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  1. Quote:
    Originally Posted by Tyger42 View Post
    One name, and a frightfully unimaginative one at that, doesn't prove your point.
    Yes, Tyger42 is much better. Good point.


    Quote:
    Originally Posted by Tyger42 View Post
    I see tons of cool names in the tutorial and running at the low levels all the time without the "Xx" or numbers. On Virtue, one of the two most populated servers. Just gotta be more creative than "Blue Centurion"....
    Very true. How about Blue Centurion42?
  2. Quote:
    Originally Posted by Lothic View Post
    And we've seen how well those rebellious teenagers pay attention to all those pesky "rules".
    This show is like a remedial course in Cliches 101.
    Exactly.

    Speaking of their defenses or lack therefo...this is 2149 and the best fencing they decided on was wooden posts (with metal holdings) and wooden stakes sticking out from the fence and up from the ground? Well, there's turrets but why not a more robust fencing?! C'mon man!

    EDIT: And why don't there jeep/buggy things have doors on them?!?! HEEELLOOOOO? At least the sixers were smart enough to have Tank type vehicles.
  3. Clouded

    Tanking!

    Quote:
    Originally Posted by Lady Sunflash View Post
    Hrrrm. I'll have to make some major alterations to my build to fit in Taunt; I have a few concept powers. I was assuming the big problem for threat would be AoE, not single target. I just don't know what to lose... I like having three AoEs, I need three attacks for a chain, rrr.
    Not sure I understand your point completely, but I wanted to point out Taunt is a targetted-AoE power.
  4. Quote:
    Originally Posted by Lothic View Post
    I'll play Devil's Advocate and say maybe by 2149 all the dangerous animals on Earth are dead so these people aren't used to worrying about avoiding big critters that can eat them.
    I guess that's why they have that whole orientation thingy.

    "Hey everyone. We live with Dinosaurs. They will kill you. Pretty much everything out here can kill you. Oh, and don't mind the 15 foot fences that flying critters can easily bypass. Be safe out there!'
  5. Clouded

    Tanking!

    Quote:
    Originally Posted by Lady Sunflash View Post
    Hrm. My build is extremely tight. Is Taunt a necessity? I'm not entirely sure what I could shed for it. Also, if Brutes do so much damage and have a threat multiplier, I would think an AV would be when they would need it least unless there are any fights (which I haven't noticed) which require taunt-tangoing between multiple tanks.
    Taunt is not a necessity for Tanks or Brutes, but you asked about 'tanking.' To be great at tanking, you will want Taunt (my opinion of course).

    I say to Taunt AVs because I've seen AV aggro taken from my Brutes/Tanks before when I only attack (especially the Trials). I'll have a strong DPS chain going and Siege will turn away from me, then I hit Taunt...BAM right back on me with a Warning. If you are 'tanking' then your first priority is aggro managment, not damage. If you are not the main tank or an off tank, then damage is your priority.
  6. It's really simply.

    As a team leader, communicate to the other 7 players what you plan to do. It's their time too. They might not want to waste it stealthing or skipping content.

    You play your way. They play their way. blahblahblah.

    Sadly, people rarely communicate on TFs and even trials now a days and then all bent out of shape when people aren't reading the team leader's mind.
  7. Clouded

    Tanking!

    Quote:
    Originally Posted by Lady Sunflash View Post
    So, that aside - general tips for tanking in this game, as well as Brutes in particular?
    Line-of-Sight is your friend to help gather enemies.

    If you have a damage/taunt aura, then moving to different parts of the mob is a good idea (or just use Taunt).

    Take/Use Taunt often.

    On AVs, mix using Taunt with attacks. Also, try to position the AV with their back to the team if possible. This will help the squishies avoid any cone type attacks.

    The above are general tips, but one of my personal favorite is to stay a little ahead of the team. What I mean is, be the first into the next group of enemies but be there a few seconds before your team arrives to make sure you have aggro control (by using taunt, punchvoke and/or taunt/damage auras).

    To do this, just leave the last spawn of enemies when there is 1-2 left and the group is quickly taking care of them. It becomes almost a min-game in later levels when enemy spawns melt before your teams.

    Anyways, hope that helps.
  8. Quote:
    Originally Posted by rsclark View Post
    I had to read that one 6 times just to figure out what you thought was wrong with it.

    And after 7 years, there are still some people who call a group of "MOBs" a "mob", so don't count on ever being able to have correct terminology.
    I refer to a group of baddies as a 'mob.' Because, well they are a 'mob' of enemies. Has nothing to do with the original acronym. T
  9. Its is considered rude to correct people in front of others. However, you can try to curb their usage of certain words by responding with the correct terminology used by CoH players.

