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Posts
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Quote:I'll never understand why people think Fire/Kins have to run inside some sort of narrow band of content in order to be extremely potent. Fire/Kins are great. I hate teaming with a lot of them, because so many people have made one, that a lot of people play them badly (law of averages and all). But they work great in almost all content. Massively better than other sets? Well, Fulcrum Shift and Speed boost are very, very good and what they bring to any team, in almost every "band" of content is fabulous.Fire/Kins are good at a very narrow band of the game. Very good at that narrow band. They, however, get a lot of publicity from it because of just how good they are at that narrow band and how easily they can be made to demolish that narrow band. Outside of it...they're not any better or worse than other available sets. The dumbest aspect of that narrow band? Any set can destroy it as well. Fire/Kin just gets strong publicity.
And secondly, it's not a problem of Kinetics, it's a problem of Containment.
Containment is not the issue, since every character I play that benefits from Fulcrum Shift (which is every character I play, since they all have powers that deal damage) has incredible killing power. You do not need containment to obliterate.
Quote:Every time someone starts calling for this nerf, they are either an awful Kinetics or they made the quintessential Fire/Kin and went after the narrow band of simplicity. Every time. This is anecdotal and insulting to say but it repeatedly holds true...particularly with the other most vocal guy in your camp.
I always view this issue in the opposite light. If you think FS is only super-strong on controllers (and then only on some controllers), you must be an awful Kinetics.
Quote:Yeah, Melt Armor would be so overpowered, it's a great thing that they don't put that power into ep...wait. They do. They just lower the effectiveness and it happens to be part of a theme. Fire. Water. Electricity. Wind. Heart. Perhaps Kinetics can be part of power mastery...but then, each epic seems to be limited at 5 powers as of yet. Perhaps it just hasn't come.
But you know what? Gale isn't in any epics either. Hey everybody, nerf Gale, it's obviously overpowered because it's not in any epics!
Quote:You make the same claims and whines that others have made before but never really substantiated. Dead horse is dead and in fact, dead horse never existed except in your own distorted opinions.
Shouting it down and claiming it is a non-issue and that it is foolish to even discuss because it is perfectly and finely balanced as is doesn't seem reasonable. Neither is starting a nerf-herding thread with obfuscation. -
Looks more like a blaster secondary to me. Take out perserverance, resilience, and rebound; replace with some melee attacks, and it really looks like a blaster secondary.
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Quote:It also would not work for Electric or Ice blast (Blizzard drains end always and TB has to have at least one target). I am also interested in how the suggestion might affect Archery and AR (and future blast sets that may have those style tier 9s, as I imagine pistols will have).I stand corrected. Do you still have to wait for it to recharge though? (No access to game right now to check that.)
I once suggested adding 10 or 15 seconds of some mez protection (and allow them to be used while mezzed) to Aim and Build Up when ideas for blaster improvements were solicited. Since AR did not have Aim, I opted to include that ability into Full Auto (since it was the only longer recharge power AR had). Not sure how well it translates here though. The difference in recharge between Aim and Full Auto was 30 seconds base, and after common enhancing was considered, became negligible. The difference in recharge between Nova and Full Auto is 5 minutes base and still very significant even on a super-IOd build. -
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I think you understand, but I just want to makes sure. Voltaic Sentinel cannot be attacked and draws no aggro. Anything it shoots will shoot at you (unless a teammate has more threat, of course). It is simply a damage battery that doesn't require you to spend animation time after it is summoned. It's duration is short enough that re-summoning it can be a pain and I would venture to guess that most people find it a pain.
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Quote:If you do not hit anyone with a nuke, you will not lose any endurance (well, you will spend the end cost, but you will not have a crash).The idea has some merit, I think, but here's a little snag. What if you're mezzed from range, and you're out of the nuke's effective range to deal damage? At that point it essentially becomes just an endurance-crashing purple pill alternative, and not a very favorable one, in my opinion.
