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OK, old spec bad, new spec good!
Made some changes, made some of it less expensive. http://www.cohplanner.com/mids/downl...D67F014642ED0E
Is mag 8 protection from knockback for a ranged fortuna enough or can I drop a slot for more DPS? -
Cause I'm loving EAT's, here are a few ideas.
The Midnighter.
This idea for an EAT is a Hero side one. You are a member of the Midnighters, with your own missions, costume pieces and powers. However, you really shine in your ability to craft temp powers. These temp powers, in turn, grant you another set of powers for a short period and can be stacked up to 5 uses in your power window.
Their inherent is called: Touch of Midnight. It provides a bonus based on which temp power set you are using.
Power wise, they are closer to corrupters than defenders, with damage slightly higher than defenders, but lower than corrupters.
Primary Set: Midnighter's Magic. These are divided into diffrent sets. Staff magic is hard hitting and slow casting. Wands provide a mix of minor debuffs and DPS. Inner magic is a closer ranged set with cones and PBAoE's. Blasting Rods are faster casting than staff magic, but also less powerful. This, I think, covers most of the types of magic.
Secondry: Midnighter's Artifacts. There is only one powerset here, all of them presenting minor, not overwhelming buffs to everything. However, each power choice in here grants access to a new set of recipes.
The recipes and powers grant extra attacks and buffs, and are toggles allowing the Midnighter access to all sorts of powers. I'm thinking one set for res debuff, one for defence debuff, one set with some heals and a long recharge res, two for defence buff, a major self one and a more minor group one. Two set that allows control, a slow/regen/recharge debuff set and a hold set. A DPS set and a set with a number of uncontrollable pets.
The concept behind this character is to make them more like a tool box to a wider degree than the other EATs and allow a kind of tank mage, but by being the jack of all trades, they will never be the master of one.
So what do you think? Way I see it, EATs shouldn't try to be brand new ATs, but instead straddle the line and try and multiclass, if you know what I mean. A bane is a melee corrupter in effect, while a crab is more like a corrupter/MM in my opinion. -
Blood and sand. I'll make some edits then.
Edits done. Dropped the pet, got 10% more recharge.
http://www.cohplanner.com/mids/downl...61FD177844EBEA -
Quick question, is this effecting the 33% recharge, 20% defence and to hit HOs?
Edit: OK. I found out.
Does anyone have a build that relies heavily on HOs and tell me what they lost? I'm interested to see how big a nerf it actually is. -
I thought it was only the membranes that gave 33% defence debuff and defence buff were being changed to only debuff?
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OK, I've been playing around. Got a fortuna I'm happy with.
I dropped the idea of tanking, but I do have a pet to take the alpha strike, I think perma hasten and mindlink. Maybe perma pet aswell. I'm not sure. Does Hasten stack for recasting itself? So you need to get a lower recharge than cast rate with hasten running?
So far, the upsides I can see. High recharge. A good stream of Psi damage attacks, soft capped, a pet, lots of psi damage.
Any suggestions to improve her or whatever? I'm thinking of running either cardiac or spiritual cores. Cognitive Radical interface. Either Arachnos, Seers or Warworks, but I'm leaning towards Warworks. They are ranged DPS, right? For the destiny, ageless of course to help with the regen.
http://www.cohplanner.com/mids/downl...62FF024C4BED00 -
So I'm going over my characters, working on some new costumes to better suit them and try and make some iconic or recognizable.
Now, I'll admit, I'm a big fan of the trench coat because I like the flow of it, I also like the roman armour, cause it does look good in blue and white.
So what do you guys do when you are creating your costume or what do you look at?
I tend to do my costume is 3 parts.
1) Theme.
2) What looks good
3) What meshes well
So I have a Mastermind, whos theme is that to her the world is a computer and bots are her hacking tools with circuit patterns on her, a spider who uses Cyborg Aura HUD and Incarnate Mask to suggest that is what brings up the hud and a fortuna who has a purple leather trench coat.
So what do you look at, what is your order and what do you think works well together? -
I would so be up for this.
@trilbyhero if you wana contact me. -
So I'm now rolling up a fortuna. I'm building her just for iTrials at the moment, and then I'll see how she does in the rest of the content. My aim for her are as follows:
-Soft capped to M/R, maybe AoE.
-Perma mind link for running iTrials, especially MoM.
-some controlling abilities, maybe a bit of back up taunting
-A constant stream of ranged psi damage.
Now, I've been fiddling around with a spec, can't seem to get above 30% to all. Is it possible to have this or should I just get close and use purples in situational where they are needed? -
I'm personally not gonna play my Kheldian anymore until these changes happen.
In my head, Kheldians should be flowing, moving from 1 form to the next. They are the closest thing to shape shifters and they should be able to switch forms quickly with one toggle, for example, switching to Nova for a quick few blasts as a opening attack, then Dwarf to taunt, then human to debuff etc.
