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Another thing, a Streetfighting Secondary for Blaster would only work if it didn't cause the weapons to redraw.
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Quote:Look at your build, my only thought is, if you concentrated on less Fire/Cold Defense, how well do you think it would do?Like others had mentioned, it goes well with anything really but I probably wouldn't pair those with Shields or SR
I gotz me some bad English... so guides are out of the question
But I hope Mojo wouldn't mind...
http://boards.cityofheroes.com/showthread.php?t=135036 -
Quote:Well, I never said it was a bad combo. Or that DM or DA where bad.ahhhh shucks

On a slightly more serious note, part of the problem with Dark Melee is there so many different ways to play it. Often referred to as a "utility belt" primary, what you actually use depends largely on your secondary and IO sets you focus on. I think this contributes considerably as to why I still enjoy the set so much. After 5 years of playing DM/DA I'm still not bored of it. Granted I love my DM/DA character conceptually as well. The truth is my builds have changed so much over the years that the character always feels fresh. I could easily alter my build and play-style accordingly the instant I get bored. I should also acknowledge both DM and DA have been altered considerably over that time.
Presently (I'm not actively playing), my build omits Shadow Punch, Touch of Fear, and Dark Consumption. I am big advocate of stacking ToF and CoF but I haven't done so for nearly two years. I can remember a time where I would have laughed at the notion of skipping all these powers. I also recall phases where I found no use for Siphon Life. If I wanted to, I could easily alter my IO set bonus scheme and build the character completely differently with out sacrificing the character's concept or survivability (though strategies would change). I can't really say that for any other primary.
I just haven't been able to get into the DM/DA combo. Maybe I just need the concept that really gets me into it. And hey, I love self rezes! And would of went Katana/DA instead of Katana/FA, if only Soul Transfere didn't require a target to rez.
Though now, after playing my Katana/FA to lvl 39, I can't picture he any other way than Katana/FA. So, take that as you will. Hehe -
Quote:First thing first, find the big hitters for MA. You can do that in game.hi i am new to pvp, but i have saved up tons of money for my first pvp toon (cuz i hear they cost a lot). I want to make a MA/fire....but i kinda dnt know how to properly build one...so if someone can plz give/make me a mids for ma/fire i would appreciate it.. =D
also are tehre any good 2ndarys for MA besides regen and wp?? im tired of those 2ndarys.....
-B. Hunter
Second, skip some powers you'd likely want in PvE.
Blazing Aura. I can see it having it's uses in PvP, but the end drain and toggle dropping of it, puts it right out the window. Seeing as how the few you might want to use BA on (Masterminds) tend to have a mez attack, I'd skip it.
Focus on +RCH, +HP, and +ACC.
Now, it might not be so bad to get some defense, but with other PvPers packing lots of ToHit, it can be a waste on most...and only good against those who didn't get all the tohit/acc they could...so, it's not worth getting, as more and more PvPers are getting the tohit.
So again, focus on +RCH, +HP, +ACC and grab the stealth pool, and get Phase SHift.
If you're going to go the Fire Armor route, I'd also consider Burn, because well, it'll make them run even more! And it's funny to see the stnad and fight people decide to run away, when they say that's wrong to do, when you lay down a burn.
And hey, can keep laying it down to keep stalkers away. It's skippable, but if you have a power pick free. There you go
Going for PvP, grab Temp Protection. You hear alot of lol*slows*lol but Ive had my recharge taken down alot in PvP, even with hasten and a Winters Gift unique IO, sooo...it doesn't hurt to have it. -
Quote:Hmmm....lose Thunder Kick and Blinding Powder.So lame name aside, sorry I couldn't come up with anything cooler, my thinking is that we're really lacking for Natural based secondaries for blasters. So my suggestion is a martial arts style secondary combining powers from Martial Arts and Ninjitsu and styling the set after the Energy Manipulation secondary for blasters. In other words very much a blapper style secondary.
