Amy_Amp

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  1. Gee, I can't imagine why this can't solo.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Technology Defender
    Primary Power Set: Radiation Emission
    Secondary Power Set: Radiation Blast
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Teleportation

    Hero Profile:
    Level 1: Radiant Aura -- H'zdH-EndRdx(A), H'zdH-Heal(3), H'zdH-Heal/EndRdx(3), H'zdH-EndRdx/Rchg(5)
    Level 1: Neutrino Bolt -- UndDef-DefDeb(A), UndDef-DefDeb/Rchg(5), UndDef-DefDeb/Rchg/EndRdx(7), UndDef-Rchg/EndRdx(7), UndDef-Rchg(9), UndDef-DefDeb/EndRdx(9)
    Level 2: Radiation Infection -- EndRdx-I(A), RechRdx-I(11), DefDeb-I(11), DefDeb-I(13)
    Level 4: Accelerate Metabolism -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(15), Empty(15)
    Level 6: Enervating Field -- EndRdx-I(A), RechRdx-I(17), RechRdx-I(17)
    Level 8: Mutation -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19), EndMod-I(21), EndMod-I(21), EndMod-I(23)
    Level 10: X-Ray Beam -- UndDef-Rchg/EndRdx(A), EndRdx-I(33), DefDeb-I(50), DefDeb-I(50), DefDeb-I(50)
    Level 12: Irradiate -- UndDef-DefDeb/EndRdx(A), DefDeb-I(23), DefDeb-I(25), DefDeb-I(25), EndRdx-I(27), EndRdx-I(27)
    Level 14: Electron Haze -- UndDef-DefDeb/EndRdx(A), DefDeb-I(29), DefDeb-I(29), DefDeb-I(31), EndRdx-I(31), EndRdx-I(31)
    Level 16: Lingering Radiation -- EndRdx(A), RechRdx(33), RechRdx(33)
    Level 18: Choking Cloud -- Hold-I(A)
    Level 20: Proton Volley -- DefDeb-I(A), DefDeb-I(34), DefDeb-I(34), DefDeb-I(34), Empty(36), Empty(36)
    Level 22: Hover -- Flight-I(A), Flight-I(36), Flight-I(37), EndRdx-I(37), EndRdx-I(37), EndRdx-I(39)
    Level 24: Fly -- Empty(A)
    Level 26: Fallout -- ToHitDeb-I(A)
    Level 28: Cosmic Burst -- EndRdx-I(A), EndRdx-I(39), EndRdx-I(39), DefDeb-I(40), DefDeb-I(40), DefDeb-I(40)
    Level 30: Swift -- Empty(A)
    Level 32: Health -- Empty(A)
    Level 35: Stamina -- EndMod-I(A), EndMod-I(42), EndMod-I(42)
    Level 38: Neutron Bomb -- EndRdx-I(A), DefDeb-I(42), DefDeb-I(43), DefDeb-I(43), EndRdx-I(43), RechRdx-I(45)
    Level 41: Atomic Blast -- RechRdx(A), Acc(45), DefDeb(45), DefDeb(46), EndRdx(46), UndDef-DefDeb(46)
    Level 44: EM Pulse -- RechRdx-I(A), RechRdx-I(48)
    Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
    Level 49: Recall Friend -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
  2. Quote:
    Originally Posted by Miladys_Knight View Post
    Not saying I doubt Posi but I'll believe it (and play it) when I see it. Until then it's all speculation kinda like Cathedral of Pain and post I-13 base raids.
    Well, I at least see Powerset Proliferation happening. It's a crime what has, or hasn't happened with bases, but that's a rant for another thread.
  3. Quote:
    Originally Posted by Obscure Blade View Post
    Really? Do you have a link to that?

    <--------- Really wants Traps on controllers
    There was an interview that Posi did and he mentioned he wanted to use Powerset Proliferation to give all of the ATs as many of the possible combinations as they could. Some sets may never get ported, ie brutes getting Ice/cold, stalkers getting Shields. There really is no reason Traps doesn't come to controllers.
  4. Amy_Amp

    Claws Regen help

    Quote:
    Originally Posted by JAXMAN View Post
    The animations, damage, and recharge time of Claws attack have been redone a few times for balancing reasons. You won't notice the changes if you haven't played claws before. And overall the changes have resulted in improvements for Claws performance so nothing to fear.
    To get more specific, Claws 1.0 was most known for Slash having "and here's....the pitch" type of animation that is also found in Impale in the Spines set. For a DPS based set, it felt wrong to have such a slow animating attack. Claws 2.0 fixed that and some other tweaks, IIRC. I actually had shelved my Claws/regen at 18 just because of the slow animation and not knowing if I really liked it, or not. Once Claws 2.0 hit and I wanted to test out Focus more, it was no looking at back as I flipped the diff as high as it went for back in those days.

