BlackDecember

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  1. ...finding no good general PVP guides (not saying there aren't any, just that I couldn't find them...the link in the Call for PVP Guides thread is dead) I was curious what the prevailing wisdom was for best archetypes for PVP, both hero and villain side. (I played back during issue 4 so I've not a whole lot of PVP experience in COH.)

    Also, as my wife and I plan to play together, I was wondering what the wisdom was on PVP duos...which combos worked best.

    Thanks!
  2. Ha! I can't believe this is STILL here.

    This guide has to be so out of date as to be virtually worthless now, right?
  3. Quote:
    Originally Posted by Stealth_Bomber View Post
    First, to the guy that wrote the definitive Ice/Eng guide and made MANY Blasters much more effective: welcome back!

    Again welcome back, looking forward to seeing you on the Blaster boards BD!
    LOL...I'm surprised anyone still remembers that. That guide has to be so outdated at this point as to be practically worthless.

    One change this time around is that my wife is going to be playing with me so we're going to create a super-powered duo. Should be fun! :-)

    I asked above but I'll throw it out there again...what archtypes seem to be best suited for PVP? I was thinking about creating a stalker as I created one last time I played the game and had a great deal of fun with him.
  4. Thanks for the advice.

    While MOST of my play was Year One, I dabbled in Villains and have played post "enhancement diversification" although not extensively.

    With Going Rogue...does that mean that all classes are now available to both side? For example, could I make a villain blaster or a hero stalker or no?

    Also, I'm thinking of dabbling in PVP this time around. Is there any class or classes that's considered better for the PVP player?
  5. I'm a player from long, long ago who's returning after years away from the game (finally got bored with WOW and Champions never really did much for me) and was just curious, in broad strokes, what's changed?

    What should an old school COH player (I played the first year the game was released) know about TODAY's City of Heroes?

    Thanks.
  6. [ QUOTE ]
    If you're a PvP Stalker, you really only need two or three attacks for an attack chain, and you'll rarely be able to get off more than one anyways. Against a competent player, by the time you get your AS off, they're way out of melee range for you to follow up.

    [/ QUOTE ]

    I do both PVP and team PVE, so I'm attempting to be well rounded.

    So, if it's so easy to run away, how does anyone kill anyone in COX PVP?
  7. Since I have a Veteran's Reward respec waiting for me (and there's probably going to be another one coming with Issue 15) the plan right now is to take both Energy Punch AND Barrage so I have some kind of an attack chain in the early to mid levels, then ditch one or the other once I'm able to add ET and TF.
  8. A little research would seem to indicate all those I6 guides are outdated (no surprise there). Apparently somewhere around Issue 13 Barrage's damage doubled, making it an even better power than Energy Punch (despite its 2 second longer recharge time). Someone feel free to correct me if I'm wrong...I'm here to learn...but Barrage doesn't seem like a "must skip" power anymore and a better choice to fill in your low-level attack chain than either Boxing or Air Superiority.
  9. [ QUOTE ]
    Quick update:

    2) Barrage now does base 80 dmg at 50 (more than double the previous number) and recharges in 6 seconds, a good substitute for energy punch for a late respec WHEN you have some recharge and use an epic blast in your attack chain.

    [/ QUOTE ]

    I just put up a post about this. Every guide that I read (most were Issue 6) talked about how gimped a power Barrage was. It would seem to have gotten some love since then and isn't nearly the waste of a power that it used to be.
  10. Working on my first stalker...an NRG/WP stalker...and I avoided Barrage because EVERY guide went to great pains to tell me what a terrible power it is. But according to this chart...

    http://coh.redtomax.com/data/powers/...0#Pool.Fitness

    It does more damage than Energy Punch (although it does have a two second longer recharge time). Are those numbers correct or am I simply misinterpreting them? I was honestly planning to put Boxing into my attack chain as I planned to take Tough later on down the line, but it appears to do even less damage than Energy Punch.

