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Has anyone tired this mix are they any good? Will it work for duoing, teaming and TFs?
Also any hints on the build would be great, as so far the build tips I have got in the last week for my Scrapper and tank have made their race to 50 so much sweeter (and quicker).
I've had a fire/mace from the beginning of the game and have gotten quite a bit a mileage out of it, and it's still one of the more fun combinations to play to me, especially after last years buffs to the set.
The primary attacks from f/a help boost the combos damage, and the disorients and knockdowns from w/m provide good damage mitigation for fiery aura.
As far as tf/av's and tanking, overall having played it in all situations over the years including tanking hami I've found the two sets work as well together as all but the current fotm sd/ss, which is nearly a perfect combo.
Some pros & cons from each set,
w/m pros
good attack speeds, some disorienting capabilities, accuracy bonus, moderate endurance use, heavy smashing aoe, strong s/t damage, custom weapon options.
cons
moderate stun effects
Comparatively lacks a "wow" power ie total focus-knock out blow
weapon redraw.
f/a pros
high overall resists, easily capping resistance to fire damage,
a buildup power, good self heal power which also offers resistance to toxic, a self +endurance power, a self rez, very good damage in blazing aura and burn plus minor aoe damg in consume
cons
no defense, low resist to cold damage, endurance intensive (w/ pp toggles), no knockback resistance
Here's my f/m's current build since you asked for ideas, if you have more questions there are plenty of people who play that combo around here. Have fun.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
ACEMACE: Level 50 Science Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: War Mace
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Blazing Aura -- Sciroc-Dmg/EndRdx:50(A), Sciroc-Dam%:50(3), C'ngBlow-Acc/Rchg:50(3), C'ngBlow-Acc/Dmg:50(5), C'ngBlow-Dmg/EndRdx:50(5)
Level 1: Bash -- Acc(A)
Level 2: Fire Shield -- HO:Ribo(A), HO:Ribo(7), HO:Ribo(7), ResDam-I:50(9), S'fstPrt-ResKB:30(9)
Level 4: Healing Flames -- Numna-EndRdx/Rchg:50(A), Numna-Heal/EndRdx/Rchg:50(11), Numna-Heal:50(11), Dct'dW-Heal/Rchg:50(13), RechRdx-I:50(13), RechRdx-I:50(15)
Level 6: Hurdle -- Jump-I:50(A)
Level 8: Combat Jumping -- ULeap-Stlth:50(A)
Level 10: Super Jump -- Jump-I:50(A)
Level 12: Plasma Shield -- HO:Ribo(A), HO:Ribo(15), HO:Ribo(17), S'fstPrt-ResDam/Def+:30(17), S'fstPrt-ResKB:30(19)
Level 14: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(19), RgnTis-Regen+:30(21), Mrcl-Heal:40(21), Mrcl-Heal/EndRdx/Rchg:40(23), Mrcl-Rcvry+:40(23)
Level 16: Build Up -- AdjTgt-Rchg:50(A), AdjTgt-ToHit/Rchg:50(25), AdjTgt-ToHit/EndRdx/Rchg:50(25)
Level 18: Consume -- Efficacy-Acc/Rchg:50(A), Efficacy-EndMod/Acc/Rchg:50(27), Efficacy-EndMod/Rchg:50(27)
Level 20: Clobber -- HO:Nucle(A), C'ngImp-Acc/Dmg:50(29), C'ngImp-Acc/Dmg/Rchg:50(29), C'ngImp-Dmg/Rchg:50(31), C'ngImp-Acc/Dmg/EndRdx:50(31), C'ngImp-Dmg/EndRdx/Rchg:50(31)
Level 22: Burn -- Sciroc-Acc/Rchg:50(A), Sciroc-Dmg/Rchg:50(33)
Level 24: Stamina -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(33), Efficacy-EndMod/Acc/Rchg:50(33), Efficacy-Acc/Rchg:50(34), Efficacy-EndMod/Acc:50(34), Efficacy-EndMod/EndRdx:50(34)
Level 26: Boxing -- Acc(A)
