Tonality

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  1. Quote:
    Originally Posted by Chad Gulzow-Man View Post
    SS = Super Strength
    SD = Shield Defense
    FA = Fiery Aura

    Edit: It wasn't made readily apparent, but the preferred Villain farming AT is the Brute. Personally, I'm a big fan of my Elec/Shield Brute for all his crazy AOE attacks.
    As much as I love elec/sd, it just doesn't compare to SS/SD. The reason has to do with the two pseudopets capping out at 400% dmg, which is easy to do with fury, against all odds, and slotting. Scrappers don't have to deal with fury cutting into their maximum potential, hence why an elec/sd/blaze scrapper can outperform an elec/sd/mu brute easily.

    But, Elec/SD is still a fun combination to play, even if it isn't the best brute.
  2. Flexibility is the most important thing about the build.

    Fearsome Stare is what I would open up with to negate any Alpha. As a mag-3 mez, you'll take all the minions and lieutenants out of the fight. You can then focus on the boss, which leads to...

    ...those two holds you can use selectively. Whether that's using both on a boss that is a threat or taking two sappers out of the picture, you're covered. You have tar patch you can use for extra mitigation.

    Fluffy should be out as much as possible. He heals and adds some control. With the one proc, he does a small amount of damage from time to time as well. For soloing, try to keep an eye on him and stay in range of his heal in case you get stunned and can't heal yourself.

    Darkest Night is a great damage debuff and to-hit debuff. It's very useful. Pick something and kill it last.

    For teaming, I'd rely more on fearsome stare and tar patch. I'd save the holds for emergencies if something notices you (or for fun because Soul Storm just looks cool).

    As for how I would play and build that combination, I would have a few things to consider. I could pick up Scorpion's shield and work towards getting 45% Smashing/Lethal/Energy defense so I'm tough to kill. I could go with a more jack-of-all-trades build like this (yours is flexible), or I could go all out recharge for a more offense-oriented build. As rad/dark isn't something I'd really want to trickout, I'd go with a build similar to what I already modified. As I use corrs mostly for teams, not solo, I'm more into the support/control of dark with some good attacks from the primary. I personally hate neutron bomb. Irradiate is nice, but requires you to head into melee range, which might not be what you want to do. Electron Haze and Cosmic Burst have the same range, so you might pair those two up.

    As for aim, I left it unslotted with six slots so you can choose what to do. Aim is a great power and I probably wouldn't skip it either. I'd either 5 slot it with adjusted for the 5% recharge or 3 slot it with 2 adjusted for the 2% dmg and 1 rech IO. The extra slots can go in your attacks for various procs such as:

    1) Achilles Heal, chance for defense debuff
    2) Devastation, chance of hold
    3) Decimation, chance of buildup
    4) Touch of Lady Grey: Chance of Neg Dmg

    Edit:

    Here's another take on a rad/dark, this time focusing on getting 45%+ Smashing/Lethal/Nrg defense. It makes you a lot less vulnerable to mezzes. The recharge isn't as good, but that's why you have hasten. With both tough and shadowfall adding decent resistance across the build plus your defenses, you're a fairly tough squishy, not to mention an awesome heal. Fluffy isn't as nicely slotted, but that's because fluffy boosts my S/L defense now, and Fluffy already likes immobilize a little too much anyway.

    I'd probably go with this one myself, but I like being tough to kill.

    Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    rad-dark: Level 50 Magic Corruptor
    Primary Power Set: Radiation Blast
    Secondary Power Set: Dark Miasma
    Power Pool: Fighting
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leaping
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Neutrino Bolt
    • (A) Thunderstrike - Damage/Endurance/Recharge
    • (3) Thunderstrike - Accuracy/Damage/Endurance
    • (3) Thunderstrike - Accuracy/Damage/Recharge
    • (5) Devastation - Accuracy/Damage/Endurance/Recharge
    Level 1: Twilight Grasp
    • (A) Touch of the Nictus - Accuracy/Endurance/Recharge
    • (7) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
    • (9) Touch of the Nictus - Accuracy/Healing
    • (9) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
    • (11) Doctored Wounds - Heal/Endurance/Recharge
    Level 2: X-Ray Beam
    • (A) Thunderstrike - Damage/Endurance/Recharge
    • (13) Thunderstrike - Accuracy/Damage/Endurance
    • (13) Thunderstrike - Accuracy/Damage/Recharge
    • (15) Devastation - Accuracy/Damage/Endurance/Recharge
    • (15) Devastation - Accuracy/Damage/Recharge
    Level 4: Tar Patch
    • (A) Tempered Readiness - Endurance/Recharge/Slow
    • (5) Recharge Reduction IO
    • (7) Recharge Reduction IO
    Level 6: Darkest Night
    • (A) Dark Watcher's Despair - To Hit Debuff/Endurance
    • (17) Dark Watcher's Despair - Recharge/Endurance
    • (19) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
    • (19) Dark Watcher's Despair - To Hit Debuff/Recharge
    Level 8: Boxing
    • (A) Kinetic Combat - Accuracy/Damage
    • (11) Kinetic Combat - Damage/Endurance
    • (21) Kinetic Combat - Damage/Recharge
    • (23) Kinetic Combat - Damage/Endurance/Recharge
    Level 10: Swift
    • (A) Run Speed IO
    Level 12: Aim
    • (A) Rectified Reticle - To Hit Buff
    • (17) Rectified Reticle - To Hit Buff/Recharge
    • (23) Recharge Reduction IO
    • (25) Recharge Reduction IO
    Level 14: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (21) Miracle - +Recovery
    Level 16: Shadow Fall
    • (A) Reactive Armor - Resistance
    • (25) Reactive Armor - Resistance/Endurance
    • (29) Reactive Armor - Endurance
    • (29) Reactive Armor - Resistance/Recharge
    • (31) Gift of the Ancients - Defense/Endurance
    • (31) Gift of the Ancients - Defense
    Level 18: Cosmic Burst
    • (A) Thunderstrike - Damage/Endurance/Recharge
    • (33) Thunderstrike - Accuracy/Damage/Endurance
    • (33) Thunderstrike - Accuracy/Damage/Recharge
    • (33) Devastation - Accuracy/Damage/Endurance/Recharge
    • (34) Devastation - Accuracy/Damage/Recharge
    Level 20: Stamina
    • (A) Performance Shifter - Chance for +End
    • (27) Performance Shifter - EndMod/Accuracy
    • (34) Performance Shifter - EndMod
    • (36) Performance Shifter - EndMod/Recharge
    Level 22: Hasten
    • (A) Recharge Reduction IO
    • (31) Recharge Reduction IO
    • (36) Recharge Reduction IO
    Level 24: Super Speed
    • (A) Endurance Reduction IO
    Level 26: Fearsome Stare
    • (A) Glimpse of the Abyss - Chance of Damage(Psionic)
    • (27) Glimpse of the Abyss - Accuracy/Fear/Recharge
    • (39) Glimpse of the Abyss - Accuracy/Recharge
    • (39) Nightmare - Accuracy/Fear/Recharge
    • (39) Nightmare - Accuracy/Recharge
    • (40) Nightmare - Fear/Range
    Level 28: Howling Twilight
    • (A) Recharge Reduction IO
    • (40) Recharge Reduction IO
    Level 30: Combat Jumping
    • (A) Kismet - Accuracy +6%
    Level 32: Petrifying Gaze
    • (A) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
    • (34) Basilisk's Gaze - Endurance/Recharge/Hold
    • (37) Basilisk's Gaze - Accuracy/Recharge
    • (37) Basilisk's Gaze - Accuracy/Hold
    • (40) Essence of Curare - Accuracy/Hold/Recharge
    Level 35: Tough
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (36) Reactive Armor - Resistance
    • (37) Reactive Armor - Resistance/Endurance
    • (43) Reactive Armor - Endurance
    • (46) Reactive Armor - Resistance/Endurance/Recharge
    Level 38: Dark Servant
    • (A) Enfeebled Operation - Accuracy/Immobilize/Recharge
    • (42) Enfeebled Operation - Accuracy/Endurance
    • (42) Enfeebled Operation - Endurance/Immobilize
    • (43) Enfeebled Operation - Accuracy/Recharge
    • (45) Miracle - Heal/Endurance/Recharge
    • (46) Miracle - Heal
    Level 41: Scorpion Shield
    • (A) Luck of the Gambler - Recharge Speed
    • (42) Luck of the Gambler - Defense
    • (43) Luck of the Gambler - Defense/Endurance
    Level 44: Web Cocoon
    • (A) Basilisk's Gaze - Accuracy/Hold
    • (45) Basilisk's Gaze - Accuracy/Recharge
    • (45) Basilisk's Gaze - Endurance/Recharge/Hold
    • (46) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
    • (50) Essence of Curare - Accuracy/Hold/Recharge
    Level 47: Summon Disruptor
    • (A) Expedient Reinforcement - Endurance/Damage/Recharge
    • (48) Expedient Reinforcement - Accuracy/Recharge
    • (48) Expedient Reinforcement - Accuracy/Damage
    • (48) Expedient Reinforcement - Accuracy/Damage/Recharge
    Level 49: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (50) Luck of the Gambler - Defense/Endurance
    • (50) Luck of the Gambler - Defense
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Scourge
    ------------
    Set Bonus Totals:
    • 3% DamageBuff(Smashing)
    • 3% DamageBuff(Lethal)
    • 3% DamageBuff(Fire)
    • 3% DamageBuff(Cold)
    • 3% DamageBuff(Energy)
    • 3% DamageBuff(Negative)
    • 3% DamageBuff(Toxic)
    • 3% DamageBuff(Psionic)
    • 13.6% Defense(Smashing)
    • 13.6% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 19.9% Defense(Energy)
    • 19.9% Defense(Negative)
    • 3% Defense(Psionic)
    • 8.31% Defense(Melee)
    • 11.4% Defense(Ranged)
    • 3% Defense(AoE)
    • 9% Enhancement(Accuracy)
    • 3% Enhancement(Immobilize)
    • 5% Enhancement(Heal)
    • 41.3% Enhancement(RechargeTime)
    • 4.4% Enhancement(Terrorized)
    • 5% FlySpeed
    • 116.5 HP (10.9%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Confused) 2.5%
    • MezResist(Held) 2.5%
    • MezResist(Immobilize) 7.45%
    • MezResist(Sleep) 2.5%
    • MezResist(Stun) 2.5%
    • MezResist(Terrorized) 2.5%
    • 17.5% (0.29 End/sec) Recovery
    • 44% (1.97 HP/sec) Regeneration
    • 1.88% Resistance(Negative)
    • 5% RunSpeed
  3. Quote:
    Originally Posted by Gospel_NA View Post
    Without using some pretty expensive HOs to slot active defense you just can't get a very good defense debuff resistance which leaves you very vunerable to defense debuffs, which are rather more common in the game than you might expect. You find them on my mob groups ranging from Outcast, CoT, Arachnos, Cims, Council, and tons more. Also, I do really like the +HP component to shield, but I don't think it does you as much benefit when you don't have resists, heals, or high regen to really take advantage of the boon.

