Lord Mayhem

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  1. Lord Mayhem

    Archery Blaster

    [ QUOTE ]
    Now just to wait for Devs to put TA secondairy to blasters, then i got myself a new blaster

    [/ QUOTE ]
    I think blasters getting a debuff set is somewhat unlikely, but I do think Corruptors will get both Archery and TA (through powerset proliferation) in a forthcoming issue - then I'll have an excuse to play Archery again
  2. Lord Mayhem

    Archery Blaster

    I have an L50 Archery/Energy - I love builds that do lots of damage (as you can probably tell from my sig) and I just have one word for Archery - wonderful! I play Fire Blast and Ice Blast too, but I love Archery.

    Lots of sets give up decent area damage to have good single target damage, or vice versa - with Archery you don't have to make any sacrifices because you'll be great at both single target and area. And once you hit L32 and get Rain of Arrows you'll never look back - that power is so much fun you'll find yourself smiling (and at first perhaps even giggling uncontrollably) every time you use it. Blazing Arrow is great too - does snipe-level damage, but it's part of your single-target attack chain. I took every power in the set and used them all consistently.

    If you like the bow animations and don't mind not being as flashy particle-wise as other powersets then you'll probably love Archery too. Sure, some people will gripe about the set being mainly lethal damage, but I only found it noticeable against robots and Malta bosses - but then Carnies are weak to lethal and it's nice to be able to kill them fast
  3. I've been at 130ft PvE stealth level on my warshade (35ft superspeed, 35ft shadow cloak, and the 30ft stealth IO effect being stacked by zoning) and have still been shot at by Rikti drones from normal aggro range (45ft for minions, iirc). And I know from playing my stalker that Hide+Stealth doesn't help against them either. They're definitely outside of normal perception/stealth rules.

    Also Crey & Nemesis Snipers have still fired on my warshade while at his usual 100ft cap (with stealth IO effect not stacked), but not from anywhere near as far as they usually do (it's about the same as normal aggro range would be for a minion/lieut spawn if you had no stealth). I don't recall having issues with snipers on my stalker though, but it has been ages since I played him and he's only L35.

    But Praf is right - approaching from behind a mob's line of sight still works wonders - I make use of that on all my characters, even the ones with no stealth. It can be especially useful if you need to split a spawn (best done with a zero-damage power that causes minimal threat/aggro - Twilight Grasp from Dark Miasma is especially superb for this, but any debuff that does no damage should work).
  4. Finally, a reason to dust off my EM/EA stalker, IO him up, and drag him through the last 15 levels of the game.

    Then I may even be tempted to play the DM/Nin I created a few months ago but couldn't face playing... but then I do also have half a dozen new villains I made in I12 to play as well - so many characters... so little time
  5. I12 has fixed the Force Feedback "chance for recharge" IO to not proc on every use, so is it still worth slotting it into mastermind pets, specifically robots? I'd be interested to hear from any robotics/ MM players who have this IO slotted as to whether they feel it is worth having over a regular damage proc IO to increase pet dps.

    Also does it change pet behaviour for robots? Pre-I12 I read that it made the Bruiser from /Thugs more likely to melee than stay at range - obviously not so useful if it does the same for bots.

    The reason I ask is that I plan to respec and re-slot my L50 Robotics/Dark MM in the near future, as I have some spare inf kicking around and have finished re-slotting most of my other pre-Inventions villains. I haven’t really played this MM much since I7 so he is still slotted with SOs. I don't really want to spend more than 100mill inf in total on him, so I'm avoiding purples, but I’ve already acquired the +res and +def global aura pet IOs and nothing else in my planned build looks that expensive, so I could afford to splurge inf on some FF +rchg IOs if they were going to be worthwhile.

    My planned pet slotting, for all 3 pets, is 6 slotting with 2 L50 Blood Mandates (Acc/Dmg & Acc/Dmg/End), 2 L50 Sovereign Rights (Acc/Dmg & Acc/Dmg/End), one of the “unique aura” IOs in each pet (+def in one, +res in another, +Taunt/Placate resist in third), then filling the last slot with either the FF +rchg proc or the Smashing damage proc from the Explosive Strike set. This soft-caps Acc & Dmg and gives 42% EndRdx.

    All advice is welcome.
  6. [ QUOTE ]
    AFAIK its fixed in i12.