    Most of the guides are Issue 6...long, LONG time ago. Is Barrage still the gimped power those old guides say it is? Thanks.
  11. [ QUOTE ]
    [I use Strength of Will on my EM/WP mostly as an endurance recovery tool (it's slotted for endmod, not resistance) because I don't have Stamina, and I skipped it on my Elec/WP.

    [/ QUOTE ]

    Right now I plan on taking Stamina because I plan to dip into the fighting pool to take Tough (a toggle defense). Also, I need Boxing to supplement what is, at present, a rather limited attack chain.
  12. [ QUOTE ]
    [ QUOTE ]

    Any WP dos and don'ts? Do take this, don't take that. Do slot this, don't slot that. That sort of thing?

    [/ QUOTE ]

    I'd like to know this too. There is a distinct lack of Willpower info for Stalkers, for some reason.

    [/ QUOTE ]

    I found this little write up on the last page of the Stalkers Guide To Guides...

    http://boards.cityofheroes.com/showflat....c=#Post10313017

    It's not bad. Then again, beggers can't be choosers. Far as I can tell it's the only Stalker WP guide that exists.
  13. [ QUOTE ]
    Well, for PvP, WP is the current hotness. Defense isn't that hot to begin with, and DR stops people from building it up to usable levels, so EA lost a lot of what it had going for it. WP gives some decent resists, easy to cap HP, resistance to effects like repel (great for stormies and FF's), and perception.

    [/ QUOTE ]

    Any WP dos and don'ts? Do take this, don't take that. Do slot this, don't slot that. That sort of thing?
  14. Long time blaster first time stalker. The relative uberness of the energy secondary is pretty well known and accepted among blasters. (Though, of course, there's always room for debate.)

    Is there a consensus secondary or two for stalkers that's generally accepted to be superior to the others? Especially when it comes to boss killing (PVE) and PVP play?

    Thanks.
  15. As author of the original ice/nrg blasters guide (WAY back in Issue 4) I want to thank you for this. I've not played COH seriously in about 2 years and it goes without saying the game has changed significantly since my time. The information on slotting was especially helpful as that was my biggest question coming back in the post ED era.
  16. [ QUOTE ]
    "Essentially here, all I did was swap out Frost Breath and Boost Range (great PVE powers) for Energy Punch and Total Focus, for extra damage and toggle dropping ability."

    Thanks for the guide

    One small note: Frost Breath is still in your PvP setup. You replaced Freeze Ray with Energy Punch.

    [/ QUOTE ]

    Whoops. Well too late for me to go back and edit it now...but you knew what I meant. Let this be a a lesson kids...don't drink and type.
  17. [ QUOTE ]
    Does anyone out there have a sonic/nrg build? conisidering making one (I've heard good things). Any and all help will be greatly appreciated

    [/ QUOTE ]

    Check this thread for a few different Sonic/Energy builds including my own.
  18. I thought I'd take a crack at an abbreviated guide for anyone wanting to know how I did things with Black December. (I get PMs every not and again asking me.)

    Essentially I crafted Black December to be the ultimate boss killer. He can lock down bosses and take them out with an efficiency a scrapper could only dream about. In addition, I am able to solo my missions on Invincible, which makes for some pretty quick leveling. If that sounds like your particular brand of vodka than this build may be for you. I call it the "Ice Assassin."

    First let's run through the primary powers:

    ICE BOLT AND ICE BLAST. Take them early (you don't really have a choice). Get them six-slotted as soon as you can. I have one accuracy enhancer and five damage enhancers in each. These are good, single target damage dealing attacks that will serve you well into the upper levels, if not for the entire game. One thing I will say is, if you're coming from the fire set, don't shy away from Ice Bolt. It's not the gimped power that Flares is.

    BITTER ICE BLAST. This is your bread and butter attack. It does massive single target damage from a decent distance. I can't be sure, but I think it gives you more range than it's fire equivalent, Blaze. Probably goes without saying to six slot it ASAP with one acc and five damage.

