PeerlessGirl

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  1. While I don't solo all that often (I have been lately since my hours and my SGs hours have been a bit off) I respect people's desire to do so, and this sounds like it will eliminate that. What specifically has changed for Invul/SS? Anyone have a link to a post or some such? Just when I started to get my build right too...guess I'd better wait on that respec for a bit...I have a couple levels yet.
  2. Kimmie,

    Yeah. I'll add my name to the JLU fan list. That show is REALLY good. I've been ahead of the US broadcast for weeks and weeks...the conclusion to the Cadmus/Luthor arc is some amazing stuff. Supergirl doesn't get used NEARLY enough for me but when she does, it's good. My version of her (on Virtue) looks exactly like kara from S:TAS/JLU, and her 20 costume is Galatea/Powergirl's (her girlfriend however, refuses to allow her to wear it in public, because it's too skimpy) *grins* I can only thank havok for the build, she does things I've never seen another CoH character do, and now that she has her cape, she's so awesome. I just love her.

    Super at 20, standing atop Paragon City Hall

    That's my latest pic. I probably won't be using hasten in my build (especially now that I know this new disturbing info about Whirlwind) but it gives me back 3 power choices (likely Group Fly, and a couple others) even underperforming as she is now at 21 (respec is good) she's still really good. If you need JLU eps Kimmie, I uh...might be able to help you out..*shifty*

    Havok, how many slots do Rage, and Dull Pain need if you don't have hasten around? I would imagine Dull Pain needs at least 5 if not 6, and Rage might need a couple extras, but maybe not. Also, do we know if a hero can just fly using group fly alone, or must someone other than you be present? Of course you'd have to take hover (and probably 6 slot it) and Air Superiority, then I believe you'd have access to it, couldn't you just use it in place of fly and have the extra added benifit of being able to carry others if they happened to be around? Does anyone know if it works?
  3. [ QUOTE ]
    i still function exactly the same way but have a few "personal" touchs i felt work best for me.

    [/ QUOTE ]

    I think that's the key here. Iregardless of if you follow Havok's build or not, he still "teaches" (as does this entire thread) you how to build an effective Invuln/SS tank. I.e. that Dull Pain (4 or 6 slotted depending on Hasten) can be a wonderful thing, that perhaps you don't need taunt (the groups I travel with tend to need it, as they die if I don't, they're all a bunch of aggro-whores;P) That you don't need ResPD (or if you do take it, you do so because you've run out of stuff you want) that Hover can own you, that A good solid attack set is good for a tank too (Haymaker/KO/AS/Punch), that Rage will own your world, and if you choose to go Superspeed, Whirlwind will also own your world *grins* he just provides a lot of good, solid Superman-like building strategies, and though my build differs significantly (and I still pray for they day when the End costs are reduced in such a way that Stam isn't basically required for most builds (especially IMO Inv/SS tanks) so I can get those 3 slots back *grins* Regardless of how you vary, if you keep Havok's basic ideas and principals in mind, you'll like what your tank can do (and impress a lot of others). *Gets down off of Soapbox*
  4. Either fits, and late in my build I have Superspeed and Whirlwind too, since...both of those are powers Superman (and Supergirl to a lesser extent) used. Well...actually she made better use of Whirlwind than he did (using the movies as reference anyway) The only use of Whirlwind Superman had (and this is a streach) was drilling down into Lex Luthor's hideout in Superman: The Movie whereas Supergirl used it to defeat Selena Kyle in her own movie. She used the Superspeed to type out a letter from Clark Kent, (and perhaps to change clothes really fast) but otherwise never used it. Clark used his 1 or 2 times in the movies, most notably to outrun a train. Yes, I agree Superjump works for him too, and in reality Superman can likely do anything in the Speed Pool, anything in the Fitness pool, anything in the Flight Pool (plus some) anything in the Jumping Pool, the entire Energy Mastry pool (even Energy Torrent, if you're going Erradicator/Supergirl from Smallville or the "new" Superboy) and half of the Arctic Mastery Pool. But again...it's sort of a compromise.
  5. Mister_Mass,