    [/ QUOTE ]
    Ahh ok - I missed that in the patch notes. Does it still have suppression?

    In that case it's going to be best slotted into a multi-target attack like a cone, target AE or PBAE. Anything that can hit lots of targets and can be used at least once every 10secs.
  7. It is currently a 100% proc chance if the power it is slotted in hits - it then gives you 100% rchg for 5secs, then suppresses for 5secs (buff icon stays up full 10secs). This is a bug and will likely be rectified in future so that it follows the stated 20% proc chance instead (not sure if suppression would get removed or not /shrug). Two options:

    1) If you're optimistic (bug won't get fixed for a while - can always respec) slot it into any power you use at least once every 10 seconds that has a good chance of hitting something (could be an AE/cone if you use them a lot). If the bug gets fixed and you don't like the new performance, respec and put it elsewhere.

    2) If you're pessimistic (bug getting fixed soon) slot it into an AE/cone you use at least once every 10secs, because if the proc-rate gets fixed you'll have to hit on average 5 targets every 10secs to keep the buff up as much as possible.

    Personally I'd put it wherever it doesn't conflict with any other procs I wanted to use (damage procs are much better in AEs/cones than single target, for example, as they proc more) or other sets I was trying to get bonuses on.

    My warshade is an example of that - I did have the proc in one of his single target nova blasts, but when I respecced him to get lots of ranged defence (I needed to 6-slot Thunderstrike in the ST nova attacks) I moved the FF +rchg proc to his nova cone attack (which is now 5-slotted with Posi set, including its proc, then the FF +rchg proc - pre-respec it had a second damage proc instead of the latter) - I noticed no difference in performance because both the ST attacks and the cones have 95% chance to hit against most things, so either way the buff is up most of the time.
  8. This last 3 weeks I’ve been playing my L43 Fire/Rad corruptor (which stalled at L30 back in I7) in a duo. Re-toggling is a big annoyance for me too, despite being able to tolerate it on my L50 blaster and warshade. The corruptor has more toggles, depends on them more for survivability and two have ridiculously long cast times (Rad Infection & Choking Cloud - trying to re-toggle those in-combat if you have aggro can be suicide).

    All good advice so far in this thread. I also usually lead with RI and use pre-emptive BFs when I have them (but you can never carry enough). Using Lucks pre-emptively helps too - defence stacks with RI’s ToHit debuff to make you even harder to hit with mezzes. I also took Black Scorpion as patron for more defence from Scorpion Shield - only to smash/lethal/energy, but lots of enemy attacks with stuns/sleeps are typed like that: Rikti ranged blasts, Freakshow juicer blasts, Crey energy melee attacks and Voltaic Tank ranged blasts, Malta grenades & sapper melee stuns, Carnie throwing rings, Carnie Strongmen melee, etc.

    The stuns/sleeps that last under a second annoy me most of all - they exist purely to detoggle, which feels really cheap. So many minions have them that, even floored to 5% chance to hit, they detoggle you annoyingly often.

    Just don’t feel you have to lead with RI for a team against mez-heavy spawns - other archetypes are better at taking alphas or controlling spawns than you. Mezzing the mezzers is the best defence - solo or on small spawns you can use primary stuns/holds or a patron hold to do this yourself, but it’s best left to teammates (I’m lucky - my duo partner is a dom) as you have debuffing to do. EM Pulse can be a godsend sometimes, though.

    Acrobatics can protect you from a single hold from a lieut (but not sleeps/stuns), but if you get detoggled it is just another thing to re-toggle - I respecced it out to save endurance (and slotted a KBprot IO in CJ), but it’s an option.

    My best advice - something that has reduced re-toggle annoyance for me - is to make some re-toggle keybinds (IF you still mouse-click toggles back on then yeah re-toggling is VERY annoying). My Fire/Rad has the following in his bindfile (use /bind before them to enter these from the chat bar instead):

    F "powexectoggleon Super Jump$$powexecname Combat Jumping$$powexectoggleon Scorpion Shield"
    C "powexecname Choking Cloud"

    Pressing F once toggles on Scorpion Shield, pressing it again toggles CJ on (which has my Kismet +ToHit IO and a stealth IO, so I want those active) - subsequent presses toggle CJ/SJ for travel. C toggles Choking Cloud on/off (I don’t always use it, you can’t re-toggle it right after detoggle because of the recharge, plus it locks you into that long cast time, so I put it on a separate keypress). After a detoggle I just tap F twice to get my defence toggles back up - it’s instinctive now because I use the F & C keys for the same thing on all my characters - and both are close to WASD keys which I use for movement so they’re fast and easy to reach. You could bind RI & EF too, but mine are in the Alt-3 & Alt-4 positions on my hotkey bar which I find easy to activate from keyboard anyway.

