Alvan

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  1. Update:

    Jack Crowle, Grav/Rad/Primal Controller, with Vengeance

    Finally made to 45 so can participate on STFs with that.
  2. Took the Force epic myself - Corner Ice Patch, pull group, PFF, wait for them to be around you and falling down, un-PFF while on CE, move back, shiver and finish them. Works wonders.

    I have 3x slow slotted Shiver - very wide area soft control that's more powerful than you first realize. Ice Patch doesn't need 3 Recharge, more than one on the same time can sometimes result in KB instead of KD, which is harmful for your ignite doom.
  3. Alvan

    Oh noes!

    aww

    see you back soon
  4. @Alvan:

    Coldest War Ice/Dev/Fire Blaster with Vengeance
    Simulacrus Inv/SS/Earth Tanker
  5. [ QUOTE ]
    erm... isn't defence capped at 45% these days?

    [/ QUOTE ]

    Vs. enemies without +ToHit (or -Defense), any Defense beyond +45% is useless. But those that have +ToHit, extra Def still counts.
  6. Alvan

    Omnipotent

    [ QUOTE ]
    By the by, one of ours (Syrith) is actually taking a break from the game for a while and we will therefore have to make a change to our team if we want to take part.

    [/ QUOTE ]

    The reason I was asking tbh was that I'm thinking of taking a break from the game. If we'd gone on with Omni I would have kept playing until it was finished, but a postponing 'til further notice means I most likely won't be around when we get there (or at least when we finish it). So I'll be dropping out as well.

    Sorry all, but can't make promises that far into the future these days...
  7. Alvan

    Omnipotent

    What's the word? Omni still on or not?
  8. Ah, true, Aid self could be skipped for Vengeance. Would probably drop Frost breath as well to get it in. Power Boosted, it's a great buff.
  9. ---------------------------------------------
    Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
    ---------------------------------------------
    Name:
    Level: 50
    Archetype: Dominator
    Primary: Mind Control
    Secondary: Icy Assault
    ---------------------------------------------
    01) --> Mesmerize==> Acc(1) Acc(46)
    01) --> Ice Bolt==> Acc(1)
    02) --> Dominate==> Acc(2) Hold(3) Hold(3) Hold(5) Rechg(5) Rechg(7)
    04) --> Ice Sword Circle==> Acc(4) Acc(7) Slow(9) Slow(9) Rechg(11) EndRdx(11)
    06) --> Hasten==> Rechg(6) Rechg(13) Rechg(13)
    08) --> Combat Jumping==> EndRdx(8)
    10) --> Swift==> Run(10) Run(15)
    12) --> Hurdle==> Jump(12) Jump(15)
    14) --> Super Jump==> EndRdx(14)
    16) --> Confuse==> Acc(16) ConfDur(17) ConfDur(17) ConfDur(19) Rechg(19) Rechg(21)
    18) --> Power Boost==> Rechg(18) Rechg(21) Rechg(23)
    20) --> Acrobatics==> EndRdx(20) EndRdx(23)
    22) --> Stamina==> EndMod(22) EndMod(25) EndMod(25)
    24) --> Stimulant==> IntRdx(24)
    26) --> Telekinesis==> EndRdx(26) EndRdx(27) EndRdx(27) Rechg(29) Rechg(29) Rechg(31)
    28) --> Chilling Embrace==> EndRdx(28) EndRdx(31) Slow(31) Slow(33)
    30) --> Total Domination==> Acc(30) Acc(33) Hold(33) Hold(34) Hold(34) Rechg(34)
    32) --> Terrify==> Acc(32) Acc(36) Fear(36) Fear(36) Fear(37) Rechg(37)
    35) --> Mass Confusion==> Acc(35) Acc(37) Rechg(39) ConfDur(39) ConfDur(39) ConfDur(40)
    38) --> Aid Self==> IntRdx(38) IntRdx(40) IntRdx(40) Rechg(42) Heal(42) Heal(42)
    41) --> Power Sink==> Rechg(41) Rechg(43) Rechg(43) EndMod(43) EndMod(45) EndMod(45)
    44) --> Charged Armor==> DmgRes(44) DmgRes(45) DmgRes(46) EndRdx(46)
    47) --> Summon Guardian==> Heal(47) Heal(48) Heal(48) Rechg(48) Rechg(50) Rechg(50)
    49) --> Frost Breath==> Acc(49) Slow(50)
    ---------------------------------------------
    01) --> Sprint==> Empty(1)
    01) --> Brawl==> Empty(1)
    02) --> Rest==> Empty(2)
    01) --> Domination==> Empty(1)
    ---------------------------------------------


