-
Posts
3220 -
Joined
-
Thats another thing, the defender EMP (elec set though) is stated as a hold power, but the blaster one is 100% sure a disorient one. Nofuture stated EMP arrow has a aoe hold. I asume EMP arrow has the same 30m aoe.
Oh well, 6 more lvls and i can tell you what it does -
The thing with EMP is the lack of good info/stats i gues. As i read the EMP pulse from Defenders elec set is a awsome power, great damage (on bots) and huge drain. As i took the EMP from elec epic on my blaster, 3slotted EndMod and powerboost it can finaly drain even lvl minions (though it has no -recovery). Disorient i can hit 60seconds (still got my accolade to boost it to 90sec), though recharge and -recovery makes it a really 'once in a while use' power.
In that line im kinda worried the MM version of EMP arrow is gimped like the blasters one is compared to defenders.
I dont know many /TA MM's, true it is a very 'click' heavy build but with a bunch of macro's and binds i can get around pretty easy. yesterday on a few 32/33ish missions i did manage to run out of end, hasten running and no end-reds in powers takes it down slowly, but it goes down
My robot/poison do have stamina, runs Assault/tactics, but mainly for the healing spam. -
Taking both.. ok some cases maybe overdone if you dont got the powerslots for it, but at any case, get at least 1.
When you party a controller (aoe imm/hold/KD/whatever), RoF is just a awsome power to have. Minor note, the DoT boosted damage only last as long Bu/Aim is running. If Bu/Aim is over but RoF still running, it'll continue at normal damage. (same from ice storm and blizzard). -
Drop invincibility, its not needed in PvP.
Drop tough hide, the defence values are to low on it.
Both i disagree. Unyielding gives a -5% def, wich being nulified again with tough hide (autopower). Slotted it goes to 7ish%, having 2 enemy around you with invincible makes you get a nice boost on def/acc. (slot 2tohit/3def/1end in that case). Specialy in RV you can use turrets and archonos mobs to give yourself a better defence, specialy because your elemental resist is pretty low (nrg/n.nrg/fire/ice) Some say invinciblity is bugged, that it always gives 20% base acc when even 1 mob is around. If this is also in pvp, it gives you a great boost.
Experience comes from a 26 sirens tanker, 2 inv scrappers and 3 inv tankers on the 40-event. -
So lets say 15% shield.. thats 15% melee and 15% s/l, would make a 30% versus s/l in melee range?
-
Thats a nice start. I went for only gash/chop as starter, after that only focusing on fitness/leaping pool. Once you get unyielding and invincibility your end-usage because quite more, fitness at that point a prefered. But other side, you become quite more tanker-like. Do try to get Dull pain soon, it is a quit good panic button, provides alot damage migration (more hp = more regen = less healthdrop).
I didnt take beheader (dont like the animation) but i took the lvl20 Knockup power instead. Buildup to give the moment-extra power.
Though i'm far more solo atm, though i have taunt, i didnt take resist element/energy/physical damage yet. Currently 26, nearly 27. Some builds, if you focus more on tanking and take less attacks, you skip RPD and go for fighting pool to hit the near-cap-resist on s/l (with RPD/TI/uny. you're at 68% iirc). -
It does buff it.
But for the screennumbers, a 0.7 dmg will be shown as a '1' above the mob's head. Add 100% dmg from BU becomes a 1,4 tick, but it still shows a '1' above the mob's head.
Easiest is to find some lvl 1 mobs and try it on them. Ice storm from ice i've tested, that is a 100% confirm boost of damage. -
That is kinda related that fire is the 'damage/dot' of all sets.Ice master of Mez, nrg of stun/dmg, elec drain and dmg, sonic of debuff, AR/dev for the stealthy tricks. Ok, that said in a quick nutshell. Each set got its pro and cons, as so fire has too.
-
All secondairy of blasters are melee based.
It is a plain a risk-vs-reward system, if you decide to go melee, the usage of its powers will give you a high reward (great damage, mezz, or even survivability).
As for fire, its just a great mixture of several aspects each other secondiar has. You can group it next to /Ice, as /elec and /nrg are grouped.. /Dev is kinda alone. -
Since my everlasting hunger of altholicism still is around, i can put 1 of my toons in your SG if you like.
