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Posts
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Joined
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20 nov 2005 is when I got my copy of CoV for my birthday. Had to ask my brother to pay for the game (ofcourse I paid him back) but now after 11 months of I had to stop my account (reasons are private). It was great fun on Union and if I ever want to come back It'll certainly be over there Anybody who ever teamed with me: thank you very much Special thanks go to Jaheria, Catz. , Knux and mini-nukette. There alot more people who I'd like to thank but I suck with names =/
There is only one last request ot anybody out there: my brother has already canceled my account before I got a chance to tell my friends/SG/channel members. So if anybody out there wants to help me, please do Please send a tell/e-mail to those people and make them aware of this thread. I will keep checking these boards for a while -
My /DA only has one toggle he always runs: CJ. It's so cheap it never drops (IIRC 0.08 end/sec) and gives a nice movement boost. Just take all your shields and pick OG or CoF. You can use DS to keep aggro on you.
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Basic attack slotting:
2 acc, 1 rech, 1 end
Basic Shield slotting:
1 end, 3 def/res
Follow that for any of your brutes and once you hit SO's soloing will be very easy. -
Any character that can't solo (pure healing troller/defender/corrupter, tanks using only the basic attack and taunt, doms without attacks, etc.) are not good characters IMO, they may be good in teams but the CoV/H population isn't big enough to do that. An empath without attacks will have keep spamming heals/buffs and can't help the rest of the team picking of the minions. A Troller with only holds will make the battle easier, but using buffs/debuffs it will also be faster. Specialised characters excel at one thing to help the team, but dropping a few powers (and thus making them less capable of healing/buffing/holding/etc.) and pick maybe a few damageing or buffing attacks will boost the teams speed.
A corr wasn't designed to be a reversed defender or a only blasting blaster. A tnaker wasn't designed to be a wall only using taunt and dealing low amounts of damage, defenders aren't intended to only use buffs and neglect damage. It's what makes the AT the AT it is and not some generic charcter. The "holy trinty" in CoH/V will be effective, but it won't be as effective as the same team using a blaster that also melees, a tanker with more than just jab and taunt and a defender using singletarget attacks to kill the leftovers. -
All those character would be better if they also had a few secondary or primary powers. They might be good now, but when you get some more powers from the other set they're even better
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In CoV there are hardly any Vhazilok (or whatever they're called, hardly seen any of them ), just ignore them, in 2 or 3 mishes you'll never see one ever again.
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My Stone/DA can smash trough anything with ease, but he burns blues Some EBs reqreme to pop a few purples because they just too much damage, or hit Elude/Overload/etc. when they're almost down. (Mako's Elude seems to be ready when he needs it, worst fight ever )
But regular mobs? pfft. +3? Still easy but require some time and self restraining so I don't use Seismic Smash too much . Even lvl EB? *yawn* -
Don't know for scrappers, but OG has never made my brute come close to death in big spawns, the health cost is so low I barely notice it. Toggle management is only needed if you want to save endurance, but since you're a /DA there's no point in trying Endurance and Energy damage will be your weak spot, but Stamina and OG/CoF can take care of that.
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A brute using Disorients will still build up fury. If my Fault,Stone Fist, Boxing, Fault and Oppressive Gloom using brute genrates anough fury to deliver pure pain then a Granite brute using only Fault can do the same
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Can't go wrong till lvl 1 with that build, I'd take charged brawl when you lvl...
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That's why he said don't kill the /Dark Scrapper
After you rez in PvP you should heal right after, since there aren't any toggles up you'll most likely hit and heal 1/3th or more. Then toggle mez, S/L, and acro and you can start over again -
The /DA self Rez will detoggle everything, even granite. It's a mag 35.6 disorient
My taunt example was for PvP, when a blaster starts to pick of the squishies a brute should Taunt him and make sure he absorbs the damage.
Fault is better than Tremor in every single way besides the damage: it boost fury, helps the doms with mezzing, causes knockback/knockdown and is way faster than tremor. If you don't like it then you just haven't used it enough
A stone/ brute or /stone tank has 4 knockback/knockdown, 2 disorient powers and also the great mag 4 hold, which is stronger than most dom holds (mag 3). When you play granite your damage will be lower, but every melee set makes it up in one way or another.
Fire has alot of AoE damage, Energy has high SingleTarget damage. Dark will reduce their acc and can drain almost everything and elec will drain their end. SS has rage to make up for granite's -dam. And stone is the most control of all the melee sets.
So instead of keeping a decent attack chain (you have -rech anyway, plus stone melee is the slowest melee set out there) you'll have to use mudpots to keep mobs on you, KB/KD to keep them close while Fault disorients them.
A granite tank/brute will never be able to do great damage, just like all those MMs with their pistols, but it helps them doing other things better. That's my vision of the /Granite brutes and tanks. -
Fault has a 100% chance to apply a disorient, I'd never skip it for PvP. Taunt also has it uses for keeping squishies safe (since brute is the only character to tank for a bit in PvP)
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My fire/fire dom hit 15 yesterday and he's great so far
Wasted my freespec on him because I thought I could run Hot Feet without stamina and SOs but it really is impossible also had to get rid of Smoke, it wasn't as usefull as I hoped.