    FROST BREATH. While primarily a single target build, I find Frost Breath to be invaluable. At the early levels it's going to enable you to take mobs down to 1/2 health, then use you other attacks to finish them off. At the upper levels, it enables to you take enemies (which on Invincible missions often spawn as red pairs), freeze them with your two holds, then blast them both with FB reducing their health by a significant amount. I find PB+BU+FB+BFB+FB to be an efficient attack launch sequence. It also comes in handy for clean up when on large team missions. There's nothing quite like seeing 10 orange numbers floating toward the ceiling...but you have to be careful otherwise you'll draw ungodly aggro. Slot with one acc and five damage.

    FREEZE RAY. THE defining power in the ice set, in my opinion. This is what separates you from every other blaster and is the KEY to being able to kill bosses with efficiency. Once you experience the luxury of being able to lock down your enemies, you'll find it hard to go back to anything else. This power, along with Bitter Freeze Ray, is like having a mini controller at your side at all times. I have mine slotted with one acc, two hold and one recharge. With permahasten and power boost (which I'll get to later) that's really all you need.

    BITTER FREEZE RAY. A controversial power because of its wind up time but a MUST HAVE if you wish to build an ice assassin. I launch virtually every fight with Bitter Freeze Ray. It's the KEY to locking down bosses which require TWO shots. Some people fire Freeze Ray twice but I don't like the boss to even get ONE shot off on me. There are also times when, against a Luit, BFR will miss and you'll have FR as a backup. Without TWO hold powers, if one misses you're SOOL. BFR also does a nice little slice of damage. Nothing to write home about, but it's a decent little bonus. As of level 37 I only had this slotted with one acc enhancement but had I the slots to spare, I'd have thrown in an extra hold and some damage if I could manage it. It's not really necessary though as you're basically using it to stack with FR.

    AIM. You do NOT want to miss with your holds against high level enemies. Aim doubles your base accuracy and increases your base damage by 62%. No respectable ice assassin would be without it. One to two rechargers is all you need depending on your play style. I find one with perma-hasten lets me use it every fight.

    The two powers I did NOT take in the ice primary set are Blizzard and Ice Storm. Had I taken Blizzard, I'd have taken Ice Storm to accompany it, but an ice assassin functions better with powers that help him in EVERY fight, not every 3rd or 4th fight. The ice assassin also does not like to be drained of endurance and disoriented for 10 seconds. This build is about doing your job and doing it quickly against mostly single targets. Neither of these powers help you accomplish this.

    Okay...now to the secondary. The relative uberness of energy is pretty well known so I won't go into that. I'll just talk about the powers I took.

    POWER THRUST. You have no choice but it's not a bad little power to be stuck with. In the early levels it's a great "Oh Crap!" power, but in later levels I moved it to my 3rd tray and replaced it with Bone Smasher.

    BUILD UP. Doubles your base damage and increases your base accuracy by 62%. And you get it at level 4. Your chance to be uber before anyone else. Same slotting as Aim, one recharge, two at most.

    CONSERVE POWER. Not just a luxury, but against high level Invincible setting bosses and arch villians, a necessity. If you're going to hang in a LONG battle against a purple boss you can't be running out of endurance. Get it 6-slotted with rechargers as soon as you're able and essentially your endurance worries are over. With perma-hasten you're talking about just one minute of downtime.

    POWER BOOST. Doubles the base of VIRTUALLY every effect but damage. For an ice blaster this is an incredible power as it temporarily DOUBLES the base length of your holds. It's the main reason you can get away with only slotting BFR with one acc enhancer. In addition, it doubles your base defense and improves accuracy. With PB you're well on your way to being a devastating killing machine. Three rechargers seem to do the trick as it comes back fairly quickly.

