Ideon

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  1. Not really, unless you count 50 exp for each badge, because to get Shrouded and Multidimensional, you need to enter specific maps, and then exit them to get the exploration badge, which is pretty weird.

    Shrouded and Multidimensional are badge requirements for the accolade Portal Jockey.

    "Oh no, 100 exp! That's POWERLEVELLING!"
  2. Just a quick request, if anyone happens to have these two badge exploration missions handy, could you give me a call on my global @Ideon ? My level 8, soon to be level 9 would like these two badges very much.
  3. I wouldn't mind getting the AVs on my level 8 defender.

    Currently, he has:
    Scholastic history plaque
    Shadowhunter
    Chimera
    Nightstar
    Seige

    If anyone happens to have Shrouded and Multidimensional exploration badge missions handy, that would be great!
  4. Just a quick question - does Patron powers such as Mu Lightning or Disruptor Blast work with Fury? As in, if your Fury bar is high, will it do more damage? Or does it only affect your normal powers along with Pool Power attacks?
  5. Looks pretty neat. I was doing a similiar thing with my own characters on my website (see sig link), but I might try popping them onto the wiki to see how it looks.
  6. Energy, above all, is well-known for it's single-target damage. As such, Total Focus is one of the prime attacks of the Energy set. Though it has a long wind-up animation, it does immense damage, and combined with Aim, it does lovely orange numbers, especially when your fury is over half it's bar.

    Whirling Hands, though it comes early, is not as good as many of its other counterpart PBAoEs from the other sets due to the small radius (8, compared to Earth's 15, SS's 15, Fire's 10) and smaller damage. As you said, it is also somewhat of a end hog. However, it does have a chance to cause disorient, and it is a PBAoE attack regardless of radius, so that may be a good thing. Ultimately, it's up to you if you want it or not.

    With your attacks, you've probably slotted Energy Punch too much already, but it might be worth doing the minimum following for each attack at DOs and SOs...

    Acc, End, Dam, Dam

    Remember as a Brute, you can do high damage anyway, so the End will help keep stamina costs down, and providing you last long enough, your damage will build up enough so that it won't matter. Since you picked Electric, once you get either Conserve Power or Power Sink, you can switch back to:

    Acc, Acc, Dam, Dam

    or something similiar, as you'll no longer have end problems.

    Not sure what you can do for taking hits, as I picked Inv for my brute. But for my Brute, I made do with the basic Resist Physical Damage (innate 5% res) from the first power, a self-heal at level 4, and stuck with that until I picked up the all-resist/mez resist power at 18. It was pretty much a battle of "kill you before you kill me" throughout those levels. Maybe concentrate more on raising your damage to kill enemies faster instead of trying to take hits?

    To raise up Fury a bit faster, you might want to keep the basic Brawl on your powerbar, and have it on auto. It recharges quick, is a quick attack (which can copy the appearance (only appearance, not power) of your energy punches if your fists are glowing at the time of activation) and doesn't use too much end. This works as an okay alternative to using Barrage, I figured, though since I had Air Superiority, that was part of my attack chain. Don't be afraid of Energy Transfer's hitpoint stealing, by the way. It does too much lovely damage to worry about it.

    So, powers ranked in my opinion...

    Barrage - get if you must, but as last option
    Energy Punch - your starting power, may as well stick with it, does good damage
    Bone Smasher - Good power to get, does better damage and higher MAG stun ability
    Build Up - Get this to increase your power by 80% for 10 seconds. Enough time to throw 3-4 attacks. If you use it when fury is high, it can be even better
    Whirling Hands - hit or miss... some people prefer to be doing single target damage, some like to have the option of an PBAoE in their attacks. You can skip it if you really want another power.
    Taunt - you're a brute, not a tanker! Then again, you do have a form of tankvoke in your attacks, but it's only single target instead of an AoE effect like tankers have. May be helpful in much later levels when you're facing Archvillains. I plan to take at level 50. :3
    Total Focus - your first of your most powerful attacks. Obviously get
    Stun - since you have so many attacks which can build up MAG to break enemies down, it might be overkill to get Stun, which does minimal damage, but has great chance to cause disorientation. Up to you in the end.
    Energy Transfer - uses your HP to cause high damage in a very fast activation. You might want to consider going for the self heal from the powerpools if you're worried about HP drain.

    Have fun!
  7. At the start of issue 10, slight screen shaking was introduced for all super strength attacks to give that feel of super strength.

    However, now it seems to have reverted back to Knockout Blow, Footstomp and Handclap only. What gives? It was a pretty neat effect!
  8. [ QUOTE ]
    Only down side is being a PBAoE power. In the heat of battle you must choose a side to buff. Melee ones or Ranged ones. I usually launch AM near the tanks.

