AnElfCalledMack

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  1. Quote:
    Originally Posted by Armath View Post
    Saying (and some people do) that "baw baw i can only use once the AS" is a fallacy and their inability to properly use it outside of combat, especially when you need that extra bit of damage in low levels. Learn, adapt, survive!
    This. There are lots of little things you can do to make sure your in-combat AS goes off in early levels. For example, I always kill PPD Suppressors last. Their AoE attack doesn't hurt too much, is slow to recharge, and is their only attack, so if I Placate + AS the second-last guy just after the suppressor blast hits, it's almost guaranteed. To do this, I just tab past any PPD Suppressors until there are no other targets - a little bit of extra effort, but hardly back-breaking. Even with Placate on cooldown, you can fit an AS somewhere into the attack chain of nearly every non-boss enemy in GR, so once you're one-on-one, it really isn't that hard to use it as a straight-up attack.

    As far as targeted ambushes go, they invariably involve some sort of comment from the ambush squad. Find a nearby corner and cue up your best non-AS attack, and you get to turn the tables once again, ambushing the spawn even when they can "see" through your stealth. GR occasionally forces you to rely on more than just the same tricks that you can use from 1-50 blueside or redside. Sometimes, you need to stretch yourself, and that's a good thing.
  2. Uh... thanks, but not quite what I was looking for. I *like* /Sonic, and I want to play it on a defender because of the high debuff values. Also, I'm interested in what powers are essential early, as opposed to the ones that can be put off for a bit. For example, I'm fairly sure Web Grenade is skippable unless you're trying to fight AVs, and so it's not really all that much help before about 20, in which case taking Caltrops at 1 and the second blast at 2 looks like a better way not to just rely on your team (which I won't always have, by the way) to kill stuff.

    Also, if you're trying to cap positional defences, why are you taking Scorpion Shield? It's S/L/E, right?

    So, yeah. Anyone got any insight into the early career of Traps/Sonic.
  3. I was thinking of starting up a Traps/Sonic Defender, with the idea that it'd be a powerful force solo (stacked -res, Siren's Song + toebombs), without sacrificing much effectiveness on teams (I still have FFG, PGT, Mortar, and a defender's debuff values in /Sonic). Am I completely on the wrong track?

    Also, how would you recommend choices in the early levels? I'd think Caltrops/Shriek/Scream are a must for soloing, but from there to Trip Mine is all a little confusing. I've never levelled a Defender before, and from what I know of Traps, it's powerful, but not forgiving.
  4. General consensus of the boards: Repulsing Torrent is useless, and Quick Strike has poor DPA, though Bruising makes it good on a Tanker. The other seven powers are all nice, to varying degrees.

    And, of course, Grounded is still a decent power if you can't afford a Karma -KB, and makes a decent set mule for something like the Steadfast 3% Def, Aegis Psi Def, or even a Steadfast -KB.
  5. AnElfCalledMack

    Stalknetic melee

    Quote:
    Originally Posted by Zem View Post
    Lastly, if you have a rich alt have him mail you a level 10 Kismet:6% Accuracy IO to slot at 7. (Ninjitsu players should throw in a level 10 Karma:-KB IO as well). The +6% tohit from the Kismet is well worth slotting in Hide and helps any vet attacks you might have. Level 17 is another gift-giving opportunity with Miracle:+Recovery, which can go in Health. Anyone that can slot resistiance IOs (which includes Ninjitsu's self-heal, btw) can also slot Steadfast:+3% def. Every little bit helps. Even temp recipes funneled to your newbie can help in the low levels when you lack attacks. Use them when needed, kind of like insps.
    Thanks for all that, Zem. It should really help, and I can probably afford the Kismet, though I have several other characters who need their Miracle uniques before this Stalker. Also, I'll be shuffling a couple of things, since I'm /Elec. Swift (to stack with LR) over Hurdle, and probably no Steadfast Res/Def unless and until I try to softcap - having roughly 5% defense to all really doesn't help that much.
  6. Quote:
    Originally Posted by Polecat7 View Post
    Devore: Hit the talky phase and I went to hide... and ALL her illusory doubles auto-targeted me from range and blew me out of stealth. When I tried the second time with a better hiding place, they all came right for me, and while I was able to nail a good number of her doubles, she herself stood back and blasted away with a handful of doubles. And, as a note to someone about resetting earlier, she regained her illusory doubles at the middle health each time, and I didn't reset the mission.
    Sorry about that. I said it because my dominator had soloed that mission just before I posted, and I faceplanted on the second spawn. By the time I'd gotten back, she'd regenerated to full, and I was expecting to have to do it all over again, but she just fought me herself from 100% to 0% - no more spawns.
  7. AnElfCalledMack