Obviously numbers for this set would need to be modified to match blaster damage and effects rather then a stalker or a scrapper. This set is also based on a conversation I had early on in Beta with a few other people in the beta testers channel, unfortunately I don't remember names.
And no I'm not asking for this right now, I'm just presenting the idea for consideration. I think having dual pistols now we really do need more blaster secondaries. And I would personally love something thats more natural and less tech then devices.
Feel free to flame as necessary ^_^ I'm allowed my pipe dreams!
Martial Manipulation
1 - Thunder Kick, Melee, Minor DMG(Smash), Foe Disorient
2 - Storm Kick, Melee, Moderate DMG(Smash)
4 - Focus Chi, Self +DMG, +To-Hit
10 - Crane Kick, Melee, High DMG(Smash), Foe Knockback
16 - Caltrops, Ranged (Location AoE), Minor DoT(Lethal), Foe -SPD, -Jump
20 - Cobra Strike, Melee, Minor DMG(Smash), Foe Disorient
28 - Smoke Flash, PBAoE, Foe Placate
35 - Blinding Powder, Ranged (Cone), Foe Sleep, Confuse, -To-Hit, -Perception
38 - Dragon's Tail, PBAoE, Moderate DMG(Smash), Foe Knockdown
Notes:- I considered a stealth power for this like Devices gets, but I don't know if its really fits thematically but it could be placed where Blinding Powder is.
- I also considered something more exotic for level 38, but I think Dragon's tail fits as long as the damage type is raised to meet the other Blaster secondary level 38 powers.
Replace them with Indomitable Will and Eagle's Claw (not in those orders).
Without IW and EC's in the mix I don't think it's a good idea, because all we'll hear is..."It's smashing damage, it's resisted so much!" :P -
Hmmm...to add to this...I wonder if I can get my DARK/SONIC Defender to solo the ITF.
I was taking on 3 ambushes solo, in the second mission, and have no defense debuff resistance at all. -
Quote:I think what your mind isn't realizing is that there's more to it, than just defense.Well, I suppose my surprise is because Willpower doesn't have much defense debuff protection. Katana/Willpower is a great combination, but against large crowds of Cimerorans? The evidence says it's much better than it sounds in my brain, but it still sounds icky in my brain. I went on one ITF with Werner. I was popping purles when I thought I needed them, and cascading defense failure still got me once, and that was on a team. Katana/Willpower IS a much better combination for the job. But THAT much better? Eh, it just boggles my mind. Obviously my preconceptions about what Katana/Willpower can do are wrong, but it still boggles my mind.

WP's Regen and Resists combined with the defenses, is what does it.
This is why I always suggest people take Tough/Weave with WP and SHIELDS (though I still consider Shield not as strong as WP, I do think it's the more enjoyable set, due to Shield Charge...well...I consider WP more fun, but for the general populace, I'd see SHIELD as more fun anyways).
They see what a really well made WP (or Shield) can do, but those who skip those two powers really lack in doing what they see, and wonder what they're doing wrong.
Not to mention WP has SoW, to back it up. If my WP/EM could handle tanking LR in the STF, with just a couple of skittles and nothing else, I can't see why a Katana/WP can't solo the ITF. Hmmm...wonder if a Fire/WP could do it. -
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My suggestions...
Claws & Dual Blades are fun to combine with /DA for the Follow-Up/Blinding Feint that comes along with the sets. Watch that DMG aura eat bigger chunks away at the enemy. Claws however has the added benefit of the lower END cost on the attacks (which goes nicely with /DA)...however I find if you throw the right IOs into the mix, END issues become less of an issue, but I'd also skip Shockwave on a Claws/DA personally (I hate the herd to a corner mentality to use it...and well...I hate to herd period :P), but others have liked it and don't mind the work to use it and keep the enemies in the mez auras.
Katana/Broadsword, you can never go wrong with, really. Parry/Divine Avalanche just add more to your survival, good dmg output, and a nice mix of ST/AOE dmg. Not to mention it's not that hard to grab ahold of a -Resist Proc and throw it in one of your attacks.
