New Dawn

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  1. New Dawn

    claws/sr build

    [ QUOTE ]
    why bother with aid self if you're always going to be teaming with an empath? May as well drop it and get something to boost damage..

    [/ QUOTE ]

    in case the empath gets held? why not stimulant instead of aid other if its only going to get 1 slot. i wonder why not swiftt if he has combat jump and why give combat jump extra slots over damage slots etc if hes teamed with an emp anyway.
  2. New Dawn

    claws/sr build

    [ QUOTE ]
    To make me even better

    [/ QUOTE ]

    well i know you can recieve Recovery Aura but spending 5 slots on a power like foc acc just to miss out on having 6 acc slots and have to deal with it as a toggle im not sure if its that great an idea, the only other benefit is +per but sr's have that anyway. You are looking to be pretty much going from focus to eviscerate though so maybe, well anyway its a very "needy" build but if your duoing with an emp thats ok really.
  3. New Dawn

    claws/sr build

    [ QUOTE ]
    Im going to team with a empath/defender constantely and my no acc in attacks is becuase of fortitude.

    [/ QUOTE ]

    In that case i am not sure why you took any secondaries.
  4. [ QUOTE ]
    Mystie's a pure Empath. Not sure if it's been mentioned, but take Stealth, wander into a mob after the tank or scrapper or more often then not, suicidal blaster and auto cycle heal aura. Keep attacks to a minimum, or in most cases not at all (you are a pure Empath after all) and you'll never get touched

    [/ QUOTE ]

    So you magically break game mechanics and never get hit by a cone, pbaoe or aoe? OR direction of fire is always away from the rest of the team which can be made possible too OR the control skills of somebody is piping hot. The never having to use heal aura thing is theoretically possible. I also believe that if you were expected to mix it up in melee range you would have mezz protection and/or defence and/or blapper skills although hover is widely liked. I flyby cusp heal aura too minimise my time in melee but most of the time i never need to use it and i do think it can be made possible with the right player interaction to not need to be.
  5. [ QUOTE ]
    [ QUOTE ]
    Soooo being an Empath only is wrong? It is thought we should get stuck in well read my Empath build I posted.. then explain to me how a Psy Powered Empath is to be offensive while i go make that toon

    [/ QUOTE ]

    No. What he means is don't hang around like a coward at the back. Get in the thick of things so Healing Aura actually heals the people in melee.

    [/ QUOTE ]

    Yes great, you have no mezz protection and low hp, jump in the way of aoes, cones and pbaoes of any type of effect and end up going through break frees or dead for no reason at all. People could play in a manner that the low heal, heal aura is never even needed of course. Empaths can get to 50 with a good reputation of keeping the team alive and blasting without so much as needing to use heal aura.
  6. [ QUOTE ]
    [ QUOTE ]

    With one recharge slotted, it recharges faster than the activation time. Any extra slots are a waste.

    [/ QUOTE ]not technically, since the recharge perioid only starts after the activation time has finished.

    [/ QUOTE ]

    yes and the difference in time is seen over 8 ppl better than 2 ppl plus i actually prefer it cos im an impatient person when it comes to what i want done.

    If someone wants to make a psi blaster they can do so, being a far from the norm toon if an emp may surprise ppl so it may help to let ppl know so they dont go runnin in and teamwipe before finding out is all. Most other defender sets are less reactive so offensiveness is easier to achieve.
  7. [ QUOTE ]
    [ QUOTE ]

    Clearmind ... 3 rechg

    [/ QUOTE ]o.0

    [/ QUOTE ]

    i do the whole team in 1 go faster, if its 1 rechg itll be doing the team more seperately and herobuilder is wrong for the recharge time of this power. 3 recharge makes a difference from 2 recharge but fact is i like doing the whole team as fast as possible between groups and not have a blaster asking for cm ever. Its a personal preference not a must have.
  8. [ QUOTE ]
    You've 6-slotted Clear Mind?

    And may I ask, what's the fourth slot in Resurect for?

    [/ QUOTE ]

    Res is 3 rechg 1 end (Its rarely used but i do play on pick up teams that have all over the shoppers sometimes). If 2 ppl may go down at once and the longer the 2nd has to wait the less dps or whatever it is i cant make up for the team does.

