Amy_Amp

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  1. Amy_Amp

    Ice/Ice Brutes?

    I'm too lazy to search for the quote, but unless there is a change in thinking, porting power sets is done via Posi at a show. I still say for /ice the devs just could of added a RttC type effect that raised fury.
  2. Claws/sr I still think is the ideal pairing, but I'm going with Claws/dark just because it can be a beast later on.
  3. Considering the recent upgrade to ultra mode and the increased lag in various maps, I REALLY hope they don't touch up the graphics for some time. I see no need for CoH to try and be a bleeding edge graphic game. I had little issue playing the game for almost 5 years on what was under average graphics before I got my new PC.
  4. Link

    Not a lot new so if you have seen the previous one, there's little to add. Looks good as long as you don't nitpick some of the stuff.
  5. Early Praet. teams can be brutal on melee due to lack of energy def/resist. I've seen a number of melee builds just get mowed down on certain missions. Solo, it's easy to get through. The boss level super zombie gorillas as I like to call them can really wreck a melee, or anybody's day when they do the two fisted smack down. I took a stalker though and did almost all of the content for the resistance. Only thing I missed on was the passive resistance final arcs. So far I'm a fan of Kin melee though.
  6. Quote:
    Originally Posted by ZLightning View Post
    You don't need to take the confuse power if you don't want it. There's enough damage mitigation and damage powers across both sets to compensate.
    You can play a Kin and not take Fulcrum. You can play Ill and not take PA. You can play SS and not take Foot Stomp. You would have a lot of people shaking their heads if you did so, but you could do it. Seeds fuels Roots and CC. Adding a debuff based set like /storm is just adding more fuel to the fire. Without it, you are just a wannabe AoE based blaster.

    Plant does not have enough damage mitigation to compensate for the lack of Seeds. Not even remotely. Your control would be immobilizes, some slow, some regen, and a subpar pet. How would you shutdown a mob? You couldn't unless you used your AoE hold that has a long timer and would be used every 2-3 mobs.

    Plant also won't have enough damage to compensate either. Yes, Roots does high damage, but it's still all DoT. CC does all DoT damage. A Plant controller wouldn't really be doing anything of damage until damage procs get slotted. Again, Seeds is the setup power in terms of control and damage. Without the setup, it's a rather uphill task.

    Seeds + containment + -res debuffs + as much AoE as you can muster = school girl giggling kind of fun.
  7. Quote:
    Originally Posted by Zombie Man View Post
    DM: The Coming Storm, you have entered the door to the north. You are now by yourself, standing in a dark room. The pungent stench of mildew emanates from the wet dungeon walls.

    TCS: I use Ninja Run!

    DM: Why are you Ninja Running? You can't see where you're going.

    TCS: I...I'm Ninja Running the darkness!
    Where's the Cheetos? Where's the Mountain Dew?
  8. Quote:
    Originally Posted by Aggelakis View Post
    Blasters are damage dealers. Corruptors and Defenders are both support; Corruptors do better damage than Defenders, and Defenders do better support than Corruptors.
    This being in generic terms since some builds can blur the lines in terms of damage.
  9. You can use Shockwave to KB things away from your auras. You can also use Shockwave to KB things into a corner and then go there and get the benefit of them being down and feeding /inv.
  10. Quote:
    Originally Posted by NewSlickRick View Post
    I don't care about AVs and Plants dont sit right with me, any help is welcome.
    Quote:
    Originally Posted by Psiphon View Post
    Not on your list but I strongly recommend Plant/Storm - great solo or on a team, with a good mix of damage and control.
    Emphasis mine.
  11. Amy_Amp

    My Brute 2

    Quote:
    Originally Posted by Malin0001 View Post
    On a side note i was wondering whats the difference between Accurate to-hit debuff and to hit debuff. To me they sound like they do the same thing
    Accurate meaning it needs to hit to be applied.
  12. Amy_Amp

    Spines are ugly!

    Updated. I logged on when it was dark and didn't feel like waiting until it was light out. I tried adding shoulders, but they poke through too much. I added a cape and the cape ended up being in the front during some animations. I went to change the color for /elec, but it was already as dark as the light setting would go and the dark setting was always too dark. I think for the level 30+ outfit I'll add a helmet.

  13. - You have zero tohit bonus and Char and Siphon Speed have zero acc in them.

    - I'll point out your bread and butter control has a single slot in it. Don't chase IO set bonuses if you are neglecting the basics.

    - Siphon Speed only needs Slow in it for PvP reasons. You want 1-2 acc, and 3 recharge in it.

