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Posts
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Quote:That could work - it would be like expanding on the whole idea of the confuse element of Artic Air in Ice ControlSome interesting ideas there.
I think I may have just thought of an interesting idea... what if I go Ill/Cold and play the Illusions as delusions caused by hypothermia? It is a matter of fact, that people see and feel odd things as they experience hypothermia... perhaps that could work.
Hmmmm, maybe some arctic adventurer who himself experiences his own delusions after a brush with death at the hands of the icey north? Does that have a snowball's chance in heck? (I know, bad pun.) -
Quote:I think I stated it in my OP poorly... but I am not a fan of my current concept. I was looking for a new one.
But, perhaps making a suitable costume and some power color alterations could help. Maybe it is just the zombie-ness that is turning me off to him?Quote:If I'm going to do TA, I will do it "whole hog" and roll a TA/Archery Defender, or maybe alongside a Ninja MM. So, I guess, I really am a hard guy to please when it comes to controller secondaries.
Thanks for your input, nonetheless.
* Rad, and getting a new concept
* Thermal
* Cold Dom
* Kinetics
* Sonic
Personally Ive always found it difficult coming up with a concept for Thermal and Cold.
Rad, you could easily go down the magician route, particularly if you recolour the powers. Ive done something similar with a Rad/Dark defender. You could also go the mutant route and say that the Illusion powers are hullucinations caused by the radiation the character emits.
Kinetics, you could do the same in terms of hte magician thing.
Ive just retconned my Ill/FF (as it was SO boring to play) into a Ill/Sonic. She is an extra dimensional being from a chaos dimension called Apocalyptic Jester and I could get away with Sonic as it is just the way she sings.
I know you have said you don't really want to go down the TA route but I would also recommend giving it a try. Ive just started leveling mine and it is good fun. TA is a good 'troller secondary in my opinion because of the extra control and Oil Slick adds a load of extra damage (Ive got a Mind/TA at 50). The concept for my Ill/TA is that he had some cybernetic implants that allow him to emit psychic waves. He is a thrill seeker and decided to work for Hero Corps for the adventure. He decided to start using a bow for extra flare! Oh, and his name is Tricky Illusion! -
Quote:Inherent +acc and more varied damage types, AoE, and area control than Archery (the nearest comparison), from where I'm sitting.
What I'd rather see is Munitions/Tech APP made available to Defenders and, possibly, Controllers -
Quote:A Widow - I was playing around with both fortuna and a night widow training on Mids and could get soft capped defence on at least one position without using mind link or set bonuses (IOs only)I'm tired... of IO sets.
So many combinations across all ATs seem to need IO sets to either cover some critical weakness, or to fully take advantage of a power.
And I am tired of the whole thing. I am tired of trying to micromanage my Inf, my Merits, and maybe scrape enough Tickets together to matter.
I'm sick of playing toons up to their 40s, and finding I lose all the enjoyment as I start - and fail - to try and include IO sets into their builds. And always finding myself short on whichever currency I need at the moment.
I know part of this is my fault. I don't farm - I find that boring as all get out. Without farming, it seems I will never make the kind of Influence or Merits I would require. (Even the so-called 'Cheap builds' still seem to run in the hundreds of millions, and I've never gotten more than 30 mil on any toon before. And that by pure luck. And that's not even going into the mess that is the Red Side Black Market)
Theoretically, the game is balanced around using SOs. In practical terms, I know several of the power sets - especially some of the melee defenses sets - are pretty weak if not supported by set bonuses.
So what is a good AT and power combination for just slotting SOs (or generic IOs) and going to town? I want at least one toon I can play without having to worry about maximizing my merits, and hoarding my Inf to try to buy a single recipe...
Thank you.
But to be honest all my 50s in my signature I played and were effective with just a mish mash of generic IOs and SOs. Recently I have used sets in two of them (Grav/Storm and Mind/TA) but have mostly done that for Procs and maximising slots vs power effectiveness rather than for the set bonuses themselves. -
I used to use the Proc a lot but then I read this article on Wiki:
http://wiki.cohtitan.com/wiki/Force_...or_%2BRecharge
Because it was overpowered it was given a cooldown period before it would activate again. So it wasn't really worth it and so I slotted a more useful proc (aka a damage one).