    Clearmind is range slotted as well as 3 rechg and end slotted. With cm I may either want to buff the whole team in minimum time at once and/or stay out of range of aoes when using it sometimes or become a statistic myself so therefore recharge, end and range. I dont know if you have noticed but to keep out of ghost widows aoe and buff then you are better of with range slots, your no good to anyone either dead or mezzed.

    I also take the PoV that if a team wanted a blaster they would of asked for one, i see mine as a buffer and controller (psy epic) mainly any attack of long action time is hindering my ability to react.

    On a good team i can afford to attack but its not my priority in every team so it takes a back seat.
  9. My empath has every power 6 slotted but ressurrect which is 4 slotted, my attacks are controls from the epic for saves that actually "defend" people. My second rate blasting powers are non existant and i prefer it. Rather than be caught in the action time of a tickler of an attack during a brief moment someone of more offensiveness and of great use to the team could of been saved. My other defenders would have more opportunity to blast but with the empath set the way it is and the way i like to use it proactively to equate as close as possible to those other sets in result rather than reactively.

    Like Raz my mind/emp controller is a controller first empath second and its purely out luck someone gets a heal from me because i could more easily caught in the action time of my primary in a tight or messed up spot.
  10. 01) --> Temp Invulnerability==> DmgRes(1) EndRdx(3) DmgRes(7) DmgRes(13) EndRdx(37) EndRdx(40)

    I have 1 end red per toggle, the end reduction is unmissable imo the 2nd and 3rd end reds may give you an additional attack chain but cos you have tough then 2 is fine.

    01) --> Jab==> Dmg(1) Acc(3) Dmg(27) Dmg(36) Rechg(45) EndRdx(48)

    ive got 3 slots on this acc, end and rechg, whats good about this power is the disorient although minor, it is rubbish gauntlet but my build is exempable so i slot it for rechg otherwise it doesnt need to be majorly slotted.

    08) --> Unyielding==> DmgRes(8) EndRdx(9) DmgRes(9) DmgRes(13) EndRdx(39) EndRdx(40)

    again the 2nd and 3rd slot if removed may prove unmissable, if your that low on end its hard to say "theyll save you" cos i doubt they would but cos you have tough then 2 maybe fine.

    10) --> Combat Jumping==> DefBuf(10) DefBuf(34) DefBuf(36) EndRdx(42) EndRdx(43) EndRdx(43)

    slot it with one def and forget it the rest of the slots here could be more beneficial elsewhere its well overslotted it uses next to no endurance and your still minimising it.

    18) --> Invincibility==> DefBuf(18) EndRdx(19) DefBuf(19) DefBuf(23) EndRdx(39) EndRdx(40)

    if this was 3 def and 3 taunt id see the benefits but this is the lowest toggle for end use and i cant see the point in slotting it for end unless maybe one you could spare, but the taunt is worth it because the aura pulses and the base duration doesnt cover the whole time between pulses.

    22) --> Taunt==> Taunt(22)

    well late imo but each to their own, this is something id of taken straight after mezz protection at lvl 10 till i got the aura so i can start tanking asap, also the full value of slotting it is unrecognised by "new school" but most people "old school" well aware of game mechanics slot it upto 4 slots. Tanking isnt just about taking damage, its controlling mobs within an area of a debuff or away from squishies, its also anti ambush from pulling, it directs direction of fire, its the damage mitigater from making an AV become less offensive from the limitations of the attacks you can "allow" them to use from kiting and the real way of keeping aggro of higher levels and higher ranks.

    35) --> Rage==> Rechg(35) Rechg(36)

    when this drops as in runs out you lose endurance, you cant use any powers but those that effect self and you have what id rather say "no defence" for 10 secs.

    38) --> Foot Stomp==> Acc(38) Acc(39) Taunt(50)

    well underslotted, this is a major aoe gauntlet and the most damaging attack you have because it hits 10 its more of a minion hitter so id say acc, end 3 dam and rechg it, damage stacks with gauntlet, the taunt enhancement compared to the rechg well i dont think it makes sense not to rechg it as you do more dpe and dps as well as having dam stack with gauntlet anyway.

