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Posts
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Am I the only one who likes the Stone AP for the loads of extra control you get out of Fissure and Seismic Smash? Honestly, unless you're getting your KB protection from Hover, then the synergy Stone adds to Fire control is too good to pass up. If you are using Hover for KB protection, then I would probably go with the Ice( Cold? ) AP for the slow in Frost Breath - it's another form of control that can augment your effectiveness against things that resist stun or immobilize.
Fire is probably the last AP I'd look at. Fire Shield is nice, but honestly with a controller in the 40s do you really need that? You have Imps, you have controls, if you take Stone, you have MORE controls, you have damage. There should be very few things hitting you. At that point, Fireball is a waste because all it does is damage, where as Stone and Ice both have control elements in their damage powers to help keep the mobs from getting to even swing at you.
My Fire/Therm will not be passing on Smoke, but then again Smoke is one of those powers you either swear by ( like me ) or you don't use ( probably most people but not a huge majority ).
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I plan on going fire APP with my Ice/Therm. Once I have the group locked down, Melt Armor and then melt em with fireball. -
Storm is about lock down. if you can get the mobs with -kb then storm is best. I have an Illusion/Storm and if I don't play with corners and walls my targets end up getting knocked out of range of Tstorm then such.
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What ever the reason, The downtime has always hurt CoX. Lots of people leave to other games because they are up more. Not to mention most game companies perform normal service routines at the time the largest player base isn't online. I have a had time believing Europe has more players then U.S. 8am CST is just the wrong time to bring this stuff down. suck it up like every other IT based company and do your service at 2am
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why take Chillblain so late into the build? I skipped it altogether. No Frostbite? I love that immob. in groups with major AoE, its a staple.
I pushed Arctic Air into the 20s because I didn't have the end to run it. switch it for chillblain if you really want it.
I don't know enough about Rad, perhaps your getting your AoE immob/stuns there? Thing about stun/disorients they don't get -kb. -
Touch of Fear is such a great control feature though. I am not sure if I want to lose it.
Back in the day shadow punch was skipped so it never made it into my build. I couldn't find a place for hasten. Since I brought in the fighting pool. -
Level 32 atm and I did not have huge bank roll when I left, before IO.
zeldo, I had the same question. I pulled a lot of those slots from the latest tank version of Invuln. I thought some one knew something I didn't.
http://boards.cityofheroes.com/showflat....=0#Post12970142
This one -
Here is what I have put together. Tell me your opinion/Flames.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Science Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Invulnerability
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Hero Profile:
Level 1: Smite -- F'dSmite-Acc/Dmg(A), F'dSmite-Dmg/Rchg(3), F'dSmite-Acc/EndRdx/Rchg(7), F'dSmite-Acc/Dmg/Rchg(9), KntkC'bat-Acc/Dmg(13), S'ngH'mkr-Acc/Dmg(15)
Level 1: Resist Physical Damage -- ResDam-I(A), ResDam-I(31), ResDam-I(37)
Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(3), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam/Rchg(31), S'fstPrt-ResDam/Def+(43)
Level 4: Shadow Maul -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/Rchg(5), M'Strk-Acc/Dmg/EndRdx(5), M'Strk-Dmg/EndRdx/Rchg(11), C'ngBlow-Acc/Rchg(11), C'ngBlow-Dmg/Rchg(15)
Level 6: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(9), Dct'dW-Heal(13), Dct'dW-Rchg(23), Dct'dW-Heal/EndRdx/Rchg(25)
Level 8: Hurdle -- Jump-I(A)
Level 10: Combat Jumping -- Jump-I(A)
Level 12: Siphon Life -- F'dSmite-Acc/Dmg(A), F'dSmite-Acc/EndRdx/Rchg(19), F'dSmite-Dmg/EndRdx(23), Heal-I(34), Mrcl-Heal(36), H'zdH-Heal(36)
Level 14: Health -- Heal-I(A)
Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(17), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam/Rchg(43)