    I do see the benefit of a strong AoE, however, I think in terms of survivability a more solid defense is actually the better defense rather than the old addage the best defense is a good offense.

    And "lolz" as you put it for two votes is...well "lolz" worthy, the topic is still young. ^_^

    But it would seem that SR gets a bit of a vote of confidence so far.

    To others, yes WP does seem to be pretty strong in most casts with good defenses (When built for it), decent resistances, and a strong regen, and hitpoint base to back it up. But on the same note it also seems to be vunerable to defense debuffs, the need for large groups to be at its most effective, -regen attacks (Which I think are positvely more rare than defense debuffs), and significant spike damage. What I wouldn't give for a non-interruptable self heal on WP.
    The thing about SD is how all the various powers work in concert - especially if you're playing a SS/SD or a DM/SD. I personally would rank those two as the most survivable in most situations redside. Invuln will scream bloody murder at carnies, which you do encounter in the high levels.

    To begin with, shield has True Grit, which increases your regen indirectly - by increasing your max HP. The higher HP and regen rate helps against spike damage. Then you add in Against All Odds. This power not only buffs your own damage, but debuffs enemies, effectively acting as resistance on the limited numbers you already get. While SR offers scaling resists, SD is a bit more consistent, and helps against spiking, which the RNG seems to like doing.

    With DM/SD you have layered -to-hit debuffs to stack onto your hopefully capped positions, and a heal that fits nicely in your attack chain. It's the character of choice for me when I want to Raid the Snake Temple. In the hands of a smart player, orange inspiration use goes a long way.

    With SS/SD you have a tremendous amount of mitigation through damage and knockdown. With a fast-recharging footstomp (armageddon and FF proc) you can keep most enemies from attacking you. This particular strategy is very effective against elder snakes. You also have shield charge, which works as a mini-nuke to eliminate clear most minions and lieutenants.

