Artillery_MKV

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  1. Before Stamina I still loved EF on top of RI. I just had to use a lot of Blues and rest a little more often. But all the suggestions are YMMV.
  2. ((OOC: Does this mean we'll be seeing the new bookends offensive set soon? How about the Unabridged defensive set?))

    Ex Libris, I'm Artillery MKV, the latest crime fighting airman to come out of the USAF's Project Pegasus. The Project managers wanted me to remind you that the GI Bill offers some excellent educational opportunities for people with special talents and you might want to keep that in mind as you look ahead in your academic career!
    We're all looking forward to hearing more of your origin story! Welcome, hero!
  3. Artillery_MKV

    Full IO Sets

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    Some of them DO suck though, like the Slow powers one. Most of my Slow powers need 3 recharge reduceers to be viable, and the Slow sets all include 3 or 4 +slow effects and only 1 +rech effect. I don't need +slow effects when I'm hitting someone with 5 different slow powers. What I need are +recharge so that my good powers are up more than once every 10 minutes.

    [/ QUOTE ]

    Bear in mind that some of these issues will be addressed during the testing period. Perhaps not the exact issues you mention above, and perhaps the extent of changes may not be what you hope for, but there will be changes before any of this goes to a live server.

    [/ QUOTE ]

    Hey Castle, I have a different Slow problem. My best Slow power (Chilling Embrace) can't use most of the enhancements listed. Now I'll happily take the Process that gives a chance to -Recharge, but almost all the others have Acc or Dam or Recharge on them that don't do diddly for a pure Slow Aura.

    Can't win 'em all, eh?

    Any plans to add enhancers for buff/Debuff powers? My Rad/Rad is feeling a little abandoned in all the fun!

    Overall I think this inventions stuff will be a lot of fun, and I expect to see some of my characters less than optimally buffed to get some thematically appropriate sets, too!
  4. Artillery_MKV

    Drops II

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    I'd still rather have Pools A, C, and D and make Pool B (Story Arcs) contain a nice subset of some of what can be obtained in both Pools C and D. That way the reusable content (A C and D) contains everything one could possibly want, while Story Arcs get you valuable things via soloing that you could otherwise only get via teaming (C and D).

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    I like that idea.

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    Very, very nice.

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    Yes, that idea there looks like a winner to me.

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    Agreed.

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    /signed

    I like the idea of having Story Arc drops drop from Mayhem/Safeguards as well, but it'd need some sort of level based slider: Basically 0% at level 10 and below getting up to close to 100% by level 50, thereby giving characters a way to get Story Arc stuff they couldn't get from the storyarcs that they've outlevelled or just missed. Of couse there's the problem that a level 50 would get the drops for lvl 30 sets and they way "need" on of the special process IOs from a set that capped out at 30 or 40.

    Frankly it's those IOs that'll be the hot commodity at Wentworths, etc. My lvl 50 may not want the Level 30 Acc/Dam, but by gosh that chance to stun or Toxic DoT may be exactly what I want to slot in.

    Doctor Brainstorm: If at all possible I would strongly suggest that those special process components be put into the random drop from enemies, which would alleviate much of the heartburn in this thread.

    If it's harder to complete a set of 6 IOs for one group, well, that's OK, but if there's a particular IO that you just KNOW will be in the highest demand (and you must have SOME clue about that, you mad genius, you!) then make those more easily available just to kep the economy in scale.

    Thanks!
  5. Drop the def debuff out of X-ray, drop the rech out of Rad Aura. Put those two slots into Rad Infection as End Reduction.

    You will regret not getting Enervating Field. That reduces incoming damage. You'll use it more that proton volley. FYI.

    I'd swap Hasten and Mutate, too. Better that you go faster than rez someone who wanders outside your debuff zone! Mutate can safely come after Fallout. Who wants to rez 'em until you've used 'em for a bomb anyway?
  6. Well, I've still got Stamina and End Redux in each power. Now that I hit 40 and finished slotting out TF, I'm having fewer End issues. And with 1-2+ SBs on me most of the time I rarely have end issues, but tht's team composition, not build composition.

