Brakner

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  1. Quote:
    Originally Posted by Biowraith View Post
    It does stack, but so does Fortification. Crab Armor + Fortification gives you status protection on par with most Tankers. You'd need to be hit with 5 overlapping holds/stuns/sleeps/immobs to break through, and it's a rare spawn that has that many, much less that can land that many at the same time against an SoA's defense values. Wolf Armor would just mean you'd need to be hit with 6.

    The only area that you might see benefit from taking Wolf too is Confuse and Fear, since Fortification doesn't protect against those. But those are much rarer types of mez so it's fairly unlikely you'd face more than one mob per spawn using them, and again high defense means the chances of more than one landing on you are slim.

    Basically, the scenario where Wolf Armor would actually make the difference is so incredibly rare that you could quite easily play for hundreds of hours and never encounter it. I've not taken it and I also can't remember the last time I was slept or stunned; I'm not sure if my Crab has *ever* been slept or stunned, even soloing x8 spawns.


    (I can maybe see the argument for taking it on a Bane Spider, since they don't get Fortification - though even then I didn't take it on my Bane and I can count the number of times I've been mezzed on that character on the fingers of one hand (they generally involve massed Green Ink Men) - you just don't get hit often enough for multiple mezzes to stack)
    Sigh another respec , much hate........... I guess I could drop it and take Combat Jumping or Stealth for a free Gambler 7.5 or Karma KB slot
  2. Quote:
    Originally Posted by Alverant View Post
    I appreciate all the suggestions. What about Web Grenade? Second best way to keep a target from getting into melee range is to keep them from moving (best way is to stay out of reach). And with Web Grenade your teammates are safe from melee too. Only problem would be with trying to web-up bosses and EBs. How do you do that?
    I use Electrifying Fences with 5 Posi and 1 Range IO. It has the added bonus of no redraw and it does 100+ damage so you can add it to the AOE attack chain.

    I use to have Fences, Venom, Suppression, Frag then Ball Lightning but I found with hasten , Posi's and global recharge my first attack was available long before I got to the 5th one, so I respec'd out of Ball Lightning for another pet.
  3. This is what I use now , he isn't perfect but he is ranged soft capped and a lot of fun to play. Didn't cost to much to IO ( except the Numina/Miracles ). I could probably do better but if he fun to play then why bother

    P.S. Hes an AOE beast with fully slotted Fences, Venom, Frag and Achilles slotted Suppression

    Villain Plan by Mids' Villain Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Arachnos Soldier
    Primary Power Set: Crab Spider Soldier
    Secondary Power Set: Crab Spider Training
    Power Pool: Speed
    Power Pool: Fitness
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Channelgun -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(19), Thundr-Dmg/EndRdx/Rchg(43)
    Level 1: Crab Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(36)
    Level 2: Longfang -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(19), Thundr-Dmg/EndRdx/Rchg(43)
    Level 4: Combat Training: Defensive -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(7), RedFtn-EndRdx/Rchg(7), RedFtn-Def(46), RedFtn-EndRdx(46), RedFtn-Def/EndRdx/Rchg(50)
    Level 6: Hasten -- RechRdx-I(A)
    Level 8: Suppression -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(9), Posi-Acc/Dmg/EndRdx(17), Posi-Dam%(23), Achilles-ResDeb%(39)
    Level 10: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(11), RedFtn-EndRdx/Rchg(11), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(31), RedFtn-EndRdx(31)
    Level 12: Venom Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Acc/Dmg/EndRdx(17), Posi-Dam%(23)
    Level 14: Super Speed -- Run-I(A)
    Level 16: Hurdle -- Jump-I(A)
    Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(45), Mrcl-Heal(45), Mrcl-Rcvry+(45)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
    Level 22: Mental Training -- Run-I(A)
    Level 24: Fortification -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(25), TtmC'tng-EndRdx/Rchg(25), TtmC'tng-ResDam(36), TtmC'tng-ResDam/EndRdx/Rchg(42), TtmC'tng-EndRdx(46)
    Level 26: Frag Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Dam%(29), Posi-Acc/Dmg/EndRdx(33)
    Level 28: Serum -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Heal/Rchg(33), Dct'dW-Heal(42), Dct'dW-Rchg(43)
    Level 30: Aim -- RechRdx-I(A)
    Level 32: Omega Maneuver -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(33), Posi-Dmg/EndRdx(34), Posi-Dmg/Rchg(34), Posi-Dam%(34)
    Level 35: Summon Spiderlings -- SvgnRt-Acc/Dmg(A), SvgnRt-Acc(36), SvgnRt-Dmg/EndRdx(37), SvgnRt-Acc/EndRdx(37), SvgnRt-Acc/Dmg/EndRdx(37), SvgnRt-PetResDam(42)
    Level 38: Call Reinforcements -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(39), ExRmnt-+Res(Pets)(39), ExRmnt-Dmg/EndRdx(40), ExRmnt-Acc/Dmg/Rchg(40), ExRmnt-EndRdx/Dmg/Rchg(40)
    Level 41: Electrifying Fences -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50), Range-I(50)
    Level 44: Tactical Training: Leadership -- GSFC-Build%(A)
    Level 47: Tactical Training: Assault -- EndRdx-I(A)
    Level 49: Wolf Spider Armor -- ResDam-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Conditioning
    Level 0: Ninja Run
    ------------
  4. Quote:
    Originally Posted by Biowraith View Post
    Definitely pick up Tactical Training: Maneuvers at the first opportunity. That plus CT: Defensive will give you a healthy amount of ranged defense, and that's before adding in set bonuses etc. Plus it's a nice contribution to any teams you join.