    49) --> Hand Clap==> Acc(49) DisDur(50) Acc(50)

    i would have this if there was nothing else better to get but by and large it will only be used on malta and even then be relatively pants the right direction would be imo weave as you will miss out on a lot of secondary effects and damage but you would need to 6 slot it so get it in earlier.

    Unless you want conserve power for a specific reason i would take a hold from another epic, its better to hold end drainers than try to recover from them, knockout blow is a hold which i have 3 slotted for holds and i get a 10 sec hold.

    [ QUOTE ]
    Reconsider both Resist Elements and Resist energies. That late in the game they'll do virtually nothing for you, and by then you're tanking on your def rather than your Res anyway. Personally, I wouldn't touch them with a ten-foot bargepole. They help a bit against AV's, but will rarely make a difference between debt and not-debt.

    [/ QUOTE ]

    id try to keep the passives in for AVs, they should make a big difference in survivability imo. It depends on your attitude as a player. Are you playing a hero looking to remain upstanding in all kinds of team make ups or are you someone who says i dont mind debt or others getting it as a result. As an invuln you get your def made up by mobs around you which then is well worth stacking with weave which is great for herding. Now standing in a mob for extra defence versus an AV is well "sick", it does depend on the levels you face but almost always youd be left with just the AV as the mob around him will get hit and die sooner in which case your rather low on defence and rather low on resists without the passives. Its a toss up thing. Also from the perspective of my other ATs id rather a tanker taunting than sayin "come on aid self work dammit" whilst its being interrupted. Everything you need is within the powersets imo to be a tank the rest is for extra QoL but if you have some inadequately interactive or unsupportive teams then go for as much survivability as you can make just as long as you can create better team survivability when they allow you too. A bodyguard to a client is in fact the clients boss when it comes doing his/her job. I expect survivability to be created and not decimated by the rest of the team providing i give them ample chance to do so but also only if they allow me ample time in which to do it.
  11. Repost after cuffzters changes wont ya cos there is more that needs tweaking or may do after.
  12. Id make the changes suggested by hammerfall and stalkobot and then id consider my options away from patron pools.

    Zapp is interruptable but good range
    Electric shackles is nice for a bit of a hold but you have a mega disorienting attack chain, the hold would just mean no wandering.
    The pet is about periodically, whereas id like sustainable offense and survivability over periodical "maybe" offense.

    If someone has experience of the Mu Mastery energy/regen stalker then theyd be better than me to comment. I dont think your sparing the slots to make them worthwhile anyway.

    I have made 2 builds judgerlot, but playing them is something i cant do so id rather see your build evolve more and hear the advise of others before looking more in depth but here is one thats just a starting point to me. I have no idea what half of it does hehe.

