BlackBellatrix

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  1. Quote:
    Originally Posted by Nemu_ View Post
    Get Levitate
    Slot Levitate, Mesmerize and Terrify for damage.
    You are not going to be an AoE monster with Mind Control, even with Kin as a secondary, but you can do better than most in the single target department if you did the above.
    I'd recommend AGAINST this advice. Playing a /Kin, with Fulcrum Shift you'll be at or near damage cap almost all the time so slotting those for damage will have very little effect when FS'd. I could see maybe the two single-targets, because the times you are likely to be at a low Damage Bonus are when finishing off a single boss or something. But Terrify... I disagree.

    My Fire/Kin/Stone has all his powers slotted for control, and not only am I doing the same damage as Fire/Kin's slotted for damage, I have a cheaper build with safer/better control.
  2. Quote:
    Originally Posted by Thentix View Post
    I just wanted to ask real quick other brutes cause I can't find it anywhere in the forums. When I made a SS/shield brute to see if id like it I chose the Bright Heroic animations and they work fine until I turn on my shield defense toggles then my animations revert back to regular SS animations. Is this supposed to happen? I chose heroic for a reason :/
    I haven't had this problem at all and I have a level 50 SS/SD that I play rather extensively.
  3. BlackBellatrix

    Claws/Fiery Aura

    Quote:
    Originally Posted by Bill Z Bubba View Post
    But... I'm claws/sr.

    What the others said about claws/fa is true. The damage output of doublestacked followup with fiery embrace backing spin, blazing aura and eviscerate will be really obscene.

    I'd do it, but having played an em/fa to 50.... I'll never touch FA again.
    Ugh, EM. You should consider giving DM/FA a try. Skip Fitness and just go to town and grab a bunch of recharge. Honestly, though not as tough as my SS/SD or Elec/WP, it's a ton of fun. I'd recommend anyone try that combo.
  4. Quote:
    Originally Posted by Thirty_Seven View Post
    Oh? How can you NOT have chosen to do it then?
    Moved across the country, didn't have a computer OR an internet connection for quite a while and my last payment on the account was via Time Card. Sure, I could have went to an internet cafe and subscribed to the game via credit card to keep my account active just in case they developed Veteran rewards for the game (which they obviously did.)

    Either way, it's not specifically about me, though I did use myself as an example. My main question, I guess, boils down to "At what price would it be reasonable for people to buy Veteran Rewards that they had missed due to their accounts being closed?"

    I am not, and haven't been, talking about people starting a new account and buying up a bunch of Veteran Rewards, to some replies that seemed to be objecting to it on those grounds.
  5. Quote:
    Originally Posted by Luminara View Post
    I work a low wage job, washing dishes and scrubbing floors. I was forced to let my account lapse for a year due to HDD failure and unemployment. No-one knows better than I do how frustrating it can be to look at upcoming rewards and know that it'll be months or years before I can have them, but I still don't, and never will, support any change to the veteran rewards system because it doesn't need to be changed. It's fair, it's reasonable and it works. Changing them in any way is a lose-lose situation for NCSoft and the developers, and most of the players.
    I ask again; Hypothetically, were it offered at the same price as subscription rates and limited to the registration date of the account, would you still oppose it?
  6. Quote:
    Originally Posted by Thirty_Seven View Post
    Instead, you chose to unsubscribe, and now are asking for the same stuff that others got by paying a lot less money to Paragon Studios than those who stayed subscribed did...
    Chose is rather a strong word.
  7. Quote:
    Originally Posted by Silverado View Post
    Currently level 27, I'm liking my Spines/Elec so far but there's a little issue: mobs run away!

    It seems like the slow or damage (or both) is causing some sort of 'afraid' effect on the mobs, causing them to run awaaaaaaaay.

    What am I doing? running in with Quills and Lightning Field, BU, Spine Burst, [pause], Spine Burst.

    Who am I fighting? Rikti in AE, Freakshow, Council in radio missions

    Has anyone else had this issue? any way to solve it?

    Thanks in advance for your helpful advice

    I'm almost 100% sure it's the End Drain in Lightning Field that is causing it.