But Im not actually sure how often it will active. If it is like the damage procs work then I think it acts like a toggle, ie would activate every 10seconds. But I could be wrong.
But thinking about it, if you are capped for those three recharges then you will have 118% recharge which is enough for perma hasten so I don't think you need anymore recharge.
Also the +7.5% recharge from the Luck of the Gambler IO is different to a 7.5% recharge bonus from a set bonus. So in theory you can have two sets of five 7.5% recharges. -
I have the Trap of the Hunter proc in Crushing Field on my Grav/Storm controller and find it makes the power much more 'spamable' (particularly if you slot some Endurance Reduction) and useful rather than fire it once and then not again.
Ive also been doing a lot of flashback arcs recently and lower lvl TFs and find it useful because it helps boost your damage out put.
I guess the only thing to consider with spamming Frostbite for the additional Proc damage is the -KB element which negates Ice Slick. -
I was thinking of rolling an Ice/Earth myself because I liked the idea of having both Artic Air and Mud Pots. Artic Air to confuse and make the foes want to run while Mud Pots actually helps keep there.
Plus Power Boost to make Artic Air that little bit more effective. -
Thanks for the advice!
Ive put it into the build and managed to keep the defence levels the same/touch higher while boosting my damage output etc!
Thanks -
Hi guys
Been playing my Ice/Stone tank for a little while now and just hit level 28. I am really enjoying playing him and been playing around with a potential end of the line build.
A few points from the build:
* I have aimed to just go over the soft cap for Smashing/Lethal/Energy/Neg Energy defence
* I have also aimed to boost my accuracy and recharge to compensate for the lack of slotting on some of my attacks and for powers like Hoarfrost and Hibernate
* Although I could save a power slot from taking SJ as a travel power I have taken Flight for concept reasons and don't think I lower the effectiveness of my build by taking it. Also Air Superiority is useful for attack chain.
* I went with Earth Mastery to make a pseudo heal with Salt Crystals and have Stalagmites stack with Fault.
* Its not the cheapest build in the world but I have a little inf saved up on other toons and plan on buying some recipes with merits.
Anyway - heres the build, let me know what you think!
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Chiiller Insect: Level 50 Natural Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Stone Melee
Power Pool: Flight
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Earth Mastery
Hero Profile:
Level 1: Frozen Armor- (A) Luck of the Gambler - Defense/Endurance
- (3) Luck of the Gambler - Defense/Endurance/Recharge
- (7) Luck of the Gambler - Defense
- (9) Luck of the Gambler - Endurance/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (5) Kinetic Combat - Damage/Endurance
- (13) Kinetic Combat - Damage/Recharge
- (34) Kinetic Combat - Damage/Endurance/Recharge
- (A) Endurance Reduction IO
- (3) Endurance Reduction IO
- (46) Impeded Swiftness - Chance of Damage(Smashing)
- (A) Kinetic Combat - Accuracy/Damage
- (5) Kinetic Combat - Damage/Endurance
- (11) Kinetic Combat - Damage/Recharge
- (19) Kinetic Combat - Damage/Endurance/Recharge
- (A) Endurance Reduction IO
- (7) Endurance Reduction IO
- (A) Doctored Wounds - Recharge
- (9) Doctored Wounds - Endurance/Recharge
- (15) Doctored Wounds - Heal/Recharge
- (17) Doctored Wounds - Heal/Endurance/Recharge
- (43) Doctored Wounds - Heal
- (A) Perfect Zinger - Taunt
- (11) Perfect Zinger - Taunt/Recharge
- (17) Perfect Zinger - Taunt/Recharge/Range
- (37) Perfect Zinger - Accuracy/Recharge
- (46) Perfect Zinger - Taunt/Range
- (46) Perfect Zinger - Chance for Psi Damage
- (A) Kinetic Combat - Accuracy/Damage
- (13) Kinetic Combat - Damage/Endurance
- (15) Kinetic Combat - Damage/Recharge
- (34) Kinetic Combat - Damage/Endurance/Recharge
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Flight Speed IO
