KingSnake

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  1. Unless you want it for concept, and in my book, concept > effectiveness, then don't.

    You don't need to worry about controlling a group as a scrapper, esspecailly a dm/SD one. Just kick the group's @ and move on. Take powers that'll help you in that respect. Tough and weave come to mind... maybe a choic or too for an epic power pool... set bonues that enhance defence. Stuff like that will go ALOT further then the presence power pool IMO.
  2. KingSnake

    Liquefy Slotting

    Quote:
    Originally Posted by macskull View Post
    Castle commented on this sometime during I12 beta when it was brought up that Membranes would decrease the recharge time of Mind Link (the post has since been eaten by the forum monster). He basically said such abilities were an "unintended" benefit of Hami-Os because of how the enhancement system works, but it was extremely unlikely to be fixed because it would require so much work to "solve" a few fringe cases. Three Membranes is certainly not the cheapest slotting for Liquefy, but given three slots it's the best slotting.

    Membranes in mind link work just fine IMO becasuse mind link is abuff and membranes are TO HIT and Def BUFF HO's. Using it in Liquef, it should work as liquef is a debuffing power, but it does because buffs and debuffs are only seen in game code as either + or - negitive on the power side. Since HO's can be slotted in anything that accepts even one aspec of what it enhances, you can slot an HO that's intended to be a debuff in a buffing power and it works.

    That's what i'm talking about. I accually have 3 membrans in my rad/sonic veng power. Seeing as how IO's do pretty much the same thing, in bypassing the no recharge aspec of the power, in my mind, a membrane isn't braking the rules in that power. since it's a buff and membranes are intended to be buffs.

    And like Solo said, the odds of the dev's ever accualy fixing this is slim. They'd have to introduce a new power or powerset that HO can REALLY exploit in that manner before it'd be a big enough issue to worry about. Only a hand full of powers can be modified in this way.
  3. Quote:
    Originally Posted by Silverado View Post
    1.- That 'rule' just applies to procs slotted in toggles and certain location pseudopets like Freezing Rain and Caltrops

    2.- Each target will have an individual check for the proc to go off
    SO, a -res prog in FR would try 4 different times during the span of the cast? Once at the start, then 10, then 20, then at the end? Is that how it works? Is that conformend? Cause, that could possible change how i slot some stuff if that's the case...
  4. Do you NEED AP? Nah. Should you take AP? I'd recommend it.

    It's a good heal to have when that tank of yours for some reason just went red. It'll pull him back into the green in one shot, instead of 2 from HO. And it'll happen to the tank from time to time, even if you keep him fully buffed, crap happens and it's nice to have the right tool for the right job. Not to mention it's another place in my build to stick the doctored wounds IO set. With AP, that give you 5 full sets. And i like that. More recharge, better healing bonus. It's all good.

    But again, it's not NEEDED. You'll do fine without it, if your build is that tight. (mine was not, and yes, belive it or not i still have an attack chain. ) But i recommend it if you can fit it.
  5. I have veng on nearly all my defenders. (All my MM's too.) Anyone i take leadership with, i eventually get veng.

    Look. Death happens. Veng, 9 times out of 10, will prevent MORE death from following. And powerboosted veng is a freaking tide turner.

    Just don't let teammates die on purporse... that's the dark side of veng. That little voice in the back of your head..."let that idiot scrapper die... he's always running ahead... this will teach him, AND we'll get veng out of it...) Resist that thought...

    Or not. It's up to you. LOL (I've NEVER done that before... REALLY.... honest... you belive me right? )
  6. KingSnake

    Liquefy Slotting

    Quote:
    Originally Posted by Solo_One View Post
    3 membranes(tohit/defense debuff+recharge hami-o)

    it doesnt deserve any more.

    Membranes are accually buffs, and while they still WORK, they may not forever if the dev's ever get around to fixing that. I wouldn't count on it, but still, you should disclamer that part. And they are EXPENSIVE. I got 3 for my Emp/Sonic's Fort. It cost me a mint, but was well worth it for Fort. Not sure i'd spend it for Liquefy though..
  7. Quote:
    Originally Posted by Werner View Post
    I've done the same. I have Hurdle + Combat Jumping on most characters. In my case, I bound the switch between Combat Jumping and Super Jump to the "E" key. Switching is second nature.