    I've noticed when you start taking the endurance away from mobs they start running.
  8. Quote:
    Originally Posted by Luminara View Post
    Translation matrix engaged.

    "Dear NCSoft and development team,

    Despite my failure to keep my subscription active in order to qualify for veteran rewards, and thereby depriving you of between $30 and $45 for each three month period, I believe you should sell me those same rewards for $3, a discount of 90% or more, and allow me to access them immediately. The fact that everyone else has had to pay that $30-45 and wait for up to five and a half years for their veteran rewards should not, in any way, sway your decision.

    In short, gimme stuff, and thanks for being stupid, gullible and terrible at math and finances. Suckers.

    Love,
    BB"

    Translation matrix disengaged.

    No.

    Yeah, except that my account was inactive for all that time and they wouldn't have made that money regardless.

    As far as I can tell, people don't pay upwards of $45 a month solely for Vet Rewards, they pay to access and play this great game.

    Bottom line, they make more money. Now, if other Veterans feel cheated, that's a different matter altogether.

    Would you still object if it was $10 per reward month and, as per my original suggestion, only available up to your original registration date?
  9. I think that Veteran Rewards should be made purchasable. Something along the lines of $1 per month. (So, 3 per reward.)

    As a caveat, however, you should only be able to get rewards up to your account purchase date. It would allow people who have had their accounts inactive for periods to make amends and get some of the rewards.

    Yeah, so my account was started April 18th, 2004 and I only have the 27 month vet reward... wanna fight about it?
  10. Hey everyone. I'm trying to put together a good Fire/Cold/Fire Build that will get as close to the Melee/Ranged soft-cap as possible, as well as give me as close to Perma-Hasten as possible. For this exercise, we're going to say money is not an option.

    This is what I've been able to come up with so far. ((Yeah, no fitness. With Heat Loss only having an average of 30 seconds down, I'm not too worried and hopefully one of you will be able to help me squeeze out more recharge without losing defense))

    Important metrics:
    +85% Global Recharge (155 with Hasten)
    39.2 Melee Def
    45.4 Ranged Def
    30.4 AoE Def
    63.7 S/L Resist
    57.4 Fire Resist
    42.5 Cold Resist
    22.5 Energy Res
    And decent global accuracy/damage.


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

    Click this DataLink to open the build!

    Level 50 Natural Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Cold Domination
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Fire Mastery

    Hero Profile:
    Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(5)
    Level 1: Infrigidate -- ShldBrk-DefDeb(A), ShldBrk-%Dam(7), ShldBrk-Acc/DefDeb(37), ShldBrk-Acc/Rchg(40), ShldBrk-DefDeb/EndRdx/Rchg(43), ShldBrk-Acc/EndRdx/Rchg(46)
    Level 2: Fire Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(5), Enf'dOp-Acc/EndRdx(31), Enf'dOp-Immob/Rng(31), Enf'dOp-Acc/Immob/Rchg(31), Enf'dOp-Acc/Immob(34)
    Level 4: Ice Shield -- LkGmblr-Rchg+(A)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel/EndRdx(7), Zephyr-ResKB(17)
    Level 8: Hot Feet -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(11), Oblit-Acc/Dmg/EndRdx/Rchg(11), Oblit-%Dam(13)
    Level 10: Glacial Shield -- LkGmblr-Rchg+(A)
    Level 12: Flashfire -- Amaze-Stun(A), Amaze-Stun/Rchg(13), Amaze-Acc/Stun/Rchg(17), Amaze-Acc/Rchg(19), Amaze-EndRdx/Stun(19), Amaze-ToHitDeb%(29)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
    Level 16: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(36)
    Level 18: Boxing -- Empty(A)
    Level 20: Arctic Fog -- DefBuff-I(A), DefBuff-I(21), ResDam-I(21), ResDam-I(25)
    Level 22: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(23), ResDam-I(23), GA-3defTpProc(50)
    Level 24: Weave -- LkGmblr-Rchg+(A), DefBuff-I(25), DefBuff-I(27)
    Level 26: Maneuvers -- LkGmblr-Rchg+(A), DefBuff-I(27), DefBuff-I(29)
    Level 28: Benumb -- RechRdx-I(A), RechRdx-I(50)
    Level 30: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(37), GSFC-ToHit/Rchg/EndRdx(37), GSFC-Build%(46), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(48)
    Level 32: Fire Imps -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(34), ExRmnt-+Res(Pets)(34)
    Level 35: Sleet -- RechRdx-I(A), RechRdx-I(36), Achilles-ResDeb%(36)
    Level 38: Heat Loss -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(39), Efficacy-EndMod/Acc/Rchg(39), Efficacy-Acc/Rchg(39), Efficacy-EndMod/Acc(40), Efficacy-EndMod/EndRdx(40)
    Level 41: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
    Level 44: Fire Ball -- Ragnrk-Knock%(A), Ragnrk-Dmg/EndRdx(45), Ragnrk-Acc/Rchg(45), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Dmg/Rchg(46)
    Level 47: Fire Shield -- ResDam-I(A), ResDam-I(48)
    Level 49: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment



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  11. Quote:
    Originally Posted by Dispari View Post
    And my answer is that A) any support character you make should do well so there's no need to make a fuss over it in a game that's very lenient on team makeup, and B) you'll have a lot more fun playing things you enjoy than playing things you think you have to play.

    If the OP still insists on min/maxing and making things that other people think he should play, just do Kin and get it over with. Kins are always welcome in any content.

    It's basically like asking "What's the best AT?" and expecting a definitive answer. There isn't one.
    I don't agree. Asking "What's the best AT?" is way too broad a question and there are so many different ways to answer it. Whereas, what is the best toon for support on an ITF is a lot more specific because there are specific problem areas that certain debuffs will have a better time dealing with. We're not talking about huge changes in performance or anything.

    I don't think people answering: "A good player," is particularily helpful at all. Obviously a good player is going to be an asset, but an average team will be at more of an advantage with that good player playing the best toon for the job.

    As far as the enjoyment of the toon, I'm sure that if that was a concern, he wouldn't be asking which to create. For me, my enjoyment of my toons comes from how efficient and effective they are in a lot of cases.
  12. Oh, and note, like it's been mentioned before, /SR is terrible in PvP. I just wouldn't recommend that toon for PvPing.
  13. Quote:
    Originally Posted by Super_B_EU View Post
    Actually a a little test I took every single defensive power I could see, which included all the SR powers + Combat Jumping + Stealth + Maneuvers & I think Weave (every little helps so they say). I slotted it fairly basically, nothing special just standard IO's..

    Still felt squishy, in fact the only time I had to spam DA from my Kat set to stay alive in mobs.. surely I should have to do that in order to make SR good.. especally in PvE.

    I dunno unless I have been approaching the set wrong (slotting wise) since I created it..
    I threw your build into Mids putting two level 50 Def IOs in every defensive power and you're sitting pretty close to the defensive soft-cap of 45%. If you have a few million influence sitting around, I'd suggest grabbing a Steadfast:Resistance/Defense IO to slot into Tough. I'm wondering, though, how you're managing, endurance-wise, without Stamina?
  14. Quote:
    Originally Posted by Super_B_EU View Post
    I have heard of the soft cap however my knowledge on how the entier defense numbers as far as 'maxing them' is fairly limited.

    PvE play with my SR scrapper is the lesser of the 2 evils, but even then.. I am never confident going into a mob as I always feel that 1 hit could trigger a chain of hits killing me.
    Like has been mentioned, if you have all your SR powers (excepting Elude) and have them slotted for defense, you should be sitting at 95% Defense Debuff Resistance. This means that defense debuffing hits will have a miniscule effect. The problems you're experiencing might be related to your build. If you wouldn't mind posting them, I'm sure we would be able to give you some suggestions on maximizing the effectiveness of the build. SR is one of the best, if not the best, Scrapper secondaries to be able to achieve really high levels of survivability with little investment.
  15. Any special attachment to Energy as a primary? I think both Sonic or Ice would be worth considering in place of Energy, if you're not attached to it.
  16. Cold/Sonic.Defender or
    Sonic/Cold Corruptor.