- (A) Numina's Convalescence - Heal
- (19) Numina's Convalescence - +Regeneration/+Recovery
- (A) Endurance Modification IO
- (21) Endurance Modification IO
- (21) Endurance Modification IO
- (A) Luck of the Gambler - Defense/Endurance
- (23) Luck of the Gambler - Endurance/Recharge
- (23) Luck of the Gambler - Defense/Endurance/Recharge
- (31) Luck of the Gambler - Defense
- (A) Absolute Amazement - Stun
- (25) Absolute Amazement - Stun/Recharge
- (25) Absolute Amazement - Accuracy/Stun/Recharge
- (43) Absolute Amazement - Accuracy/Recharge
- (43) Absolute Amazement - Endurance/Stun
- (A) Efficacy Adaptor - EndMod
- (27) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (27) Luck of the Gambler - Defense/Recharge
- (31) Luck of the Gambler - Defense/Endurance/Recharge
- (33) Luck of the Gambler - Defense
- (34) Luck of the Gambler - Endurance/Recharge
- (A) Eradication - Chance for Energy Damage
- (29) Eradication - Accuracy/Damage/Endurance/Recharge
- (29) Eradication - Accuracy/Damage/Recharge
- (33) Cleaving Blow - Damage/Endurance
- (37) Cleaving Blow - Accuracy/Damage
- (40) Cleaving Blow - Accuracy/Recharge
- (A) Luck of the Gambler - Defense/Endurance
- (31) Luck of the Gambler - Recharge Speed
- (45) Luck of the Gambler - Defense/Endurance/Recharge
- (50) Luck of the Gambler - Defense
- (A) Recharge Reduction IO
- (33) Recharge Reduction IO
- (A) Eradication - Accuracy/Damage/Recharge
- (36) Eradication - Accuracy/Damage/Endurance/Recharge
- (36) Eradication - Chance for Energy Damage
- (36) Cleaving Blow - Accuracy/Damage
- (37) Cleaving Blow - Damage/Recharge
- (40) Cleaving Blow - Accuracy/Recharge
- (A) Crushing Impact - Accuracy/Damage
- (39) Crushing Impact - Accuracy/Damage/Recharge
- (39) Crushing Impact - Accuracy/Damage/Endurance
- (39) Crushing Impact - Damage/Endurance/Recharge
- (40) Basilisk's Gaze - Accuracy/Hold
- (45) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (A) Call of the Sandman - Accuracy/Recharge
- (42) Call of the Sandman - Endurance/Sleep
- (42) Call of the Sandman - Accuracy/Endurance
- (42) Call of the Sandman - Accuracy/Sleep/Recharge
- (45) Call of the Sandman - Chance of Heal Self
- (A) Recharge Reduction IO
- (A) Positron's Blast - Accuracy/Damage
- (48) Positron's Blast - Damage/Endurance
- (48) Positron's Blast - Damage/Recharge
- (48) Positron's Blast - Accuracy/Damage/Endurance
- (50) Positron's Blast - Chance of Damage(Energy)
- (A) Steadfast Protection - Resistance/+Def 3%
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
------------
Set Bonus Totals:- 2.5% DamageBuff(Smashing)
- 2.5% DamageBuff(Lethal)
- 2.5% DamageBuff(Fire)
- 2.5% DamageBuff(Cold)
- 2.5% DamageBuff(Energy)
- 2.5% DamageBuff(Negative)
- 2.5% DamageBuff(Toxic)
- 2.5% DamageBuff(Psionic)
- 17.4% Defense(Smashing)
- 17.4% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 15.8% Defense(Energy)
- 15.8% Defense(Negative)
- 3% Defense(Psionic)
- 10.2% Defense(Melee)
- 11.8% Defense(Ranged)
- 3% Defense(AoE)
- 5.85% Max End
- 5% Enhancement(Sleep)
- 67% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 40% Enhancement(RechargeTime)
- 224.9 HP (12%) HitPoints
- MezResist(Immobilize) 10.5%
- MezResist(Terrorized) 4.95%
- 8.5% (0.14 End/sec) Recovery
- 62% (4.85 HP/sec) Regeneration
- 5.36% Resistance(Fire)
- 5.36% Resistance(Cold)
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Quote:Ive got a Dark/Dark scrapper who is the same. His tech suit draws in energy from the netherworld to be used. He has failsafes to protect his mind directly but the energies has twisted his soul so his sense of right and wrong is a warped. I rolled him before we knew about GR but him being a vigilante would be perfect and he would go to redside to fight villains on their own turf!I'll only switch if it fits my story purposes. Right now I have a defender who uses a special suit to channel the energies of the netherworld onto his foes. But after using the suit for too long, the demons of the netherworld corrupt him, and force him into becoming a villain.