    Unless you have a specific IO plan for it, drop Wolf Spider Armor - it's pretty much redundant when you have Crab Armor Upgrade and Fortification
    I though the -Status effect from Wolf armor and Crab armor stacks? I have always taken both and cant remember the last time I was Slept or Stunned.
  5. Quote:
    Originally Posted by Negate View Post
    I have to agree and thinks Mercs were balanced a bit TOOO much.
    To each their own I guess , I have taken 5 MM's on 30's EB arcs and my mercs have killed them just as fast, at no time did I feel gimped.

    Question: Do most of the people yelling fire! have mercs above 32? I get the fealing most have played them to say 15 or 20 and quit, you cannot judge a MM set untill 32 some mature slower
  6. Quote:
    Originally Posted by Dz131 View Post
    uhh mercs shoot in a cone? I've never seen my mercs hit more than 1 mob at a time with burst. like ever.
    Yes all mercs level 32 upgrade are a cone ( full auto )
  7. I have read most of the pages and really cannot grasp why people think mercs suck so much other than the level 18 power and Spec-Ops under performing slightly. As far as damage go I logged into my mercs, thugs, necros , demons and robots then right clicked - info on each one plus the upgrade powers. The damage is very comparable ( not taking into account lethal or smashing resist ) Not to mention that mercs as a whole do a lot more cone/aoe as a whole than the other sets. I cannot tell you how many times all 5 of them have let loose with full auto and I watched the screen fill with hundreds of 4's and 5's. I think people are seeing the mercs 5's and 10's and 20's but not adding the 3 to 21 times these numbers come in. All they see is small numbers


    For the record, I have solo'd every EB and some AV's with my Merc/dark and at no time did I feel gimped.
  8. It's statements like this that are adding to the mass hysteria band wagon. Mercs are SLIGHTLY less damage than other sets in favor of more control and cones. People don't see 40's or 50s above the mobs head in damage so they run around screaming "the sky is falling, the sky is falling". What they dont take into consideration is the mercs burst of 3 x 11 and 21 x 2 damage = 33 and 42 ( you have to add all the little numbers you see together ). All of them also can do it in a cone which means while your thugs are shooting single mobs for 40 and 50 , mercs are shooting all of them for 33 and 42. ( all numbers un modified )

    For the record I have all above 32 and 3 of them 50 including the mercs.

    Thugs/Pain
    Thugs/Poison
    Necro/Pain
    Bots/Traps
    DS/Storm
    Mercs/Dark

    So I have seen them all perform fully slotted and with both upgrades
  9. Is there anywhere you can think of that shows the correct hit damage of your pets? Under Combat attribues > Base it only shows Supremecy bonuses and not the IO's I have slotted in them. I would like to be able to see some modified damage numbers
  10. Would be nice if they deemed us importent enough to actually give us an announcement about this. Its been 4 days straight of WW, Globals, email issues with nothing from them. I lost 4 recipes in the mail that are worth 200 mil each ...I am so pissed its not funny
  11. Brakner

    Virtue issues?

