Wiggz

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  1. My g/f and I are running a pair of Illusion/Rads who just dinged 24...

    ...and it really is like playing the game on 'easy mode'. We pretty much have Hasten and two AM's up all the time, and at least one Phantom Army up constantly... doubling up on the debuffs becomes truly ridiclous.

    Looking forward to adding a couple of buffable Phantasm's to the mix.
  2. As an alternate thought to the fixes suggested re: I-link and team make-up, what would you think of this - a flat out bonus regardless of the number of each AT? For example:

    +25% damage boost (PB) or +15% res (WS) if there is a Tanker on your team, regardless of how many tankers are on your team. Ditto with Defenders, Masterminds and Corrutptors (Flip-flop those numbers for Scrappers, Brutes, Blaster or Stalker team mates) and Mag 3 status protection if you have a Controller or Dominator on your team, regardless of how many there actually are.

    So, for example, a PB on a team with a Tank, a Defender and two Controllers would gain a 50% damage buff, no benefits to damage resistance and Mag 3 status protection.

    The reality is that most teams are much smaller than the 8 men required to maximize the benefit fo the I-link - I think this would be a reasonable compromise without over-powering the character at all. He sacrifices some top-end performance under ideal conditions, but is better able to make use of what he is more likely to have... and the mez protection gets (a little) better.
  3. When you are brought back to life in a hospital, you should have a 30 or 60 second phase shift power automatically applied to the character - this will allow them to avoid being attacked as well as prevent them from taking advantage of their invulnerability. This would fix ALL problems, IMO across the board without stressing about where to put drones, etc.
  4. [ QUOTE ]
    Not sure if anyone touched on this but, what will the animation for this power be? if it is that generic colon cleansing exam look that EM and MA have then they can keep dark melee .


    [/ QUOTE ]

    I'd like it to be the siphon Life animation or something similar... like grabbing the soul out of their bodies...
  5. I'm always happy when they bring new options for us, more diversity for CoX... but after getting excited I'm not sure if I'm going to try DA or not... I've got a cool concept I've been saving for an EM/DA but...

    1)That's just a LOT of toggles, especially if you factor in what will likely have to be Combat Jumping and Acrobatics.

    2)It may just end up being too endurance heavy because of those toggles and the heal while - while powerful - is traditionally insanely expensive. Slots will be at a premium.

    3) The tier nine powers are the absolute only thing that seems to make being stalker survivable/playable in PvP... rezzing yourself after immediate and certain death only to die again is NOT survivability.

    Having said that, I'll probably give it a shot because I'm so fond of the concept and at the very least it should be fun for PvE...
  6. I'm just not sure what the big deal about TP binds are... I put teleport in the "2" slot just above the "w" which most people use for forward movement. With the flick of a finger the tp activates and a click of the mouse directs. I tp as fast as I want with no accuracy issues...
  7. LOL - I was wondering if I was going to get any bites. So I've got tigersrlife800 down for the defender and Ryan_the_Shadow down for the scrapper, leaving the tank and blaster available (hopefully for husband/wife team). BTW, this is a group project so if you don't feel 100% comfortable rping a female, we can work that out. Hell, the group can be four brothers if you want. You guys email me (here) if you want the builds to discuss.

    BTW, despite the challeneg this group will present to those used to min/maxing (less than optimized scrapper, damage types pretty much only energy and smashing, etc.), there are some VERY good tactics built into this group as each AT fills its role. Hell, the bubbles from the defender and controller alone will grant everyone sick defense and mez protection.
  8. This is something I've always wanted to do. I'm putting together a pentad (5 person team representing each of the CoH archtypes) connected by a common theme and rp background. The goal is to play together (my idea is at a weekly scheduled time, though it could certainly be more often) with these characters from level 1 to eventually level 50, experiencing all that the game has to offer, be it badges, TF's, whatever.