    You have Against All Odds stacking with Fury and Rage to achieve incredible amounts of damage which can clear enemies quickly and eliminate threats quickly.

    Yes, you are vulnerable to defense debuffs, but I find that only PPD and Shivans are the ones that hurt the most, because they enjoy blasting at range. This also eliminates the potential for KD, which I can rely on against Cims.

    My vote goes to SD, because damage is a form of survivability.
  4. If this is a finished build, I don't have any qualms about the power order. If it isn't, stamina at 49 is pretty late. Even on my 3 elec brutes, I still rely on stamina.

    I usually go with 4-slotting lightning field for slot efficiency (scirrocco's Acc/Dam/End, Dam/End and the same from multistrike). But, that's so that I can put more slots in other powers where I'm more eager to get set bonuses. End Mod in lightning field is nice, but if you slot powersink well enough, you'll be fairly pleased with its performance.

    Powersink is a very useful tool. It serves as a PBAoE taunt, extra mitigation preventing enemies from using their higher-endurance attacks, and refills your own endurance. On top of that, you can get it firing pretty frequently. Once you have enemies sapped, they do little more than brawl. Mind you, this mitigation becomes less effective if you're running +3 or +4 difficulty or fighting AV's. If you can slot it for end mod, you can get ~80% drain on enemies on the first shot. Given adequate recharge, 20 seconds later you can fire it again and finish off draining the surviving bosses, leaving them only with brawl.

    The extra resistance IO in grounded isn't too important. The bonus you get to negative resistance is fairly negligable.

    If you can spare a 6th slot, adding a Golgi Exposure (heal/end) to Siphon Life certainly can be worth it. I definitely agree with Julius on this one.

    If you're willing to rely more on powersink and energize (for the end redux) you can go staminaless, especially since you have dark consumption as well as power sink. Personally, I still like stamina, but it's doable - especially on a DM/elec.
  5. You can also double click on the enhancement toolbar and skip clicking manage.

    Anyone know any other ways?
  6. That isn't a fair question. There are circumstances where just about every set will falter.

    For example, Rularru have +to-hit bonuses that devastate defense builds that in most situations are unstoppable. Against Rularru, I would probably bring an elec or a willpower brute.

    Even granite armor can struggle against certain enemies. Throw enough psi damage at a granite brute and it can feel pretty squishy.

    The devs have done a fairly decent job at making sure that just about every set has an achilles heel. What players determine, then is which of those weaknesses is the least prevalent in the game. Hence, a SR or a Shield.
  7. When exporting, instead of using the "Official Boards", use the PHPbb, and choose fruit salad. It will solve your formatting problems and that particular color scheme seems to be the most visible on both villain and hero backgrounds.
  8. Quote:
    Originally Posted by UberGuy View Post
    because they don't want to be ebil. Or something.
    Fix't
  9. Quote:
    Originally Posted by Golden Girl View Post
    Already voted for CoH in all catagories
    Yup, that CoH is a great F2P game.
    (hey, I can dream)

    *dons "I Voted" sticker*
  10. Quote:
    Originally Posted by ClawsandEffect View Post
    I'd go Rad/MM personally.

    Your survivability will be better with Drain Psyche. Irradiate and Psychic Shockwave look (on paper at least) to be a devastating combo.

    You don't really have to be THAT much more mobile. Just fire Psychic Scream as you're on your way into melee range. I would only use Electron Hazeto group stuff into a corner, if at all, the animation time on that power feels pretty glacial for what it does.
    This is exactly what I'm thinking. Thanks.


    Quote:
    Originally Posted by dougnukem View Post
    I have a Rad/Fire at 29 right now, that pretty much mows through mobs with a decent aggro holder, as I tend to really piss mobs off. I can also say that with just SOs, I burn through end VERY fast, but it's at the cost of fantastic damage.
    I have a lvl 50 Sonic/MM/Elec, so I have experience with the whole having to jump between melee and ranged to make full use of the cones also. I end up mainly staying ranged, as the 3 main cones do enough damage that Psi Shockwave isn't really needed. I will jump in for DP though. :P

    Either way, you can't go wrong from my standpoint.
    I didn't notice any serious end problems at level 24 on my Rad/Fire. In fact, I was handing out blues. But that might have more to do with slotting end redux in my attacks, and 3 slotting stamina with up-to-date SOs.
  11. Tonality

    Public Apology

    Quote:
    Like Tonality's reply, that has writting in it that is being compaired to my own.Writting in which you definatly cannot understand.
    You missed the entire point. While one can still read the jumble, it takes some time and frustrates the reader. With communication, it is best to avoid adding unnecessary obstacles. What I, and others are suggesting, is that you consider trying to eliminate these obstacles.