    Without my regular team (ie when I solo or *shudder* PUG) I do have end issues, especially when I get the Hasten crash. I keep a few Blues on hand and haven't had any real problems.
  7. Specter, decent guide, thank you. A few quibbles- as an Energy/energy Blaster/Blapper I have no useful AoEs other than Torrent and Nova. Torrent does tons of KB, but I've learned to (generally) make sure it's knocking baddies into walls, etc. The rest of my KB is single target, which really isn't that big a deal. Yes AoE damage is the way to go to maximize minion killing, but AoE maxers will find themselves in trouble vs bosses and above frequently. It's a trade off. Frankly I love to team my blaster with a AoE blaster. I can TF/BS a boss while they clear minions around me, then we both clean up the riff raff.

    On Nova- unless a mob is resistant to my damage, and assuming my SOs are current, with Build-up and Aim going I've never seen anything besides rezzing mobs, bosses or the occassional VERY dinged up LT stand back up after I dropped it, even vs +3 or +4 mobs (vs +4 or higher make sure you have other buffs/debuff from a defender, though! lol) [also make sure the mobs aren't resistant! Ouch!)

    Overall, sound tactics, though.

    have fun!
  8. Well, I went ahead with the respec and so far I'm very happy with the results! My total damage is WAY up and I'm having a lot of fun!

    I would note that the attack chain can lag when Hasten's not up if I don't have an SB on me.
  9. I'd simply amend this guide with: "If you cannot follow these guidelines, for whatever reason, I suggest you check out that crazy group of unrepentant altoholics (who still ahve plenty of lvl 50s!) over at the Repeat Offenders Network (www.repeat-offenders.net) as they'll enable you nicely!"

    /end advertisement
  10. Primarily PvE, but I hope to get some PvP in eventually!

    I know Energy Punch is a 'better' attack than Burst, however the teams I'm on (Shout out to RO! Wooo!) are so dang fast that it's absolutely impossible to gurantee three melee range attacks. Add into that the innate knockback from my attack chain and I'm looking at needing at least a little range (ie the range on Burst) to finish off a target or lay a smackdown on the next target while I close to TF or BS them. (Jousting rocks!)

    With all the jousting I do with my ghetto invis and TF/BS Power Bolt seems like a waste from the DPS point of view. I still cycle it right now, but with Hasten and the inevitable RO SB the rest of my attacks aren't down long enough to justify a chain filler.

    Thanks!
  11. Or could we see a change to the DE in issue ten to get ready for the Hero side RSF equivalent?

    Perhaps the end of Hamidon all together!
  12. Right now I have all my attacks slotted Acc/Dam x3/End Red/Rech

    Except Snipe which I have: Dam x3/Interupt red/Rech/End Red

    I have the followinf attacks at 40:
    Power Bolt
    Power Blast
    Energy Torrent
    Snipe
    Bonesmasher
    Total Focus
    Nova

    I have Hasten/SS
    Concealement: Stealth
    Fitness and Hover/Fly

    I'm considering dropping Power bolt and taking Power Burst because tend to be close to the action. I know Energy Punch is slightly 'better', but the teams I'm on roll so fast that I seldom get a chance to get multiple melee range attacks, but spend a lot of time well within the range of Power Burst.

    I'm also considering losing hover/fly for the leaping line to get acrobatics.

    Thoughts? Suggestions?
  13. Good to see you back Snipe-fu! We've missed your mighty wisdom!

    Now get out there any get back up to speed!
  14. [ QUOTE ]
    When they finally put windows in SG bases, I'll be able to fight crime without getting off the couch.

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    Now THAT's funny!
  15. Thanks for the comments Scientist! All valid, btw!

    For anyone trying to solo, you're right, the leadership doesn't work and is an end hog to boot. And yup, they'll probably need to take stamina.

    Frankly, though, my build as designed is super tight and has little room for 3 extra powers. I also tend to run with other Rad/Rads and at least 1 or 2 Kins. Again this is a BIG YMMV. In fact I may bring in Stamina on the build if my teaming changes.

    End management is a big issue, no doubt. Sometimes a player will have to decide to turn some stuff off. And frankly the best part or Assault and Tactics is that they get you vengeance.
  16. Arrr! Yah scurvey dog! I weren't laying mah verbal cat o' nine-tails to yer yeller belly. Nay, verily twer me own thrice danged post that were edited fer more high fallootin' speechifin'!