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Alternatively, you could change all (some/most?) attacks which have KB to have no inherent KB, but allow them to accept KB enhancements. KB enhancements could then enhance a powers damage and have a 100% chance to proc x KB. KB enhancers could come in a variety of flavors (0.4 mag, 0.8 Mag, 2.2 Mag, etc./whatever). The only technical hurdle would be making sure multiple procs stacked (I know KB mag can stack from multiple sources, but I am not sure if the system handles it well enough to be usable on purpose).
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Quote:Will that work with Claws primary? I have Lightning Field and will have Power Sink soonly (level 30 now). I knew PS would solve end issues, but since I have nothing else to drain end other than LF, I didn't think the end drain would be useful normally.Keep in mind that Power Sink is also an important part of your mitigation by sapping the endurance of your enemies.
I took Stamina. Energize has not been very helpful in managing my endurance, it has become my belief that Energize should not have an end cost (or it should be negligible like Consume). One should be able to respec out of Stamina at level 36 though, if one wants. -
I once recruited someone named Healing Rain thinking I was getting a Storm defender. Turned out they were Emp/Dark. Names are often a good guideline, but you can't just go by names.
I also do not believe most people looking for a controller are going to differentiate much between Earth or Ice anyway. -
Quote:/em golfclapMaybe I should just quit while I am ahead. No matter what I say.
If I say, "CoV is short for City of Villains", you would tell me that I was wrong. Flame on!
In RL I am an engineering designer. I recently invented a device that increases the air temperature from the vents of a heat pump by up to 50 degrees F. Energy consumption drops drastically and it works every time in minutes.
Your response might be, "Who cares. I like a cool house in the Winter!
I am what you would call, someone that thinks "outside" of the box. My IQ was tested at 166, but that was back in high school. If I tell you that decreasing the defense of a critter by 50% will increase your dps, you might want to try it before flaming it just to get your post count up.
And my global name IS Firewasp, but I do not only play CoH. I play 28 mmogs, so the chances you will see me online anymore are slim. You might catch me on Aion though. I am in a guild on CoH, but it is a private guild and base.
The only time I play CoX is when there is a new Archtype. I've played the bane and it is low dps compared to a scrapper. Tried a widow the other day. The power timers are extremely long which makes it too boring to play. Hit the npc, wait 4 seconds, hit them again, wait ... I may as well be playing a broadsword.
I know, this is a Defender board so I will stop. I would say that 30% of the replies here have been very good information for a Defender prospects, while 70% of the replies were nothing more than flamers. Squash any good idea people. -
That is a good question. I do not believe the answer is obvious as you seem to (it sounded like you were being rhetorical, if I misread the tone of your question, well, then I misread it).
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It is my opinion that Fortitude should be slotted for Defense, Regen Aura and AB should be slotted for Heal, and I'd want more Accuracy than 36% in Soul Drain.
Nukes are extremely situational, IMO. They can be fun to us just for giggles or they make a decent "Oh crap!" button. While I am not a fan of nukes, I do have a few characters with them. On my characters without nukes, I rarely miss having one (a few times a play session I may think, "Hmmm, this is dangerous and more aggro than the team can manage, if I had a nuke I might be able to get us out of this fast," but even then the team normally pulls through without the nuke anyway).
I really like +HPs, it helps you absorb damage as well as increases what Regen Aura has to work with. I notice you took the End Mod slot out of Ball Lightning. I almost did that on the build I made earlier in the thread and put it into Dark Consumption to get the +HP bonus (as well as even more recharge on that power). If you did that with my build, you would end up with +19.5% HPs, which is a huge increase in survivability for any character, and especially useful on top of massive regen and great resists with a smattering of defense.
I'd rather have Acrobatics with Fort, AB, and Regen Aura slotted better instead of a slotted nuke. Either way, the build should play fine and it might be fun for you to toy with the nuke for a bit to see if you enjoy it. -
Quote:Are you solo? If you are solo and have the no bosses setting engaged, then even setting yourself to 8 people will not spawn bosses (there will be boss critters, but they will be downgraded to Lts.).I HATE FIGHTING BOSSES!
