Okton

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  1. [ QUOTE ]
    Illusion doesn't have AOE Containment inducing powers

    [/ QUOTE ]

    Well there's still Flash, right?

    Edit: oh and Hobo, try to get a lvl 2 new player to run towards the mob for Transfusion... The debuff anchor thing might take a bit of practice, but imho it's probably easier to follow slotting tips from a guide than to make effective use of Transference/Fulcrum if it's your 1st toon.
  2. [ QUOTE ]
    Hi guys,

    I have read a lot of guides on controllers and decided that will probably be my main. I am not sure which of the 2 following specs is the most newcomer friendly; either Illu/Kine or Illu/Rad.
    Any tips or hints are highly appreciated.

    Cheers.

    [/ QUOTE ]

    Without going too much into details, I would say that ill/rad might be slightly easier for a new player because some kinetic powers take a while to get used to. It also depends if you plan to solo or team a lot: for teams, kin is arguably better because of the various buffs, while rad is generally a safer set, so nice for soloing. Both are great combos in any case, so enjoy!
  3. Well only 33 atm, but here are some comments. Sonic is mainly about affecting damage resistance, so you (and your team) hit harder and take less damage when hit. The first power is a single-target dmg res debuff (16%) so handy to use on bosses and such. The 2 shields are nice and protect against different types of damage so are great for teaming, but a bit of a pain to keep them up on large teams. Sonic Cage is a tricky one: the mob becomes intangible which means it cannot attack you, but you can't attack it either. It's useful when soloing or against a boss if you want to start with the minions first, but can really annoy your team-mates if you use it too much (also really annoying in PvP). Disruption Field is an ally-based dmg res debuff, so great to use on tankers/scrappers, but a bit of an endurance hog. Sonic Dispersion is a handy self shield which protects you and those close to you against all non-psi damage and Holds/Immob/Disorients. I haven't tried Sonic Repulsion, but it sounds like an ally-based Repel. Clarity is similar to Clear Mind and the last power is an AoE which does knockdown and reduces accuracy and defense. I guess the choice of powers mainly depends on whether she teams a lot or not (with /sonic, she probably does).
  4. Okton

    Stage's respec

    [ QUOTE ]
    it isn't a HO right?:P..or is it?:P (missed a bit out on the endoEXP:P)

    [/ QUOTE ]

    Yep, accuracy/mez.

    Well the short answer is to re-reroll Stage and get a proper secondary (says he who is now playing a /sonic ), but if you really want to stick with him, here are some suggestions:

    - I agree with adding some accuracies to Spectral Terror, especially for PvP purposes, and if you can afford to, a range would be nice too.
    - Even for PvE I now slot Flash 3 acc 3 recharge since mobs don't really need to be held for long. I would assume this slotting would also be better for PvP if you want to keep it.
    - I find Swift/Hurdle a better combo for squishies, especially if you plan to PvP (and I think J finally agrees too ).
    - I find 1 endred to be enough in MoB
    - Are you sure you really want Mental Blast at 49 if you can't slot it properly? (and you can't fully slot Psi Tornado either). Not sure what to replace it with, but since Group Fly is mainly for Hami raids you could move it to the end and take something else instead.

    Anyway, just some ideas...
  5. [ QUOTE ]
    So...whats the point of them then?

    [/ QUOTE ]

    I believe they are used to phase bosses and such. Some people use the power to "filter out" minions while they focus on the bosses/ltnts. By slotting for Intangibility, you phase the whole group (assuming you hit). I have Dimension Shift slotted with 1 accuracy but am actually thinking of respeccing out since I almost never use it in PvE. Now for PvP purposes, DS + Sonic Cage would be a most annoying combo to have...
  6. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    Got a fire/ice lvl26 blaster, i left him to rot, fire just realy aint my style.

    My nrg/ice blaster i like a bit more, but about chilling embrace.. it does NOT work again stalkers, by the time they are being 'ticked' of chilling either their AS already triggered or they use a fly-by-SJ critical ET attack.
    Same for ice patch, AS doesnt work then, but a fly-by-SJ critical hit will still do a succes hit. Once you got the stalker in target, he's already 100yrds away.

    [/ QUOTE ]

    Well I use CE a lot in Siren's and until now, I've survived most of the 1-vs-1 encounters I've had with stalkers (and managed to take down quite a few if they don't run away fast enough). I also use Assault and Tactics, but I'm surprised you think it doesn't interrupt AS. Ice Patch on the other hand I found less than effective against stalkers (and for PvP in general). And I agree with Chill, I mainly use CE for PvP.