    - Fire Cages can be done different just from taking out one IO from Posi(let's say the damage/range one) that grants you 3.125% res to toxic via set bonus and putting in a damage proc from Trap of the Hunter.

    - Hot Feet as a base gets 3 SO worth of slotting for end reduc has 18.55% end reduc in your build. You may want the end reduc to be higher.

    - You can axe the one slot in Stamina and Health and put those into your hold. Regen is a really low priority for Kins.

    - I'm so utterly and completely confused as why the hell Acro even takes a KB enhancement. Swap out Acro for ID. You can either slot the KB protect into Tough, or ID. The other I would add in the res/+3% IO. Even if you lose one Aegis slot in Tough for the res/+3% one, you are losing out on 0.125% AoE def and gaining +3% to everything else.

    - Fulcrum gets 2 acc, 3 recharge. As much as you want it to hit, it doesn't need 3 acc.
  14. Quote:
    Originally Posted by Saltyhero13 View Post
    You mean post "City of PiƱatas?"
    I was too new of a player to really be affected by the mass sweeping changes, but I think when it's all said and done, only Earth's AoE Hold is really worth much of anything and that's due to the pulse effect. It was really the AoE Hold least impacted by the changes. IOs just gives it even more interesting options.
  15. I find I rarely if ever use the AoE holds these days. I can see in a situation like Local_Man describes, but those are rare cases in the grand scheme of things.
  16. Quote:
    Originally Posted by Galaxia View Post
    Two of the powers have functional duplicates. What I mean by that is power siphon and fulcrum shift are functionally identical and speed boost and siphon speed are also functionally identical. Both pairs of powers fulfil the same function.
    No. Siphon Power is a ST target damage buff/debuff that is centered around you. Fulcrum is a AOE target damage buff/debuff that is centered around your target.

    How are these different? Fulcrum can damage cap the user. Siphon Power can't. Fulcrum isn't going to buff the squishies who won't go near melee to get the damage buff. Siphon Power can. Why keep both? Because against an AV the AV can be put at the -dmg cap by a single Kin using both powers. Even a Rad isn't going to turn an AV into a kitten like a Kin can. I'll also point out Siphon Power is good for soloing.

    Quote:
    Originally Posted by Galaxia View Post
    Repel is just awful.
    I want to defend it, but my first Kin took it and it made me not roll another Kin for some time after I axed it. Of my current 7 Kins, none have it. Of the countless others that got rerolled, none took it. It has it's uses, but those are just too limited to justify it. I'm ok with one stinker power in a set if the set works overall.

    Quote:
    Originally Posted by Galaxia View Post
    Inertial reduction.... who wants a group travel power in their primary powers?!
    Because it let's you skip the prerequisite travel power. This was a bigger issue before i19 and before vet rewards let you skip the prereq. It's also unsuppressed movement which is helpful in PvP. Saying that, I think I had one Kin with it. I simply prefer SJ.

    Quote:
    Originally Posted by Galaxia View Post
    Move fulcrum shift to where power siphon is now but make the number of targets it affects scale with the caster's level. Replace power siphon with something else.
    No, and for the reasons listed above. Siphon Power is not a bad power.

    Quote:
    Originally Posted by Galaxia View Post
    Remove speed boost and make siphon speed give an AoE buff around the caster like siphon power does now and replace speed boost with something else.
    Make the buff of Speed Boost last longer. Same with ID.

    Quote:
    Originally Posted by Galaxia View Post
    Replace repel with... anything else.
    I've tried coming up with replacements and came away with nothing so I just figured it was ok to leave in. I don't think having Repel be an option is really screwing over builds.

    Quote:
    Originally Posted by Galaxia View Post
    Replace inertial reduction with something more interesting, perhaps an enemy resistance or defense debuff.
    Let me get this straight, you want to give Kin, the one set known for reaching the damage cap, a power that uses -res? Damage isn't an issue for Kin. Giving it more damage isn't going to solve it's issues. Defense debuffs don't come across as being that important to me once decent slotting kicks in. I'll just point out you can slot a -res proc in def debuff powers.
  17. Quote:
    Originally Posted by Mega_Jamie View Post
    /Storm is fun, but maybe doesnt have the level of support you're after, and it has a targeted heal, which you may hate as you may be expected by some to be a "mini-emp"
    O.o

    Earth with /rad, /storm, /cold, /ta will work. If you don't like the buffing aspect, the sets with debuffs will likely fit you better.

    EDIT: If not Earth, then Plant gets my vote. With an AoE blaster, confused mobs are dead all the faster.
  18. Quote:
    Originally Posted by Siolfir View Post
    Note that the heal doesn't come until 28 on a Brute. 20 is Lightning Reflexes.
    Needless to say I should play my Dark/elec brute more.