    So yeah, getting de-toggled is really annoying on a /Rad - it gets to me sometimes as well. Teaming helps, but ultimately you just have to learn to tolerate it - even with the above precautions you’ll get detoggled more than is comfortable. It’s just a fact of life for most squishy archetypes - /Rads are just more toggle-dependent than most.
  9. Lord Mayhem

    HOW COOL

    [ QUOTE ]
    When the level speed was slower and debt was higher "some" people played in a way thats respecting the enemy more...now thats practically left until its time to gain certain badges.

    [/ QUOTE ]
    I preferred it when debt stung more - I hate it when death becomes meaningless in a game - it just encourages poor play.

    The discrepancy atm is that while mission debt is meaningless, outdoor debt still seems to be noticeable (but still not severe enough ).

    And... there's not much point me commenting further, because the death penalty is not going to change unless it's made even more trivial.

    I'm sure the Devs would have removed debt completely by now if it wasn't for the debt badges.
  10. Lord Mayhem

    Woah mama!

    [ QUOTE ]
    there must be something going round aat the moment as i rolled a ice/ice blaster last night. seems a hell of a lot of fun to me so keep a look out on union for Ice Master C

    [/ QUOTE ]
    Spooky! I started playing one last weekend as well. Admittedly I'm playing my Ice/Ice regularly with 3 friends - a tanker, a defender and a scrapper - I couldn't decide between a blapping blaster or a controller, so I decided to go Ice/Ice blaster instead and have a hybrid of both

    Only problem I have so far is running out of endurance faster than anything I've ever played before (and I include brutes and dominators in that!) - but fortunately one of my regular teammates is getting speed boost next level (so tonight, probably) which should tide me over until Stamina. But I did suspect an Ice/Ice blaster would be bad for end-efficiency pre-SOs - the other Ice-based sets I've played have been end-hungry at low level.

    By comparison my other new blaster - archery/energy - is really end-light.
  11. Lord Mayhem

    Patron Advice

    [ QUOTE ]
    Not a bug

    The Pets option at the top of the team window loads or closes the Pet window. The Options option on the pet window changes to/from Advanced and Individual control modes.

    They're not labels for the windows, they're buttons in their own right.

    [/ QUOTE ]
    Learn something new every day
  12. Lord Mayhem

    Patron Advice

    [ QUOTE ]
    And yet they show up in the pet window

    [/ QUOTE ]
    Not always - sometimes your teammates show up in the pet window, and pets show up as options . Not quite sure how that happened, but it's an interesting bug I've had happen a lot.

    Sadly I didn't have all the available pets there - missing the Xmas snowman pet, the Imp from Billie Heck, and I was the wrong origin for the Wailer from Hardcase (and we wanted to kill Synapse without resorting to cheating with shivans ) - and Synapse had killed at least a couple of swarm pets before I even took that screenie.

    I guess if you wanted the most pets available you'd need to make a Necro/Traps (potential for 7 pets in primary, 4+ in secondary - more if you count the actual traps) of Magic origin (so you'd get Wailer pet from temp power Hardcase gives), and make sure you get every available temp pet from missions (Billie Heck, Mr Bocor, Hardcase, Vernon von Grun, Kuhr'Rekt) plus PvP zone pets (shivan and mini-heavy?) - that should get you over 20 pets
  13. Oh no! I've hardly seen any Fire/Rads around while playing mine, now there will be tons of you around and I'll be getting accused of being FotM

    I really think you'd all be much happier doing this on Defiant
  14. [ QUOTE ]
    On a side note, I noticed you can rotate the Portal to change the direction it throws you out. No more facing the wall for me!

    I just wish there was a visual indication of the rotating. :\

    [/ QUOTE ]
    It won't always work though - I've tried that so many times, but after a while you still end up facing the wall when you come in - and I've had our portal rotated to all four cardinal points.

