Adeon Hawkwood

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  1. Quote:
    Originally Posted by Jerikko View Post
    But I have noticed that the lower level players/newbies are having a difficult time starting tf's at their level. I am not immune to this either. I have found myself looking at the various chat channels I belong with; ignoring the request to do a manti, or posi simply to get the high end content for the incarnate shards.
    I think once the shiny wears off this tend will go away. In fact I think it's already starting to. I ran a Hess TF this morning and filled the team in about 10minutes solely through global channels and a single broadcast in Talos.
  2. Quote:
    Originally Posted by Arilou View Post
    The interesting thing is that due to the setup (several powerful mobs rather than many weaker ones) it seems less rewarding than the ITF (where you get a whole lot more shards)
    One thing to keep in mind though is that the merit/time rewards are higher. Both TFs take about an hour and award 40 merits. For comparison the "official" reward rate for the old TFs is 20 merits an hour (although obviously people who specialize in speed running can get quite a bit higher).
  3. Quote:
    Originally Posted by plainguy View Post
    I do have some questions.. Your running frankenslot build atm you said. How you doing 0/8 missions ? I honestly can't do that with my current build, it is an OLD build and might be lacking. I am hoping the new build will bring me some better odds.
    So is it the mission your running. Is it design of your own or your just looking for weak or less resistant to Smash Lethal mobs ?
    Personally I find it works best against Council (or custom groups with similar enemies). It's not so much about enemies who are weak to S/L damage but enemies with a lack of ranged mezzes and that deal mostly S/L damage (and if possile have lots of melee attacks). Caltrops (and possibly an AoE immobilize if you take one of the Patron Pools) allows you to keep enemies at range so you want to leverage that.

    Quote:
    Another off note.. Your location, in your base eatin your shinnies. Shinnies ? Just wondering where you got that from ?
    It's a combination of a couple of memes. Referring to MMO loot as "shiny things" is old and of indeterminate origin. He's combined this with the phrase "in your base, killing your dudes" from Starcraft.
  4. Quote:
    Originally Posted by Flower View Post
    My opinion is that the in game story behind the alpha slot allows any character to get it regardless of their personal story. At some point they come to Ouroboros and meet Silos and Ramiel who will set them on the path to the incarnate abilities to stop the "Coming Storm". Now if your toon never joins Ouroboros then to stay in character you probably would not take the alpha slot, otherwise I think you can and still stay true to whatever back story your character has.
    Well bare in mind the lore states that some incarnates don't realize that they are connected to the well so you could potentially say that although you had to run Ramiel's arc to unlock it that was non-canon for your character and they've unconsciously tapped into the Well's power (or even ignore the canon entirely and simply say that they're gaining power through other means).
  5. I've currently unlocked it on 3 of my 6 50s and don't plan to do it for any of the others since I don't really play them. I've got two lower level characters I might unlock it on if I still enjoy playing them at 50.
  6. Quote:
    Originally Posted by SwellGuy View Post
    Keep in mind we are only in the common and uncommon phase for alpha. We'll likely need a lot of them before it is all said and done.
    Sure, I know that. My point was that the current random drops feel very, very random. Doubling the reward rate (by doubling the chance of a random drop or doubling the quantity for static drops) and doubling the number required (for all levels of the system) would help level it out a bit (i.e. a bad streak is less likely but a good streak is less useful). The potential downside is that if the devs want to make content where the enemies have a higher random drop chance they can't boost it as much.
  7. To be honest I kinda wish they had increased the drop chance but also increased the number required (i.e. double the drop chance, but it takes 8 for a component and 16 to do the component upgrade). From a practical point fo view this wouldn't change the average time/reward ratio but it would serve to tighten the bell curve a bit.
  8. Quote:
    Originally Posted by Psylenz View Post
    It is my opinion that web 'nade is very underrated. Immobilizing the AV can be very useful.
    Definitely, AVs tend not to be as keen on running out of patches as other AVs but keeping the AV controlled and stationary is still useful for a lot of characters.
  9. Quote:
    Originally Posted by h00chi3 View Post
    I just redid my build, and I soft capped S/L/E, but no where near anything on ranged, melee, or aoe def. Is that better then just capping the ranged?
    As with everything it's a trade-off. Ranged defense provides coverage against almost all single target ranged attacks but does nothing for melee attacks, aoe attacks or certain psionic attacks. S/L/E defense on the other hand will provide defense against any attack which deals partly S/L/E damage (and a few that don't) regardless of whether it's ranged, aoe or melee but you lose protection against single target ranged attacks that deal exclusively fire, cold or negative energy.

