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There is no need to keep up on myspace if you really aren't into it because everything we have here will always be here.
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Web Design 101. Leave a link on an off site to your main site. Oops. If I were to try to refer someone to the game, I would NOT be using this site. Why? Because it is utterly and completely devoid of info that would be of usefulness to them. There are pretty pictures and a blurb about the game, but that's it. If a person wants to get actual info they would be many many times over being better served to be pointed to the actual home page of the game. But they aren't on the MySpace page. Only the "refer" link which gives a indirect link is there. A little "Learn more" type link at the bottom would do wonders here.
I could point out other little things which back up why this isn't the best idea, but then the page is made and I'm just part of the so called minority anyway. Meh, indeed Ex. -
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Leaders:Amy Amp, Mister Laser, Lady Justess, Aged Ice
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Globals being @Amy Amp, @Mister Laser, @Half-Track, and @Aged Ice
Channel name is For Whom. -
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Leaders:Fulcrum Fire(Amy Amp), Static Pebble (Mister Laser), , Disposable Heroes (Aged Ice) Half-Track (Lady Justess)
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Globals being @Amy Amp, @Mister Laser, @Half-Track, and @Aged Ice
Channel name is For Whom. -
Snow Storm actually isn't that great on AVs due to the fact that they resist it's effects rather well(75%-95% IIRC). Iakona's data will back this up. I have put it on an AV only to watch them run around as if it was never there. Tornado, however, is great for AVs.
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Curious.. what is the blaster debuff? I know a defender sonic attack will give you a 20% damage boost on a subsequent attack against an even level minion. Blasters?
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I think it's around 15%, but I really wouldn't quote me on that.
Glad this got bumped because I was using this guide on my own blaster and then I moved and haven't found the info since. It is an extremely fun build that should get some more playing time after my Earth controller hits 50(41 currently). One of the only builds that soloed that stupid Igneous hunt mish, and taking on Supa trolls solo was way fun too. -
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Also note the length of Tesla Cage is nerfed enough to where it's not the uber hold you would like it to be. I would still take it as a power though.
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Viewpoint was probably said more out of ignorance than having used it a lot. It's pretty easy to make perma for me without adding any recharge to it. -
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Is it true that some of the powers (like Short Circuit) that got "nerfed" by ED will get a boost in I7? I have heard some noises about this, but nothing from a primary source. Can someone fill me in?
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Bosses, AVs, and such got their end boosted by a lot. This hurt end drain two fold. One, there was more end to drain. It also meant the regen rate of end was boosted because of the higher total end. In short, I could easily drain a +2 boss before this change. After it, the boss was pretty much dead via teammates before I could even drain him.
When i7 hits, end drain will not be based on number of points, but by a percentage. This means end drain will be back to what it was before the latest change. This does not mean end drain will be back to it's glory days pre-SC nerfing. It will be at what it was before bosses, AVs, and such got their boost. In short, you will need to hit with SC twice to get the desired effect. Transference should once again own bosses. I think in the i7 world a Kin/elec is more than "doable" and can be a complete blast to play. Kin/sonic takes the title for current offender build though if that's the ideal thing someone is looking for. /elec was never really about the most damage anyway.
Side note, I forgot to post in this once my Kin/elec hit 50. This build was pretty much the perfect template of what I was playing, but I had zero clue in how to build it. I had to i6/i7 the build, and in the end I skipped ID at 49, and I'll respec Stealth there because it's currently earlier. In Stealth's place(roughly) is the nuke. I also respecced the toon a couple times, so I pause in posting a build because the build kind of changed based on what I wanted at the time. Slotting wise Stealth fits in at 49. When I wanted it was much sooner. Generally though, I added the Leaping pool sooner as I already had it in my build and I didn't feel like respecing out of my vertical travel power. Stamina was added in my 30s(yes even after Transference) just see what the difference was. I don't see me respecing out of it anytime soon. -
Rolled a Cold corr last night. I took Ice Shield at 4. I will take Snow Storm eventually, but Cold tends to be end heavy and I think I can have an easier time working around end issues by using the shield vs. Snow Storm. I have a Storm defender and a /storm troller so I know exactly what I'm missing. Looking to grab AS at 6 as a prereq to Fly and a way to help the attack chain out since Frost Breath isn't worth picking up IMO. Plus, slow + knockdown will be nice. I'll respec into Hover later on.
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ya know what i say, i say just get rid of archery or at least give some "special effect" besides extra acc i mean the damage now in pretty sucky, and i also advise improve storm, or delete it too, its not much of a defender power and its incredibly annoyin to tanks, actually my lvl 50 tank got'sa note on him sayin >do not invite unless there is a empath on team and NO STORM SUMONERZ<
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Tanks who know what they're doing don't have a problem with Storm when played competently. Tanks who explicitly depend on Empaths aren't worth a Stormer's time in the first place; a good Storm renders that kind of tank entirely superfluous.
In short: don't call us.
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My Earth/storm teamed with a tank who kept asking for a Emp after their health spent much time in the orange/red area. Did they die? Nope. The only time anybody was killed was based on lack of tactics versus lack of a "healer." We were largely steamrolling those mishes. -
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The Kinetics/Sonic is awesome, no question about that. However, it has a couple of serous disadvantages.
* You need to be at melee range to fully benefit from Fulcum Shift
* Sonics lacks the powers to form a real attack chain. You can fill it out with melee pool attacks, but those won't debuff resistance.
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1. Kins will largely be in melee/close combat anyway. Also makes Shout's range a non-issue.