I don't have any preferences to either side, since they're both still the same game.
Ive got a few other characters who will sit on the grey side of things or will switch sides completely because they suit the concept of the character.
Although I am not sure if I will do it for characters where it doesn't fit because I actually enjoy both red and blue side content. -
I have a Tired Angel on both Defiant and Union. One is a Grav/Storm 'troller and the other is a Earth/Electric Dominator. Although they have different powersets (although both have powers effecting the nature etc) they are essentially the same character from different dimensions. They have their own cossies but the same body shape and shape face/features.
I also have a Tortured Angel, Hell's Angel Uriel and Tired Angel's Return all using the same body shape/facial features. -
Quote:The +Recharge proc used to affect the pet but they changed pet recharge so it cannot be boosted/slowed so the proc won't have any effect.What about the Force Feedback: Chance for +Recharge proc? If you slot it in a Tornado, does it effect the pet or the caster when it procs. If it's the caster than that might not be a bad proc to take.
Edit - just reread earlier post and got my answer
Although, how would a damage proc work in Lightening Storm, would it be the same as in tornado? -
Gravity/Storm - lvl 50
"Freak chaotic weather results in villains flying left, right and centre; one claims to be hit by a toilet!"
Mind/Trick Arrow - lvl 50
"'And the next thing I knew was I woke to find the ground was on fire!' claims startled bad guy"
Illusion/Force Field - lvl 50
"'Troller seen working on autopilot mumbling 'never again'"
Fire/Thermal - lvl 18
"Pyromaniacs dream burns away bad guys as quickly as his blue bar"
Plant/Kin - lvl 16
"Confused enemies wave goodbye to recharge"
Ive got a low level Ice/Cold, Illusion/Trick Arrow and a Earth/Rad but can't really comment on those yet -
Glad to see GGRRR is still number 3 - although we've slowed down a bit recently
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Quote:Totally - give a list of heroes/villains that went in. People choose one, write the letter and the winning ones get publishedThese are wonderful additions to the CoX canon. 50 people went? Given the quality of this batch of letters, I do hope we get to see all 50 letters in the end.
Might have made a great community competition. -
Ive just read these and thought they were brilliant. There is some really heart warming and funny stuff in there. I really liked Ruin's letter.
Hats off to the writers, very well done -
Quote:oops! My mistake, must be working on old info! Thanks for the updateJust a quick correction: it has been confirmed by a developer that there is only one intermediate stage between Hero and Villain. There is no "true neutral" side that you can become (starting Praetorians can play as such until level 20, but then must pick either Hero or Villain).
The chain goes:
Hero -> Vigilante -> Villain -> Rogue -> Hero -
Quote:Just because a VEAT uses the GR system doesnt mean they automatically become a hero. They could be a Rogue, Neutral, Vigilanty (the 3 shades of grey before they can become a fully fledged hero) - which could easily cover the aggresive rogue arachnos.IMO VEATs shouldn't be able to switch sides. In fact Rogue Arachnos exist and they are more brutal/aggressive and against Lord Recluse's fair approach to things.
If ever Arachnos switch, they will be against Arachnos and Heroes and there will be some new TF or new contact or a new patron from Marshal Blitz.
If you want to RP and be a hero Arachnos then make a claws scrapper. I doubt you want to wear Arachnos uniform cause if you walk around Paragon City the Heroes will attack you unless you are a shape shifter.
Correct me if I'm wrong though. But I am against the switching VEATs to hero side... :P
Edit - And VEAT only have one costume (of 5) which has their Arachnos uniform so they won't necessarily be walking around in uniform all the time!
Edit Again - Also Claw Scrappers cover only cover one branch of Widows, and even then not very well!
Sorry for all the edits but the more I read your post the more I don't get your objection to VEAT switching sides, sorry :S -
Ive taken it on a few toons mainly for concept reasons. Although SoM can generally be more useful (because it is a cone), I think I actually prefer Ghost Slaying Axe (I think it looks cool!)