Level 28: Whirling Mace -- HO:Nucle(A), HO:Nucle(36), Stpfy-Acc/Rchg:50(36), Stpfy-Acc/Stun/Rchg:50(36), C'ngBlow-Acc/Dmg:50(37), C'ngBlow-Dmg/Rchg:50(37)
Level 30: Tough -- HO:Ribo(A), HO:Ribo(37), Aegis-Psi/Status:50(39), Aegis-ResDam/EndRdx:50(39)
Level 32: Weave -- HO:Cyto(A), HO:Cyto(39), LkGmblr-Rchg+:50(40), LkGmblr-Def:50(40), LkGmblr-Def/Rchg:50(40), LkGmblr-Def/EndRdx:50(42)
Level 35: Shatter -- HO:Nucle(A), HO:Nucle(42), HO:Nucle(42), C'ngBlow-Acc/Dmg:50(43), C'ngBlow-Dmg/Rchg:50(43)
Level 38: Crowd Control -- HO:Nucle(A), Sciroc-Acc/Dmg/EndRdx:50(43), Sciroc-Acc/Rchg:50(45), Sciroc-Dmg/Rchg:50(45), Sciroc-Dmg/EndRdx:50(45), Sciroc-Acc/Dmg:50(46)
Level 41: Char -- HO:Endo(A)
Level 44: Fire Blast -- Dev'n-Dmg/Rchg:50(A), Dev'n-Dmg/EndRdx:50(46), Dev'n-Acc/Dmg:50(46), Dev'n-Acc/Dmg/EndRdx/Rchg:50(48)
Level 47: Fire Ball -- HO:Nucle(A), Posi-Dam%:50(48), Posi-Dmg/Rng:50(48), Posi-Dmg/Rchg:50(50), Posi-Dmg/EndRdx:50(50), Posi-Acc/Dmg:50(50)
Level 49: Taunt -- Zinger-Taunt/Rng:50(A)
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Level 1: Brawl -- Acc(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Gauntlet
-actually a couple io's were updated since this build last summer, but it gives the gist.
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That is messed up, and your kids were still good, Xanax juice boxs?
My in laws came down to Fl for the weekend from Jersey and their flight was delayed, they got to the a/p at 11am and didn't arrive here till 9:30.
Hope the family had a safe flight. -
Quote:The winner of the second season played CoX at least... Heard he was co-founder of a SG. If anyone knows him can try to invite him for something like this... (not sure if he reads these forums)
Detective2416, he's been on Champion for years. -
CoX + Marketing = Myth.
This games marketing department has been abysmally inept for years, and it actually got better after the split with Cryptic, which only illustrates how woefully incompetent it is.
>One person> Photoshop> Flier> Email> Two Hours.
There, I'm you're marketing dept, now pay me what you're paying the current clowns.
Granted CoX is a niche game, but even someone on a janitors grade could put together tiny Issue teasers and bulk email (free lol) them in a couple hours.
/Signed, the marketing dept for CoX is completely pathetic.
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Quote:Really quickly, don't bother slotting Bash, six slot both Stamina and Physical Perfection with either end set (I use pshifter in PP and EA in Stam), drop recall friend, -let the trollfenders/squishies do the team tp'ing, take sjump (one slot), six slot Clobber it's your biggest st attack, Drop LBEyes and use the slots to strengthen your core powers, just use vrewards for ranged damage, three slot Hasten, I would five-six slot WMace but that's up to you, and five slotting Taunt is a bit of a waste when Dark has so many utility powers that would be more effective with those extra slots.So, I *almost* have my Storm/Dark completely IO'd (7 IOs away) and as such, I'm starting to look around at my other characters that I can begin to do so. I kinda want to try heading up my Tanker (who's already 50) towards the having an IO'd build of tastiness. However, before I start going and spending some of the cash I have and the merits on things I may not need, I was wanting to get some input.
