Cronocke

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  1. I only have one Mastermind right now. He runs with mercenaries. Their names are (or will be) Larry, Curly, Moe, Harpo, Chico, and Groucho.

    I'm convinced these are the best names ever.
  2. Personally, I'd just like various shades of off white. Say for example, blue-white to orange-white, reminiscent of the sky at dusk or dawn.
  3. I have nothing to add but this.

    Quote:
    Originally Posted by Werner View Post
    As far as a thankless job, try being a scrapper. When's the last time you heard, “Nice scrapping!”
    [Team] Controller: way to fight on slash.
    [Team] Warshade: Go Slash!
    [Team] Controller: damn slash! how are you so awesome?
    [Team] Warshade: Forgot how much Scrappers are kick ***
    [Team] Warshade: He needs his own theme song



    Names removed to protect their privacy.
  4. Quote:
    Originally Posted by Fulmens View Post
    Hmm. You're hitting my weaknesses... never played a Controller past level 10 or so, and a pretty mediocre Empath.
    Well, like I said, this character was created originally based on a character concept and not on the idea of "what sets would be awesome to play".Having said that, though, I am enjoying them.

    Quote:
    Originally Posted by Fulmens View Post
    1) Is this mainly a team build?
    Well, primarily, yes, I'd like to be as good in teams as I can, but I'd still like to be able to solo.

    Quote:
    Originally Posted by Fulmens View Post
    2) How "high end" are you thinking? 100 million? 300 million? a billion? Or did you just mean "high level"?
    Hmm. I guess a "no price limit" build is fine, since that's what usually gets thought of here. It's roughly what I meant anyway.

    Quote:
    Originally Posted by Fulmens View Post
    3) Are you more interested in the how-it-plays-at-50 game, or the levelling up process?
    Hmm. I guess I'm willing to select powers in a weird way as I level as long as everything seems to make sense when I get near (or to) 50.

    Quote:
    Originally Posted by Fulmens View Post
    Talking about what I _do_ know: In the high-end game, Empathy seems like a natural to pair with squishies. Most of your crunchies don't NEED Fortitude [there are exceptions, of course- it works very nicely with Fire and Willpower] but it puts a Blaster in "I can survive the people who survive my Alpha " territory.

    Adrenaline Boost is great for a lot of things, but one of the less obvious uses is that you can put one EndMod in, and throw it on a Blaster who's either just nuked, or is just about to nuke, and they regain endurance immediately. As a side benefit you get more nukes per hour out of that Blaster, and they're much more likely to survive the process.

    It's probably also good for Last Stand situations: 1000% regen, unlimited endurance and huge +Recharge can turn an ordinarily tough character into an extraordinarily tough one.

    I don't know if you're in a situation where you can have a dedicated duo, but one of the most wicked combos I know is two Empaths boosting each other. You can toss out Fitness and replace it with Leadership, you can keep AB on each other, you can get perma-hasten, you have Super Reflexes levels of defense and Instant Healing levels of regeneration... you even have respectable damage (I'm used to thinking of this from a Defender POV), with Fortitude and double Assault.
    Hmm. I'm just not really sure if Leadership is worth it compared to Stamina? Umbral's build seems to be either-or, for example. Thanks for the play advice, though - should be real handy in groups once I get that alt at a higher level.

    Quote:
    Originally Posted by Kioshi View Post
    I like Umbral's build, but I'd put a Decimation set in Blind for damage and frankenslot A.Boost with heal/rech and endmods/rech. Take group invisibility if you don't want to be constantly spending endurance. Most ill trollers prefer superior invis because they can stealth missions and never remember to click it, it's a costly toggle tho.
    Yeah, I think I'll go that way too, just because I've heard of people who get all if you have Group Invisibility. Superior Invisibility is quite costly, though, as I've learned the hard way while screwing around solo, heh.
  5. A couple notes, which I just remembered, but shouldn't affect it adversely:

    Hover/Fly instead of CJ/SJ
    Recall Friend is nice, but not necessary
    Which of the Invisibility powers (Group/Superior) to take, and why?