    While I loves me some bunny hopping, it's a lot to get used to, particularly indoors, and some people simply hate it, to which I can only say "fair enough". Swift isn't a bad alternative, and is probably better for the small repositionings you tend to make during combat. But I'd probably only take one or the other unless I'm swimming in choices, and I'm never swimming in choices.
    IF you don't mind, how do you do a switch bind? I bind my travel to one key, and either sprint or combatjumping, to another, usually e. Being able to bind 2 movement powers to a single key would free me one up...(I use alot of binds. LOL)
  8. Quote:
    Originally Posted by Straightman View Post
    TA is relaxed in a very different sense. Yes, you have lots of clicking to do in combat, but you never have to buff or heal anyone.
    I love my Plant/TA controller. I defender the entire team quite effectively without ever worrying or even looking at my teams health bars. LOL. My TA's job is dealing with the enemy, not the teammates. It's a really different change of pace.
  9. Quote:
    Originally Posted by TRTerror View Post
    I had a FF/Sonic but it got too boring for me. Bubble up, press attack buttons, repeat

    Sounds relaxed and fairly stress free... which is what i think the OP is looking for. I have a FF/Archer. IMO one of the best FF secondary. Why? The crashless nuke. I run full leadership, my big bubble, combat jumping and most of the time, either hover or sprint. That's alot of retoggleing after a nuke. But RoA is a mini nuke, no crash, and adds nice AoE damage to a team setting.

    I bubble, then i go offenive, raining death from above. It's fun, layed back, and very effective IMO. Repeat bubble every 4 mins and contuine killing stuff. Fun fun IMO.
  10. KingSnake

    Liquefy Slotting

    I slotted mine with 3 HO Acc/TOhit/Def debuffs and 3 lvl 50 IO's. Maxed out -to hit and -def debuffage, maxed out recharge, and farily cheap to build. (Them HO's, the name excapes me, aren't very expensive.) I didn't go with a Achilles prog cause it's on such a longer timer it didn't seem worth it. (20% chance every... 1.5 to 2 mins? The av is over before the second cast thanks to sonic massive -res debuffs anyways.)

    It's been working wonders for me.
  11. KingSnake

    Ninja Run

    Quote:
    Originally Posted by Fleeting Whisper View Post
    Fly doesn't need "heavy slotting and swift" any more to hit its cap. The unenhanced speed of Fly was buffed so that you can hit the cap with just moderate slotting.
    I've heard something to that effect. what's moderate ? In terms of slotting?

    still, you get the speed cap on superspeed with just swift and sprint turned on, no extra slots. You hit the jump speed cap with just hurdle.. no extra slots. TP is just flat out fast out of the box, and only gets faster.

    Fly is still the slowest with more slotting, and the fly effect is handed out feely in a bunch of different places. (jet packs) And NOW, ninja run, with some work, is faster then fly.

    Fly, IMO, needs a bit more speed to make training it and slotting it more worth it. A little closer to Superjumps top speed. It'd still be the slowest, just not so slow everything leaves it in it's wake.
  12. Quote:
    Originally Posted by HeroJunkie View Post
    Well I usually take Swift on every character as I find moving without it unbearably slow. I need Combat Jumping for defense, unless I gather up about 75 million for some IO set bonuses to cover the loss. Does anyone know how base run speed at 50 compares to base fun speed plus swift at level 6? Maybe I could stand to drop Swift on a 50.

    Thanks for the help so far, guys!

    combat jumping/hurdle is faster then swift if you get used to hopping where you go. and if you do like me, and bind your travel power to a button, i use "q" myself, it's EASY to toggle on and off quickly as your jumping around your mission.

