False_Fiction

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  1. I love regen on scrappers. I fail to see why people avoid it. Maybe IOs have spoiled some players a tad too much.
  2. As you may understand, we can't help unless you tell us what IO bonuses you are looking for. Nevertheless, Quills should be 6-slotted for the proc goodness.

    Other than that, I'm afraid you'll have to figure out your goals first.
  3. I also thought this would be somewhat different from the previous thread.

    Long story short, if you want a non-crashing nuke, it will deal much less damage. It is that simple.
  4. False_Fiction

    Sonic/Fire

    For what is worth, I don't think I've ever seen a Sonic/Fire before. +1 point for being uncommon.

    Straight to the point, I don't see why the combo shouldn't work. It is not as synergetic as Rad/Fire, Rad/Mental, Fire/Mental, but it should work. You'll just need to use your brains more often.

    Grab Combat Jumping and learn how to Howl + FSC quickly. Granted, the -res part is unlikely to hit all FSC targets, but it's still a good combo. In teams you can add Burn to that if the Tanker is actually doing a good job keeping aggro to himself.

    As for the ranged ST chain, Scream, Shriek and Ring of Fire should work just fine. And Fire Sword if you're willing to get a bit closer.
  5. Quote:
    Originally Posted by Renardine View Post
    Thank you so much!
    You're very welcome. Stun is skippable but I'd take it for the fun (and very effective) combo of Power Boost + Stun + Comic Burst (or pretty much any /energy melee powers) on bosses. Try it and see how long the poor basterd wanders around. Granted, it should also work with Energy Punch / Bone Smasher / Total Focus + Cosmic Burst. It's entirely up to you.
  6. It didn't happen, folks. Had to work :\ I'll schedule another one soon, with a week notice or so. If you pm me your globals, I'll try to contact you ingame.
  7. I haven't played Elec/ yet. It just doesn't seem that interesting to me. I'm sure some folks love it though - it's a matter of taste.

    Gravity is fun. I used to have a Grav/Storm that only got deleted due to lack of slots. It was pre-IOs, so I ended up regretting it badly. Actually I've been considering rolling another one - the only thing holding me back is my already extensive list of L50 stormies.

    Ill/Rad is one of those classics that never go out of fashion. It's easy to level up, it's fantastic both solo and team wise; and it's a beast once properly slotted. I deleted mine over an Ill/Storm, because I have issues. I like chaos. It did turn out to be a good choice, since Ill/Storm is now one of my fave toons.

    TLDR; If you want an easy but fun ride to L50, Ill/rad is your bud. Also, it's so good with SOs that makes you thing "if I IO this boy out, I'll break the game". I like Grav, but I'll admit it could use some Dev loving (it does go well with pretty much any secondary, but shines with /Rad or /Storm). As for Elec, I'd pick a secondary that'd allow me to do well in melee range (probably /Rad or /Kin).
  8. While leveling up, I'd use something like this:

    Hero Plan by Mids' Hero Designer 1,942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 48 Magic Blaster
    Primary Power Set: Radiation Blast
    Secondary Power Set: Energy Manipulation
    Power Pool: Speed
    Power Pool: Leaping

