PhroX

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  1. Quote:
    Originally Posted by EU_Damz View Post
    I'll be on the EU servers sorry
    Same

    Anyway, I'll be dumping a few characters I don't play but are too high level to delete (including a couple of 50s) onto Defiant to clear up some space on Union, and doing a couple of renaming swaps, but no migrating for me.
  2. Quote:
    Originally Posted by EU_Damz View Post
    I'ld much prefer that rather than no fire sword animation. Since the actual name of the attack states "fire sword" so does need to animate using the fire sword in some form.
    Not really. The alternative animation "Foot Stomp" is a ground punch. Same with some of the MA alternatives - despite having "kick" in the name, they're punches.
  3. Quote:
    Originally Posted by Skydance View Post
    Fiery Melee: All fire sword attacks should have alternate animations with no sword. Ideally, all current non fire sword attacks should have a variant with the sword.

    The swords are don't really fit my concept at all. So I'd love to have a fiery, but no sword animation, especially for Fire Sword Circle. Likewise, I can think of a number of concept where it would fit much better if all attacks had the fire sword out.

    Thank you.
    I know nearly everyone's saying it, but I have to put in another vote for this. For both Fire and Ice melee. And maybe even Stone with all mallet/all stone fist versions.

    Actually, what would be really cool would be summoning two fire swords and using the DB animations. But that'd probably be pushing it.
  4. Yeah, I hate stupid limitations like this. Doesn't make much sense. Bright pink is far more painful to me than a dark red....

    Also, give us a proper grey colour. Currently, regardless of the powerset, we can have black with a touch of grey, or white with a touch of grey, but not just grey.
  5. I won't link it as it's about as NSFW as you can get, but if you're not offended by sexual pervsions, then Sexy Losers is great.
  6. Quote:
    Originally Posted by Gruumch View Post
    Healing Flames is % heal, but I could be wrong. I am sure someone will come around and give some more info.
    Pretty sure healing is actually based on a "heal" AT modifier (much like we have damage, debuff, control etc modifiers). Currently, these modifers are set to match the ATs base HPs, though there's no mechanical reason why they have to be.

    So, in practice, healing works off base, unmodified, HP. Regen, on the other hand, works off the current max HP.
  7. Quote:
    Originally Posted by Deus_Otiosus View Post
    It's not unbalanced at all, as you said, due to the Fort damage scale.

    It does less damage than Scrapper (post nerf) Shield Charge and is up less often.
    I don't really think they'd be unbalanced with blaster number either until you start hitting the ridiculous levels of rechage IO set can give. With just your basic SO levels of 60-90% rech, it'd be fine.
  8. Quote:
    Originally Posted by Silas View Post
    I personally prefer powers like SoW/OWtS/RoA/FA/SC/LR compared to 'traditional' nukes and godmodes.

    What I love about this game is the dynamism and I feel weaker, less punitive powers are more conducive to that than more powerful, hard crashing powers.

    Especially since you don't generally need the absurd levels of survivability/damage that the traditional tier9s give. If SoW can give me the toughness I need to survive a given fight, (which it can), why would I prefer Unstoppable?

    Superfluous extra dmg/survivability paid for in harsher penalties is a bad deal. I much prefer the direction taken by newer sets like WP/DP/SD.
    Agreed. Full nukes and "old style" defensive T9s don't do much for me. I'd take the former if they didn't have the crash, as it is fun to do that much damage, albeit occasionaly, but things like Unstoppable are a free power slot IMO.