    A lot of you are mentioning Rad for their contributions to any TF, but you'll notice that he specifically mentioned just for the ITF. With that in mind, I belive those two powersets would offer the biggest benefit. I don't believe the benefit will be hugely advantageous over other support toons, but with the -Heal, all the debuff as well as providing a defense cushion, I think it's A+. Especially the Corruptor, adding a lot of damage on the AVs and hard targets with both substantial -Res and Scourge.
  17. Hey there.

    I love Melee. I love getting right into the faces of Crey and Council and knocking their lights out. For a while, I've played Brutes and Scrappers as my mains. Heck, even my Fire/Kin/Stone Controller lives in Melee range and pummels purple-conning bosses with Seismic Smashes to the Face.

    With IOs, I've been able to get some pretty retarded survivability out of my melee toons and it really got me thinking that Blasters might be one direction to look at.

    I've been playing a bit in Mids and have had some limited success but my lack of experience with Blasters is a bit of a handicap.

    I decided on Ice/Electric (and eventualy /Ice for the APP) for a few reasons. It gives me access to three holds, which allow me to lock down large targets in melee range. Ice does good single target damage and has a nice secondary effect. I figure I can conbine holds and Lightning Field to decent effect when soloing. Also, Power Sink gives me a great endurance recovery power. Once I get to my APP, I'll also be looking at good S/L def to build on with ranged defense as well.

    After playing in Mids, I came up with 40.5 S/L, 39.5 Ranged and almost +15% global damage. However, I'm only looking at 5% global recharge, which I'm not deliriously happy with. Compound this with not quite soft-capped S/L and Ranged and I'm not a happy camper.

    I'm wondering if, with PS, I should get rid of Fitness (or even just Health/Stamina and keep Hurdle for mobility) and if I replace it, what with? Considering how slot-poor I am, I don't see anything super viable. So, hopefully you Blaster afficianados can help me out accordingly.

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

    Click this DataLink to open the build!

    Level 50 Magic Blaster
    Primary Power Set: Ice Blast
    Secondary Power Set: Electricity Manipulation
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Cold Mastery

    Hero Profile:
    Level 1: Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(19), Thundr-Acc/Dmg/EndRdx(19), Thundr-Dmg/EndRdx/Rchg(21)
    Level 1: Electric Fence -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(43), Thundr-Dmg/Rchg(43), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
    Level 2: Charged Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), C'ngImp-Acc/Dmg/Rchg(5)
    Level 4: Ice Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(33), Thundr-Dmg/Rchg(34), Thundr-Acc/Dmg/Rchg(34), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(36)
    Level 6: Hurdle -- Jump-I(A)
    Level 8: Freeze Ray -- Lock-Acc/Hold(A), Lock-Acc/Rchg(9), Lock-Rchg/Hold(9), Lock-EndRdx/Rchg/Hold(11), Lock-Acc/EndRdx/Rchg/Hold(11), Lock-%Hold(13)
    Level 10: Havoc Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(17), Mako-Acc/Dmg/EndRdx/Rchg(17)
    Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-ResKB(13)
    Level 14: Health -- Heal-I(A)
    Level 16: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(33), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(48), GSFC-Build%(50)
    Level 18: Bitter Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(21), Thundr-Dmg/Rchg(25), Thundr-Acc/Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(31)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(46)
    Level 22: Super Jump -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(23), Zephyr-ResKB(23)
    Level 24: Boxing -- Empty(A)
    Level 26: Bitter Freeze Ray -- Lock-Acc/Hold(A), Lock-Acc/Rchg(27), Lock-Rchg/Hold(27), Lock-EndRdx/Rchg/Hold(29), Lock-Acc/EndRdx/Rchg/Hold(29), Lock-%Hold(31)
    Level 28: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 30: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
    Level 32: Weave -- DefBuff-I(A), DefBuff-I(33)
    Level 35: Power Sink -- Efficacy-EndMod/Rchg(A), P'Shift-EndMod/Rchg(40), RechRdx-I(42)
    Level 38: Shocking Grasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39), Lock-Rchg/Hold(40), Lock-EndRdx/Rchg/Hold(40)
    Level 41: Snow Storm -- CtlSpd-Acc/Slow(A), CtlSpd-EndRdx/Rchg/Slow(42), CtlSpd-Acc/EndRdx(42), CtlSpd-Dmg/Slow(43)
    Level 44: Frozen Armor -- DefBuff-I(A), DefBuff-I(45), DefBuff-I(45)
    Level 47: Hoarfrost -- RechRdx-I(A)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance



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  18. Quote:
    Originally Posted by Vitality View Post
    That perfectly sums up how I play and how I think Tanks should be played.
    x2.

