Amy_Amp

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  1. Quote:
    Originally Posted by Draggynn View Post
    This. Especially if you want to try to say something more than just stating what the powers are and what you took and not simply repeat what someone else has said. I've been working on my guide for almost two years now, and hope to finally get it finished this summer.
    Yep. I'm too much of a completionist to really do a guide even if I think it would be cool and fun on some level. I would just want to include everything I possibly could. I could easily see me having to update it any time an issue came out and I would just rather play the game myself at that point.
  2. Quote:
    Originally Posted by BrandX View Post
    I'm just curious if this includes the Damage Buff Defenders get solo.

    That said, Corrs, imo, tend to win out just because they get the attacks sooner.
    Corrs get Fire. [/debate]

  3. Quote:
    Originally Posted by Bright View Post
    Same.

    I built a scrap, a tank and a stalker to try the set out on all three when it was released. (The scrap and stalker I played all the way to 50. The tank is 30 at the moment. She'd probably be at 50 too by now if I hadn't gotten distracted by the Incarnate trials-)

    I found pretty early on that I enjoyed the stalker quite a bit more than the other two, and vastly prefered her traditional Build Up to PS. PS is nice in theory, but "in the wild" I just wasn't as impressed. As I mentioned in another thread recently, the scrap is also prone to some pretty bizarre steaks of missing... In spite of Focused Acc in his Epic and slotting for accuracy over-kill in addition, he goes through odd spells of not being able to hit the broad side of a barn. o_0 I've never noticed that on any of my other scraps.
    Another plus for a stalker is that Burst currently has a 100% chance to crit while in Hide.
  4. Quote:
    Originally Posted by doyler_ View Post
    so the only advantage would be 1000 cuts vs lotus
    It would be more Lotus vs. Typhoon's Edge. Sweeping Strike vs. Flashing Steel is harder to compare because of recharge times and SS is suppose to be a hard hitter and you have to factor in it being the end of a combo. Kat has no counter to 1K Cuts. Kat is more defensive. DB is more offensive and that's what it really boils down to.

    /elec on brutes get Energize at 28. There will be times you will hate this fact. Going Dark helps, but it's still a slow developing build. I almost deleted mine that's around 25 and I talked to a SG mate about it and they said it does develop late, but it's one of their best brutes in the end.

    I've had fun on my DB/elec, but I think I went into it for the pure fun aspect of it versus worrying about how uber it would be in the end.

    I think Kat/elec and Dark/elec will be the best in the end options, but I think Kat/elec will be a smoother ride.
  5. My Earth/storm still remains my favorite run to 50 on a controller although the others are really close.
  6. Here's a very quick and dirty unslotted Earth/fire up to 22. You ultimately are looking for a four power attack chain. Fossilize, Fire Blast, Stone Prison, and Blaze should give you that. If you can get it down to three, then by all means try to have Prison not be apart of it. Add in the other controls as needed. Cages comes later since you are mostly using it to compliment Stalagmites.

    Villain Plan by Mids' Villain Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    EarthFire: Level 23 Magic Dominator
    Primary Power Set: Earth Control
    Secondary Power Set: Fiery Assault
    Power Pool: Leaping
    Power Pool: Speed

    Villain Profile:
    Level 1: Fossilize -- Empty(A), Empty(3), Empty(5), Empty(7), Empty(9), Empty(17)
    Level 1: Flares -- Empty(A), Empty(9)
    Level 2: Stone Prison -- Empty(A), Empty(3)
    Level 4: Fire Breath -- Empty(A), Empty(5), Empty(7), Empty(15)
    Level 6: Quicksand -- Empty(A), Empty(19)
    Level 8: Combat Jumping -- Empty(A)
    Level 10: Fire Blast -- Empty(A), Empty(11), Empty(11)
    Level 12: Stalagmites -- Empty(A), Empty(13), Empty(13), Empty(15), Empty(17)
    Level 14: Super Jump -- Empty(A)
    Level 16: Embrace of Fire -- Empty(A)
    Level 18: Earthquake -- Empty(A), Empty(19)
    Level 20: Hasten -- Empty(A)
    Level 22: Stone Cages -- Empty(A)
    Level 24: [Empty]
    Level 26: [Empty]
    Level 28: [Empty]
    Level 30: [Empty]
    Level 32: [Empty]
    Level 35: [Empty]
    Level 38: [Empty]
    Level 41: [Empty]
    Level 44: [Empty]
    Level 47: [Empty]
    Level 49: [Empty]
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Domination
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- Empty(A), Empty(21), Empty(21)
    Level 4: Ninja Run