    That's about the most Controllery Mind/Ice I can come up in a moment's notice. Mass Hypnosis is fun, but for team play, I'd skip it.
  10. Well, /Energy gets more hard control (in form of the Stuns), which sort of balances things out a bit. I'd go with /Ice myself, but since I seem to be cheering for /Ice in every post I make, I thought to give an option this time
  11. And for the secondary, /ice or /energy, to get Power Boost, which boosts your crowd control skills even more.
  12. Pool Powers are a tricky question.

    You need Fitness (for Stamina) and Speed (for Hasten) to be as effective as possible if you're looking to really stack your mezzes. Aid Self is great for survival, you'll need Tactics to spot Illusionist controllers, Phase Shift is incredible for getting away from a sticky situations, and of course a vertical movement power is handy as well as something to prevent knockback..

    I went with Fitness, Speed, Leaping and Medicine on my Fire/Ice/Mu. I've seen Flight, Medicine, Fitness and Concealment used for great effect by a French Dominator on test, and will be going for Fitness, Flight, Tactics and Medicine for my Mind/Thorns/Mu eventually.
  13. Apparently I just misplaced a nice long post about this - but to sum it up:

    Fire Imps is an example of a nice great domi pet ... once you have the enemy locked down, otherwise they're way too distracted by shiny things to be of any use.

    Mu Guardian is the only good (420 hpish heal every 20 seconds when slotted with 3 heal so:s at lv 50) pet from the epic sets that I'm aware of, the others don't cut it that well.

    Defense causes problems unless you're a /Thorns Dominator (or teamed with a Thermal with Forge), that is basically created to laugh at the Defense-based sets - Aim is +100ish ToHit when fully slotted with SOs, and every attack causes 20%-30% Defense Debuff. Which is just nasty.

    And there are a lot of good tactics. But they depend quite much with your sets - it's basically a game of going after what you kill best first and then working your way up the difficulty ladder.
  14. Mind/Ice/Mu should be quite wonderful for team pvp - fast-activating psi-typed ST-hold + power boost to bring down tankers/brutes/scrappers and various other control effects, combined with the slows and good fast attack chain from Ice.
  15. Remember to keep a few spare Water Chips...
  16. Thanks everyone for the succesful Hami-runs. I must admit that the long daily run period really drained the game out of me, but it's been great fun.

    Nice to take a break for a while.
  17. These are rough numbers and quite much "if I recall correctly", so bear with me if I am mistaken.

    Defense-numbers when slotted with 3xSOs
    5% -> about 7.8% when slotted
    1.5% -> about 2.1% when slotted
    2.5% -> about 4%

    Tough Hide, Weave, Combat Jumping and Invincibility are really fun combo there... even when running Unyielding.

    TH +7.8% + Weave +7.8% + CJ +4% + UY -5% + Inv(base) +7.8%

    approx 22.4% base defense. Add to that the maximum enemy bonus from Invincibility, 2.1% * 10, and you get to a nice number of a bit over 43%, which leaves enemies at about 7% tohit. And with the the +maxHP/selfheal power and the +res (which is capped for S/L since you need to have Tough to get Weave) and you have a surprisingly efficient defense-based tanker.
  18. Nah, not bonkers, just non-conformist

    I've had Provoke on my Empath, used it to draw off aggro from too eager blasters (someone goes repeatedly red - heal them, provoke through them, get some of their aggro, re-align line of sight, keep on healing). In a squishy team even a couple of seconds can mean a great deal as the damage your team-mates are dealing is usually quite impressive. I'd say go for it.
  19. Invul tankers' greatest strength, for me, is the insane +def versus huge numbers of enemies. Even versus those that use energy or elements. Also, all (non-psi) resistances get capped if you slot your tier 9 power - so if you want, you can get great resist vs. those two as well.

