Carnifax

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  1. Grats Wytch. Well deserved! Good fun getting there on Saturday night too.

    Now if only I can stop alting with you maybe I'll manage to get Quant there too!

    *Edit : And post the shiney screenies up somewhere whoever managed to get good ones. Mine sucked thanks to me and Crys big fat heads blocking the view.
  2. [ QUOTE ]
    [ QUOTE ]
    VG does take Holds and is worth 6-slotting if possible (no need for Acc though).

    [/ QUOTE ]

    Using hold durations actually doesnt do much in VG as you wont notice much difference so I'd just stick with 3 recharges and possibly a endurance reduction

    [ QUOTE ]
    Actually thinking about i11 and the Defense Debuff sets theres a lot to be said for slotting Stone Cages with 3 PROCs later in life (can already take the Immob and AOE Damage one). I've my AOE Immob 3 slotted with damage procs and its pretty cheap and evil (Gravitys Crushing Field).


    [/ QUOTE ]

    The earth powers currently doesnt take the new defense debuff sets. I'm sure this will be corrected in a future i11 build though.

    [/ QUOTE ]
    Yep, really it should given that a lot of Grav powers happily accept Slow ones.
  3. [ QUOTE ]
    [ QUOTE ]
    Actually thinking about i11 and the Defense Debuff sets theres a lot to be said for slotting Stone Cages with 3 PROCs later in life (can already take the Immob and AOE Damage one). I've my AOE Immob 3 slotted with damage procs and its pretty cheap and evil (Gravitys Crushing Field).

    In fact you've so many AOEs that are just begging for PROCs : Quicksand, Snowstorm, Gasses & Cages. Plus Freezing Rain and Lightning Storm.

    Pity Stuns only get that chance of knockdown one.

    [/ QUOTE ]

    I like to put procs in Cages to, but sadly (and strangely) only Earthquake will accept the Defense Debuff sets. The rest of Earth control can't be slotted for Def debuff, and won't accept the sets either. It's still proc-tastic, though, and you do get two bites at Def debuff sets with Earthquake and Freezing Rain.

    [/ QUOTE ]

    Hmmm, pity that. You can still get the Slow one in Snowstorm and Quicksand, the Immob and AOE Damage in Cages, the hold one(s?) in Gasses and the AOE one in Freezing Rain currently.

    That should keep the bank balance nice and low chasing them (although the Slow ones are fairly cheap, especially at low levels the Salvage needed is fairly reasonable).
  4. Actually thinking about i11 and the Defense Debuff sets theres a lot to be said for slotting Stone Cages with 3 PROCs later in life (can already take the Immob and AOE Damage one). I've my AOE Immob 3 slotted with damage procs and its pretty cheap and evil (Gravitys Crushing Field).

    In fact you've so many AOEs that are just begging for PROCs : Quicksand, Snowstorm, Gasses & Cages. Plus Freezing Rain and Lightning Storm.

    Pity Stuns only get that chance of knockdown one.
  5. I'd probably take Earthquake at 18 and leave Stamina off until 22.

    Also I'd try to slot Gasses for Holds too (if it takes it, I'm assuming it works like a Placable choking cloud with its to-hit tick hold).

    Stone Cages seems overslotted to me. Acc and End should be enough. Really you only need it for is Tornado damage. Quicksand & Snowstorm is good enough to stop things running out of various patches or getting very far when stunned and they won't interfere with all that lovely Knockdown. I'd actually take the single target immob first for damage in the low levels and then replace with Cages in the 20s somewhere with a respec (probably at 27 when you need to replace SOs).

    You could probably take an End out of Snowstorm and replace with a Slow to help that out.
  6. Carnifax

    Illu/TA

    [ QUOTE ]
    Just as an aside. Had my PA out with oil slick arrow today and they were happy as larry standing and fighting in the middle of it flaming away. Not sure about phantasm, but he never goes near the oil slick anyway.


    [/ QUOTE ]
    Fairy Nuff. I'm happy to be wrong here
  7. Carnifax

    TA/

    With Haste and 3 recharges I think Glue and Disruption end up with a duration of 30 seconds and a 22 second recharge on them, so they can stack.

