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Posts
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SR does have the highest defence of any of the stalker secondrys and also don't forget that SR scales with your charactor level so the higher you go in level the higher the defence is.
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i thought that was the RESIST part of the powers, an effect that doesnt kick in until you have pretty low health
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Yep the resist part scales and so does the defence debuff on the toggles.
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For /nin as well, or only for SR ?
Im leaning towards making a /nin stalker instead, ive always been a sucker for self heals, and the lack of knockback protection could be gotten from acrobatics i guess
I also wanted a claws rather than a EM (which i am now) but the level 2 attack is so incredibly slow and frustrating to use in combat. Also, EM has several single target attacks, claws has 2 CONE attacks at the end of the tree... -
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If you're looking for a concept build for a Stalker nin/nin is the build to go for
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Why is ninja blade any more of a concept than anything else?
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I see what he means, the general stalker ninja sneaky peaky feeling
I must admit i dont agree though, why would anyone run around and backstab people with a 2 handed sword ?
Or a 3 edged claw, with the possibility to get a few of the blades entangled in pieces of the victims armor etc.
And you dont backstab people with your FIST (martial arts), and people with pink pom poms on their hands doesnt even exist
They should swap the ninja blade with a small 1handed blade of some sort, giving it a more thief/rogue/backstabber feeling
(i havent actually tried ninja blade, but its the same as the scrapper one no?) -
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Friday Evening, 1930hrsGMT
--All you "pesky kidz" as the Scooby villains would say, or anyone that doesn't have weekdays free, this is the run for you! If we get enough interest then 2 teams can run on this bash, but I don't anticipate that. Either play til we're done, or finish saturday - either is doable by team consensus.
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Pick me pick me !
Will be my 25 defender in that case, has travel power, and all the team goodies, 14+ i only picked weird powers
Definately up for completing the whole thing, well i prefer to finish it rather than relying on people to get online the next day (guaranteed we will loose someone) -
I absulutely love my dark secondary
Those 2 Cone -acc powers helps tremendously at keeping the team alive, as 75% of the people oyu will team with wont get the heal, and even melee classes starts to run away when at low health, making it quite hard to heal them
I can imagine Kin/sonic being a decent soloer, with the siphon power and -res all stacking up and boosting your damage considerably. I toyed with the idea of making my kin a /sonic as well when i made her, but the relative uselessness of the first power (Which you MUST pick) steered me away -
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(not counting hide, which is quite expensive endurance wise as well)
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Hide is a low endurance eater.
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Hide costs the same as the other 3 SR toggles (according to the hero builder) -
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SR does have the highest defence of any of the stalker secondrys and also don't forget that SR scales with your charactor level so the higher you go in level the higher the defence is.
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i thought that was the RESIST part of the powers, an effect that doesnt kick in until you have pretty low health
I had a look at /nin and it looks pretty interesting
Not that much lower defense than SR, and a heal just as powerful as /regen's heal, also 2 additional placates (??) further down the tree
Ive never liked locational targeted AoEs though (caltrops) which is why i havent looked that much at this set earlier -
lets hope some villains show up for you so you can have a Brutal Bloody Bay Badge Bonanza Battle !
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I toyed with the idea of making a concept character, so i made a claws/super reflex feline character
Claws, while looking neat, was incredibly boring to play. Supposedly fast according to the powerset description, these powers are SLOW (particulary slash, yawn)
So i picked EM instead, those pink pom poms are cute
Anyways, what is the point in SR ? On paper it looks almost useless, you need to pick all 9 powers to get a decent pool of survivability, giving you 3 toggles (not counting hide, which is quite expensive endurance wise as well) and a power which might as well have been a toggle since you will have it running all the time with 2 recharge reduce SOs anyways
And for what ? A measly 25% to ranged and melee attacks, and 30% to AoE attacks (numbers gotten from CoH/CoV character builder) Im not even sure if the damage type based defenses from hide stacks with the attack type based defenses from focused fightning/senses, or if they provide 2 different defense checks (Which would mean even lower defenses than 25 to 30%) add 60% of those values with 3 SOs
Yay, a measly 67% more effective hitpoints, at the low cost of EIGHT powers
Is there something im missing here ?
I am purely interested in its PvE applications, i can see a 40% defense helping alot in PvPs 50% base chance to hit (while being thoroughly negated by tactics and 2x +ACC SOs...)