    Quote:
    You see, Tonality, as well as a few of you others who have openly assualted my Grammar, for nothing more then to abuse the fact that someone has apologized, and admitted to being weak in one area or another leads me to nelive that the old quote, "No good deed goes unpunished." to be true.
    My post was hardly an assault. You're welcome to try reporting it, and I'm open to any criticism if my post had problems from others.

    Quote:
    I will also point out, that half of the people who have posted here, are known for bothering people, taunting, and seem to have a chip bigger then the one that drives there computer on there shoulder.
    Alright, prove it. I want to see quotes from post history. You can even start with me. If you do find evidence that I have a history of bothering and taunting people, I'd certainly like to see that.
  12. I'm assuming this is a brute. Whether you go for melee or S/L depends a lot on your primary, and what the maximum reasonable values you can achieve without gimping yourself.

    For example, super-strength has lots of single-target attacks available. All of these can take kinetic combat and get some impressive S/L numbers - much higher than the numbers you would get slotting for melee defense. You can easily get around 37% S/L defense on a SS/Elec, without gimping yourself. (including tough/weave/steadfast). You'll wind up with around 27% Melee defense using the same rules, but different sets. HUGE difference.

    However, electric melee has 3 single target attacks (one of which is often skipped). The rest are AoEs - Jacob's Ladder, Thunderstrike, Lightning Rod. These three sets offer good values for melee defense, and then Charged Brawl/Havoc and Chain Induction can take Touch of Death for more melee defense. Trying to get higher numbers on S/L defense where there is no good PBAoE S/L defense set complicates matters. You can get around 34% Melee Defense without gimping yourself (including tough/weave/steadfast). Slotting for S/L defense yields around 29.5%. There is potential to get the build higher, but I didn't want to take and slot taunt.

    However, there are advantages to S/L defense:
    -Reactive Armor also forces you to slot up some moderate Nrg/Neg defense. The neg defense can help that hole in electric armor.
    -Having some defense against defense-debuffing bullets is nice. Otherwise, you may find that your Melee defense leaves you more open to cascading failure from bullets.

    I personally decide on a case-by-case basis, and see just what performance I can get with those two options on that build. If one clearly yields better numbers, I have to go with that one.
  13. I'm really surprised DM/SD performed that well in PvP.

    As far as I know, Shield is not a good PvP set. This is because powers like focused accuracy, kismet +to-hit and tactics can make short work of your defenses. On top of that, you have diminishing returns, which means that while you're softcapped on that shielder in PvE, you aren't in PvP.

    With that said, you do have decent tools if you rely on One With the Shield for more resistance. You can get decent resistance numbers, but I just don't see shield being a good competitor. Throw in some meager to-hit debuffs and you'll be alright, providing your enemy isn't kiting you.
  14. Quote:
    Level 1: Charged Armor -- ImpArm-ResPsi:40(A), ImpArm-ResDam:40(3), ImpArm-ResDam/EndRdx:40(7), ImpArm-ResDam/EndRdx/Rchg:40(25)
    I think you'd be happier going for +HP with titanium or S/L defense with Reactive. You're a 'human battery' and endurance is a thing of the past! I would definitely stack some more HP and regen by slotting health up and maybe regenerative tissue for physical perfection.

    The key is using powersink offensively, and knowing how low your blue bar can go before firing powersink will crash your toggles.

    Trust me. I've played 150 levels of electric brutes to know this - an AT that thrives on never stopping for anything.
  15. For me, it's about that one character. I've enjoyed playing it so much lately, that I'm mostly curious to see what it can do if I slap on some shinies.

    Unfortunately, I've played it too much lately, and well, even the double-mini-nuke gets old after a while.

    Lately, I've been rather altruistic. I probably gave away around a billion redside as some nice surprises for others. I have about five project toons now, but I just don't have the patience to play them.

    So, I pulled out good ol' morrowind, and downloaded the Tamriel Rebuilt mod. But, I played that to exhaustion. Then, I've been a little too busy posting on these forums lately.

    I really do want to play CoH. But I don't.