OK, simplified view, but I do think they should be more fluid and be able to change forms without the long animation. Right now it just feels clunky.
Would you guys mind having odd animations for a bit in return for the faster change? -
No, but there are up to 18 other people you have to share drops with.
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Ball Lightning does 32 damage per animation
Fire Ball does 40 points of damage per animation
However, fire ball only gets that damage from a DoT which gives it the extra 8 (3 ticks of 2.81) while Ball Lightning drains some end and debuffs recovery rate. Mu also comes with a res buff which is useful.
It is up to you which you pick, but my preference would be mu. -
SoA's of any sort due to the buffs they bring.
People I know to be good.
People who can have a laugh. -
If people are selling names, I'll buy Anansi on virtue. Reason. My OC is an Anansi and I recreated her in CoH cause I'm sad like that.
But I'm only offering a couple of hundred mil for it. Or fairy wings. -
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Wrong section, buddy.
But if you really want a defender tank, I've seen some pretty cool things done with one. We had a defender tank ITF. He basically told us to keep his recharge high with ageless and whatever or barrier, and he just kept using provoke and DPS to tank. Worked pretty well actually. -
OK, so it looks like it may be best to 5 slot the normal abilities with the 6 slot being the proc superior version.
However this means we will need to sink some money into the packs and if so, we are likely to end up with spare enhancements we don't need, but there is thankfully looking to be an option to buy 5 converters with an emp merit. I'll do the maths later.
The terrorize, how long does it last and the damage debuff and does it affect AVs, if so, to what degree? -
I'm kinda bored with all the DA IS THE NEW PRAE talk. I've done the story line and there is a bit of Prae in there. Diabolique is not the big bad. She is just a little part of a bigger story. There are like 2-3 missions with Prae Duncan in and us tracking down Diabolique then her personal story. Then a trial against Mot, not Prae. There is a bit of Prae used but it isn't OMG COLE EVERYWHERE like the other trials. This is something Primal side. DA has advanced so much story line. It has ended the Knives of Artemis, wiped out 1-2 Prae villian groups, possibly the Tsoo, shown us the barest extent of what Malta has their sticky fingers in and made them a much bigger threat to us. It has ended the DA storyline in a way and given us a chance to see people who we have helped before. It gives some more info on the Victor Van stuff, shown us that Arachnos may be about to have a power struggle, that maybe the Circle of Thorns isn't all bad or if they are 100% evil, they at least did something good and wrapped up Cimoria in a way I would be happy to leave it at. DA is not Prae 2.0.
I think we have like 1 or 2 more Prae trials, so 1 issue or so before we start moving onto Rularuu and stuff or fighting Oroborousususususus. With MoM and the failed mindwash of the Prae world, I really feel like Cole is going oh bugger and we are close to winning. I'm kinda hoping Hami prae isn't a trial but a raid like Primal Hami with the options like primal hami.
As for the well, we aren't really drinking from it like Statesman or Recluse. They took the fast root to power. We are going the slower root and going on the evidence of Lady Grey, we can control the well, not be controlled by it.
Now, if you really care that much about source of your powers, you can probably come up with a reason yourself for your powers. Solid light holograms and more efficient lasers etc. I'm a crab spider and I chose rebirth, cardiac, cimoerians and vorpal. Cardiac is me improving myself with the Vandal Suit and better lasers. The Cimoerians are the descendents of Cimoerians who are my sidekicks. Rebirth is me rallying my allies giving them the strength to fight on and Vorpal is using portal tech and a powerful kick.
My main problem with the well is that it is the only choice. There are other ways I can think to empower myself. Nanites, the Voice of Creation Dedelus sometimes hears etc If it said that the Well has many forms and stuff like that, I would be happy.
I enjoy the writing for things like DA but I found the inital lore a bit lacking
-The Hat -
OK, the new ATIO set on beta looks pretty decent up to the 5th slot.
http://paragonwiki.com/wiki/Dominion_of_Arachnos
Now I dunno about you, but I'm quite tempted to 5 into 1 power, and stick the proc in another power. The resistance doesn't really cut it for me, I think.
What do you guys think and what power would you put the proc in? -
Fortunas might be awesome. Psi damage, easy to softcap, good team buffs.
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ID: 534966
A new Incarnate appears who threatens the Praetorian War by controling Statesman. Unfortunatly, the Well doesn't agree with this interferance but is unable to affect her due to her sealing herself off in a pocket dimension.
A messenger of the Well contacts you and your allies and offers you a chance to earn the Well's favour by bringing Hera down.
So yeah. My first AE mission.
This is kinda a test of my AE skills and balancing. I will admit some of it is kinda bad, but consider it a beta for a trilogy I am writing about a set of Incarnate's and the choices they made.