    I originally put this together using optimal builds that would absolutely maximize their effectiveness together with little or no regards towards rp, but I thought perhaps it would be a bit more challenging and a bit more fun to approach it from a role-playing angle. Not to do so would, in my opinion, be to rob yourself of a powerful facet of the game and I want this group to be able to have it all. I'm a bit of a build specialist, so the new characters are still optimized within themselves but have a great deal of 'personality' inherent in their builds.

    Here is the concept:

    In a distant part of the galaxy existed a world unlike any other. A community of five trillion souls from several races living on a Dyson Sphere built around a binary star. Constructed millenia ago, this world had evolved into a haven of enlightenment and research, of cooperation and multi-culturalism on a scale no where else imagined. Until one of the stars began to show signs of going super-nove, threatening them all. Every effort was made to stop the collapse, but that proved beyond even their technological achievements. It was then that one of the Celestines took action... minutes before the final explosion and collapse of the star, one of the Celestines, the entities who act as caretakers for the galaxy, sacrificed itself to rejuvenate the star and preserve the great community.

    Each Celestine is served by a being known as a Celestial Guardian, chosen from among the intelligent races to commune with its essence and serve its will. The female guardian honored to serve this particular Celestial entity managed to preserve a shard of its essence against their most sacred laws, so fearful was she that it would be lost forever. She feld to the furthest reaches of known space to hide, and to find a vessel suitable for the treasure she carried.

    Finally, she sought refuge on the planet Earth, a planet in a system as yet unadvanced enough to have been contacted by the Celestial Consortium and thus far beneath their notice. It was here that an echo of the great entity begun to call out to those it favored, those it sensed would have a need for what little it had yet to give. For reasons unknown, members of the Master's family began to share the same dreams and eventually sought out the Celestial Guardian even as she was compelled to find them. The moment they met, the last shard of the great entity's esence burst forth, infusing each of them and then faded away forever...

    The Guardian, her powers now far diminished due to the loss of her entity has vowed to stay with the inheiritors of the Celestine and guide them as they begin to learn just what has taken place... and what significance it carries.



    Here is the cast of characters (and their AT's):

    Dr. Masters (Inv/Eng Tank)
    Dr. Abraham Masters is a professor of Astrophysics, or was before the transformation. He is the moral center and conscience of the group, leading it by example as much as anything else. He is logical but compassionate and his sense of self-sacrifice often tests the limits of his 'invulnerability'.

    Laura Masters (Eng/Eng Blaster):
    Laura is Dr. Master's wife and worked in his lab on the campus at Cal-Berkley before the transformation. She is brilliant, beautiful and dedicated to taking care of her husband when his heroics get him in over his head... or when he gets so lost in his research that he forgets to eat.

    * If possible, I would LOVE for an actual husband and wife team - which seem quite common in CoH - to take on these roles. Who better, right?

    Alicia Castellen, aka 'Allucia' (Force Field/Energy Defender)
    Taking the name of her beloved grandmother, Alicia is Laura's twin sister, a woman who spent her life working at a children's hospital before the transformation. Her reunion with her sister was a happy one, if under very unusual circumstances. She has been the most affected by the experience, absolutely dedicated to using her new-found powers to protect others, but inwardly terrified of what it might mean.

    Johnny Masters (Martial Arts/Super Reflexes Scrapper)
    Johnny is the enigma of the group, hot-headed and impetuous. The manifestation of his powers was internal, accelerating his metabolism and reactions beyond the point of being super-human. His perceptions were also increased, allowing him at times to actually 'sense' things before they happen. More than any other, he has embraced what has happened, though his acceptance of the inherrent responsibility seems to be lacking. (For you scrappers out there, he is designed as a super-speedster, rather than a traditional scrapper - just so you know what you're getting in to).

    Celestial Guardian (Gravity/Force Field Controller)
    The Guardian, whose real name is Shi'allis Achtu'lan remains with the group always, guarding and guiding them as they learn the extent of their newfound abilities. Their preservation is all that matters to her for in them, her Celestine lives still. (In all liklihood this is the character I would run, though I'd be willing to take on another if it was necessary to get the group going).



