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Posts
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Giving it more thought, I'd probably drop CE, take Arctic Air at 30 for Siren's, get both BIB and GIS before 40, move the APPs down a notch (to get 3xrecharge 3xheal for Guardian), and shiver at 49.
(In my own build it was a question of either-or with BIB and GIS for Warburg, as I also needed Hot Feet from Fire primary for Stalkers there, but really had no need for it before that. And GIS has a toggledrop chance + I'd be spending a lot of time in melee, so ended up choosing that. As Arctic Air and Chilling Embrace don't have same kind of synergy as Hot Feet has with CE, CE doesn't become that essential.) -
Well, here's a ice/ice variation of a version of my PvP Fire/Ice build - it's mostly focused on the secondary and the differences between the primaries aren't that huge:
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
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Name: Omega Patient (a conversion)
Level: 50
Archetype: Dominator
Primary: Ice Control
Secondary: Icy Assault
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01) --> Block of Ice==> Acc(1) Acc(3) Hold(33) Hold(33) Rechg(33) Rechg(34)
01) --> Ice Bolt==> Acc(1) Acc(3) Dmg(27) Dmg(27) Dmg(36) EndRdx(37)
02) --> Chilblain==> Acc(2) Acc(34)
04) --> Ice Sword==> Acc(4) Acc(5) Dmg(5) Dmg(9) Dmg(9) EndRdx(25)
06) --> Hasten==> Rechg(6) Rechg(7) Rechg(7)
08) --> Combat Jumping==> EndRdx(8)
10) --> Ice Blast==> Acc(10) Acc(11) Dmg(11) Dmg(13) Dmg(15) EndRdx(23)
12) --> Swift==> Run(12) Run(13)
14) --> Super Speed==> EndRdx(14) Run(15)
16) --> Power Boost==> Rechg(16) Rechg(17) Rechg(17)
18) --> Hurdle==> Jump(18) Jump(19) Jump(19)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Super Jump==> EndRdx(22) Jump(23)
24) --> Acrobatics==> EndRdx(24) EndRdx(25)
26) --> Stimulant==> IntRdx(26)
28) --> Aid Self==> IntRdx(28) IntRdx(29) IntRdx(29) Rechg(31) Heal(31) Heal(34)
30) --> Chilling Embrace==> EndRdx(30) EndRdx(31)
32) --> Jack Frost==> Acc(32) Acc(36) Dmg(36) Dmg(37) Dmg(37) Rechg(40)
35) --> Arctic Air==> EndRdx(35) EndRdx(43) EndRdx(46)
38) --> Greater Ice Sword==> Acc(38) Acc(39) Dmg(39) Dmg(39) Dmg(40) EndRdx(40)
41) --> Bitter Ice Blast==> Acc(41) Acc(42) Dmg(42) Dmg(42) Dmg(43) EndRdx(43)
44) --> Power Sink==> EndMod(44) EndMod(45) EndMod(45) Rechg(45) Rechg(46) Rechg(46)
47) --> Charged Armor==> DmgRes(47) DmgRes(48) DmgRes(48) EndRdx(48)
49) --> Summon Guardian==> Heal(49) Heal(50) Heal(50) Rechg(50)
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01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
02) --> Rest==> Empty(2)
01) --> Domination==> Empty(1)
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Oh, and ignore the levels of the slots.
Edit: fixed a faulty exported slot left empty -
You forgot Stimulant, which is surprisingly common these days as it works better without extra slots than Aid Other.
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As I said in my post:
[ QUOTE ]
Controller in PvE has 20% shot in getting a bigger magnitude for a hold, in PvP, that is automatic.
[/ QUOTE ]
To emphasize:
Controller goes through acrobatics with a single hold. Blaster needs two. This as a person who plays an ice blaster with 3 holds. -
Not the same mag.
Char (blaster epic):
14.304 second Held (magnitude 3) to Target if (target = critter)
9.536 second Held (magnitude 3) to Target if (target = player)
Char (Controller):
22.35 second Held (magnitude 3) to Target if (target = critter)
16.763 second Held (magnitude 1) to Target (20% chance) if (target = critter)
14.9 second Held (magnitude 4) to Target if (target = player)
Controller in PvE has 20% shot in getting a bigger magnitude for a hold, in PvP, that is automatic.