    Now swab the deck or I'll have ye keel-hauled!
  17. Thanks for the comment! Now edit for betta' wordin'.
  18. Artillery MKV’s Quick Start Guide to the Rad/Rad Corruptor

    Hello! Welcome to my guide for an in your face, close combat Rad/Rad Corruptor! Within these pages are my opinions of how you can apply the special Rad/Rad Gong-Fu to live on the ragged edge within the glorious glow of the debuff!

    This vision requires a more close up battle strategy, especially at higher levels. More on that play style later.

    Other changes: I have not included an ideal build, as there are many ways to use the green goodness, whether or not to get Stamina, etc. I have added slotting recommendations to the power descriptions, though.

    The information in this guide was culled from the various Rad/Rad Defender guides (because I’m the only one to post a Rad/Rad Corruptor guide!), Personal play experience and the guidance of my SG mates in the Faithful Fiends of Fallout on Freedom. (Please see www.repeat-offenders.net for more information on the FFoF and the Repeat Offenders network of SGs!)


    Radiation Blast

    Neutrino Bolt level 1 Fast, single target blast, -Def
    X-Ray Beam level 1 Slower, single target blast, -Def
    Irradiate level 2 PBAoE Blast, high end, -Def
    Electron Haze lvl6 Cone blast, knockback, -Def
    Proton Volley lvl8 Sniper Blast, interruptible, -Def
    Aim lvl12 Self Buff +Acc, + Damage
    Cosmic Burst lvl18 Short Range Single target blast, disorient, -Def
    Neutron Bomb lvl26 Ranged AoE Blast, -Def
    Atomic Blast lvl32 PBAoE Blast, Superior damage, -Def, hold, drains all self end

    Radiation Emission

    Radiant Aura lvl1 PBAoE Heal, high end
    Radiation Infection lvl2 Ranged AoE Auto-hit de-buff, -Def, -Acc
    Accelerate Metabolism lvl4 PBAoE Buff, +Rech, +End, + Spd , + Dam, + Recovery +Res (Hold, Sleep, Disorient, Immob, -End, -Rec)
    Enervating Field lvl10 Ranged AoE Auto-hit de-buff, -Dam, -Res
    Mutation lvl16 Ally Resurrect, +Acc, + Dam, + Rech, + Recovery.
    Lingering Radiation lvl20 Ranged AoE debuff (needs to hit) -Spd, -Rech, -Regen
    Choking Cloud lvl28 PBAoE Hold
    Fallout lvl35 Ranged AoE, disorient, requires dead teammate, -Acc, -Def, -Dam, -Res
    EM Pulse lvl38 PBAoE Hold, -Regen, -End, Self: - Recovery, Special Damage vs. Robots.

    Here’s a breakdown of the sets. For those who like to crunch numbers, well, I don’t have any, so nyah.

    Radiation Blast:

    -Neutrino Bolt
    -X-Ray Beam
    Your two level 1 blasts. The debate rages on as to which produces better DPS, but frankly even I am not THAT much of a geek, so I’m not going into it. The basics: N-Bolt is faster but does less damage; X-Ray is slightly slower but does slightly better damage. In the end it seems pretty level to me. How do I decide? Freaking laser beams from my eyes! X-Ray Beams for the win! You have to choose one, let the force guide your choice my young padawan!
    Slotting: I recommend 1 Acc, 3 Damage. Beyond that flavor to taste, but I seldom put more that 4 slots here, ‘cuz you’ll be tight on slots and both of these attacks are fast, especially when you’re running AM and Hasten.

    -Irradiate: are you kidding me? A PBAoE blast at level 2? OK, this’ll kill you fast and rob you of all your end, but dang its fun! This is one of the primary attacks for In-Yer-Face-Gong-Fu, but I’d hold off to 6th or 8th level to get it. You need your debuffs to keep you alive when you use this.
    Slotting: Make sure you slot this with at least 2 end reducers. I recommend AT LEAST 1 Acc, fill with Damage. 6 slots required.

    -Electron Haze: This is a perfectly serviceable attack, but in a tight build something has to give and this is an early cut. The damage is low, but the attack has a chance for knock back, which can be used as damage mitigation. I won’t blame you for taking it, but Irradiate and Cosmic Burst are better attacks.
    Slotting: Acc, 3 Damage if you take it. 1 range works well, too.

