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Posts
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Joined
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Expose Vitals and Sweep are the only combos worth a thing IMO.
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Red Fortune IO set gives you +range Def at 6 slots. It helps!
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I just got mine to 26 recently, and will pretty much echo what everyone is saying. I basically left the toggles/passives alone until I was 22+... I put one end red in 'em and focused on having hard hitting, end-friendly attacks. Once I got SO/IO's, I then filled out the basic toggles to 6 slots. Couple of things -
Cobra strike is pretty godly, IMO. It lets you put Lt's out of the fight, and that is pretty cool. If you slot it up, you can fill it with Razzle Dazzle, which gets you both + meleedef and +AOE def for pretty cheap.
SR obviously benefits from IO sets a lot, since adding more positional defense lets you get to the soft cap. Playing the market can take some of the sting out of buying the recipes you need.
Once you get it set up properly it is pretty sweet. -
Regen is better at absorbing big damage spikes, and since less of it is tied up in S/L resist it's somewhat better about exotic damage. It doesn't care what the damage is (except for psionic during Moment Of Glory).
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I am going to slot all of my En/En's attacks with +KB enhancers just to spite the OP
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re: burst. it can take the -RES proc which takes some of the pain out of all that lethal damage...
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Shockwave is some huge % of AOE damage if you track your DPS with a meter.
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Yes, you're missing something. SR has -def debuff resistance, as well as a scaling +res as you take damage. In general, once you've completed SR (got all the passives and actives), your defenses are much stronger than shield. Shield, in return, gives you a damage boost from AAO and Shield Charge.
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I go through the animation of drawing it, but there's nothing there? Known issue?
I no want invisible mace -
Yeah, lots of status effects on minions kind of sucks for anybody not playing a character with status protection.
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Some people have made some mobs which are really, really rough. I fought a red boss the other night on my IO'd out DM/FA Brute. This Brute can slaughter purples. Boss had Radiation Emission combined with Electrical Melee. So I got hit by the Radiation debuffs followed by Thunder Strike.
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If your boss can one-shot a decent Brute I have no idea what it does to other players. Sheesh. -
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Hmm, is it just me or is it a little unrealistic to expect SGs to have this sophisticated a base by level 25? I mean, an expert worktable, necessary salvage, Mission Computer badge, high power and control... the prerequisite list is huge!
Why make a Strike Force especially for new recruits and alts, where the members who earned all the prerequisites get no XP? Ah well...
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My SG did it, and we're not too big or hard core. -
great, now all they need to do is make "plant the bomb" glowies MAKE noise, and we'll be all set.
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Don't even bother with damage enhancers until you get DO's. You want +acc (I use _3_ +acc training enhancers), -end, and -rec, in that order. Fury gives you a better damage boost than any damage training enhancer ever could. You just want to hit.
I also favor Jab over Punch. I have almost your exact build except I swapped in Jab. You just use Jab and Brawl until you get decent Fury, and then use Haymaker on full-strength minions, or loots/bosses. KO Blow should only be used on loots or better. -
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I like hasten because I effectively get 12-18 slots worth of recharge reduction for 6 slots. I perma hasten not because I always want the power up, but because of the serious endurance cost when it goes down. Before getting it perma, the end loss when hasten goes down has killed me more than any other thing I can think of. Now that it won't be perma any more, that effect will return with a vengence, and this puny 13% end reduction will NOT make up for the huge gaping gash in my end bar when hasten drops. Add that to the recharge times on things like phantom army, instant healing, any AOE controll, and burn and more than half the toons I play will be sucking wind hard.
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You still get hit by the END drop when Hasten ends even when it's "perma." You just haven't been noticing it. -
I just want to see some dev response to actual player-raised issues, like the crippling of defense for tankers (now down to scrapper level defense) and scrappers (down to barely above Blaster defense), and what the hell exactly we're supposed to do with all of these slots we no longer need. What? Slot Brawl? Rest? Sprint? What?
What about the mobs? They're going to be hitting us more often (due to def nerfs), hitting us harder (due to res nerfs), and we'll be hitting them for less damage.
This whole thing is a half-baked solution to a problem I'm not aware of. -
Hero: Imperius
Server: Virtue
Theme Song: "Frankenstein" by the Edgar Winters Group -
What's the animation of Thunder Strike?
I know, I'm lame and vain. But I might pick it up eventually if it's got one of the cooler animations. My Rad/Rad Def is meant to be kind of a tank mage, so finally having a powerful melee attack would be cool, plus he's always in the middle of a pack of bad guys anyway. -
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CB's activiation time is 2.1 seconds vs. 1 sec for NB. So each CB you throw takes the place of 2 NB's. How much damage does the CB do compared to the NB, assuming equivalent buffs? It would have to be considerably more than 2x the damage per shot, or I'm not sure it's worth using the power and the slots for it.
- felicity
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The disorient is the kicker. NB leaves the enemy with a mild -def defbuff. CB leaves them with that same debuff AND unable to attack AND detoggled. -
Are there any similar hover/fly binds which DON'T crash CoH? It was kind of a problem I don't want to deal with.
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I had a problem with one of these binds actually crashing CoH. I would load it; it would crash CoH. I would reload, and it would work.
I should probably download a current version and try again.