2. Lack of attack chain on a Kin? Seriously? Grab the three single target blast, Howl, and Screech. Toss in Siren's Song as needed and you'll never lack for an attack unless hit with -recharge. There are a number of times where I can get by with 3-4 attacks on my Kin. -
I don't see why you needed to point out Kins versus any other type. An all Dark team could be probably just as wicked. Granted a mix of the types is really whats best.
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It might be interesting to see what enchants you have in your slots. I wouldn't say Bots are better than Mercs based on the ability of the group as a whole to heal itself. Repair is a love/hate thing with me. Yes it heals a ton, but the recharge is also really long. You already have a heal via the Dark power set. If you added heal/aid other via the medic pool set instead of repair, you would likely be much better off. I can't remember how many DOs I got in repair right now, but the rechange time is an issue with me currently. Maybe I'll get three SOs in there and play test it before a future respec makes me switch to being able to heal others. Also note repair works only on your pets and not teammates. Having that second heal for people who don't get healed by your dark heal will be thankful for the back up. As a person who plays a couple Emp defenders, that second heal can be huge sometimes.
About end issues, maybe you are more active than I am, but after all my pets are unpacked and buffed, I have a hard time thinking of when end was really an in battle issue.
One thing to note that the damage increase from assault is higher than the defensive increase from manuvers. Yes, I took manuvers too, but I may respec out of it and go assault.
I can't recall how many power pools you have used, or are planning on using, but with four powers to burn, think about grant invis. Fairly cheap pet/teammate defensive boost. You have some stealth, so you won't stick out like a sore thumb after you stealth your bots.
As a person who uses Traps, I'm thinking of respecing out of beacon and just going Medicine pool there. Even in a boosted state, the number of times I would rather have beacon versus a medicine power power is almost nil.
One note about MMs in general, SJ takes the least amount of end to use in terms of a travel power. This can be a really nice thing to use when setting up everything the first time inside of mishes because it takes a large amount of your end. CJ also gives you some added defense which is nice. I could easily add why the other two main travel powers are worth taking too, but I'm just saying why I took SJ as mine. Also note some buildings are JUST tall enough that you can't SJ past them until maybe at a much higher level.
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I have a lvl29 Kin/Elec which somehow became my main and I'm slowly thinking the toon is coming to a cross roads. There are times when I want to go into battle trying to do certain things and a lot of times I'm kind of guessing if I succeded, or not.
I think the only way to make SC work is if you slot it for recharge and thus can use multiple uses of it to get what you want, but as the previous poster mentioned transference can do this in terms of single target use much easier. I have no problem taking on a +2 boss and being able to strip it of it end to where it hardly attacks(still takes forever to kill though). I also don't like how baddies attacks seem to take almost no end to pull off and thus unless they have zero end they will be attacking.
I haven't changed my enchants to test this, but I think maybe putting end mod enchats in some of the other elec attacks may help the end drain happen/keep it going, but that's a guess. Still, it would be nice to have a three slotted SC actually wipe out end like you want it to. If it's going to hit everything around you, I would like to know my butt has a so many second protection from the reply.
In the end, if you slot SC with 3 end mods, 2-3 rechanges, and maybe 1 tohit enchat and that still doesn't make you happy, respec it out. If/When corruptors get a electric power set, I think a Elec/Kin will be much more towards the idea of what this build is about. Yes the lack of real end drain will be there, but at least the damage will be what you are looking for.
Also note the length of Tesla Cage is nerfed enough to where it's not the uber hold you would like it to be. I would still take it as a power though.
If somebody asked me if Kin/Elec was a good path to pick, I would be honest about it and not sweat too much if they did pick it. Since I already have a Kin/Elec and am a certified alt-o-holic, I would just be way more interested in seeing Kin with a different seconary for my own gaming fun. I know Sonic, Rad, and Dark work. I'm kind of interested to see how well psy does, or doesn't work. -
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I chose flight because:
A) The streets and buildings in the Rogue Isles are crazy. My wife got Super Leap, and she's always getting hung up on the lips of buildings--where as it was her favorite travel power in COH, she's constantly cursing it now.
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I swear the game makers decided to piss off the people who use SJ just because it's such a cheap and easy travel power. I wanted SJ versus Fly because Fly will use end and thus after I get to a mish, it would likely take me even more time to "unpack." I really didn't think of my toon as a flier either. Come respec time though, I'll very likely be taking Fly instead. My mm is already lvl20 and by the time i7 hits my flight time won't be bad via SO enchants. Before I do my respec I may just see what a multi slotted SJ does for me though. Sometimes I'm so close that maybe just one SO will put me over. -
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Triage Beacon makes almost no difference in the healing rate, and only works if you hang around for a while.
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No longer is Triage Beacon a joke. The devs have doubled it's +regen, so that with 3 SO heal enhancements it not performs better then /regen's integration.
Where it really shines is when it's stacked. Two players laying down 3 heal slotted slotted beacons is now = /regen's Instant Healing. Six doing so = Issue 1 Instant Healing.
It's gone from one of the very worst powers in the game to very worthwhile.
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I still think if you only take one of the two early on, go Acid Mortar. While Beacon is useful, it only becomes so after the better enchants come into play. I have seen numerous baddies try to take out the Acid Mortar and leave my bots to blast at their target.
Probably the one thing that made me go "why didn't I think of that?" was TP Foe. TP Foe with a ninja, or undead/poison mm would so rock.
If you have room in the build, you could throw in Manuvers and cut back on the defense enchants on the protector bots abit. Is it the same? No, but your bots would then be doing more damage too with the newly added damage enchant(s). I would probably just have them do more damage anyway.