    would you mind posting out the remainder of your build (past 32?) I'd be curious to see how you handled your slot distribution, and what choices you made powers-wise at the higher levels.
  6. I put Hasten back in my build PURELY because I didn't think Energy Torrent and Focused Accuracy really fit my character concept, and I had to take some powers near the end. I likely won't move it up any further, I simply took it because it was there, and also so I could have Whirlwind (both Superman and Supergirl (at least movie-wise) made pretty good use of Whirlwind for various things) if they had an Ice Breath attack I probably would've taken that. (I see that there's an arctic mastery pool, but are any of those "breath style" attacks? Also, when you use group fly, if you cast it when no one is standing around you, does it just activate fly for you as per normal? (Only slower and with less End usage)? Or does it just not work if there are no other friendly targets nearby? If it still works, it might be a good alternative to fly, just use group fly and slot it up with say 4 fly speed boosters (to comp for the slower basic speed) and 2 End reducers. Does anyone know if this works?
  7. Well, I've decided to continue leveling on up to 24, and just use a respec there. My SG convinced me that I'm actually a damn good tank as it is, and they've been happy with my performance. They enticed me to stay by giving me a crapload of cash and making me buy DOs Having even 2 DOs slotted in Unyielding (which I now have) is making my life a HELL of a lot easier. The only thing is, I still suffer from chronic Endurance loss and having to tone back my attacks in a long (more than 10 minutes) battle, but that's ok because I can usually continue to tank and stand there taking hits. If it's a boss or something critical, I just pop an Endurance recharge Inspiration and keep fighting for a while. I'm going to try to set up a build where I can still get punch early, AND Hasten (but it looks like it will put off Res Elements at the very least, and I will probably end up not taking Unstoppable, as Dull Pain should be enough of a "cushion" for me, since I tend to fight on teams with healers anyway. I'll be working up a new build. The Respec also gives me time to perfect my build.
  8. The problem now being, I can't figure out how to get Punch BACK into my build. I created one without it, and I'm pretty streached to take all the powers I want. The only thing I could do is not take Group Fly, but I did sort of want it for RPish type reasons, see what you all think about this build (note that it has DO +3 enhancements all loaded right now, that can of course easily be changed):

    Exported from version 1.5A of CoH Planner
    http://joechott.com/coh

    Archetype: Tanker
    Primary Powers - Ranged : Invulnerability
    Secondary Powers - Support : Super Strength

    Level 01 : Jab
    Damage ( 01 )
    Accuracy ( 3 )
    Endurance Reduction ( 3 )

    Level 01 : Temp Invulnerability
    Damage Resistance ( 01 )

    Level 02 : Dull Pain
    Recharge Reduction ( 02 )
    Recharge Reduction ( 5 )
    Recharge Reduction ( 5 )
    Recharge Reduction ( 7 )

    Level 04 : Taunt
    Taunt Duration ( 04 )

    Level 06 : Air Superiority
    Endurance Reduction ( 06 )
    Accuracy ( 7 )
    Damage ( 9 )
    Endurance Reduction ( 9 )
    Damage ( 43 )

    Level 08 : Unyielding
    Endurance Reduction ( 08 )
    Damage Resistance ( 11 )
    Damage Resistance ( 11 )
    Damage Resistance ( 13 )
    Damage Resistance ( 13 )
    Damage Resistance ( 15 )

    Level 10 : Haymaker
    Endurance Reduction ( 10 )
    Accuracy ( 17 )
    Damage ( 17 )
    Endurance Reduction ( 27 )
    Damage ( 31 )

    Level 12 : Hurdle
    Jump ( 12 )

    Level 14 : Fly
    Endurance Reduction ( 14 )
    Flight Speed ( 15 )
    Flight Speed ( 48 )
    Flight Speed ( 50 )

    Level 16 : Health
    Healing ( 16 )

    Level 18 : Invincibility
    Endurance Reduction ( 18 )
    To Hit Buff ( 19 )
    To Hit Buff ( 19 )

    Level 20 : Stamina
    Endurance Recovery ( 20 )
    Endurance Recovery ( 21 )
    Endurance Recovery ( 21 )
    Endurance Recovery ( 23 )
    Endurance Recovery ( 23 )
    Endurance Recovery ( 25 )