    BONE SMASHER. You might be tempted to take this early. In this build Power Thrust functions nicely as your "Too Close!" power. Rather than a staple attack, I use Bone Smasher in instances when my enemies close to melee range, which they invariably do. You COULD take Total Focus over Bone Smasher. It does better damage AND gives a 100% chance to disorient...but it's got a longer wind up time, making it ill suited to be a safety power. One acc and five damage as soon as you're able.
    BOOST RANGE. Here is where you could work in Total Focus if it suited you. But at upper levels enemies begin to outrange you. For you to do your job you need to be able to get the drop on them (and we won't be taking Stealth for reasons I'll explain later). Boost Range makes this possible and is essentially perma with just one recharger.

    The powers I did not take in the energy secondary include Stun, Energy Punch and Total Focus. Stun and EP are melee powers and we're not building a blapper. Total Focus is a GREAT power and if you wish to work it into your build, I can't blame. But for THIS build, Bone Smasher does the job more quickly. Other blasters that do not have holds swear by TF, and I would too, but you won't need it.

    Okay...now let's talk pools. Essentially what you're building here is a hovering, at range blaster. Your defense is your range and your mobility. Nothing against blapping, but we avoid being in melee range at all costs (unless you have an enemy held or down to just a bit of health in which case you can swoop in and Bone Smash their sorry a**). Here are the pool powers for this build:

    HOVER (FLIGHT POOL). Gives you defense, allows you to stay at range and enables you to survey the battle field. Don't worry about slotting it for defense. PB will double its defensive effect. Five-slot it for speed. You can go six if you like, but I actually find that's a little TOO fast and you can end up flying around a corner and into a bad situation. I prefer to move with a little more deliberate caution. With a five-slotted hover you'll be able to dart in and out of melee range to take advantage of Bone Smasher. You'll also be able to leave it on at all times. Black December is somewhat unique in that he never touches the ground. On team missions this makes him stand out a bit which I find to be a fun aspect of his character.

    FLY (FLIGHT POOL). The slowest travel power in the game but I took it for purely conceptual reasons. Superspeed would be FAR more efficient. Although, since we're not talking Stealth (to maintain our combat mobility) it helps to be able to fly above the landscape and out of harm's way. Slot it with one endurance reducer so you can land still at full endurance as it's a very endurance heavy power. One you have 6-slotted stamina you can swap it out for a flight speed enhancer.

    (NOTE: Logitech makes a great mouse with a lower leftside button that you can click with your thumb. Until you get hover slotted up for speed, this button makes toggling back and forth between hover and fly a breeze with a relatively simply hover/fly bind. It also makes hasty exits a bit less awkward.)

    HASTEN (SPEED POOL). By now you know the benefits of Hasten. 5% defense (which PB again doubles) and the ability to cycle through your powers like mad. Some ice blasters will tell you that you don't need it, but the ice assassin does. Six-slot it with recharges for permahasten, combine it with Conserve Power and you're basically an ice machine gun.

    COMBAT JUMPING (LEAPING POOL): 5% defense (which PB doubles) and some minor status resistances that does not negatively impact your mobility the way Stealth does and with a negligible endurance cost. Slot it with one endurance reducer and you can leave it all pretty much all the time and it won't cost you a thing.

    HURDLE/HEALTH/STAMINA (FITNESS POOL). You all know the drill here. A blaster with 6-slotted stamina is a happy blaster. Try to take it no later than level 22.

    One final note about the APPs. As Ice/Energy I find that you can take either Cold Mastery or Force Mastery and it fits very well with the build from a conceptual standpoint. Which is best for you is really up to your playing style. My recommendation, however, would be Cold Mastery as Power Boost enhances the powers in this particular APP very nicely.

    That's essentially it. This is a very specific build designed a very specific way and is certainly not for everyone. But if you want to do missions on the Invincible setting with relative ease and be the person on your team whose job it is to take on the BIG MAN, this build is designed to enable you to do exactly that. Basically it takes the boss killing bragging rights away from scrappers as you'll be able to do it faster AND without the boss so much as touching you.

