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Posts
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That might work, perhaps... I'll give it a try. Thanks for the help, again.
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Okay, then I need a definite answer about Frostwork counting towards the healer badge (I doubt it does, but it's worth asking), still, if I take 8 from Sonic, 7 from Cold, 3 for Fitness, 2 for a travel power, 2 for the PPP powers worth taking (either Ghost Widow or Scirocco, probably the former as it fits better with my concept when I think about it). That'll be 2 powers left. I could either take Aid Other and Aid Self, or the two Cold shields. Maybe one of the shields and only Aid Other.
Well, I also have the problem of deciding which of two concepts I like more, either a sort of banshee (Sonic/Cold), or return to my previous concept of a demoness from a frozen hell (Ice/Dark).
Thanks for the help, I can really see myself enjoying Sonic/Cold, with the damage figures rising and rising every strike (and the annoying sound effects for maximum damage). Then again, I can see myself enjoying Ice/Dark, which complicated things. -
Well, I want something that'll be self-sufficient for my many solo sojourns, but I also do want to help in a team, for when my VG starts doing weekly events and such. In short, it seemeth to me that I'll be taking all the CD powers.
As for the Sonic choices, I always wanted a Nuke. That's a given to me. Now, I could pick Siren's Song instead of Howl, I guess, but let me see... If I take Siren's Song and not Howl, then I won't have a regular AoE attack, unless you count Sleet. Anyway, in that case here are a few questions:
If I really don't take the two shields and only Frostwork, I'll have 7 from Sonic, 7 from Ice, then 3 for fitness and 2 for the travel power, so that'll leave me 5 power slots me'thinks. So I could get 3 PPPs and both Aids, or 3 PPPs, Aid Other and both Howl and Sirens Song, only 2 PPPs maybe, or all PPPs... Hmm, tough call. If I take Mu Mastery, then with the Power Sink and Heat Loss will I need Stamina?
And how useful would a pet be? I'm thinking that it could be a nice help in a problematic situation. -
Thanks for the help. I think I'd rather stay with Sonic/Cold though, it looks like an interesting set, and those Sonic attack sounds will probably really annoy my friends in my multi-game clan's VG, which is always a plus.
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Thanks for the help, though in the end I decided to stick with Ice/Dark. I love the Ice attacks, but I don't like sibling power sets. Don't like powers that fit too much together, you know? Feels too obvious. I was thinking of maybe switching it around and taking Dark/Cold, but Dark Blast looks kind of dull to me.
Anywho, guess I'll still be a super-debuffer.
Edit: Okay, I've had an idea. Seeing that at least two people in Outbreak were Ice/Dark, I thought of taking something else. Then I found Sonic Blast, which seems really fun. So, how about Sonic/Cold? Could there be problems with it? It looks pretty cool to me, from the start I can lower a target's defense and resistance, making my attacks more powerful and accurate. The only problem with the combo is that I can't heal myself, but if I find that to be a problem I can take Aid Self (I'll probably take Aid Other anyway).
Now, I'm pretty sure that I won't take Siren's Song and Shockwave (don't want a sleep/knockback), but are there any Cold Domination powers that I might want to skip? They all seem good, yet if I take all the powers then I'll certainly won't be able to get Aid Self. -
Heya, in Cold Domination there's a power called Frostwork. Does it work like Dull Pain, or does it only add Max HP instead of healing as well? And, if it doesn't heal as well, is it still considered as a sort of pre-emptive healing in relation to the badge? That is, will I get a healer badge if I only use Frostwork?
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That sounds pretty cool. I thought about getting Haste & SS, but maybe that'll make it more worth while to take Recall Friend and Teleport, if I do take Dark Miasma.
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Okay, I played both and got to level 6. Both are fun. While the Rad heal is less powerful, it is more reliable.
Now, I have questions about two powers, and depending upon the answers I'll know for certain if I want an Ice/Dark or Ice/Rad Corruptor.
So, Accelerate Metabolism, can someone give me a bit more information about it? I see different stats on its recharge rate and effects in different sites, from 300 to 450 seconds and from only higher damage and recovery to all sorts of things. So what exactly does it do, and for how long?
And then there's Dark Servant, I see that it can heal, but what else? It uses the same debuffs you already have in Dark Miasma? Not saying that it won't be great. Two Tar Patches can be a killer. Just that more information could be nice.
Seems like it's just two requests for extra information, not exactly questions... Oh well, still. At least I won't be generating any more chars called The Ranged to test the different set combos out. -
Okay, AR's constant redraws got on my nerves, so my final set will be either Ice/Dark or Ice/Rad. Fire was still too direct for my tastes.
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You know, let's see. I basically think I can make a concept for Ice/Dark, Fire/Dark, Fire/Rad, and AR/Rad. I'll just give them a go until maybe... I finish the first contact or somesuch, see which one I like the best, then make a character with a concept using the chosen power sets.