    There's another thread kicking around at the moment where some posters are speculating it depends on which direction you're facing in the outdoor zone when you click the portal, but I'm not sure it's that.
  15. [ QUOTE ]
    I moved the plot under it. Click on same size plot in upgrade plot mode and reposition. Might not be suitable for your problem but it worked for mine.

    [/ QUOTE ]
    This is what I had to do in the end, because the editor just refused to let me move the entrance any other way (even after I emptied it and also emptied that side of the room I wanted to move it to).
  16. [ QUOTE ]
    Haven't played a stalker for a while...keep getting them to mid teens then deleting them...have just rolled another one as claws/sr, so will no doubt be finding out pros and cons very shortly.

    [/ QUOTE ]
    I found my EM/EA a really slow starter - moreso than any of my characters except my dominator (which is taking even longer to get going) - my stalker didn't start feeling strong until well into his late twenties and early thirties (after SOs and getting extreme damage attacks to follow AS).
  17. [ QUOTE ]
    My Psi Dom is only lvl 26 atm so I have no idea how good Psi Shockwave is. I have heard very, very good things about it.

    [/ QUOTE ]
    Ditto - it was one of my main reasons for picking /Psi on my Mind/Psi dom (together with Drain Psyche and my character concept). But otherwise /psi damage is very poor - I certainly seem to do a lot less damage than my friend's Plant/Thorns, and less damage than anything else I have ever played. /Fire, /Energy or /Ice would probably do much better damage imho.

    It used to be said that hardly anything resisted psi - maybe in PvP, but that's not really the truth in CoV PvE - sometimes you'll run into things like Council Mechmen or other robots that halve its damage completely - when things resist psi they REALLY resist it and the only things I found that were noticeably weak to psi were CoT spectrals.

    [ QUOTE ]
    Instead it is the only set to get a power like Drain Psyche

    [/ QUOTE ]
    Drain Psyche is good, especially the End part, but it doesn't help control or damage directly so I wouldn't use it as your main reason for playing /psi (sadly I did a few months ago when I made my Mind/Psi ).

    Sadly I doubt my Mind/Psi will make it to Psychic Shockwave - it's the only power I'm really looking forward to now before 50 and I'm enjoying other characters more.
  18. [ QUOTE ]
    What strikes me in your post is you talk a lot about pulling aggro. Mind and Plant both have great control so in a duo like that, you shouldn't have to worry about aggro with normal spawns. Everything should be pretty much controlled throughout the fight, and especially nasty lieutenants in melee who can nearly 1-shot you. Playing a dom is all about active defence, you need to be alert and aggressive, switch targets a lot and prioritize as needed. Maybe you're duplicating controls?

    [/ QUOTE ]
    I think there definitely could be an element of control duplication - it's easy for me to tell when my Plant/ friend has held something, but he often doesn't notice the little bubbles that show when a target is held by Dominate (the head-holding animation doesn't always seem to play).

    My partner's Seeds does seem to miss a few targets (not so bad now I have Terrify to overlap with it), but generally the times we die are with multiple-spawns, either because of map bottlenecks like the aforesaid Longbow base, or ambushes (especialy in mayhems). Although there are cases where a single uncontrolled mob can be enough to kill me (Council adjutants in melee, as mentioned). In a usual situation against a single spawn we'll have most of them controlled.

    I switch targets a lot, so that isn't the problem. In fact I have taken down ambushes just using my single-target controls pre-Terrify after my friend died - on one occasion I even elicited praise from him for that (he thought I was bound to faceplant after he went down). I certainly play aggressively and actively - that goes for just about every AT I play

    Points noted on Mass Hypnosis - I may have to try and fit it into my build (lord knows where). I would definitely take it on a Mind/ troller (mainly for Containment reasons tbh), but for duoing with both of us being doms I knew my partner would have Seeds first (which I'd already experienced on my lowbie Plant/Thorns, so I knew it was good) so I didn't think it would be useful. Also I knew I'd never have to solo, as I only play that dom when my friend plays his.

    I definitely feel the /psi lack of damage to be a main part of my problem with my dom, aside from a few deaths per evening. /Fire, /Ice and /Energy are supposed to be the best ones for damage from what I've read, so maybe we're doubly compounding that problem.