    Stalknetic melee

    Quote:
    Originally Posted by Lobster View Post
    Anyone doing km/elec? I haven't done a stalker in ages (my last were claws/nin & db/reg), but I really dig the km set and it seems like it will shine even more on a stalker than the brute I'm currently working on. And more speed, recharge, end and some healing never hurts...
    Mine got sidetracked at 11. The high Energy resists were nice in Praetoria, but I'm terrible at negotiating the Great Power Crunch that is a pre-20 Stalker. Have any advice for a Stalker-noob on armors vs attacks vs pre-reqs?
  8. Quote:
    Originally Posted by Sailboat View Post
    Consume now grants -end drain resistance, and end drain used to be how Carnies killed my Fire Tankers. Have you tried slotting Consume for max recharge and spamming it to keep the end drain res active?
    It's not my blue bar that's crashing. I think the common theme here is -regen. I use Healing Flames a lot, but I also have quite a bit of passive regen, and Carnies and Praetorians are both adept at turning that off.

    Thanks for the advice, though - I do hit Consume fairly frequently against Carnies.
  9. Hey there.

    I've been loving my Fire/Fire Tanker for 40 levels, but I recently made the jump to Peregrine Island, and the sudden impact of Praetorian Clockwork and Carnies have suddenly made what was a fun ride into something of a grind - Rise of the Phoenix has gone from a nice trick to a crutch - I'm using it every cooldown.

    I should probably mention I'm soloing +0/x4/bosses, and I am considering lowering my difficulty. I do like watching a spawn melt, though.

    Anyway, I have the I18 freespec burning a hole in my pocket, so I was wondering what people would recommend for something that was still aggressive, but didn't faceplant every time a Ring Mistress looked at her. As far as cost goes, this is quite limited - Destriana's on track to be my first 50, and I've only had a few real lucky drops (a LotG Recharge, which funded most of what I have now, and a Regen Tissue unique on my Praetorian Dominator), so funds are somewhat limited. I can scrounge about 150-200 million right now, but that takes out all my seed capital, so I'll probably just work towards it.

    So... build. Mids 1.8 is refusing to install for me, so...

    1: Fire Shield: Impervium Armor Res, End/Rech, Res/End/Rech, PsiRes; common Res, End
    1: Scorch: Common Acc, 3xDmg, Rech
    2: Fire Sword: Crushing Impact set of 6.
    4: Healing Flames: Doctored Wounds Heal, Heal/Rech, Heal/End, Heal/End/Rech, Rech
    6: Hurdle: Common Jump
    8: Combustion: Cleaving Blow set of 4, common Dmg
    10: Combat Jumping: Common Def
    12: Plasma Shield: Common 3xRes, 3xEnd
    14: Super Jump: Common Jump
    16: Health: Common Heal
    18: Consume: Common Acc, 2xRech
    20: Stamina: Common EndMod, Performance Shifter EndMod, Proc
    22: Blazing Aura: Multi-Strike Acc/Dam, Acc/Dam/End, Dam/End, Dam/End/Rech, Common End
    24: Build Up: Common Rech
    26: Fire Sword Circle: Obliteration Acc, Dmg, Acc/Rech, Dmg/Rech, Acc/Dmg/Rech, Proc; common EndRdx
    28: Temperature Protection (Steadfast Protection -KB)
    30: Fiery Embrace: Common Rech
    32: Rise of the Phoenix: Common Stun
    35: Incinerate: Set of 6 Mako's Bite
    38: Greater Fire Sword: Crushing Impact (all but Acc/Dmg)
    41: Burn (Scirocco's Dervish Acc/Rech, Dmg/Rech, and shopping for more)

    I just thought I should also mention that I like RotP, but I can live without it if something needs to go.

    Thanks in advance.
  10. Quote:
    Originally Posted by Santorican View Post
    I'll go even further to say skip SR completely, with Shields you get everything that SR offers plus damage buffs, + resistance, + hp, and a secondary attack that even after being neutered can still tear most groups in half. So the only logical reasons to pick SR are: because, and for concept.
    Well, Quickness, not needing Hamidon enhancements to get capped DDR, and being substantially cheaper to soft-cap would be three reasons to pick SR. Even those of us that do dabble in Inventions can still flinch at putting hundreds of millions of inf into a character, especially if it's an alt.
  11. Quote:
    Originally Posted by Polecat7 View Post
    I knew if I so much as touched the EB again, they'd be all over me, and since Seeker 0001's health reset, she likely also reset her summons too... >.<
    One comment - her health didn't reset, it regenerated. CoH mobs don't "reset" unless you reset their missions, in general. So, no, her summons wouldn't trigger again. The same is true of Vanessa DeVore's decoy phases, and any other health-triggered events. They'll only happen once unless you abandon and restart the mission, or log out (which does much the same thing).
  12. One note, MT: Combat Jumping only costs 0.06 end/sec - it's a negligible cost in almost all circumstances, and it activates in no time, too. Elude's a lot harder on your Endurance than CJ will ever be.
  13. Having almost got my Fire/Earth through Praetoria (lvl20), I'd agree with a lot of what Lili said - Earth/Elec seems like a very nice fit, and I'd mention Earth/Energy if its melee attacks weren't so late. Fire/Earth (volcano-themed, of course) is a powerful set, but I can't imagine it bringing much control to a team, especially early. Flashfire is good for stopping an alpha, but the rest is pretty mediocre. Solo, it's a powerhouse, as /Earth's KU and KD let you juggle one mob in addition to what you could normally hold. When you start mixing in Domination and/or Hasten on difficult fights, you can handle almost anything solo, but on a team I just feel everything will arrive too late.