    Thanks again.
  6. So I have a horrible case of altitis - though, surprisingly, it's a lot LESS pronounced in this game than in the other MMO I've tried. Having said that, I have a concept character who I think should be quite fun to tool out. Now, normally I'd go to the Controller board for this, but between cries of "DOOOOOM" and "trick out my (insert foolproof combination here)," I figure it's a safer and saner bet to try my luck on the Scrappers. So, with that out of the way...

    Illusion/Empathy Controller.

    Now, I know the basic idea of each set - Illusion has a great one-two punch and early pets, Empathy has great buffs and lots of heals - but what I want is a build that stays competitive late-game when everyone else and their little sister is a Fire/Rad, Ill/Rad, or Fire/Kin farmer. I don't expect I'll ever reach the sheer excesses of these three, but that's okay. I don't really need to. I just want a good high-end build for this combo, and advice on how to run it.

    Thanks again, guys.
  7. Quote:
    Originally Posted by Umbral_NA View Post
    Set mule. Stupefy is incredible. 2.5% +recov , 6.25% +rech, and 3.13% +def(ranged). The other option I generally go with is Absolute Amazement 5 piece but that'll cost you the defense for an extra 1.5% +recov and 3.75% +rech. Since there's already plenty of recharge in the build and the blue bar is sustainable even with everything on, I prefer to shore up the defenses.
    Alright, thanks, Umbral! I'm gonna use this as one of my two builds - I'll keep a second build for exemplaring, Ouroboros, and just generally goofing around.
  8. Quote:
    Originally Posted by Umbral_NA View Post
    You can switch those out without any loss of survivability. Switch CJ for Hover, SJ for Flight, and Hurdle for Swift. They all keep the same slotting (well, Swift gets a flight speed) so there's no loss in survivability (if you run Hover while in combat).
    Cool. I just noticed the 6-slotted Boxing... why's that there?
  9. Quote:
    Originally Posted by Umbral_NA View Post
    Here's a solo/AV build. It should do everything you want admirably. It's modeled after my highly successful Kat/Regen and DM/Regen (and other */regen) builds so it should follow suit. The build doesn't have Slice simply because there isn't really space for it. The build will exemp fine for all level ranges except for the lowest (15, iirc) which is the only time you'd really need Slice anyway.
    Thanks for the help - my only real issue is with the selection of Combat Jumping, Super Jump, and Hurdle over Hover, Fly, and Swift. I'd vastly prefer the latter three, even if it means I take a slight hit to survivability, just for QoL reasons.
  10. No, the character is fine. Awesome, in fact. I love playing him, and I do pretty well with him (so far, anyway).

    My problem is build planning. I like to have a build plan in mind, so that I know what powers to take when, what slots to put where, that sort of thing.

    I have a build - it sucks, but it's a build. I'd like some advice on how I can improve it. If possible, I'd like to have both a solo build, outfitted with all the best IOs as if price is no object, and a teaming build with a more reasonable price tag. But I'll settle for just the solo build.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Technology Scrapper
    Primary Power Set: Broad Sword
    Secondary Power Set: Regeneration
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Fighting