    Now in terms of NPCs S/L/E does cover a large portion of the most common attack types used by NPCs. Council and Freakshow attacks will be almost all covered by these three defenses. Malta are a bit nastier, you'll still avoid a large portion of their damage attacks but you'll be vulnerable to several of their mezzes (although in the case of stun grenades ranged defense doesn't help either) defenses. Carnival you'll generally be tougher since while it provides nothing against their psionic attacks neither does ranged defense and it will cover the melee attacks from the lower rank troupe members. CoT you'll be a bit weaker, you get coverage against thier melee attacks but lose coverage to those ranged fire and negative blasts.
  10. Here's the wiki link:
    http://wiki.cohtitan.com/wiki/Recharge

    You will need a combined recharge of 233% (in power + global) to make it perma.
  11. Nice build, I would just add a few comments:

    1. You are quite a bit over the softcap for Ranged defense, this can be useful (for cushioning against defense debuffs) but you could also trade some of it for more HP. Also, you've got 6 2.5% ranged defense bonuses (3 Thunderstrikes, 2 Red Fortunes and Gaussians) so you might want to replace one with something else (or shave a few slots somewhere.

    2. For a blapper your defenses are VERY focused. You've got good protection against ranged attacks but lack significant protection against melee or AoE attacks and, as a blapper, you'll encounter those more often than a ranged hover-blaster. This is then compounded by the fact that you haven't slotted your resistance shields. Once possible option is to switch from Leviathan Mastery to Mace or Cold Mastery and take a S/L shield with the goal of softcapping S/L defense either instead of or as well as ranged defense. This will provide strong defense against a large portion of melee range attacks.
  12. Quote:
    Originally Posted by Municipal View Post
    UPDATE: Okay, those are nice builds. However, I am a Technology Assault Rifle/Traps -Corruptor- not a Defender. I did not even know Defenders could have those power pools. What the heck is Leviathan Mastery and Mace Mastery? I do not have access to those. Also, i19 is now out so Fitness is inherent. I need an up to date build please? I would very much appreciate it. Lastly, I do not know how to upload these links from Mids.
    Actually there are both Defender and Corruptor builds there but in any case that's why I suggested using them as a starting point and not a final build. Everyone has their own opinions as to what should be in a build and their own budget so I find it's batter to make your own than try and use someone else's. There isn't really a perfect build so select the powers you want and then see what you can do with it. From a practical point of view there isn't a lot of difference between a Corruptor Build and a Defender build, you just need to reorder the powers and plan on building in a bit more defense from set bonuses for the Corruptor. To upload a build from mids go to the Import/Export menu and select the forum export function, this copies it to your clipboard and you can paste it into the post.
  13. Quote:
    Originally Posted by Firebeam View Post
    Do teams not like that power or something?
    I love it.
    Others have commented but I'll give a little more detail. Rain of Fire (and similar powers such as Ignite, Caltrops, Freezing Rain etc.) causes enemies to be hit with an Avoid debuff. This causes a partial override of their AI so they prioritize getting out of the patch rather than fighting. Depending on the situation this can be good or bad, for a solo Blaster it is an excellent tool but on teams it can result in the group scattering which at the very least decreases the effectiveness of AoE powers (including Rain of Fire) and worst case can cause problems for other team members.

    Personally unless the team is having trouble I don't object to a bit of chaos but there are players who do and in that situation you'll have to either refrain from using it or leave and find another team (or make your own) because when it comes down to it their team, their rules.