    Tbh I'm not sure it will be a problem for much longer - my partner is on hiatus for a couple of weeks and I8 should be live when he gets back, and we both want to play heroes a lot more than we have been this last year. Plus my Fire/Rad corruptor just hit 30 and I enjoy that far more than my dom, so if we do play the dom duo again I'll be highly tempted to switch to my corruptor to up our damage and make EBs with PtoDs easier to kill.

    So thanks for your advice, but I think circumstances may have conspired to retire my dom, at least for the forseeable future. In retrospect I think perhaps a Plant/Fire or Plant/Ice would have suited me better gameplay-wise (Drain Psyche, Psychic Shockwave and my concept were the main things that drew me to Mind/Psi) - if I ever try a dom again in future I might go with one of those builds.
  19. I forgot to check City of Data before submitting my last post. It confirms that Howling Twilight, Lingering Rad and /Cold's Benumb are -500% regen vs critters. Twilight Grasp, /kin's Transfusion and /Poison's Envenom are -50%. EM Pulse is -1000%. I didn't check anything else.

    That explains it, then. In fact for a single application it means HT is actually superior to LR & Benumb, because HT is auto-hit, but obviously HT cannot be perma'd (lasts 30secs like LR & Benumb, but base recharge is 180secs unlike the 90secs on LR and 120secs on Benumb) while LR could, just about, with enough +rchg buffs (Hasten, SB, whatever).
  20. [ QUOTE ]
    iirc the -regen debuff on LR, is kinda broken (sorry, no source for it.. just something I remember was said a while ago.) as it doesn't do all it's meant to.. so I think for safety sake keep ur two ACC in there, as I don't think the -REGEN is autohit, as I have seen it on my Ill/Rad miss and not affect the critter in question at all, critter-status debuff aura and all.

    [/ QUOTE ]
    I remember reading something like that.

    I also vaguely recall a Dev post from back when AV regen was boosted saying LR had accidentally been decimal-shifted, so whereas most -regen debuffs (like my MM's /dark ones) do -50% regen (-90% on players - according to Prima guide), LR does -500% (so -900% on players). Not sure if this is actually the case - might be my faulty memory (which is why I didn't mention it last post) - but it might also explain why everyone feels the rad -regen is more noticeable.

    Until my /rad gets higher and does more AVs in full teams I can't say. All I know is that my /dark can spam and maybe even stack -regen debuffs throughout a fight with Twilight Grasp, but they don't appear to have as much effect as when a /rad shows up and starts dropping one LR every 30-45secs. Although my /dark's Howling Twilight definitely seems to have a much bigger noticeable effect on -regen than TG against GMs, but on the LRSF I think my teammates always preferred me saving HT for when/if a few of them died

    All -regen debuffs are very significant though against AVs & GMs - my teams without -regen debuffers have always failed to dent GMs. In fact I remember a time against the GM Deathsurge when I was playing my Fire/Fire in a brute-heavy team, back before GMs started running around like idiots, and we couldn't dent it with no -regen debuffs being available - I switched to my /dark MM and started spamming TG and it went down in about 2mins.

    Also when AV regen was broken (1100%, wasn't it?) we had a full team of 8 wailing on Foreshadow for 30mins and making no progress (each time he Eluded he would be back at full health before we could hit him again, and we couldn't kill him before he Eluded again) until one of our teammates logged out and came back as a /rad corruptor and then Foreshadow went down in a few minutes.
  21. Lord Mayhem

    Patron Advice

    [ QUOTE ]
    I thoughed I saw somewhere a build with spiderlings in it, wich patron is that or did I forgot to put my googles on?

    [/ QUOTE ]
    Stalkers that follow Black Scorpion can get a few spiderlings as their "pet". I bet they're rubbish though
  22. I have a lowbie merc MM and I agree with some of your points - the pet appearance could be improved by giving the soldiers and commando an urban camo pattern (I think Spec-Ops should stay black, though, for that authentic seals look). Ninjas look equally bland though, and zombies and bots don't change either - at least Mercs have a chance of getting a tacky 80s moustache Compared to thugs pets they all look a bit bland though.

