Absorber_NA

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  1. Okay I think I get it now

    Just Wondering, would I be better off spending the merits on something else, and then buying the LotG on the market? Like spend merits on x, sell it for maybe 1 billion, buy Lotg for 100 mil.
  2. Another vote for Ice/Electric

    Its fun how the baddies have no end. One of my more enjoyable toon. Currently sitting at 41, eventually will get him to 50

    Plus, I always like to have combos that you dont see too often. Also working on an Shield/Ice tank (39 atm)
  3. Okay Tips seems to be an easy, inexpensive way to go. Can someone provide a little more detail as to how that works.

    I did the side switching with my Scrapper (Hero-all the way to Villian-now currently at Rogue) But I dont remember seeing any Merits in his Salvage.

    Also, do you have to go anywhere special to cash them? Some kind of merit vendor I imagine
  4. I am sure this has been ask before, but was just curious what is the best way to get Luck of the Gambler: Recharge Speed IO??

    They are expensive, and most builds i've seen (Tanks/Brutes) go for the max of 5, so how are they getting them?

    AE recipe rolls? Gold? What level?

    Merits?

    I have no idea, thanks in advance for any help
  5. Absorber_NA

    SS / Stone

    Quote:
    Originally Posted by Starflier View Post
    Personally I would drop LBE before Hurl, for a ranged attack. You don't need LBE as a prerequisite to anything, and don't need it for power specific set bonuses. Sure, Hurl's a little slower, but it does solid damage. If the bad guy's running, I'd like to drop him with as little fuss as possible. Just my 2 cents.
    That is true, I actually switched my Epics, I had Stone Epic first, but respec out of it and went Energy, and I am much happier. Conserve Power is really nice, and Physical Perfection gives a little more to my Regen and Recovery (433 Regen w/o PP, 473 w/it)
  6. Absorber_NA

    SS / Stone

    Quote:
    Originally Posted by RevolverMike View Post
    Yeah, with your build I would consider dropping hurl since you have laser beam eyes if you do need to use a ranged attack. Than you'd have the extra defense to E/N plus the bonuses.

    What I'm really liking is the massive regeneration your capable of.

    I'm curious, with the two +recovery unique and performance shifter how are the crashes from rage and hasten? Haven't gotten those enhancements for my tanker yet.

    Also, the enhancements in mud pots is meant purely for bonuses or is maxing its damage output intentional?
    To be honest, I have less then half the IO's for my ideal build. But I do already have the performance shifter, which helps, but Conserve Power was a really nice addition. He's currently level 46, and for the most part the build powers are the same, except for 41 I went Conserve Power, 44 Physical Perfection, 47 Laser Beam Eyes, 49 Crystal Armor (IDK why I had Hurl to be honest, I am going to be so much better off with Crystal)

    Mud Pots slotting, I go back and forth on them. not really sure which way I am going to go on them (and Footstomp for that matter, but I really like the Force Feedback: +Recharge, Highly recommend that).

    My Biggest issue is trying to get the LoG: Recharge Speed, they are very expensive, and have to research an easier way of getting them (especially 5 of them)
  7. Absorber_NA

    SS / Stone

    This is by no means what your build should be, this however is a build to look at, and see what I am going for:

    I wanted to be at the soft cap for S/L in Rock Armor, and the Psi soft cap when in Minerals
    While In granite, at Resist cap for S/L, and at soft cap for most types, except Psi. (Also, in Granite +37.5% recharge, no granite: 102.5%) And increased speed is about 50%

    Was thinking about dropping hurl, and adding Crystal Armor, and having the same slot situation as Minerals (Run bonus + Recharge Bonus in particular), and that way i'll be at the 5 max.

    http://www.cohplanner.com/mids/downl...AAF8074BD0EDCA
  8. Quote:
    Originally Posted by Prophetsrage View Post
    I know I know brutes, brutes, brutes whatever, but can an Ice/SS tanker farm well enough to at least be respectable at it even if not optimal?
    Technically, any type can farm, its just about how fast you can farm. I imagine Ice/SS wont be the best farmer out there, but it by no means will be the worst. The more AoE's you have the better, either fire ball/ball of lightning will help out a lot.