I'd really try to get FE earlier, the more damage the less control you need. I've kept bonfire because it will fit my character so no Acro for me. I'll post my build here, could use some advice as well.
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
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Name: Om-BBQ
Level: 50
Archetype: Dominator
Primary: Fire Control
Secondary: Fiery Assault
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01) --> Char==> Hold(1)Hold(3)Hold(3)Acc(5)Acc(5)Rechg(7)
01) --> Flares==> Acc(1)
02) --> Incinerate==> Acc(2)Acc(7)Dmg(9)Dmg(9)Dmg(11)Rechg(11)
04) --> Fire Breath==> Acc(4)Acc(13)Dmg(17)Dmg(19)Dmg(19)Rechg(21)
06) --> Hurdle==> Jump(6)
08) --> Combat Jumping==> Acc(8)
10) --> Fire Blast==> Acc(10)Acc(29)Dmg(31)Dmg(31)Dmg(31)Rechg(50)
12) --> Flashfire==> Acc(12)Acc(13)DisDur(15)DisDur(15)DisDur(17)Rechg(21)
14) --> Super Jump==> Jump(14)
16) --> Fiery Embrace==> Rechg(16)Rechg(23)Rechg(23)
18) --> Cinders==> Acc(18)Acc(25)Hold(25)Hold(27)Hold(27)Rechg(29)
20) --> Health==> Heal(20)
22) --> Stamina==> EndMod(22)EndMod(33)EndMod(33)
24) --> Aid Other==> IntRdx(24)Rechg(33)Heal(34)
26) --> Fire Cages==> Acc(26)Acc(34)Dmg(40)
28) --> Consume==> Rechg(28)Rechg(34)Acc(36)Rechg(40)
30) --> Bonfire==> Rechg(30)Rechg(39)
32) --> Fire Imps==> Acc(32)Dmg(37)Dmg(37)Dmg(37)
35) --> Aid Self==> IntRdx(35)Heal(36)Heal(36)Rechg(39)EndRdx(39)
38) --> Blaze==> Acc(38)Acc(40)Dmg(43)Dmg(43)Dmg(43)Rechg(46)
41) --> Charged Armor==> EndRdx(41)DmgRes(42)DmgRes(42)DmgRes(42)
44) --> Ball Lightning==> Acc(44)Acc(45)Dmg(45)Dmg(45)Dmg(46)Rechg(46)
47) --> Summon Guardian==> Rechg(47)Rechg(48)Rechg(48)Acc(48)
49) --> Hasten==> Rechg(49)Rechg(50)Rechg(50)
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01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Domination==> Empty(1)
02) --> Rest==> Empty(2)
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I always get away after ST, I activate, run, SJ, and acro then hop away. And if you don't make it you don't get debt (debt protect lasts for 1:30) so why not bother trying? Solo you can wait till pets dissapear, in teams others can take your aggro, problems solved.
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If only one enforcer is out, the combat log says "X has defeated enforcers". Only noticed this with the Thugs but never checked the other MMs (might just be the power name).
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My dom is only lvl 14 (outdated sig) but when I hit dom the amount of damage he can deal is insane I'm saving my reds till my bar fills up now and it works very well.
I still need more AoE to actually survive the aggro I generate, but that one Firebreath dealing ticks of 21 damage at lvl 8 was beautifull -
ST is a mag 35.7 Stun and lasts for 10 seconds. For PvP tough would be better but for PvE Soul Transfer could help you out more if you grab too much aggro.
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Thank you all for your help
I will tweak my build later on (didn't even notice I slotted boxing ), but have no time to do it today. For this build I have exactly enough slots (well I think I do, only lvl 12 atm), but will see if I can move some around perhaps 2 acc 2 dam before FA?). The high end attacks are yet to be tested (missed the test server event), but DA is double stacked most of the time now (no SOs yet) so with SOs will I be able to stack 3?
As I said, going to tweak the build later -
Just give it 1 recharge and it will always be up if you can keep your death rate at a decent level.
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Fuicy stone/stone/soul brute
Mr. Shouty sonic/kinetics/mace corr
Think another stone brute also hit 50 but can't remember his name -
Changed my build and made sure that every heal power has 3 heal slots now. I went for 3 dam, 1 acc and 1 rech in each attack, but later on I had some spare slots so I added some defdebuffs (it will also help other players). Also every power takes a while to get fully slotted.
