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Posts
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So that someone else would actually respond this with some non-Alvanian build, here is my take on the subject. I am ignoring some of the wishes of you on the grounds that the nuke is called Dawn Strike and the squid form is called Nova. So you have Nova in this build... but no Dawn Strike.
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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: Avenger
Level: 50
Archetype: Peacebringer
Primary: Luminous Blast
Secondary: Luminous Aura
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01) --> Gleaming Bolt==> Acc
01) --> Incandescence==> DmgRes
02) --> Shining Shield==> DmgRes DmgRes DmgRes EndRdx
04) --> Essence Boost==> EndRdx Rechg Rechg Heal Heal Heal
06) --> Bright Nova==> EndMod EndMod EndMod TH_Buf TH_Buf TH_Buf
08) --> Hasten==> Rechg Rechg Rechg
10) --> Swift==> Fly Fly Fly
12) --> Build Up==> Rechg Rechg Rechg
14) --> Super Speed==> EndRdx
16) --> Radiant Strike==> Acc Dmg Dmg Dmg
18) --> Incandescent Strike==> Acc Dmg Dmg Dmg
20) --> Health==> Heal
22) --> Stamina==> EndMod EndMod EndMod
24) --> Conserve Energy==> Rechg Rechg Rechg
26) --> Combat Jumping==> EndRdx
28) --> Assault==> EndRdx EndRdx
30) --> Tactics==> EndRdx EndRdx
32) --> Solar Flare==> Acc Dmg Dmg Dmg
35) --> Reform Essence==> Rechg Heal Heal Heal Rechg
38) --> Light Form==> Rechg Rechg Rechg
41) --> Pulsar==> Acc Acc
44) --> Photon Seekers==> Acc Acc Dmg Dmg Dmg
47) --> Restore Essence==> Rechg
49) --> Glowing Touch==> Rechg
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01) --> Sprint==> Empty
01) --> Brawl==> Acc
01) --> Energy Flight==> EndRdx
01) --> Cosmic Balance==> Empty
02) --> Rest==> Rechg
10) --> Combat Flight==> Fly Fly Fly
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06) --> Bright Nova Bolt==> Acc Dmg Dmg Dmg EndRdx Rechg
06) --> Bright Nova Blast==> Acc Dmg Dmg Dmg EndRdx Rechg
06) --> Bright Nova Scatter==> Acc Dmg Dmg Dmg EndRdx Rechg
06) --> Bright Nova Detonation==> Acc Dmg Dmg Dmg EndRdx Rechg
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*Jedi mind trick* You don't want to do Dawn Strike -
Of the Nictus I had heard, do you have a link to the bit about the Peacebringers?
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They want to remove fear. That's what they want.
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-fly leads to removal of fear, removal of fear leads to anger, anger leads hate, that is the path to the dark side?
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Note the lack of mention of fear being removed...
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Oh my Gawd, they're removing fear and not telling us about it! doom.
doom. -
I'll be there with whatever you guys need. Just name a date.
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Some things from me as well:
- Ice Patch would be great (You noticing peer pressure? nay) for your character.
- I'd go with Hurdle instead of Health as well. For a blaster, the regeneration boost from Health is a bit meh - not useless but could be better. If you choose not to take Hurdle, go with the two slots in Super Jump to get moving around real fast. With Hurdle you can go with just one slot in each and get them to more vital abilities.
- I'd slot Bitter Freeze Ray with Acc x2, Hold x2, Dmg x2, as it's quite clumbersome to use mid-combat and you already have two holds going. Or even better yet, drop BFR, and get the Hold from Elec epic instead of the Cone. You could even replace BFR with ... say Ice Patch.
- Get Air Superiority or Recall Friend instead of Boxing at 49. Both go just fine without extra slotting and are more useful than Boxing. -
re: Build Up / Aim. What you lack in sniper attack, you gain in bitter ice blast - you get nearly the damage of a snipe with Aim + Build-up + BIP, AND you still have Aim and Build-up active after you've fired it off to make additional attacks. To be honest, aim+buildup combo benefits ice blasters more than those who have to rely on snipe for the über damage.