And it can be very useful when exemping down to do a Positron TF! -
Ive always thought a REAT would be fun and I like your ideas. My own ideas are quite similar and I have kind of thought of the APP for Rikti could include:
* Com Officer training - various powers to summon temporary pets such as drones, rikti monkeys and guardian
* Guardian training - various powers to mimic those of guardian such as a weaker accelerate metabolism, force field bubble etc
* Magi training - various attacks/debuff powers that mimic the way that some Rikti have learnt how to use magic
* Advanced soldier training - Upgrades for Rikti that have gone down the warrior path (e.g. auto power to increase resistance etc)
* Advanced mentalist training - Upgrades for Rikti that have gone down the mentalist path (e.g. a power boost kind of clone to boost powers of holds etc)
The only couple of things I would suggest a change in would be:
* Make it a story arc to open them up rather than a task force, mainly because there are people who only like to solo.
* Not a longer tutorial - I mainly say this because people may like to team from the outset and being stuck in a tutorial zone may not be fun for some. I think you could continue the the story through the use of introductory contacts. -
Looking at them both in Mids' Hero Designer the compare like so:
Ball Lightening - Recharge: 32s, Damage: 42.2(some of which is Damage over Time), Range: 80, AoE, -100% Recovery (4 seconds), -1.25 Endurance, cast time 1.07 seconds
Static Discharge - Recharge: 24s, Damage: 45.7, Range: 40, Cone, -100% Recovery (4 seconds), -1.25 Endurance, 4.29 Endurance to self (10% chance), cast time 2.07 seconds
Both have a Endurance cost of 19
So SD does more damage, recharges quicker, does all its damage up front and gives a chance to increase you endurance BUT has a shorter range, is harder to hit multiple targets and takes longer to cast -
Cool - thanks very much for the input D-Void, Magikwind
Think I will definitely aim to save Stamina (I was planning onto originally but Dark Con and Consume made me question it, hence the me asking).
I think I will keep Taunt, but may move later in the character build rather than early on
Thanks again guys -
Ive just started playing a DM/FA brute and am really enjoying him. He is the first Brute Ive managed to get to a decent level (hes lvl 22 and all my other Brustes have stalled at around lvl 4!).
I've just got a couple of questions about it though:
* How useful is Taunt? Ive taken it so far but am finding it not to be that effective as when I have taken it on my Tanks. Is that just my imagination or do they work differently between the ATs?
* Do I need Stamina? So far I have been running without it and have found although I have the odd time I need to quickly rest between mobs Consume and Dark Consumption seem to be doing the trick (even though they are unslotted).
Thanks guys! -
Not sure about Alpha classes - different ATs do different things in my opinion so there isn't always a direct comparison, and then within an AT different power combos produce different results.
As for what the Arachnos Soldier, Arachnos Widow and Warshade are, they are unlockable "epic archtypes". For the Arachnos Soldier and Widow (collectively known as Soldiers of Arachnos) you unlock them by getting a villain to level 50 and a Warshade (and Peacebringer, collectively known as Kheldians) by getting a hero to level 50.
They aren't necessarily better than other ATs but are a bit more complicated and have a team focus to them.
Best place to get all the information on them is following these links:
http://wiki.cohtitan.com/wiki/Peacebringer
http://wiki.cohtitan.com/wiki/Warshade
http://wiki.cohtitan.com/wiki/Arachnos_Widow
http://wiki.cohtitan.com/wiki/Arachnos_Soldier
EDIT - Welcome back btw -
Vampires I would generally say go with Super Strength/Reflex or Super Strength/Regen with the flight power pool because Vampires are generally always seen as being stronger, faster and heal quicker than a normal human.
Or as people have said if you are going the magic route with a Vampire then Dark is always a good choice.
I have always gone the controlling the laws of nature and the elements in terms of my Angel characters. My character Tired Angel is a Grav/Storm controller and a Earth/Electric Dominator. Ive also got Angel's Ghost who is a Storm/Dark and Tortured Angel who is Fire/Storm. Ive also got another incarnation of Tired Angel as a Plant/Cold controller. My character Hell's Angel Uriel is a Necro/Thermal MM.