Electric Melee seems like a great combo to stack with /DA. I've only used it to the early levels before deletion (altaholic who can't stay with a toon for long if I don't REALLY like the concept). Good AOE, I don't find ELM hard on the END, and it just does well.
Dark Melee, no offense to the DM/DA fans, I just found boring. :P It's one of the sets I really want to get into, and infact, my current Katana/FA Scrapper (1 bar away from lvl 39), was originally planned to be DM/DA, but I changed it when I realized the concept of the character really needed 1) a lethal component to its attacks (Claws or Swords) and 2) A rez that didn't need a target to use (that left Regen, FA, and WP, and WP was automatically out of the running, as I have alot of those
)
Spines adds lots of AOE fun, but oh how it can be tough on the end bar without IOs. I made it work before IOs, but I hated being locked into Conserve Power (and thusly before Physical Perfection).
So in the end my suggestion...Elec/DA
Can't go wrong with a teleport attack, that knocks them down, then giggles maniacly as the mez auras keep them from attacking back (in theory anyways...my ELM/DA never got that high...but I'm sure I'll reroll one sooner or later...*sigh* if only Soul Transfere didnt need a target to rez off of...Id use DA more often).
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Quote:I can believe it. What's so hard not to believe?Yep, AVs, fluffies, the whole thing. It's, uh... kind of hard to believe, I know. I honestly can't get my head around it. But Iggy has made a habit of doing the impossible.
I'd only be surprised if he did it super fast.
WP with the right IOs is made up of pure win! It's why I consider it the best Tanker Primary.
Shield will dish out better damage with high survival, no doubt. But where I've seen highly IOed out Shields fail, IOed out WP's kept going. But this is mostly because of WP's Regen.
Now DM/Shield maybe be an exception to this, so I have to state, while I've seen quite a few of them (DM/Sheilds), I've oddly enough not teamed with alot of them, and the ones I did team with, werent IO'ed out. -
Quote:Hmmm...I was just thinking along the lines of something along the lines of Sand of Mu, Ghost Slaying Ax, Nemesis Staff or The Black Wand (forget the name).I'll go with that idea. Sounds nice.
But I'll just add a 'what if' suggestion to think about flavor and balance:
The power is a DoT of you just unloading a clip at the target, nice dmg, decent rech, good acc, no secondary effect. What about endurance cost?
Also, what if we add a -def effect? Along with that, and the (6?) ticks of lethal dmg, do you feel a low cost and rech would be balanced by each tick requiring a ToHit check? If each tick had -def, each subsequent shot would have a better chance of hitting.
So yes, I'd expect an END cost. My reason for DoT (and unloading the clip) was because if it was just one shot, it's kinda a sucky that you're firing off one shot, putting the gun away then stab stab stab brawl stab stab stab fire *25 seconds later or however the shortest recharge is on a temp power* pull out the gun and shoot once again.
At least by unloading the clip style of animation, we can assume you used the clip and are moving on to another way of attacking.
If they did decide to give it a secondary effect *shrug* it'd be a bonus most likely, and not be anything powerful in any case, as it would be short lived, and for alot of sets, probably wouldn't have other attacks to stack with it (ex...Katana & Broadsword would if the effect is -Defense, but alot of other sets wouldn't). -
I both enjoy and loath using my DB/WP Scrapper.
Outnumbered, out classed, you never see me sitting at the base, just because I can't beat the huddled MM's in the zone.
So, better to be the /WP out there getting beat up, than the /Regen sitting by the base doing nothing but complaining
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Quote:Eh, I was guessing at what it was more than anything. I'm sure the player could call it any style of automatic handgun they wanted.Sounds good. Although the MM standard pistol looks less like this;

and more like this;

which is a Desert Eagle.