    Hero Profile:
    Level 1: Hack -- Hectmb-Dmg/Rchg:50(A), Hectmb-Acc/Dmg/Rchg:50(3), Hectmb-Acc/Rchg:50(9), Hectmb-Dmg/EndRdx:50(13), Hectmb-Dam%:50(17), Achilles-ResDeb%:20(36)
    Level 1: Fast Healing -- Heal-I:50(A), Numna-Heal:50(5), Numna-Regen/Rcvry+:50(5)
    Level 2: Slice -- Oblit-Acc/Dmg/Rchg:50(A), Oblit-Acc/Rchg:50(3), Oblit-Dmg/Rchg:50(9), Oblit-Acc/Dmg/EndRdx/Rchg:50(13), Oblit-%Dam:50(15), Achilles-ResDeb%:20(17)
    Level 4: Quick Recovery -- EndMod-I:50(A), P'Shift-EndMod:50(7), P'Shift-End%:50(7)
    Level 6: Hover -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(15), Zephyr-ResKB:50(40), LkGmblr-Rchg+:50(40)
    Level 8: Parry -- C'ngImp-Dmg/Rchg:50(A), C'ngImp-Acc/Dmg/Rchg:50(11), C'ngImp-Acc/Dmg:50(11), C'ngImp-Dmg/EndRdx:50(19), LkGmblr-Def:50(19), LkGmblr-Rchg+:50(31)
    Level 10: Dull Pain -- Dct'dW-Heal/Rchg:50(A), Dct'dW-Rchg:50(21), Numna-Heal/EndRdx/Rchg:50(31), Numna-Heal/Rchg:50(43)
    Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(37), RechRdx-I:50(46)
    Level 14: Fly -- Srng-Fly:50(A), Srng-EndRdx/Fly:50(27), Flight-I:50(45)
    Level 16: Integration -- Numna-Heal/EndRdx:50(A), Numna-Heal/EndRdx/Rchg:50(21), Dct'dW-Heal/EndRdx:50(34)
    Level 18: Reconstruction -- Dct'dW-Rchg:50(A), Dct'dW-Heal/Rchg:50(37), Numna-Heal/Rchg:50(43), Numna-Heal/EndRdx/Rchg:50(45)
    Level 20: Swift -- Run-I:50(A)
    Level 22: Health -- Heal-I:50(A), Heal-I:50(23), Mrcl-Rcvry+:40(23)
    Level 24: Stamina -- EndMod-I:50(A), P'Shift-EndMod:50(25), P'Shift-End%:50(25)
    Level 26: Disembowel -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(27), Mako-Dmg/Rchg:50(29), Mako-Acc/Dmg/EndRdx/Rchg:50(36), Mako-Acc/EndRdx/Rchg:50(40), Mako-Dam%:50(46)
    Level 28: Instant Healing -- Dct'dW-Heal/Rchg:50(A), Dct'dW-Rchg:50(29), Numna-Heal/Rchg:50(31), Numna-Heal/EndRdx/Rchg:50(43)
    Level 30: Resilience -- Aegis-Psi/Status:50(A), Aegis-ResDam:50(36)
    Level 32: Head Splitter -- Armgdn-Dmg/EndRdx:50(A), Armgdn-Acc/Dmg/Rchg:50(33), Armgdn-Dmg/Rchg:50(33), Armgdn-Acc/Rchg:50(33), Armgdn-Dam%:50(34), Achilles-ResDeb%:20(34)
    Level 35: Build Up -- AdjTgt-Rchg:50(A), AdjTgt-ToHit/Rchg:50(37), RechRdx-I:50(48)
    Level 38: Moment of Glory -- RechRdx-I:50(A), RechRdx-I:50(39), LkGmblr-Rchg+:50(39), LkGmblr-Def/Rchg:50(39)
    Level 41: Whirling Sword -- Oblit-Acc/Rchg:50(A), Oblit-Dmg/Rchg:50(42), Oblit-Acc/Dmg/Rchg:50(42), Oblit-Acc/Dmg/EndRdx/Rchg:50(42), Oblit-%Dam:50(45), Achilles-ResDeb%:20(46)
    Level 44: Kick -- FrcFbk-Rechg%:50(A)
    Level 47: Tough -- TtmC'tng-ResDam:50(A), TtmC'tng-ResDam/EndRdx:50(48), S'fstPrt-ResDam/Def+:30(48)
    Level 49: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(50), LkGmblr-Def/Rchg:50(50), LkGmblr-Def/EndRdx:50(50)
    ------------
    Level 1: Brawl -- Dmg-I:50(A)
    Level 1: Sprint -- Clrty-Stlth:50(A)
    Level 2: Rest -- Heal-I:50(A)
    Level 1: Critical Hit





    Some things I can explain:
    1: Why Hover/Fly? Well, I like having one travel power that I can rely on for both horizontal and vertical movement, and Fly seems the more reliable of the two options there.
    2: Why take Slice? At level 2, I don't need healing, but I do need more damage output - I'm never in real danger of dying, I just lack an attack chain. And while exemplaring down to that level is going to be really unlikely, it does provide me with an extra cone for crowds at higher levels. Besides, I never really seemed to need Reconstruction until the mid-late teens.
    3: Parry. I'm not exactly sure how this should be slotted. I know I want good defense, but on the other hand this attack makes up half of my ST attack chain at level 30 - I'm easily capable of getting it to stack 3 times for about half a second, and twice most of the rest of the time.