    ---------------------------------------------
    Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
    ---------------------------------------------
    Name: i dunno
    Level: 50
    Archetype: Stalker
    Primary: Energy Melee
    Secondary: Regeneration
    ---------------------------------------------
    01) --> Energy Punch==> Acc(1) EndRdx(3) Dmg(21) Dmg(36) Dmg(37) Acc(43)
    01) --> Hide==> DefBuf(1) DefBuf(19) DefBuf(19)
    02) --> Bone Smasher==> Acc(2) EndRdx(3) Dmg(21) Dmg(34) Dmg(37) Acc(43)
    04) --> Reconstruction==> Rechg(4) Rechg(5) Rechg(5) Heal(46) Heal(46) Heal(48)
    06) --> Assassin's Strike==> Acc(6) Acc(7) EndRdx(7) Dmg(15) Dmg(15) Dmg(50)
    08) --> Hasten==> Rechg(8) Rechg(9) Rechg(9)
    10) --> Dull Pain==> Rechg(10) Rechg(11) Rechg(11) Heal(37) Heal(40) Heal(42)
    12) --> Placate==> Rechg(12) Rechg(13) Rechg(13)
    14) --> Super Speed==> EndRdx(14)
    16) --> Integration==> Heal(16) Heal(17) Heal(17)
    18) --> Swift==> Run(18)
    20) --> Health==> Heal(20)
    22) --> Stamina==> EndMod(22) EndMod(23) EndMod(23)
    24) --> Build Up==> Rechg(24) Rechg(25) Rechg(25)
    26) --> Energy Transfer==> Acc(26) Acc(27) Rechg(27) Dmg(31) Dmg(31) Dmg(31)
    28) --> Instant Healing==> Rechg(28) Rechg(29) Rechg(29)
    30) --> Fast Healing==> Heal(30) Heal(48) Heal(48)
    32) --> Total Focus==> Acc(32) Acc(33) Rechg(33) Dmg(33) Dmg(34) Dmg(34)
    35) --> Stun==> Acc(35) Acc(36) EndRdx(36)
    38) --> Moment Of Glory==> Rechg(38) Rechg(39) Rechg(39) DefBuf(39) DefBuf(40) DmgRes(40)
    41) --> Air Superiority==> Acc(41) Acc(42) EndRdx(42) Dmg(43) Dmg(45) Dmg(45)
    44) --> Fly==> Fly(44) Fly(45) Fly(46)
    47) --> Stealth==> EndRdx(47)
    49) --> Water Spout==> Acc(49) Acc(50) EndRdx(50)
    ---------------------------------------------
    01) --> Sprint==> Empty(1)
    01) --> Brawl==> Empty(1)
    01) --> Assassination==> Empty(1)
    02) --> Rest==> Empty(2)
    ---------------------------------------------
  13. Any changes made to the set for pvp and i'd imagine would have to be done to whats already coded in, cos they cant game break for it and wont want to affect anyones QoL by changing the feel or the concept. So im thinking seriously low interrupt time on tripmines to a basic plant it quick scenario, extend duration of smoke grenade so as to disappear when stacked with stealth for longer, a greater -spd on caltrops and a faster drop time and longer lifetime for turret (its not like anyone could say "stop the fight pls i wish to build a turret") and perhaps taser should be taser dart.
  14. [ QUOTE ]
    I've been reading US forums for a while and I've found an interesting post with CoHUS Scrappers best moments, telling how great they felt with their toon while fighting certain foes (I think you usually feel that great when all your team mates are dead and your still standing and kickin [censored] - it's weird but its a fact).

    [/ QUOTE ]

    I had a moment like that just after ED changes, the Firetank went into a room and the rest of the team followed. I personally felt a pull was required but anyway it was the Firetanks first day with ED, the whole team got blattered except me, alot was left for me to clean up and i managed to do that. No pride in that. Ive never had a greatest moment sadly.
  15. Hibernate will help you remain upstanding when normally you'd hit the deck.

    Frozen aura is a teeny pbaoe sleep useful for keeping an additional or current bulk of the group at bay unless someone in their wisdom wakes them and if your not careful quite often your own aura will. Im a fan of mass sleeps so i would have this if it was a much larger pbaoe. Detoggles all unprotected for sleep enemies. Most would say dont bother with it.

    Build up helps with acc versus -tohit and buffs damage which then stacks with gauntlet and then hopefully very good with something like ice storm.
  16. [ QUOTE ]
    Just an idea Shannon, but wouldnt it be better to put 2 or 3 accuracys instead of damage in mudpots.. since twice the damage of poor is still just 'less' poor and mudpots is useless as a taunt aura if it -doesnt- hit..
    (well, useless might be to strong a word, so lets call it -less useful- instead)

    oh, and welcome to the tanker forum pol. (id prolly go for */fire tho, as it got lots of AoE that could help with aggro grabbing)