    Not only that, but aren't the crappy PUGs kind of what Tanks are made for?
  19. Quote:
    Originally Posted by Kahlan_ View Post
    An interesting build. Very creative. Out of curiosity why no bone smasher?
    If I could drop Power Bolt, I'd throw Bone Smasher in in a heartbeat. I just don't see a way to really fit it in, keeping my Ranged Soft-Cap and perma. I'll have to play around with dropping Total Domination and moving some slots around. It might be doable.
  20. Quote:
    Originally Posted by Kahlan_ View Post
    I'd be interested to see that.
    Sure. I'd be interested in soliciting some feedback on ways to maybe improve it. The point of the build is to mostly just do SFs and PvE stuff. Not really farming, or else I would have looked at something more AoE intesive.

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

    Click this DataLink to open the build!

    Level 50 Magic Dominator
    Primary Power Set: Mind Control
    Secondary Power Set: Energy Assault
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Mesmerize -- FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(3), FtnHyp-Acc/Rchg(27), FtnHyp-Sleep/EndRdx(27), FtnHyp-Plct%(37)
    Level 1: Power Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(37), Thundr-Dmg/Rchg(40), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
    Level 2: Dominate -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(21), BasGaze-EndRdx/Rchg/Hold(43)
    Level 4: Power Push -- Apoc-Acc/Dmg/Rchg(A), Apoc-Dmg/Rchg(5), Apoc-Acc/Rchg(5), Apoc-Dam%(11), Apoc-Dmg/EndRdx(34)
    Level 6: Hover -- LkGmblr-Rchg+(A), Zephyr-Travel/EndRdx(7), Zephyr-Travel(7)
    Level 8: Mass Hypnosis -- CSndmn-Heal%(A), CSndmn-Acc/EndRdx(9), CSndmn-EndRdx/Sleep(9), CSndmn-Acc/Sleep/Rchg(11), CSndmn-Acc/Rchg(19)
    Level 10: Swift -- Flight-I(A)
    Level 12: Power Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(13), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(17)
    Level 14: Health -- Mrcl-Rcvry+(A)
    Level 16: Fly -- Zephyr-ResKB(A), Zephyr-Travel(17)
    Level 18: Power Boost -- RechRdx-I(A), RechRdx-I(19)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21)
    Level 22: Whirling Hands -- Armgdn-Dmg/EndRdx(A), Armgdn-Dmg/Rchg(23), Armgdn-Acc/Dmg/Rchg(23), Armgdn-Acc/Rchg(25), Armgdn-Dam%(25)
    Level 24: Kick -- KntkC'bat-Knock%(A)
    Level 26: Terrify -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(37), Ragnrk-Acc/Rchg(48), Ragnrk-Knock%(48), Ragnrk-Dmg/EndRdx(48)
    Level 28: Confuse -- CoPers-Conf(A), CoPers-Conf/Rchg(29), CoPers-Acc/Conf/Rchg(29), CoPers-Acc/Rchg(31), CoPers-Conf/EndRdx(31), CoPers-Conf%(31)
    Level 30: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(46)
    Level 32: Mass Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(33), Mlais-Acc/EndRdx(33), Mlais-Conf/Rng(33), Mlais-Acc/Conf/Rchg(34), Mlais-Dam%(34)
    Level 35: Weave -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(36), RedFtn-EndRdx/Rchg(36), RedFtn-Def/EndRdx/Rchg(36), RedFtn-Def(42), RedFtn-EndRdx(42)
    Level 38: Power Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(40)
    Level 41: Maneuvers -- LkGmblr-Rchg+(A)
    Level 44: Scorpion Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-EndRdx/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(46), LkGmblr-Rchg+(46)
    Level 47: Personal Force Field -- LkGmblr-Rchg+(A)
    Level 49: Total Domination -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Rchg(50), BasGaze-Rchg/Hold(50), BasGaze-EndRdx/Rchg/Hold(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Domination



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  21. Quote:
    Originally Posted by Black_Strike View Post
    Well, I created my Fire/Fire, and decided quite quickly that I didn't like it, lol. I have since started a Mind/Energy, since a couple peeps here said Mind/Anything is good. So far I'm loving that Combo.