Is regen such a far more powerful set than it seems by looking at it in the character builder ? A fast high% heal, massively increased hitpoint regen, and you dont even need to take all the powers, opening up for more pool powers -
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I'll post my build if anyone feels it would be helpful to see my slotting, but I don't really want to draw attention away from Gen_Prot_Fault's build (because I don't want/need feedback on my own build).
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You can just make a post with really small text -
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You could rely on your powers, its possible to solo some of the AVs with a brute if you're careful. I use Dark Regen from my secondry to keep me alive for example
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well i will be having both a self heal and a endurance recovery power at my disposal
The heal is pretty decent at my level 7 now, with no slots in it, i can see it being quite powerful with 3 heal and 3 recharge SOs in it -
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Fire Melee might not be the best single-target killer, but it does the job decently.
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I was worried about the lack of any status effect attacks, and thus my ability to solo bosses and such, but aparently air superiority knocks stuff down (including elite bosses ?) so i guess its all ok -
How will fire/fire brutes do solo ?
My defender certainly notice the usefulness of area attacks (tenebrous tentacles, nightfall) for being able to ever kill anything more than 1 enemy at once, but her 2 single attacks (dark blast, gloom) are pitiful, and i dont have a single slot in any of the 4 powers that does damage
I noticed the lack of any area damage for SS, so i started leaning towards fire/fire, as i want to keep the fire aura secondary.
SS has things to take out bigger single enemies with though (?) like bosses
How does fire/* do in this area ?
Im mainly playing my brute for solo, so i need to have an effective build for soloing, should i stick with SS/fire or do fire/fire instead ? (effective solo leveling in mind) -
hardly anyone mentioned */FA :/
Is it that bad ?
I have a SS/FA brute, only lvl 6 so far, mainly picked the FA for the visual effects, and it fit my blood red and black costume
Im not into pvp -
There is usually hardly anyone online out of the 500 or so members in the 1 AT coalition
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A friend of mine that plays WoW has played an average of 15 hours a day since its release a bit over a year ago in europe
You beat him... -
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Kinwise just about everything has its uses, but before you drop speed boost on everyone and they all go flying past their targets and bouncing off walls ask if they want it
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Yeah ive been told "stop giving me superspeed" a few times. The rest of the team usually jump in and point out the greatly increased end recovery rate and the hasten it grants, and they come crawling back asking for speed boost again, hehe
You can easily do without reduce inertia from the kinetic set, its actually quite annoying, you cant use it on the fly so you need to stop up every so often.
Myself im taking everything from kin except repel and reduce inertia (going to respec out of it), maneuvers, tactics and assault from leadership, hover and fly, stealth and grant invis, hasten and superspeed
Super speed is more than fast enough to be your only travel power. Hover lets you stand with the meleewith added protection (so does maneuvers and stealth, for a total of +10% to defense i think)
I prefer to stand with the melee at least, means i get healed whenever they get healed, makes it much easier to buff them with the 3 powers that requires you to stand close to an enemy.
I am only 22 so far, so most of these things are purely theoretical. i do know though that i absolutely love tactics, it made a tremendous difference in the amount of misses reduced, much more than slotting powers with +acc enhancements.
SO +acc enhancements will propably do good though, but i dont feel i get anything at all out of even DO +acc enhancements
Also, i regretted taking reduce inertia 10 minutes after having picked it, when i was tired of having to recast it during traveling (more frustrating than using siphon speed to travel with before you get a 14 travel power, -
Thanks for the input from everyone
Ive made a build now, this time with the actual levels i will pick things at
. I will leave the decisions about slots for when i get them and know there and then what i need the most
Exported from version 1.5C of CoH Planner
http://joechott.com/coh
Archetype: Defender
Primary Powers - Ranged : Kinetics
Secondary Powers - Support : Dark Blast
01 : Dark Blast
01 : Tranfusion
02 : Siphon
04 : Gloom
06 : Siphon
08 : Increase Density
10 : Hasten
12 : Speed Boost
14 : Super Speed
16 : Tenebrous Tentacles
18 : Inertial Reduction
20 : Assault
22 : Tactics
24 : Night Fall
26 : Transference
28 : Hover
30 : Fly
32 : Fulcrum Shift
35 : Stealth
38 : Grant Invisibility
41 : Blackstar
44 : Dark Consumption
47 : Dark Embrace
49 : Soul Drain
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01 : Brawl enhancement(01)
01 : Sprint enhancement(01)
02 : Rest enhancement(02) -
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Yadia I'm unsure as too why you're leaving it so late to get the Level 8 & 9 Kinetics powers?