Thank you all, you've been a real help. Too bad about Kinetics being too frantic. Maybe I'll try Ice/Kin and/or AR/Kin as well for kicks. -
As I said before, I decided not to go with Kinetics, because it sounds to be too frantic. I like to have the ability to stay back for a while and look at the whole picture instead of running from here to there, always in the middle of the fight and only seeing my immediately surroundings.
As for the merits of Fire, how much better does it look than Ice and AR? I might think of going Fire/Dark (again, something with a demonic influence, with the more classical term I guess), or Fire/Radiation (which will be easier for me to make a concept for than AR/Rad), but as I said, it's too direct in that it's pure damage, and also I'm not entirely sure that I want a PBAoE nuke, though I do plan to take the 9-tier power on any set I do choose. Then again, if it leaps way over the other sets in the coolness factor, that might make it worth taking...
Bah, this is going to take a bit of time it seems... So now it's either Fire Blast, Ice/Cold Blast, or Assault Rifle and Dark Miasma or Radiation Emission. -
No, I'm not interested in the Rad primary, thought the Radiation Emission is a possibility I guess, it's also mainly a debuff set, and while its heal isn't also a debuff, at least it's more reliable I guess...
But as I said, I don't think that the rifle looks stupid. So Full Auto looks cool? Can you describe it?
Update Edit: I think I'll go with either the Assault Rifle or Ice, because Fire is too... Direct, I'd say, and the massive DoTs on pretty much everything won't work well in teams as I plan to take advantage of Scourge as much as possible, which won't give tiem for the DoT to take effect.
As for the secondary... Well, does Radiation involve a lot of moving around and power activations and such like Kinetics? I'm thinking of either taking Cold Blast/Dark Miasma (which could work as a CoT-like demon, or a lich or somesuch), or Assault Rifle/Radiation Emission (uh... Some crazy military experiment? I'll have to think about it). -
Thanks for the advice. I think I'll go with Dark Miasma, as it sounds like I'll be more in control of the situation that way (and to be honest, the way Clexeus just said Ice Blast/Kinetics makes me believe that it's one of them power sets for power levelers or... Power players. I hope you understand what I mean).
As for the primary, sure I like fire (not in a pyromaniac way though), and explosions, but the rifle has fire and explosives too, and blizzards and the ability to turn enemies into icebergs or useless with such low recharge and moving speed sounds fun as well. That's why I'm looking for a description of how their more iconic attacks look like so I can choose that way.
Oh, and by the way, I looked at how the Assault Rifle looks like, and I'm not sure if it's just because I'm using high graphical settings, but it doesn't look like a water-blaster to me, so no need to worry about that. -
Hello, if you recall I made an Energy/Dark Corruptor a short while ago based on a concept I had... But sadly it didn't work, I just couldn't make the character the way I imagined, most likely because my concept was originally for a character in a story, not a game (and there's a real lack of actual robes in this game, why only martial arts?).
Anyway, I looked into the different sets of the Corruptor, and from the selection I decided to choose between Fire/Cold/Assault Blast/Rifle, and Dark Miasma/Kinetics.
Fire, Cold and AR seem pretty interesting, and I like the heal+debuff that's a part of the secondary sets I chose. Now, my problem is... As can be assumed, all the first powers in any set have rather boring-looking graphics. Bolt of fire, ball of fire, ice bolt, ice fog, and the rifle's bullets. Now, my question is, can someone perhaps describe one of the cooler-looking powers from each set? Then I can see which one looks the best according to the combination of the description and my imagination, and go for that one.
As for the Dark Miasma/Kinetics question, that's a bit of a toughie for me, they both sound great. I really like the DM's fully-debuff-based concept, but the Kinetics sounds like a set that even with less debuffs could very well leave my opponents powerless but turning me and any allies of mine into power-houses (in fact, it sounds almost too good to be true, would I even need a travel power with speed boost and that reduced inertia thing?).
So, which of these secondary sets would be more helpful considering that I want to enter more of a support role while teaming by flinging debuffs all around, then picking off the half-dead enemies with scourge-powered blasts? I guess that I'd also rather use the less commonly seen set, but that's more of a tie breaker if both are just as useful.
All constructive advice will be most welcome. -
Sorry, but by the time I got the idea to ask the edit time expired.
Anyway, I plan to take Ghost Widow as my patron, and have a question about the powers... Well, they all look great. I can drain attack power, I get a shield, a damaging hold and a pet.
Anyway, of the four, which is less useful? I only have room for 3 if I take 16 powers from my main combo, and another 5 from pool powers (at least, if we do end up with 24 powers). Right now my thoughts are of the hold, since I already have a hold with less recharge, a cone fear, and knockbacks all around. And hey, 2 pets can't go wrong.
