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Posts
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Joined
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You really want something similar to the tp bind so I think it will be something like(someone can hopefull correct the syntax if I have messed something up)
/bind lshift + lbutton "petcomall goto aggressive"
Which should mean that if you hold dow [censored] and click next to a target the will go the there and start attacking anything within aggro range.
There is currently no melee command so you have to manually force them into melee with goto. -
I can bring a lvl 24 tanker with taunt or a lvl 27 one without if you want?
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I tried it as a corruptor primary and I have to say that it is much better than on my blaster. The attacks that work best are the DoT attacks as due to scourge you can get more punch out of them. I only got up to flamethower with it before it was deleted due to lack of space (have since got a second account and will re roll it again).
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It is probably going to be 3 or 4 in my opinion. As the wording was buff for PvP but useful in PvE as well. 3 would be useful in PvP but only depending on the duration of the taunt but not in PvE as this effect is already in place as unless NPC's spawn as a specific ambush then they start attacking pets before they attack you.
4 would be very useful in PvP as it would allow you to get pets fully upgraded in an out of the way spot such as the villain base in sirens and then travel with them instead of them dropping out of the sky whenever you hit the set difference. This would also make PvE outdoor maps and street hunts much easier as you can safely travel with a travel power with out aggrivating things you didnt intend to. -
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I think there are crossed purposes here with a confusion over terminology - Sirens' cut off is indeed 25 and everyone in the zone is level 30.
Everyone in the zone is lifted/dropped to 30, but you have to be level 25 before you're allowed in.
So if one takes stealth at 30, you can use it in Sirens. But if you intend to start PVPing in there the minute you hit lvl 25, then you may, as Valk says, want to take it before then.
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Hate to say it but thats wrong!!! I can ensure you can get in at lv 20.
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Yep pretty sure Max is right. The cut offs mentioned are for what lvl you can get missions -
A problem with too much work and too little time so gaming has been relegated to weekends if I feel up to it unfortunately
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Give me a yell if I ever get back on again, I think I have some stuff for you already collected.
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Dont think so as was hanging round and only team there was a femmes team.
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Yeah I have it and being honest with Inv I am not seeing much difference between the amout I am being hit with Thug (who has it) and Ghostmaker (who doesnt). Even with combat jumping on I think it just overcomes Unyieldings def debuff and as a result I would prefer to ditch it for a more usfull power (currently planned as an attack).
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My advice - try and get both.
I dont like the look of any of the ancillary pools for tanks but as I havent got there I cant really comment. Possibly the only ancillary pool of much use to a Inv/ is the energy one for conserve power but at this point in my build I am not going to take it.
The passives are useful af with them and unyeilding you can hit about 25% resist to fire/cold/toxic/en. The only passive I am not having is tough hide (currently have it but it is being ditched when I finally bring the tank out of its semi retirement and do the respec trial). -
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Braindamage's advice looks flawless, you could replace CJ/superjump with the travel pool of your choice.
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He mentions that he wants SJ as a travel power
But thanks for the praise -
Well as I said I just used part of my Inv/Mace build and I need the second attack in there due to recharge rates.
On taunt I find that slotting taunt becomes an issue when 30+ as with invincible running I can keep aggro pretty well in melee and I have my first attack set up like it is in this build not as a damage attack but as a aggro keeping one that I use to smack the nastiest enemy in melee when ever it is up. Becasue of using a low lvl attack like this taunt is mainly used for pulling from afar - which I dont do pre SO's mainly becasue I cant handle the aggro it causes - or to pull Mobs of team mates in trouble so the way I use it means that I dont slot it until about mid 30's where it ends up with 3 taunt 3 recharge. -
This is what I would try but as my highest tank is only lvl 27 you may want some other advice.
Anyway here is the build - I have just used my Inv/Mace tank build and switched the slotting on the attacks a bit as SS doesnt need the recharges I need with mace:
01) --> Temp Invulnerability==> DmgRes(1) DmgRes(3) DmgRes(11)
01) --> Jab==> Acc(1) Taunt(3)
02) --> Dull Pain==> Rechg(2) Rechg(5) Rechg(5) Heal(7) Heal(11) Heal(13)
04) --> Punch==> Acc(4) Dmg(7) Dmg(15)
06) --> Combat Jumping==> EndRdx(6)
08) --> Unyielding==> DmgRes(8) DmgRes(9) DmgRes(9)
10) --> Hurdle==> Jump(10)
12) --> Haymaker==> Acc(12) Dmg(13) Dmg(15)
14) --> Super Jump==> Jump(14)
16) --> Health==> Heal(16) Heal(17) Heal(17)
18) --> Invincibility==> DefBuf(18) DefBuf(19) TH_Buf(19) TH_Buf(25) Taunt(25)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Knockout Blow==> Acc(22) Dmg(23) Dmg(23)
24) --> Taunt==> Taunt(24) -
I can do the evening as well as long as it is after about 9 pm.