    I like the rifle the MM gets though - it could have been so much worse - we could have got the super-soaker that AR/ corruptors/blasters get /shudder.
  23. Actually I just had another thought about End use - funnily enough it was because of The Philosopher's post - I just remembered a fight I had against him in RV with my Fire/Fire brute. I don't PvP often and don’t have much PvP experience, and I was only L40 at that time so had no PPP powers, so that may have affected the result (but probably not ).

    Basically I was in RV with one of the controllable Arachnos pets late at night and I saw The Philospher with a pet of his own at an anchor point near the hero base, so I went over to try my luck. We had a nice little toe-to-toe fight for a few minutes, but it was definitely End that I found limiting more than health - after my opening gambit I couldn't maintain my full attack chain because I was struggling for End, so I couldn't do enough burst damage to kill him, even after building a bit of Fury. Likewise he couldn't seem to do enough burst damage to kill me either at first, but of course his end wasn't hurting like mine was (as he is /regen) so he could at least keep up the pressure and perhaps pray for sequential crits - crits were the only thing that seemed to drop my health much.

    In the end he actually switched to kill my pet while I was low on End. Possibly he was doing that to let my Fury subside, or to give me a chance , but I was able to maintain Fury with just Brawl/Boxing/AirSup (tbh it hadn’t built up that high) while I saved up enough End and waited for FE+BU to come back up (and his IH to go down) for a last ditch effort at enough burst damage to kill him. When that time came I actually end-crashed myself misjudging how much end my last GFS needed (trying to fit it in before BU ran out) after dropping his health quite a bit, and of course my luck dictated that my disorient status toggle was one of the ones that went down (fatal against MA/), so I was disorientated and died.

    I didn't mind - I could have run when it became an obvious stalemate - tbh he deserved the win for fighting me toe-to-toe (most tankers/scrappers just want to joust it seems /yawn), but also because he'd probably have got me eventually anyway when luck favoured sequential crits. Also we had a nice chat afterwards, and I don't mind losing to people who are polite and friendly But that fight showed me that End is the main problem for a toggle-heavy brute like /Fire in PvP (not like we can drop protection shields we don't need, because our status protection is shared between them, unlike many other brutes), especially when fighting a /regen of course (and all of the scrappers I’ve run into when I’ve PvP’d have been /regens).

    Also Fury building is a problem too in PvP (lets hope the Devs fix that). Admittedly your SS/Fire will probably have better burst damage against some targets than my Fire/Fire, although I guess high S/L resists on some scrappers/tankers will affect you more than my Fire/Fire. Against tankers my few 1-1 toe-to-toe fights as a brute have been very frustrating - one of us has just walked away because we couldn't kill each other after 5mins (admittedly one of those was fire/fire to fire/fire, so that was never going anywhere ).
  24. [ QUOTE ]
    * I have some End issue at the moment, running 5 - 7 toggles and i have 1 End Reduction enhancement everywhere.
    Fire Shield / Plasma Shield / Though / Acrobatics / Super Jump -- and maybe sprint or superspeed & blazing aura ?


    [/ QUOTE ]
    There's not much you can do about that except slot more End reduction and use Consume to top you up. I run 5-6 toggles on my Fire/Fire too (depending on circumstance), with 1 EndRdx in every attack/clicky, and in PvE he can just about keep going non-stop by using Consume to top-up. Oh and I hope you mean Combat Jumping not Super Jump - you don't want to be running SJ in combat. And at least you get a 10sec break to build some End every time Rage drops

    [ QUOTE ]
    - Blazing Aura: (it's a nice power on pve) but i am unsure about it on pvp, will it really help on a 1v1 fight, is it worth the high end cost?


    [/ QUOTE ]
    Don't bother - stalkers will have a decent enough AE defence just from Hide when hidden, and it won't do much damage to a single target - End will be your problem so I reckon switch BA off for PvP.

    [ QUOTE ]
    - Rage: Considering i'll put 2 Accuracy enhancements on each of my damaging powers, is it good to add 3 more slots on rage with 3 +To Hit enhancements?

    [/ QUOTE ]
    Rage is worth about one Acc SO 3-slotted with ToHits I think - seems that way with my SS/Dark brute. So if you'd normally go 2 Accs in attacks (I do) you can get away with just 1 Acc per attack if you're going to perma-rage. I'd say 1 Acc, 3 Dmg, 0-1 Rchg and 1-2 EndRdx would be best slotting for SS/ attacks - it's how I've gone with my SS/DA. Although you may still want 2 Accs for added help against defence sets like /SR scrappers and Ice/ tankers.