I just meant use the standard MM pistol, more as a "it won't be customizable, and that gives the best feel for it"
Now, as to a day job badge being required for it...I can't say I'd be to happy with that in the fact that it would require 21 days of sitting around in one area to get access to it :P BUT, if they did make one of the badges for it a day job badge, I'd just live with it, and have to do my wait for it. -
Quote:Well...here...this is a look at my current path of direction (remember I just use MiDS as a guide to wear to put my slots, and what IOs to WORK for...so, basically, it's just a LONG TERM goal...but besides the purples and 2 PvP IOs, I don't think it'll be that hard to obtain the sets I want)...and mine's alos a bit of concept...for instance, I took Temp Protection, LBE, and Fly for concept reasons.NP
But Werner did all the work
Would love to see how you go around on building your Katana/Fire. Getting a headache trying to come up with a new build for mine ...
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Quote:Thank you2>3>2>4 for no DA
1>2>4>2>3>2>4>2 for 1 DA
IkidIkid
Here you...
http://boards.cityofheroes.com/showthread.php?t=208057
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Went and made myself a Katana/Fire Armor...
What's the best DPS chain for Katana? Is it GC - SD - GD?
Is that chain even possible? GC - SD - GC - GD, perhaps?
What if I throw in 1 Divine Avalance per chain? 2 DA's per chain? -
Quote:I'd have to disagree here. Playing on easy difficulty and avoiding some of the harder TFs, this is true.Indeed, if your team is playing well and working together appropriately, you rarely need much in the way of healing.
Our first static team had an Empath, she often complained that her task was boring, which I think is part of why she took up the roll of scout as well.
But going up against Cims, Mothership Raid, +4 enemies, this becomes alot tougher.
You'll still be needing the heal. -
Quote:I like those onesSounds good.
Which badges to activate the Accolade?
http://wiki.cohtitan.com/wiki/Badges..._Heroes_Badges
Exploration: "Locked and Loaded" (Nerva)
(New Badge) Defeats: "Gunslinger" (Defeat 100 Malta Gunslingers)
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I was thinking along the lines of enough damage, that you wouldn't mind using it, but at the same time, it would require redraw, so it would not be something used in an optimal attack chain, but for normal missions if you have the accolade, it's a good source of damage. Maybe equal to a tier 2 attack or Sands of Mu.
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Seeing as how I've had times I wish I had 4 slots of missions, but don't really need them (mostly when I have 3 open ones, then boom I'm level 20 and time to do the cape mission)...it'd be useful but not game breaking at all, and not put anyone on edge over anyone else...sooo...I say go for it

/signed -
Was thinking the other day, what might be a good idea for those looking for Pistols.
The Revolver Recipe is just kinda suckie. And I currently RP my main as having a pistol (with use of the Crey Pistol Freeze Ray...yeah, I don't RP it as a freeze ray, just a normal pistol, because quite frankly...the revolver looks ugly).
So why not get a Glock (standard Thugs MM pistol) accolade with a faster recharge than the Freeze Ray. Something that can be used a bit regularly.
Was thinking just one pistol (not Dual Pistol), DOT attack, as they unload the clip, with decent dmg and acc, and not an overly long recharge...maybe something akin to the Sands of Mu and Wands powers.
Lethal Damage, no special effects. Just decent damage as they whip out the pistol and unload.
It can't be slotted. And if they make it as an accolade (preferably some way a lvl 1 could get it if they had the people willing to help), both sides can get access to it and enjoy the fun of it
And if it's an accolade, doesn't matter if you're a new player or a long time player, everyone can get it.
No need to use new badges either. You can use the unused badges to obtain it.
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Quote:I can see Angel & Demons falling under the Magic or Natural Origin, and still be supernatural.Except that the canon explanation for such creatures as angels (i.e. the servants of deities) and demons is already magic. You don't get a by just because you want Judeo-Christian mythical entities to not have the same origin as every other religious structure. Remember: the only difference between religion and myth is that people no longer believe in myth.
