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Posts
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Karma also fits into Combat Jumping if you want that instead.
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The ability to buy new story slots in I 15 has been announced; that's the biggest news I can think of. A few more Dom tweaks.
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One other thing I just remembered; PFF now suppresses when you click a glowy.
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Also, as far as running enemies go, once you get the Lich that should be less of a problem as he likes to toss out Tenebrous Tentacles.
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Pretty much everything with /pain is grabbable, but you should most likely avoid enforced morale.
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Personally, I take it on my /Pain MMs for the Confuse protection. That means I don't need to take two Leadership powers for it.
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Once you get enough healing bonuses into Nullify pain and Soothe you'll be able to drop Share Pain, although I don't know for what exactly.
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I'd keep it, given how Bodyguard makes the -heal penalty trivial.
I take everything but the rez on my /Pains. As for greater survivability with Necro, I find that the Lich helps a lot. I usually send him in to take the alpha. He seldom dies ( and if he does, you get the strongest ghost out of it anyway ), he heals himself, and he debuffs the enemy even as he takes the alpha strike.
Then, I send in the Grave Knights, and generally keep the Zombies with me as Bodyguard fodder and vomit launchers. -
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So, after a hiatus of about two years, I reactivated my account and started playing my level 20 Necro/FF MM. This was a guy I considered pretty broken way back in the early days of CoV. The only toon I can say has never tasted defeat.
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Bolding added; right there you have much of the problem. The early 20s are pretty much the toughest time in the game for any MM I've played. Pre-SO enhancements until 22, only 1 2nd tier pet until 24, and Scrapyarders. -
My two favorite pairings with Plant are /Storm and /TA. Storm has already been mentioned. /TA brings several things to the table. Acid Arrow and Disruption Arrow help you leverage Seeds, by increasing the damage enemies do to themselves without weakening their damage at the same time ( unlike, say, /Rad ). It adds more control to help you deal with things that resist Seeds of Confusion, like Nemesis and Bosses. It adds more damage from Oil Slick.
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I am hoping you guys are consumed by making NEW stuff. I don't get why people beg to have the same powers on all ATs.
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Because they play differently on other ATs, and different people like different ATs, and hate others. For example, I like Ice Armor, but can't stand Tankers; I'd love it if Brutes or Scrappers got a version. I also usually solo, so team-focused sets tend to be useless from my viewpoint - unless they get ported to an AT with pets. -
Siphon Power also debuffs the damage of the target, which is a good idea if it's mezz resistant or a mezz misses. And there's also a good chance that at some point you'll be doing TFs or such where your effective level is below FS anyway. Take it, keep it.
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Grav/Storm has a lot of synergy. First, Grav's HOLDS do have -kb. Second, the lack of -kb in the immobs can let you keep enemies trapped in Freezing Rain, flopping around; try that with an immob that has -KB and they can shoot back if they aren't mezzed. Third, Wormhole + Thunder Clap can Stun even multiple Bosses before they can even try to attack.
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But I'll agree that if you don't go with /TA go with /storm (which doesn't even conceptually fit in my mind...).
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Of course it fits thematically ! Storm Troopers !
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Storm
-don't bother with snowstorm. I find O2 boost fairly useless as well but you might want it if you fight a lot of mezzing enemies.
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I disagree with both of these. Snow Storm is very useful, rendering many otherwise powerful enemies far weaker ( Longbow Ballista for example ). And it helps deal with those irritating runners. And O2 Boost when slotted is a fairly good, uninterruptible heal.
Another good combo with Mercs is Traps; not only thematically, but they have synergy. The all-ranged Mercs stay in Triage Beacon's aura ( which is good after being slotted with SOs ), and the immobs and stuns from the Spec Ops stack with those from /Traps. -
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Also does anyone know a site I can go too and look at all the patron powers for each arch-type. I tried CoH wiki, but they seem to be outdated and do not show the changes that patrons powers underwent.
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You probably went to the old Paragonwiki page; the new one is here.
If you want -kb, Scirocco's Mu Mastery is the only Patron set that offers it. The other sets will only immobilize the targets. -
A Fire/Fire dom is also a matching set and quite powerful.
For Brutes, out of the matching powersets you mentioned Dark/Dark is best, especially if you get your hands on a -KB IO.
For Stalkers, out of the sets you mentioned perhaps Energy/Energy ? The problem is, Stalkers tend not to do as well as Brutes with resistance based armor like Dark and Electric. -
Assuming that Issue 16 is GR, which I think likely we have this hint today from Castle :
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Last I'd heard, the Dom changes weren't expected to make it in until after I15 actually went live? Glad to see this is happening ahead of schedule! This is where Beta actually begins, as far as I'm concerned. I'll transfer the most current versions of my Mind/Psi and Plant/Thorn over to test as soon as I get home tonight.
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They were not supposed to. However, schedule conflicts basically meant it was now or never* so, I chose to go with now.
* "Never" being an indeterminate period extending between now and I17.
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So, SOMETHING is going on Test soon enough that it got the Dom changes moved up to now. -
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I'm not saying it's not a valid or solid set. I'm saying the reality < the hype.
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Isn't the hype mostly "it's awful" ? I'd call it better than it's reputation, actually.
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Trick Arrow actually teams with Illusion quite well. Think about it.
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I don't need to think about it; I have one. And a Bot/TA, Fire/TA, Thugs/TA, Mind/TA, and Grav/TA. I was commenting on the attitude I've seen from others; I rather like /TA. -
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I'm not saying it's not a valid or solid set. I'm saying the reality < the hype.
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Isn't the hype mostly "it's awful" ? I'd call it better than it's reputation, actually. -
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Running a couple Corrs right now to get a feel for them, but I do feel a lot stronger than my Defender characters
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Just getting the attacks so much earlier helps with that I find. -
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How about Gravity controllers? what are theier limitations and how do they stack up?
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Their biggest limitations are only getting their main AoE control at 26 instead of 12, and lowish damage due to Singularity being more of a controller-tank than a damage pet. Singy's great at what it does, but what it does isn't damage. I'd say the two best pairings for it are /TA and /Storm; both add control and damage. -
The origin power is now permanent, instead of vanishing at level 10. It's still mainly of use just for Trick Arrow users who want to light their Oil Slick with it though, in which case you want either Magic or Technology.
You can pick a title for your character at 25 that reflects on your origin ( like "Robotic" for Tech ); I don't know if they had that when you were here. -
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Also between snow storm and freezing rain you are already capping slow, so the slowing from ice isn't really needed.
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I went and skipped Snow Storm; the slows from the Ice Attacks make up for it.
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Just something to consider, you skipped a single ability because your entire primary made up for it. Could it possibly be better to take the ability and change the primary?
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Actually, I ALSO have a Fire/Storm; SHE took Snow Storm. -
I'd also add that a monthly fee gives us players economic leverage. If the devs let the game get stale or lose quality, we can just cancel and go play something else. If they already HAD our money, they lose nothing if we leave.
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Also between snow storm and freezing rain you are already capping slow, so the slowing from ice isn't really needed.
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I went and skipped Snow Storm; the slows from the Ice Attacks make up for it. -
I have a low-twenties Ice/Storm; it's an effective build so far.
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Brutes have an advantage when it comes to travel. Redside you can get unlimited jetpacks as soon as you can reach Grandville, so there's no need to ration temp travel powers. Combined with the lower general travel distances redside, /SR and other characters with Quickness-style movement enhancement do just fine without a travel power.
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Best pets in a vaccum
Bots, followed by Necro. Ninjas, Thugs and Mercenaries suffocate right off, and the zombies get dried out and kind of brittle after a while.