    Poison Gas is marked as not stacking from same caster so that can't.

    Ice Arrow will obviously allow self-stacked holds if slotted for it.

    And the TA/Archery animation fixes are on test now. Rejoice.

    All they need to now is fix the Oil Slick pets bug...
  8. Carnifax

    Illu/TA

    This is more or less what I'd go with myself.

    Hero Plan by Mids' Hero Designer 1.21
    http://www.honourableunited.org.uk/mhd.php

    Level 40 Magic Controller
    Primary Power Set: Illusion Control
    Secondary Power Set: Trick Arrow
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Speed

    Hero Profile:
    Level 1: Spectral Wounds -- Acc-I:40(A), Dmg-I:40(3), Dmg-I:40(5), Dmg-I:40(9), Acc-I:40(15)
    Level 1: Entangling Arrow -- Acc-I:40(A)
    Level 2: Blind -- Acc-I:40(A), Hold-I:40(3), Hold-I:40(5), Hold-I:40(7), Acc-I:40(15), RechRdx-I:40(34)
    Level 4: Glue Arrow -- RechRdx-I:40(A), RechRdx-I:40(9), RechRdx-I:40(11)
    Level 6: Deceive -- Acc-I:40(A), Conf-I:40(7), Conf-I:40(11)
    Level 8: Hover -- Flight-I:40(A)
    Level 10: Swift -- Run-I:40(A)
    Level 12: Superior Invisibility -- EndRdx-I:40(A), EndRdx-I:40(13), EndRdx-I:40(13)
    Level 14: Fly -- Flight-I:40(A)
    Level 16: Ice Arrow -- Acc-I:40(A), Hold-I:40(17), Hold-I:40(17), Hold-I:40(34)
    Level 18: Phantom Army -- Dmg-I:40(A), Dmg-I:40(19), Dmg-I:40(19), RechRdx-I:40(21), RechRdx-I:40(21), RechRdx-I:40(31)
    Level 20: Health -- Heal-I:40(A)
    Level 22: Stamina -- EndMod-I:40(A), EndMod-I:40(23), EndMod-I:40(23)
    Level 24: Acid Arrow -- Acc-I:40(A), DefDeb-I:40(25), DefDeb-I:40(25), RechRdx-I:40(37)
    Level 26: Spectral Terror -- Acc-I:40(A), Fear-I:40(27), Fear-I:40(27), RechRdx-I:40(40)
    Level 28: Disruption Arrow -- RechRdx-I:40(A), RechRdx-I:40(29), RechRdx-I:40(29)
    Level 30: Hasten -- RechRdx-I:40(A), RechRdx-I:40(31), RechRdx-I:40(31)
    Level 32: Phantasm -- Acc-I:40(A), Dmg-I:40(33), Dmg-I:40(33), Dmg-I:40(33), Acc-I:40(34)
    Level 35: Oil Slick Arrow -- RechRdx-I:40(A), RechRdx-I:40(36), Dmg-I:40(36), Dmg-I:40(36), Dmg-I:40(37), RechRdx-I:40(37)
    Level 38: EMP Arrow -- Acc-I:40(A), Hold-I:40(39), Hold-I:40(39), RechRdx-I:40(39), RechRdx-I:40(40), RechRdx-I:40(40)
    Level 41: [Empty]
    Level 44: [Empty]
    Level 47: [Empty]
    Level 49: [Empty]
    ------------
    Level 1: Brawl -- Acc-I:40(A)
    Level 1: Sprint -- Run-I:40(A)
    Level 2: Rest -- RechRdx-I:40(A)
    Level 1: Containment



    <font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data chunk into Mids' Hero Designer to view the build |
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  9. Carnifax

    Illu/TA

    [ QUOTE ]
    I don't have problems with the pets fleeing from oil slick. Perhaps because PA can't be affected by anything, and the Phant is ranged and doen't tend to be near the slick anyway.


    [/ QUOTE ]
    I'm pretty sure I've seen PAs flee Slicks.

    The American boards report it happening too.