Level 18: Dark Consumption -- C'ngBlow-Acc/Rchg(A), Acc-I(19), EndMod-I(34), RechRdx-I(34), RechRdx-I(42)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Super Jump -- Zephyr-Travel(A), Zephyr-ResKB(43)
Level 24: Touch of Fear -- N'mare-Acc/Fear(A), U'spkT-Acc/Fear/Rchg(25), Hror-Acc/Fear/Rchg(45), U'spkT-EndRdx/Fear(46)
Level 26: Soul Drain -- Oblit-Acc/Rchg(A), Oblit-Acc/Dmg/Rchg(27), Oblit-Acc/Dmg/EndRdx/Rchg(27), AdjTgt-ToHit/EndRdx/Rchg(31), AdjTgt-ToHit/Rchg(37)
Level 28: Invincibility -- S'dpty-Def/EndRdx(A), DefBuff-I(29), DefBuff-I(29)
Level 30: Boxing -- Acc-I(A)
Level 32: Midnight Grasp -- F'dSmite-Acc/Dmg(A), F'dSmite-Dmg/Rchg(33), F'dSmite-Acc/Dmg/Rchg(33), KntkC'bat-Acc/Dmg(33), S'ngH'mkr-Acc/Dmg(37)
Level 35: Tough Hide -- DefBuff-I(A), DefBuff-I(36), DefBuff-I(40)
Level 38: Unstoppable -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(39), ImpArm-EndRdx/Rchg(39), ImpArm-ResDam/EndRdx/Rchg(39), ImpArm-ResDam(40), ImpArm-ResPsi(40)
Level 41: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(46)
Level 44: Resist Elements -- RctvArm-ResDam/EndRdx/Rchg(A), RctvArm-ResDam/Rchg(45), RctvArm-ResDam(45), RctvArm-ResDam/EndRdx(46)
Level 47: Tough -- TtmC'tng-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx(48), ImpSkn-ResDam/EndRdx(48), ResDam-I(48)
Level 49: Weave -- S'dpty-Def/EndRdx(A), Ksmt-Def/EndRdx(50), Krma-Def/EndRdx(50), EndRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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[u]Set Bonus Totals:[u]<ul type="square">[*]5% DamageBuff(Smashing)[*]5% DamageBuff(Lethal)[*]5% DamageBuff(Fire)[*]5% DamageBuff(Cold)[*]5% DamageBuff(Energy)[*]5% DamageBuff(Negative)[*]5% DamageBuff(Toxic)[*]5% DamageBuff(Psionic)[*]8% Defense(Smashing)[*]8% Defense(Lethal)[*]3% Defense(Fire)[*]3% Defense(Cold)[*]9.56% Defense(Energy)[*]9.56% Defense(Negative)[*]4.88% Defense(Psionic)[*]5.5% Defense(Melee)[*]8.63% Defense(Ranged)[*]3% Defense(AoE)[*]2.25% Max End[*]2.2% Enhancement(Terrorized)[*]5% Enhancement(RechargeTime)[*]4% Enhancement(Heal)[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Confused) 4.95%[*]MezResist(Held) 2.75%[*]MezResist(Immobilize) 9.35%[*]MezResist(Sleep) 1.65%[*]MezResist(Stun) 3.85%[*]MezResist(Terrorized) 2.2%[*]3.5% (0.06 End/sec) Recovery[*]2.21% Resistance(Fire)[*]2.21% Resistance(Cold)[*]5.38% Resistance(Psionic)[*]1.5% XPDebtProtection[/list]------------
[u]Set Bonuses:[u]
[u]Focused Smite[u]
(Smite)<ul type="square">[*] MezResist(Immobilize) 1.65%[*] MezResist(Confused) 1.65%[*] 1.5% XPDebtProtection[/list][u]Reactive Armor[u]
(Temp Invulnerability)<ul type="square">[*] MezResist(Immobilize) 1.1%[*] 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)[*] 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)[/list][u]Steadfast Protection[u]
(Temp Invulnerability)<ul type="square">[*] 3% Defense(All)[/list][u]Multi Strike[u]
(Shadow Maul)<ul type="square">[*] MezResist(Sleep) 1.65%[*] 0.95% Resistance(Fire,Cold)[*] MezResist(Stun) 1.65%[/list][u]Cleaving Blow[u]
(Shadow Maul)<ul type="square">[*] 1% (0.02 End/sec) Recovery[/list][u]Doctored Wounds[u]
(Dull Pain)<ul type="square">[*] MezResist(Terrorized) 2.2%[*] 1.26% Resistance(Fire,Cold)[*] 4% Enhancement(Heal)[*] 5% Enhancement(RechargeTime)[/list][u]Focused Smite[u]
(Siphon Life)<ul type="square">[*] MezResist(Immobilize) 1.65%[*] MezResist(Confused) 1.65%[/list][u]Reactive Armor[u]
(Unyielding)<ul type="square">[*] MezResist(Immobilize) 1.1%[*] 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)[*] 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)[/list][u]Blessing of the Zephyr[u]
(Super Jump)<ul type="square">[*] 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)[*] Knockback Protection (Mag -4)[/list][u]Unspeakable Terror[u]
(Touch of Fear)<ul type="square">[*] 2.2% Enhancement(Terrorized)[/list][u]Obliteration[u]
(Soul Drain)<ul type="square">[*] MezResist(Stun) 2.2%[*] 3% DamageBuff(All)[/list][u]Adjusted Targeting[u]
(Soul Drain)<ul type="square">[*] 2% DamageBuff(All)[/list][u]Focused Smite[u]
(Midnight Grasp)<ul type="square">[*] MezResist(Immobilize) 1.65%[*] MezResist(Confused) 1.65%[/list][u]Impervium Armor[u]
(Unstoppable)<ul type="square">[*] 2.5% (0.04 End/sec) Recovery[*] 1.88% Defense(Psionic)[*] 2.25% Max End[*] MezResist(Held) 2.75%[*] 3.13% Resistance(Psionic)[*] 2.25% Resistance(Psionic)[/list][u]Reactive Armor[u]