    I farm on my Ice/Elec, its not as fast as my Dm/Fa scrapper, but its still doable.
  9. Quote:
    Originally Posted by StarGeek View Post
    Yeah, what Kosmos put up should work. The only real downside is that you'll get the Power Recharging sound every time you press it and the power hasn't recharged yet.
    Thanks, that doesnt bother me, i typically play with the sound off (listen to my own music)
  10. I am trying to bind Active Defense to the "w" key, but i dont want to lose the "w" as going forward.

    In other words, every time i move forward, i want active defense to activate, in case it wasnt on.

    I have another power on auto, so was hoping someone could help me out with this bind. I know its possible, but not sure how to do it.
  11. Been away for awhile, and trying to catch up

    So first Question:

    I am a scrapper (blue side), trying to get the Soul Epic powers, so I understand I have to switch sides, so can i unlock them by going to Vigilante? Or do i have to do another 10+ missions and go all the way to villain to unlock the APPs?

    Second Q:

    I understand there is a maximum with tips, you can only get 3 of them, and 5 missions in one day. My question is about the 5 part. When i click on "Tips," it shows me the public fame meter, and there is 5 blinking circles, but only one of the circles has a shield in it. Do the 5 blinking circles represent that I am at the max (after a day, they wont be blinking?)

    Or when i have 5 shields, that represents I am at the max?

    Thanks for your time
  12. Quote:
    Originally Posted by Call Me Awesome View Post
    1. With Stone Armor you want ideally a fast recharging secondary with good ST and AOE damage in my opinion. Having played it to 50 Stone/Fire is a great combo; even in Granite I still have a full ST attack chain and my AOE attacks are up very often. I've also played (pre-nerf) a Stone/Energy to 50 and it was marginal then and frankly terrible now. I would NOT suggest energy as the secondary.

    I'm currently leveling an Ice/Elec tanker; at 38 I'd say that Elec is ok but not fantastic... I think /Fire is the better choice.
    I agree.

    My first 50 was a stone/stone tank back in the day, before hardly any people played Stone/ and all you saw was Fire/

    Also have a 40ish Stone/Fire Brute (err Fire/Stone right?), and I liked it a bit better then /stone, because of the 2 AoE's (combustion + FSC), and I think I had breath of fire too. Some like BoF, some dont. Greater Fire Sword in Granite is pretty cool, b/c the Sword is huge (its huge to begin with, but Granite makes everything bigger)

    Also have a 39 Stone/SS tank, i like the fact that Rage cancels out the -dmg of Granite, but the crash annoys me.

    I too have an Ice/Elec tank, between Absorbtion and /Elec, most foes dont have any end, but you wont really notice that with /Elec alone.

    (Also have SD/DM tank (yes I love tanks), and Since your going with Stone, I strongly suggest taking something with AoE's)

    So With that said, I strongly suggest /Fire. Although I have been tempted to make an Stone/Elec tank, you'll probably be better off with /fire.

    I (personally) think it has more AoE's then /elec, because with /elec you have a chance of hitting more with Thunder Strike, a chance for hitting more with CI, and LR is purely awesome, but with /fire you are consistenly hitting with Combustion, consistenly hitting with FSC.
  13. Quote:
    Originally Posted by Ultimo_ View Post
    I've been toying with a new Tanker, and I thought I'd get some ideas from the community.

    I'm not totally decided on which way to go. The secondary will be Energy Melee, but I haven't decided whether to go Invulnerability or Willpower.

    Invulnerability, I know well. Willpower, I don't. What are its strengths and weaknesses? Based on its apparent large self healing component, it would likely go quite well with Energy Melee (to counter Energy Transfer's self damage), and it has Quick Recovery, which when paired with Stamina will make it very difficult to run out of endurance (which you may know, will go FAR with me).

    How would you build such a character? The only pools I'm thinking of giving him are Flight and Fitness, but I'm flexible.

    I'll post some proposed builds tomorrow, but any thoughts are welcome.
    I have a fun Invul/EM tanker, but I would probably go Willpower.

    Strenghts, does everything well, nothing great, kind of jack of all trades set.