    (Yeah, it doesn't make sense)
  16. Just farm more purples, P_P so you have more to talk about. Or give them to me and show everyone how nice you are. Someone who likes puppies that much should be nice enough to give me purples.

    My Elec/SD/Blaze scrapper would appreciate an Armageddon, Apocalypse, and Hecatomb set. Thanks!

    Otherwise, given my dwindling energy to farm/marketeer right now, it's going to be two months before I have it outfitted.

    I really should be farming right now. 2 billion or so more should do it. It's a shame my inf is all redside.

    edit: I'm asking for purples in jest. I haven't even met you.
  17. Quote:
    Originally Posted by Schismatrix View Post
    Fighting Rikti is one area where ELA is definitely not squishy. Rikti damage is mostly energy, against which ELA normally has capped resistances. Against almost every other enemy ELA might be a bit squishy, but definitely not against Rikti.

    As for the KB, even without Grounded being active it's fairly easy to get 12 points or more of KB protection with some IO usage.
    There are two things that still hurt when fighting Rikti on /Elecs:

    1) The lethal damage component of Rikti Swords
    2) Lots of Mesmerists stacking Psi Dmg

    If you get enough bosses that have these attacks, you will take a beating, though less-so with your dark primary. I'd definitely take the mitigation in dark over Fire on an /elec. What it really says is that resistance set bonuses are not on par with defenses, and while players can become nigh-invincible on defense sets, you can only go so far with resistance sets.

    It's a pity.
  18. Tonality

    Public Apology

    Quote:
    Originally Posted by Fire_Minded View Post
    Ohhh,almost forgot!The way a person spells,uses comma's,ect....doesnt reflect on there overall intellegence,it just means they have bad writting habits.Habits im fine with.
    There's a huge difference between poor communication skills and typos. I think that is the point Schismatix is trying to make.

    forexamuliculdtipeporlyliekthsiandfrgt2uzspaces uproblycnaraedthsinewayifuspnedengoughtiemlooknig@ it

    But, when it comes to trying to communicate points, it is far better to try to be as clear as possible and eliminate any obstacles that you might create in communication. It's common courtesy, and it's something people seem to lack.

    It has been said that people often judge others within the first ten minutes of meeting them. After that time is up, it is difficult for that person to change any judgment that has been made on them. Therefore, if one does value being an effective and respected member of society, it is probably a good idea not to flaunt poor grammar.

    For some reason flaunting poor grammar seems to be popular now. I don't get it. It doesn't mean I want a pristine post, but I certainly respect the posters on this board that seem to put some effort into their posts more than those that don't.
  19. If playing support characters, it is useful to know that using Shift+1 through 8 selects your teammates (excluding yourself)

    You can bind it as well by:

    /bind numpad1 teamselect 1
    /bind numpad2 teamselect 2

    and so forth.
  20. Tonality

    Dark/Rad

    The fighting pool adds survivability where concealment offers nothing really solo (other than mules for LOTG 7.5s). 5 slotting tough with 4 reactive armors and one steadfast not only gives you excellent resistance to smashing lethal, but 4.88% defense to Smashing/Lethal/Negative/Nrg. Coupled with weave, that's nearly 10% more defense on your build to make you harder to hit. The harder you are to hit, the less you will be mezzed.

    I'd probably drop the last two slots out of EMP myself as well. Basilisk is enough and your global recharge is good. Solo, you'll be fine. I'm sure you can find better places to put those slots.

    If you aren't concerned about cost, then you want to 4 slot defense toggles with LOTG, including the 7.5 recharge, and leave it at that. All three set bonuses are good, compared with Red Fortune, so it's a lot more efficient (and more expensive) to use.

    I'd also suggest looking at Harkness' build then for a base to keep tweaking. It is more expensive, but it will perform better, especially solo. If you don't mind the cost, then definitely go that direction.
  21. Snark in broadcast:

    nub: LF AE:
    Me: AE is located in the center of Cap Au Diable, near the Fortune Weaver.

    But to answer your questions I have to ask one: Redside or Blueside?

    Redside, Infinity has been quiet lately, though a look at the market implies redside in general is struggling more than the past. However, infinity will remain my redside home, and I do have a wealth of characters ready for SF's. I'm more than happy to do SF's most of the time.

    Blueside is home to the Taxibots, which I had the pleasure of being a part of for a while (I just couldn't stay active). They are a very helpful group oriented at organizing various events and providing a 'taxi' service around, especially for lowbies. A rather interesting group of people. If you like helping others, this is definitely a group to get in touch with.