    [ QUOTE ]
    * And finaly i am really hesitating on some powers and pools... I have no -Fly attack so i was thinking about a Patron Power Pool (Black Scorpion) for the -Fly & Immobilize power, and it can really help this Burn power right ?
    What about Mace Blast on this PPP ?

    [/ QUOTE ]
    Black Scorpion's AE immobilise Web Envelope is very good, both for setting up Burn and for the -fly effect - equally good for PvP as if it hits the -spd/-fly/-jump/-rchg effects take place even if the immobilise doesn't (because of status protection like CJ or armour shields).

    Ranged damage powers like Mace Blast are fairly rubbish for brutes because our ranged damage base modifier is as low as scrappers/tankers, unless you want it for pulling in PvE (and why would a brute be pulling?). I guess you could take the Hurl power from SS for better ranged damage, but the long animation means it won't be much use in PvP except for the -fly, and even then the Web Envelope has double the range of Hurl.

    [ QUOTE ]
    But i was also thinking about Air Superiority and maybe Fly for a 2nd Travel power...?

    Or finaly Hasten & Super Speed ?


    [/ QUOTE ]
    I wanted Hasten on my Fire/Fire, but took Air Superiority - I take AirSup on all my brutes as it is so good in PvE and is good against squishies in PvP too. You may want Hasten/SS more for PvP, though. Hasten will up your burst damage and a lot of melees in PvP use jousting, whereby they SuperSpeed past you with an attack queued up and it triggers when they are outside melee range so you can't make a return attack (unless you were ready for them). Otherwise I think SJ will be fine for PvP - you'll spend time in combat with unsuppressed CJ+Hurdle anyway - using your web envelope to slow down runners.

    On the whole I don't usually favour multiple travel powers, but for PvP it can be handy (the only character I have taken 2 travel powers on is my stalker - TP & Fly - and that was PvP-motivated so he could kill flyers and stalk people from above, as well as being able to escape faster than anyone could catch him when he needed to, and re-position quickly).

    [ QUOTE ]
    * Talking about hasten, i have a question on the usage of Rage + Hasten.
    I am very afraid of the Double End Drop using those 2 powers at the same time..

    I would like to know if you could launch Rage again before it fades ? (with hasten, the power should be ready again before the 1st effect fades?)
    If you can launch Rage a 2nd time, will it cumulate the effect or simply reset the duration of the 1st Rage?
    Will there be a End Drop of the 1st Rage if you start another one? ( this question have sence only if it's realisable of course )


    [/ QUOTE ]
    Here's how Rage works. You'll get the damage/ToHit bonus for 2 mins after you use Rage, but at the end of those 2 minutes you'll get a 10sec crash that cannot be postponed/avoided by any means (unless you die ). If you use Hasten or other +rchg buffs to get Rage up sooner then you can double-stack the effects, but when the first Rage expires you will get your 10sec crash period regardless of whether a second Rage is running. Basically if you use Hasten +3 rchgs in Rage then you can double stack for a while, but you'll pay for that by crashing more often.

    It's up to you whether double-stacking Rage is worth it - I would probably avoid Hasten just for that reason (because it throws off Rage-timing) and take AirSup instead, but for PvP that double-stack period might be invaluable for upping your burst damage to kill an enemy - of course it all depends on timing and whether fights are going to last that long. My PvP fights either seem to be over very quickly, or grind on for ages til one of you leaves out of boredom.

    I'll leave further advice to more dedicated PvPers - my SS/DA and my Fire/Fire are both set up for PvE mainly (with the L50 Fire/Fire mainly keeping the LRSF in mind) but with a view to occasional PvP.
  25. [ QUOTE ]
    Standard CoX play pattern

    1. Rush your first toon to level 50 using every trick you can in the book, powerlevelling ,leeching, going afk, dodging debt at the expense of fun. Missing lots of content and fun on the way.

    2. Roll a Kheldian

    3. Get completely fed up with how awful they are by level 10-20.

    4. Roll another "Standard" toon. Have much more fun, dont worry about debt, see more content, relax.


    Enjoy!

    [/ QUOTE ]
    Oh no I've done everything wrong!