    [/ QUOTE ]

    In I7 there is a change coming that will make AS uninterruptible with just debuff auras. Ie. only damage auras and those that do some secondary effect like knockdown or repel, interrupt AS. Afaik CE is just a slow aura? thus it will not interrupt AS in Issue 7.

    Chillblazes link doesnt work, btw.

    [/ QUOTE ]

    That's correct. Clicky. Bad news for some of us. I don't think stalkers really needed a boost, but oh well...
  7. Okton

    Fire/Storm Build

    Welcome to the Overlords

    From the Fire side, I would suggest some small changes:

    - Fire cages: I slot this 1/2 acc and 1 endred. The immob is not that useful in my opinion since I use it mainly to set up containment. In any case, probably not worth 6 slots.
    - Flashfire/Char/Cinders: I slot them all 2 acc 2 rechg 2 hold/disorient. The end drain is not that bad since they take a while to recharge anyway.
    - Fire imps probably don't need 2 acc, especially with Tactics.
    - Fireball: might want to add in a recharge. This is your main attack after 41.

    Hope some of this helps!
  8. Okton

    Fire/FF

    [ QUOTE ]
    I agree with u, FF is by definition a defenderish set. In fact that's why its a defender primary.

    [/ QUOTE ]

    Maybe this is just terminology. I don't equate "defenderish" with "passive" (all these are defender primaries, right?). Kinetics is the obvious example.

    [ QUOTE ]
    True, health doesnt help trollers as much as other builds, yet it's always a nice add-on, and pve intended no other power was more useful imo. Health will also save ur life many times, those times u u just survive by the peak of the red part of ur bar

    [/ QUOTE ]
    Health regen works by ticks (every 5 secs iirc), so you will simply gain a bit more with each tick if you have Health, thus it won't save you if you're getting hammered and deep in the red.

    [ QUOTE ]
    Smoke is always useful, but wouldnt change it for any of the other powers previously selected. Which would u drop instead of it then?


    [/ QUOTE ]

    I would say if you can't pick it before the mid-20s, just skip it. This is really not a very useful power to use in the 40s.

    [ QUOTE ]
    Of course, psi resistance makes a difference at latter levels. After lv40 prolly the most feared dmg is psi. Babbage, the clockwork king, mother mayhem, that double AV mission in an asylum... they are probably the missions that tankers avoid the most (not fun for a granite being 1-shot me thinks ), and yet, u can stand ur ground, often as the only survivor, having time enough to run for cover. Or if there are more survivors, to aid them.

    [/ QUOTE ]

    Again, I do like the Psi epic on my ill/troller and it probably makes sense to have psi resistance for this build (although I assume some of the bubbles help, right?) but I wouldn't take it just for the few AVs with psi dmg you will encounter. As we all know, there are ways of dealing with them and a decent team with the right ATs and power-sets will have no problem against any of these. Again, I think Psi Tornado is great, it's just a shame you have to wait 6 more levels to get it compared to Fireball.
  9. [ QUOTE ]
    Got a fire/ice lvl26 blaster, i left him to rot, fire just realy aint my style.

    My nrg/ice blaster i like a bit more, but about chilling embrace.. it does NOT work again stalkers, by the time they are being 'ticked' of chilling either their AS already triggered or they use a fly-by-SJ critical ET attack.
    Same for ice patch, AS doesnt work then, but a fly-by-SJ critical hit will still do a succes hit. Once you got the stalker in target, he's already 100yrds away.

    [/ QUOTE ]

    Well I use CE a lot in Siren's and until now, I've survived most of the 1-vs-1 encounters I've had with stalkers (and managed to take down quite a few if they don't run away fast enough). I also use Assault and Tactics, but I'm surprised you think it doesn't interrupt AS. Ice Patch on the other hand I found less than effective against stalkers (and for PvP in general). And I agree with Chill, I mainly use CE for PvP.
  10. [ QUOTE ]
    Reporting for duty on my Ill/Rad!
    /em salute



    [/ QUOTE ]

    What Kaya said .

