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Posts
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Quote:just thought i'd put this out there. This post made me chuckle to myself. I would have never thought of doing that.If you have the portable workbench you can theoretically throw 90 envenomed daggers at a gm, one every ten seconds for fifteen minutes. I should think that this would be plenty to take out most GMs, provided you can also survive their attacks for the same period. Pretty pricey barrier for entry however.
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I just recently started using a DP/Fire blaster and I'm loving it. Although I'm a bit squishy at times I find that the /Fire provides an ample amount of AoE to compensate for the lack of damage in the DP set. Although when my ring of fire or combustion misses, i tend to get a bit squishy, but it's still just as fun as my enrg/enrg blaster.
As a DP Blaster I think it's extremely important to focus on your AoE powers, and rely heavily on your secondary set (melee would be a great choice, or devices as well.) With my toon I skipped empty clips, simply due to the fact that i realized in most situations I was emptying an entire cone attack into one target because the cone area was just to uncomfortable for me. So i went with bullet rain (great choice) because it can hit an entire group of enemies even in melee-ranged combat and with Fire ammo it does wonders.
To balance out a lot of the negatives they put in swap ammo. I realized while fighting different types of enemies like, ghouls, destroyers, P.P.D...etc, that different ammo types works better on different groups. For example:
Ice --> good for destroyers and T.E.S.T rangers
Fire --> good for resistance, P.P.D., Clockwork and almost any other enemy
Toxic --> Works wonders with any zombie/ghoul based creature
For your secondaries I think it's the best to go with fighting and get tough and Hasten to increase all of your Rech times as often as possible. I really do like the idea of having the Swap Ammo as a inherent power for DP, but that would be a bit unfair to the other sets. I'd say maybe it would be good to allow maybe a 2 slot maximum to the ammo types. It would be just as helpful(:
Here's a Sample of my Mid's Build if anyone wants to take a look(: I could use as much advice as i can get!!!
Also, as for my Incarnate build, I have no idea what would be best to slot on him and on level 30 & 49 I have no clue what would be a good power pool, on my enrg/enrg I have SS & Fly, and on this toon I have SS & fighting, but i have no idea what else to get! I thought about Presence, but the close range factor involved in that worries me.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Falcon's Wrath: Level 50 Natural Blaster
Primary Power Set: Dual Pistols
Secondary Power Set: Fire Manipulation
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Flame Mastery
Hero Profile:
Level 1: Dual Wield -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(13), Thundr-Acc/Dmg/Rchg(17), Ruin-Acc/Dmg/Rchg(17), Ruin-Acc/EndRdx/Rchg(19), Ruin-Dmg/EndRdx(19)
Level 1: Ring of Fire -- Immob-I(A)
Level 2: Pistols -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(11), Thundr-Acc/Dmg/Rchg(43), Ruin-Acc/Dmg/Rchg(43), Ruin-Acc/EndRdx/Rchg(45), Ruin-Dmg/EndRdx(46)
Level 4: Fire Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(5), C'ngImp-Acc/Dmg/EndRdx(13), F'dSmite-Acc/EndRdx/Rchg(7), F'dSmite-Acc/Dmg/Rchg(5)