Although, if there's more than one power that I could decide not to take from my main power pools... Although, except for Power Bolt and Black Hole, I'm not sure what I could leave out...
Anyway, I'm sure somewhere in that little monologue there's a question, and if you can find it I'll be happy to recieve advice. -
Okay, I'll try... Another idea I had was to start off the fight with massive debuffing and such, then picking targets off as they reach 50% health or less for scourge, maybe knocking away mobs that go for the MM himself or the Dominator (or me of course).
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Hello, Corruptors. I've had a concept for a Stalker, but though I love Mayhem Missions, I just can't enjoy them with a Stalker, so I decided to go for a Corruptor so I can bring forth death from the 'bove.
My concept has magical powers which originally had to do with the night, though it was more about the celestial bodies seen in the night, and then gained powers that concern death. As such, Energy/Dark seemed the most fitting.
Now, when I tried Corruptors when I just started playing I stayed away from Energy Blast because of the knockback, as I read that teaming with an Energy Blast user is hell for melee-centric characters. Is there some way that I can ease such pain for the poor Brutes, who'll end up furious but with an empty fury bar? I'm guessing that Stalkers will be less affected, since if the enemies are knocked down then that's just more time for them to get back into hiding. -
I might PvP here and there, but I don't plan to concentrate on it. I'll be getting Midnight Grasp for the Superior damage as well anyway. Even if they don't get immobilized they'll still be hit for damage.
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Actually, if I'm taking Shadow Maul then it's instead of the Shadow Punch. I'm going to try and make a sort of Stalker+mini-controller, I'll have the AS to down an enemy, then a fear, immobolize and hold to help control the situation.
So thanks for the help, my character is only level 3, so I'll just remake and start with Smite, then get Shadow Maul. -
I've only played a Stalker to level 15 (Claws/Nin) at most, but I can tell you already what you're doing wrong: You don't wait next to enemies for the hidden state to kick back in, you run away until the enemies stop pursuing you so hide can kick in. And don't be afraid to fight a few "fair" battles, a Stalker can easily deal with small groups of enemies at the low levels even if he only criticals on one enemy at first.
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I decided to make a Stalker alt, and went with Dark/EA, now I'm pretty sure I know which powers I'll be taking, but my main problem is with Shadow Maul... Should I take it? Sure, it looks cool when it connects, but it still has a too-long animation, and if you miss you look like a soon-to-be-dead idiot. Also, aligning for a multi-hit is too bothersom and annoying.
So, am I right in taking Shadow Punch and Smite, or should I be taking Smite and Shadow Maul?
If you need to know my final power selection, there you go:
Dark Melee: 8
Shadow Punch
Smite
Assassin's Eclipse
Build Up
Placate
Siphon Life
Touch of Fear
Midnight Grasp
EA: 7
Hide
Kinetic Shield
Power Shield
Entropy Shield
Energy Drain
Conserve Energy
Overload
Soul: 2
Dark Blast
Soul Storm
(I heard bad things about the Snipe attack)
Pools: 7
Hurdle
Health
Stamina
Hasten
Super Speed
Combat Jumping
Stealth
Total: 24
Of course, with Energy Drain and Conserve Power I might not even need Stamina, in which case I don't really need Health either... Hmm. Well, any help will be appreciated, the most important question is about the Shadow Maul. -
Again, thanks, and who knows, maybe I will have some extra slots for teleport. I assume that raising its range would be more useful than lowering its endurance cost, considering that I do know that I'll take Stamina?
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Actually, I'm Elec/Fire, but there's still consume.
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As I said, I don't know how I'll slot things, so I'm not really sure. Maybe.
Thanks, you're probably right, guess I'll start teleporting myself and foes for starters at the very least. -
Hiya, I've had a concept for my Brute since before getting CoV, though without electric attacks I couldn't create him until I7. Now, I created him and am having fun, but soon I'll reach the point where I need to pick a travel power, and...
Well, my concept for a brute might be able to super leap, but he wouldn't be able to jump around and such to avoid attacks and the like. That means that concept-wise, Combat Jumping and Acrobatics aren't for him. Jump Kick looks bad and also seems too nimble for Argh Gauge.
On the other hand, he could very well teleport. He'll be able to teleport short-distance with Lightning Rod, why not be able to teleport himself/others for longer distances, only without the huge energy discharge in the end?
But, if I take teleport I'm not sure if I'll be able to really enjoy it, as while I pretty much know which powers I'll take, I have no idea how to slot them. I don't know if I'll be able to spare the extra slot to give Teleport 3 end reds and 3 range amps.
I plan to PvP maybe a little bit (if nothing else than for the badges once I'm done with the PvE side of things), but in no way plan to concentrate on that aspect of the game. So what should I do, stick to the concept and take teleport, or compromise over the concept and take super leaping and combat jumping, and while there acrobatics?
In other words, should I go with concept, or a better fighting ability?