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |78DA9D924B4BC34010C73769624D5F69ACF559AC14BC78088ADE45FA80420B053F4|
    |059DBA55988494862B137BFB08F8BA8A7384C1E5DD89B0BF9B3FB9BD9FF4E6677FA|
    |32A811F27A4714B3EFD2289A0FFC27EED1D80FF5295DF18531A461EC8C78C8CA849|
    |06E119DF77D2F0E7DD7C678BE12E2F751449FDDD81E71166EF29535F61C16322FB6|
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    |1389CCB4E23A497A9D6F15208A483E24F22E91CF2D5153B22FA8D12C1E47F20769E|
    |B62D5|
    |-------------------------------------------------------------------|
  7. Quote:
    Originally Posted by Argentae View Post
    Hrm... I've only played one or two /TA characters, and those were a long time ago. I think one of the differences if the -def? IIRC Acid Arrow (mostly ST?) and maybe Oil Slick provide some -def, but you have to wait pretty long for it.

    RI is pretty much an option out of the gate, and it's a one-stop-shop for both -def AND -to-hit. Makes it an awesome addition to the SOC -> Roots combo. It even helps clump up the spawn in the beginning as they all run over to try and beat on you. Works great for a corner pull too.

    I love Oil Slick though... Adding all the TA goodies into the Plant/ killbox playstyle would really just be evil. .
    -def can be countered with acc slotting. The -tohit issue I think is more for lower level play. Yes, it's rather nice to have, but on teams RI gets less and less useful as you level up. On a SO type build, my Plant/storm was soloing 0x6 with bosses with Freakshow and that is without Hurricane. I have yet to do the trials to see how I feel about those. I just need to fill out my alpha slot on may Kat/sr a little more and then I'll switch.
  8. Quote:
    Originally Posted by Jumpman View Post
    I'm a just-recently-returning player from years ago. There was a time, pre-ED, when SR could manage perma-elude. Of course that went away with ED. But is it now possible to achieve it again with IO's and such? And, is it worth it? I loved playing with few/no toggles back then...
    See statement about not needing it once you are soft capped. My guess is an IOed /sr is likely running 5 toggles. The 3 main ones with Tough and Weave. There will be obvious end issues if you are looking at a pure SO build running all five at the same time. IOs make the end issue rather small. I went Cardiac for my alpha slot and even at t1 I feel like I have to find a way to have end be an issue.
  9. Blasters do their best damage in melee, so a blapper styled blaster may work. I like my Ice/ice blaster a lot and will likely be my first blaster to 50. A variation of this would be a dom since their bigger attacks are in melee as well, but they get raned attacks and controls and dom mode refills their end and helps them fight against being mezzed. Which one depends on what kind of play style you want. Mind/fire can be done vastly at range. Elec/stone will be right up front.

    The defender AT is the one I know the best. Melee based squishy is best done on a Kin. With the new AoE buffs coming, it will be a lot easier to play a Kin. If you like faster sets like Claws, Kin might be right up your alley. I would go Fire/kin corr though. Ice/kin if you want to be safer. Dark is really good for being effective and low maintenance. /sonic and /ice are the two best defender secondaries although I like /dark with debuff sets and all the more so with ones that don't have a heal since /dark gets a blast/heal power. Since I have sworn off making defenders outside of the hardcore SG, I need to break down and make a Dark/traps. There's just a lot of potential with procs in that build. Biggest advantage of going corr for me is not only scourge, but you have Fire as an option. If you really want a ranged option, TA/a and then remind yourself, yes, you actually are defending as you sit back and just shoot arrows.

    Plant/storm and Earth/storm are my favorite rids to 50 for controllers. My Ill/rad is right behind them and it's level of power is certainly not incorrectly advertised. The usual suspects for secondaries work for controllers. Besides the three, I would add in Mind control for fun primaries. I'm still undecided on Fire. Ice and Grav are ok.
  10. Quote:
    Originally Posted by Ob1Shinobi View Post
    First, does the DoT in Reactive for the Interface slot carry over to attacks by the PA and Phanty?
    It should.
  11. Quote:
    Originally Posted by Clave_Dark_5 View Post
    If the troller feels 'cheap' to you, then I'd say go with the scrapper.
    This. Even with Kat using DA to help add defense, /regen will still make you be active at all times.
  12. Quote:
    Originally Posted by TankShock View Post
    So how do you guys see this playing out? Is there some reaction the devs can take to make high level, non-incarnate content more meaningful? Or will all the challenge come from iTrials?
    Boost diff to +4. Grab a bunch of non-50s. Go.
  13. The problem with a control heavy set is those are the ones that will more likely lack in damage. I think Plant is a nice balance of damage and control. I would also second the recommendation of a dom. A Mind dom might suffer the same issue you had with the controller though. If I didn't have a level 50 Plant/storm, I would have made my dom a Plant/fire/ice.
  14. Quote:
    Originally Posted by Dechs Kaison View Post
    Anyone with a mez toggle gets mag 10 knockback protection and 10,000% resistance to knockback. This essentially means any knock applied gets reduced to 1/1000th of its value, then protection applied.