    Adding those resistances to invulnerability wouldn't necessarily unbalance the game, but wouldn't really add anything to the sets. Invul is a set meant for surviving huge battles, standing in the middle of 17 enemies and laughing at their futile attempts of causing damage. And when it comes down to the fight between the big guy and you, you pop the tier 9 power (if you can't deal with the damage without it), fight the good fight, and when the battle is over, collapse down drained but victorious. Neither of these are affected by the (non-psi) damage type the enemy is dealing.
  20. [ QUOTE ]
    Acro is great for KB protection and does OK for protecting you from Holds in PvE, and to an extent in PvP (works for Blaster, Defender & Corruptor holds, for what that's worth).

    [/ QUOTE ]

    Acro works vs. Controllers/Domis when you have Power Boost running, it brings the mezresist up that critical level. You'll survive one hold from a Troller/Domi, which gives you an opportunity to fire one back.
  21. Sonic/Fire blappers ftw.
  22. Updated build, for Hami-Os:

    ---------------------------------------------
    Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
    ---------------------------------------------
    Name: Coldest War
    Level: 50
    Archetype: Blaster
    Primary: Ice Blast
    Secondary: Devices
    ---------------------------------------------
    01) --> Ice Bolt==> Acc(1) Acc(45) Dmg(48) Dmg(48) Dmg(48) EndRdx(50)
    01) --> Web Grenade==> Acc(1) Acc(25) Range(25) Range(45) Range(45) Rechg(46)
    02) --> Ice Blast==> Acc(2) Acc(3) Dmg(3) Dmg(5) Dmg(40) EndRdx(43)
    04) --> Caltrops==> Rechg(4) Rechg(5)
    06) --> Aim==> MembrExp(6) MembrExp(7) MembrExp(7)
    08) --> Hasten==> Rechg(8) Rechg(9) Rechg(9)
    10) --> Targeting Drone==> CytosExp(10) CytosExp(11) CytosExp(11)
    12) --> Hover==> Fly(12) Fly(13) Fly(13)
    14) --> Fly==> MicroExp(14) MicroExp(15) Fly(15)
    16) --> Assault==> EndRdx(16) EndRdx(17) EndRdx(17)
    18) --> Bitter Ice Blast==> NucleExp(18) NucleExp(19) CentiExp(19) Range(37) EndRdx(37) Rechg(37)
    20) --> Tactics==> EndRdx(20) EndRdx(21) EndRdx(21)
    22) --> Swift==> Fly(22) Fly(23) Fly(23)
    24) --> Hurdle==> Jump(24)
    26) --> Freeze Ray==> EndopExp(26) EndopExp(27) Hold(27) Rechg(31) Rechg(34) Rechg(36)
    28) --> Stamina==> EndMod(28) EndMod(29) EndMod(29)
    30) --> Cloaking Device==> EndRdx(30) EndRdx(31) EndRdx(31)
    32) --> Blizzard==> CentiExp(32) CentiExp(33) CentiExp(33) Rechg(33) Rechg(34) Rechg(34)
    35) --> Vengeance==> EnzymExp(35) CytosExp(36) CytosExp(36)
    38) --> Frost Breath==> Acc(38) Acc(39) Dmg(39) CentiExp(39) CentiExp(40) EndRdx(40)
    41) --> Char==> EndopExp(41) EndopExp(42) Hold(42) Rechg(42) Rechg(43) Rechg(43)
    44) --> Bitter Freeze Ray==> EndopExp(44) EndopExp(46) Hold(46)
    47) --> Bonfire==> Rechg(47) Rechg(50)
    49) --> Rise of the Phoenix==> Rechg(49) Rechg(50)
    ---------------------------------------------


    That's what I'll most likely be respeccing next week. Things that have changed:

    Powers Dropped:
    Smoke Grenade - way too situational power. I think the only real use I've ever had with it has been killing Max Khaos standing next to a Pillbox in RV.
    Air Superiority - Web Grenade and Bonfire do the job so much better. I think I've used Air Sup once or twice in the past half a year on Coldest.

    New Powers:
    Hover - a slight bonus to the endurance use of the build doesn't hurt.
    Vengeance - People die, and getting a very good +dmg/+acc/+def from it doesn't hurt.

    Other Stuff
    Web Grenade - mmm, Ranges. Should get nearly the same range as the blasts with those 3xSOs.
  23. Best April's Fools, ever. Thanks for the Hami-O, guys