I thank anything that gives me a few ideas to work with.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Tainted Warrior: Level 50 Mutation Tanker
Primary Power Set: Dark Armor
Secondary Power Set: War Mace
Power Pool: Teleportation
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(3), RctvArm-EndRdx(3), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(5)
Level 1: Bash -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(15), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Acc/Dmg/EndRdx(17), C'ngImp-Dmg/EndRdx/Rchg(19)
Level 2: Murky Cloud -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(7), RctvArm-EndRdx(7), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(9)
Level 4: Pulverize -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(19), C'ngImp-Dmg/EndRdx/Rchg(21), C'ngImp-Acc/Dmg/EndRdx(21), C'ngImp-Acc/Dmg/Rchg(23)
Level 6: Obsidian Shield -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(11), S'fstPrt-ResKB(11)
Level 8: Dark Regeneration -- Theft-Heal/Rchg(A), Theft-Acc/EndRdx/Rchg(13), Theft-+End%(13), Theft-Acc/EndRdx/Heal(15)
Level 10: Taunt -- Zinger-Taunt/Rchg(A), Zinger-Taunt/Rchg/Rng(23), Zinger-Acc/Rchg(25), Zinger-Dam%(25), Insult-Dsrnt%(27)
Level 12: Cloak of Darkness -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(27), LkGmblr-Rchg+(29), LkGmblr-Def/EndRdx/Rchg(29)
Level 14: Recall Friend -- TSM'n-EndRdx(A), TSM'n-Rng(50)
Level 16: Swift -- Run-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(31), Mrcl-Rcvry+(31), Mrcl-Heal(31), RgnTis-Regen+(46)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-End%(33)
Level 22: Clobber -- C'ngImp-Dmg/Rchg(A), C'ngImp-Dmg/EndRdx(33), C'ngImp-Dmg/EndRdx/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Acc/Dmg/Rchg(34)
Level 24: Cloak of Fear -- Abys-EndRdx/Fear(A), Abys-Acc/EndRdx(34), Abys-Acc/Fear/Rchg(36), Abys-Dam%(36), Abys-Acc/Rchg(36)
Level 26: Oppressive Gloom -- RzDz-Acc/Stun/Rchg(A), RzDz-Immob%(37), Stpfy-Acc/Stun/Rchg(37), Stpfy-EndRdx/Stun(39)
Level 28: Whirling Mace -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Dmg/Rchg(37)
Level 30: Combat Jumping -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(39), Zephyr-Travel(39), Zephyr-Travel/EndRdx(40), Zephyr-ResKB(40)
Level 32: Soul Transfer -- RechRdx-I(A)
Level 35: Shatter -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(43)
Level 38: Crowd Control -- Oblit-Dmg(A), Oblit-Acc/Rchg(43), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(45), Oblit-Acc/Dmg/EndRdx/Rchg(45), Oblit-%Dam(45)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(46), EndRdx-I(46)
Level 44: Physical Perfection -- P'Shift-EndMod(A), P'Shift-End%(48)
Level 47: Laser Beam Eyes -- ShldBrk-Acc/EndRdx/Rchg(A), ShldBrk-DefDeb/EndRdx/Rchg(48), Thundr-Dmg/EndRdx/Rchg(48), Thundr-Acc/Dmg/EndRdx(50)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Quite a few Dark tankers also fit Tough and sometimes Weave into their build, but it's not a requirement.
Have fun. -
Quote:On the initial design of Fire/, has everybody here forgotten the levels we could reach before ED? Capped S/L, Respectable Defense from Power Pools, and the ability to run both our shields (Not a given back in the day) with massive offensive capability to boot.
Fire/ was not designed to be the weakest armor, it has become it over time.
For what it's worth I have to disagree with your conclusion.
With the inception of ED all armors were reduced across the board and fire's weaker status was just made more pronounced as a result, especially with the fear/recharge/damage nerf to Burn making a kill to stay alive concept less achievable.
Conversely pre-ED an Invul and fire tank both filled with Ribosome/Cytoskeletons at 50% effect would render the former a virtual godmode, while the burn tank would still have to rely on HF.
A SG mate and I used to solo GMs after raids and with that setup he could tank 10 indefinitely without a movement in his health bar, and while my fire/mace could handle 6-7 eventually HF was needed, even with Tough and Weave six slotted also full of HO's.
Regardless, a buff to Burn, either increased radius, damage, or a bit of both, would probably be much more effective for FA over a revamp of RotP to be honest.
It would lift the fire tank again on top as the damage set, as it was intended, while leaving its rez power as is to use should you get in trouble, and if it fits your preference.
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Quote:And of course Shield Charge, which makes it not even a question comparing the two choices for a forming build.Superstrength hands down. Footstomp isn't called one the best AoEs in the game for no reason. Mob saturated Against All Odds+Rage is a thing of beauty.
I have a 50 sd/ss/em that defeats mobs faster then my wifes ably played fire/kin. -
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Quote:Who is this "we" you speak of. I remember a nuclear reaction going off before I could even strap on my damn belt.I really wish they never nerfed it in the first place.When it first came out it was HARD!! and we loved it.