    -Proton Volley: This is a fairly standard, though extremely cool looking, sniper blast. While I’m a fan of sniper blasts for blasters, I’m less so for the Rad/Rad Corruptor, I think it plays against the in your face play-style that Rad/Rad calls for. Basically this is a low priority power that I’d wait to pick up until higher levels if you get it at all.
    Slotting: 3 Damage. If you have extra slots 1 Acc can be added for surety, then fill with interrupt reducers, end reducers and recharge reducers to taste.

    -Aim: this self buff adds greatly to your accuracy (@+100%) and somewhat to your damage. As a Rad/Rad the +acc is less of a priority, you’re more likely than not taking the opponent’s defense down almost to its minimum. I’d take this late in the game more for the damage buff than the accuracy buff. This is useful for fights against mobs that have defense buffs (i.e. Tsoo, Skyraiders, etc.) Generally a power we can skip or take at 50 for PvP.
    Slotting: If you take this you need to AT LEAST 3 slot for recharge. Any other available slots go to To Hit Buffs. I’d recommend at least 4 slotting this, 6 if you can afford it. If you can’t slot it, don’t take it.

    -Cosmic Burst: Awwwwwwwwwwwwwwwwwwwwwww yeah, baby! That’s what I’m talkin’ ‘bout! Close range (20’), huge damage, chance to disorient. What’s not to love? This attack must be taken as soon as it’s available and slotted ASAP. Mmmmm . .. close combat goodness!
    Slotting: Standard Attack: Acc, 3 Damage. Fill with Rech and End Red as slots come available. 4 to 6 slot.

    -Neutron Bomb: OK, this attack is cool; it’s a ranged AoE blast. Frankly I wouldn’t play with it at range too much. I’d drop this in short range to alternate with Irradiate in clearing out those masses of annoying minions. Throwing this too far out is likely to agro mobs who aren’t under the influence of your debuffs, and that spells pain for you.
    Slotting: Acc, Dam x3, Rech x2

    -Atomic Blast: Sure, it drains all your end, and you can’t recover end for a while, but it’s a frikken NUKE! Get it, love it, use it sparingly.
    Slotting: Dam x3, Rech x3

    Radiation Emission:
    -Radiant Aura: you have to take this, and that’s OK. This is your own little healing Genie in a bottle. I slot this mostly for end reduction until I have spare slots late in the game. I use this heal when I need it, I’m a scrapruptor, not a healer. However, since I’m up in the mix the Brute and MM pets will often benefit from my nutritious green goodness. You’ll end up being thanked for the heals, but so what? It’s the debuffs that are actually saving their scaly hides.
    Slotting: At least 2 End Redux. I generally 4 slot and add 2 Heals. I can’t fault you for 6 slotting with End Redux/Heal, though. But slots are precious.

    -Radiation Infection: OK, whatever else you do, in all seriousness, you MUST take this power. It will make your foes easier to hit and make it harder for them to hit you. Best of all . . .IT NEVER MISSES!!!!!!!!! Slot for end reduction and accuracy debuff.
    Slotting: 4 to 6 slots- more slots is better. 1 End Red is a must. Fill the rest with a mix of Acc Debuff and Def Debuff. I recommend prioritizing the Acc Debuff so you don’t get hit!

    -Accelerate Metabolism: Mmmmmmmm, this is your drug of choice! Every time it’s up you improve your end recovery, speed, recharge rate on all your powers and your speed. Slot this for recharge. And PLEASE take it as soon as it’s available. Oh, this also buffs any team mates that are close to you when you activate it. Courtesy demands that you tell them before activating, but if they ignore you just keep on using that amazing green glow to be the best that you can be! If you activate in combat you’re likely to get the Brute at least anyway, so you keep them happy! =)
    Consider taking Hasten just to get this power up faster. No, I’m not kidding, it’s that important.
    Slotting: minimum of 3 slots in Recharge. Add End Mod slots as slots are available. 6 slotting makes the End Gods happy!