    I have the costumes already planned and I think it would be fun to make the level 20 costume option a 'plain clothes' concept for when the group isn't out fighting crime. Of course I am open to any and all ideas once the final group comes together as - more than anything - I want this to be a team concept. Anyone who is interested, please respond here or drop me an email - I would like to fill each slot with a character who has some degree of experience with that AT/powerset, but that is not absolutely necessary. What IS necessary is a desire to rediscover (or continue) your love for the game and all that it has to offer, a decent amount of availability and commitment and a team-first attitude.

    Thanks!
  9. The numbers are from the hero builder and better reflect hom Forge is suppposed to work rather than how it currently is. Both Forge and Power of the Pheonix are bugged IMO and I have no doubt both will be addressed sooner rather than later.
  10. One quick edit; Power of the Pheonix is currently bugged and the devs have yet to publically (to my knowledge) even acknowledge the bug. When fixed it will be a great power with a number of uses that may suprise you - until then, it is a wasted slot that some are already trying to respec out of.

    Until then - at least to buy some time, swap Thaw and Power of the Pheonix
  11. The “bad” healer.

    After having played both an empathy defender and a thermal corruptor, I have to say I like the corruptor the best by far. In addition to serving as a “healer”, you have the opportunity to contribute a lot more offense to your team, which is fun. In my opinion, Rad has the best synergy with Thermal, both visually (because we ALL care about accessorizing) and in that it offers effective attacks that wont necessarily distract you from your primary role. I’m going to do this a little differently, posting level by level what to take and where/how to slot enhancements, along with my reasons for doing so. I’ll post the build in its entirety at the end of the explanations. Opinions may vary, but this has worked for me, and worked quite well.

    1) Neutrino Bolt (ACC)

    I’m going to spend a little more time on this power than most would expect, as I’ve found it to be one of the easiest and most useful I’ve ever had. Generally speaking you will have it “on” or “off” depending on your endurance issues. When “on” you simply keep it on auto-fire where it serves a number of useful purposes. First, (and possibly least) a constant stream of damage. Properly slotted, NB’s low endurance cost, fast activation time and fast recharge time allows for one of the best dps and dpe rates you’ll come across, especially if you start to factor in scourge. Secondly, it comes with a minor defensive debuff which will be automatically trained on whomever you are assisting at the time. One way to look at it is every time a brute lands a monster blow he otherwise would normally have missed, that’s damage you did. A third less-considered use that fits my playstyle is thus: often as a healer you catch yourself watching the team tray rather than the battle, selecting the targets for your heals; its not difficult to lose track of whether or not a particular teammate has broken LOS. NB does that for you - if you target someone and you don’t fire, chances are they are out of your LOS (or their target is - the concept is not infallible, just useful).
    There are two scenarios I want to caution you about when using ths basic tactic, however. The first is the potential to draw aggro between fights because the teammate you are “assisting” is conning the next batch of mobs. I generally target the most reckless brute of the group and warn him ahead of time not to target unless he’s attacking. Secondly, if you get in a situation where you need to flee, the recharge speed of this attack can keep you frustratingly in harms way, so remember to target a teammate, even if fallen. Essentially, the use of this tactic personal preference, but I’ve found it almost set defining.

    Warmth (HEAL)

    Absolutely one of the set-defining powers, warmth is your AoE heal and is essentially the same as Healing Aura from the Empathy power set, with a smaller effected area (15' radius vs 25').

    2) Fire Shield (RES)

    One of the great things about this set is that, in addition to providing healing, it provides very nice resistance to most damage types, meaning you have to heal less; Thermal corruptors are capable of managing teams other AT’s might require two healers to keep up and running. It also frees you up a bit to do other things. One point - use down time to recast teammates shields rather than waiting for them to run out. If you start trying to put 14 shields on seven teamamtes mid battle, it could cost you far too much in time and endurance. Fire Shield protects against Smash, Lethal, Fire and to a lesser degree, Cold. Thermal shields stack VERY nicely with brute defensive powers.

