " TANKY "

    Does anyone have any sample builds or advice. Any powers I should definitely skip ??

    Thank you in advance.
  2. I hate Rise of the Phoenix. And you can throw Soul Transfer in there as well. I hate a Tanker Power that only works when the Tank is dead. I prefer powers that help the tank say ALIVE in the first place.
  3. Quote:
    Originally Posted by Seldom View Post
    *Ponders*

    Elec/elec dominators? Yes please!

    *edit* Oooh..then we could finally make mu characters!

    This is my dream...
  4. Quote:
    Originally Posted by Castle View Post
    Sunstorm worked on Electric Control as a training exercise when he first started working for us. The set is currently sitting in the spreadsheet I have set aside for such things. It was a good effort, but by no means ready for release, and there hasn't been any announcement of us working on the set at all.

    I'm not ruling out Electrical Control as a set, but it is only one of several sets that are in the wings waiting for the thumbs up to proceed with.
    Is very disappointed seeing this...
  5. Quote:
    Originally Posted by MaxLongstreet View Post
    I think I'll vote for scare. A level 35 blaster taking a single-target, 8 second fear power seems to be pretty much the height of suk.

    Like, I got my nuke at 32, but it's scare at 35 that I've been really waiting for.
    Personally I love this power.. Its great to use on a Malta Sapper or any single foe that is just a pain in the butt..
  6. Boost Range????

    Are you kidding me ?? Salvo.. My AR/NRG lives off boost range.. I click it every time its up.. and its ALWAYS up... Big Fat Wide Long Cones ????? You much be crazy dissing Boost Range....

    You wanna see range.. come watch Airhammer my NRG/NRG with at lest 2 Damage/Range Hami's in EVERY attack and Boost Range pick foes off from distance anc use stealth and repositioning to make them run around like idiots trying to find me while I shoot them from the safety of across the map...

    In the Old Hami Raid I used to able to attack Mito's from OUTSIDE the goo.. easily...

    Boost Range... you must be crazy...
  7. I will have to admit after playing it on the test server fully slotted I was extremely underwhelmed. This set should have been a lot better and it should have been introduced with a secondary of its own.

    Very Nice animations.. all flash.. no substance...

    IMO a failure.. If this is supposed to be part of effectively what is the CoH relaunch with GR they nee dto go back to the drawing board.
  8. Im thinking of some Thugs but I dont have enough names...

    Going for Thugnificent, Flownominal, Macktastical.. but I need a few more names
  9. Quote:
    Originally Posted by Baneful View Post
    My Vote, Auto Accept/Decline option. That way people who want it can always get it, and those who hate it can always ignore it. Sorta like the Prompt Team Teleport Dialog Box.

    I LOVE the extra buff, the people I play with all have it and we use it ALWAYS. We even have come to the point we just buff the person on the list below us.
    THIS would be perfect... Those that want it can always have it and those that dont can turn it off.
  10. Problem is that many of the true Godmode will also tend to crash your end which means you cannot instantly toggle PhaseShft anyway. Some will also crsh your health bar as well.
    Also you dont get any offensive firepower boost you just can live longer.

    Play smart and you will live longer.
  11. IMO Energy/Energy. Airhammer has at least two damage/range HO's in every attack and uses Boost Range and Power Push constanty to keep foes at range. You could even go a lil crazy and slot Repulsion Field to keep foes out of melee but that might get a lil expensive end wise.

    Power Push is the real gem though.. Push em back.. knock em down..shoot em.. rinse and repeat.
  12. Airhammer

    Ice/cold troller

    Quote:
    Originally Posted by oedipus_tex View Post
    fireminded, i don't know if you read your own posts. I hope this sounds constructive, but you have a way of talking that's very confrontational. A lot of us here are passionate, and we do argue. But didn't you very recently post a mea culpa about the tone of your posts and confess that you had a habit of posting while drunk? My apologies if i'm thinking of someone else.

    Anyway, in regard to your post, if you really want to try soloing a pre-pet ice/cold, go for it. I have a feeling you'll be dissapointed in the results. And will also find having a self-heal won't turn the tide enough to significantly change the outcome. Even if you can survive the incoming damage, killing stuff with an aoe that has a base damage of 9.18 requires the kind of patience i'm just not made of.
    qft
  13. Airhammer

    /Thermal?

    Ive done Earth/Thermal and Fire/Thermal and I enjoy both but I have found that Earth/Thernal can really be a beast. A buffed up Stoney is a terror..
  14. What about our Windows XP users ??
  15. You can have both. All of my concepts are very capable. I never sacrifice performance for concept.
  16. As someone else said Defender Nukes are often Finishers.. I liked the term Omega Strike.. I am going to use that personally myself... I use my Defenders Nukes to end a fight after I see the mob is down to half or a little below half health and I can usually get the job done. Some toons do it better than other like my Ice/ice defender.