    Hero Profile:
    Level 1: Neutrino Bolt -- Acc-I(A), Dmg-I(3), Dmg-I(3), Dmg-I(5), RechRdx-I(34)
    Level 1: Power Thrust -- Acc-I(A)
    Level 2: X-Ray Beam -- Acc-I(A), Dmg-I(5), Dmg-I(7), EndRdx-I(7), RechRdx-I(34)
    Level 4: Irradiate -- Acc-I(A), EndRdx-I(9), Dmg-I(9), Dmg-I(11), RechRdx-I(11)
    Level 6: Energy Punch -- Acc-I(A), Dmg-I(13), Dmg-I(13), RechRdx-I(15), EndRdx-I(34)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(15)
    Level 10: Bone Smasher -- Acc-I(A), Dmg-I(17), Dmg-I(17), Dmg-I(19), EndRdx-I(36)
    Level 12: Aim -- RechRdx-I(A), RechRdx-I(19)
    Level 14: Super Speed -- Run-I(A)
    Level 16: Build Up -- RechRdx-I(A), RechRdx-I(21)
    Level 18: Cosmic Burst -- Acc-I(A), Dmg-I(21), Dmg-I(23), Dmg-I(23), RechRdx-I(25), RechRdx-I(36)
    Level 20: Combat Jumping -- DefBuff-I(A)
    Level 22: Electron Haze -- Acc-I(A), Dmg-I(25), Dmg-I(27), EndRdx-I(27), RechRdx-I(29)
    Level 24: Stun -- Acc-I(A), Acc-I(29), RechRdx-I(31)
    Level 26: Neutron Bomb -- Acc-I(A), EndRdx-I(31), Dmg-I(31), Dmg-I(33), RechRdx-I(33)
    Level 28: Power Boost -- RechRdx-I(A), RechRdx-I(33)
    Level 30: [Empty]
    Level 32: Atomic Blast -- Dmg-I(A), Dmg-I(36), Dmg-I(37), RechRdx-I(37)
    Level 35: Boost Range -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(39)
    Level 38: Total Focus -- Acc-I(A), Dmg-I(39), Dmg-I(39), Dmg-I(40), RechRdx-I(40), EndRdx-I(40)
    Level 41: [Empty]
    Level 44: [Empty]
    Level 47: [Empty]
    Level 49: [Empty]
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Defiance
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- Empty(A)



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    I've picked powers up to L38 and used slots up fo L40. That's the power order that would suit me - I pick powers taking into consideration the task force levels (which tbh are the best method to level up outside of farming).

    I did left out L30 power - honestly, I would pick either the sniper (yes, I'm one of those odd fellas) or start work my way down the fighting pool if I was planning on a defense build.

    You'll also notice that I haven't maxed out the damage in most powers. I prefer having a greater control over my blue bar and having the powers available a bit quicker.

    As for the travel powers, it's up to you. CJ is one of those powers I rarely skip on any toon. The movement control is something I got used to and miss it everytime I try to skip it. It will be particularly handy to hop in and out of mobs when using irradiate.

    As a final advice, when you hit L32 start frankenslotting. There are many many cheap L35 IOs out there and you can make your build much more slot friendly (or max out your powers easily combining a good amount of damage, recharge, accuracy and endurance reduction). Spend some time doing so and stick with them until L47 or L50. By then you should have a clue of how do you want to play your toon.
  9. First off, welcome back.

    Let me start by saying there are ways to help your team outside of your primary set. Your secondary is there for a reason. I'd even argue the secondary is even more valuable for end gaming than at early levels.

    That said, don't overlook controllers just because they have controls (a mezzed foe can't attack back - that's about the best way to protect your team). Or your blasts, just because you want to focus on your team mates rather than help killing/debuffing things. There IS time to do both - again, especially at late levels where most players have most their powers, along with heavily IO'd builds and Incarnates.

    I also couldn't help but notice that you seem to look at Empathy set as a healing set. Sure, it has great single target heals but that's not the best bit. It's a great, great buffing set. Take a peek at each power's description ingame (or download Mid's hero designer so you can check the actual numbers easily).

    Since you like buffing (in many situations I'd pick a debuffer over a buffer, but that's a different story), you could any primary other than Dark, Storm, Trick Archery and Traps (mind you, some of these sets do have one or another buffs, but they do a much, much better job at debuffing).

    I'd say the most popular buffers these days are Cold, Emps (who know what their doing) and Kin, then Sonic and Thermal. Force Fields is a set I love, although Cold does arguably outshines it in most situations. I'm probably missing some set, but I'm sure someone will point it out.

    Again, don't overlook controllers. Earth/Emp for example is VERY team friendly with its massive controls and buffs. And your blasts, such as /Sonic can help your team mates kill things much faster.
  10. I'll have to postpone the events due to unexpected work - I apologize. I'll try and set a date asap

    Again, I'm sorry for this.
  11. False_Fiction

    Claws/Regen

    Quote:
    Originally Posted by SpikyShane View Post
    My first ever character was a Claws/Regen, and he's still one of my favourite characters 6 years on. Claws/Regen is a brilliant combination. I only trade it for a stormy.
    Fixed!
  12. I understand this might be of short notice, but I'd still like to give it a shot.