    I'm a sticker for speed myself, and i rarely take swift at all unless my guys a flyer. It's not worth it, IMO.
  13. Quote:
    Originally Posted by Labtech View Post
    I understand that the graphics end of it will be hard, but again when you are this far into the game, details are what rule.
    No, when your this far into a game, IMO, keeping content FRESH is what rules, not tiny nitch effects only a hand full of the many thousands of people who play accually WANT. (a wild guess on my part true, but a safe one IMO.)

    If it were easy, that's one thing, but from what i can tell, it's pretty darn complex. Personally i'd want to see the man hours spend building whole new powersets then a one trick pony like running on water.
  14. KingSnake

    Ninja Run

    I have to say. Seeing how FAST NR is, esspecally if you combine it with sprint, swift/hurdle, and god forbide, quickness or lighting reflexes...(or mental training) good lord. It's faster then fully slotted fly...

    and that, IMO, is kind of the last straw with fly. Bad enough it's the slowest travel power in the game, by a considerable margin, and to get there, it needs heavy slotting and swift... it's now outdone by a perk travel power, a innate, and fitness?? And if you need vertical movement above and beyound that, you can win a jet pack, a jump pack, or just buy a jet pack now a days....

    How is fly supposed to compete as a travel power on it's own when you consider it's the slowest there is, and the flying effect is nearly free for all to get... ? combine superspeed and a jet pack and it's faster and nearly as safe as sright up flying. Superjump... has aways blowen flys doors off.... but if you in the shadowshard... MAYBE it's still better to have fly, but who goes there anymore!? (a topic for another time.) Now we have a presto travel power that faster then fly, and has access to jet packs like everyone else...

    IMO.. fly needs a max speed buff. It's time. It doesn't have to be the fastest, it prolly shouldn't be, but it needs to be closer to superjumpings top speed then it is. IMO, at this phase in the game... it's a reasonable request... at least i think so.
  15. Quote:
    Originally Posted by Celestial_Lord View Post
    Would it be possible for NCSoft to release some no longer used character names? Say characters under level 25 on accounts that have been expired for a year or more? Or, better yet, find a way to tie character names to the global name, so everyone can be Captain Bob?

    I became inspired to create a new Radiation Blast / Energy Manipulation Blaster tonight. It took me about 45 minutes or so to get the costume right, mostly black with a splash of bright red. When it came time to choose a name, I tried "Celestial Striker," figuring it would be taken. It was. Darn. Okay. How about.... "Atomic Striker?" Taken. Hrm. Okay, let's try... "Celestial Fusion." Taken. Grr. "Atomic Fusion." Taken. "Scarlet Fusion." Taken. Tried a few others. All taken.

    So, that character I spent 45 minutes putting together a costume for was never created, as I spent a good hour trying to come up with a good available name, only to come up empty handed.

    Really, it's gotten pretty difficult to come up with a character name that doesn't use leetspeak like C3lesti@l, or throw random letters and / or numbers in like Celestial A 3, or use a foreign language like Latin. Perhaps I'm uncreative.
    It may just be me, but i accually like the fact i have to work hard at finding a good name. The more common ones are taken, so i have to get creative. It's lead me to a few names I'm accually kind of proud of.

    And i'd rather not have CO style naming. (everyone can have the same name) I just don't like it. Yeah, IRL, there are tons of Christophers out there, but this isn't RL, it's a game, and i like being the only Carbide, or Zero G, or Savage Raven on my server.
  16. Quote:
    Originally Posted by Silverado View Post
    Weird, I don't have that problem on my Elec/Fire tank, probably because of the taunt. I guess it's just a Scrapper then? would it be too crazy to suggest a moderate taunt component added to the damage aura? high enough to keep mobs from running away but low enough to not steal aggro from Tankers/Brutes? their taunt rating is usually 400% (as per ingame numbers), so maybe add a 200% taunt rating on these auras to fix his issue?

    Or if not, let's just hope Throw Spines will solve the issue >_<

    As a lvl 40 Spin/Elec, Thow Spines does indeed help a ton. I open with Build up, Throw(to hit them all), then run in for SB and i start working over the LT's or bosses... everyone's dead a few seconds later and i move on.