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I now have a problem in that I have to go out Saturday Morning so I wont be around for the tf until after one but should be ok from 1.30 pm to 6 pm (GMT).
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Only problem with the tank is Im not sure if I picked taunt up or not in the last free respec or planned to get it at 28.
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I may want to try this as I am still trying to get my way back into heroes.
I have 2 Charcters I could do it with and dont mind which:
lvl 25 blaster - AR/Dev
lvl 27 Tank - Inv/Mace
I am not sure on builds for either of these as it has been a long time since I have played them but I am willing to play with which ever tthe team as a whole would prefer. I think I may be more up on how to play the tank but I am not sure. -
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The only upgrades i can think of for this AT would be :
1. Better henchie AI ( i'm sadistic and want to see my pets take damage from caltrops or flame patches - make them stop scattering around like lunatics ).
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You can happily have my pet Ai they just love to sit in the flame patches from longbow flamers and melt.
Really gets annoying especially when I am trying to watch TV and play the the same time. -
I have just collected a nuke so depending on the timing (and whether Im allowed in) I may get another rocket.
Probably go with a chem one to debuff the tree. -
Can I grab a place on the team. I will ensure my entry with a nuke if it is starting around 8 if not it could be a bit dicey whether I can get one in time
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Shadow fall is not just a team stealth power but it also provides resistance against incoming attacks which the concealment pool power does not do.
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Just to elaborate on this, it provides PSIONIC resistance. This is something that only 1 other powerset (dark armour) does (stone armour has a psionic def, and a few others can mitigate psi damage in their own way). Against psionic enemies - which become incresingly common at high levels, SF is one of the very few ways to take on the big hitters. Oh, and it has energy and negative resists too. And on the off chance that isn't good enough, it stealths your team too...Yeah, another generic attack would really be better...
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I wasnt sure what resists it gave just that it gave them due to my limited experience with the set(see above post). Most of my experience at higher lvls is from teaming with /dark corruptors and MM's with my main. -
Couple of points Tar patch isnt a hold. A Hold is an attack that stops the target from doing anything at all, tar patch just slows all the targets who cross the tarpatch down. THerfore refering to it as a hold is incorrect.
Black Hole isnt a hold either so refering to these to powers as holds means that your post loses most of its credability from the start.
Sticking in attack powers in the corruptor secondary will not happen as the description of the secondary on the character creation screen is a buffing set whether that is self/team buffs or enemy debuffs so you cannot have attacks that do any damage (unless it is inconsequential like the damage from caltrops).
Darkest night is one of the best powers in the set I have only limited experience of it (highest I ever got a dark/dark defender was lvl 12) but even from my experience I could see how useful it was especially against elite bosses and the like.
Shadow fall is not just a team stealth power but it also provides resistance against incoming attacks which the concealment pool power does not do. Also saying people can choose the concealment pool is not always valid as you can only choose up to 4 pools and if someone wants to take say the fitness, medecin and leadership pools plus a travel power then you are removing there ability to get an effect that used to be in there buffing set.
There are currently 2 Dark power sets for corruptors:
Dark Blast which is the primary set and is the set that does damage and Dark Misma (SP?) which is the secondary set and is the buffing set. If you want a dark power set that does damage then you should choose the Dark Blast set as your primary.
If you wish to play a AT that does damage from both its sets then there is really only one that provides this and it is the Blaster AT from CoH.
Please if you wish to be respected on the forum try and only post alterations to sets if you have extensive knowledge of them. This is one of the reasons that I dont like to post changes to whole power sets as the only character that I have got to a high lvl is a Bot/FF mastermind as a result I only feel I have enough experience to suggest changes to this AT and these powersets in particular. -
I think its a good thing the bots look the way they look as we already have 3 roughly humanoid sets. I think its better that the bots stand out in the way they look and the other sets have there own identity for example the mercs getting the cool para drop upgrades.