    Weakness: Aggro is one, though taunt is an easy fix to this (probably other weakness)

    Quick Recovery will help a lot, especially with EM, the only problem would be that Rise to the Challenge needs to have baddies in order to give you + regen (its exactly like Invinciblity, except instead of +def, it gives +regen), and the stun from Whirling Hands (AoE) may cause baddies to wonder away from you

    I say go for WP/EM and have a blast
  14. Absorber_NA

    Ice/?

    Quote:
    Originally Posted by Plusone View Post
    I was thinking about Ice/Elec, seamed like a combo that would nevr run out of end.
    Mine is around 40, and has zero endurance problem (General IO's). You actually have to be careful when playing another toon, because you get used to not worrying about your blue bar.

    I wanted an AoE set, and it was between Fire and Electric, I ultimately decided to do Electric because I had never really played the set before, and it has been a nice suprise. Lightning Rod is just pure awesomeness
  15. Absorber_NA

    Ice/?

    Quote:
    Originally Posted by Plusone View Post
    I've played an Ice/Stone tank that I had a lot of fun with.

    I'm now wanting to make a new Ice Tank, but I'm not sure what secondary. I've made a lowbie for each kind and just can't nail down which one i want to go the distance with.

    Any other fans of Ice out there got any suggestions?
    I went Electric, and its been a blast.

    Not many Ice/Elec tanks out there
  16. type /bind then the following (do for each one, /bind numpad1 "teamselect 1")

    numpad1 "teamselect 1"
    numpad2 "teamselect 2"
    numpad3 "teamselect 3"
    numpad4 "teamselect 4"
    numpad5 "teamselect 5"
    numpad6 "teamselect 6"
    numpad7 "teamselect 7"
    numpad8 "teamselect 8"

    Then for each of your shileds type
    /bind enter "powexec_name Fire Shield"
    /bind add "powexec_name Plasma Shield"

    So, nit 1 on numpad, then hit enter, and + on numpad to buff teammate 1.

    You could also do the healing bind
    /bind subtract "powexec_name cauterize"

    by hitting subtract on the numpad you will heal whoever you selected

    (and i am by no means an expert, think that should work)
  17. Absorber_NA

    Shields/Fire

    From the scrapper guides

    BS/Shields Issue 13
    http://boards.cityofheroes.com/showthread.php?t=126423

    "Phallanx Fighting
    This is one of the thematic powers in the Shield Defense set. It is a passive power that provides a low amount of defense to all positions and provides an additional amount of defense based on the number of nearby allies. The allies must be within 8' of the shield weilder and the power provides it's maximum benefit from being within range of 3 allies. This power is extremely situational. To get more than the base amount of defense you must be on a team and have allies that stay in melee range of you at all times. This power conflicts with Against All Odds since each ally that is near you providing you with a defense buff is also preventing an enemy or 2 from being effected by the damage debuff and you don't get the damage buff that having those enemies nearby provides. I wouldn't reccomend skipping this power as it is useful to soft cap your defenses but you can put this power off until late in your build. This is another excellent place to slot a Luck of the Gambler global recharge IO."
  18. Quote:
    Originally Posted by B-Baller44 View Post
    hey guys im a tanker guy can you give me some ideas on a fun, strong tanker build? thats fun from lvl 1
    Fun is a subjective term, because whats fun for me, may not be fun for u.


    Not sure if there are really any fun sets, rather try to come up with a fun concept, like right now I am playing a Demon, who is shields/Fire, equip with the fire shield
  19. Absorber_NA

    Shields/Fire

    Quote:
    Originally Posted by Streetcleaner View Post
    OK, a quick rundown on the basics:

    Deflection and Battle Agility are your defensive toggles. Deflection covers melee, and also has smash/lethal resistance, and Battle Agility covers ranged/AOE and has some defence debuff resistance. Both essential picks.

    True Grit is a passive max HP boost and resistance to energy/negative/fire/cold/toxic damage types. Again, this is an essential choice, although not one that you have to pick up as soon as it's available.