    On the other hand certain other characters can make it so that the impact of the avoid effect is irrelevant and you should feel free to let loose no matter what team you're on. Controllers can lock down a spawn so even though they want to leave they can't. Other area debuffs (particularly from Trick Arrow, Dark Miasma, Storm Summoning and Earth Control) will slow and/or knock down enemies which also prevents them from leaving.
  14. Quote:
    Originally Posted by Griff Mender View Post
    I think kinetics is good for it. If we are talking -regen for AVs transfusion is up very quickly, is -4.974 regen as opposed to benumb's -5 regen. Transfusion also heals the melee folks near the AV and Kinetics can SB the team as well as boost the damage of the team in order speed up the AV stomping even further.
    Actually you're looking at the PvP values for Kinetics. In PvE Transfusion has -0.5 regen or a tenth or that provided by Cold or Rad and a twentieth of that provided by Traps. It's a nice bonus but it doesn't drop their regen as much as the other sets.

    Dark is somewhere in between. Howling Twilight provides the same -regen as Cold and Rad but unlike the others cannot be made permanent. On the other hand Twilight Grasp gives it a little extra -regen (equal to Transfusion) which is up permanently.

    For up time Traps is technically the best since it has 40second duration 90second recharge but since it's an area debuff that has to be reapplied every 10seconds it can have worse uptime against certain AVs (Battle Maiden and the CoP boss come to mind) plus since trappers rarely want to stay in melee range of an AV for to long it requires more effort to apply.
  15. Quote:
    Originally Posted by Gilia View Post
    ...and because Scourge multiplies your damage and Vigilance is a damage buff, Scourge has a much greater effect. Even with Vigilance in full effect, a Corruptor should do about 50% more damage than a Defender.
    Actually the bonus damage from Scourge is probably closer to 20% than 50%. Against minions you tend to Scourge when your attack would kill the enemy anyway. It is more useful against LTs and bosses though.
  16. Probably Cold or Traps. Both have -res, -regen and provide defense.
  17. I can't see anything obvious, you've already reached the point where you've had to sacrifice quite a bit of capability in other areas to reach the point you're at. Regarding Endurance, switching the Numina: Heal for a Miracle: +Recovery and picking up the two endurance accolades will probably give you sufficient recovery although if all else fails grab the cardiac alpha slot. Also regarding your choice of epic, I'd suggest switching. You've got very high ranged defense and Devices allows you to keep enemies at range with caltrops at which point having layered defenses is probably more useful than the S/L Defense. I have seen arguments in favor of having both Ranged and S/L defense on a Blaster but I tend to feel it's better to have one or the other and AR/Dev has a devil of a time building up S/L defense. If you go that route I'd also suggest replacing the proc in Caltrops with a generic slow or a slow/end/rech and picking up an AoE immobilize to supplement Caltrops (if you replace Spiderlings you can slot a Trap of the Hunter for only 0.6% defense loss).
  18. Quote:
    Originally Posted by Angelofvalor View Post
    There has been a defender buff?
    Yep, they now get a 30% damage buff while solo that decreases by 10% for each teammate you add up to 3 (so on a team of 4+ it's 0%, it doesn't go negative).

    What this means is that solo Defenders and Corruptors do about the same base damage the differences being Corruptors get more benefit from other damage buffs and get scourge.
  19. I pronounce it exactly as it looks: Ad-e-on with a hard e. I suspect it should actually be pronounced Ad-ae-on with a much softer e that's almost an a but I prefer the hard e.
  20. Honestly with the latest Defender buff the solo damage difference between Defenders and Corruptors is pretty small. It's larger on teams but not noticeably so. So in general if you find Defender damage to low you probably won't like Corruptors much more.
  21. Adeon Hawkwood

    Exp nerf!!!

    Definetly the latter. Inhernet Fitness has made the low levels a lot easier. The only downside is that (at the moment) a high portion of players are focused on level 50 content so so there aren't as many low level teams.
  22. I like both Traps and TA but overall I would say Traps is the better set.
  23. First off Suviallance is no auto hit so you probably want to stick in some accuracy. Secondly the proc will work but using it will override the fact that Surviallnce does not aggro enemies.