Level 6: Combustion -- M'Strk-Dmg/EndRdx(A), M'Strk-Acc/Dmg(7), M'Strk-Acc/EndRdx(9), C'ngBlow-Dmg/EndRdx(37), C'ngBlow-Acc/Rchg(50), Erad-Acc/Dmg/EndRdx/Rchg(50)
Level 8: Swap Ammo
Level 10: Hasten -- RechRdx-I(A)
Level 12: Fire Sword Circle -- M'Strk-Dmg/EndRdx(A), M'Strk-Acc/EndRdx(29), M'Strk-Acc/Dmg(36), C'ngBlow-Acc/Rchg(36), C'ngBlow-Dmg/EndRdx(37), Erad-Acc/Dmg/EndRdx/Rchg(37)
Level 14: Super Speed -- Winter-RunSpd/Jump/Fly/Rng(A), Winter-RunSpd/Jump/Fly/Rng/EndRdx(15), Winter-ResSlow(15)
Level 16: Bullet Rain -- Det'tn-Dmg/EndRdx/Rng(A), Det'tn-Acc/Dmg/EndRdx(31), Det'tn-Acc/Dmg(31), KinCrsh-Dmg/KB(31), KinCrsh-Acc/KB(34), EndRdx-I(36)
Level 18: Executioner's Shot -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(21), Thundr-Acc/Dmg/Rchg(23), Ruin-Acc/Dmg/Rchg(23), Ruin-Acc/EndRdx/Rchg(27), Ruin-Dmg/EndRdx(27)
Level 20: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(21)
Level 22: Kick -- KBDist-I(A)
Level 24: Tough -- TtmC'tng-ResDam(A), TtmC'tng-EndRdx(25), TtmC'tng-ResDam/EndRdx(25)
Level 26: Piercing Rounds -- Det'tn-Acc/Dmg/EndRdx(A), Det'tn-Dmg/EndRdx/Rng(40), Det'tn-Acc/Dmg(42), TmpRdns-Rng/Slow(42), TmpRdns-Acc/Dmg/Slow(42), TmpRdns-Acc/Slow(43)
Level 28: Consume -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(29)
Level 30: [Empty] -- Empty(A)
Level 32: Hail of Bullets -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(33), M'Strk-Acc/Dmg/EndRdx(33), KinCrsh-Rechg/EndRdx(33), KinCrsh-Acc/KB(34), KinCrsh-Acc/Dmg/KB(34)
Level 35: Burn -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(46)
Level 38: Hot Feet -- M'Strk-Dmg/EndRdx(A), M'Strk-Acc/Dmg(39), M'Strk-Acc/Dmg/EndRdx(39), TmpRdns-Acc/EndRdx(39), TmpRdns-EndRdx/Rchg/Slow(40), TmpRdns-Acc/Dmg/Slow(40)
Level 41: Bonfire -- FrcFbk-Dmg/KB(A), FrcFbk-Rchg/KB(46)
Level 44: Fire Shield -- TtmC'tng-ResDam(A), TtmC'tng-EndRdx(45), TtmC'tng-ResDam/EndRdx(45)
Level 47: Rise of the Phoenix -- Dct'dW-Heal(A), Dct'dW-Heal/Rchg(48), Dct'dW-Rchg(48), C'ngBlow-Dmg/Rchg(48), C'ngBlow-Acc/Dmg(50)
Level 49: [Empty] -- Empty(A)
Level 0: The Atlas Medallion
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Level 1: Brawl -- Dmg-I(A)
Level 1: Defiance
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- IntRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Heal-I(A), Heal-I(3), Heal-I(9)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(3), EndMod-I(11)
Level 8: Chemical Ammunition
Level 8: Cryo Ammunition
Level 8: Incendiary Ammunition -
I have an energy/energy blaster that i've been toying around with in Mid's. I went with the idea of "Frankenslotting" it with multiple I.O. sets and focused on Dmg, End and accuracy. I didn't play much with recharge (excluding my nuke.) Here's the build:
I didn't really focus on IO bonuses like recharge, and such. I just focused on my regen and dmg resist.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Speedy Wu: Level 50 Mutation Blaster
Primary Power Set: Energy Blast
Secondary Power Set: Energy Manipulation
Power Pool: Speed
Power Pool: Flight
Power Pool: Fighting
Ancillary Pool: Munitions Mastery
Hero Profile:
Level 1: Power Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Acc/Dmg/EndRdx(7), Ruin-Acc/EndRdx/Rchg(9), Ruin-Acc/Dmg/Rchg(9), KinCrsh-Rechg/EndRdx(23)
Level 1: Power Thrust -- KBDist-I(A)
Level 2: Power Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(36), Thundr-Acc/Dmg/EndRdx(37), Ruin-Acc/EndRdx/Rchg(40), Ruin-Acc/Dmg/Rchg(46), KinCrsh-Rechg/EndRdx(46)
Level 4: Energy Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(43), C'ngImp-Acc/Dmg/EndRdx(43), Rope-Acc/EndRdx(45), Rope-Acc/Rchg(46), Rope-EndRdx/Stun(48)