    Claws 3.0 came about after the other weapon sets and MA got fixes to their animations with removing the weapon redraw pauses that happened in between attacks, or just general buffs(MA). BaBs/Castle did a test run with Claws and the reports came back a little too good so Claws 3.0 got put on hold until they could balance it out. Claws 3.0 finally did happen and there was a shift from being a strong ST based set(Focus's damage got toned down) while the AoE got a nice boost. There were some people who were unhappy with this change(waves). So yes, the focus of Claws literally and figuratively got changed. At this point I've just grown used to what Claws is now, but would still prefer a more ST based set. Yes, I know the DPS of Claws's ST attack chain went up with Claws 3.0. Whatever.
  5. Amy Amp, Kin/elec
    Erika Earth, Earth/storm

    and now....

    Without Pause, Claws/regen, who was made back in the i6 days.
  6. Amy_Amp

    Claws Regen help

    Here's a rather vanilla build. Spin was added late because I was skipping it until Claws 3.0 happened. It can go earlier in the build.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Without Pause: Level 50 Natural Scrapper
    Primary Power Set: Claws
    Secondary Power Set: Regeneration
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leadership
    Power Pool: Fighting

    Hero Profile:
    Level 1: Strike -- Acc-I(A), Acc-I(3), Dmg-I(3), Dmg-I(5), Dmg-I(34), RechRdx-I(46)
    Level 1: Fast Healing -- Heal-I(A), Heal-I(5), Heal-I(34)
    Level 2: Slash -- Acc-I(A), Dmg-I(7), Dmg-I(7), Dmg-I(9), RechRdx-I(9), Achilles-ResDeb%(11)
    Level 4: Reconstruction -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(15), Heal-I(15), Heal-I(17), Heal-I(17)
    Level 6: Quick Recovery -- EndMod-I(A), EndMod-I(11), EndMod-I(13)
    Level 8: Follow Up -- Acc-I(A), Acc-I(19), RechRdx-I(19), RechRdx-I(21), GSFC-Build%(21), Dmg-I(48)
    Level 10: Dull Pain -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23), Heal-I(25), Heal-I(25), Heal-I(27)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(29)
    Level 14: Super Speed -- Clrty-Stlth(A)
    Level 16: Integration -- Heal-I(A), Heal-I(29), Heal-I(31)
    Level 18: Focus -- Acc-I(A), Acc-I(31), Dmg-I(31), Dmg-I(33), Dmg-I(33), RechRdx-I(33)
    Level 20: Resilience -- ResDam-I(A)
    Level 22: Hurdle -- Jump-I(A)
    Level 24: Health -- Heal-I(A), Heal-I(46), Heal-I(48)
    Level 26: Eviscerate -- Acc-I(A), Acc-I(34), Dmg-I(36), Dmg-I(36), Dmg-I(36), RechRdx-I(37)
    Level 28: Instant Healing -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(37)
    Level 30: Stamina -- EndMod-I(A), EndMod-I(39), EndMod-I(39)
    Level 32: Shockwave -- Acc-I(A), Acc-I(39), Dmg-I(40), Dmg-I(40), Dmg-I(46), RechRdx-I(48)
    Level 35: Spin -- Acc-I(A), Acc-I(42), Dmg-I(42), Dmg-I(43), Dmg-I(43), RechRdx-I(43)
    Level 38: Moment of Glory -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(42)
    Level 41: Assault -- EndRdx-I(A)
    Level 44: Tactics -- EndRdx-I(A), ToHit-I(45), ToHit-I(45), ToHit-I(45)
    Level 47: Boxing -- Empty(A)
    Level 49: Tough -- EndRdx-I(A), ResDam-I(50), ResDam-I(50), ResDam-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
  7. It's one of the few ones I would pick with Traps. I would go, /sonic, /ice, and then /dark if you are looking for min/max. I would do /dual pistols when defenders get them just for the pure sexy factor.
  8. Quote:
    Originally Posted by Miladys_Knight View Post
    If controllers ever get /traps (which I doubt will ever happen).
    And your doubts are wrong. It and "poison" will be one of the next added for controllers. If you think otherwise, talk to Posi.