    Quote:
    Originally Posted by Zeh_Masteh View Post
    If you're really only concerned w/ 1-20 and the story behind Praetoria, I'd suggest an energy/regen stalker. Oh, right: we have KM now... I'd suggest an NRG or KM/regen stalker.

    I'm sure everyone and their auntie will bash me for saying it, but at such a low level, the usual "issues" with stalkers (as far as solo goes, the only issues is that they have a lower hp cap than scrappers) don't really have any effect, and as a stalker you'll have the option of insta-killing problem enemies or simply stealthing to the end of missions. On my stalker, I was able to run through both the Resistance and Loyalists arcs in one playthrough.
    I did KM/nin and had no real issue doing content.
  19. Quote:
    Originally Posted by TheBruteSquad View Post
    Electric armor is everything you want for 1 to 20 Praetoria. It has good resistances all around, including psi resistance, with excellent resistance to energy, a self heal, and a damage aura.
    Just note the heal doesn't come until 20 when you are done with Praet. Dark/elec would be good for solo content 1-20 and it has potential 20+ as you invest in it. Stone would be good 1-20 and beyond. SS gets good a little late for Praet., but it blooms huge post 20 as well.
  20. I would six slot the hold. Stone Cages isn't worth slotting as an attack. acc, end are the main ones and procs if you have the room. Snow Storm can get by with 1 end reduc if you are short on slots. O2 Boost can be given less slots if need be. Quicksand I would look more at 3 slotting for recharge. 2 slot level 50 common IOs if you are pressed for slots. Steamy Mist has low def numbers so you are better off slotting for resist. If you want def slotting, put the res/+3% def one in there. Earthquake could use 2-3 slots. Hurricane and Thunder Clap are way underslotted if you are going to take them. Same could be said of Tactics really.
  21. Quote:
    Originally Posted by Pampl View Post
    Your other advice was great but I don't think this makes sense. Every new character I've made has managed to have ~5m inf by level 20 just from recipe drops, so the few thousand inf that you can gain by switching zones before selling enhancements isn't worth the player time it takes to rezone. Selling enhancements in general is an inefficient way of getting inf, but getting slightly better margins is especially not worth the time.
    It's an old school habit that I have. I actually sell TOs if I have the time. This considering any new character I make can easily inherit 100+ mill at level 1. To be honest, you could just e-mail yourself the enhancements and grab them later. There's enough downtime on teams to do it either way.
  22. Amy_Amp

    Spines are ugly!

    As close as I could get to being sane given a thrown together design. I might darken the /elec side of things though.

  23. Quote:
    Originally Posted by TheMullet View Post
    Yeah, that's the problem I have with Dual Blades especially. I don't mean to sound shallow but "It gets good later" always bugs me.

    Kenetic Melee seems cool though. Was thinking about a KM/Inv scrapper, match the -dam with the +Res to equal win! Thoughts?
    The vast majority of scrapper primaries get good 26+. Something like Claws which gets Spin at 6 and Focus at 18 is a rare thing.

    I think Kin is a solid set that is comparable to MA in that it looks really pretty even if there are sets that put up better orange numbers. It's definitively a DPS set. I wished I liked the animations of Kin/sd better. I like the idea of the stacked +dmg/-dmg.
  24. Quote:
    Originally Posted by TheMullet View Post
    I've never played a spines toon because I could never get a toon to look good with spines even though I really want to play that set. I think I care too much about the look and feel of a toon because its stopping me from playing what I want to play
    I made a Spines/elec since with power customization I could make the spines look like metal and then change the colors of /elec to match the metal look.

    EDIT: With certain sets it might be you need to get to certain powers. Spin, or certainly Focus on a Claws scrapper. Pulling off the AV combo on a DB with it getting a crit. Hitting BS's, or Kat's tier 9 and getting more than one crit on it. FSC on Fire. Even at 18, the sheer orange numbers a Spines scrapper can put out with 2 damage auras if paired with the right secondary. Etc...
  25. Quote:
    Originally Posted by CaptainFoamerang View Post
    James Franco can't carry a movie? Tell that to this year's Oscars.
    Let me restate this to what I meant. Domestic intake was $18 million. Worldwide it grossed $50 million. If it had any sort of budget it likely might not have made money. Honestly, how many people see the name James Franco and go, "Man, I got to see that movie because he's in it?" All the more so since it was vastly agreed he tanked at hosting the Oscars. FYI, Your Highness currently has only made 11.5 mil and that at least has Portman's rear promoting it. Even if I like him more than say Russell Brand, at least people go to Brand's movies.