    Actually, I'm not even that keen on SoW/OwtS. IMO, far and away the best defensive T9 (well, excluding Granite) is MoG.
  9. Quote:
    Originally Posted by Roadmaster View Post
    Switched to a diff section on the tab (1,2 etc), prob solved, except now when i press a number it activates on the first tab only, can you tell me how to use the other hotkey tabs to actually use a power on a hotkey on said tab? Sorry if it's confusing, tried my best.
    Alt+<number> activates that position on tab 2, and Ctrl+<number> activates that position on tab 3. Tabs 4-9 don't have a keybind by default.
  10. The thing is, even with RoA, Archery's AoE abilities are not significantly better than Fire without Inferno...
  11. Quote:
    Originally Posted by Neogumbercules View Post
    Dominators are getting rain of fire?! SWEEET!
    And fireball. So a */Fire/Fire Dom will have Combustion, Fire Breath, Fire Ball and Rain of Fire, along with a 30sec duration "old" Firey Embrace.
  12. Incidentally, regarding making Blaster nukes crashless, it seems to work fine on Fortunatas. Psychic Wail is a full scale nuke (albeit on a Fort's damage scalar) with no crash. It's very much a "use whenever it's up" power, but unless you've got ridculous amounts of +rech, then it's not up often enough to make it truly unblanced IMO.
  13. OK, I had of course forgotten that Corruptor Mu doesn't get an AoE immobilise. Was thinking of Brutes. On the other hand, it seems that villains will get access to APPs even without going hero side (unless I've completely misunderstood), so Electric mastery with it's ST immobilise is still something worth considering. Seriously, Tornado is that good at killing things that it's worth taking another power just to be able to use it properly. Freeze Ray should give -kb, but it's unreliable from my experience. Sometimes it works, sometimes it doesn't, can't tell why. (It's not to do with whether the target is held or not, I've seen held foes thrown around by 'nado).

    On the other hand, checking the numbers, the APP AoE attacks - including School of Sharks - are nowhere near Frost Breath.

    Anyway, here's a quick build I've whipped up. 39% ranged def, 53% Energy Res, 31% S/L res. Plenty of recovery and global rech. Some expensive stuff there, but no purples. "Electric Shackles" should be "Electric Fence" from the Elec APP. If you're happy leaving 'nado for AVs (they're immune to KB) and teams where your friendly Dom is spamming his AoE immobilise, take Assault in the last slot instead, with a EndRed IO.

    edit: Just to note, one of my main aims was to get the defense without making significant sacrifices elsewhere, which I feel this build does quite well for a 10 minute job. All the big powers are slotted well enhancement wise. Also, I don't like mules. If I'm putting slots into a power, I want to be using said power