    Both Phantasm &amp; PAs are ranged though so at least they'll still fire.

    Wouldn't really bother with Posi's Blast in Acid Arrow either, the tiny AOE doesn't really make it worthwhile.

    TA is ranged, as is Illusion mostly, with the exception of Flash so I'd probably skip it
  10. Carnifax

    TA/

    [ QUOTE ]
    [ QUOTE ]
    A defender should never be taking the alpha.

    [/ QUOTE ]

    Damn it, how else are Rad/rads meant to get their kicks......... or did you just mean TAs? I know a couple of Darkies that like to be in there first too.

    [/ QUOTE ]
    Yep, sorry. I meant the non-Darks &amp; Rads really.

    My Dark/Sonics loves opening combat too. Mmmm. Fearsome Stare and Darkest Night followed by Tar Patch and start singing at them.

    [ QUOTE ]
    It's quite useful for a defender, who doesn't have controls for damage mitigation.

    [/ QUOTE ]
    This was what I felt with Poison too. Although I changed my tune slightly with EBs, it could be useful for a controller vs them.
  11. Carnifax

    TA/

    Let the Tank/Scrapper go first. A defender should never be taking the alpha.

    Poison Gas em just as the alpha-taker hits, you won't prevent the alpha but you'll slow down damage after that.

    Apparently TA &amp; A is getting some form of boost too, probably animation times being lowered a bit.
  12. Carnifax

    TA/

    Yep, I'd go with sonics too. The stacked -resistance would be insane (it is on my Dark/Sonics).

    With the new IO Sets coming theres some rather interesting PROCs there, the -recharge one in to-hit debuff powers (seems like it'd suit Flash Arrow pretty well), the knockback PROCs (good with the cone knockback Sonics has) and the -resist in -defense powers (Acid Arrow and Oil Slick),

    I'd be tempted by Rad too though...
  13. Playwise I much prefer Dark to Kin.

    Being the buffbot sucks. And you get those */Kin Controllers stepping on your toes all the time.

    Being the debuff monster and stepping on the Controllers toes for a change is far more entertaining.

    Feeling useful in AV fights is great too, Dark/Sonics is throughly unpleasant to em.
  14. Cages &amp; Tornado is a lovely combo too. Slot Tornado for damage and stun and you've an evil combo.

    If you're going to be spamming Cages some Acc/End IOs and Damage Procs (think cages can take the Immob one and the Targetted AOE Damage one) will increase its usefulness too.
  15. [ QUOTE ]
    Low level invites have been fine for me so far.

    I just go to the Hollows, fly out above one of the big spawns within view of Wincott, annihilate it from above in nova form then wait for the "OMG SQUID!" invites to come in :-)

    spidermonster.

    [/ QUOTE ]
    I did that last week and ended up on a horrific Atta mission. Mainly horrific for being Atta though really, stupid bloody mish. Died so many times (not helped by everything being +3 to me and a Tank with a phobia of tanking on the team).

    Was fun on my WS flying about in Nova form and AOEing hazard mobs though.

    On the difficulty settings, on my Dark/Sonic defender last night, on heroic (cos I've no damage output really due to lack of slots currently) and the end of a mish consisted of a Ruin Mage Boss, a Life Mage lieut and a minion.

    Needless to say I got my [censored] handed to me (damn holds = toggle drops).
  16. Then I'd have to take the wretched thing

    And Disruption is a one trick pony at the mo, most debuffs have at least two components (Run speed &amp; recharge, acc &amp; defense, slow &amp; recovery etc)
  17. Really Disruption Arrow could do with the same sort of Regen effect as Traps Poison Gas Trap to make it more useful vs AVs.
  18. [ QUOTE ]
    [ QUOTE ]


    I wonder if PvP could be "advertised". Maybe a PvE'ers PvP night?


    [/ QUOTE ]


    No way either. A full PvEer is hard to get into pvp, since it needs more effort to do it. No i dont mean that us pvpers got uber skills that pvp, its just, jump around all the time, try stay away from Mez, keep an eye out for stalkers. Pretty much multitasking which is hard to achieve the first days of someone's pvp hobby.