    3) Slot Warmth (HEAL, HEAL)

    4) Cauterize (HEAL)

    This is your targeted heal. It is essentially the same as its Empathy counterpart, except that its range is dramatically less (about 25' vs 80'). I rarely find the range difference an issue.

    5) Slot Cauterize (HEAL, HEAL)

    6) Recall Friend (INT REDUX)

    Teleport is far and away the most team-friendly travel power and since this build is designed for team play, it’s a given. Recall Friend is far and away the fastest travel power in the game and you’ll find things move much quicker if teammates can sell/train as needed while you make your way to the next mission, only to tp them when they are done. It also has a myraid of in-mission uses, from gathering a scattered team, retrieving a foes body, or moving ‘drops’ like Dark Servant or Mortar into areas where they are most needed.

    7) Slot Fire Shield (RES, RES)

    8) Proton Volley (ACC)

    Finally a real attack, right? Not really. While you may find some uses for it in combat later down the build, for now its essentially a tool for pulling, a tactic which can not be underestimated, especially in small groups.

    9) Slot Proton Volley (DMG, DMG)

    10) Plasma Shield (RES)

    Similar to Fire Shield, except that it offers protection from Energy, Negative Energy and Fire.

    11) Slot Plasma Shield (RES, RES)

    12) Swift (RUN)

    13) Slot Proton Volley (DMG, INT)

    The interrupt reducer makes Proton Volley a bit more combat friendly, but keep in mind its activation time may prevent a timely heal for a teammate.

    14) Teleport (END)

    Teleport is the fastest and most utilitarian travel power bar none. Key-bind it and enjoy.

    15) Slot Warmth (END REDUX), Cauterize (END REDUX)

    Keeps you healing longer in those protracted battles and more able to contribute in other ways.

    16) Power of the Pheonix (END)

    One of the best combat heals in the game. In addition to the rez, it deals pretty impressive damage to those around the fallen teammate, has knock-back and disorient effects and leave the risen immune to xp debt for 90 seconds. A much better option than having to run to a safe location, tp and rez while your team fights without you.

    17) Slot Power of the Pheonix (RECH), Teleport (RANGE)

    18) Health (HEAL)

    19) Slot Warmth (RECH), Teleport (RANGE)

    20) Stamina (REC)

    21) Slot Stamina (END REC, END REC)

    You really shouldn’t have END problems from now on. Which is good, because the last thing your team will need is you running dry.

    22) Thaw (RANGE)

    A good general de-mez, the damage resistance to cold it offers is negligible. There is nothing wrong with charging teammates up with this protection before a fight when you know the added mez protection will be useful, but usually, what I do is have a teammate hit “z” in team chat to alert me that they’ve been mezzed. Once everybody is on board, it works just fine.

    23) Slot Neutrino Bolt (DEF DEBUFF, DEF DEBUFF)

    Making that little jack-knife of yours even more effective.

    24) Assault (END)

    This is kind of a situational power; in small groups it may not offer a return you’re willing to invest the endurance in, but on large teams it might make the difference. Another way for you to deal damage without dealing damage. After all, the best debuff is death.

    25) Slot Fire Shield (END REDUX), Plasma Shield (END REDUX)

    These protective shields aren’t particularly expensive endurance-wise, but having to drop 14 of them on 7 teammates while they are resting between battles might be a bit too taxing at times.

    26) Cosmic Burst (ACC)

    Finally some offensive punch. While you should never be soloing, in a crunch alternating between an interruption reduced Proton Volley and the disorienting Cosmic Burst, you can deal out some pretty impressive one-on-one damage. I find it useful when I’ve drawn aggro I didn’t want and my teammates are to busy to run him off. Don’t start fights with this one - just finish them.

    27) Slot Cosmic Burst (DMG, DMG)

    28) Forge (RECH)

    It’s a matter of personal preference, but I like Forge as a buff a lot more than I like Fortitude and it fits with a Corruptor’s more aggressive style. Offering a 100% accuracy buff and a 75% damage buff for 45 seconds, it’s a GREAT way to kick off a brute’s pre-fury attacks and can really make a difference in the effectiveness of Mastermind’s second and third tier pets. It will also put a Stalker’s Assassin’s Strike over the top.