    Villain Plan by Mids' Villain Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Corruptor
    Primary Power Set: Ice Blast
    Secondary Power Set: Storm Summoning
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Ice Blast -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(3), Thundr-Dmg/Rchg:50(3), Thundr-Acc/Dmg/Rchg:50(5), Thundr-Acc/Dmg/EndRdx:50(5), Thundr-Dmg/EndRdx/Rchg:50(7)
    Level 1: Gale -- Acc-I:50(A)
    Level 2: Ice Bolt -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(7), Thundr-Dmg/Rchg:50(9), Thundr-Acc/Dmg/Rchg:50(9), Thundr-Acc/Dmg/EndRdx:50(11), Thundr-Dmg/EndRdx/Rchg:50(11)
    Level 4: O2 Boost -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(46), Dct'dW-Heal/Rchg:50(46), Dct'dW-Heal/EndRdx/Rchg:50(46), Dct'dW-Heal:50(48)
    Level 6: Snow Storm -- EndRdx-I:50(A)
    Level 8: Swift -- Flight-I:50(A)
    Level 10: Frost Breath -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(13), Posi-Dmg/Rchg:50(13), Posi-Dmg/Rng:50(15), Posi-Acc/Dmg/EndRdx:50(15)
    Level 12: Ice Storm -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(17), Posi-Dmg/Rchg:50(17), Posi-Acc/Dmg/EndRdx:50(19), Posi-Dmg/Rng:50(19)
    Level 14: Hover -- LkGmblr-Rchg+:50(A)
    Level 16: Freezing Rain -- UndDef-Rchg/EndRdx:50(A), UndDef-DefDeb/Rchg:50(21), UndDef-Rchg:50(21)
    Level 18: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(25)
    Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(23), EndMod-I:50(23)
    Level 22: Fly -- Zephyr-Travel:50(A), Zephyr-ResKB:50(25)
    Level 24: Steamy Mist -- S'fstPrt-ResDam/Def+:30(A), LkGmblr-Rchg+:50(27), LkGmblr-Def:50(27), LkGmblr-Def/EndRdx:50(29), ImpArm-ResDam:40(29), ImpArm-ResDam/EndRdx:40(31)
    Level 26: Bitter Ice Blast -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(31), Thundr-Dmg/Rchg:50(31), Thundr-Acc/Dmg/Rchg:50(33), Thundr-Acc/Dmg/EndRdx:50(33), Thundr-Dmg/EndRdx/Rchg:50(33)
    Level 28: Freeze Ray -- Lock-Acc/Hold:50(A), Lock-Acc/Rchg:50(34), Lock-Rchg/Hold:50(34), Lock-EndRdx/Rchg/Hold:50(34), Lock-%Hold:50(50), Lock-Acc/EndRdx/Rchg/Hold:50(50)
    Level 30: Hurricane -- DarkWD-ToHitDeb:50(A), DarkWD-ToHitdeb/Rchg/EndRdx:50(36), DarkWD-ToHitDeb/EndRdx:50(36), DarkWD-Rchg/EndRdx:50(36)
    Level 32: Blizzard -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(37), Posi-Dmg/Rchg:50(37), Posi-Dmg/Rng:50(37), Posi-Acc/Dmg/EndRdx:50(39), RechRdx-I:50(42)
    Level 35: Tornado -- ExRmnt-Acc/Rchg:50(A), ExRmnt-Acc/Dmg:50(39), ExRmnt-Dmg/EndRdx:50(39), ExRmnt-Acc/Dmg/Rchg:50(40), ExRmnt-EndRdx/Dmg/Rchg:50(40), ExRmnt-+Res(Pets):50(50)
    Level 38: Lightning Storm -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(40), Thundr-Dmg/Rchg:50(43), Thundr-Acc/Dmg/Rchg:50(43), Thundr-Acc/Dmg/EndRdx:50(43), Thundr-Dmg/EndRdx/Rchg:50(45)
    Level 41: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(42), LkGmblr-Def/EndRdx:50(42)
    Level 44: Charged Armor -- RctvArm-ResDam:40(A), RctvArm-ResDam/Rchg:40(45), RctvArm-ResDam/EndRdx:40(45)
    Level 47: Hasten -- RechRdx-I:50(A), RechRdx-I:50(48), RechRdx-I:50(48)
    Level 49: Electric Shackles -- Acc-I:50(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Scourge
    Level 6: Ninja Run
    ------------

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |-------------------------------------------------------------------|
  14. Quote:
    Originally Posted by Bad_Influence View Post
    I remember those days well. I was running across Mercy and Port Oakes [seemingly] all but barefoot instead of across the Hollows, which I will grant you is a lot worse than Mercy... but still pretty bad. Especially for a new player.
    Ergh...Mercy...there was that stupid mission to defeat some infected in a warehouse on the opposite side of the map. Not hard, but so boring. Made doubly annoying by the fact that I was generally too tough for the mobs outside there to kill me, so no n00b teleport after the mish. I was delighted when I ran a villain through Mercy recently to find that it'd been moved nearer Kalindra. Or was it Burke? Either way, it's closer to the contact.
  15. Quote:
    Originally Posted by Armath View Post
    No, School of Sharks only Immobilizes, so you're good to go from the -KB perspective. Considering i have an Ice/Sotmr Corr, i'll give him a go with School of Sharks+Shark Skin and maybe Frost Breath, although i'm still not that much fused for the later :P.
    Actually, the more I think about it, the more I feel that having -kb would be a good thing. It's the one thing my 'fender misses (Freeze Ray's seems to be bugged). Tornado is insanely powerful if you can stop the enemies being thrown around by it and, on a good IO build with defense, the kd from FR isn't going to be missed that much (plus of course, you don't have to use it all the time). IIRC, the Mu PPP has -kb in it's Immob, so that might be worth considering. The armour is probably a bit better too (Energy damage is more common than cold)