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The list was merely a list
But the hero planner insisted on including the levels at which i had picked the powers
It was simply a list of what powers i wanted or asked for advice on, not a level by level plan -
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Seriously, the difference is phenomenal - I've gone from running of end in any protracted fight to not running out once
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I meant stamina, not transference -
Thanks, slowly getting there
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You don't need Stamina if you take transference at as soon as you can (Lv26).
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Maybe, but there isnt much else to pick
I wouldnt mind not picking those 3 powers (did swift/hurdle stack with the other 15 travel powers i will be getting with this primary) beacuse i find it a bit silly that almost every player is forced to take 3 specific powers to have enough endurance to have fun playing the game
How about skipping hurdle/health/stamina and instead picking manuevers/stealth(self)/fly ?
I would then have manuevers stealth and hover for +def, and fly for the fun factor (i really really love to fly !) -
Really nice info, getting closer to a final build now
Exported from version 1.5C of CoH Planner
http://joechott.com/coh
Archetype: Defender
Primary Powers - Ranged : Kinetics
Secondary Powers - Support : Dark Blast
01 : Dark Blast Empty(01)
01 : Tranfusion Empty(01)
02 : Siphon Power Empty(02)
04 : Gloom Empty(04)
06 : Hasten Empty(06)
08 : Siphon Speed Empty(08)
10 : Assault Empty(10)
12 : Swift Empty(12)
14 : Health Empty(14)
16 : Speed Boost Empty(16)
18 : Tactics Empty(18)
20 : Super Speed Empty(20)
22 : Stamina Empty(22)
24 : Inertial Reduction Empty(24)
26 : Night Fall Empty(26)
28 : Increase Density Empty(28)
30 : Tenebrous Tentacles Empty(30)
32 : Fulcrum Shift Empty(32)
35 : Transference Empty(35)
38 : Blackstar Empty(38)
41 : Combat Jumping Empty(41)
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01 : Brawl enhancement(01)
01 : Sprint enhancement(01)
02 : Rest enhancement(02)
(again, not level by level, merely a list of the stuff i want)
I omitted the epic pool powers for now, ive left room for 3 of them, but ill wait a bit before i decide, get more comfortable playing my character and knowing its strengths, weaknesses, and thus what epic pool powers to pick
I still have one consern though:
Why do i pick
-Siphon speed
-Hasten
-Super speed
-Reduce inertia
?
Doesnt basically all the stack and overwrite eachother and make eachother redundant ?
Also, i am still unsure wether or not siphon speed also increase recharge speed of powers ? The hero planner says "Foe -speed, player +speed" it says nothing about +recharge
And a final question:
I picked combat jumping to fill out the build basically, as it gives me +def. Are there any other more useful pool powers with +def i should pick instead ? Or any other more useful pool powers in general
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Oki, thanks for the input, a revised build :
Exported from version 1.5C of CoH Planner
http://joechott.com/coh
Archetype: Defender
Primary Powers - Ranged : Kinetics
Secondary Powers - Support : Dark Blast
01 : Dark Blast Empty(01)
01 : Tranfusion Empty(01)
02 : Siphon Power Empty(02)
04 : Gloom Empty(04)
06 : Hasten Empty(06)
08 : Siphon Speed Empty(08)
10 : Assault Empty(10)
12 : Swift Empty(12)
14 : Health Empty(14)
18 : Tactics Empty(18)
20 : Super Speed Empty(20)
22 : Stamina Empty(22)
24 : Repel Empty(24)
26 : Night Fall Empty(26)
28 : Increase Density Empty(28)
30 : Speed Boost Empty(30)
35 : Transference Empty(35)
38 : Fulcrum Shift Empty(38)
41 : Tenebrous Tentacles Empty(41)
44 : Inertial Reduction Empty(44)
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01 : Brawl enhancement(01)
01 : Sprint enhancement(01)
02 : Rest enhancement(02)
I have 4 powers to spare, i was thinking of
1) Recall friend, fits the concept, im a bit split on this one though as i know its really useful in the beginning of the game, but later on everyone will have a travel power, and this doesnt save that much time. I dont have a resurrect either to teleport people to me and bring them right back up.