    Been working pretty well. Just about ready to add tough/weave to my build and really turn it up.
  17. Quote:
    Originally Posted by Memphis_Bill View Post
    I'm probably half agreeing, half disagreeing with you. Yes, heavily purpling is part of min/maxing - but paying a bit extra (or turning a lucky drop into INF to buy one) for an interesting proc, or just extra strength on something (past a normal set or IO value) is worth it, too. Even if you don't min/max, throwing (say) Contagious Confusion into a confuse (or arctic air,) or a chance for hold into an AOE immobilize, could well be worth it for you.

    Not min/maxing. Just something "extra."
    I agree with you. "extras" are nice, and i have a few on some of my guys, mainly because of dumb luck on my part. heh. I have a few set of purple confuses in my ILL/Sonic, and my earth/fire dom's poo man pet has both +res progs and a chance for build up prog in him. (and 3 dmg/acc Io's.)

    I do it when i can afford to or when i get lucky. I don't farm. I don't play the market... so i'm not really rich. And i always have 4 to 6 guys running at once. My funding is always kind of low, so i shop on a budget. In a way, it adds a dynamce to the game for me. Making the best possible hero/villian i can, while staying true to concept, and being able to afford it... heh.

    It's a balancing act that adds alittle something extra, IMO, to my hero/villian building process.
  18. Quote:
    Originally Posted by FitzSimmons View Post
    A few comments:
    -- If you don't, then I don't see the need for you slotting the steadfast res/def IO
    -Enjoy it.
    It's accually supposted to be a -knockback IO. I hit the wrong one.

    I may toy around with softcapping ranged. What Io's you recommend for that? 3-400 mill could be doable. I think i'm sitting on about that if i combine assets. Of course, i'll be making money along the way, and may get lucky with a purple or some such. (one can hope eh? heh)
  19. Purples aren't worth it to me, because of how i play the game.

    I'm the type of guy who has fun building the hero, and the concept, more then min maxing out his/her/it's powers. I enjoy having a small army of heros and villians i can play, instead of one or two really really powerful ones.

    I've got 30 level 50 heros/villians. (20 heros 10 villians) They are all IO'ed out. But not min/maxed to the extream. The money and time it'd take too purple all of the out... I tend to franken slot, and by cheaper IO's, focusing on getting the most out of each individual power then more then getting a ton of set bonuses. Set bonues to me are a secondary priority, nice, but never at the expense of a powers effectiveness.

    This approuch allows me to have 30 "good" playable toons to pick from, at the expence of having one really tricked out toon. All of my guys play at a level i'm happy with, in a teaming enviroment. None of them can solo AV's or GM's, but that's not really something that intrestes me.

    but all of the above is how i enjoy the game. Others, like Bill, find more enjoyment in having one over the top kick @$$ powerhouse that can do nearly anything by himself. And that's great.

    It's kind of nice to have a game that allows two people with differents tastes to enjoy different aspecs of the same game now isn't it?

    So, my advice is, if your into Min/Maxing, Purples are worth it. If not, then, it's prolly overkill.
  20. I have an AR/Cold in the works. LvL 28 and climing. I'm enjoying it. He's an idea i have for a finished build, and i'm looking for feedback. Thanks in advance.

    Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/

    Level 50 Science Corruptor
    Primary Power Set: Assault Rifle
    Secondary Power Set: Cold Domination
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Teleportation