    Quote:
    But really, i believe that immobilize from the SoS will be a huge bonus. I've been doing x0/x6 solo missions below lvl 50 and when the enemies came close to me that would almost totally spell faceplant for me. Maybe i shouldnt run x6 missions, but i been itching for orange numbers falling down mah screen bro .
    I know the feeling....I very nearly sloted FR for damage

    Anyway, as I said, I'll try to whip up a build when I get home. Won't be optimised, as I'm not in the mood for spending that much time on it, but it'll give a feel for how I'd build a I/S Corr.
  16. Quote:
    Originally Posted by Armath View Post
    To be honest, i've never found enough reason to include BIB in my attack cycle simply because the more closer you get to enemy mobs, the more dangerous it becomes for you. I can totally understand that you need to take it if you're play defender since (no pun intended) his damage totally blows compared to a corruptor. But, with the first two powers on full recharge and a hasten in effect, you won't need anything else. I'd probably get BIB for the slotting bonuses, just as i did with the BFR, but, when it comes to them, the BFR gives defense bonuses with just 2 slots.
    Being a bit closer is hardly dangerous - Foes are still at range, and this build is going to be pretty close to the ranged softcap. If you're that scared, turn on Hurricane. BiB's damage is so good that I cannnot ever see how passing it up or slotting it for something other than damage would be a good idea. It's like a SS brute dropping KO Blow cos he has Haymaker and Punch...

    And defender damage when soloing is pretty much the same as corrs these days.

    Quote:
    Frost Breath has such a long animation and requires you to go very close to the mobs. But then again, it'd be better to get School of Sharks. A bit less damage, but it has immobilize, less endurance, faster animation, bigger range and considering it is a DoT power, you can easily stack in there 2 damage procs to more than make up for that damage difference.
    Yeah, I can't judge how well the Corr PPPs will work for this char, but FB is a very solid attack. Actually, why not take both? More AoE is always a good thing. The only thing that migth worry me is that if the Shark powers have -kb (can't check, at work ), which could interfere with FR's mitigation. On the other hand -kb is great for Tornado and LS, so it could be a good thing. An interesting trade off perhaps...

    On my 'fender, I went with the Dark APP to combine Op. Gloom with Thunderclap, giving me a Mag 5 PBAOE stun with 1 click. Come GR, if you're willing to go Hero, then Corrs will be able to do this too. 'Tis nice.

    Quote:
    As for the aim, you get it primarily for 2 reasons: In order to slot in Gaussian's and to get an extra opening punch for Ice Storm.
    Problem with the build is that you have no aoe mitigation powers, like fearsome gaze, that can help you to properly setup your combo, unless you grab school of sharks. And even if you do, you lose access to Scorpion Shield. Choices, choices...
    FB does more than an extra 30% damage on Ice Storm If you had BU as well to combine it with, I'd take it, but on it's own, Aim has never impressed me.
    And while GSFC is nice, you really need to give 6 slots to it, which seems a waste on something I'd generally put 2 on.

    Losing Scorp Shield is not problem here, as we're going for Ranged def not S/L. In fact, one of the resistance one's is far better.
  17. The best way to get into TF/SF groups is through the Global Chat channels. Most, if not all, servers will have some dedicated to finding groups for such, and as long as you're not trying at some silly time (4:00 in the morning for example), you can usually find people willing do do stuff.