So please, feedback. I wanna know how hard the mission is so I know if it needs tweaking and the dialogue is a little...lackluster admittedly, but mostly it is a test of what I can do with the AE and the limits on it. I checked and double checked to make sure there was no test dialogue, but just in case let me know. Feedback on it would be good or just telling me it is boring and need improvement is also good :P -
The devs have gone mad and removed every restriction on powers!
You can have brutes with empathy and plant control! Corrupters with titan weapons! Blasters with D/P and assault rifle!
So what characters would you make, what would you call them and why? Any combos you would think would be OP.
I'm thinking TW/kinetics would be OP for the recharge/end recovery. Also, with fulcrum shift, a TW with momentum would be so cool! -
Why I'm doing this.
This community has given a lot of help to me with my Crab spider and now I'm wanting to try and give something back.
Why I made a Tanking Crab.
In my spare time, I'm on a number of writing forums and have a number of OCs. One of which is a 6 armed alien character. The crab started as an attempt to recreate her in this game, cause I'm sad like that, but as I started to level, I started to like my crab more and more. Around about 25 I ended up having to tank a SF, as I was the only one who wasn't a squishy and that was a lot of fun. I started to also like the idea of using the crab arms as shields, blocking punches and attacks using 4 giant crab arms. I asked around, got a lot of help, and my tanking crab was born.
Disclaimer.
I am not the best crab. I am not the best tanking crab. I'm sure others out there know more, do more DPS and whatever. What I am trying to do here is help out, share what little knowledge I have and explain how I play. If others know a better way to slot or do this, or do that, I am very happy to hear it. I'll stop trying to improve when I'm dead.
So why play a crab? (and general Crab info)
From the wiki. "Crab Spiders function much like SWAT teams in other cities, and are dispatched to deal with high-level threats like super-types. They're equipped with full body armor, larger weapons and a set of mechanical spider arms that turn them into death-dealing machines."
In a world of super powered villains and heroes, the crab spider is the SWAT team of Arachnos. You've got 4 arms and a backpack grafted to your spine, which fires lasers. So already, you are pretty badass.
Crabs have the following benefits:
- 14.3 points of protection from hold, stun, sleep and immobile.
- 6 points of protection from Confuse and Fear
- Increase recovery and regeneration
- An extra costume slot with unique (if limited) costume options
- Up to 6 pets at once. (8 with lore pets)
- A mix of lethal and energy attacks
- A crashless nuke in the form of Omega Bomb
- Great team buffs
- Lower resistance cap than tankers and brutes, but a higher cap than every other none epic AT
- No knockback protection
- Forced backstory
- No defence to debuffs (and this can lead to cascading defence fails)
- Big endurance hog
Powers.
The Crab Spider has access to more powersets than most ATs. They have the Crab Spider Solider, the Wolf Spider Solider, Training and Gadgets and Crab Spider Training. Now, Wolf Spider Solider I don't know much about, so I'm going to start and go through the powers I know and rate them according to how useful I think they are.
Channelgun: A moderate ranged energy attack with a -7.5 defence debuff for 5 seconds and base recharge of 4 second. If you just have this on auto, you will keep an enemy constantly debuffed.
Rating: 4/5.
It is a nice starting power and a good start for a crab, but it isn't the most amazing power ever.
Slice: A moderate damage melee lethal attack with the 7.5% debuff on it. It does more damage per animation and the debuff lasts a second longer.
Rating: 2 /5
If you are going for a melee crab, knock yourself out, but I didn't take it.
Longfang: A high damage lethal attack consisting of 3 short bursts. Has the debuff, but a longer rechare time of 8 seconds and 2 second casting time.
Rating: 4/5
It deals more damage than Channelgun and is part of my ST chain, defiantly worth taking.
Aim: Aim is Aim is Aim.
Rating: 3/5
Damage boost is nice, but I don't really need the accuracy.
Suppression: A 60 degree cone of energy, comprised of 3 shots per enemy in the cone.
Rating: 4/5
The damage isn't great, but the debuff is nice and it makes a nice opening attack.
Arm Lash: A 30 degree short range cone of heavy damage.
Rating: 2-4/5
It can be sometimes hard to use or hit more than one enemy but it does decent damage and it looks really cool.
Venom Grenade: A targeted AoE which deals toxic damage, debuffs resitance to all but toxic damage by 20% and debuffs resistance to toxic damage by 40%, but no defence debuff.
Rating: 5/5
A great power to open up on. If you can reduce the timer on venom grenade to lower than 16 seconds, it can take advantage of that reduce in res on toxic.
Frag Grenade: A targeted AoE with a knockback and moderate smashing/lethal damage, but no defence debuff.
Rating: 2/5
I know it can be good, but when I'm using PBAoE's and cones, knockback isn't really what I want.
Frenzy: One of the coolest crab powers. A PBAoE that does heavy lethal/energy damage.