    And as was explained at length, the so-called nerf (on thtdbfs) really only affects fights vs even-level foes and once you're up against +3s +4s (and AVs of course), we will actually come out better given the changes in defence scaling (although, as we know, AVs will also be boosted).
  11. Okton

    Fire/FF

    [ QUOTE ]
    Defender?? I tank AVs with that build lol lol.
    Anyway, I find funny seeing that build as 'defenderish' when i got just 5 powers from secondary, 3 toggles and 2 ally buffers. Arguable, anyway :P. I never use defender powers in battles, only pff when in danger and heal while in it. It's a really active build, bearing in mind it took me 12 days lv1-lv50, soloing all the way from lv32 ( i was sick and didnt have to work , had nothing better to do hehe).
    No need of interrution time reducers on medicine pool. PFF gives u the time u need even surrounded by mobs. Heal other is mainly for pets, and after battle (u'll find it useful mainly against exploding enemies like nemesis).
    Leadership is useless in pve. Its base buff is 3.5 (or 2.5, cant remember), and really dont make a difference. They are useful in pvp to see invis guys, and thats it.

    [/ QUOTE ]

    Well let's face it, /FF is by definition a bit "defenderish", right? and the least "active" secondary besides sonic. Sure, fire/ will keep you busy, but just compare with your fire/kin... Assault gives you 15% damage which is not bad for the imps, and Tactics is still very useful imho (although probably less important for /FF than for /kin granted). And being able to tank AVs doesn't make your build more offensive (certain defender builds can do it too), it just shows you're /FF, right?

    Some brief comments:

    - I wouldn't bother slotting Fire Cages for immob since I use it mainly to set up containment. 1/2 acc and 1 endred might be better.
    - I am always dubious about trollers 3-slotting Health. We take damage in bursts, so increasing a very slow regen rate makes little difference (different story for tanks and scrappers) especially if you have a heal.
    - I wonder whether Smoke is useful that late.
    - Not sure why you went for Psi epics except for the psi resistance in the shield (or to have some psi dmg?). The single-target attack is not great, you already have Acrobatics for some mez protection and the AoE attack comes rather late (47). Anyway, more a question than anything else (I do have it on my ill/rad though)
  12. [ QUOTE ]
    Yup, Radiotherapy is the guy to poke.

    Although Okton has also moved ChangoMonster and Tleollin in there so I guess he'd probably be able to invite aswell. Dunno who else is in there yet though.

    [/ QUOTE ]

    Yep. And Chill moved Pyrus there too I think.
  13. [ QUOTE ]
    No, with my dominator, not with Purple, who has yet to become aquainted with Infernal. I expect Purple Sprite will solo him as a +2 AV though.

    [/ QUOTE ]

    Good luck! Soloing AVs ain't what it used to be though
  14. [ QUOTE ]

    Tried to solo Infernal last night too. he was level -1 to me but still kicked my butt.

    [/ QUOTE ]

    That's because you're missing a recharge in PA
  15. Propel does about twice as much damage as AS and has knockback, but animation time is indeed loooong (and recharge too) and it has a higher end cost. AS has the useful -fly and, as others have mentioned, works fine for kins who will be in melee anyway.
  16. [ QUOTE ]
    And most importantly, I'm a member of each of them, so why wouldn't you want to join?

    [/ QUOTE ]

    Good. Since we are almost full, this should prevent any sudden influx of applications...
  17. Okton

    Dawg Pound!

    [ QUOTE ]
    D-a-w-G, S-to-the-ET, Dawg Shnyet in the place to BE, rolling with the Scrappin' AT.

    Peep this holmes, im rollin with my MA-nizzle, SR-double jizzle Scrappin-bo-nizzle. Im needing Stats on the backs of attacks ya HEAR that?

    What'r the values on Agile-izzle, Dodge-o-dubble dizzle? Slot for defense or resistance so best improve my chance to hold my stance?

    My MA attacks landing blows with kicks n punch, like SOCK, POW and CRUNCH, should i take the whole bunch?

    Theyr leaving mobs dizzy, disorient to the max, should i slot the effect or leave it feeling lax?

    Im still only level 7, but man im in heaven, never thought id dig a Scrapper but this one's kinda dapper.

    Word

    [/ QUOTE ]

    Can you feel our pain? Some of us have to put up with this on Coalition chat... a LOT...
  18. Hmmm... bit of a strange build that. I posted mine on the other thread, but here are some suggestions:

    - I assume a lot of those "Empty" slots are accuracies, otherwise you will be missing a lot.
    - Fire Cages can be slotted for dmg at low levels, but not worth it afterwards (and not worth all those slots).
    - Hot Feet seriously needs endreds.
    - Flashfire would be better 2 acc 2 disorient 2 rechg
    - Repel? meh...
    - Wouldn't slot ID that much.
    - SB should be slotted for endmod really, not speed.
    - Bonfire only needs 1 rchg.
    - Only put 2 slots in IR if you really don't know where to put them.
    - Fire Imps are usually slotted 1/2 acc 3 dmg 0/1 rechg. Never really found that range would've been that useful.
    - Transference needs some recharges.
    - 4 recharges in Fulcrum? Not a good use of slots.
    - 44 seems a bit late for Invisibility (and don't bother slotting it for defence). I took Stealth around 30 for ghosting glowies, but may even drop it when I respec for SS or Hover.
    - Fireball needs 3 dmg.
    - I found Tactics really useful to make sure my kin powers don't miss.