    Acrobatics does not have this resistance.
    Heh. I skipped right past that info on CoD. I know Acro got changed, but it still does cover the vast majority of times one would get KBed.
  15. Quote:
    Originally Posted by Cheetatron View Post
    Thx for the reply do you know off hand any powers that are of that magnitude?
    Acro would be the answer, but it only provides -7/-9 KB protection. Even a mez toggle on a melee is -10. Offhand, the amount of times a melee character is going to be KBed with their protection on can be counted on one hand.
  16. It's also much easier for a brute to keep things in Burn due to their better ability to taunt mobs even without using Taunt.
  17. Quote:
    Originally Posted by Pinkpup View Post
    Freezing Rain - anyone who spent any time reading the forums would know to follow Local Man's advise on this power and just slot some recharge IOs and be done with it.
    You want end reduc in there somewhere. The -res proc is also nice. Damage procs work as well if you have the slots.
  18. The only issue Claws/elec has is using Shockwave to knock things away from your damage aura. This would be the same, or similar issue Claws would have with /dark, /fire, /invul, and /wp. Now, if it was before Energize got added in then I can see why people didn't like */elec. Claws has been, and always will continue to be awesome.
  19. I would look at /ta. It's like /storm in that it's debuff heavy and adds in damage. The general difference of -tohit isn't that big and /ta's is better against EBs/AVs. To me, we are only talking difference in -regen which is only really a factor on some bosses and EBs on up. I just think tossing everything you can with Plant/ta on a mob and then putting down a lit Oil Slick is really sick and wrong in a funny and good way.
  20. Quote:
    Originally Posted by bmbeeman View Post
    Thanks for the info. I'm enjoying this character a ton. So I guess the plan is to skip Repulsing Torrent and Confront, making the primary power picks easy. I've read up a little on Super Reflexes and it seems to work best if I just grab everything, is this correct, or can I skip some of it?

    I also wanted to inquire about power pools, I've put off leveling since I've gained access to them. I know I'm going to pick up a travel power. My interest right now is in Super Speed, possibly Leaping as well. As for the other power pools, I don't know what other goodies are out there. I'm also not sure how to spend my slots. I was pretty much going to throw six slots on all my attacks, as for secondary slotting, I'm at a loss.
    You can skip Elude in a PvE build once you are softcapped(def at 45%). You'll want everything else though. 4 slot any of the /sr toggles with 1 end and 3 def. 3 slot any of the passive powers with 3 def. Your click mez protect gets 2 recharge. Quickness gets a run. The fighting pool is worth looking at for Tough and Weave. You need to take Kick, or Boxing, but I never use them. For epic, I would go Body for Conserve Power and Physical Perfection. While leveling up, I would focus on looking for IO sets that help end recovery due to the 5 possible toggles and adding def until you are softcapped.

    EDIT: The Medicine pool is worth looking into if you want a self heal.
  21. Quote:
    Originally Posted by Cinder_Flux View Post
    The toggle de-buff and Lingering Rad neuter AV's.
    Fixed. RI is heavily resisted by AVs to the point it's almost not worth using against them.
  22. Quote:
    Originally Posted by Dechs Kaison View Post
    The key, I've found, is to make sure you level in the TF somewhere. Half a level's worth of experience given to you at 48.9 is no where near the amount of half a level's worth of experience given to you at 49.1.
    Thankfully I will ding early.
  23. Quote:
    Originally Posted by Carnifax_NA View Post
    Well not quite. It was updated once since Red Tomax left and it was added to CoHTitan (around i17ish), but the CoHTitan folks haven't updated it in a while and there's been no word really on if and when they plan to.


    Real shame because it's an excellent resource.
    I'm still waiting for the day I get bored enough to convince myself to help get it updated, but then I remember I have guys to play.
  24. Quote:
    Originally Posted by Amy_Amp View Post
    Got mine to 46 and it very likely might be the first to do the Incarnate stuff.
    I got mine to 50. Still waiting on doing Incarnate stuff, but looking forward to helping out with the end issues and I'll build for recharge with IOs.