No i really hate fighting bosses.
I set my map to -1s and still sometimes get bosses with equal to 6 people...
I set my map to 0's and get bosses when set to 6 people...
I really dont like fighting bosses at all. I dont like fighting purple foes eitherThank goodness I dont have to fight purple foes... Now... If i can set it to NO BOSSES EVER... I would be so happy
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Quote:I would not take 4 holds. My Ice/Elec blaster is level 26. I live on the attacks. Since you don't solo much, I'd much rather be dealing damage instead of control (tankers and controllers do it better, buffs/debuffs make them unneeded).After looking a little more, I'm thinking ice/elec/elec looks good. I plan to take frost breath, ice storm, and static discharge too, I can't stand blasters with no AoE. My other question is do I really need 4 holds? I don't solo much if that matters.
I'd take Freeze Ray at some point by the 30. Shocking Grasp is an excellent attack. I plan on taking Grasp, I do not have Freeze Ray yet, I may never take it.
Frost Breath + Static Discharge will be a great combo, I encourage you to pursue. -
Quote:Mmmm, just add Sched B damage to all KB enhancers!heh... there's an idea I could get behind. Fine.. change ALL kBack to kDown so that you can only get kBack again by slotting for it.
But then add extra damage from kBack like you got in the original Champions PnP game. Knock someone into a wall 3 feet behind them? HUGE extra damage. No wall at all? Just a little extra from road burn.
This, of course, will never happen, just as shockwave being changed to kDown will never happen, but it amused me enough to type it out. -
Since I use TP in combat on a few characters, I'd love to see its end cost reduced. That being said, I am not sure I'd say its too high at its current level. It is a bit hard when your travel power requires you to rest a bit between the trams in SC, but that usually becomes a non-issue with Stamina and an End Red slot.
Chalk me up as a solid, meh on this issue. -
I really like having recharge in Force Bubble. I find it very helpful to turn it off and then back on several seconds later in many circumstances, and the base 15 second recharge is just too long for that.
Moonbeam not slotted for damage seems underwhelming. I think I'd swap it out for Dark Pit. -
Quote:If your rules go farther than buff, debuff, blast, and charge, you have too many rules. Do you have too many rules?But there are ground rules that must be followed. If the rules are ignored, it will surely fail and the team will break apart before level 10. That would be a waste of my time and yours. However if the rules are followed, you will witness a team with unprecedented power and speed like you have never seen before
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Quote:I did call out odd enemy types (and I fight Arachnoids in Warburg from time to time with my heroes). I never said they were common, I was merely challenging the comment that Electric covers EVERYTHING.Did you just call out an enemy group that ends at 20 and 2 that you don't even fight in heroes??? Toxic damage is rarely encountered in heroes and they are never very hard hitting...... And elec armor has toxic resistance in it's tier 9.
/Fire will have a better early game but /Elec is superior in the late game when Psi dmg and end drain become more common.
As far as Toxic not being hard hitting, you must be one of those people who never fight Vahz because they are "too hard". I ran both Vahz arcs and the Posi TF (at level) with my /Elec scrapper. It wasn't the brightest move fighting stuff I was weak to, but it did illustrate that /Elec does not cover everything, and that Fiery has some overlooked strengths, at least pre-30.
In the low 20s, even warriors, family, and council were more problematic than my experiences with my /Fiery Aura scrapper. Granted, Focus + Spin may not be as good as Divine Avalanche + Lotus Drops, so my experience might be tainted by DAs greatness; OTOH Healing Flames is very, very good from level 12 on, whereas Energize only starts to get decent at level 23, and gets good at level 25 (assuming taking it at 22, and slotting it at 23 and 25).
I figure /Elec matures more late-game, I am going to be taking Tough which will help as well. I am just having trouble seeing how /Elec will beat out Fiery Aura survivability wise late game, but maybe I am undervaluing the Psi/Nrg resists (there are a fair number of nrg attacks late game). -
Achilles heel does not stack with itself. I believe, but am not positive, that even from multiple players, it does not stack.
