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Posts
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Joined
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but its not 'actually' been tested.Especially with the i7 changes
Basically unless we try things we will never succeed -
but the stacked defence should be enough to floor the mitos accuracy enough for the heals to work and let the debuffers drop debuffs on Hami reducing his damage and chance to hit?
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Defensive powers won't do anything unfortunately, due to the damage being untyped.
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Does untyped damage prevent positional defense working? -
the only way i can see of doing it is a buff/debuff method
Step 1: Lots of defenders and controllers running dispersion bubbles to stop Hamis AOE hitting as much
Step 2:Lots of people running Maneuvers to stop the Mitos hitting
Step 3: Healing spam for hits that get through
Step 4: Lots and lots of debuffs on Hami (darkest Night, EF, Lingering rad, Rad inferction, sonics etc)
Step 5:Buff with SBs, AMs, ABs Fortsetc
Step 6: everyone inside protective shell of bubbles/heals blows the [censored] out of Hami
Feel free to pick holes in plan, it is only an idea after all -
I'd drop punch in favour of haymaker. (take dull pain at 2, and haymaker at 4) slots in jab are really a waste. The base damage is so poor.
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Wouldn't the best travel power for an /elec Brute be Super Speed - I mean with the knockback protection being present in a 'must be on ground' power?
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No -
Curretly L28 on my Elec Brute. I have medicine pool but this is my build with fighting pool switched in
At L30 i'll get lightning field and at 35 when i get power sink the endred will get changed for rech reds
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
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Name:
Level: 30
Archetype: Brute
Primary: Electric Melee
Secondary: Electric Armor
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01) --> Havoc Punch==> Acc(1) Acc(3) Dmg(13) Dmg(17) Dmg(23)
01) --> Charged Armor==> DmgRes(1) DmgRes(3) DmgRes(5) EndRdx(5)
02) --> Jacobs Ladder==> Acc(2) Acc(7) Dmg(13) Dmg(17) Dmg(23) EndRdx(25)
04) --> Conductive Shield==> DmgRes(4) DmgRes(7) DmgRes(9) EndRdx(9)
06) --> Swift==> Run(6)
08) --> Thunder Strike==> Acc(8) Acc(11) Dmg(11) Dmg(19) Dmg(19) EndRdx(25)
10) --> Static Shield==> EndRdx(10)
12) --> Air Superiority==> Acc(12)
14) --> Fly==> Fly(14) Fly(15) Fly(15)
16) --> Health==> Heal(16)
18) --> Boxing==> Acc(18)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Grounded==> DmgRes(22)
24) --> Lightning Reflexes==> Run(24)
26) --> Tough==> DmgRes(26) DmgRes(27) EndRdx(27)
28) --> Build Up==> Rechg(28)
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01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Fury==> Empty(1)
02) --> Rest==> Empty(2)
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allthough fire is the best for taking aggro..
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is it?
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Fire ( actually Pyre ) Mastery is the best aggro manager because it has the normal immob and hold, a blast and has Fireball. Fireball is a 10 target AoE with a 20ft diameter and no knockback and is usable fairly often.
Energy Master has LBE and Energy Torrent, but ET has knockback and is a cone so it is not as useful for maintaining aggro.
Artic mastery has the hold and immob, the blast and Ice Storm, which as a Rain power reduces aggro control.
Earth Mastery again has the hold and immob, but has an AoE sleep which is possibly good for aggro control, as mezzes make them angry but probably isn't up often enough, and also has a DoT AOE which again is slow recharge.
So I would probably agree that the Fire Epic is the best aggro manager.
For damage mitigation, I suspect you would choose differently.
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Have you used energy torrent? it does knockdown unless mob is highly susceptible to knockback or below your level
Have it on my fire/ss tank and it is very useful -
The tier 2 buffs i checked had the same requirements as the tier one buffs, so I just have a tier 2 of each (Arcane and Tech) in my personal SG (alts ftw!!)
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looks like Unions 1st Kin/Sonic defender at 50
Fun to team with (but I wonder if he had any powers other than Fulcrum Shift and Speed Boost...)
Gratz to a CoV refugee -
The problem with any tank being played as a scrapper is endurance due to the toggles you will be running (on most tanks that will be at least three) plus attacks do less damage and thus you use more end per enemy
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or just go to Sirens and buy a jet/jump/teleport pack...
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Hasten adds more survivability than the other powers you have listed
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You can't actually do the Trial with that team, it requires someone in level range to start it
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need this on Death Badger L50 spines/regen
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Captain Heroic L35 blaster
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Lethal Weapon for this please
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''Invis - middle of group - flash the mob and trust your team / phant to disperse of the helpless ones.''
And faceplant consistently if you do this before anyone else has taken the aggro. Flash has a long anim in which you are revealed
I find confuse very, very good if used right (sappers, sorcerers, pantheon shamans, force fields, DE emanators etc) -
A few of us Defiant types have made some alts on Union.
We have lots of influence on Defiant and would like to trade some for influence on Union
Anyone? -
slotting Barrage is a waste of time
Hasten gives better survivability than Combat Jump
Icicles needs end reducers or it will eat your end very very quickly (personally i prefer whirling hands for Aoe damage)
Taunt will still be one of the things a tank needs to do in PVP take it instead of Permafrost
if you are PVPing i would slot Energy Absorption with 3 Endmods -
I'd replace the whole SJ pool with Hover and three solt it for speed. That you can fly above combat and get an excellent view
I would use the default slot on CM for range -
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Ice/Cold Corr.
-regen in Benumb (I think) and a hell of a lot of slows so they can really only use their clicky heals once in a fight.
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I'm with Lady on this.
One of my main PvP alts is an ice/ice Corruptor and I love fighting spine/regen in one on one. Their typical reaction to a one on one from a corruptor is to snigger but they're quite easy to beat with that particular build.
Snow Storm along with swift/SS is quite key as you just drop this on them to keep them well back out of range. Spam away with benumb, infrigidate, sleet and fill the gaps with your freeze ray hold and normal ice attacks.
As long as you survive the initial onslaught and don't get too close, it's just a matter of time before you bring them to such a grinding halt it's then down to patience(and good end management) before you break their mez protection or chip away enough HP for them to drop.
It's not an 'always win' situation but it's always very close
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Works well against any regen due to the amount of clickys....
However if the spines regen happens to have tp then you are toast -
Lethal Weapon L50 blaster please
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personally i would drop flash
I had it until my mid 20s respec, then got rid of it and haven't missed it at all. Group control for an ill troller can be achieved in other ways (an AB/Forted Phantasm - Phantom Army - Spectral Terror) -
I'll fetch somebody, possibly my tank