Level 6: Hasten -- RechRdx-I(A)
Level 8: Power Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(25), Thundr-Acc/Dmg/EndRdx(25), Ruin-Acc/Dmg/Rchg(31), Ruin-Acc/EndRdx/Rchg(31), KinCrsh-Rechg/EndRdx(34)
Level 10: Bone Smasher -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(11), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Dmg/EndRdx/Rchg(13), F'dSmite-Acc/EndRdx/Rchg(13), Rope-Acc/Rchg(23)
Level 12: Energy Torrent -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(42), Det'tn-Acc/Dmg/EndRdx(42), KinCrsh-Acc/Dmg/KB(43), KinCrsh-Acc/KB(45)
Level 14: Super Speed -- Winter-RunSpd/Jump/Fly/Rng(A), Winter-RunSpd/Jump/Fly/Rng/EndRdx(15), Winter-ResSlow(15)
Level 16: Sniper Blast -- ExtrmM-Acc/Dmg(A), ExtrmM-Acc/Rng/Rchg(17), ExtrmM-Acc/ActRdx/Rng(17), ExpltW-Acc/Dmg(19), ExpltW-Dmg/Rng(21), IntRdx-I(21)
Level 18: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(19)
Level 20: Aim -- ToHit-I(A)
Level 22: Air Superiority -- Acc-I(A)
Level 24: Conserve Power -- RechRdx-I(A), RechRdx-I(37)
Level 26: Explosive Blast -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(27), Det'tn-Acc/Dmg/EndRdx(27), KinCrsh-Rechg/EndRdx(29), KinCrsh-Acc/KB(29), KinCrsh-Acc/Dmg/KB(31)
Level 28: Power Push -- FrcFbk-Dmg/KB(A), FrcFbk-Acc/KB(37)
Level 30: Kick -- KBDist-I(A)
Level 32: Nova -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/Rchg(33), C'ngBlow-Acc/Dmg(33), C'ngBlow-Acc/Rchg(33), Erad-Acc/Dmg/Rchg(34), Erad-Dmg/Rchg(34)
Level 35: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(36), TtmC'tng-ResDam/EndRdx(36)
Level 38: Total Focus -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(39), C'ngImp-Acc/Dmg/EndRdx(39), Rope-Acc/Rchg(39), Rope-EndRdx/Stun(40), T'Death-Acc/Dmg/EndRdx(40)
Level 41: Body Armor -- ResDam-I(A), ResDam-I(42)
Level 44: Surveillance -- AnWeak-DefDeb(A), AnWeak-Acc/DefDeb(45)
Level 47: LRM Rocket -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(48), Det'tn-Acc/Dmg/EndRdx(48), KinCrsh-Dmg/EndRdx/KB(50), KinCrsh-Acc/KB(50), KinCrsh-Rechg/EndRdx(50)
Level 49: Fly -- EndRdx-I(A)
Level 0: The Atlas Medallion
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Level 1: Brawl -- Dmg-I(A)
Level 1: Defiance
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- IntRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Heal-I(A), Heal-I(3), Heal-I(5)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(3), EndMod-I(5)
Any advice on where I should go? -
Quote:Alrighty, thanks (: I just sat down for a good half hour mixing & matching to remove the most reds as possible. So far the only ones I have in the red a little are my +regen powers for my /WP brute.Nope. It's not uncommon to pass into the 'red' zone when slotting a power. Just avoid slotting extra when you're already into it. For example if you're slotting a power that has a 95% enhancement to damage with another IO you won't get much use out of slotting something that is damage/recharge for example. You'd be better off looking for another IO that was endurance/recharge or accuracy/endurance.
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Thanks for the help guys. I've been testing out my builds on Mid's and having pretty good results. I assumed (for the ED cap things) that the colors kinda corresponded like a traffic light, green means ur close and keep going, yellow means slow down and dont add to much more, and red means you've gone to far and you're wasting something somewhere.
I've been mixing different IO sets to get all the boosts im looking for as close to green/yellow as possible.