Got greatly experience in nearly every part of CoH if i say myself (CoV mostly on MM, somewhat corrupter - not 40+ yet) and several alts are still SG-less. -
Nope, i got a AR/ice blaster, firing 1 AR shot then hit BU it puts the gun away, it will do a redraw when i hit a power after it.
-
hm.. i get another coffee.. totaly misread that part
-
See.. i was in the right range
NPC: "apart from your socialism, you are my role model".
NPC: "all of this and blond, too!".
NPC: "villains.. if i see one more trying to rob the local bank, i go barf". -
Only power i might drop of /TA would be EMP arrow, then again.. not high enough lvl to test that power
Rest of the /TA powers each are wonderfull, once you have them all casted on a group its plain awsome to see how fast they drop. I do advice to get hasten, some powers can be stacked (disruption, glue, ice, flash and entangle arrow) wich wont make it with just 3x recharge in them (as some you just dont have the slots to get them even slotted with 3 recharge).
But why making non-attack bots? /TA imho makes your pets shine bigtime regarding damage.
As for endurance, i never have problems when i spamming TA powers (though i have no toggles running), i always run out of endurance when i have to summon all pets and upgrade them. But i hardly slotted them with end-reds. -
click on a civvie (npc walking around - be close to him) wich name starts with a J.. or was it K? maybe L? around jklmnop range
Cap npc's have some really funny text to say -
[ QUOTE ]
Power Boost also boosts Aim, Build Up, Boost Range, Sprint, Jump powers such as CJ and SJ, any +def powers, +end powers such as Stamina, KB powers such as Thrust and Buckshot, and some other things.
[/ QUOTE ]
The other thing, Fly speed
I agree it boosts more then just the 'kb on the AR', but each time you cast it (about 15 sec downtime with hasten/3xRech) you will put away your gun again. That's pretty annoying if you are in the middle of battle pumping out the bullets like there is no tomorow. Same goes for BU, though its less often to be used.
Maybe once you got into the epics, you can use it to boost the hold duration of the epic or the (in case of elec epic) duration of EMPulse (base 30, 3endmod/3rech can drain even lvl mobs instant of all their end and disoriented for 60sec). -
Drop the end-mod in Unstoppable, either go 3 res or put a recharge in it (base from unst. should be far enough already). Maybe see if you can add a extra endred in acro and Temp.inv.. they are somewhat higher end-users then your other powers.
Not sure if follow up stacks, but i would go for more slotting on that. Recharge or 2 might be pretty nice, you keep the damage up even when you miss once.
I rather would go resist energy, seems that nrg/n.nrg are a bit more common and high damage then the fire/ice side (both in pvp as pve). -
good and solid in what?
Solo or teambased?
scranker or aggromagnet?
Stone/SS is a pretty easy to go build in case of GA. Pools should be pretty logic too.. -
So its AR/nrg set you chosen. 1 power that you can skip then will be ignite. It has a 'OMG run!!' effect on mobs, wich other sets can overcome with a immobilize (or icepatch) power.
As nrg is 100% focused single target, you might skip Flametrower, kinda long animation in wich castingtime you can spam far more /nrg melee powers. Teamwise its a very nice power. Powerboost is somewhat useless, since it can only boost Beanbag (disorient duration) and the knockback from buckshot.
Boostrange is a booster that makes your already far range even further, will hit around 125ish ft range of all powers (awsome with fullauto).
From /nrg get stun, together with beanbag you can disorient him quite perma, since the other (outside TF) /nrg powers dont have 100% stun chance.
fast to say:
-fitness pool (u need the end)
-leaping pool (or any travel you prefer, leaping gives KB/hold resist)
Primairy
first power optional
2nd power
buckshot
beanbag
snipe
Flametrower optional
full auto
secondair
trust
stun
bonesmasher
Total focus
boost range
conserve
buildup
Do mind, between a AR->nrg->AR power chain you will have to draw you gun again, wich can give a annoying delay. -
[ QUOTE ]
Captain Freon and Eden Delphen> all
[/ QUOTE ]
I knew i should have kept the screenshot where i took down Freon -
Gonna take you a while when they got rooted running though
-
[ QUOTE ]
[ QUOTE ]
took me 808 (or was it 608?) i thinknot to mention the first 1400 before i rerolled from 44
... : / ...
Plight
[/ QUOTE ]show off!
325 badges
[/ QUOTE ]
Show off!
Most alts!! -
nova is just the common accepted name for their nuke.