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
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Name: OM-garm
Level: 50
Archetype: Scrapper
Primary: Katana
Secondary: Regeneration
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01) --> Sting of the Wasp==> Dmg(1)Acc(3)Dmg(7)Dmg(25)Rechg(37)DefDeBuf(48)
01) --> Fast Healing==> Heal(1)Heal(5)Heal(21)
02) --> Flashing Steel==> Dmg(2)Acc(3)Dmg(9)Dmg(23)Rechg(37)DefDeBuf(48)
04) --> Quick Recovery==> EndMod(4)EndMod(5)EndMod(15)
06) --> Reconstruction==> Rechg(6)Rechg(7)Rechg(13)Heal(23)Heal(36)Heal(36)
08) --> Divine Avalanche==> Acc(8)Dmg(9)Dmg(13)DefBuf(37)Rechg(39)DefBuf(43)
10) --> Dull Pain==> Rechg(10)Rechg(11)Rechg(11)Heal(15)Heal(21)Heal(34)
12) --> Combat Jumping==> DefBuf(12)
14) --> Super Jump==> Jump(14)
16) --> Integration==> Heal(16)Heal(17)Heal(17)
18) --> The Lotus Drops==> Acc(18)Dmg(19)Dmg(19)Dmg(25)Rechg(40)DefDeBuf(48)
20) --> Hurdle==> Jump(20)
22) --> Health==> Heal(22)Heal(45)Heal(46)
24) --> Resilience==> DmgRes(24)
26) --> Soaring Dragon==> Acc(26)Dmg(27)Dmg(27)Dmg(36)Rechg(40)DefDeBuf(46)
28) --> Instant Healing==> Rechg(28)Rechg(29)Rechg(29)Heal(31)Heal(34)Heal(34)
30) --> Build Up==> Rechg(30)Rechg(31)Rechg(31)
32) --> Golden Dragonfly==> Acc(32)Dmg(33)Dmg(33)Dmg(33)Rechg(40)DefDeBuf(46)
35) --> Stamina==> EndMod(35)EndMod(43)EndMod(43)
38) --> Hasten==> Rech(38)Rechg(39)Rechg(39)
41) --> Focused Accuracy==> EndRdx(41)TH_Buf(42)TH_Buf(42)TH_Buf(42)
44) --> Conserve Power==> Rechg(44)Rechg(45)Rechg(45)
47) --> Boxing==> Acc(47)Dmg(50)
49) --> Tough==> DmgRes(49)DmgRes(50)DmgRes(50)
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01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Critical Hit==> Empty(1)
02) --> Rest==> Empty(2)
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My main is a Stone/DA Brute and when I got CoH I went for the exact opposite: regeneration. I don't have any experience with scrappers, but this is the build I came up with. Any tip/suggestion will help
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
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Name:
Level: 50
Archetype: Scrapper
Primary: Katana
Secondary: Regeneration
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01) --> Sting of the Wasp==> Acc(1)Dmg(3)Acc(15)Dmg(17)Rechg(23)EndRdx(25)
01) --> Fast Healing==> Heal(1)Heal(9)Heal(13)
02) --> Flashing Steel==> Acc(2)Dmg(3)Acc(13)Rechg(17)EndRdx(23)DefDeBuf(25)
04) --> Quick Recovery==> EndMod(4)EndMod(5)EndMod(5)
06) --> Reconstruction==> Heal(6)Rechg(7)Rechg(7)Rechg(37)Heal(45)Heal(46)
08) --> Divine Avalanche==> Acc(8)DefBuf(9)Acc(15)DefBuf(21)DefBuf(21)Dmg(34)
10) --> Dull Pain==> Rechg(10)Rechg(11)Rechg(11)Heal(34)Heal(39)Heal(43)
12) --> Combat Jumping==> DefBuf(12)
14) --> Super Jump==> Jump(14)
16) --> Integration==> EndRdx(16)
18) --> The Lotus Drops==> Acc(18)Acc(19)Dmg(19)Dmg(40)Rechg(40)EndRdx(40)
20) --> Hurdle==> Jump(20)
22) --> Health==> Heal(22)Heal(37)Heal(46)
24) --> Stamina==> EndMod(24)EndMod(43)EndMod(46)
26) --> Soaring Dragon==> Acc(26)Acc(27)Dmg(27)Dmg(31)Rechg(34)Dmg(36)
28) --> Instant Healing==> Rechg(28)Rechg(29)Rechg(29)Heal(37)Heal(43)Heal(48)
30) --> Build Up==> Rechg(30)Rechg(31)Rechg(31)
32) --> Golden Dragonfly==> Acc(32)Acc(33)Dmg(33)Dmg(33)Rechg(36)Dmg(36)
35) --> Resilience==> DmgRes(35)
38) --> Hasten==> Rechg(38)Rechg(39)Rechg(39)
41) --> Focused Accuracy==> EndRdx(41)TH_Buf(42)TH_Buf(42)TH_Buf(42)EndRdx(48)
44) --> Conserve Power==> Rechg(44)Rechg(45)Rechg(45)
47) --> Boxing==> Acc(47)Acc(48)
49) --> Tough==> EndRdx(49)DmgRes(50)DmgRes(50)DmgRes(50)
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01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Critical Hit==> Empty(1)
02) --> Rest==> Empty(2)
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/DA isn't a very good set against CoT. You'll have to absorb most of the debuffs and can't defend against the thorn caster's energy damage. I have to keep running from mob to mob to keep them stunned
And most of the lack of acc seems to be imaginary, as shown in this thread. -
I can't remember I missed at all with my stone/ brute. I might be because the first time you play you're still new and everything is so much fun. Any other brute I rolled seemed to have crappy accuracy, but this might be because you're used to DO/SO's. And Bone Smasher has a lower base accuracy than most attacks IIRC.