Crawls on Dungeon Floor

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  1. so far, I prefer to fly solo in Praetoria, only because I like the story lines and enjoy running them at my own pace. and the content IS solo friendly. I did all of the resistance crusader arcs solo on my DP/Dark corr. And I am horrible with corrupters
  2. well, I tried forming one spontaneously tonight on pinnbadges and Cozmic's. I was able to get 23 ppl together, and we ran the trial. It was a total failure. My first red flag was when we took about 15-20 mintes on the resonators alone. Then inside the portal, it was 40 minutes of futile attempts at clearing all three spawns. In short, the trial failed due to poor leadership on my part and lack of co-operation. We didnt get out stuff together till we were almost out of time, and our last attempt was close, but still ultimately failed. Better luck next time, and sorry to everyone who was invloved
  3. Quote:
    Originally Posted by Dark_0mega View Post
    and there were more than enough ppl willing to do it on a whim....u should have no issues getting it together
    Yeah, but you have to admit it's easier when youre in the Nites (which Im assuming you are, based on your avatar).

    Also, thanks for the idea Jade, I'll ask a mod on Cozmics Playground to put it in the MotD
  4. Quote:
    Originally Posted by James_Donner View Post
    yeah, we already did this redside. it was pretty boring and simple to be honest. took about 15 min.
    my friend, I dont care how simple it is. Im putting all of my recent base updates to good use and running this if it kills me. Besides, I have to try it at least one time
  5. Quote:
    Originally Posted by Friggin_Taser View Post
    Only the three team leaders need to be in your SG, anyone else can be in their own SG/VG or not even in a SG at all.

    Is this hero or villain side? If it's villain, I'd donate my services.
    only the leaders need to be? sweeeet, thanks for the tip! and sorry I forgot to state which side
  6. woops, forgot to state that this is Blueside
  7. Ok people, lets face it: no matter how much people complain about the cathedral trial: how isnt rewarding enough and it takes too long, you all want to do it at least once. Getting 20 people together without planning is pretty tough on pinn, so I figure a thread will help this. I recently revamped my base layout to accomodate a mish computer, raid teleporter, a vault and item of power base, and anchors. My base is cathdral capable, and I am looking to put this to good use. I realize that everyone probobly has an SG they are in and wish to stay with. Thats fine, the plan would be to have anyone interested join my SG, do the trial, and return to your SGs. My global chat handle is @szpek.Please either send me a Private Message here on the boards, or an e-Mail in game if you wish to join. Once we have a decent amount of people interested, I will discuss with my SG mates and those others who wish to join, and decide on a date and time. I will make every attempt to get this going ASAP
  8. I think I will follow my build I have planned out, but I will look into the Procs that were mentioned for poison trap, and I may considor dropping Time bomb and using the new space to get total focus from force mastery, because I do so love that power

    well thanks for the help everyone, and I will take all of your advice in to considoration. So far, I am enjoying this traps defender FAR more than I liked my old Empath (I didnt decide empaths were boring until mine was already lvl 33)
  9. Quote:
    Originally Posted by anonymoose View Post
    Once you have seeker drones you no longer need "pull" tactics.

    Summon drones on the edge of the group.
    While the group is wasting their alpha on the drones, run into middle of group.
    Lay down un-interuptable poison gas trap for AoE hold goodness.
    Lay down un-interuptable acid mortar while the group is barfing.
    Go to town with whatever attacks are appropriate, or toebomb trip mines.

    Try it, it looks suicidal but is perfectly safe and you'll clear mobs much quicker. It also makes you a much more effective team player.

    I do like the sound of this, and will keep it in mind for team play. but solo (and on this toon, I plan to usually be solo or with a small team of SG mates), I feel a bit safer pulling them towards me in to a world of hurt.
  10. Well, now that I have access to my home computer, here is the build i designed. When IO slotting, I try to combine effective ness with low cost, which typicaly means avoiding proc enhancements. this build will, however, get me 45 defense to ranged attacks, and if I use my traps properly, only ranged and AoE attacks will be coming my way.

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Anna Molly: Level 50 Natural Defender
    Primary Power Set: Traps
    Secondary Power Set: Assault Rifle
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Concealment
    Ancillary Pool: Power Mastery
    Hero Profile:

    Level 1: Caltrops
    • (A) Recharge Reduction IO
    Level 1: Burst
    • (A) Thunderstrike - Accuracy/Damage
    • (3) Thunderstrike - Damage/Endurance
    • (3) Thunderstrike - Damage/Recharge
    • (5) Thunderstrike - Accuracy/Damage/Recharge
    • (5) Thunderstrike - Accuracy/Damage/Endurance
    • (7) Thunderstrike - Damage/Endurance/Recharge
    Level 2: Slug
    • (A) Thunderstrike - Accuracy/Damage
    • (7) Thunderstrike - Damage/Endurance
    • (9) Thunderstrike - Damage/Recharge
    • (9) Thunderstrike - Accuracy/Damage/Recharge
    • (11) Thunderstrike - Accuracy/Damage/Endurance
    • (11) Thunderstrike - Damage/Endurance/Recharge
    Level 4: Triage Beacon
    • (A) Healing IO
    • (13) Healing IO
    • (13) Healing IO
    • (15) Recharge Reduction IO
    • (15) Recharge Reduction IO
    Level 6: Acid Mortar
    • (A) Accuracy IO
    • (17) Accuracy IO
    • (17) Achilles' Heel - Chance for Res Debuff
    • (19) Recharge Reduction IO
    • (19) Recharge Reduction IO
    Level 8: Force Field Generator
    • (A) Defense Buff IO
    • (21) Defense Buff IO
    • (21) Defense Buff IO
    Level 10: Swift
    • (A) Run Speed IO
    Level 12: Poison Trap
    • (A) Recharge Reduction IO
    • (23) Recharge Reduction IO
    • (23) Recharge Reduction IO
    • (25) Hold Duration IO
    Level 14: Health
    • (A) Healing IO
    Level 16: Boxing
    • (A) Accuracy IO
    Level 18: Seeker Drones
    • (A) Stupefy - Accuracy/Recharge
    • (25) Stupefy - Endurance/Stun
    • (27) Stupefy - Accuracy/Endurance
    • (27) Stupefy - Stun/Range
    • (29) Stupefy - Accuracy/Stun/Recharge
    • (29) Stupefy - Chance of Knockback
    Level 20: Sniper Rifle
    • (A) Executioner's Contract - Accuracy/Damage
    • (31) Executioner's Contract - Damage/Endurance
    • (31) Executioner's Contract - Damage/Interrupt
    • (31) Executioner's Contract - Damage/Range
    • (33) Executioner's Contract - Damage/Recharge
    • (33) Executioner's Contract - Disorient Bonus
    Level 22: Stamina
    • (A) Performance Shifter - Chance for +End
    • (39) Endurance Modification IO
    Level 24: Tough
    • (A) Resist Damage IO
    • (33) Resist Damage IO
    • (34) Steadfast Protection - Resistance/+Def 3%
    • (34) Endurance Reduction IO
    Level 26: Trip Mine
    • (A) Obliteration - Damage
    • (34) Obliteration - Accuracy/Recharge
    • (36) Obliteration - Damage/Recharge
    • (36) Obliteration - Accuracy/Damage/Recharge
    • (36) Obliteration - Accuracy/Damage/Endurance/Recharge
    Level 28: Flamethrower
    • (A) Positron's Blast - Accuracy/Damage
    • (37) Positron's Blast - Damage/Endurance
    • (37) Positron's Blast - Damage/Recharge
    • (39) Positron's Blast - Damage/Range
    • (39) Positron's Blast - Accuracy/Damage/Endurance
    Level 30: Weave
    • (A) Defense Buff IO
    • (37) Defense Buff IO
    • (46) Defense Buff IO
    • (50) Endurance Reduction IO
    Level 32: Time Bomb
    • (A) Obliteration - Damage
    • (48) Obliteration - Accuracy/Recharge
    • (48) Obliteration - Damage/Recharge
    • (48) Obliteration - Accuracy/Damage/Recharge
    • (50) Obliteration - Accuracy/Damage/Endurance/Recharge
    Level 35: Ignite
    • (A) Positron's Blast - Accuracy/Damage
    • (43) Positron's Blast - Damage/Endurance
    • (43) Positron's Blast - Damage/Recharge
    • (46) Positron's Blast - Damage/Range
    • (46) Positron's Blast - Accuracy/Damage/Endurance
    Level 38: Full Auto
    • (A) Positron's Blast - Accuracy/Damage
    • (40) Positron's Blast - Damage/Endurance
    • (40) Positron's Blast - Damage/Recharge
    • (40) Positron's Blast - Damage/Range
    • (42) Positron's Blast - Accuracy/Damage/Endurance
    • (43) Recharge Reduction IO
    Level 41: Power Build Up
    • (A) Recharge Reduction IO
    • (42) Recharge Reduction IO
    • (42) Recharge Reduction IO
    Level 44: Temp Invulnerability
    • (A) Resist Damage IO
    • (45) Resist Damage IO
    • (45) Resist Damage IO
    • (45) Endurance Reduction IO
    Level 47: Super Speed
    • (A) Run Speed IO
    • (50) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 49: Stealth
    • (A) Endurance Reduction IO
    ------------

    Level 1: Brawl
    • (A) Accuracy IO
    Level 1: Sprint
    • (A) Endurance Reduction IO
    Level 2: Rest
    • (A) Recharge Reduction IO
    Level 1: Vigilance
    Level 6: Ninja Run