(Resist Energies)<ul type="square">[*] MezResist(Immobilize) 1.1%[*] 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)[*] 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)[/list][u]Reactive Armor[u]
(Resist Elements)<ul type="square">[*] MezResist(Immobilize) 1.1%[*] 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)[*] 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)[/list]
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I guess they never hardcoded the pets to be in defensive mode? I guess I got too used to MM pets being able to be micro managed.
Having to run the pet into range, endangering myself seems kinda counter intuitive. -
Storm is fun. My first toon ever is Ill/storm. lots of chaos. Illusion is a great solo'ing set that gets better as you gain levels, unlike mind which kinda plateaus early.
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I found a link to a nice guide (that I forgot to Bookmark) That had a neat suggestion:
Unquestioning loyalty: Acc/Dam
Brilliant Leadership: Acc/Dam and Acc/Dam/End
Blood Mandate: Acc/Dam and Acc/Dam/End
For the most part was really cheap but I did have to drop about 300k on one Blood mandate.
I am thermal so I am buffing Resistance, should I look into the unique Blood mandate that gives the pet a resistance aura? -
This was what I was thinking. Ice/Thermal is the toon I am thinking about so I was just going to go acc/dam generic IO. I need to see if Jack merits anything else.
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Is Arctic air only for minions? I am only seeing minions being affected by the the confuse portion.
I like it for the overall slow effect just was hoping to see more soft control with it. -
Decieve is a nice soft control. once it hits the mob wont attack you
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3 ways to do damage as a controller at the lower and later levels:
1. Team
2. start Illusion/storm, rad, kin
3. Mind control
Thats about it, until you hit 32. everything changes at 32 -
There is a good write up on Archery in the guides section. It brings out our Flaming Arrow is almost as good as the other sets snipe attack.
It is pretty strong considering how early it comes. -
This is all well and good for you guys who have been playing for awhile, but for the new guy (or returning guy) AE was great because it broke the market and the strangle hold the REAL farmers had on it. Now that its not so easy for me to get tickets I have to resort to the market but I never had a bank roll to begin with. Needless to say my toons are not tricked out with IO sets and probably never will.
Dump on the casual player more please? Let the asian (poor asians get a bad rap) continue farming your game and making cold hard cash. Good choice.
Farming wasn't affected by the AE nerf, everyone knows this right? -
I started up Archery/NRG. pretty fun and feels strong on single targets atm.
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You guys (paragon studios) have successfully recreated a historical issue right after the U.S. developed the atomic bomb.
You let the genie out of the bottle.
And just like America, you want to stuff him back in. AE was a major fiasco, not because it was a bad idea but because you didn't feel the need to listen to the player base or testers. You guys knew where AE was going to lead to. -
Gravity is notorious for meh damage so a secondary that helps bump that up was always nice for solo. grav's holds are nice because they make the mobs immune to KB, which is perfect for Thunder Storm.
this is a bit dated but the basics are covered real well:
Grav/Storm Guide 3.0 (Reinman)
I just started up an Ice/Themal. Thermal looked interesting and I wanted to be able to beef up a Damage pet. Stone would probably have been better in the long run, but I really didn't want poo man. -
The Market was broken, thanks to AE. The casual player could actually afford to IO set out their toons.(yes, me) not anymore. Back to the 200million inf recipes.
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All this is well and good but I only have one question:
What do I do now to farm efficiently? -
CoX is the only MMO I couldn't ever stick it out to reach 50. Everquest, DAoC, LoTRO, WoW all capped out toons.
CoH I peeter out at about 43. Thats pretty wierd.