2) Teleport foe, can let me select a weak enemy from the next pack my team fights, and put him away as a "battery" in the back of our team. (ive only read about this battery concept though, never tried it myself, and i dont know if i will be doing it myself yet)
Epic/ancilary power set:
3) Oppressive gloom, to lock down a battery in case i decide to go for that strategy, shouldnt be too dangerous with only 1 enemy in the back with me
4)Dark Embrace, for protection/survivability -
I recently made a kin/dark defender, after not liking my rad/rad all that much.
I am only level 8 so far, but i am having some problems selecting what powers to use, mostly because there are so many i want, but also because i dont know how a few of them really works.
Siphon Speed: I heard this also carries with it the effect of hasten, is this true ?
Does this power grant the same speed increase as the pool power super speed ?
Does it stack with swift from the fitness pool ?
Maneuvers and Tactics
How big increases are these 2 powers ? Do they really do anything much at all ?
Medicine pool
I picked aid other because the kin heal, while good, isnt that easy to land on people, and isnt all that reliable. Also, it cant be used after a fight.
How does the aid other skill compare to, say, heal other ? Just as good only slower recharge ? Is it just a crappy skill that exists to give blasters/scrappers SOME form of team-powers ?
Should i pick aid self at all ? Considering i can always position myself for a transfusion-heal much easier than i can get a team mate to move.
Should i get the resurrect, if i pick both these powers ?
I really am at a loss as to what to pick, theres so many things i want in addition to the skills that have made it onto my list so far (hover/fly since i love flying, the stealth skills for added protection since kin doesnt have anything directly protecting, recall friend for more team oriented powers)
I am making this character mainly to be a teamer, with lots of things to offer to a team, but also to have the ability to solo if the need arises (hence my liberal selection of secondary powers in dark)
Any comments ? Any must-have powers that i missed ?
Moonbeam : theres always someone on a team with a snipe, im too busy to use this in a fight and before a fight i dont need to be the puller, so i skipped this.
Dark Pit: Seems quite uninteresting, i have repel and torrent if i absolutely need to incapacitate several enemies in a hurry
Life Drain: shouldnt be needed, since i have a pretty decent heal that i wont have any problems recieving my self
Blackstar: the idea of a superpower that leaves you without any endurance for a while, and that you can only use once every mission (so to speak ) doesnt appeal to me at all.
Inertia Reduction: I have never met another player (in my extensive amount of play time to level 17 :P hehe) that didnt have a travel power, and id rather have a real travel power myself, considering those also give added protection and such, any advice here ?
Exported from version 1.5C of CoH Planner
http://joechott.com/coh
Archetype: Defender
Primary Powers - Ranged : Kinetics
Secondary Powers - Support : Dark Blast
01 : Dark Blast Empty(01)
01 : Tranfusion Empty(01)
02 : Siphon Power Empty(02)
04 : Gloom Empty(04)
06 : Hasten Empty(06)
08 : Maneuvers Empty(08)
10 : Aid Other Empty(10)
12 : Swift Empty(12)
14 : Health Empty(14)
16 : Aid Self Empty(16)
18 : Tactics Empty(18)
20 : Super Speed Empty(20)
22 : Stamina Empty(22)
24 : Repel Empty(24)
26 : Night Fall Empty(26)
28 : Increase Density Empty(28)
30 : Speed Boost Empty(30)
32 : Torrent Empty(32)
35 : Transference Empty(35)
38 : Fulcrum Shift Empty(38)
41 : Tenebrous Tentacles Empty(41)
44 : Dominate Empty(44)
47 : Mind over Body Empty(47)
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01 : Brawl enhancement(01)
01 : Sprint enhancement(01)
02 : Rest enhancement(02)
NOTE : the level i picked the powers at is absolutely irrelevant, i just picked them as i decided i wanted them in "expert" mode in the hero planner, no need to comment the order of selection
Also: I didnt slot anything, as im not going to bore you with doubling the amount of text in here when its not really needed since this isnt even near a finished build yet. I dont think slotting should be that big a problem anyways -
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I've played all the defender primaries, either as actual defenders, or as trollers/corruptors/mastermind secondaries, and they are all equal in the hands of a skilled player.
Kinetics is fun and increases damage, Empathy provides you with the tools to buff your teammates into arresting machines, rad and dark debuff enemies into submission, forcefield provides useful tools to protect the team and lock up the mobs, trick arrow has a multitude of "tricks", storm is ace.
None is better/worse with someone who understands the set. So practice!
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You didnt mention sonic