    New player: What spell should I choose next?
    Veteran player: Your next power selection will depend on you blahblahblah

    New player: Where do I obtain quests?
    Veteran player: Missions are obtained via contacts thatblahblahblah
  10. Clouded

    Regen

    Quote:
    Originally Posted by TheBruteSquad View Post
    Or you can take the silence AS feedback.

    Regen is trash for tanking.

    With no defense debuff resistance any defense you muster will be stripped away. Like /dark or /fire your main form of staying alive is healing. Unlike /dark or /fire that is your only trick. No wall of fire that kills everything before they can kill you. No mez toggles to reduce incoming damage. No resistances to speak of.

    With dull pain and instant healing running you can expect an obscene level of regeneration. Many late game factions have no problems at all either shutting it down (longbow, malta, carnies, arachnos) or just killing you through it.

    My experience is with a fully tricked out IO'd and incarnated scrapper, and a brute will be tougher, but I can't see it being that MUCH tougher (FOR TANKING) - outside of when MOment of Glory is being awesome.
    I was hoping for more than just tanking info. I too have a Regen scrapper but with the Brute's much higher HP cap I wasn't sure if that helped them 'tank' or off-tank in the late game.

    I'm also interested in the leveling up process. I haven't leveled up a brute in awhile the 'ole fashioned way' and was looking for some insight. Lastly, I was also trying to start a discussion that didn't revolve around farming, /FA or CEBR.
  11. Yes, I believe it is last year's Halloween event and can be triggered somehow. I could be wrong on both accounts.

    Hmmm, I guess that wasn't very helpful.
  12. Quote:
    Originally Posted by PowerStream View Post
    You remind me of the babe!
    What babe?
  13. Clouded

    Regen

    Guess I should have posted a farming build instead if I wanted feedback.
  14. Speaking of First Ward missions. Did anyone else notice all arcs reward you with only 2 Reward Merits? That's pretty low.
  15. Clouded

    Regen

    Now that this set has been out for a little bit, I wanted to get some feedback on the overall effectiveness for the Brute AT.

    The Brute AT has been known to pick up the tanker role when there is no tank present or when another is needed to control aggro (along with being a damage dealer if neither of those roles are required). This is especially important in the late end game on certain TFs/SFs and of course the Incarnate Trials.

    With that in mind, I have the following questions (please tell me your primary too):

    1. During leveling, how did the set perform compared to other sets you have played? Skip this if you PLed the brute for late game.

    2. During late game, non-Set IO build, how did your x/Regen Brute fair in TFs/SFs/iTrials as the main tank? As an additional tank/damage dealer?

    3. With a Set IO build (heavy), how does your x/Regen Brute fair in the late game as the main tank? As an additional tank/damage dealer?

    You don't have to answer the questions specifically and they are more for standardization. I'm just looking for insight into Regen and whether or not I want to create yet another Brute. I have so many (along with so many current builds in process) that I'm trying to prioritize my ingame time.

    Thanks!
  16. Quote:
    Originally Posted by ShoNuff View Post
    seriously a lot less screen time should be used for the teen drama subplot, or have it relevant to the main.
    This but I don't even care if it's relevant. I'm watching this show for the dino-action stuff and time travel stuff. I'm NOT watching it for the Brothers and Sisters 90210 drama crap. I'll give this show 1-2 more episodes but I grow tired of teen drama already.
  17. Don't forget the Tohit Buff set that can slot into Build-up/Rage along with the Immobilize set if you take Electric Fences or have another Immob type power. Both of these offer S/L Def bonuses (sorry, but I forget their names at the moment).
  18. Just a FYI to the Fight Pool addendums.

    Doesn't Acrobatics offer a Mag 2 Hold Protection already?
  19. Quote:
    Originally Posted by Test_Rat View Post
    Let us see:

    Stalkers lost rib cracker, one of the better combo builders and a -res debuff.
    Stalkers cannot chain finishers like brutes, tanks, or scrappers due to having Build up.
    AS for some arcane reason only gives 2 combo levels, forcing the use of another attack before a placate and finisher.

    Street justice is definitely an after thought on stalkers like Dual blades.

    Weakened port, to an already weaker AT says fail to me.
    Sorry man, but your 'woe is stalkers' routine is gettign really hold. Seriously.
  20. Quote:
    Originally Posted by Dark One View Post
    One thing I just realized...why were those corpses still in one piece after a night in the jungle? One would think they'd be little more than skeletons after a night of being dead out in that wilderness.
    Ya, I'm pretty sure there would nothing left of those bodies to find come morning if left in a jungle full of man eating creatures.

    There are a few inconsistencies like this. For instance, in the first episode when the kid gets dragged out of the sixer jeep by the dino and we see it just chewing on his leg. Later we see him being helped to walk but he cracks a joke...really?! I'm pretty sure he would be in agony since the dino should have chewed off half this leg or at least to the bone. RAAAAAGE!
  21. Quote:
    Originally Posted by Techbot Alpha View Post
    Because being forced to accept -1 settings just to get through stuff is acceptable?
    This is a slight tangent but running the First Ward content I find myself dropping the difficulty down to -1 on my Blaster (sonic/dark). I don't remember doing this in the past in non-FW content but my memory is sketchy at times.