    Lost all on Wentworths , all global channels and Email......
  12. This is my 3D Flea, he is very effective on team and my SG always wants me to bring him ( annoying sometimes ). He was actually quite cheap to build other than the Numi and Miracle

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Defender
    Primary Power Set: Dark Miasma
    Secondary Power Set: Dark Blast
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Teleportation
    Power Pool: Leadership
    Ancillary Pool: Dark Mastery

    Hero Profile:
    Level 1: Twilight Grasp -- SipInsght-Acc/EndRdx/Rchg(A), Nictus-Heal(5), Nictus-Heal/HP/Regen/Rchg(7), Nictus-Acc/Heal(17), Nictus-Acc/EndRdx/Heal/HP/Regen(39), Nictus-Acc/EndRdx/Rchg(39)
    Level 1: Dark Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(19), Thundr-Dmg/EndRdx/Rchg(36)
    Level 2: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(19), Thundr-Dmg/EndRdx/Rchg(36)
    Level 4: Tar Patch -- RechRdx-I(A), RechRdx-I(5)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7)
    Level 8: Shadow Fall -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(11), RedFtn-EndRdx/Rchg(37), RedFtn-Def/EndRdx/Rchg(40), RedFtn-Def(40), RedFtn-EndRdx(40)
    Level 10: Darkest Night -- DampS-ToHitDeb(A), DampS-ToHitDeb/Rchg(11), DampS-ToHitDeb/Rchg/EndRdx(17), DampS-Rchg/EndRdx(31), DampS-ToHitDeb/EndRdx(31)
    Level 12: Fearsome Stare -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(13), SipInsght-Acc/Rchg(13), SipInsght-ToHitDeb/EndRdx/Rchg(37), SipInsght-Acc/EndRdx/Rchg(37)
    Level 14: Super Speed -- Run-I(A)
    Level 16: Hurdle -- Jump-I(A)
    Level 18: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(42), Numna-Regen/Rcvry+(48)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
    Level 22: Night Fall -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(23), Posi-Dmg/Rchg(23), Posi-Acc/Dmg/EndRdx(27), Posi-Dam%(29)
    Level 24: Tenebrous Tentacles -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(25), Posi-Dmg/Rng(25), Posi-Acc/Dmg/EndRdx(27), Posi-Dam%(29), Range-I(42)
    Level 26: Howling Twilight -- Stpfy-Acc/Stun/Rchg(A), Stpfy-EndRdx/Stun(34), RechRdx-I(42), EndRdx-I(50)
    Level 28: Recall Friend -- RechRdx-I(A)
    Level 30: Assault -- EndRdx-I(A), EndRdx-I(31)
    Level 32: Dark Servant -- Acc-I(A), Acc-I(33), ToHitDeb-I(33), ToHitDeb-I(33), Heal-I(34), Heal-I(34)
    Level 35: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def(36), RedFtn-Def/Rchg(39), RedFtn-EndRdx/Rchg(43), RedFtn-EndRdx(43), RedFtn-Def/EndRdx/Rchg(46)
    Level 38: Vengeance -- DefBuff-I(A), DefBuff-I(43)
    Level 41: Dark Consumption -- Acc-I(A)
    Level 44: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(45), RctvArm-EndRdx(45), S'fstPrt-ResKB(46), S'fstPrt-ResDam/Def+(46)
    Level 47: Dark Pit -- Stpfy-Acc/EndRdx(A), Stpfy-EndRdx/Stun(48), Stpfy-Stun/Rng(48), Stpfy-Acc/Rchg(50), Stpfy-Acc/Stun/Rchg(50)
    Level 49: Oppressive Gloom -- Acc-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    Level 0: Ninja Run
  13. Its super annoying , I just re subscribed and I want to create a new character. My store slots in the character creation screen are not available so I have been doing nothing for 2 days waiting. I should get my money back for this......