    I'll be running an all-illusionist event this Saturday afternoon (3pm EST)

    Requirements:

    * A L30+ illusion controller, preferably with PA, Spectral Terror and Phantasm. Slotted, if possible
    * Free time. Not that this will take long, but we are not rushing things. It's supposed to be a fun event with eventual snack/loo breaks as needed.

    Rundown:

    1) Screenshot of the whole family - has to be done.
    2) Trancendence Trial
    3) Moonfire TF
    4) Katie Hannon TF

    Team:
    1) @False Fiction
    2) Neuronomicon - TBC
    3)
    4)
    5)
    6)
    7)
    8)

    Reserve:
    1)
    2)
    3)
  13. Time has come.

    I'll be running an all-illusionist event this Saturday afternoon (3pm EST)

    Requirements:

    * A L30+ illusion controller, preferably with PA, Spectral Terror and Phantasm. Slotted, if possible
    * Free time. Not that this will take long, but we are not rushing things. It's supposed to be a fun event with eventual snack/loo breaks as needed.

    Rundown:

    1) Screenshot of the whole family - has to be done.
    2) Trancendence Trial
    3) Moonfire TF
    4) Katie Hannon TF

    Team:
    1) @False Fiction
    2) Neuronomicon - TBC
    3) @mousedroid
    4)
    5)
    6)
    7)
    8)

    Reserve:
    1)
    2)
    3)


    I probably should've posted this a few days back, so there'd be enough time to recruit. In case I fail to recruit, I'll run an all-controller event instead.
  14. Quote:
    Originally Posted by Sardan View Post
    The main thing I'd like to see changed about all powers that reduce you to zero End is for your toggles to say on. I can't stand being detoggled. I love the change they made to being mezzed so that you don't detoggle. It's easy enough to pop a blue after nuking but it's the 10 seconds of retoggling after that that annoys the heck out of me. If they made that single change, I'd nuke whenever it was recharged. As it is, I rarely use nukes.
    Well that'd pretty much kill the purpose of toggle powers being toggles.
  15. I'm 100% against it.

    Nukes are supposed to leave a Blaster exhausted.

    Everytime I think of a Nuke power, I picture a Blaster with his outfit all rip apart, bleeding all over, gathering energy for one last devastating attack. Heck, I'd even argue a big slice of the HP bar should also be gone after the nuke.

    If I were to change crash nukes, I'd go with something like this:

    - End crash and -endrecovery (just as it is now)
    - 80% of the HP would be gone after the nuke
    - While the power is activating, the hero should either have a huge resistance boost or be phased. Why? Because it makes sense that a Blaster willing to gather all his energy for one last strike should be more resilient and have the willpower to resist all incoming damage in order to fulfill his purpose.

    This is how a nuke should work, imo.
  16. False_Fiction

    Claws/Regen

    Get claws. Wear claws. Kill.
  17. False_Fiction

    Claws/Regen

    I wouldn't use a /Regen for farming. Actually, I would just because it would be different and more challenging than faceroll through your attack chain.

    Regens are great. You just have to be more pro-active and use your brain to avoid any incoming damage to be superior to your reactive capacities.

    At late levels, you can alternate between MoG, Shadow Meld (if u choose to go that route) and Instant Healing. Add Shockwave's mitigation to that and you'll be able to survive most situations.

    I'm also trying to decide between Claws/Regen, Spines/Regen and MA/Regen. I'm sure it will be a very fun ride to 50.
  18. So it was you who was shouting all over PI's broadcast

    Good job. It's about time we give AVs access to IOs aswell.
  19. Scrapper. We got here first.
  20. False_Fiction

    Pure control

    I'll give Earth/TA a shot. I have both Earth/Rad and /Storm at 50 and still can't get enough of the primary. It's too good.

    Thanks for the suggestions.
  21. False_Fiction

    Best Buff's?

    I'll say Empathy. Adrenaline Boost is too awesome. Not to mention Fort and auras.

    Thermal defenders will be great aswell, if you're willing to wait a while longer.
  22. False_Fiction

    Pure control

    Almost every controllers I've played end up with some sort of damage attack chain. I do however have a couple slotted purely for control (Earth/Rad and Mind/Emp). It's actually more rewarding than most players might think. Granted, I have a bad time soloing, but I can pretty much lockdown entire spawns for ridiculous amounts of time - even without betting much on recharge.