    Defenders should also pay attention to stacking different effects and powers before Nuking which many blasters dont do..

    My Sonic Psi will definitely Liquefy, Howl and THEN use the Psi Nuke.

    My Rad/Rad will hit Aim. Power Build Up, EMP Pulse, Irradiate and THEN Atomic Blast.. Thats great because he stacs TWO holds on top of each other.

    Ice.Ice defender.. Aim, PBU, HeatLoss, Sleet, Ice Storm, Blizzard. Usually everything is dead after that.

    Rad Sonic will also EMP Pulse and then Sonic Nuke.
  17. All of my tanks can survive PSI damage quite well. Some have it easy like Willpower/SS and Electric/SS. The Shield/SS is slotted well enough for positional that it can survive well.
    The Ice/Stone has a hard time but because Stone has good mitigation, chilling Embrace reduces damage and slows attacks, and withe two health recover powers in Hoarfrost and Hibernate he can survive quite well.

    The Fire/Fire basically tries to kill them before they kill his and his Healing Flames comes u very very fast ( about every 12-15 seconds ). He also has a few Impervium Armors and Crushing Impacts. Where he suffers is that the slows from Psi attacks can become a problem ( he does not have temp protection)

    The INV/NRG survives very well have tanked Mother Mayhem, Malaise and done the LGTF which has many Psi attacks several times. He has several things working in his factor. Defense from Impervium Armors bought way back when Issue 9 first went live. Crushing Impacts which give Psi resistance. A healthy amount of regen and one thing that will save my bacon all the time...

    Perma Dull Pain.. Thats right.. with hasten running he has enough additional regen built in that his dull pain is perma.. And the way regen works the more health you have the faster regen works.. This makes him very hard to kill because he is a huge bag of hit points all the time. He can take an Alpha from any Psi attack and keep fighting until dull pain recharges again.
  18. Quote:
    Originally Posted by Sam_Sneed View Post
    Was personally very disappointed to see that Blasters did not get a new secondary to go along with Dual Pistols. I was hoping for a "natural" KungFu type secondary, but anything would have been nice.
    EXACTLY....

    How hard would it have been to put in a knockback kick ala Power Thrust. And a few Melee Kicks.. and maybe a utility power or two...

    I feel like we have Gun Fu.. without the FU...
  19. I think something like that is exactly what I am looking for. Thanks.
  20. Ok.. I could just go Efficency Adaptor.. but I am looking to see if there is better slotting.
  21. I am trying to figure out how to slot Short Circuit for Damage Recharge Accuracy and End Drain and cant figure out what would work best. I am sure there are some Electric experts that can help me figure out how to frankenslot this power best.

    Thank you in advance.
  22. Blasters could use more secondaries.. But I would rather than secondaries that blend well with Blaster Primaries.. not just melee ports of something else. I like Mental Manipulation as an example.
  23. Airhammer

    Good combos?

    A little shocked that Fire/Psi hasnt been mentioned yet...
  24. Quote:
    Originally Posted by Fire_Minded View Post
    Well, heres a question for you.If im running a Cold/Ice Defender, and I rip into the mob from a distance with Sleet, Ice Storm, and then hit them with Blizzard, and they die from my actions alone, and the team, as well as my self lives, wouldnt that be considered Tanking?
    No thats called Nuking a mob and any decent blaster can do that in one attack ( and I have a Cold/Ice defender ). But since you cannot do that every single mob, you cannot provide protection for the team.

    Tanking is more than just running into a mob and surviving it. Tanking is the ability to survive an alpha, take it for the team, and more importantly controlling the aggro of the mob so that it doesnt spill over onto everyone else. Can a defender taunt and pull the aggro off that blaster getting is face pounded in.. No. Can the defender grab the attention and hold the aggro of that nearby mob that just attacked while we were fighting this mob.. No...

    Now admittedly this can be done by many different AT's if all you are doing is fighting ONE mob every few minutes, but this is not how CoX mission generally work. You will move from mob to mob to mob and that nuke will not be available every mob.

    Also when fighting AV's you cant nuke them to death nor can you hold their aggro.

    So if I am asked can a defender tank. I say no. There are certainly builds of many AT's that can do some amazing things but thats not necessarily tanking.
  25. Airhammer

    SS/???

    SR is wonderfully fun with SS. Builds Fury very well too.