    -Enervating Field: if Rad Infection is your bread, this is your butter. E Field reduces the mobs’ damage and resistance. So they hurt you less and take more damage when you hit them. So with RI and EF stacked on mobs that means they hit less often, do less damage when they do hit, are much easier for you to hit and take more damage every time you hit them. What’s not to love? Slotting: You can only slot End Redux or Recharge here. Put two End Redux in and move on.

    -Mutation: this brings an ally back from the dead and turns them into a killing machine for a little while. Here’s a major change in my philosophy. Characters will die; it just happens no matter how good the team. Us this to bring them back- after they’ve buffed you with Vengeance and you’ve used them as a bomb! (Fallout!)
    Slotting: Good out of the box, slot a recharge in the default and move on.

    -Lingering Radiation: a great power to add to RI and EF. It stacks slow, -Regen and –recharge on the mobs, making them unable to get away or attack very often. This should be stacked after the others as it is not auto hit. This is a click rather than a toggle, so you need to watch its duration.
    Slotting: At least 4 slots: Acc, 3x recharge. Add another Acc if you can.

    -Choking Cloud: This can save your bacon. It’s not required and is an end hog, but I do recommend running it if you can fit it in your build.
    Slotting: 2 End Redux, 2 Acc, fill with Holds as slots are available.

    -Fallout: Revised opinion. Yes, this is situational. However, when the situation arises you generally need help getting out of the deep doo doo that accidentally triggering three spawns has gotten the team into. Use the bodies to vengeance, recall friend them close to the mobs and then blow them up. If you’re kind you can then rez them.
    Slotting: Acc, 3 Damage. Add another Acc if you can, then recharges

    -EM Pulse: Oh yeah, a semi-Nuke that doesn’t drain you dry and holds massive numbers of Mobs? Yup, you just won the jackpot! Just EMP it! Note: this does stall out your End Recovery for a while, so be careful. You have been warned!
    Slotting: 2 Acc, 3 Rech, fill with and End Redux or a Hold Duration to taste.

    Power Pools:
    I suggest Teleport and Speed Pools for Recall Friend and Hasten. Which travel power you take is up to you, I find TP fun but kind of annoying. Super speed has issues in the Isles, though.

    To be the most effective Rad/Rad you can be I strongly suggest the Leadership pool. Assault/Tactics/Vengeance.

    Fitness Pool and you: You may want to take this, and it will certainly help with end issues. However, taking this means you gimp yourself elsewhere. I find that if I’m running out of end I’ll stop blasting for a few moments and just let the debuffs run while the team kills. I generally get a blue from every mob or so and this ‘rest’ gives me a chance to pop them and regen some end. If you can pair up with a /Kin corruptor you’ll seldom need to rest, and seldom need blues. This is good synergy. Same with stacking AM from multiple Rad Corruptors.

    Patron Powers:
    Sorry, no guidance here yet. As I know more I’ll post it.

    Tactics:
    OK, this is a massive YMMV section, but my vision for the Rad/Rad Corruptor calls for an up close and personal fighting style.

    You start every fight by pulling with Rad Infection, immediately stacking Enervating Field on the same anchor. Make sure you get into hand to hand range with the anchor and then you can drag him with you to any other mobs that may be using ranged attacks on you. Once they’re clumped up you land Lingering Radiation on them and go to town killing everything except the anchor. Anchor dies last. This also allows you to ‘Snipe’ the furthest mob in the group with the debuff and duck around a corner. This’ll bring them all to you.

    Anchoring and you:
    The Anchor is the enemy that you apply your AoE debuffs too. Where the anchor goes is an area of safety for you and doom for your enemies. Needless to say you want all your enemies in that field.

    If you solo, drop the anchor on a minion level enemy. This ensures that they are almost completely unable to affect you and you can haul them all over them map without fear. You know they’re the anchor and won’t (usually) kill them by mistake.

    On a team creating anchors is more problematic. Minions die too quickly and bosses are the number one target for the major damage dealers. I recommend using a lieutenant for the anchor, making sure you announce this to the party. If they kill the anchor too soon, oh well, they just made the fight harder, but you can say you tried.