Edit: What that other dude said. -
[ QUOTE ]
And anyway, it's better to activate this armor only when it becomes hot for your asss
[/ QUOTE ]
Or when teaming with a Kinetic. Which seems to be the standard procedure anyways. -
My super-devious plan to bring lots of Escapes backfired as I didn't get mezzed once through the tourney
I'll be there the next time too, maybe. Too much fun, even if Arena isn't my chosen playground. -
Actually, as a player of an /energy brute, I claim that the fury that's gained from "passive mode" is gained from an attempt to be hit, not from actually being hit, because when duoing with a /cold corruptor (the corr's +def shields stacking with my own), I get hit once every 20 attacks, and still manage to build up a damn good fury in couple of moments.
Stone on the other hand, builds his "active mode" fury slowly because of the -recharge they get from their high-end armors. -
Original plan was to respec to //Primal at 47, to get Power Boost, but because of the changes, it became a valid option to rid of //Fire, as it was no longer ridiculously powerful, at a lower level.
edit: I think one of the biggest indications of that there was something wrong with //Fire was the fact that when advised what APP to pick, the advise always was "Take //Fire until you get to 47 and then respec to whatever pool you really want to take."
Sure. I could have taken //Primal before and get the same benefit, but that benefit was not in line with the benefit gained from //Fire's level 41 power. It would have been relatively stupid taking //Primal then, when you had a broken, overpowered AoE weapon of Mass Destruction as a valid option. -
Well, playing with my Grav/Rad after the changes, I must say I'm delighted - I can solo incredibly well now that I've switched from //Fire to //Primal. Conserve power allows me to keep going well after I've fired an EMP. I've slotted my immobs and pet for Damage, and the rate I'm grinding through mobs is quite fast.
In teams I don't draw as much aggro to myself, which allows me to control things better. All while doing damage, naturally - but Damage over Time is much more subtle to the aggro count than quick burst damage.
So, all in all, it's a win-win situation. Thank you devs for these sensible changes, which have actually made the AT more fun to play.
Only sad thing is that you can't teleport enemy auto turrets any more... -
For me, the biggest two plusses for having this on Test are a) to have my own 50 respecced to a viable Arena build without losing the nice zonal/pve build I have going for it on the live and b) having the ability to create a lv 11 pvp character without deleting my nice bs/dark scrapper on union as my character slots are full.
My lv 50 will have multiple HOs in his main powers no matter if it's on Union or Test, but would be nice to pick a bit different power-combos for Arena than I have now. And after spending a couple of nights leveling up a new character on test, would be a bit disapointing not having the possibility to play it. -
I can see the good things in Mu and Seer, but seriously, the other two pets, do they have anything going for them? I guess the slow cone from the coralax could be considered a selling point, as could the -fly the bot is spamming, but they seem awfully weak compared to the other two.
Other than that, damn the Guardian seems a nice choise -
You can drag an inspiration on a minion and it will use it - it will affect the minion instead of you.
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Thanks for the comments, guys - from what I've learned after hitting 30 and getting Chilling Embrace is that it really (as you said) needs no extra slotting for Slows - Power Boosted it and Hot Feet will do more than great in flooring anything near me to a grinding halt.
Adding slots to Hurdle instead of Swift might be a good idea, will probably do just that - Kiting is not just fun on the character, it's also damn essential to survival...
I tried out the 3x IntRdx in Aid Self and it feels great. In the end will probably be going with 3x IntRdx, 2x Heal, 1x Recharge to get more heals done, rather than focus on having one heal be as big as possible. With Power Boost available, I still get to full HP with 1 Aid Self most of the time. Kept getting interrupted with just two in some situations.
I am still unsure of the level 50 power - as I'm not getting it before Warburg levels, the usefulness of Bonfire at 50 against Stalkers will be limited to Arena, and so-far I haven't really been doing a lot of that. Also I'm really insecure on where I should pull the slots away from for slotting the Guardian if I get that instead. I guess I could get something away from CE and HF, but on the other hand I could increase the mobility a bit more. Will have to think. Will have to see.
I'm keeping the two slots in Acrobatics - CE and HF (especially) bring a lot of endurance-heaviness to the build, so any cost reductions I can get, I will.
Must say that this character is really one of the most fun I've had in PvP, ever. It's really fragile so it takes quite a lot of concentration to stay alive, and there are still some huge holes here and there that get me killed nearly every time (Terror being the biggest killer) - but when it shines, oh does it shine. -
I personaly tell people to skip Dimension Shift, as it's highly situational power - Wormhole and Singularity are the places where Grav really starts to shine.
