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Gratz from me as well.
We teamed a few times last week and at the weekend with me on my Dark Def, Obsidian Star, which made 50 this weekend as well.
Well done -
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For a scrapper you're looking at +17.7% for "tough" when 3-slotted with +3 SOs. (11.25% unslotted)
On a /regen, resilience is 8.84% 3-slotted, 5.62% unslotted and 6.91% with just the default slot used.
Can therefore get a maximum of about 26.5% S/L resists on a /regen.
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Thanks for that. It's good to know.
I didn't bother with Tough on my Kat/Regen but I think my DM/Regen is going to need it, due to the different playstyle required.
He needs to get right in the middle of a mob for an effective Soul Drain, which of course generates a good deal of aggro and tends to stay inside the mob a lot.
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I was thinking about how to utilise both Pulsar and Solar Flare effectively without causing my team to get really hacked off at me.
I should point out that I team a lot with SG only teams who won't be slow to let me know if I'm annoying them with SF
Anyway, to use both I think I'll start as normal and follow the Tank in and hit pulsar allowing the rest of the team a safer period of time and then as the mobs regain their senses I'll hit Solar Flare.
Hopefully by this time most will be 'arrested' with only a few to mop up.
Sounds good in theory and I can't wait to try it, once I get Solar Flare. -
I'm running an all human PB at the moment, which is level 26, and I have to say that Pulsar looks to be an excellent power already.
Currently I only have it slotted with 2 Acc, 1 Disorient duration but it already has a profound effect on taking mobs down in a decent sized team.
Tactics are to follow the Tank in once Aggro is secured and hit Pulsar.
The mob capability to hurt you is reduced very significantly as most are staggering about for 15 seconds or so ... and in even that short time your team will be able to decimate the mob without taking anywhere near the normal amount of return damage.
It's already drawn a lot of favourable comments from other team members - particularly as the mob remains bunched up for any AoE specialists in the team and the Tank can still hold/regain Aggro when it wears off.
Speaking from experience as both a Scrapper and a Fire/Fire Blaster I would far rather have the mobs tightly bunched and disoriented than scattered all over the place.
As for Solar Flare I can't comment much, as I haven't tried it yet. Only thing I would say is that Solar Flare looks to be very effective in certain situations and for that reason I will take it later on in my build.
Pulsar on the other hand I feel can be used on just about every mob you come to and I'm concentrating on getting that slotted up first.
Hope that helps -
I had a look for the numbers on fully slotted Tough but couldn't find them.
Anyone know what it is? -
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Cool, I'll give that a go!
I did try it while in kings row but got nothing, I guess I need to try it in Atlas Park.
Cobra_Man, cheers for the advice on the toon, I'm enjoying playing this
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No problem. Good to see more Kat/Regens out there
I got your global but couldn't stop the other night. If you need any help/advice or influence just give me a shout?
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I agree with Naz. Shadow punch is excellent to bind the attack chain together and provides quick, decent damage.
Consider taking Touch of Fear earlier. Its a great power for basically neutralising opponents while you switch targets. It's cheap to slot as well. I gave it 2xAcc and 1 fear and it works great.
You just have to get used to 'switch hitting', but your squishier team mates will certainly like it
*Edit* I almost forgot ... Two Acc enhancements in all attacks are a good idea as its the quick chain of attacks that are DM's strength.
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Welcome back to the game.
Blasters are still fun - I'm levelling a Fire/Fire one at the moment and its highly enjoyable ... but here's a tip.
Get Aid Self
Either that or go for a Regen Scrapper. That will get you back into the swing of things very quickly, as its quite easy to play at lower levels.
Any one would be good but I would recommend Katana or Dark Melee.
Have fun -
Well done mate. I only teamed with you a few times but you are a very, very good Tank.
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my other thought is about deceive.. again it doesn't really fit with my concept, but do people think it's just too good to not take?
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From experience, it's too good to leave out, certainly pre level 38 (ish). I used it before that point a lot and then along came Fulcrum Shift and my entire play style changed.
To be honest with a decent sized team and Fulcrum Shift I didnt have much time to use Deceive before everything was killed. -
Looks like a pretty solid build, although you may want to consider these suggestions;
Blind - Take out one of the holds and replace it with a Dmg enc. I found that it was useful to have just that extra bit of damage.
Transfusion - Slot one extra Rechg, at the expense of the third Endrdx in SupInvis. Transfusion is a lifesaver (yours included) and is extensively used later on when facing AV's.
Siphon Speed - The above comments on giving it 3 recharges would indeed be very good but it really does need 2 Accuracy's to consistently hit. Question is where are the 3 extra slots to come from? I slotted it 2xAcc, 1xRechg and got by but 2 extra would be great if you can squeeze them in.