    [/ QUOTE ]

    if he wants more damage and potentially more aggro grabbing tools versus mobs then yes to fire however when i first made that build i had AVs in mind and all the things you can do to them to make them that much more impotent.
  17. ---------------------------------------------
    Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
    ---------------------------------------------
    Name: I Cant Scrank
    Level: 50
    Archetype: Tanker
    Primary: Stone Armor
    Secondary: Super Strength
    ---------------------------------------------
    01) --> Rock Armor==> DefBuf(1) DefBuf(3) DefBuf(3)
    01) --> Jab==> Acc(1) EndRdx(36) Rechg(37)
    02) --> Stone Skin==> DmgRes(2) DmgRes(11) DmgRes(11)
    04) --> Earth's Embrace==> Rechg(4) Rechg(5) Rechg(5) Heal(7) Heal(7) Heal(37)
    06) --> Mud Pots==> Dmg(6) Dmg(9) Dmg(9) Acc(15) EndRdx(17) Taunt(23)
    08) --> Rooted==> Heal(8) Heal(23) Heal(37)
    10) --> Taunt==> Rechg(10) Rechg(15) Rechg(19) Taunt(19) Taunt(31) Taunt(34)
    12) --> Swift==> Run(12) Run(13) Run(13)
    14) --> Recall Friend==> IntRdx(14)
    16) --> Teleport==> EndRdx(16) EndRdx(17)
    18) --> Health==> Heal(18) Heal(46) Heal(46)
    20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
    22) --> Brimstone Armor==> DmgRes(22)
    24) --> Crystal Armor==> DefBuf(24) DefBuf(25) DefBuf(25)
    26) --> Haymaker==> Acc(26) Dmg(27) Dmg(27) Rechg(43) Rechg(43) EndRdx(43)
    28) --> Knockout Blow==> Acc(28) Dmg(29) Dmg(29) Rechg(40) Rechg(42) EndRdx(45)
    30) --> Hasten==> Rechg(30) Rechg(31) Rechg(31)
    32) --> Granite Armor==> DmgRes(32) DmgRes(33) DmgRes(33) DefBuf(33) DefBuf(34) DefBuf(34)
    35) --> Mineral Armor==> DefBuf(35) DefBuf(36) DefBuf(36)
    38) --> Foot Stomp==> Acc(38) Dmg(39) Dmg(39) Rechg(39) Rechg(40) EndRdx(40)
    41) --> Hurl==> Acc(41) EndRdx(42) Range(42)
    44) --> Stone Prison==> Acc(44) EndRdx(45) Immob(45) Range(46)
    47) --> Fossilize==> Acc(47) Acc(48) EndRdx(48) Rechg(48) Rechg(50)
    49) --> Rage==> Rechg(49) Rechg(50) Rechg(50)
    ---------------------------------------------
    01) --> Sprint==> Empty(1)
    01) --> Brawl==> Empty(1)
    01) --> Gauntlet==> Empty(1)
    02) --> Rest==> Empty(2)
    ---------------------------------------------

    Done
  18. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    and she knows how to play the build, she'd telemine 1..

    [/ QUOTE ]

    An entire group can be dealt with by a /dev in pve too and at alot less risk than what the elec/elec will have normally but still ofc less dps but less risk cos you can give the highest burst damage than anyother toon.

    [/ QUOTE ]I didn't feel much risk soloing entire mobs of +1 freaks a dozen or more a time tbh Dawnie, although this sort of tactic is a bit mental for any blaster tbh, I do think that it's best to keep the discussion te commonplace scenarios and gaming. Just like when tanks say ZOMG I CANT HERD 500 MOBS AND LIVE!!?!?11?! Bit silly really

    Plight

    [/ QUOTE ]

    Freaks are the lamest of enemies, and what are you implying? With doubts about ED pre ED the day the changes were made i found i loved it.

    i actually liked the /dev so much i had made another one

    [ QUOTE ]
    Meh, I don't play /dev, why should I care :/

    [/ QUOTE ]

    Cos you like me care about certain aspects of the game but not everyone will share the same view or see the game in the same way.
  19. [ QUOTE ]
    While devices offers much safety

    [/ QUOTE ]

    thats why i said its a "hero" toon.

    [ QUOTE ]
    The devs promote multiplay, they promote PvP and they promote balance, as I see it /dev has no edge in any of these

    [/ QUOTE ]

    thats a winner of a point imo

    [ QUOTE ]
    "Oh I soloed an EB in like 3 hits after spedning 12 minutes setting up"

    [/ QUOTE ]

    2 min set, EB boss and group instantaneously taken out in no time at no risk that should read

    [ QUOTE ]
    I do not care about XP XP XP XP, I do care about fun, yes /dev can be fun, but the game often moves at a pace and /dev cannot keep that pace.