    Quote:
    Is it worth slotting for some endurance modification considering that I can have two out simultaneously?
    No. End drain is such a hit, or miss type of thing in this game and that's even when playing a Kin/elec that I don't think slotting for end mod is worth it. I vastly slot for damage and recharge with some end reduc. This being based on SO type slotting.
  9. Quote:
    Originally Posted by milehigh77 View Post
    My answer to this rant & any other similar rants in the future is this:

    You should run teams yourself, at all times.

    Problem solved.

    It's not the community.

    It's you.

    You do not have anything to complain about when all you do is sit around waiting to be invited into a team.
    +1. You can't blame the ignorant when you are so willing to team with them. I play on the "worst" server for idiots and yet I just shake my head when people rant and rave about how bad it is there.
  10. My only real issue with defender nukes is only Kins really get much use out of them, and that's questionable. Some times I fell like I use a nuke and go, "Wait, that's it?" A Kin/sonic that uses FS, Howl, and then Wail is rather fun though because whatever is left has stacked -res and is facing highly buffed +dmg teammates.
  11. While it might be more true later on, you could likely get away with not slotting end reduc into your attacks. With Lightning Reflexes, I would lean towards slotting for end though since it will give you some recharge by default and your end management tools come late.
  12. Quote:
    Originally Posted by Silas View Post
    Slot Fearsome Stare for -tohit rather than fear. While the fear is nice, it lasts decently long enough at base and the -tohit value is huge. The fear will get broken almost instantly in teams so what counts is the -tohit.
    It's broken once and then they go back to being feared. A D3 doesn't lack in -tohit so adding in more really isn't that big of an issue. For me personally and I know for others, we hardly use DN just because it doesn't come across as needed for the most part later on as the build fills in. Yes, DN is still useful at times, but you can easily go from mob to mob without using it and being "ok." FS has a base of duration 15 seconds for fear and a recharge of 40 seconds. You can get those numbers close enough to where I really don't see the benefit of adding tohit debuff versus fear duration.
  13. Quote:
    Originally Posted by Seldom View Post
    What squishies are you speaking of?
    A squishy AT to the best of my knowledge has always been an AT that doesn't get mezz protection. For blue side, anything not a tank, or scrapper is a squishie. Even if a Storm player can herd and tank, it doesn't mean they aren't within a blink of an eye from getting faceplanted either.

    And I wouldn't simply group blaster survivability into one group. My Ice/ice does rather well staying upright and solos the same diff setting my ST based scrappers do. You don't need a lot of defense against stuff that's dead, or controlled.
  14. Quote:
    Originally Posted by Mental_Giant View Post
    Unfortunately, this isn't true, from what we've been told. Praetoria may only cover 1-20 with some content for side-switching above that and some "end game" content. And the two new sets.
    I remember reading about it being 1-20, but I have been out of the CoH news loop. Still better than 37-40 and I think it's a safe bet the level range for that area will go up.
  15. We know the content range and number of zones the CO pack is covering. NCSoft could just put out info on the number of zones and level range they have covered in the forthcoming GR. Even if it's just names of zones and such. Nothing that's really going to change before the expansion pack is out.

    "Hey, we have an expansion pack coming out that's going to cover level 37-40 and adds a new zone!!!"

    "Oh really. We got an expansion pack coming out with 2 new powersets, an alternate universe with 4 zones and covers 1-40. Levels 40-50 will be added in the next issue update just like we did for CoH and CoV. Oh, and the 40-50 update will be for free like the originals were."

    "Yeah, but our expansion pack will be cheaper!!!"

    "We've put out more content in a free patch than that so called expansion pack."
  16. Quote:
    Originally Posted by Gitch View Post
    Then after playing him as an SR (and dying quite abit in the first 8 lvls due to not being able to put down the baddies fast enough, really wish they would fix swipe power so I could have a second st attack)
    Spines and /sr are both slow to start so really don't be surprised by playing it and feeling like you are under performing. You are. End will be an issue, but it's a combo that I have thought about playing quite a bit, but have yet to do.
  17. The Presence pool, IMO, is rather lacking even for an extra pool set. Two taunts to pick from to then get a ST fear that has a mag of 2 and a 30% chance at mag of 3. In other words, it fears minions and has a chance to fear a LT. The AoE fear is straight up mag 2.