    Villain Profile:
    ------------
    Level 1: Burst Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(3), Thundr-Dmg/EndRdx/Rchg(5), Thundr-Dmg/Rchg(15), Thundr-Acc/Dmg/Rchg(15), Ruin-Acc/EndRdx/Rchg(50)
    Level 1: Infrigidate Acc-I(A), Acc-I(27), RechRdx-I(48), RechRdx-I(50)
    Level 2: Slug Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(3), Thundr-Dmg/EndRdx/Rchg(9), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(17), Ruin-Acc/EndRdx/Rchg(50)
    Level 4: Ice Shield RedFtn-Def/EndRdx(A), DefBuff-I(5), DefBuff-I(9)
    Level 6: Buckshot Posi-Acc/Dmg(A), Posi-Dmg/Rchg(7), Det'tn-Acc/Dmg/EndRdx(7), Det'tn-Dmg/Rchg(13), Acc-I(17), EndRdx-I(34)
    Level 8: Super Speed Run-I(A)
    Level 10: Glacial Shield RedFtn-Def/EndRdx(A), DefBuff-I(11), DefBuff-I(11)
    Level 12: Hurdle Jump-I(A)
    Level 14: Health Mrcl-Rcvry+(A)
    Level 16: Snow Storm Slow-I(A), Slow-I(27), EndRdx-I(46), EndRdx-I(48)
    Level 18: Flamethrower Posi-Acc/Dmg(A), Posi-Dmg/Rchg(19), Det'tn-Acc/Dmg/EndRdx(19), Det'tn-Dmg/Rchg(23), EndRdx-I(23), RechRdx-I(31)
    Level 20: Stamina EndMod-I(A), EndMod-I(21), P'Shift-End%(21)
    Level 22: Hasten RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
    Level 24: Combat Jumping Ksmt-ToHit+(A)
    Level 26: Frostwork Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal(40), Dct'dW-Rchg(43), Dct'dW-Heal/Rchg(43), Dct'dW-Heal/EndRdx/Rchg(46)
    Level 28: Benumb Acc-I(A), Acc-I(29), RechRdx-I(29), RechRdx-I(31), RechRdx-I(31)
    Level 30: Arctic Fog TtmC'tng-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx(34), ImpSkn-ResDam/EndRdx(37), S'fstPrt-ResDam/EndRdx(37), S'fstPrt-ResDam/Def+(40)
    Level 32: Full Auto Posi-Acc/Dmg(A), Posi-Dmg/Rchg(33), Det'tn-Acc/Dmg(33), Det'tn-Dmg/Rchg(33), Acc-I(34), RechRdx-I(43)
    Level 35: Sleet TmpRdns-Acc/Slow(A), TmpRdns-EndRdx/Rchg/Slow(36), P'ngTtl-Acc/Slow(36), RechRdx-I(36), RechRdx-I(37)
    Level 38: Heat Loss Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(39), Efficacy-Acc/Rchg(39), Efficacy-EndMod/Acc(39), P'Shift-Acc/Rchg(40)
    Level 41: Ignite Posi-Acc/Dmg(A), Posi-Dmg/Rchg(42), Det'tn-Dmg/Rchg(42), AirB'st-Dmg/Rchg(42)
    Level 44: M30 Grenade Posi-Acc/Dmg(A), Posi-Dmg/Rchg(45), Det'tn-Acc/Dmg/EndRdx(45), Det'tn-Dmg/Rchg(45), Acc-I(46), EndRdx-I(48)
    Level 47: Recall Friend Range-I(A)
    Level 49: Swift Run-I(A)
    ------------
    Level 1: Brawl Acc-I(A)
    Level 1: Sprint EndRdx-I(A)
    Level 2: Rest RechRdx-I(A)
    Level 1: Scourge



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    I tend to Frankenslot and don't have a TON of money to blow. I alreay have the miracle, so that's out of the way. the rest of the IO's i've picked aren't TOO expensive... at least i don't think they are. Again, thanks for the help!
  21. Quote:
    Originally Posted by Necrotron View Post
    I can run KotOR just fine on Vista and Windows 7. Better than fine, in fact. If you need help with it, I can give you some pointers. Just be aware that if there's a game that doesn't immediately work on Vista/7, there is a workaround for it.

    XP Mode is being oversold, in my opinion. There are no games to my knowledge that don't work on Vista or 7, old or new; some things may need some tweaking, but nothing will out-and-out fail. Apart from Fahrenheit (or Indigo Prophecy if you're a yank), which is hardcoded to only install on XP; fixing that requires dumping the DVD to the hard drive and buggering up the installer. However, the game itself runs perfectly.

    I can even run the geriatric Battlezone on Vista and 7, flawlessly. There has been nothing that I use which needed a dual-boot with XP.