    Are the new mob types in FW harder than like mobs of the same level? It seems like after just a few attacks my Blaster's health is dropping very fast comparatively.
  22. Hey everyone. It might not be apparent but the OP was just looking to bait people into a flame war.
  23. Clouded

    Sonic/Dark

    I too made one and I'm up to 27 right now running through some First Ward content. It's a really powerful combo. I soften up the baddies up with Scream and Shriek and then blast them with Smite. I likey lots. I can't wait for the later levels to slot for more damage and to get a few more soft control powers to help with the alpha strike.

    I can't wait to try Dark Pit + Howl + Soul Drain + Dreadful Wail!

    I already have a S/L def capped build in mind. I've pasted is below if you are interested.

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Blaster
    Primary Power Set: Sonic Attack
    Secondary Power Set: Darkness Manipulation
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Shriek -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(21), Decim-Dmg/EndRdx(23), Decim-Acc/EndRdx/Rchg(23), Decim-Dmg/Rchg(33)
    Level 1: Penumbral Grasp -- Enf'dOp-Acc/Immob/Rchg(A), Enf'dOp-Acc/Rchg(9), Enf'dOp-Acc/EndRdx(11), Enf'dOp-EndRdx/Immob(11)
    Level 2: Scream -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg/Rchg(19), Thundr-Acc/Dmg(19), Thundr-Dmg/EndRdx(21), Thundr-Dmg/Rchg(33), Thundr-Dmg/EndRdx/Rchg(50)
    Level 4: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9)
    Level 6: Howl -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(25), Posi-Dmg/EndRdx(25), Posi-Dmg/Rchg(31), Posi-Dmg/Rng(31)
    Level 8: Death Shroud -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Dmg/Rchg(13), Oblit-Dmg(13), Oblit-Acc/Rchg(15), Oblit-Dmg/Rchg(15), Oblit-%Dam(17)
    Level 10: Shout -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg/Rchg(33), Thundr-Acc/Dmg(34), Thundr-Dmg/EndRdx(34), Thundr-Dmg/Rchg(34), Thundr-Dmg/EndRdx/Rchg(50)
    Level 12: Shadow Maul -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(36), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(37), Oblit-%Dam(46)
    Level 14: Amplify -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(17), RechRdx-I(50)
    Level 16: Soul Drain -- Erad-Acc/Dmg/Rchg(A), Erad-Acc/Rchg(40), Erad-Dmg/Rchg(40), Erad-Acc/Dmg/EndRdx/Rchg(42)
    Level 18: Hasten -- RechRdx-I(A)
    Level 20: Touch of Fear -- N'mare-Acc/Fear/Rchg(A), N'mare-Acc/EndRdx(37), N'mare-EndRdx/Fear(37), N'mare-Acc/Fear(40)
    Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 24: Super Jump -- Zephyr-ResKB(A)
    Level 26: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(27), LkGmblr-Rchg+(27)
    Level 28: Dark Consumption -- Efficacy-EndMod/Acc/Rchg(A), P'Shift-EndMod/Acc/Rchg(29), P'Shift-EndMod/Rchg(29), P'Shift-Acc/Rchg(31)
    Level 30: Assault -- EndRdx-I(A)
    Level 32: Dreadful Wail -- C'ngBlow-Dmg/Rchg(A), Erad-Dmg/Rchg(43), M'Strk-Dmg/Rchg(43), Sciroc-Dmg/Rchg(43), Oblit-Dmg/Rchg(46)
    Level 35: Dark Pit -- RzDz-Acc/Stun/Rchg(A), RzDz-Acc/Rchg(45), RzDz-EndRdx/Stun(45), RzDz-Acc/EndRdx(45), RzDz-Stun/Rng(46)
    Level 38: Midnight Grasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39)
    Level 41: Scorpion Shield -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(42), LkGmblr-Rchg+(42)
    Level 44: Boxing -- Empty(A)
    Level 47: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 49: Super Speed -- Winter-ResSlow(A)
    Level 50: Nerve Partial Core Revamp
    ------------
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(48), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Dmg/EndRdx/Rchg(48)
    Level 1: Defiance
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(3), Numna-Heal(3)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(5), P'Shift-EndMod/Rchg(5)



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  24. Quote:
    Originally Posted by Jagged View Post
    Can say the same thing in the other direction.

    As Praetoria is "extra" content I see no reason why it shouldn't be a little tougher. They should make it part of the advertising campaign.
    The difficulty slider exists for a reason. Making a zone harder because elitist just want a harder base level is dumb. You end up excluding people from trying your content which is a big design flaw.