    [/ QUOTE ]
    Or you could stick a bind onto a key so when you press it, your character would say "Gather for Accelerate Metabolism!" and stand near where the most people are (probably the meleers), wait around 5 seconds for it to register in the back row's head and they run in, and you can get everyone. After all, nobody said you had to permanently stay near meleers just to get buffs.

    On a laptop, due to where the END key is, I have the following bind there:

    /bind end "team Gather for Accelerate Metabolism!"
  9. From what the red guy is doing, I'm trying to decide who's the bad guys, the humans or the aliens.

    Nice pic, at any rate.
  10. [ QUOTE ]
    KB it ONLY affects the caster, and it's always active, even if you are not using the power. It's the way that kinda invention enhancement works.

    [/ QUOTE ]

    Ahhh. You know, that's actually pretty useful come to think of it. Now I won't need to pick up Combat Jumping just to slot knockback protection IO into, if I can just slot it into Increase Density, and have it affect me like that.
  11. >I would take increase density, and early, if you plan to slot
    >it with a KB protection IO . That way, you'll have KB
    >protection, also when exemped at low levels;

    Doesn't Increase Density already protect against knockback? Or does slotting KB protection IO into this stops the caster from knockback too?
  12. I heard about a weird bug regarding respec on Kheldians regarding their forms (nova/dwarf). Basically, on a respec, after you've chosen your powers, and are on slots, you can slot the really early ones (level 3 and 5) on the Nova attacks. So basically, you could have for this example level 7 warshade:

    01) --> Ebon Eye==> Acc(1)
    01) --> Absorption==> DmgRes(1)
    02) --> Gravimetric Snare==> Acc(2)
    04) --> Shadow Bolt==> Acc(4)
    06) --> Dark Nova==> EndRdx(6)

    06) --> Dark Nova Bolt==> Acc(6)
    06) --> Dark Nova Blast==> Acc(6)
    06) --> Dark Nova Detonation==> Acc(6) Dmg(3) Dmg(5) Dmg(7)
    06) --> Bright Nova Emmanation==> Acc(6) Dmg(3) Dmg(5) Dmg(7)

    For triform warshades, you don't have to waste slots on any of your really early powers, basically.

    What's the chances of this bug being fixed, and is it worth using a respec to do this?
  13. Ideon

    Kheldian naming?

    The Kheldian NPCs in-game all seem to have weather/element based names of sorts, as well as names consisting of two words...

    Peacebringer initial contact - Sunstorm (Kheldian name Perihelion)
    Warshade initial contact - Shadowstar
    Taskforce Peacebringer contact - Moonfire

    Various Kheldian/Warshade NPCs mentioned:
    Coldstar (Peacebringer)
    Moonbow (Peacebringer)
    Lightburner (Peacebringer)
    FullAlbedo (Peacebringer)
    Brightshift (Peacebringer)
    Freeflight (Peacebringer)
    Shadowcatcher (Warshade, Kheldian name Altered Umbra)

    There's probably more, but I can't be bothered to look.
  14. Ideon

    Team Squishy

    Just posting to tell of my experience yesterday as a member of a team consisting of nothing but squishies. Though our team varies occasionally, this was our team for the most part...

    Three controllers (ill/rad, fire/ta, fire/?)
    Three defenders (emp/?, rad/?, can't remember)
    Two blasters (fire/fire, energy/?)
    One peacebringer (played for a bit when we had room, stayed in nova and human most of the time)

    Despite the occasional death, we were steamrolling through my level 33 missions set on unyielding. Though I was 33, everyone else was 32 or lower.

    Who says you need a tanker or scrapper in your team to do stuff? Anyone else had any experiences of a full team of squishies?
  15. Ideon

    Fire/Elec?

    Dunno if it's too late or not, but remember to slot in such a way that Accuracy comes before Damage. When you exemplar down (such as going to get Shivans or Warburg to get them chemical things, or just playing in lower level teams), you don't want to be caught with base accuracy and several damage SOs in your attacks.
  16. [ QUOTE ]

    Watch out with GI. Get all the teammembers because an invisible tank and an uninvisible squishy behind him can give unintended faceplants.


    [/ QUOTE ]
    Once the tank has attacked or taunted or revealed himself, GI on him is suppressed permanently anyway despite how invisible he still looks, so it can still be used as a herding tool to make things easier.
  17. Ideon

    Sketch of Ideon

    Seriously, I haven't drawn in like half a year. Decided to do some sketching before I lost the ability to draw completely.

    http://www.cinnamonstars.com/coh/ideon1.jpg

    This is of my tanker Ideon. I'll probably post some more later.

    Oh, and first time posting in this particular section of the forum.
  18. I pretty much treat the Deceive power as a immobolise power without containment or damage. What's not to love about it? Aggro-free, enemy affected temporarily fights on your side/buffs you, and when everything is done, he stands and wait for you to arrest him.