    As a side note, I specced out of MM on my AR/Dev because Body Armor is so horrible compared to the shield powers in other Epics.
  24. Ok, two builds. The first has 40% ranged defense and 60% global recharge. The second has softcapped ranged defense but only 42.5% recharge.

    Hero Plan by Mids' Hero Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    new build: Level 50 Magic Blaster
    Primary Power Set: Energy Blast
    Secondary Power Set: Fire Manipulation
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Teleportation
    Power Pool: Leadership
    Ancillary Pool: Flame Mastery

    Hero Profile:
    Level 1: Power Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(29), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(37)
    Level 1: Ring of Fire -- TotHntr-Acc/Immob/Rchg(A), TotHntr-Acc/Rchg(7), TotHntr-EndRdx/Immob(23), TotHntr-Immob/Acc(33), TotHntr-Dam%(40), TotHntr-Acc/EndRdx(46)
    Level 2: Fire Sword -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(3), Mako-Acc/Dmg(13), Mako-Dmg/EndRdx(31), Mako-Dmg/Rchg(36), Mako-Acc/EndRdx/Rchg(42)
    Level 4: Energy Torrent -- Ragnrk-Dmg/EndRdx(A), Ragnrk-Dmg(5), Ragnrk-Dmg/Rchg(7), Ragnrk-Acc/Dmg/Rchg(29), Ragnrk-Acc/Rchg(39)
    Level 6: Hover -- LkGmblr-Rchg+(A)
    Level 8: Power Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(9), Thundr-Dmg/EndRdx/Rchg(11), Thundr-Acc/Dmg/Rchg(19), Thundr-Acc/Dmg/EndRdx(23)
    Level 10: Boxing -- Acc-I(A)
    Level 12: Sniper Blast -- Mantic-Dmg/EndRdx/Rchg(A), Mantic-Dam%(13), Mantic-Acc/Dmg(15), Mantic-Dmg/EndRdx(15), Mantic-Acc/ActRdx/Rng(34)
    Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25)
    Level 16: Fire Sword Circle -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(17), Armgdn-Acc/Rchg(27), Armgdn-Dmg/EndRdx(36), Armgdn-Dam%(42)
    Level 18: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam(19), RctvArm-EndRdx(21), RctvArm-ResDam/EndRdx(27)
    Level 20: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(21), LkGmblr-Def/EndRdx(25)
    Level 22: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg/EndRdx(39), GSFC-ToHit/EndRdx(40), GSFC-Rchg/EndRdx(45), GSFC-ToHit/Rchg(50), GSFC-Build%(50)
    Level 24: Aim -- RechRdx-I(A), RechRdx-I(46)
    Level 26: Recall Friend -- Zephyr-Travel(A), Zephyr-ResKB(34)
    Level 28: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def/Rchg(31)
    Level 30: Teleport Foe -- Range-I(A)
    Level 32: Nova -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(36)
    Level 35: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Acc/Dmg/Rchg(43), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(46)
    Level 38: Hot Feet -- P'ngTtl-Acc/Slow(A), P'ngTtl-Dmg/Slow(39), P'ngTtl-Acc/EndRdx(40), P'ngTtl-EndRdx/Rchg/Slow(42), P'ngTtl-Rng/Slow(45), P'ngTtl--Rchg%(48)
    Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(43), BasGaze-EndRdx/Rchg/Hold(45), BasGaze-Acc/EndRdx/Rchg/Hold(50)
    Level 44: Fire Shield -- ResDam-I(A)
    Level 47: Melt Armor -- LdyGrey-DefDeb/Rchg(A), LdyGrey-Rchg/EndRdx(48), AnWeak-Acc/Rchg(48)
    Level 49: Power Bolt -- Acc-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(11), P'Shift-EndMod/Rchg(17)