And just to try to sway you to the dark side... Maybe you should re-consider Ice Patch - as long as you don't try to immob the boss after firing IP, it's far more reliable source of soft control than anything else you possess (blizzard not included). Just remember that your Ice Immobs, even if not successful, negate the Patch knockdown effect. If you trust the patch to do its job, it is great -
Some Ice Secondary thoughts from Personal Experience:
Chilblain is a must-have and a good way to keep the enemy afar. Haven't slotted it on my AR/Ice, but it works decently with just the one Accuracy SO.
Frozen Fists I haven't taken, mainly since I'm concentrated on ranged attacks. That hasn't prevented from taking Ice Sword, which is a high-damage attack with fast animation. Standard attack slotting on these both.
Chilling Embrace is a sure way to get debt if you use it in a team without a proper tank or other form of aggro management / damage migitation. If you are being protected, the slow factor in it is quite impressive. Have it on the AR, but haven't slotted at the moment asides from a single Endurance Reduction. Will be going for 2 endred/2 slow.
Build Up is a good power from /ice (duh) 3 recharges
Ice Patch is actually a great power. Pull a group with something like ice storm which can be fired round corners, slab patch at the said corner, watch them run into the patch and fall down. Finish with whatever AoE you can muster up. In teams, put it down where you are standing and anything coming at you will lose most of its opportunities to smash you into smithereens with melee attacks. It is perma with one SO Recharge, and you won't be needing more than one.
Can't say anything about Shiver yet, except it seems to have a huge area, which should make it nice and good for team situs. Accuracies, Ranges, Slows and Endreds to taste.
Many have recomended Freezing Touch, but since you already get good holds from your primary, it's more of a waste. If getting it, you need to consider if you're using it as an attack (it has good damage potential) or as a hold.
Frozen Aura might actually work with Ice Primary since it is a Single-Target oriented. Fire FA and pick off targets one-by-one. I'm not getting it with my AoE heavy AR blaster. It's a bit panic-buttoney, but Ice Patch has better activation time and a larger are it affects -
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And never, ever take the alpha
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The portion of the post that needs to be quoted for truth.
Fire Blasters really should be the ones cleanin up the mob of minions with AoEs once everyone has been properly aggroed. Just hang back until the situation has begun before going in. -
Random resurrection of an old thread, but since it's the same old same old, might as well reply to this and not start a new one - managed to bring War Jr. to lv 27 finally, did the respec and respeced with the following looking build in mind:
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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: Future of War
Level: 50
Archetype: Blaster
Primary: Assault Rifle
Secondary: Ice Manipulation
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01) --> Slug==> Acc(1) EndRdx(3) Dmg(3) Dmg(5) Dmg(5) Range(36)
01) --> Chilblain==> Acc(1)
02) --> Buckshot==> Acc(2) EndRdx(7) Dmg(7) Dmg(9) Dmg(9) Acc(40)
04) --> Ice Sword==> Acc(4) Acc(11) Dmg(11) Dmg(13) Dmg(13)
06) --> Hasten==> Rechg(6) Rechg(15) Rechg(15)
08) --> Swift==> Fly(8) Fly(17) Fly(17)
10) --> Hover==> Fly(10) Fly(19) Fly(19)
12) --> Hurdle==> Jump(12)
14) --> Super Speed==> EndRdx(14) EndRdx(48)
16) --> Build Up==> Rechg(16) Rechg(21) Rechg(21) TH_Buf(40) TH_Buf(46)
18) --> Flamethrower==> Acc(18) Acc(23) Dmg(23) Dmg(25) Dmg(25)
20) --> Stamina==> EndMod(20) EndMod(29) EndMod(29)
22) --> Ice Patch==> Rechg(22) Rechg(46)
24) --> Chilling Embrace==> EndRdx(24) EndRdx(43) Slow(45) Slow(46)
26) --> Ignite==> Dmg(26) Dmg(27) Dmg(27)
28) --> Aid Other==> IntRdx(28)
30) --> Aid Self==> IntRdx(30) IntRdx(31) Rechg(31) Heal(31) Heal(34) Heal(37)
32) --> Full Auto==> Acc(32) Rechg(33) Rechg(33) Dmg(33) Dmg(34) Dmg(34)
35) --> Shiver==> Acc(35) Acc(36) EndRdx(36) Slow(37) Slow(37)
38) --> Sniper Rifle==> Acc(38) IntRdx(39) Dmg(39) Dmg(39) Dmg(40)
41) --> Cryo Freeze Ray==> Acc(41) Acc(42) Hold(42) Hold(42) Rechg(43) Rechg(43)
44) --> Body Armor==> DmgRes(44) DmgRes(45) DmgRes(45)
47) --> LRM Missile==> Acc(47) Acc(48) IntRdx(48) Dmg(50) Dmg(50) Dmg(50)
49) --> Resuscitate==> IntRdx(49)
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Some thoughts about this:
The 3+3 slot sollution in Hover+Sprint is surprisingly nice. It's been a while since 6-slotting Hover was possible, but I actually feel the speed with these compares quite well. And more importantly the combo passed the test - Navigating Terra Volta in humane speeds means the travel powers don't need to be worried about
Lack of Immob protection isn't that bad - Ice Patch will help with survivability if you get immobed. Also have bound my Ice Patch so that it first shuts down Hover before it tries to Patch the ground.