    [/ QUOTE ]
    The 3vP event did a pretty good job of getting us PvErs into a PvP event.

    I still remember being chased around an open arena map by Mesmers Repel Forcefield and TPing about to avoid it with fondness.

    As well as being turned into The Unkillable by Extremus and happily tearing a trio of blasters to pieces.

    A alternative PvP specific build would be my top wish for my toons to try a bit more PvP. As is I like Fly and my AOE holds too much to lose them so I can PvP properly.
  19. [ QUOTE ]
    Great power that recharges enough with hasten and 3 slotted recharge to be used significantly more than as a panic button. I love just charging in and firing it off along with the Psi nova for some additional AoE blammage. Won't ever hold bosses but with power build up you may well drain all their end to stop any return fire.
    1 Acc, 3 Recharge, 2 hold sounds good for non-set IOs, otherwise Carni's idea works a treat

    [/ QUOTE ]

    Actually according to City of Data even the Defender version has a 50% chance of applying a second mag 1 hold, enough to hold a boss too.

    Thought it might have the same % chance of criticalling to hold a boss as a Controllers hold, never though it was 50% though, thats immense.

    source
  20. Personally for PvE i'd max Recharge out so its up as much as possible. Its slow to recharge.

    The hold duration is huge and the Base Accuracy is better than other AOE holds so pick one. Normally I go with 1 Accuracy, 3 Recharge, 2 hold (since they'll have their Defense debuffed anyway usually).

    With IOs Acc/Recharge/Hold IOs all the way. I had mine at about +80% for all with just 4 slots at level 39 (on my Fire/Rad)

    Remember that EMP kills your Recovery for a bit so toggles will drain your blue bar, knock off Choking Cloud once its gone off.

    I'd say RI to protect you as you close in (maybe Choking too if you like, but its an aggro magnet so if your on teams you might be better without), Irradiate to floor defense and EMP. Then switch off RI &amp; Choking so they don't drain your blue bar.
  21. [ QUOTE ]
    Don't think TA has any -regen!

    [/ QUOTE ]
    EMP Arrow

    For all of 15 seconds
  22. [ QUOTE ]
    Erm, EMP arrow does a really huge -enddrain(database says 55%), 3slotted it can hit 100% of minions. Also have -regen/-recov and a 10sec -recov on yourself.

    The only strenght i've ever seen in TA is oilslick (with gluearrow) and ability to hit -60% (or was it 80%?) resist debuff alone.

    But versus the other sets of defender.. its really not that great (either buff or debuff wise).

    [/ QUOTE ]
    Ooops. You're dead right, my mistake. Damn you monday morning. The -Regen is only 15 seconds long though which isn't too useful for AV fights really given how long it takes to recharge.

    Flaming Oil Slick is really the big hitter, the rest of the set is average until you get it. The only advantage you have compared to Rad, Dark and Storm is that you tend to do better with End thanks to having no toggles.

    Think its 60% -Resistance with 1 Acid and 2 Disruptions.
  23. Don't forget that TA has fewer types of debuffs that other sets. For example it has poor Accuracy debuffage and no End Mod debuffs. It also has no buffs at all.

    Damage Resist and Damage Debuffs are never enhanceable in CoH anyway and TA already has Hold, Sleep, Immob and Slow debuff IOs in there. So really its probably just defense (and accuracy, for what its worth) that'll be added as debuff sets to TA.

    Rad, Storm and Dark are probably gonna benefit as much or more.

    Heres a list of the Debuff IOs that'll be available from an interview here

    [ QUOTE ]

    Taunt
    Knockback
    Endurance Modification
    To Hit Buff
    To Hit Debuff
    Defense Buff
    Defense Debuff


    [/ QUOTE ]
  24. Carnifax

    8 OFFENDERS TEAM

    Hi folks,
    My plans have changed slightly. My GF was to be away tonight but isn't now. So it'll be about 20:00 BST before I can join ye or I'll be shot for not cooking her dinner.

    I'll catch up to ye about 8ish and see if you're not full. Sorry again. Telling her "Damn, I wanted you to go so I could play games all night" seemed like a bad idea