    While you're in large mobs with teams, just fight as normal, and fire off Deceive on different enemies whenever it's ready. They stop attacking the team and if your team is having problems, eventually half of the mob will be fighting each other, which lessens team death.
  19. Any other days than Friday for Hami raids? I'm working on Friday evenings. D:

    Maybe you should make it twice a week, Lost.
  20. I have a invulnerability brute.

    I didn't know that I picked Dark Armor by accident. D: Why is it almost as dark as Dark Armor anyway? That's just weird. If they wanted to pick a more evil colour, at least choose something other than something which already exists on another powerset.

    The noise is generally okay, except for the mez protection toggle, Unyielding. I honestly don't understand why they haven't done anything similiar to what they did with Targeting Drone and that Dark Armor power where the noise is activated, but lasts for about 3 seconds before fading out. It's just so loud all the time. >_<
  21. Hi,

    I'm trying to research into the power of each Ancillary Power Pool for the controllers, concerning the blaster attacks in particular, for when my controller reaches level 41. Currently, I plan to take Primal epic for Conserve and Power Boost, though still thinking about the attack in it.

    Now, I know obviously fire blast from the Fire Epic pool is probably the most damaging due to the extra damage over time, but why is the power blast from the Primal Epic pool so weak in comparison?

    According to the planner I'm using made by SherkSilver... brackets indicate endurance cost.

    Fire Epic - Fire Blast = 5.559 (6.5)
    Fire Epic - Fire Ball = 3.752 (18.98)
    Ice Epic - Ice Blast = 2.778 (10.66)
    Primal Epic - Power Blast = 2.777 (10.66)
    Psionic Epic - Mental Blast = 2.222 (6.5)
    Stone Epic - Hurl Boulder = 4.556 (11.7)

    I suppose there's meant to be some weird sort of balance, but the second two weakest, Power Blast and Ice Blast, have somewhat higher endurance cost, with Power Blast having longer activation times (though not as long as Mental Blast or Hurl Boulder).

    I'm not too sure on the reliability of the planner, so for anyone who's been using epics lately, could they do a quick review of the blasting attacks? Don't need to go into detail for the other powers like Consume or Power Boost, since they're another story entirely. How has the recent patches affected all of the Epic attacks?
  22. For my thugs mastermind, this is how I generally/plan to slot the henchmen...

    Minions (one is equal to you, two is one level below you, three is two levels below you) - Three Accuracy, three Damage.
    At two levels below me, if I happen to fight oranges or reds, they're gonna con red and purple to the tier1 henchmen, who arguably make up the backbone of your small army.

    Lieutenants (one cons yellow to you at your level, two cons white to you, at one level below you) - Two Accuracy, Three Damage, probably one Endurance Reduction
    The last one is apparently for when they get their level 32 powerup. Then, they use up their endurance very quickly, apparently. Of course, for thugs, you may want to slot for their Manoeuvers.

    Boss (cons orange to you? Can't remember)
    You COULD get away with one Accuracy, three Damage, but I'd rather go with two Accuracy, three Damage, and one Endurance Reduction. The final slot, as well as the one in lieutenant, would be after level 32 when they get the second upgrade which apparently uses up lots of their end as they suddenly get lots of new toys to play with.
  23. Hrm, unfortunately, my build is tight enough as it is without taking Superior Invisibility on top of Group Invisibility (which I currently have, since I play teams a lot as well as solo).

    Group Invisibility has already been immensely useful despite the two minute window, and the supresses permanently if you attack thing.

    Oh well, I'll look at my build again and see about maybe replacing Mutation with Recall Friend, and then taking Superior Invisibility instead.
  24. Hey all,

    On my illusion/radiation controller, I've noticed whenever I use group invisibility, I'm stealthed until I attack. Then, it suppresses. That's cool and all, but why doesn't it reapply itself after a while? Despite still being somewhat invisible in appearance, enemies now see me normally until the next recasting.

    Is this a bug, or is it "working as intended"?
  25. My tank has given up on herding even small groups as the PuG generally never move out of line of sight at the tank's request, or if they do, they need like at least 10 seconds to take it into their heads to move back a little, and then even after that, there's always one person who's standing out in front who after another 20 seconds of prompting finally moves back.

    After that, I just go "oh forget it, plan D, we all rush in" even if it's a room full of purple mobs, and don't worry about trying to herd anymore. I just lack patience with PuGs nowadays. If that's the way they wanna play, then I don't mind, since I'll probably be the last one to drop, being a tank.

    Still, nice guide though. Another variation is to do the 'jump pull' with the blaster. Blaster stands at the top of the T junction, and jumps to the left (down the T) and fires a standard blast (to pull one) or AoE (to grab all) before landing out of sight. Since he's not within eyesight of the mob, this is his cue to run away, and since he got out of sight before attacking, he shouldn't have taken any damage. Meanwhile, the whole team with tank at front moves near the top ready to grab the aggro.