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  11. Quote:
    Originally Posted by The_Coming_Storm View Post
    Yea... Advice is to reroll AR/Traps Corr. Defender Trip Mine does a LOT less damage.
    I thought about that, but this defender is the next step in my quest to get a 50 of each hero AT
  12. Quote:
    Originally Posted by Tatum View Post
    I've got lots of advice and hints if you'd like to narrow it down with some questions I'll fire away at them. Traps/AR is a beast. I have a 50 AR/Trap Corr, currently leveling a Trap/Dark defender (lvl35), and soon as Going Rogue goes live I'll be doing a Trap/AR Defender because I love it so. In practice with AR and Traps my time in teams is spent setting traps quick as I can, Full Auto, Ignite, flamethrower that is all thats needed on teams. I do have the M80 Granade (slotted 3 Range only no Acc) its the most awesome pulling tool.....I mean your a trapper....Why pull 1 at a time you want the whole mob.
    Heh, for pulling mobs I use a slug on one guy in the middle, and a burst on a guy in the back of a mob. usually aggroes the whole group. The only specific questions I have are these: first of all, can Acid Mortar stack? Looking at my numbers above baddies' heads, it doesnt seem like they get any higher with each acid shell. Also, Im not quite sure on the mechanics of poison trap. in the info, it says one max target, that lasts 10 seconds. however I see it hitting entire groups, and lasting beyond ten seconds. could you clear that up for me? thanks. and any general tips would be appreciated
  13. For a long time I had believed that traps was a fairly useless defender set. However, I decided to try it, and thus far (lvl 18 traps/Assault rifle defender), I absolutely love it. From what I can see, traps are potentially devestating, but it's an unpopular set because it takes a good amount of time to prepare for a fight, when most prefer to rush headlong in to a battle. But I am a primarily solo player, and so it works perfectly. I've gotten good at using my caltrops and poison to keep foes at a distance, and staying close to my triage beacon, acid mortar, and forcefield generator. Plus, Seeker drones are crippling to tougher foes. I am not currently at my home computer, and I can't post the exact build I have designed yet, but heres a quick description of what I plan to do. I plan to take every trap except for the webnade, and I plan to skip buckshot, grenade, and beanbag from my assault rifle. my reasoning for skipping these is that at later levels, mines, time bombs, flame thrower, and full auto ought to do plentiful AoE damage. As far as pools go, I plan to take: swift, health, and stamina from fitness; boxing, tough, and weave from fighting; stealth from concealment; Super Speed (I have the 60 month badge, I dont need to take hasten and flurry); and Power Build up and Temp Invulnerability from force mastery. According to Mid's, even without set bonuses I can get almost 30 defense to all, nearly 500% regen, and 72% resistance to smash/lethal. This seems like great survivability for an un-setted defender.

    If anyone has any tips for how to enhance/play this toon, or any criticism on my power choices, please reply with such info. thank you all!
  14. oh, and another reason I love traps: with most debuffing sets, you have to either work your debuffs into your attack chain, or keep a toggle active that can kill your endurance. however with traps, you just lay them down, and they do the work without sucking your endurance or interfering with your shooting. Just remember not to rush ahead of yourself, traps take patience to use.
  15. Quote:
    Originally Posted by The_Vigil View Post
    I wasn't sure about how useful the Triage Beacon and Acid Mortar would be...now I will be investing in it.
    Triage beacon can help a little, it may let ya last long enough to take an extra shot or two before dying. but Acid mortar all the way! If it lands a shot or two, its debuffing harder than radiation, and when your primary set deals lethal damage, which is very commonly resisted, those resistance killers are a game changer. Also, I just got seeker drones on my defender, and if they both detonate on one baddie, the debuff can be crippling to otherwise unbeatable targets.
  16. well I don't know about a corruptor, but I can share a bit of info on how I play traps with my lvl 17-ish defender. For one, the traps are potentially devestating, especially at high levels. but they take a bit of patience to play. Before atacking a group of baddies, this is the technique I use:

    I lay out a poison trap as close to the mob as I can get without triggering it or aggroing them. then I place caltrops right behind it. I lay down acid mortar and triage beacon a good distance behind the caltrops, and stay next to them. as always, make sure your force field generator is out. start pulling hte group into your traps (it isnt important to pull a baddie or two at a time, just move the mob into your trap). the fear effect from caltrops will keep them at a distance, so you are safe to pump them full of arrows (or lead, in my case) within the safety of your force bubble and triage beacon. if they get too close to you, lay more caltrops under their feet, and put some distance between you and the targets while they slowly scatter. With the debuffs from Acid mortar, baddies ought to go down fairly quick. Hope this little bit of info helps ya out!
  17. Quote:
    Originally Posted by Jade_Forest View Post
    Hahahaha very funny
    Hey Jade, do you remember when you suggested (in my SG recruitment thread) that my group wear skimpy outfits? well here ya go
  18. The other day my SG and I all got really, really bored and decided we would do a flash mob of sorts. So we all put on Purple underwear and stood around the steel canyon Tailor calling ourselves the league of purple panties. As you can imagine we got some interesting responses. For the record, I am the group leader but this was NOT my idea. Also, the guy in the back in Purple tights is actually not in our group, he just happened to show up. And no, I have no idea why I decided to share this story.
  19. Also, my earth/therm has NO shortage of damage. Even when I was lvl 41 and I had a single slot (accuracy) in fire blast, I had sufficient damage to solo an elite boss rank ghost widow. I imagine that an earth/kin would have even more power. I just had to slot stone prison for damage. I didnt have air superiority, flury, etc., bu I did have Sands of Mu and the 2 staff vet powers.
  20. Quote:
    Originally Posted by Novawulfe View Post
    Go fire/rad and never look back, the damage and support will do you proud.
    Um, no offense but I think Mayhem was asking for advice on his earth/kin, not advice on a new troller to make
  21. Well, I have a few tips for newer players. First of all, while every archetye has theyre primary role on a team, most archetypes can fill just about any role. No Major damage dealers on the team? A support player or two can easily supply sufficient damage. No tank? a scrapper can take a decent amount of damage, especially if a support player is covering him by weakening his enemies or making him tougher. In fact a team of all support players with no main tank or damage dealer is still an extremely effetive group. Also, there are several power combinations that people will say are the best, like Fire control and kinetics for a controller, or fire blast for blaster, or stone armor for a tank. While these ARE effective power sets and combos, it is not possible to make a "bad" character. You may be less effective than others, but by no means are you useless. Basicly, I recomend a scrapper for your first character. Personally they are my favorite archetype. They can take a hit, and dish out some hefty damage. Controllers are another one of my favorites, and while they can be very hard to play (especially if you are solo), they are potentially extremely powerful. Blasters are a bit of a challenge as well, but only because they are fragile. Not a complicated character to play. Then there are tankers. I personally dont like playing tanks, I find them kind of dull. However many people enjoy them and thay can make a major difference on a team. Defenders are another archetype that is potentially frustrating, but very fun, and quite powerful. Then there are Warshades and Peacebringers. You don't get to play them until you get a character to lvl 20, and they are possibly the most complex archetypes, namely because of theyre ability to shapeshift. As a human they can deliver modest damage from a range, and have some decent powers to resist damage. However they can shapeshift into a kind of flying squid, and deliver a powerful ranged punch, but they lose virtually all of theyre damage resistance. They can also turn into a large, lobster like creature. This form is wicked tough, and can heal itself. However this form is slow and can only attack at a close range. All in all, no archetype or powerset is bad, but they are all unique. Try out a whole bunch of characters before you pick a favored archetype.

    Oh, and welcome to Paragon City and/or the rogue isles. I have found the CoH community to be a very friendly one in my 5 years here, and I hope you have the same experience. As for a starting Server, I recomend pinnacle. It is a small community, but there are enough people to get stuff done. It is also the friendliest server I've been on, and in my experience, most peple are very tolerant and understanding of new players. if you do decide to play there, look me up. My global name is @szpek (if you wanna talk to me, type "/tell @szpek, inseret text here"). I have a small casual supergroup (basicly a guild) you're welcome to join
  22. I don't play redside a whole lot, so I'm not overly experienced with brutes. But the Main reason I can see making Scrappers is that there are sets like Martial Arts, Broadsword, and Katana that brutes don't have access to.
  23. Quote:
    Originally Posted by doomrider View Post
    Because some tend to generalize and cry when they hear a power is being changed even before they take a few moments to research into why and what exactly is being changed and in this case, fixed.
    Wait, Im getting more confused. Are they JUST nerfing Shield Charge? Because if thats it, Im fine. As much as I like the power, I find it disturbingly effective, and kind of cheap. But based on Mauk2's replies here (which I may have misread) it sounds like multiple aspects of the set are being weakened.
  24. so it sounds like besides weakening Shield Charge, the set wont be too different for a low-cost build, no?
  25. Yeah, my BS/SD main (CODF, Crawls on Dungeon Floor. The reason for my odd forum name) is my favorite toon. VERY extensive backstory, about 10 costumes (I spend a lot of money at the tailor rotating costumes), and he's just downright fun to play. Like i said, he is my only decent toon, red or blue. I've got a lvl 50 blaster who drops like a rock and a lvl 50 troller that Im just not patient enough to play. If they nerf me too much Im pretty much screwed :/ ah well, he's still fun to play. He was even fun before I had Phalanx fighting, any IOs, or Weave. So it'd take a serious nerf to make me weaker than I was then.