    Regarding raiding, there's still not much (many, including myself, consider this to be a good thing). Hamidon and the Mothership are the two existing ones, while the Cathedral of Pain will be reintroduced with Going Rogue. Again, the best way to do these is through the channels. Often there'll be regular raids, MS in particular.
  18. I once saw someone with light blue and purple combined on his (or her?) electric powers. Looked great.
  19. Generally, it depends on what stage of my build I'm at.

    When I'm going with SOs/common IOs, a single Acc is all I usually go for, as, while more is nice, it comes at the cost of other things I want. There are a few exceptions - powers with innate accuracy penalties (eg many AoE controls) get two, as do heals that have an Acc check (eg Twilight Grasp), cos you really don't want them to miss.

    Once I start Frankenslotting, I look for at least 40%, and preferably 50% or even 60%, though again, some powers need more. And with sets, I tend to just take whatever the set is giving me. If there's a choice due to me not using the full set, I try to get 50-60%. Combined with the Acc bonus I've usually gotten from some of the sets, this works fine.

    Other Acc/ToHit boosts, like Blinding Feint or Tactics, or Def debuffs, might let me get away with less, but I tend to use the same amount anyway out of habit
  20. While I've not tried the corruptor version, I do have a Storm/Ice 'fender, so I might be able to give some help.

    Firstly, DON'T EVEN THINK OF DROPPING BIB. It's your best ST attack, and probably second only to Blaze when it comes to corruptors in general. Get rid of that debuff slotting and put in a full set of T'Strike if you want ranged def.

    Also I'd definately recommend Frost Breath. It's not the best power ever, but it's still a good solid chunk of AoE damage. Combined with FR, IS and sometimes Bliz, it'll give you an impressive AoE output. The bit of extra -rech is just the icing on the cake

    Aim is, IMO, a waste on non-blasters. An effective 30% damage boost for 10secs really ain't going to make a massive difference - the other two powers are gonna do far mroe for you.

    If I remember, I'll have a look at your slotting when I get home and can use mids. I'm crap at remembering sets off the top of my head
  21. Genesis of Aquarion - Where do I start with trying to describe this? Hmm...OK, imagine if you will, a sexual psychologist making a mecha anime while tripping on acid. And you're about halfway there. Or, in the words of TVTropes, "Teenagers with Psychic Powers piloting an orgasm-powered Super Robot fight evil Shadow Angels from Atlandia who feed on human lifeforce." Equal parts WTF???, /facepalm and HOLY CRAP THIS IS AWESOME!!, Aquarion is pretty nonsensical (unless, I suspect, you're high...) but I still found it thoroughly entertaining for some reason. Highly recommended
  22. PhroX

    traps/??

    Quote:
    Originally Posted by Crindon View Post
    I wasnt really including dark blast for the fact dark doesnt have that much damage.. But I do like the tentacle immob.. =D
    Dark actually has pretty good AoE damage for a defender, though it's ST capabilities are indeed not that great.

    As for Sonic, well, it wouldn't suprise me at all if a Trap/Sonic could solo GMs.
  23. Quote:
    Originally Posted by Pyber View Post
    Haha, yeah so do I. Generally I don't run into trouble playing a Kin like that, but there's always some shmuck that thinks that anything that isn't a Scrapper, Tank or Brute shouldn't be in melee range. I'm guessing they're of a similar breed to the folks that think being a Defender automatically means you should be a healer. More often than not when I run into such shmucks though, they quickly change their opinion when they see the kind of damage I can pump out when I'm at the damage cap 90% of the time, lol.
    Hehe, I remember back when CoV first came out, I was ordered by a couple of brutes to keep my Dark/Dark Corr out of melee. For once, I decided to actually pay attention to an order like this (even knowing how wrong it was). The next fight, one of them died and had a go at me for not healing him.
  24. PhroX

    I Want It All ;D

    Quote:
    Originally Posted by Dechs Kaison View Post
    Dark Armor tank. Best heal in the game.
    True, but regen has MOAR HEALZ!
  25. PhroX

    I Want It All ;D

    If you really want to heal, roll a */regen scrapper