    The last thing I'll post is at what level I took each power:

    1) Ice Bolt
    1) Power Thrust
    2) Ice Blast
    4) Build Up
    6) Hasten
    8) Frost Breath
    10) Aim
    12) Hover
    14) Fly
    16) Freeze Ray
    18) Hurdle
    20) Health
    22) Stamina
    24) Bitter Ice Blast
    26) Combat Jumping
    28) Power Boost
    30) Conserve Power
    32) Bitter Freeze Ray
    35) Bone Smasher
    38) Boost Range
    41) APPs

    If PVP is your thing, I’d suggest a slightly altered build:

    1) Ice Bolt
    1) Power Thrust
    2) Ice Blast
    4) Build Up
    6) Hasten
    8) Frost Breath
    10) Aim
    12) Hover
    14) Fly
    16) Energy Punch
    18) Hurdle
    20) Health
    22) Stamina
    24) Bitter Ice Blast
    26) Combat Jumping
    28) Power Boost
    30) Conserve Power
    32) Bitter Freeze Ray
    35) Bone Smasher
    38) Total Focus
    41) APPs

    Essentially here, all I did was swap out Frost Breath and Boost Range (great PVE powers) for Energy Punch and Total Focus, for extra damage and toggle dropping ability.

    That’s it. It’s not THE most comprehensive guide every written but who has time to read an entire novel on how to build a good blaster? If this guide can help even one new blaster, well, then that’s not very many is it? But here’s the guide anyway. Enjoy.

    (One FINAL final note...some of those defense #s for Combat Jumping, Hover, etc. will be off come Issue 5. They're being reduced but it remains to be seen by just how much.)
  19. The link to my Ice/Nrg guide is no longer active, so I've put a new active link in my sig. See below.

  20. Here's a link to my new and improved Icr/Nrg Blaster Guide:

    Black December's Ice Assasin Guide
  21. [ QUOTE ]
    What's even more disturbing is that my two accounts are used by multiple family members. Since some are minors this makes this system a game breaker. Mature language can be sent innocently to the minors by other users thinking that the mature user in ingame. Have the developers thought about this aspect of the game? How does this bridging of account charachters benefit the game?

    [/ QUOTE ]

    I have this same issue. A solution might be to keep the function that allows you to turn global chat on and off.

    Also (and I'm sure this has been brought up already but I'm not scrolling through 17 pages of posts to look for it) there is definately something funky going on with the underscores. Anyone who has an underscore in their name I can't add to my global friends list because I can't type the underscore.
  22. [ QUOTE ]
    Also I would like to see improvements to teaming where it would not take as long to form a team and make it easier to gather the newly formed team together. Maybe it only takes ten minutes to form a team.

    [/ QUOTE ]

    You want to experience difficulty getting a team together? Go play WOW for a while. The team forming system on COH is a DREAM compared to many other MMORPGs. I'd like to see a "Seek Task Force" option but other than that, I love the way teaming works in this game.
  23. A little late in responding here (I just started playing again after a month away) but I have to say BRAVO.

    REWARDING players that team up rather than punishing those that do not is absolutely the right way to go. Keep that in mind and any future decisions you make should be the right ones.
  24. I'm candy popping right now in Brickstown using the contact right by the hospital and I'm leveling quite nicely. It IS a little repetitive, but a nice way to either elimiinate debt or get those last two or three bubbles you need to get you to the next level.
  25. A bad name can ruin a good character.

    Not happy with your costume? You can change that. It'll cost you a fortune at low levels, but at least its fixable. But a bad name will haunt you.

    You can create the perfect character with the perfect look and get them all leveled up just the way you want...but if you're not satisfied with the name it'll eat away at you until you eventually have to re-roll.

    Take the extra 20-30 minute upfront and create something original that you love. Don't give up out of frustration. If it's already taken, that just means it's not original enough.