    Level 22 : Resist Energies
    Damage Resistance ( 22 )
    Damage Resistance ( 33 )
    Damage Resistance ( 33 )
    Damage Resistance ( 37 )
    Damage Resistance ( 46 )

    Level 24 : Knockout Blow
    Endurance Reduction ( 24 )
    Accuracy ( 25 )
    Damage ( 27 )
    Endurance Reduction ( 29 )
    Damage ( 29 )
    Damage ( 31 )

    Level 26 : Group Fly
    Flight Speed ( 26 )
    Endurance Reduction ( 40 )
    Flight Speed ( 50 )

    Level 28 : Rage
    Recharge Reduction ( 28 )
    Recharge Reduction ( 31 )
    Recharge Reduction ( 33 )

    Level 30 : Resist Elements
    Damage Resistance ( 30 )
    Damage Resistance ( 34 )
    Damage Resistance ( 34 )
    Damage Resistance ( 34 )
    Damage Resistance ( 48 )
    Damage Resistance ( 48 )

    Level 32 : Unstoppable
    Damage Resistance ( 32 )

    Level 35 : Hasten
    Recharge Reduction ( 35 )
    Recharge Reduction ( 36 )
    Recharge Reduction ( 36 )
    Recharge Reduction ( 36 )
    Recharge Reduction ( 37 )
    Recharge Reduction ( 37 )

    Level 38 : Foot Stomp
    Recharge Reduction ( 38 )
    Endurance Reduction ( 39 )
    Damage ( 39 )
    Damage ( 39 )
    Damage ( 40 )
    Damage ( 40 )

    Level 41 : Conserve Power
    Recharge Reduction ( 41 )
    Recharge Reduction ( 42 )
    Recharge Reduction ( 42 )
    Recharge Reduction ( 42 )
    Recharge Reduction ( 43 )
    Recharge Reduction ( 43 )

    Level 44 : Laser Beam Eyes
    Damage ( 44 )
    Range ( 45 )
    Damage ( 45 )
    Defense DeBuff ( 45 )
    Damage ( 46 )
    Damage ( 46 )

    Level 47 : Super Speed
    Run Speed ( 47 )

    Level 49 : Whirlwind
    Endurance Reduction ( 49 )
    Recharge Reduction ( 50 )

    -------------------------------------------

    Level 01 : Brawl
    Damage ( 01 )

    Level 01 : Sprint
    Run Speed ( 01 )

    Level 02 : Rest
    Recharge Reduction ( 02 )

    It's sort of a blend of Hero14s build and Mister_Mass's build.
  9. I also just noticed you left Punch out of your build. I was tempted to do so, but it's such a cool-sounding attack when it lands...and it's good for comboing, the speed is just about right...not so sure I would leave it out, though I could see maybe putting it off till 8. I understand Haymaker is BETTER...(and probably has the cool sound effect also) but is it actually good to echew Punch in favor of it? Edit: Hmm...Jab is actually the attack with Disorient isn't it? I was thinking it was punch, but punch has knockback (which does look cool) but as has been stated before is somewhat questionable atm anyway...hmm I dunno...
  10. [ QUOTE ]
    Superlativegirl, from your last post it soulds like you have decided to reroll your toon & fix your character now rather than plod through until the lvl 24 respec. If so, it is a good call. You should be able to get back to 11 in just a few days of play, while trying to drag an underperforming toon through 13 levels & the respec trial is a real pain. trust me, I know.

    [/ QUOTE ]

    Yeah.

    [ QUOTE ]

    30 - Res PD (30)ResDmg
    32 - Hover (32)Flt (33)Flt (33)Flt (33)Flt


    [/ QUOTE ]

    Why taking ResPD and Hover at all? Just curious.
    [ QUOTE ]

    Defensively, I hold off slotting Unyielding for a few levels because Training Origin enhancements do so little for defensive powers. But if you expect to have the money to buy DOs in your early teens, then slotting up Unyielding makes sense.