    [/ QUOTE ]

    another winning point made imo and you dont care about xp but others do and then there are people who like strategy and with various maps and enemy that a /dev could solo it does offer that.

    [ QUOTE ]
    Making /dev faster or higher damage would not stop anyone playing at the current pace with the current tactics, what it would do is shine some light into the area that is the shadow of the other secondaries where /dev stands.

    [/ QUOTE ]

    Another winning point all the rest is just balls because your opinions of what you've said you've seen a /dev do is countered by what other /devs can do meaning just because someone doesnt play it too well OR doesnt like it doesnt make it bad and need changing, however the other points i can agree on to a very large degree.
  20. Takes me 2 mins not 10 mins to do a complete set as mines start going off by themselves anyway but there is no need to do a complete set in teams unless perhaps before an AV whilst waiting for people to arrive in a mission with which you could cut fight duration by 10% or more and turret working with your attacks cuts a small amount more too.

    In teams unless its small i barely look at the /dev set unless people dont fancy their chances, but solo i am hardly going to do so many at a time without it and get off scott free.
  21. [ QUOTE ]
    and she knows how to play the build, she'd telemine 1..

    [/ QUOTE ]

    An entire group can be dealt with by a /dev in pve too and at alot less risk than what the elec/elec will have normally but still ofc less dps but less risk cos you can give the highest burst damage than anyother toon.
  22. [ QUOTE ]
    [ QUOTE ]
    But as said its definately not pvp "duel" friendly

    [/ QUOTE ]

    PvP duels in CoX are not balanced and probably cannot be balanced, so that doesn't really matter

    [/ QUOTE ]

    Some people are just asking for the /dev set to be more balanced for pvp, not balanced with every set.
  23. [ QUOTE ]
    [ QUOTE ]
    I think your not alone there hence it had over 51 views before someone bothered with a reply.

    [/ QUOTE ]
    Yeah, it's the main reason I decided to reply, even though I'm a brute player and probably don't belong here

    Sure a scranker might only be a brute-lite, but better the OP got some powerset-based advice from a brute-player trying to be helpful, than any anti-scranker snobbery from a tanker-player

    /flee



    [/ QUOTE ]

    tankers need to have a mindset to TANK! get back to the brute section and stay there

    be gone!

    im kiddin really. If i am a tanker snob it suits me.
  24. [ QUOTE ]
    Oil Slick isn't over powered in anyway whatsoever... no sirree! *walks away whistling tunelessly*

    [/ QUOTE ]

    chance to burn is a bit low imo, too low, its gutting when it dont go off
  25. [ QUOTE ]
    [ QUOTE ]
    Good points Bind.
    Tbh, the only way i could see them having a "quick fix" is to throw Buildup in there somewhere, but also keep TD.

    That'd definately make me look twice.

    [/ QUOTE ]You don't need time bomb, does anyone here who is /dev use timebomb? The devs said that any changes, made to the blaster sets would mean that older players could keep the original pwoers and newer players would have to take the newer versions.

    out with TM, in with BU

    Plight

    [/ QUOTE ]


    I use timebomb! and i solo missions on invincible too and even solo whole groups meant for teams if they are an easy enemy, elite bosses have been dropped in an instant, actual fight durations can be cut to an absolute low versus mobs and by 10%-20% versus AVs.

    The /dev side isnt team friendly when it comes to impatience, its not really pvp friendly at all because people arent as thick as the AI. After you have worked out the minimal amount of mines required for a mob a tank can herd to them and they can be made to go off at your choosing.

    Its a rogue-like pve toon, i can lay 15*(2*superior damage)mines + 1(2*extreme damage) timebomb to do a group in 1 go if i wanted. Plus many other pluses in PVE most ppl are blind to when used in combinations with other sets of other ATs.

    /dev is a great "hero" set but not everyones "kind of fun" set i get bored soloing i admit.

    But as said its definately not pvp "duel" friendly but the possibilities for the heroically minded roleplayer in PVE far outweigh that imo. That said i have actually taken out a Firetank in a pvp duel with one.

    To be fair a balance could be struck if thats the way the majority want to go.