    In the late-game, of course, Fire/Earth really shines - Fire Cages, Hot Feet and Fissure is a hefty set of AoE damage, and Seismic Smash and Power Boost, along with Char's fast animation, means you can stack hold magnitude like crazy - holding Archvillains is a possibility.
  14. Quote:
    Originally Posted by TrueMetal View Post
    They are 3 seperate 'zones' with loading screens in between. Each with their own 'hospital' and vendors and stuff (if you're Resistance). They're connected with eachother and their respective city zones. They all have the same tunnel look about them so that's probably why they're considered one zone by Paragon Studios.
    To elaborate: they're three separate zones mechanically - map thumbtacks will only show up if you're in the same zone's Underground. On the other hand, the only real differences between Underground Nova, Imperial, and Neutropolis is the level and distribution of the enemies, so it's only one big zone in terms of work for the devs.
  15. Quote:
    Originally Posted by BloodsongX View Post
    Hehe, same here though I think I'm going way of the brute for my Kin/Elec.
    KM/Elec's been a blast so far...

    Then again, I am playing it on a Stalker. HADOKEN!
  16. A lot of people have spoken up for the rights of zombies, but there seems to be a notable silence on behalf of our demonic cousins. My fire/fire tanker, for example, is a demon. She used to torment the souls of the damned - there's precious little else to do in the hells. Then, one day, someone threw her a lifeline. She was summoned into Paragon City. Sure, originally she was supposed to be empowering a Hellion, but within 24 hours she was free, and a registered superhero. After 40 levels of good service, she'd like to think that a sumoner with good intentions would be just as acceptable as one of the summoned.

    Ultimately, it's what you do that matters, not who you are. The biggest problem with demons in Paragon City is sorting out the visas in advance - there's no US embassy in Hell.
  17. I was thinking of a DA/KM Tanker. Walking debuff machine... at least I think it will be. Especially with Bruising. In fact, that'll be tasty on my Fire/Fire, too.
  18. Quote:
    Originally Posted by Nny_the_mad View Post
    sorry but.. i read that dominators were keeping the old version of FE ^^'
    I think his point was that now Burn is a decent AoE attack, instead of a fear patch, /Fire doms have even more good Fire attacks to boost. Add in Earth/'s two powers with fire damage, and that's a lot of attacks at double damage.
  19. So, I18 is giving us a week of free server transfers, and I started my characters without checking this forum, so they're all on Triumph. Come next week, though, they should be sitting pretty on Justice, with a real Australian community.

    Is anyone else taking advantage of this? Or am I the only one silly enough not to check where the GMT +8 and greater folk hang out?
  20. Quote:
    Originally Posted by Carnifax_NA View Post
    My Earth/Fire Domi is quite happy with this. Fiery Embrace just got even more awesome!
    Actually, there's some discussion of that in the Scrapper, Tanker and Brute forums. Sounds like Fiery Embrace is changing to a flat +100% damage for 20 seconds, and I'd expect it would carry over to Doms.

    Fiery Embrace is now even more awesome than that... it works with Earth Control powers other than Pots and VG.
  21. Cypher: I took a look at the build, and I have to say, I prefer Dawn's. Your build isn't softcapped to negative, and in five minutes' tinkering I was able to use the overslotting in Hasten and a couple of other powers to five-slot Boxing with Absolute Amazement for another 10% recharge. This actually reduced Hasten's cooldown, although by less than a second. Also, two Performance Shifters (EndMod and proc) and a common EndMod in Stamina is pretty much strictly better than three PShift. There's an argument at four, thanks to the +recovery bonus, but not three.
  22. Quote:
    Originally Posted by DJ-Everyman View Post
    I think the only think I would change power set wise would be to take out the warrior's challenge and put back in the old attack you took out. I don't ever find a need for a taunt. What would the set bonus be for that beratement?