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Touch of the Nictus is alright, and the two Theft of Essence that include recharge are OK. I still prefer the older sets for Drain Psyche.
Drain Psyche Level 20 PBAoE Attack (no damage) which debuffs foe regen and recovery while greatly increasing your own regen and recovery. This has a fast and sparkly animation and will help you fill up both your green and blue bars. You have to run into melee and center yourself in a nice big spawn to get maximum effect, but under most circumstances hitting even just 3 or 4 enemies will be fine. I highly recommend taking this power, it is useful for almost every playstyle. This power can replace Stamina and/or other endurance saving techniques or it can compliment Stamina so you have nigh on endless endurance. If you slot for End Mod, and use this just before a nuke in a large enough crowd of baddies, you can negate the recovery and start recovering endurance right after your nuke, although I do not recommend bothering to go that route. The regen is also useful against tougher targets, and the recovery can be useful if you have Electric as your primary.
Mid-level slotting 1 Acc, 2 or 3 recharge, 1 or 2 Heal Franken-slotting the cheaper Heal sets (Heal/Recharge and Heal/End/Recharge) is a good idea, you can skip the Acc if you plan to generally use Aim or Concentration beforehand
Late Slotting 1 Acc, 3 Rec, 2 Heal
Useful Sets This power has a lot of set options between Heal and End Mod sets. You can mix and match for some very nice set bonuses, while maxing out your heal and recharge enhancing or you can mix and match to get really good values for many of the things you can enhance.- 2 Efficacy Adaptor (Acc/Rech, Acc/End Mod/Rech), 3 Numinas (Heal/Rech, Heal/End/Rech, Heal), and a Harmonized Healing (Heal/Rech) yields good Acc, ED capped Rech and Heal and some minor End Red and End Mod enhancing. You also get +12% regen and +3% HPs.
- 1 Acc, 5 Doctored Wounds yields great enhancement value and gets you the +5% recharge bonus.
- 1 Efficacy Adaptor (Acc/End Mod/Rech), 1 Performance Shifter (Acc/End Mod/Rech), 3 Heal/End/Rech (any sets), 1 Heal (match one of the Heal/End/Rech sets or just a common IO) yields ED capped Rech and Heal, great End Red (while not a priority, IME, it can come in handy since this power costs 13 endurance base), and good Acc and End Mod enhancement. (this slotting yields about 10 SOs worth of enhancing)
- 3 Numinas (Heal/Rech, Heal/End/Rech, Heal) and 3 Miracle (Heal/Rech, Heal/End/Rech, End/Rech) yields ED capped Rech and Heal and great End Red, and +12% regen, +2.5% recovery, and +3.75% HPs
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Go fight Vahz, Snakes, and Arachnoids.
Quote:I think the Fire armors self heal may recharge a little faster.
I have a lvl 50 Fiery Tanker, a mid 40s Fiery scrapper, and a level 29 /Elec scrapper. My experience so far tells me that from 1-30, Fiery is more survivable, does better damage, and is better with endurance use (I know /Elec will win on End use once I make it to level 35).
Electric Armor may mature better than I expect in the late 30s and beyond, but so far, my money goes to Fiery Aura, but I still like and enjoy my Electric Armor scrapper so far. -
Quote:I wonder how true the thought is that "most" folks choose to cap Acc at 95% and vs. what level of enemies that may be true for.Yes, although technically both Def debuffs and Res debuffs are offensive boosts, since most folks choose to cap Acc at 95% you really gain no more benefit beyond that point.
I have a sneaky feeling, defense debuffs are worth a lot more in many PuG situations than people realize. I discount them a bit myself in forum conversation, because a lot of forumites build for capped Acc vs. +2s at least, but even with forumites I wonder if "most" applies. -
Quote:I've heard of that guy. He is the one with a /Traps MM and a /Traps Corruptor with which he kills AVs and GMs.Here is Silverados rad/sonic screens
I wonder if he has trouble with running GMs and how he ranks Rad and Traps.