    Recently I've moved to Virtue server and since I'm not willing to pay or wait months for server transfers, I'm going to build my toons from scratch.

    So, I'm trying to figure which combos I'd like to try for pure control. I don't care for damage even if it makes a single radio mission look like the whole Dr Quaterfield saga.

    That said, I'm looking for suggestions based on your own experiences. A few combos come to mind in a heartbeat such as Earth/Storm, Earth/TA or Mind/TA.

    I'll admit /TA never caught my attention, but since my goal is pure control, it really becomes a valid option.
  23. I think it matters. Not as much as if it were an Empath controller, but still matters. Often enough you'll find your team doing fine without heals or with the buffs alone. What will you do then? Stand still, doing nada?

    I'd grab a secondary that could add either more survivability or help out with damage. Or anything that fits a concept, really. I can't imagine myself playing any sort of Defender without using blasts.
  24. I don't have mid's at work, but I'll try and share some thoughts.

    Storm

    You seem to have a pretty decent idea of what Storm's all about - except for the slotting part. I'll try and give you a few pointers, considering this is a level up build.

    O2 Boost - Yes, it is a decent(ish) heal at early levels. However, it's the secondary effects that really matter, imo. If you really want to leave it with 2 slots, consider swapping one of those heal IOs for an endreduction.

    Snow Storm - Arguably skippable on Storm/Ice defenders, but I would definitely keep it on a leveling toon. Paired with FR it will floor both recharge and slow of a non-purple enemy short of an AV. One endred is the way to go.

    Freezing Rain - This is, hands down, the keystone of the set and arguably the best debuff in game. It absolutely does NOT need accuracy. Max it's recharge asap and put an endred after. The -def IO is not as important, although if you do have a spare slot by all means use it.

    Steamy Mist - The slotting looks good. If you find it hard to keep your blue bar healthy, you can swap one of those EndRes for a EndRed. This is one of those powers that should never be turned off. I would honestly pick it much sooner though (postpone that Aim for example).

    Hurricane - Try and master the "hurricane brushing" as soon as possible. It will go wrong many times before you get it right and you might even annoy some Tankers, but once you master it you'll learn to love this power. I'd swap one -ToHit for a EndRed.

    Tornado - This is probably the only Storm power (out of those I pick) that I usually don't mind delaying. It's a great power with great debuffs and decent damage, but it is quite situational. By all means unleash it if you're fighting AVs or KB resistant mobs. Or even if you have a domi/troller with AoE immobs with -kb component. It can be used for creating chaos - which can be either a blessing or a probably team-wipe cause. As for the slotting, I'd probably go with 2Rech/1EndRed/1dmg while leveling up.

    Lightning Storm - Slot it and love it. The only not-so-good thing about it is that it's static - it won't follow you. I agree with your slotting although if you DO add a -Def to FR you could skip try and skip that Accuracy IO.


    Ice Blast

    I won't say much about this except that you don't need accuracy on Ice Storm nor on Blizzard. You'll learn soon enough how powerful Freezing Rain is. On top of that, you seem to want Aim, so just pop Aim-FR-Ice Storm-Blizz and move along.

    (I've never been fond of Bitter Ice Ray - the animation is too long. It's understandable that you want to be able to hold bosses at early levels, but I would absolutely skip it in a final build. But for leveling it's a good choice. Just remember using BIR before Freeze Ray).


    Pool powers

    Leadership: You don't need Tactics at all. Nor should your team. Again, FR is that good. I'd put another EndRed on Assault.

    Hasten: I would swap it with either Freeze Ray or Aim. Mainly for TF purposes (it'd be good to have Freezing Rain up as often as possible during Posi TFs).


    Other secondaries

    It's hard to pick a bad secondary on a stormy. I swear by /Dark for the AoE immob, massive -ToHit and stacked stuns. Others might say /Sonic is the king when it comes to ST damage and Res debuffing. /Energy for the extra knockback as a mitigation tool. /Psi for the -Rech along with controllerish powers (sleep, stun, immob). Honestly, the only secondary I wouldn't pair Storm with (unless it was a concept toon) would be /Rad.


    PS: I'd read Draggynn's guide if you really want more in depth information. He wrote his own thoughts and recommendations and it's all up to date and very detailed.