    29) Forge (RECH, RECH)

    30) Aim (RECH)

    Aim is taken here as basically a precursor to the nuke at level 32. It is of course a useful when firing off that initial Proton Volley.

    31) Slot Aim (RECH, RECH), Cosmic Burst (DMG)

    32) Atomic Blast (ACC)

    This is your nuke. You know what to do. Another nice “oh s#!t” power, especially if you don’t take Phase Shift (see below). Also not a bad alpha if you have the stealth pool and a fellow TP’er to get you out of the mix.

    33) Slot Atomic Blast (DMG, DMG, DMG)

    34) Slot Neutrino Bolt (DMG, DMG, DMG)

    May as well get the biggest bang for your buck. Six slotted, especially Hasted, you’ll love this power as the ultimate “add-on”.

    35) Haste (RECH)

    This is a personal choice, chosen to accelerate how often I can use my big, long recharging powers (coming up) or how fast I can spam heals/NB’s. I’d like to recommend an alternate pool selection here depending on play-style. At level 24 take Stealth (END) to help avoid unwanted aggro, at level 30 take Grant Invisibility (DEF, DEF, DEF) to help keep your fellow Corruptors and Masterminds out of harm’s way (and to assist stalkers in PvP in the stealth arms race), and finally at level 35 take Phase Shift (RECH, RECH, RECH). Let’s face it - the healer/rezzer/teleporter is the last person the team wants to die. In an “oh-s#!t” moment, Phase Shift can let you get away from just about anything and regroup the group. Just another option and one that has proven useful in the past.

    36) Slot Haste (RECH, RECH), Teleport (RANGE)

    37) Slot Proton Volley (RANGE), Cauterize (RANGE, RANGE)

    38) Melt Armor (ACC)

    A tremendous AoE debuff, make sure to fire off Aim ahead of time to maximize its benefit. Melt armor reduces the defense of affected foes as well as their damage resistance. Aim+Melt Armor+Atomic Blast makes for the best nuke a “healer” has ever had.

    39) Slot Melt Armor (DEF DEBUFF, DEF, DEBUFF, DEF DEBUFF)

    40) Slot Melt Armor (RECH), Slot Health (HEAL, HEAL)

    Slotting Melt Armor with a recharge reduction gets its recharge under two minutes, even without Haste, and slotting Health up just makes you a bit less dependent on the one small self-heal you have access to. As a personal preference, you may wish instead to drop those recharge reducers elsewhere (Melt Armor and Atomic Blast, for example), especially if you didn’t go the Haste route.

    So here’s what it looks like:

    1) Neutrino Bolt (Acc, Def Debuff x2, Dmg x3)
    Warmth (Heal x3, End Redux, Rech Redux)
    2) Fire Shield (Dmg Res x3, End Redux)
    4) Cauterize (Heal x3, End Redux, Rng x2)
    6) Recall Friend (Int Redux)
    8) Proton Volley (Acc, Int Redux, Dmg x3, Rng)
    10) Plasma Shield (Res x3, End Redux)
    12) Swift (Run)
    14) Teleport (End Redux, Rng x3)
    16) Power of the Pheonix (End Redux, Rech Redux)
    18) Health (Heal x3)
    20) Stamina (Rec x3)
    22) Thaw (Rng)
    24) Assault (End Redux) or Stealth (End Redux)
    26) Cosmic Burst (Acc, Dmg x3)
    28) Forge (Rech Redux x3)
    30) Aim (Rech Redux x3) or Grant Invisibility (Def Buff x3)
    32) Atomic Blast (Acc, Dmg x3)
    35) Haste (Rech Redux x3)
    38) Melt Armor (Acc, Def Debuff x3, Rech Redux)

    That's my build and why it works for me. If you are ever on the Champions server and need a healer, look up "The Soulforge Experiment" and drop me a line.

  12. Superman might have cheated in the race by "Run-Flying" a little.

    Isn't the "new" Superman toned down a little?