Decided to opt-out of taking the Force pool at the end, going for the munition mastery just for the extra snipe and a proper ranged hold to take out Sappers. (As an added bonus, a hold that doesn't make me need to redraw the rifle)
Chilling Embrace got a downgrade to "Nice but not essential" as Ice Patch does the deed in melee more effectively. Shiver apparently has quite a huge area (Range of 60 and a 60 degree cone), so CE will really be outshone at that point anyways.
As I noted earlier, I took burst by accident and even if the damage was nice, it had half a second longer activation time than slug or buckshot, which made me get caught by enemies more times than not. Gone now, replaced by Ice Sword (with faster activation and better damage), not really sad about it.
Everything positive mentioned in this thread about Ice Patch + Ignite holds true - the combination is brutal and effective. Could easilly solo a +5 minion with only one slot in each, and normal bosses that you meet in missions are fun and games. One thing that's a bit disapointing is the fact Chilblain roots the enemy and thus negates the effects of Ice Patch, causing a lot of bad things. -
Couple of random scrapper-related questions...
1) In the actual gameplay, just how good is the inherent +tohit in Broadsword. Will I be just hitting myself in the leg if I rely on just one Accuracy SO in the attacks? (For PvE.)
2) Are the Caltrops and Web Grenade from Weapon Mastery identical to their /Devices versions?
3) What's the word on the street on slotting Soul Transfer and Cloak of Fear? (For PvP and for PvE?) -
Archery has a great single target attack chain (one of the best in the game IMO), even if it has no special effects attached to it. Should have great time against defense -based enemies, but Smashing/Lethal Resistance will bite you in the back at some point.
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I'd go with Web Grenade, Caltrops, Drone, Mines and Cloak. The Mines are good when you're bored - something to do and when someone lands on them, the damage is nifty. I wouldn't touch Taser, even if it combines with stun arrow for double disorient. You'll be wanting to stay at range with a /devices blaster, so a melee power is a bit too risky.
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Personally I think you've gone over defensive here. I would suggest getting Knockout Blow in the 40s.
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I understand you've made the build to be as basically unkillable as possible, but ironically, it's overkill IMHO.
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That's the basic criticism I'm used to getting for the build. The counter-argument is that I haven't been doing any solo missions aside from the costume and store missions since I talked to Azuria. The character just isn't used that much outside big teams, where the need for single-target attacks from a tank isn't that big. I contribute "enough" to the damage-dealing process with just the Footstomp.
For comparison, did some solo hunting yesterday while waiting for a team, and had no trouble fighting spawns of +5 rikti. Sure, it could have been faster with KO blow or Haymaker (since I was pretty much portal-hunting), but it wasn't "slow and painful" either (like it is on my dedicated empath, who can barely solo greens)
The fact I haven't taken KO blow is only because I opted for a ranged hold instead of it and found two to be an overkill. When the need for a hold arises, I rather know I can do it from distance than having to worry about getting to the enemy (while leaving the main group of enemies behing) in mid-combat lag. Sure, the damage in KO blow is great (been there, gotten hit by it with my blaster), but the moment I start thinking about damaging a specific opponent, a portion of my mind is focusing on something else than keeping the team alive.