    I might go with that as a respect just to mess around with it all and try to develop more speed and def with those options.

    Now I wonder why you have just an odd one of a set placed in different slots without the others? I always try to fill with the whole set just to get the bonuses and make sure I get them all. Is there a specific reason you decided against that with some of these?
    The "four Kinetic Combats and a Mako's quad" slotting in the attacks is for a couple of reasons:

    1. Kinetic Combat is a lower-level set, and doesn't have great enhancement values. A level 50 Mako's quad really helps boost them back up to good performance.

    2. The fifth piece of Kinetic Combat (there are only five) is a Chance for Knockback proc. Unreliable knockback in a melee character is just going to be annoying, especially since you're trying to keep people in Invincibility range

    As for trying to get as many bonuses as possible, that's nice, but not all bonuses are created equally. For a scrapper, Defense, Recharge, Recovery, Regeneration and Max Endurance are much more important than things like mez resistance or mez duration. At the same time, you need the powers you're slotting to perform well. So we slot bits and pieces of sets to achieve the best results.
  23. Thanks for the help. both of you. The character in question is still leveling, but it's been lots of fun so far, and it's good to know I can fill the negative hole without crippling the build. Psi and toxic would still be hard, but not everything does exclusively psi or toxic.
  24. Hey. I've been tinkering with a build for my SS/EA. I finally managed to get it softcapped to S/L/F/C/E, but I feel like I must be missing something important. Does anyone know how to make it work better, or am I just flogging a dead horse?

    Villain Plan by Mids' Villain Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Momenta: Level 50 Mutation Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Energy Aura
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(13), T'Death-Dmg/EndRdx/Rchg(19), T'Death-Dam%(40)
    Level 1: Kinetic Shield -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(5), S'dpty-EndRdx/Rchg(15), S'dpty-Def/EndRdx/Rchg(17), S'dpty-Def(42), LkGmblr-Rchg+(43)
    Level 2: Haymaker -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(5), T'Death-Acc/Dmg/EndRdx(7), T'Death-Dmg/EndRdx/Rchg(11), T'Death-Dam%(31)
    Level 4: Power Shield -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(13), S'dpty-EndRdx/Rchg(15), S'dpty-Def/EndRdx/Rchg(31), LkGmblr-Rchg+(42), S'dpty-Def(46)
    Level 6: Hurdle -- Jump-I(A)
    Level 8: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(9), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(17), C'ngImp-Dmg/EndRdx/Rchg(31)
    Level 10: Entropy Shield -- EndRdx-I(A)
    Level 12: Combat Jumping -- DefBuff-I(A)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(40), Mrcl-Rcvry+(50)
    Level 18: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(19), GSFC-Build%(29), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Rchg/EndRdx(46), GSFC-ToHit/EndRdx(46)
    Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(21), P'Shift-End%(21)
    Level 22: Energy Cloak -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(23), S'dpty-EndRdx/Rchg(23), S'dpty-Def/EndRdx/Rchg(34), S'dpty-Def(37)
    Level 24: Taunt -- Zinger-Acc/Rchg(A), Zinger-Taunt/Rchg/Rng(25), Zinger-Taunt/Rchg(25), Zinger-Taunt(27), Zinger-Taunt/Rng(27), Zinger-Dam%(42)
    Level 26: Boxing -- Acc-I(A)
    Level 28: Energy Drain -- RechRdx-I(A), RechRdx-I(29)
    Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(39), RctvArm-EndRdx(40), RctvArm-ResDam/EndRdx/Rchg(43)
    Level 32: Foot Stomp -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(33), Sciroc-Acc/Rchg(33), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Dmg/EndRdx(34), Sciroc-Dam%(34)
    Level 35: Weave -- RedFtn-Def(A), RedFtn-Def/EndRdx(36), RedFtn-EndRdx(36), RedFtn-Def/EndRdx/Rchg(36), RedFtn-Def/Rchg(37), RedFtn-EndRdx/Rchg(37)
    Level 38: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
    Level 41: Energy Protection -- S'fstPrt-ResDam/Def+(A)
    Level 44: Gloom -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg/EndRdx(45), Thundr-Dmg/EndRdx(45), Thundr-Dmg/EndRdx/Rchg(45)
    Level 47: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50), Posi-Dam%(50)
    Level 49: Overload -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- T'Death-Dam%(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 6: Ninja Run



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  25. Quote:
    Originally Posted by DSorrow View Post
    Shields. It has +DMG to help with MA's relatively weak DPS, it also has Shield Charge which helps MA's low AoE. Plus, with IOs it's probably the best set around overall.
    Conccept-wise, though, it's a pretty odd one. I've got a shield... and I kick you in the face.