Btw, do you remember the "inspire retailers" waiting outside making a tidy profit off all the beaten up and dead flopping out the door.
Good times. -
Most of this bickering is pointless to OP's original idea.
Some really like RotP and some think it's ridiculous, the arguments on both sides have raged ad nauseum through the years, and none of us have had the power to change it regardless.
Play style also factors into whether RotP is a useful tool to some, or flow of action disruptor to others (i'm in the latter group).
As far as Castle's comments on FA in 06, of course any fire tank enthusiast is aware of them. They're also both outdated and obsolete since Shield Defense came along.
Back to OP's original idea, again, an alteration of that nature would certainly come with reductions to the power, heavy perhaps.
Here's my suggestion, scrap the rez, heal, end and mez, keep the 90[?] second debt protection and turn it into a non-stackable pbaoe 7% -ToHit for 5 sec, with 2.07 sec cast, 15 max targets, 10.50 end cost, and 90 second recharge.
It would make little sense thematically, but would ad to the sets survivability without reducing damage or making it too over potent.
Now to do something useful, going for a brew.
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Ha, apparently someone doesn't agree with my perspective on RotP.
Quote:Let me clarify. Specifically on a tank if you purposely die to use the power, sometimes you'll put your team in danger because of lost aggro.Your reputation on this post is Negative.
Comments on this Post
No, it does not mean "you expect to be defeated," get over it.
If you don't expect to be regularly defeated, and you have one power which works only when you are, what's the point?
On Tanks why isn't this power coupled with Invulnerability, Stone, WP, or Shields, but only with the squishier armors?
Because Geko and Castle "expect" those weaker sets "to be defeated" at a higher ratio.
To me that's a loser power that can be skipped for something that may keep your toon alive, rather then one that assumes defeat is inevitable. ;]
I'd like to see RotP remodeled but it would have to be so neutered if it worked as OP suggested that it would be highly situational at best.
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I'd like to apologize for passing gas in that elevator Wednesday.
Everyone in there, you know who you are, I feel solemn regret for the armageddon your nostrils were put through. -
RotP is one power I've hated since it was first introduced. Why do you give a self-rez to one of the weaker armors, because you expect it to be defeated.
That said, it sounds like what you're asking for would give Fiery Aura four aoe attacks (B/A Burn RotP & Consume's minor damg) in adition to it's build up power, which would likely break Castle's formula for the respective sets.
Imagine your idea for FA matched up with Super Strength, you'd have Foot Stomp, RotP, Burn, Blazing Aura, all with Rage (80% damg buff) and Fiery Embrace (80% damg buff 10 sec).
If you slotted that setup for +recharge, you would have a new fotm for farming (well new fotm is relative, before burns nerf fa/ss was the farming setup).
-Oh btw, if your idea got green lighted, wouldn't it be much easier to rework your build using Dynamic Respecs..... ;]
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Quote:I probably would have been blown away by it, but the bar was set so high before evening slapping down $8, it was already down 0-2 in the bottom of the ninth..... or so Meat Loaf told me.
$8 for a movie, is that a time portal in your pants. Props on the Meat Loaf drop. -
Some nice reviews in here, it makes me want to see this even more..
"Could 'Avatar' hit $1 billion?
"Avatar" sold a studio-estimated $232.2 million worth of tickets around the world this weekend, the ninth-biggest global debut of all time, the second-biggest for December. Perhaps more importantly, those who saw the movie enjoyed it. Every demographic gave "Avatar" an average grade of A.
Despite not yet having opened in Japan and China and frigid weather in northern Europe, it collected $159.2 million, the sixth-highest simultaneous foreign launch of all time.
With big grosses expected in those countries, where effects-laden tent-pole movies tend to do very well, and very strong momentum everywhere else, "Avatar" will almost certainly gross more than half a billion dollars internationally, and could become the fifth movie to ever top $1 billion in worldwide box office." -Los Angeles Times
Hmm, I wouldn't doubt it's possible. Hell the di vinci code capped 900 worldwide.
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Go see it anyhow, preferably in IMAX 3D. I wound up getting there late and wound up standing through the whole movie without a real complaint (though the dogs are complaining now...)
Heh standing through it is hardcore , looks like you enjoyed it anyway. Beowulf was the last 3d flick we saw at one of the two Imax's near us, so I'm looking forward to this one. =]