Phantom Army - I would slot at least 1 Accuracy there and lose 1 Dmg. They are good at drawing aggro but even better if they hit their target more.
Inertial Reduction - I found Increase Density far more useful.
As for the epics, I would wait and see what the net effect is. Yes they will be reduced in damage but it's really only for PvP use that it's going to hit hard.
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fire/fire was my most fun toon leveling to 50, with a good emp and or kinetic you can blast-tank your team through the levels very quickly. You also get an end recovery power in the secondary. There seems that there are some stinkers in the fire manipulation set but this just means you can fit more pool powers in or take all but burn (which is a joke) if you are going to have back up as you will destroy everything in your path.
I loved leveling my fire/fire
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I would agree with this and add that having a (good) Tank in your team makes playing a Fire/Fire Blaster a lot more fun.
As a Fire/Fire Blaster you will out damage everyone else around you.. but the mobs notice this as well and don't seem too happy about it
The point I'm making is this. If you think you will be teaming regularly with a Tank or certain Controller sets then take /Fire Secondary.
You will be the undisputed (AoE or otherwise) damage dealer using, for example, a combination of Fireball and Firebreath from the Fire/ Primary set and Firesword Circle and Combustion (yes Combustion!) from the /Fire Secondary set.
Factor in slotted Hasten, Aim+Build Up to the above and your damage output is crazy
It has to be stressed that the above scenario - particlarly using FSC and Combustion - only really works if you have a Tank or some other team member with means to lock down the mobs.
By 'really works', I mean not faceplanting every second mob when you go into use your /Fire Secondaries.
Fire/Fire is a really fun set to play and will draw comments such as;
"Jeez.. that's what I call DAMAGE lol"
"WOW!!!!!"
etc...
However... played full on - with no aggro control - the comments quickly change to something like these;
"Need an AW, m8?"
"Anyone have another wakey for Firesteak?"
etc etc...
I do tend to ramble but my opinion is that if you take /Fire secondary you should use it to it's full potential.
An attack chain of Aim - BU - Fireball - Flamebreath - Combustion - FSC is a joy to behold. Try it on a mob with no aggro control and you'll get those debt badges very quickly indeed -
The later posts on this thread discuss an all Empath team..... Linky
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Can you add this one please?
Johnny Infinity Illusion/Kinetic/Psi Controller -
We had a mass 50 ding in the Tyrant AV mission last night.
Seven in total managed to hit 50 within a minute or so of each other.
Hammerstein
Maximum Security
Kalador
Mamma Jamma
7th Phoenix
Red Streak
and
me.. Johnny Infinity -
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Loving all your responses guys, and if I could, I'd quote every one of them for truth.
Here's how this all started; I've failed the first respec trial *several* times. I join a group, we breeze through it, and then we hit that door just inside the terra volta reactor. I've got this far without a single faceplant on a team more than once.
And then the +5's and 6's turn up.....
I can't help feeling that there has to be something out there... that can make this possible, and be around for teams when the next unusually tricky bit turns up.
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Ah. Makes much more sense now. Read this and you shoulld be ok. Linky -
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As for the -Regen from the Rad set (Lingering Radiation) it's probably the best way to slow AV Regeneration. It does have an Acc check though and at +5 even 2 Acc SO's may not be enough.
Transfusion, from the Kinetic set, also has a high -Regen aspect but also with the Accuracy check of course.
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According to the Nofuture database, Lingering Rad for defenders does -100% regen for 30 secs while Transfusion does -50% for 20 secs. Transfusion has a 20% acc bonus. At the moment, the troller version of Lingering Rad apparently has a decimal error and does an outrageous -500% regen (compared to -50% for Transfusion).
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Without wanting to derail this thread too much, does anyone know what happens to the Transfusion figure of 50% when you reapply it within 20 seconds of the first application?
[/ QUOTE ]It's not tagged as [This effect does not stack from the same caster], so I'd assume it stacks.
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It stacks...any kin who regularly has done AVs will tell you this.
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I stand corrected then. Since I've only used the controller versions, Transfusion still feels a lot less powerful in terms of -regen than Lingering Rad, even if it's stacking.
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Oh...it is.
I'm not much of a numbers man tbh but I know how powers work from experience.
You can spam away transfusion at an AV for a few minutes without denting the regen...and woop...suddenly the AV goes down in a matter of seconds
LR is far superior since you can tell the effect instantly (more so as its bugged atm).
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I'm well accustomed to fighting AV's with my Ill/Kin Controller. He is 49 and has plenty of AV's under his belt and also holds the Dimensional Warder badge.
The way you describe it - that 'suddenly the AV goes down in a matter of seconds' just isn't what happens with the Controller Kinetic power.