Also:
For anyone else in here who is interested out in helping a player in need, Is it bad if say I have one stat just barely over the cap, by about 5% or so?
and for time purposes, if anyone wants to take a look at my build & possibly give advice, here's a download link:
http://www.mediafire.com/?1735m7t14h311qg -
So I've been designing a kinetic/willpower brute build using the Mid's Hero Designer and I'm having a bit of trouble understanding how the caps may affect my build. I read up on a Softcapping guide and, PLEASE correct me if I'm wrong, i believe that it is a good idea to have your defense/resistance hover around the 45-50% range.
I have my auto powers (quick recovery, fast healing, Health, stamina) only 3 slotted with either standard invention Heal or End Modification, depending on the power. Is this beneficial? after observation my toon's regeneration would be through the roof.
On Rise to the challenge, I have a 53% end discount, 26% rech, and a 104.5% heal (also showing as red). Is this bad?
Also, on terms of slotting my attack powers, is there any caps on things like damage, accuracy, or endurance reduction? I have 6slot crushing impact on one of my mele powers and my acc/end/rech are all around 69% while the damage is at about 101% (it shows up as red.) Is this bad,and if it is, How can i avoid this? -
@ Nyx, I like these sets. It would seem like a really interesting build.
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What are the best IO sets for a blaster? I slotted my nuke & such with standard multi-strike and like air-burst and detonation, like full sets. and for my dmg resist powers I just slotted standard Training Invention resist damage.
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Quote:Sorry. Im all about new controller powers, but Im concerned with these for only a few reasons.
1) Insect control, while cool would be in my head a MM skill. Bugs and poison would be a neato mix.
2) Water. I think it would be cool, but might function like ice really. Might be to much overlapping to make it a great primary, although as a secondary, water would be excellent, but with concepts like Geiser or torrent, or Waves, I think we are looking at energy with a mix of Livathan Mastry. Which is sort of already in the game really.
3) Air, I imagine would be like Storm Summoning which already appears to have mostly air based powers. So making air a control power again would have to mimic something, and while things like deprive oxygen, Wind Tunnel, etc would be heavy in the knockback format, which again is already found in Storm summoning.
4) Time, would be very overlapping with say Gravity. Now some of the key components of gravity could easily be changed to emulate time and space, but in the quoted thread, many of the powers sound very much like gravity already.
I would add something like
Wither or Age
A Toggle which ages an enemy to a withered state which would then slow them and make them less resistant to physical attacks or debilitating effects.
The Pet should be a Dinosaur! Who does not want a Dinosaur! I want one. Melee pet. Bites things. Has scrapper claws effects and maybe a toxic effect for good measure because Dino's don't have tooth brushes.
I would forgo the Wormhole, and perhaps replace it with a control effect with "Flash Back" A cone of rippling time energy which results in confusion or disorient because the foe is remembering things from the past and reliving them slightly.
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Powers I would love to see is
Entropy control (Controlling Luck/Probability etc)
Decreacing ememies chances to hit.
Chances to fall down
Chances to confuse or hit other enemies
Chances for powers to back fire
A Pet Which debuffs various things from range
Defining powers
Chaos Bubble = Effects single enemy with random status effect.
Chaos Field = Targeted Placeable which randomly selects a status effect and applies it to all enemies (Holds, Imobs, Sleeps, Stuns etc, who enter the field. Would be like the larger holds, and would have to be farely slotted. SO's could be used to enhance the effect the user would like to have more prominent.
((I have to many ideas for Entropy Control or Secondary))
1) I Agree, Insects does seem more fitting for a MM
2) I also agree, for a controller it would definantly overlap with ice. I'd rather see it as a blaster power (which is already posted in another active thread by Terrible Tank w/ an awesome set already made by Leo_G)
3) Again, I'd rather see it as a blaster power
4) I agree that it would overlap gravity, which is why I'd go with tank's option of it being a secondary with powers like "Age reversal" (+dmg, acc, recovery buff. for target) or "Time Reversal" (which i already stated as a power similar to empathy's Heal but with a clockface animation)
As for your other suggestions....A pet dinosaur totally fits with the time control theme, I'd sooo want a pet raptor while using group fly...everyone would be afraid of a flying raptor.or even better...a raptor with siphon speed used on it!!!
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I completely agree with Silent!