It's a matter of preference. Making tanking your duty, and keeping your team alive your function. The only thing I have that's an overkill is 0.5% extra S/L resistance when I have all enhances at best possible level. This is a conscious choise. I feel a bit disapointed I have to defend this all to the community.
PS. For some reason I looked at the Unstoppable resistance ratings wrong (once again). 2 SOs is indeed an overkill. This is good, as it allows me to move the slot to something that matters more.
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You are also really squeezing out extra defence here. If i boost anything by a decimal place i dont bother
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I'm scraping for all the def(all) I can get my hands on, as there still is Psi damage out there that makes me go thump in the night. The difference is, as said, marginal, but I'd rather have it than not. I guess it's a psychological thing - like you don't bother, I feel safer knowing I've done all I can -
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If slots are tight you might think about Provoke. It would help if you get slowed rather than supercharging Taunt
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Actually, I switched from Provoke to Hasten because I got ultra-slowed by Galaxies at my 20s. With multiple slows, nothing recharges if I don't have Hasten running. There is also the auto-hit factor of Hasten + Taunt vs. Provoke that made me go that way... (there comes a time, like when fighting groups of CoT, when the value of auto-hit is seen)
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Malta arcs start at 40, i would be looking for a hold by then if possible
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not slotting combat jump but by slotting another end red on another toggle in this case it could be temp invuln and you save more endurance by having 2 endurance slots on temp invuln on the build then you would cutting the endurance cost of combat jump.
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when you run this with rage you should only need 1 accuracy so an endurance slot would be good.
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True. Will make these changes: Get Fossilize at 44, switch the endred to Temp Invu and When I get to 49 and get Rage, might drop one accuracy from Footstomp. Don't have experience with the 10 second crash time so I have to see how keeping aggro works with that.
Took another look - I have Foot Stomp slotted 2xAcc, 3xDmg, 1xEndRed at the moment, not recharge like I remembered. Will have to really test out slotting.
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This is supercharged in case your slowed or something i take it, what you do have is a taunt bit build but there is ample taunt duration here and more than enough recharge, i would find range of possibly good value instead of a 3rd recharge especially as you have haste.
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I've noticed that when things go pear-shaped it's usually because there are two or more enemies untaunted, at different sides of the room. Swapping one recharge for range might just do the trick. Will test this out, thanks. -
Original plans for the tank are found here. Getting to level 44 the next time I play with it (meaning it's time to start thinking of the final respec). I'm getting the feel of the powers I'm using and the reasons I'm using them for, so I made a new version based on what I know and feel
I'll be taking fossilize at 47 to deal with Malta Sappers and Rage at 49 to get the ToHit buff when getting attacked with -acc attacks to keep footstomp hitting and to give a boost to damage when such is needed.
This is really defensive build, for some "old school" tanking, as opposed to scranking. At present the most used tactic is to jump in, footstomp and then taunt those that missed and wait for the team to clean up. Works like a charm.