    XP Mode was never intended to fix any problems a home user would have. I can't emphasize this enough. The only reason it exists is because there are thousands of programs out there in use by businesses which don't work on Vista or 7. Usually, it's only because it doesn't recognise them as newer than XP, but nevertheless, they will still fail. Replacing the infrastructure of a business to support a new OS costs money, and there is every chance that the original developers have broken up, with no hope of a Vista/7 port. For these businesses, XP Mode allows them to run those essential programs without additional expenditure.
    I would like some pointers, if you don't mind. LOL. I tried a few months back to get them running under vista and failed. I ended up just playing on my xbox, so i didn't worry to much about it, but I like my PC versions better. If you can point me to websights to tell me how to get them going, i'd be happy. They are, at present, the only games i want to play i can't get working.

    Thanks for you help man, i do appreact it.
  22. Quote:
    Originally Posted by DJ_Shecky View Post
    Virtual XP does not support 3D or heavy graphics. Its not meant for running games.

    Is that a fact? Man. I have a few old games that don't run right on vista... KoToR and KoToR2... was hoping if i got win7 i could run them on virtual xp... are you saying that wouldn't be a good idea?
  23. ITF's are not really so difficult you need to plan a special "support" toon for it. It's only really got one, kind of sort of tricky part at the end, and 2 easy ways to overcome it. You either have enough damage to bumb rush Romi at the end, or you split of the heaing nicitus and kill romi.

    So any support toon you build will be effective in that reguard. I tend to use either my Rad/Sonic, because he's my go to TF defender, or my Ill/Sonic controller because the resistince shields work well against the romen in perticular and it brings good -res with it.

    But i've done it on all of my support toons. The only 2 support powersets i haven't leveled to 50 ATM are cold dom, and traps. My AR/Cold is almost lvl 30, so he's coming. And i've yet to figure out what kind of trap user i'll make. (i've been putting it off. Traps doesn't excite me, but have one of every support powerset at 50 is kind of a CoH lifetime goal of mine. LOL)

    So my advice is to build a support hero/villian you enjoy playing in general, and he/she will do fine in an ITF.
  24. Quote:
    Originally Posted by Zekiran_Immortal View Post
    It's pretty clearly no armor I've ever seen.



    That's several of them together, Rocky's armor top looks nothing like either of them. Superficially, yes, but the 'background' of the angled pieces is radically different from the piece on the right, and it's just not LIKE the other.

    So... well, whatever it is, it's neat, and hopefully we'll be able to see more of it later on when GR or Issue 17 go live!
    Yeah, that's new for sure. I've gotten all the power packs and have all the vet rewards and have never seen it before. Belive me, i'd have used it by now it i had it, it's right up my alley. Hoping we get it soon.
  25. Quote:
    Originally Posted by Kahzi View Post
    The first character I created was an Empathy/Archery Defender... And I really regret that stupid bow & arrow. I have no debuffs, just mediocre damage. Soloing is painful. My damage contribution to a group seems lacking. So what is the upside of Archery? Or am I perhaps just not slotting heavily enough for damage?

    Honestly, no, we can't. It is what it is. Leathel damage, on a defender damage scale. Your secondary is going to be little to no real help solo. No debuffs, nothing to make the light damage stronger. This is a team support build. It's going to solo painfully and it's damage controbution will be light. But if you play it well, you can keep any team alive and chugging along, and that's where you get your satatisfaction from.

    And by play it well, i'm not talking about rocking the aura. Buffs are the key to good empathy play. Buff eairly, buff often, and shoot stuff in your free time.

    As for the up side to archery, it's much more accurate then almost any other secondary, and it's 9th tear is GREAT AoE damage for a defender, and won't crash your endurance, detoggle any toggles you may have, and allowing you to still defend without chocking down some blues. I love it on my FF/Archer. Between the 3 big aoes i do respecatable aoe damage for a defender with no debuffs. I'm no blaster but i don't expect to be.

    Have you made it to RoA level yet? Maybe that'll help ya out.