    Active Defence is clicky mez & knockback protection and also gives defence debuff protection. The def debuff protection can be enhanced using HOs (membranes and enzymes in particular) and the power will stack with enough recharge to give even more debuff protection. A vital power, which should probably be taken by the early teens at the very latest.

    Against All Odds is a toggle self damage buff and enemy damage debuff aura, and is also your taunt aura (and a very good one), and one of the very best powers in the set. Surrounded by enemies this will give a significant boost to your damage dealing potential. Worth taking as soon as it's available if you can.

    Phalanx Fighting is a passive defence boost that gives more defence when you have teammates close by. Extra defence for no endurance cost makes this too good to miss, although it can be pushed back till later as you will most likely be choosing prereqs for travel powers and stamina when it becomes available.

    Grant Cover is another toggle giving AOE defence debuff and recharge debuff resistance to you and nearby teammates, and defence to your teammates but not to you. This is one of the only potentially skippable (in my opinion) powers in the set. The debuff resistance in particular and the extra def for teammates are both nice, but if you have a tight build and tough choices to make then you might not find room for this. It can certainly be taken late if you do have room for it however.

    Shield Charge is, well, it's shield charge. A teleport nuke with knockdown and no end crash or other downsides, take it as soon as it's available. It's worth mentioning that shield charge is currently doing considerably more damage than it was originally intended to do, and will be looked at by the devs.

    One With The Shield is Shield's tier 9 power, providing a max HP boost, a fair amount of damage resistance to everything but psionics, a recovery boost and some extra mez protection, with a manageable end crash when it wears off after 2 minutes. Like most tanker tier 9 powers, this can be a great power choice in the right situation, although it is often skipped, especially on IO'd builds.
    I took this power levelling and kept it even after respeccing into a final IO build, although I don't need to use it very often. It's very useful in situations like tanking Lord Recluse when he's being buffed by his towers in the STF, or in the final fight against Romulus in the ITF when he has his auto-hit damage nictus beside him.


    Summing up, you wouldn't go too far wrong taking everything in shields, but if you're looking for powers to leave out, One With The Shield and/or Grant Cover are the best candidates, especially on a well planned IO build.


    Thanks Alot, I read something about how Phalanx Fighting was interfering with Against All Odds, is that still true? Or was that an old issue. (think I read it on scrappers guide)

    Couple Slotting Questions:

    Generally speaking (no IO sets), I noticed Deflection accepts both Resist and Def enhancments, my gut tells me to slot for Def (typically 3 Def, 1 end) is it worth it to slot for resistance?

    Same with True Grit, do you go 3 Heals, or 3 Heals 3 Resist?

    And finally, do you think its woth it to put a taunt in Against All Odds, because it seems like it will only be 1 slotted with an end redux.
  20. One reason I heard, not from the Devs or anything, but that the reason its not on par with all the others is because.......

    It would be overpowered. Every set has a weakness, and if WP had an equal taunt magnitude, it would probably be hands down the best set out there.
  21. Absorber_NA

    Shields/Fire

    Tell me about Shields/Fire

    I have never played Shields before, so powers to take, skip, must get asap, etc.. Would be helpful

    Any tips as well.
  22. Thanks for all the info.

    I decided to test Bonfire out, and i think im gonna keep it

    Got Hasten at 28, and ID at 30
  23. Is there a bind to target my pets, say fire imps.

    What about to target them and rotate between them?

    Would be helpful for speed boost
  24. Quote:
    Originally Posted by Tatmia View Post
    How do you normally play? On large teams, small teams, solo?

    Do you have a final goal or just want to enjoy the sets until 50?

    Kin is often paired with hasten, speedy gets speedier.

    ID is nice for smaller teams but used less so on larger teams.

    If you plan to always be on large teams, building towards tactics is nice since all of your powers require a tohitt.

    That being said. . . If any of my fires can fit bonfire in, I take it. It's giggle worthy and quite useful once you learn how to position it.
    Mostly large teams, just enjoying the set until 50, I was thinking about Hasten
  25. Okay sooo what else should I consider

    The only powers I dont have are:
    Ring of Fire, Smoke, Repel, Increase Density

    Have everything else from Fire & Kin, and also have swift, health, stam, hover, fly

    So far 26, 28, 30 are open powers