@ Leo_G, your power suggestions are well thought out and you really seem to know what you're doing when it comes to power design, I'm amazed(:. With that being said, I'd gladly make a blaster with each of your powersets...especially water. Great job!
I also agree with silent...vote @Leo_G, for Dev. ^_^ -
Quote:Thats the way all blasters should be(:On a team with my Fire/Fire blaster and I was tanking - yeah tanking.
So a tank joins the team and he says what the.........???? I say join in or get out of the way I am going in - Offense is the best form of defense!
Behold the power of CHEESE!
After 2 mission he quit - said I made him nervous. -
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Quote:I really loved your time primary suggestion, I cant stand playing on a controller, but with that I definantly would! What tank meant before as a secondary power would be powers likeWater is unlikely to ever happen. the Energy Blast set was originally supposed to be Water Blast, but with the engine limitations the devs could never get it to really LOOK like water without seriously impacting game performance.
Time as a secondary I've never really been sold on. It just seems like it would be a MUCH more fitting primary for Controllers/Dominators... TIME CONTROL is something I'm FLABBERGASTED doesn't exist in the game already. I mean, really.
Here's the idea for Time Control I came up (and posted in the Lady-Jade power suggestion thread) a good long time ago:
Time Reversal (some kind of powerful buff like given in /kin controllers cause you'd "bring back the character's youth" so to speak)
Some sort of Rez power, for obvious reasons
And for a heal power, I would imagine something like empathy accept for the animation I'd have like a large old-style golden clock face extend from the player (on the ground) and anyone within it's radius gets a heal. -
Quote:I just thought I'd let you know, I went looking into prices of some purple ranged damage recipies...and they were 450mil +Thanks for the info and Replys..
and Wow... so fire/kins have made it this far?... I would have thought they would be replaced by now... When last I played there was a HUGE influx of Electric/Shield scrappers and looked like Kins were a thing of the past... I almost havea good kin build going... think I need a few more Sets to do more dmg and have a faster recharge.. but I havent looked at it in a while... As for marketin.. its hard for me... I tend to be a pack rat... I currently have like 6-7 purples that Im not useing.. I could sell them.. but I know Ill want them later and they will be 3x more expencive later.. a recipe was 80k when I last played, now they are 600k... I bought some GoTA +7.5% Run recipes for 1-5k last night, and I know the crafted IO will sell for over a mill... but I wanna keep em and use em on my Stone tanker.. = / Altaholics need as many IO's as they can get.. and my A.D.D. makes me play a lot of different toons unless im map farming... then my brain can go anywhere it wants and my hands are on autopilot.. lol -
I think water would be very do-able. Like for a nuke have something like "Tsunami" where you launch a wave a few feet infront of you. or maybe a "water twister" nuke instead and have something called Tsunami for maybe a targeted AoE similar to energy torrent for a energy/ blaster
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So I tried out a DP/Fire Blaster and It's great! Do you guys have any tips on what powers to skip, and maybe what powers would have the most benefit if six slotted??
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I recently made a Kinetic/Willpower Brute. Just by hunting I made it to level 8 in less than a day. Kinetic melee provides a ridiculous amount of attack power, and willpower provides a huge amount of defense and also Regen.
By level six I only had the auto-run Health power and the Auto-run Defense power. Along with just this and kinetic melee I was able to scrap groups of 4+ reds at only level six and have my health never drop below 50%, not to mention also having my defense powers unslotted.
I would recommend willpower with 10000% guarantee that you'll be satisfied! -
So my first CoH character was a energy/energy blaster that i fell in love with. I've been wanting to try out dual pistols but i want to try out a different secondary power.
What other power sets would be good for a pistol blaster that gives a fairly decent amount of close range power balanced with long range that would function like an /energy build.
I've recently discovered that HoB is also a crash-less nuke, so what close range power sets would you guys recommend to compliment this? I love being at close range with a blaster, it provides the challenge that I'm looking for... -
Anyone know when Issue10 is coming out?
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I can't wait to kick some alien butt
If this is as good as it's set out to be then the game will be better than before
Looks Awsome -
This idea is awsome, ive had the game for about a year now, and i think this idea would make the game even better!!
Good Luck with it man..