I think the problem people have with some of the origins, is what the origin power gives you. I've had natural origin concepts, that some might think fall into magic, and I've went with magic origin, just because I didn't picture them with a throwing knife, but rather some magic little do-dad. -
Quote:One thing to do, might be to wait till EA gets ported to Tankers/Scrappers, which I think will see a massive change/buff to the set, as Conserve Power will likely get a similar (though different) treatment as CP did in Electric Armor.Energy Aura's problem is that it has a whole bunch of little issues that combine into one big one:
1.) It uses typed defense. This means that it's open to being hit with anything that's only positional. For example, Web Grenade is only considered a Ranged attack. SR or Ninjitsu will protect against, but EA won't. There are a whole lot more powers that are positional only than there are typed only. It also means that it's harder to softcap with IOs, because you need to reach 45% with all 6 of its types, rather than only the 3 positional (and you still have holes).
2.) The types it has exclude Toxic (because Toxic defense doesn't exist) and Psionic. It has a little bit of Toxic resistance in one of the passives, but the only method of getting Psi defense is in Energy Cloak, and even then it's not very much.
3.) The passives are underwhelming, and they don't stack with the rest of the set. Being resistance rather than defense, the passives don't contribute as much as, say, SR's passives, which stack with the rest of the set. Being passives, they're automatically not very potent, so the lack of stacking makes them even less appealing. But at least one (Energy Protection) is still necessary, because it's the only place to get protection from Toxic damage.
4.) Its esoteric protections are lacking compared to other sets. It gets less defense debuff protection than, say, SR, which is particularly bad because it doesn't have as much defense as SR. Where SR gets slow protection, EA gets resistance to repel and teleport, which aren't important in PvE.
EA's tradeoffs for lesser mitigation are protection to effects that rarely show up, and a power that restores End and heals a very small amount. It's not exactly broken; I took my EA brute to 45 even before the change to Energy Drain. But all of the other options for both archetypes that get access to it tend to be better. -
Quote:Have you thought of going the route of IO sets, to make the Fire/Fire not so wimpy?hey ive been lookin for a new build thats fun to play and my fire/fire is too wimpy and my dm/sd doesnt feel like i have enough aoe, although i dont have fireball so i dont know if that would make it that much better. so i wanted to know if elec/sd can take out bosses with no problem, i know it can take out everything else np lol. i was also considering fire/sd or maybe even elec/regen. any help would be great
And while Elec/ is a little less focused on ST killing, you're a scrapper. And you're better at it than Spines at any rate, plus you'll have AAO to boost your ST damage.
Perhaps Katana/Fire (or /ELA or /DA) for damage aura and Katana's AOE + Divine Avalanche to boost survival, may be to your liking.
Not knocking /Shield. I don't think it's as great in the survival department as others make out (out side of DM/Shield), but this is me seeing Tankers in action on tough TFs. -
Quote:Looking for some advice on attack chains for my Elec/Elec scrapper. Currently level 20, and I'm not really concerned with optimizing for end-game, just what's gonna get me through the levels.
-I haven't decided on a travel power yet
-Currently have every Elec primary power except Confront (not a tank!) and the T8/T9 powers
-I'm planning to have one build with stamina, and one without
-Will probably start frankenslotting around level 25
-Definitely taking Quickened Reflexes
-Willing to try taking Hasten
-Would rather not have to seek out global recharge bonuses besides QR/Hasten just to have higher dps
-I like the aoe potential of Jacob's Ladder and Thunderstrike, but the animation times are a little slow for my tastes.
-Recommendations on pool powers to take if I end up dropping some attacks from my primary would be appreciated
While leveling up? Use what's recharged :P
Have a mass group setup, charge in with Thunderstrike
If they're not dead, let loose with Jacob's Ladder or Chain Induction..then use the other.
For Electric Melee, all I'd skip are Lightning Clap, Confront, and possibly Havok Punch or Charged Brawl (Charged Brawl is the better DPS attack for your info, but Havok Punch is the better burst).