    Thanks for all the suggestions, and help.

    Once I get a Perma-Build worked up in Mid's I may post it for further suggestions on how it can be improved.
    I have a build that is Perma without Hasten and has soft-capped Energy/Ranged with 41 Negative and 38 S/L Def. I can pull it out if you want to take a look. It's ridiculously expensive.

    Wonder if it'd be worth it to not worry about ranged and see if I can get 45 S/L/N/E.
  22. I think I'd better just rope a third in and do two Emps and a Blaster. :P
  23. Quote:
    Originally Posted by MinMin View Post
    1. Combat Jumping - Spot for a LotG IO as well as combining well with Hurdle and Supersped mobility-wise. Also really good when out of Domination given that the majority of my damage is melee-based.

    2. Crush - I'm a fan of ST Immobs, but I question the need given the sheer amount of knockdown I can lay out. The damage is the same as Stone Spears, but the big difference is that I have to take that.
    These would be my two choices. I've played a Grav controller pretty extensively and on the subject of Crush I'd say it's got a lot going for it. It's fast animating, it takes down fliers and keeps them down and it does pretty decent damage. Also, in case you forgot (which, I'm sure you didn't but for the benefit of other readers) Gravity's Immobilizes do not have -KB which is great for providing excellent mitigation. I know on my controller, in the case of heavy melee hitters like Freak Tanks or Warriors, I'd Hold the first one, and if there was a second, I'd Immob him and use Lift to damage and mitigate his damage. I can see it being even better on a Grav/Earth Dom. Lock out the Lts/Bosses and pound the minions that surround you with your hammers. Cycle Crush/Lift/Spears on a bigger target while hammering the smaller ones near you.
  24. BlackBellatrix

    Killing pigs

    Quote:
    Originally Posted by Prof_Backfire View Post
    The MMO community mostly consists of trend slaves and masochists. People thought Everquest was everything a MMO 'should' be and are afraid of anything different. Then WoW came along and made most people assume it's the only MMO worth knowing.
    That's why I'm glad I started MMOs with Ultima Online and not Everquest. Starting out with a system where using a sword made you better at it and cooking food made you better at it and there was no spawn camping (usually) and such made me enjoy what an MMO could be. Then Everquest came around and while I was initially floored by how MASSIVE everything was and exploring... I quickly became bored of the gameplay because I just found it boring. I dabbled in DAoC and that was fun and have played most MMOs from AO to SWG to WoW, I have found that CoH is the only one that is able to capture my attention as much as Ultima Online did.

    The main things that make CoH fun for me:
    1) Scale/Combat: Fighting numerous bad guys all at once and then sending them flying off a rooftop only to have one knock me off that same rooftop is fun.
    2) Customization: From costumes to powers. The fact that even within an AT you can have three toons that each play completely different from eachother. Compound that with what Invention Origin Enhancements add to the table and you've got an end game for me.
    3) Pace: I don't feel like I need to play a million years to get level-capped with the best gear. But just because I can get to the "end" pretty fast doesn't mean it's over... because of #2.

    I think the main reason there aren't a million people playing this game is because of how much it's IMPROVED over the years.

    When a game starts out somewhat weak, it can turn people away from ever trying it again. I tell people to play the game and they always say things like, "Oh, yeah, that was a fun game. It seemed cool to fly around. It just seemed to get boring fast." I think IOs were the one main thing missing from the game during launch. A form of end-game. No end-game and a bunch of stuff getting nerfed off the bat prevented this game from becoming a huge contender, in my opinion. (At least subscriber-wise)