    Claws/sr might be tougher to fit in the Presence pool, but since you are going theme over min/max, it should be doable.
  18. Quote:
    Originally Posted by Perfect_Pain View Post
    The friend zone isn't that bad.

    /rawr
    Only if you want to be there. If you don't, you're screwed in a bad way. The ladder theory explains all.
  19. Amy_Amp

    Regen Scrapper

    Quote:
    Originally Posted by UberGuy View Post
    I can't help but think you're looking at this with rose-colored glasses, because of the simple fact that SR up to level 10 or so is pretty similar to not having a secondary.
    Very much this. I think /sr's end issues are overrated, but it's defense is just paper thin at times during the lower levels. At 12 with DOs, it at least gets "ok." During the old way diff settings were done, my Claws/regen was the build I pushed the most in terms of diff. setting before 22(yay, Focus). Recon, DP, and Hasten early with slotting nothing but recharge for Recon and DP and I felt rather sturdy. There seems to be a significant difference in survivability for /regens that take DP at 10 versus ones that don't. I've seen a number of level 10+ /regens faceplant on PuGs because of skipping it.
  20. Quote:
    Originally Posted by Doc_Scorpion View Post
    Heard in global chat last night:

    In the real world, all you need is WD-40 or duct tape to solve most problems. Paragon City's answer to that is defenders and controllers.
    Fixed.
  21. Quote:
    Originally Posted by Medic_brietz View Post
    It seems that every At but defenders have some sort of farming build..
    Name the one AT that doesn't have Fire for an option in terms of damage. Even with /fire, I wouldn't farm with a defender anyway, but a number of people would.
  22. Quote:
    Originally Posted by Iguane View Post
    As for controllers, although fire/storm is fun as hell, I think a fire/rad will be alot safer through the whole toons career.
    I have a Fire/storm and while I do like it a lot, I can see I have to play around with my diff setting to figure out what I can take on where I'm at. No self heal makes things....interesting. Fire/rad will be safer, but once you get the kinks worked out on a Fire/storm, it has the higher damage potential.
  23. Quote:
    Originally Posted by Motley_Cruel View Post
    Also, another quick question. On the surface, DB and Claws seem to be related in the way that Kat and BS are. (Light and fast vs. slower and heavier) How do the two sets compare in game? (Not much experience with high levels of either)
    Quoting myself from an old post.

    Quote:
    And Claws will further cement it's lead at 18. DB will come roaring back at 26 based on the attack and it's part of your best combo, and Claws finishes off nicely at 32. The one advantage that Claws has for me is if I want something done instantly, Claws makes that happen. DB has to go through a combo to do the same, or will have to do it in melee as were Claws does it at range. Using Shockwave with it's ranged, fast animating, and wide cone KB for an alpha strike is something you just simply can't get in DB. 1K Cuts is beautiful to look at, but speed isn't it's thing.
    The before part of this would be I think Claws is a little better in the beginning. I vastly skipped the combos in DB until I had one by default at 26, and it's awesome. In short, DB flows better and I know I want to continue to work on it to lower recharge times. Claws is pretty good out of the box for me really. Both in the end are fun though. I rated both 9.8, 9.7 in the same thread I took my quote from.

    Outside of those two, Kat is awesome just because it's so balanced of a set.
  24. Amy_Amp

    Since when?

    Dark defenders aren't common and certainly not as common as they should be. However, you have to get past the big 3, Empathy, Rad, and Kin. Those 3 will be the most popular played across pretty much every server. Once past those, there is a significant drop off in terms of numbers, but then the other primaries fill in from there.

    I don't get the idea of transferring off of the server just because of the reaction to you playing a Dark defender. Do you like the character? Are you having fun? Then screw what people think. I made a Dark/stone tank(known for being end heavy and not really near popular despite being a good combo) and I love the build. I was playing on it and one member kept bragging about how tough my guy was, ie "Brandon is the one in the boogie man's closest. See, he just lets his health get low to give them a false sense of hope." etc... He kept doing it over and over and I was cracking up. The server? Freedom.

    And yes, my D3 is on Freedom as well.
  25. Amy_Amp

    Skipping EMP?

    I personally don't find stealthing all that useful on team missions unless you have Recall. For solo, stealth can be grabbed via SS and an IO. Mutation is a power I plan on taking at 49 on my Rad/sonic and is easily skippable. I have zero desire for Shockwave. I don't see the need to take something that would/could knock targets away from my debuffs.