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[ QUOTE ]
if any of my teammates from (what is technically) last night's raid want in my team again, I'll save a spot
[/ QUOTE ]
Of course -
Getting close to level 30 at the moment, thinking about the future.
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
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Name: Omega Patient
Level: 50
Archetype: Dominator
Primary: Fire Control
Secondary: Icy Assault
---------------------------------------------
01) --> Char==> Acc(1) Acc(3) Hold(3) Hold(5) Rechg(5) Rechg(7)
01) --> Ice Bolt==> Acc(1) Acc(7) Dmg(9) Dmg(9) Dmg(11) EndRdx(11)
02) --> Ring of Fire==> Acc(2) Acc(13)
04) --> Ice Sword==> Acc(4) Acc(13) Dmg(15) Dmg(15) Dmg(17) EndRdx(17)
06) --> Hasten==> Rechg(6) Rechg(19) Rechg(19)
08) --> Combat Jumping==> EndRdx(8)
10) --> Ice Blast==> Acc(10) Acc(21) Dmg(21) Dmg(23) Dmg(23) EndRdx(25)
12) --> Swift==> Run(12) Run(46)
14) --> Super Speed==> EndRdx(14)
16) --> Power Boost==> Rechg(16) Rechg(25) Rechg(29)
18) --> Hurdle==> Jump(18)
20) --> Stamina==> EndMod(20) EndMod(27) EndMod(27)
22) --> Super Jump==> EndRdx(22)
24) --> Acrobatics==> EndRdx(24) EndRdx(29)
--- Bloody Bay
26) --> Stimulant==> IntRdx(26)
28) --> Aid Self==> IntRdx(28) IntRdx(31) Heal(31) Heal(31) Rechg(33) Rechg(33)
30) --> Chilling Embrace==> EndRdx(30) EndRdx(33) Slow(34) Slow(34) Slow(46)
--- Siren's call
32) --> Fire Imps==> Acc(32) Acc(34) Dmg(36) Dmg(36) Dmg(36) Rechg(37)
35) --> Hot Feet==> EndRdx(35) EndRdx(37) EndRdx(37) Slow(39) Slow(39) Slow(39)
38) --> Bitter Ice Blast==> Acc(38) Acc(40) Dmg(40) Dmg(40) Dmg(42) EndRdx(42)
--- Warburg
41) --> Greater Ice Sword==> Acc(41) Acc(42) Dmg(43) Dmg(43) Dmg(43) EndRdx(45)
44) --> Power Sink==> EndMod(44) EndMod(45) EndMod(45) EndRdx(46) Rechg(48) Rechg(48)
47) --> Charged Armor==> DmgRes(47) DmgRes(48) DmgRes(50) EndRdx(50)
49) --> Fire Cages==> Acc(49) Acc(50)
--- Recluse's Victory
PvP Build. Don't pay too close attention to the level of the slots. Quite straightforward single target attacker.
Notes:
* Ring of Fire there for -fly.
* Swift has an extra slot for some unsupressed movement.
Questions, mainly about powers I'm not used to / don't have on the character yet:
* With Power Boost, is 2xintred/2xheal/2xrecharge anything near an optimal slotting for Aid Self?
* Are Chilling Embrace and Hotfeet slotted over practical sense?
* How on earth do you slot your monkeys? With the level-drop, is 2xAcc enough?
* How do you slot Power Sink?
* Any better idea for a lv 50 power to waste 2 slots on?
* Any estimates on how the build could work in Warburg/RV?
One option I've been thinking is to move imps to 41, Greater Ice Sword to 35, Hotfeet to 32 - that will provide more punch in Warburg with the toggledrop/good slowing attack. Does that sound completely insane? -
Coldest War "3xHolds, Vanguard, Geas" -Blaster reporting for another HO.
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Damage.
build up your domination and use your blasts to damage the GM -
No idea, I originally found the link to that on the boards here...
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http://www.nofuture.org.uk/cox/
Impale:
Effect 47.71 Lethal Damage'
Effect 7 * 3.61 Toxic Damage over 6.10 seconds (after 0.5 second delay) (80% chance)
Power Blast:
Effect 11.57 Smashing Damage
Effect 36.15 Energy Damage -
We'll start by going round the local bars and having lots of eggnog with us, hopefully it will draw him out..