Cannonball

Citizen
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  1. What do people think of Titan Weapons as a possible primary for Bio Armour? There may be too many powers needed out of both sets, but I don't have much experience with TW so I can't say.
  2. My spider is named Arachno Red!

    .......clearly because I am part of an evil VEAT power rangers team.
  3. Quote:
    Originally Posted by Memphis_Bill View Post
    Eh.

    Some of my characters could use them, sure. Others are going to be going "OK... now where the hell do I put THESE?" I do actually have characters I'm throwing away the last two slots on.

    Of course, this means - if they get it working - more things getting six slotted, more piling on of sets, more power creep... like we're not already trivializing content at this point. Have to see how it goes. My triform khelds won't argue, though.
    I agree that, after a certain point, slots become less important thanks to IOs (I think for my characters that point occurs somewhere around...level 35-40?). Though if it is thanks only to IO sets, then the people without access to IOs (or those who don't want to deal with crafting them) will benefit from the extra slots more readily, I have no doubt.
  4. Quote:
    Originally Posted by MaestroMavius View Post
    Whats this? I must've missed a memo somewhere.
    The devs have been trying to test giving us three more enhancement slots. But there are a lot of nasty bugs present in the current code so we're going to have to wait a while for them. I'd assume we're getting more because now we have more power choices available to us (thanks to inherent fitness, et al) - and I for one certainly won't be complaining.
  5. Quote:
    Originally Posted by UnicyclePeon View Post
    I havent looked at the other builds, but I will in a sec. But here is my build. It has perma-hasten, and it is soft-capped to all (inclucing Psi) and that does not even include Time's Juncture. It does rely on Power Boost, but even without Power Boost, you could "effectively" softcap by running in with Time's Juncture.

    I dig it.

    Lewis
    Power-wise, this is very similar to what I was looking at so the slotting ideas in your build are great for inspiration. How're you finding endurance? My character's still fairly young, but it seems like fire and time are quite heavy on the blue bar or does chrono shift solve those problems?
  6. From my reading of Time, stealth shouldn't be necessary for good defences at all. The set has a pair of very strong defensive options in Time's Juncture and Farsight. With either Power Boost from Primal Mastery or one of the defence shields from another epic pool, I don't think it'll be too difficult to slot enough ranged defence to cap yourself.
  7. So I've been playing a newly made Fire/Time controller - level 18 now. And, I have to admit, I'm fairly new at this. So I've sketched out my build so far with power choices going to 50.

    Now, I'm not entirely sure how I should be slotting here (Time seems fairly slot hungry) and nor am I sure about a couple of power choices: the fighting pool mostly - it might be better to just take tough (or drop it entirely?) and use the other two slots to pick up something worthwhile. Perhaps the new super jump attack? Would need to choose SJ instead of SS then, less stealth, but it might be worth it.

    Advice and critques welcome.


    Primary Power Set: Fire Control
    Secondary Power Set: Time Manipulation
    Power Pool: Leaping
    Power Pool: Speed
    Hero Profile:


    Level 1: Char
    • (A) Empty
    • (3) Empty
    • (3) Empty
    • (15) Empty
    Level 1: Time's Crawl
    • (A) Empty
    Level 2: Temporal Mending
    • (A) Empty
    • (5) Empty
    • (5) Empty
    Level 4: Fire Cages
    • (A) Empty
    • (7) Empty
    • (7) Empty
    Level 6: Time's Juncture
    • (A) Empty
    • (11) Empty
    • (11) Empty
    Level 8: Hot Feet
    • (A) Empty
    • (9) Empty
    • (9) Empty
    Level 10: Temporal Selection
    • (A) Empty
    • (15) Empty
    Level 12: Flashfire
    • (A) Empty
    • (13) Empty
    • (13) Empty
    Level 14: Combat Jumping
    • (A) Empty
    Level 16: Hasten
    • (A) Empty
    Level 18: Cinders
    • (A) Empty
    Level 20: Time Stop
    Level 22: Super Speed
    Level 24: Tough
    Level 26: Boxing
    Level 28: Farsight
    Level 30: Weave
    Level 32: Fire Imps
    Level 35: Slowed Response
    Level 38: Chrono Shift
    Level 41: Conserve Power
    Level 44: Temp Invulnerability
    Level 47: Power Boost
    Level 49: [Empty]
    ------------


    Level 1: Brawl
    • (A) Empty
    Level 1: Containment


    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run


    Level 2: Swift
    • (A) Empty
    Level 2: Health
    • (A) Empty
    Level 2: Hurdle
    • (A) Empty
    Level 2: Stamina
    • (A) Empty
    • (17) Empty
    • (17) Empty
  8. Cannonball

    child's play

    More than narrowing it down to Brute or Scrapper, I'd honestly just say Scrapper. Brutes are more survivable, but you do need to manage fury - which can lead to either not using it to its fullest or getting overly reckless. Scrappers are just point and go - and critical hits are fun to get.
  9. Quote:
    Originally Posted by TwoHeadedBoy View Post
    Congrats on your Kheldian. If you chose a Warshade I strongly recommend you learn how to be MFing from level 1 all the way to 50.
    I did indeed choose Warshade - they suit my style more than Peacebringers. And funny guide. Plenty of wisdom in there too.

    Quote:
    Originally Posted by StrykerX View Post
    EDIT: Never mind, I see you already got there. Have fun squidding around and be sure to get that Kheld to 50 before trying a VEAT and realizing how much better those are.
    I picked warshade so I shouldn't be too bad compared to the VEATs! (though they look very interesting as well. There's been talk of my group making an all VEAT team at some point).
  10. Quote:
    Originally Posted by MajorTractor View Post
    Well, if the OP is only trying to get the hero Epics unlocked, the fastest way is a claws/fire brute in AE fire farms. You get spin at lvl 6 and pretty much easy mode after that. Level 20 comes very quickly.

    Besides, maybe the OP wants to run the challenging awesome content on his PB or WS.
    This was indeed the case. And thanks to the helpful posts of those in this thread, I am now floating around Paragon as a tentacled squid - learning why not to engage people with Quantum Arrays (answer: oh god the pain).
  11. This is perhaps a taboo question, but...

    I've recently come back to CoH after a long time of absence - new account and all - thanks to some particularly persuasive friends. This lead to lots of trying the new Praetorian content (new for me anyway!) – great stuff as far as I’m concerned. However, upon getting a couple of Praetorians up and out into Paragon, I realised they didn’t unlock the Kheldian archetypes…!

    So,

    In the light of wanting to mess around with a Kheldian, what would be the fastest way to go from 1-20 as a hero character? I ask because I’m quite fond of my two mains at the moment and don’t particularly want to pick up and spend a lot of time with another hero (which would be made doubly painful without a regular group – as me and my friends would be more likely to play our current characters).

    Does anyone have any advice or tricks?