    Hope some of this helps
  19. Well fire/kin is probably one of the most damaging combos in the game. We're talking outdamaging scrappers/blasters in some cases. Fire/rad will be a safer set to level, and probably better for soloing. Kin is certainly very active, but that doesn't mean you have to turn into a buff-bot. I posted my fire/kin build in the thread here. I found Bonfire ok, but probably not a must-have. I also never took the single-target immob or Smoke. From kin, I skipped Repel but took all others, including IR which I respecced into around 30 as travel power (took AS/Fly before then). If you go rad, everything except Fallout is quite good (even the rez if you team a lot). I ended up dropping Choking Cloud on my ill/rad, but some people like it. So enjoy, but please, avoid Earth epics! (I would suggest Fire for Kin and Power for Rad)
  20. This is becoming something of a monthly ritual, but gratz! Well done... again!
  21. And mine, although it's a respec build around 30 (PvE, but should be ok in PvP)
    ---------------------------------------------
    Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
    ---------------------------------------------
    Name: Tleollin
    Level: 50
    Archetype: Controller
    Primary: Fire Control
    Secondary: Kinetics
    ---------------------------------------------
    01) --> Char==> Acc(1) Acc(3) Hold(5) Hold(9) Rechg(17) Rechg(17)
    01) --> Transfusion==> Acc(1) Heal(3) Heal(9) Heal(40) Acc(46) Rechg(46)
    02) --> Fire Cages==> Acc(2) EndRdx(5) Acc(31)
    04) --> Siphon Power==> Acc(4) Rechg(11) Rechg(34)
    06) --> Hasten==> Rechg(6) Rechg(7) Rechg(7)
    08) --> Swift==> Run(8)
    10) --> Siphon Speed==> Acc(10) Rechg(11) Rechg(40) Rechg(43) Acc(50)
    12) --> Flashfire==> Acc(12) Acc(13) DisDur(13) DisDur(15) Rechg(34) Rechg(34)
    14) --> Hot Feet==> Dmg(14) Dmg(15) Dmg(31) EndRdx(31) EndRdx(33) Acc(46)
    16) --> Hurdle==> Jump(16)
    18) --> Cinders==> Acc(18) Acc(19) Hold(19) Hold(23) Rechg(25) Rechg(25)
    20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
    22) --> Speed Boost==> EndMod(22) EndMod(23)
    24) --> Assault==> EndRdx(24)
    26) --> Tactics==> TH_Buf(26) TH_Buf(27) TH_Buf(27) EndRdx(29) EndRdx(29)
    28) --> Inertial Reduction==> Jump(28)
    30) --> Stealth==> DefBuf(30)
    32) --> Fire Imps==> Dmg(32) Dmg(33) Dmg(33) Acc(37)
    35) --> Transference==> Acc(35) Acc(36) EndMod(36) EndMod(36) Rechg(37) Rechg(37)
    38) --> Fulcrum Shift==> Acc(38) Acc(39) Rechg(39) Rechg(39) Rechg(40)
    41) --> Fire Ball==> Acc(41) Acc(42) Dmg(42) Dmg(42) Dmg(43) Rechg(43)
    44) --> Fire Shield==> DmgRes(44) DmgRes(45) DmgRes(45) EndRdx(45)
    47) --> Fire Blast==> Acc(47) Acc(48) Dmg(48) Dmg(48) Dmg(50)
    49) --> Increase Density==> DmgRes(49) DmgRes(50)

    The only thing missing is mez protection, so I may swap Stealth for Hover (at least for knockback). Some people prefer the CJ/SJ/Acrobatics road, but I don't know what I'd drop. I went for Assault/Tactics to make sure I don't miss much (you'll be fighting +2/+3s very quickly), and also for some extra damage before Fulcrum. When levelling, I took AS/Fly then dropped them when I respecced for IR. I also waited until then to pick up Hot Feet (and dropped Bonfire). Note that even with Stamina, endurance was a bit of an issue before Transference.