Rating: 4/5.
If you are in there tanking, how can you go wrong with this? It also is a good slot mule.
Omega Bomb: The crab spiders crashless nuke. Big smashing/energy damage. Has a small built in taunt to get everyone attacking it. And it stuns them when it goes off with a mag 3 stun.
Rating: 1 or 5/5.
If you guys are speeding past mobs, it may not be so good for you, but as a pulling device/putting the hurt on AVs, it is brilliant!
Wolf Spider Armour: A small status and resistance auto buff.
Rating: 3/5
Good slot mule and part of what makes a crab spider so good agaisnt status effects.
Combat Training Defensive: 7.5% ranged defence
Rating: 5/5
Great place to slot a LotG recharge and defence and lets you easily reach or exceed the ranged softcap.
Combat Training Offensive: 10% accuracy and 33% resistance to accuracy debuffs.
Rating: 1/5.
Good if you are using SOs and need all the accuracy you can get, but if you are using IOs, waste of a slot IMO.
Tatical Training Manoeuvres: for the cost of 0.21 end a second, you give your team 10% defence.
Rating 5/5
This is an amazing power. It stacks with other crabs Manoeuvres and the normal version. Slotting wise, it is also great, another place to stick a LoTG.
Tactical Training: Assault: Exactly the same as normal assault but with a reduced end cost.
Rating 2/5
If you usually take assault take this, but otherwise cant recommend it.
Tactical Training: Leadership: Exactly the same as normal Leadership, but with a reduced end cost.
Rating 3/5
I take it to slot for build up/defence set bonuses, but it is a power I could easily live without if need be.
Mental Training: An auto run speed bonus, a 20% recharge bonus and a resistance to recharge debuffs and no need to slot it.
Rating 5/5
One of the best powers in the crab arsenal.
Call Reinforcement: Summons 2 uncontrollable pets who do energy damage with some immobilize effects.
Rating: 4/5
A crab is a mix of corrupter and MM, and these are part of his MM side. Well worth taking in my opinion.
Crab Spider Armour: A small status and resistance auto buff.
Rating: 3/5
Same as Wolf Spider Armour
Fortification: A larger general resistance buff with some status protection too
Rating: 4/5
This is very nice to have as it knocks the crabs total status resistances up to 14 and gives 15% res to all damage apart from psionics.
Serum: 40% base heal with a 40% HP boost
Rating: 4/5
Knocks a crabs hitpoints up to around 1500 and can be permed or used situationally, see tips and tricks.
Summon Spiderlings: 3 small spiders that do moderate lethal damage
Rating: 3/5
It is nice enough to have more pets and it is a nice enough power to take and slot, if only for the defence bonus, however they are quite weak unless you are taunting off them. They can also very easily be made permanent.
My Build
Now Ive discussed the powers, time to share my build.
Click this DataLink to open the build!
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This build has the following:
· 90% recharge
· Softcapped or just below
· 58% S/L resistance
· 42-48% to everything but Psi
· Provoke to help taunt
It is also reasonably cheap. No purple or PvP sets. The biggest cost will be the LoTGs and Obliteration Sets.
What is weak in is:
· Perma anything.
· Only 8 points of knockback protection
For me, that is perfect. On groups and leagues I will hit the incarnate softcap. Solo, Im pretty good on defence and resistance. The only thing that tends to kill me is when I start getting defence debuffs faster than I can get purples, oranges and greens . I use pets and serum situationally to add some control, extra dps or survive an alpha strike. I could also, at the cost of defence, permaspiderlings, or take Hasten over provoke for extra recharge.
Tanking as a Crab
So, on my crab Ive tanked ITF, UG, Keyes, Lam and BAF before and Ive picked up a couple of tricks to help me.
· You dont have to take the Alpha strike yourself. Smart use of pets works to spread out the damage.
· The Omega Bomb is a great pulling tool. It taunts mobs into it, then explodes dealing damage and a stun. Great for large spawns for taking out weaker enemies and stunning anything that is left. The bomb can also be used to take the alpha strike.
· For single target I tend to cycle provoke, channelgun, longfang, channelgun so much as possible before provoke wears off. It is my best single target combo and I find it builds me the best agro. Ive used it to tank the Lichin War Walker off Des before.
· Provoke then suppression is a good AoE opener, especially if followed by a venom grenade.
· Dont be afraid to jump into a close spawn and hit off frenzy. It is a good damaging attack and applies the debuff for the rest of the group. Works even better if you have your pets up because they will run in and start holding and killing enemies aswell.
· Pop Oranges before purples. If you rely on purples too much, you can get over complacent when you do iTrials, where defence debuffs are common and often huge.
If you have any questions, comments or if I'm just wrong and stupid. Let me know. Thanks.
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He has already called out another womans name in the throes of plotting. Poor ghost widow.