    Hero Plan by Mids' Hero Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    new build: Level 50 Magic Blaster
    Primary Power Set: Energy Blast
    Secondary Power Set: Fire Manipulation
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Teleportation
    Power Pool: Leadership
    Ancillary Pool: Flame Mastery

    Hero Profile:
    Level 1: Power Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(29), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(37)
    Level 1: Ring of Fire -- TotHntr-Acc/Immob/Rchg(A), TotHntr-Acc/Rchg(7), TotHntr-EndRdx/Immob(23), TotHntr-Immob/Acc(33), TotHntr-Dam%(40), TotHntr-Acc/EndRdx(46)
    Level 2: Fire Sword -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(3), Mako-Acc/Dmg(13), Mako-Dmg/EndRdx(31), Mako-Dmg/Rchg(36), Mako-Acc/EndRdx/Rchg(42)
    Level 4: Energy Torrent -- Ragnrk-Dmg/EndRdx(A), Ragnrk-Dmg(5), Ragnrk-Dmg/Rchg(7), Ragnrk-Acc/Dmg/Rchg(29), Ragnrk-Acc/Rchg(39)
    Level 6: Hover -- LkGmblr-Rchg+(A)
    Level 8: Power Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(9), Thundr-Dmg/EndRdx/Rchg(11), Thundr-Acc/Dmg/Rchg(19), Thundr-Acc/Dmg/EndRdx(23)
    Level 10: Boxing -- Acc-I(A)
    Level 12: Sniper Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(13), Thundr-Dmg/Rchg(15), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(36)
    Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25)
    Level 16: Fire Sword Circle -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(17), Armgdn-Acc/Rchg(27), Armgdn-Dmg/EndRdx(34), Armgdn-Dam%(42)
    Level 18: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam(19), RctvArm-EndRdx(21), RctvArm-ResDam/EndRdx(27)
    Level 20: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(21), LkGmblr-Def/EndRdx(25)
    Level 22: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg/EndRdx(39), GSFC-ToHit/EndRdx(40), GSFC-Rchg/EndRdx(45), GSFC-ToHit/Rchg(50), GSFC-Build%(50)
    Level 24: Aim -- RechRdx-I(A), RechRdx-I(46)
    Level 26: Recall Friend -- Zephyr-Travel(A), Zephyr-ResKB(34)
    Level 28: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def/Rchg(31)
    Level 30: Teleport Foe -- Range-I(A)
    Level 32: Nova -- Erad-Dmg/Rchg(A), Erad-Acc/Dmg/Rchg(33), Erad-Acc/Dmg/EndRdx/Rchg(33), M'Strk-Dmg/Rchg(43), Sciroc-Dmg/Rchg(43)
    Level 35: Burn -- Erad-Dmg/Rchg(A), Erad-Acc/Dmg/Rchg(36), Erad-Acc/Dmg/EndRdx/Rchg(37), Dmg-I(46)
    Level 38: Hot Feet -- P'ngTtl-Acc/Slow(A), P'ngTtl-Dmg/Slow(39), P'ngTtl-Acc/EndRdx(40), P'ngTtl-EndRdx/Rchg/Slow(42), P'ngTtl-Rng/Slow(45), P'ngTtl--Rchg%(48)
    Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(43), BasGaze-EndRdx/Rchg/Hold(45), BasGaze-Acc/EndRdx/Rchg/Hold(50)
    Level 44: Fire Shield -- ResDam-I(A)
    Level 47: Melt Armor -- LdyGrey-DefDeb/Rchg(A), LdyGrey-Rchg/EndRdx(48), AnWeak-Acc/Rchg(48)
    Level 49: Power Bolt -- Acc-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(11), P'Shift-EndMod/Rchg(17)
  25. Quote:
    Originally Posted by JC_THREE View Post
    You do know that slotting an alpha ability removes the -4 level debuff on your character, right? (or are you running at difficulty +4 with an alpha boost already slotted for the TF? if so, disregard this.)
    The new TFs automatically spawn as level 54 (so at +4). Not having an Alpha Slot Boost lowers you to 46 making them enemies +8 .