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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: Simulacrus
Level: 50
Archetype: Tanker
Primary: Invulnerability
Secondary: Super Strength
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01) --> Temp Invulnerability==> DmgRes(1) DmgRes(3) DmgRes(3) EndRdx(40)
01) --> Jab==> Acc(1) EndRdx(43)
02) --> Dull Pain==> Rechg(2) Rechg(5) Rechg(5) Heal(7) Heal(7) Heal(9)
04) --> Resist Physical Damage==> DmgRes(4) DmgRes(9) DmgRes(11)
06) --> Combat Jumping==> DefBuf(6) DefBuf(11) DefBuf(13) EndRdx(43)
08) --> Unyielding==> DmgRes(8) DmgRes(13) DmgRes(15) EndRdx(45)
10) --> Taunt==> Taunt(10) Taunt(15) Taunt(17) Rechg(17) Rechg(19) Rechg(19)
12) --> Resist Elements==> DmgRes(12) DmgRes(21) DmgRes(21)
14) --> Super Jump==> Jump(14)
16) --> Hasten==> Rechg(16) Rechg(23) Rechg(23)
18) --> Invincibility==> Taunt(18) Taunt(25) Taunt(25) DefBuf(27) DefBuf(27) DefBuf(29)
20) --> Resist Energies==> DmgRes(20) DmgRes(29) DmgRes(31)
22) --> Hurdle==> Jump(22)
24) --> Health==> Heal(24) Heal(31) Heal(31)
26) --> Tough Hide==> DefBuf(26) DefBuf(33) DefBuf(33)
28) --> Stamina==> EndMod(28) EndMod(33) EndMod(34)
30) --> Boxing==> Acc(30) EndRdx(46)
32) --> Unstoppable==> DmgRes(32) DmgRes(34) Rechg(34) Rechg(36) Rechg(36)
35) --> Tough==> DmgRes(35) DmgRes(36) DmgRes(37) EndRdx(37) EndRdx(37)
38) --> Foot Stomp==> Acc(38) Acc(39) Dmg(39) Dmg(39) Dmg(40) Rechg(40)
41) --> Stone Prison==> Acc(41) Acc(42) Rechg(42) Rechg(42) EndRdx(43)
44) --> Weave==> DefBuf(44) DefBuf(45) DefBuf(45) EndRdx(46) EndRdx(46)
47) --> Fossilize==> Acc(47) Acc(48) Hold(48) Hold(48) Rechg(50) Rechg(50)
49) --> Rage==> Rechg(49) Rechg(50)
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01) --> Sprint==> EndRdx(1)
01) --> Brawl==> Acc(1)
01) --> Gauntlet==> Empty(1)
02) --> Rest==> Rechg(2)
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Totally brilliant stuff. Purple Daze is probably my favorite of the three series - all which have lots and lots of rocking punchlines and great attitude [img]/uk/images/graemlins/smile.gif[/img]
(Edit: forgot to write a couple of words, the whole message read totally wrong, fixed now [img]/uk/images/graemlins/tongue.gif[/img] ) -
Thank you for the kind words [img]/uk/images/graemlins/smile.gif[/img]
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All of it done in Photoshop CS? All of it?
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Yup. Haven't really found the need to use software like Painter to emulate "natural media" like pastels or watercolor - in PS it might take a bit longer to get the details look nice, but it's the way I'm used to doing it.
In a way this pic was a bit non-standard for me. I usually draw a scetch by pencil, scan it and do coloring and tidying up in Adobe Photoshop. In this one I just started straight with blank digital "canvas" and worked my way up from there.
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Why are you playing this game?
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Hello, my name is Alvan, and I'm an alt-a-holic ... [img]/uk/images/graemlins/tongue.gif[/img] [img]/uk/images/graemlins/grin.gif[/img] -
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So, didn't turn out to be a big fight scene after all...
College of Freaks
My General Gamma on the left, @Syn's Doctor Gonzo on the right. Blappers taking a break. -
Fellow CoWite Power Doll got to 50 tonight, first Tank in CoW, first @Power Doll's 50. Writing these while heading to see Doll do a Hami-dive [img]/uk/images/graemlins/smile.gif[/img]
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Heading for a swim, so quickly summarizing the mechanics of Perception vs. Stealth (complete stuff from US forums, HERE):
Base Perception range 500 ft.
Stalker hide reduces perception range with 500 ft
You can't see the stalker if you have no +perception effects running.
You activate Focused Accuracy, that gives you 300 ft extra perception range.
You can now see a Stalker, running Hide, who is 300 ft from you.
Stalker activates Stealth (which stacks with his Hide), which gives him additional 390 ft of Stealth (ie. reduces your perception range, when it comes to perceiving him, by 390 feet) - you can no longer see him, as your relative perception range is -90 ft.
You get Tactics, which gives you some +250 ft of extra perception (not sure about the exact Scrapper number at effective lv 50), you can see him at about 160 feet.
He switches his Stealth to Invisibility (which stacks with Hide), moving his total Stealth effect to 500 (Hide) + 611 (Invisibility) = 1111 feet, leaving you again staring at empty air with your perception of 500 (base) + 300 (FA) + 250 (Tactics) = 1050 feet.
The steps in the arms race after this are to get people with Grant Invisibility and Clear mind to get you both to Stealth and Perception caps, where you can see him at 10 feet, where it requires good reflexes to get him before he AS:es you.
Hope this helps understanding it.