    I never quite understood RP, but they do meet I think Thursday nights in Pocket D to dance or something. Honestly, if I danced like that, I wouldn't. Well, I don't dance anyway. But there is a decent RP community. They even walk around Port Oakes. WALK. I don't get it, but to each his own.

    For teams, I have generally been pleased with most PuGs. Players seem decently educated with the game, and we seem to have a very low number of idiots here.

    PvP is dead here. Most of the active PvPers left for freedom. I can only think of a handful of PvPers with toons slotted for PvP still here.

    Edit: One important thing to note is that the majority of players on infinity ignore the forums. We have a few active forumites, but compared to most other servers, we seem to have more players interested in the game over posting.
  22. Yay, post #1000. I think I'll stop posting for a while and bask in the multiple-of-ten-ness. (guess ya'll don't have to put up with me for a while)

    Dark Armor has to be the least played secondary because it has a bad reputation, and it still is very endurance hungry (I mean, just look at the end cost for that awesome heal). IO's do take away the brunt of that, but most players don't even think about those things until late in the game. For those that don't want to invest a ton of IOs to deal with the recharge and runspeed penalties, staying in granite and teleporting around can get old pretty quick - even if you know you're nigh unkillable.

    Energy Aura has typed defenses, and has a psi hole. Unlike the positional sets, it really doesn't have many advantages (though one distinct one is having greater ease to softcap it by level 35). However, most players find it a little ... different than the rest of the sets. It still can be a great set. It's just a lot of players feel they must be playing the greatest set.

    Invulnerability isn't too common to find redside. I'm not really sure if it's just that willpower supplanted the set or the commonly spouted psi hole to it. It is a very useful set, especially for the ITF. Some of the builds on the tanker forums have managed soft-capped typed builds, which drastically increases this set's survivability, putting it on near-par with stone, without the penalties.

    Electric used to be unpopular. It didn't have a heal and most felt that end drain was a less-than-ideal form of mitigation as it didn't help it in situations where it needed the most help (running at ruthless or invincible difficulty). I loved the set, and have 150 levels of experience playing it. After I hit 50, I tweaked it and tweaked it in the game as I kept finding things I didn't like about it. I'd expect it to do something and it just couldn't. I was competitive and didn't like seeing other brutes pull off things I couldn't. So, a few respecs later, and I arrived at a final build of 27% melee defense and Aid Self for healing. A lot of people advise slotting it for interrupt, but I only had the slots to spare for healing, so I had to practice consistently pulling off the heal. Luckily, AE had just come out, and I could spawn huge amounts of mobs around me. I challenged myself to use aid self in the midst of literally hundreds of mobs. There's a few tricks I'll share with you:

    1) Knockdown is essential: For my elec/elec, that meant after Lightning Rod, I could heal.
    2) Powersink forces an animation on enemies, which catches those enemies that haven't been knocked down long enough for me to...
    3) Successfully fire Aid Self.

    I now had a way to use Aid Self consistently in combat when I needed to, and that drastically added to my survivability. Now, I'm spoiled with energize, and I'm starting to see more electric brutes out there.

    Anyway, those are the secondaries out there. Someone else is sure to offer up some primaries. My money is on dual blades being the least popular, slightly ahead of battle axe.
  23. Quote:
    Originally Posted by Dispari View Post
    Snipes just check again for LOS. Doesn't do anything to allow the person to dodge by moving unless they go behind something solid, which doesn't normally happen in dodgeball.
    It would probably need to be a new attack - likely a very, very, very narrow cone. It would have similar activation rules like a PBAoE, so it can fire without targetting anyone.

    Now how to actually come up with a way to have it acquired and lost is another story, and probably involves the cone being a pseudopet spawning a glowie, which probably isn't possible.

    This of course, is just conjecture on what I see from playing the game. I have no clue how it actually works.
  24. Quote:
    Originally Posted by LISAR View Post
    I don't really see how baby new year size could be an issue. He's very easy to click and see like those pet whisps and fairies. If a player's size makes him too hard to buff then how would this be an issue for anyone but the player?
    I imagine someday, some midget will have a rant at some poor defender somewhere because he didn't get healed and the poor defender doesn't know shift 1-8 selects players.

    Please think of the potential reverse-midget discrimination.

    With all that said, I see no reason why someone can't make a flying tinkerbell fairy if they want. We have the sparkle aura and hover/flight.