    Edit:

    Is there an annoncement anywhere on the forum for this? I looked through every heading and did not see one. Its been since Yesterday morning so you think they would have posted something.
  14. Quote:
    Originally Posted by Jade_Forest View Post
    *Giggles* I am so glad that you enjoy CoX. May your CoX experience be as memorable as the ones before. You should come and play with the other people who love CoX more often. I know sometimes the CoX missions are long and hard, but it's worth it.

    Welcome Back to Pinnacle!
    I don't know if its funny or sad that the 5 people after this post didn't get this Go Go MMO nerds!
  15. The only way I can see this is if everyone in your team carries 8+ purple/oranges for you with a constant inspiration feed chain to you. Thats the only way I can see SO'd fire/fire doing an MSTF with only a single Controller's 18% bubble and no temp powers or direct heals other than your own.

    Quote:
    Originally Posted by Shannon_EU View Post

    Looking at your interface it's actually blindingly obvious why you can't on a MoSTF, just something for you to think about. Your build is possibly 95% of the way towards achieving it.
    Huh? Is this a reference to defense or stats? I think a 38% Melee / 27% Range, 262% regen and 71% s/l is pretty damn good for a Fire tank with no PvP IO's. I could get a higher s/l or melee defense with Kinetics everywhere but would have to sacrifice ranged defense and AOE powers/attacks to do it. ( not my style )
  16. Quote:
    Originally Posted by dave_p View Post
    Who were the rads on? 2 Rads, a FF & a Storm, I think an SO'ed Fire tank could do just fine on LR, towers or no. Worst thing, he'd have to chew on a med purp or 4.
    Dark/Rad and Rad/Dark Defenders and Stormy were on the towers , We did have the toggles on LR though so that helped a lot. We basically had all 7 on towers to get them down ASAP and to keep those annoying bugged repairmen away at all costs.

    I don't think a SO'd Fire tank could do LR without 2 source of shields for support.( IMHO ), with a bubble and a medium Purple I was at +86% Def and he smacked me hard a few times with Blue and Red towers still up. If it wasnt for a very fast heal ( thanks IO's ) and a couple of large greens it would have been failed.

    Ok enough about my Fire, back to the original poster. If I had to do it again would I make a Fire tank? nope. They are a lot of work for something you can get with WP or Invuln for a lot less money. Do I enjoy my Fire? Yes very much hes an AoE beast, but if I was going to do a Fire/Fire today I would make a scrapper.
  17. Quote:
    Originally Posted by Shannon_EU View Post
    Not trying to go one better because people bring whatever they like, but still I think that 2 defenders and 2 controllers can be over the top in terms of support for that even with an SO built Fire/Fire.

    Gratz on that btw, gratz on finding a good team of people, the whole team generally have to play well.
    True but I tanked LR alone, no direct healer just a single bubble and we did GW with no Clear Minds, Fort or any status other than mine. No way a SO fire tank could do that with just a single bubble

    I have seen STFs fail even with an Emp and Stone tank. All I am saying is, it takes smarts and a good team for any Tank to truly shine.
  18. Teehka,

    A fire tank with decent set bonuses can do any content in the game even with limited support. Case in point this picture with my Fire/Fire.

    http://boards.cityofheroes.com/showthread.php?t=186787

    P.S. Coldmed, Your advice is usally quite good, your just a little rough around the edges
  19. A few more to keep it alive







  20. I don’t understand the Huntsman is better bandwagon, its good , its just different . I have played all 3 to 50 ( bane, huntsman and crab ) and feel the crab performs slightly better than huntsman in AoE type groups. Their attacks are virtually identical but with 3 major difference, half the crabs attacks are energy damage which is a lot less resisted that lethal. Suppression has more damage with double the arc and you also get Aim for 50% more damage in your AoE chain. With 3 recharge in Aim its up every group. Add to this Omega Maneuvers every 2 minutes and your patron AoE and most groups just melt in seconds.

    I have taken all 3 on ITF’s, Barracuda, LG’s and for me the Crab performs the best in all situations ( jack of all trades ). IMHO
  21. This leads to


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    and then this
  22. Quote:
    Originally Posted by MoldyLunchboxx View Post
    Dancing is srs bznz