The effect is noticeable but gradual. There is no sudden drop - which is why I enquired about the stacking effect
Bear in mind I'm only talking about the Controller Kinetic power here. -
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I'm not a powerleveller, or lazy... but I need some advice....
I want to roll up a defender, and I want to roll up a GOOD one.
Assuming there would be *one* defender in a group, and my team is facing the toughest parts of the game (Trials, Task Forces, Archvillains, fighting against +5's), which AT is going to provide the best chance of survival and success for me and my team?
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The OP is certainly talking about a Defender, although I agree that to 'provide the best chance of survival and success for me and my team' it doesn't have to be a Defender.
The key aspect here is the +5 bit. To be honest +5 mobs will happen only very rarely and even then it will be the OP's choice to be -5 as there will probably be someone on the team to mentor him.
If I am running a PuG team I would only take on a player who was -5 to the mobs if they could be mentored. If the player then refuses to take SK I am reasonable about it but explain that it's a straight choice... Take SK or leave the team.
I know that there are a few powersets that can handle +5 mobs - given the right circumstances - but on a PuG it's generally accepted that you should accept SK if it's possible. That way you can concentrate on contributing to the team.
The OP has stated that they are not a powerleveller or lazy, so the above isn't directed at them. It's just an observation on the +5 thing.
What I would say the OP is that, although I don't know how much experience you have with CoH, you will have a far more enjoyable time avoiding +5 mobs.
Roll up any of the Defender sets discussed in your thread and go looking for +2/+3 mobs. You'll be mega effective for your team, the missions will zip along and you'll also have a lot of fun doing it as well
Good luck -
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As for the -Regen from the Rad set (Lingering Radiation) it's probably the best way to slow AV Regeneration. It does have an Acc check though and at +5 even 2 Acc SO's may not be enough.
Transfusion, from the Kinetic set, also has a high -Regen aspect but also with the Accuracy check of course.
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According to the Nofuture database, Lingering Rad for defenders does -100% regen for 30 secs while Transfusion does -50% for 20 secs. Transfusion has a 20% acc bonus. At the moment, the troller version of Lingering Rad apparently has a decimal error and does an outrageous -500% regen (compared to -50% for Transfusion).
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Without wanting to derail this thread too much, does anyone know what happens to the Transfusion figure of 50% when you reapply it within 20 seconds of the first application? -
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I'm loving all the responses guys, keep 'em coming.
I'm not obsessed with fighting +5's; it just seems to happen now and then. In my experience, huge chunks of CoH are so easy you can pretty much get away with anything, but sooner or later, you come across a situation where most teams fall flat on thier face, or give up after 3 or 4 full rounds of XP debt. Players drift off, and the dream is over...
It's not about xp/min- it's about being able to finish those tasks forces, trials, and archvillains at all.
The two sets so far that don't seem to be in any doubt (for fighting uphill...) are Radiation, and Forcefields. I'm thinking forcefields will keep us all alive... but is that -regen off Rad indispensable for those AV's / really tough bosses?
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Hmmm. I kind of see what you mean now with the +5 thing. One thing is certain at +5, in my opinion. A team that in't optimised for +5 will almost certainly lead to numerous faceplants.
As for the -Regen from the Rad set (Lingering Radiation) it's probably the best way to slow AV Regeneration. It does have an Acc check though and at +5 even 2 Acc SO's may not be enough.
Transfusion, from the Kinetic set, also has a high -Regen aspect but also with the Accuracy check of course. -
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Well I did say empathy or rad.
Personally I would discount dark as well. If it is going to be your typical unbalanced PUG then I can see chasing after the blasters to try and heal them only to have the heal miss when you finally get in range to cause quite a few problems...
If it wasn't a PuG-type-team then I could see dark working quite well...
I disagree with the comment about empathy not keeping the squishies alive and causing lots of debt. IMO if you really will be fighting +5s dark has far greater potential to cause that just by having to hit to heal...
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If you have Twilight Grasp slotted with 2 Acc SO's and you run slotted Tactics you will hit successfully a high percentage of times at +4 enemies.
I know this as I regularly go up against +4's..... +5's however I dont know about. If it was me I wouldn't choose to go against +5's
It does go without saying that the strength of the Dark set isn't the Healing aspect, although it has the second strongest Heal in the game behind Kinetics.
The Dark set's strength is the debuff aspect. If the enemy aren't hitting you much you basically don't need to heal constantly.
Slot Darkest Night with 3 ToHit Debuff SO's and you're damage mitigation will be excellent when allied with your other Acc debuffing powers.
Essentially this makes 'missing' occasionaly with Twilight Grasp not really an issue as it comes back up fairly quickly, if slotted 2x Acc, 2x Heal and 2x Recred.
Just my 2 cents