    Rad/Rad Gong-Fu: All your best attacks are short ranged: Cosmic Burst, Irradiate, A-Bomb, EM Pulse. Electron Haze to a lesser extent. That means that to be fully effective you need to be up close and personal. That’s OK, because you have agro from your anchor and anyone they affect with the debuffs, so you want to make sure that they STAY in that debuff when they attack you. So you hang out in Brute land and beat up the mobs, occasionally hitting Radiant Aura. You have passive defense (debuffs) but the true key to your Gong-fu mastery is the art of Active Defense- kill the mobs.

    I know this guide is biased, but I hope you’ve found it of some use and perhaps source of amusement as well.

    Please post any corrections to facts I may have missed or misrepresented and I’ll edit appropriately. All opinions are mine alone.
  19. Name: Paragon Noir

    Shard: City of Heroes, Virtue Server

    Overall Theme(s): 1930s/40s/50s Pulp fiction and film Noir characters. Hard-boiled crime fighters and dangerous dames puttin' the hurt on criminals in the seedy parts of Paragon City.

    Backstory: There's a million stories in the dark heart of city. Full of vengeance, hurt and blood-red violence, each story written in the black and blue ink issued from the supply cabinets of the school of hard knocks. Now these hard-bitten crime fighters have banded together to bring their gritty brand of justice to the city. Get in their way and you're likely to get hurt.

    Group Make-up: All ATs are welcome, but we ask that players keep to power combinations that are 'natural' in origin . . .basically no outlandish powers, although we're not limiting power pool selections. More info at www.repeat-offenders.net .

    Combat Strategy and Power Combinations: Tactics vary based on team make-up, and power selections are mentioned above.

    Costume, Names, and Other Design Issues: Think Doc Savage, think Humphrey Bogart, think Femme Fatale, think Indiana Jones. SG Colors are Black and Dark Red, but you aren't required to use them. Ideally a full PN team should look something like a group of characters from a game of Call of Cthulhu.

    http://www.repeat-offenders.net
  20. I know for me this will be a great boon! I can't count the number of times I've been in some out of the way zone- Crey's Folley or Eden, finished my mish and called my contact: great, now I've got to go to Atlas. Argh! But this change would allow MUCH faster travel without having to do the dreaded green line/yellow line mambo.

    I'd like to point out to the folks with smaller SGs that you do have an option other than joining a bigger SG to get this- coaltion with a bigger SG and ask them to set permissions to allow you to use their teleporters!
  21. Well, in my build it's 'cuz I'm an idiot and forgot to add Stealth. Thus Stealth + SS = Invis.

    As it stands you are completely correct and I would replace SS with something from the leadership line.

    Or, I've changed my opinion on Choking Cloud, so I might put that in at 30, also.
  22. [ QUOTE ]
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    /signed!

    Put it in Recluse's Victory and have it colored based on which faction is in control!

    Have it available to purchase as a base feature so we can practice!

    Have it available as an Arena feature so we can have grudge matches!

    Have it hold an aura of the last power used on it, so we can know who hit it last!

    Different versions of the ball in different zones!
    -Skyway: hover ball that stops where ever the momentum ends, even in the sky!
    -Dark Astoria: glowing/noisy ball, making it easier to find in the fog!
    -Steel Canyon: metal ball- primarily rolls along the ground, hard to get loft on it without knockback increasers in your powers.
    -Talos: water phobic ball- water is out of bounds and the ball t-ports back to start when it hits the water.

    and more!

    [/ QUOTE ]
    I don't know about all these suggestions (some may be a bit complex) I defiantely think that we should be able to get them for our bases...it would just be so cool.

    [/ QUOTE ]
    Complex schmomplex, baby! Dream big!
  23. /signed!

    Put it in Recluse's Victory and have it colored based on which faction is in control!

    Have it available to purchase as a base feature so we can practice!

    Have it available as an Arena feature so we can have grudge matches!

    Have it hold an aura of the last power used on it, so we can know who hit it last!

    Different versions of the ball in different zones!
    -Skyway: hover ball that stops where ever the momentum ends, even in the sky!
    -Dark Astoria: glowing/noisy ball, making it easier to find in the fog!
    -Steel Canyon: metal ball- primarily rolls along the ground, hard to get loft on it without knockback increasers in your powers.
    -Talos: water phobic ball- water is out of bounds and the ball t-ports back to start when it hits the water.

    and more!