    [/ QUOTE ]

    I've never actually BOUGHT a DO yet, how much ARE they?
  11. I'm actually on Virtue Havok, but I'll keep Justice in mind if I want to make some alts, for sure. I'll talk with my team, and see what they think before I do so. I'm looking heavily at Hero14s "version" of the build (since I don't really think I want to go the Hasten route, as there's too many other powrs I want (many for pure RP goodness like Group Fly) I will of course be taking Stamina (I can see I will need it) I need to be sure I grab taunt as early as I can since I know I will need it for teams, and they've grown to expect that I can taunt. I would LIKE to get Dull Pain as early as I can, as well as Resist Elements/Energies (unless you think Invincibility helps make up for not having it until later) Should I put off Air Superiority or Haymaker? I figure I can put off ONE of them but not both clearly. I also want to make sure I obviously take fly at 14. since I know I need to take Hurdle and Health by 18 (since 18 will go to Invinc) I can either take Hurdle at 10 OR I can take Dull pain at 10 hurdle at 12 fly at 14, Health at 16, Invinc at 18, and Stam of course at 20. This of course leaves me no room for Resist Elements/Energies until later...do you think this will be ok? I figure I need Air Superiority to unlock fly at 6 or 8 (since 10-20 are basically locked in for me)...ideas? Sorry if I overwhelmed you with this deluge, but I'm messing with Hero Planner as we speak...err type...so it's all running in my head.
  12. Havok,

    I'm also contemplating just recreating, but I'm going to talk to those I usually team with first, see what they think and see if they'd be willing to "hold my hand" until I get back to where I was (which shouldn't be more than a few days, realistically). But I will take your advice assuming I don't, and wait on a respec. Note of course that I'm 11 at the moment, so if you have any reccomendations of changes or specifics from 12-24, do let me know as I can always do that. I should've taken Unyielding at 8...but I was under the mistaken belief that it rooted, as the game says (they really REALLY need to fix that), had I known I was mobile, I'd have taken it at 8 for sure...Also...Hover is cool for...5 minutes...but then it isn't (unless of course one goes with your guide and 6 slots Hover) which I don't really want to do...I also should've taken Air Superiority at 6 instead (that one's been haunting me since...well six). I also didn't realize of course that slotting up RDP and TI don't really help you. I also wish I had resist Energies/Elements right about now...since I'm getting owned (solo at least) by Outcasts in Steel Canyon. I can certainly see my mistakes... Hehe.
  13. Hi Havok and others around the thread. Let me preface this by saying, I've been playing CoH all of 4 days, and I absolutely love it! I am still on my 14 day trial (though I fully intend to stay) so my experience level with the game is thusly quite short. In building my own "Supergirl" as it were I've made a few mistakes as I didn't find this guide until today, so the first 11 levels of damage has been done already, until I hit 24 and can respec, there's nothing I can do about this of course, however, does this seem like a valid course to take until I hit 24 and can respec? (I included 24 here just because I would of course have to take the level before I respec):

    Exported from version 1.5A of CoH Planner
    http://joechott.com/coh

    Archetype: Tanker
    Primary Powers - Ranged : Invulnerability
    Secondary Powers - Support : Super Strength

    01 : Jab dam(01) dam(3) acc(3) disdur(5)
    01 : Resist Physical Damage damres(01) damres(5)
    02 : Temp Invulnerability damres(02) damres(9) damres(11)
    04 : Punch dam(04) dam(7) endred(7) kbkdis(9)
    06 : Hover fltspd(06)
    08 : Taunt tntdur(08)
    10 : Dull Pain endred(10) endred(11) endred(17) endred(19)
    12 : Unyielding damres(12) damres(13) damres(13) damres(15) damres(15) damres(17)
    14 : Fly fltspd(14) fltspd(19)
    16 : Hurdle jmp(16)
    18 : Health hel(18)
    20 : Stamina endrec(20) endrec(21) endrec(21) endrec(23) endrec(23)
    22 : Invincibility defbuf(22)
    24 : Resist Energies damres(24)

    -------------------------------------------

    01 : Brawl Empty(01)
    01 : Sprint Empty(01)
    02 : Rest Empty(02)

    Let me know what you guys think.