    For the rest? Well... that's why I'm here, guys. Help me out!
  11. Cronocke

    Dual Pistols....

    Quote:
    Originally Posted by War_Hero_NA View Post
    Whats with all the doomsaying and parade raining? Spines has a huge cone and a ranged attack. It works fine. Stop bawing about ranged scrappers. If done correctly it isn't game breaking.
    I can see DP as focusing on short range cones and pistolwhips. A pistol uppercut where you fire at contact would be badass.
    Because if you really want gun kata, ask for Blasters to get a variant of Martial Arts as a secondary. They're already getting Dual Pistols, all you want is the ability to punch and kick (and do silly gunpercuts) with that. That fits the Blapper mindset quite well.

    Besides, do we really need another Smashing/Lethal set for Scrappers? I love my BS/Regen, but I haven't passed level 30 yet, and I'm almost dreading the top levels.
  12. Quote:
    Originally Posted by Umbral_NA View Post
    It only matter when dishing out the slots. If you've already given it the 3 slots, it doesn't matter which enhancement goes in which slot. The point of that comment is to say that, if you've only got 1 slot, it should get the proc. If you've got 2, proc and Perf Shifter endmod, etc.
    Ahh, okay, that makes sense. Thanks.
  13. Cronocke

    Dual Pistols....

    ts;dr

    Dual Pistols will become a Scrapper powerset shortly after Blasters are able to throw waves of energy from a sword. Or Martial Arts includes a Hadouken and a Kamehameha. Or Masterminds are able to summon floating AoE damage auras as minions. Or Dual Blades becomes a Controller primary. Or...
  14. Quote:
    Originally Posted by Umbral_NA View Post
    1st slot Perf Shifter proc, 2nd slot Perf Shifter End Mod, 3rd slot common End Mod

    QR gets both extra slots before Stamina gets any extra slots, but they're slotted identically otherwise.
    Forgive the stupid question - does it matter what order they're slotted in?
  15. Yo. I'm Cron. I'm pretty new too, but scrapping is by far my favorite thing in this game. I'm trying out the other ATs slowly, but my main is still, and will probably always be, a BS/Regen with, if I may say so myself, a unique appearance, heheh.
  16. Cronocke

    toku

    I'm gonna have to go with cake...

    ... in a pie.
  17. Because the snapdragons send banjos on the 4th of July!

    Because the two heads combine into a twin shark!

    Because the silly topic deserves a silly reply!

    Now if you'll excuse me, I'm going to go run into a room full of people who hate me, get knocked down, get back up again, get knocked down again, get back up again, etc. Because I have more fun when I see my health bar do the Dance of the Second (and Third and Fourth and Fifth) Wind.

    Wheeeeeeee!
  18. Yeah, this thread is old, but I didn't get a chance to post until now, and I feel like tossing in my two cents.

    *clink, clink*

    It seems to me that the problem here is in how people are looking at it. One side is adamant that with their play style, Brutes are more survivable and deal more damage than Scrappers, barring bizarre builds that render the Brute nigh-unplayable. On the OTHER hand, a Brute who plays more slowly, perhaps roleplays more, spends more time Resting - this Brute will deal less damage than the Scrapper, but still be more survivable.

    The problem is, there is nothing the Scrapper can really do to make himself more survivable than the Brute. At best, he deals more damage, and takes more. At worst, he lags behind (however slightly) in both. I just can't see how this can be considered parity. Could someone explain that to me?

    I did have a thought, though. Perhaps if the devs revamped Fury, this issue could be resolved. They did it for Defiance, so it's not unprecedented, and this wouldn't even be as big a change. Just make Fury easier to gain and maintain, while providing less of a bonus so the peak performance is lower than a Scrapper. Now, granted, this would require a lot of number crunching and other stuff I can't even begin to understand, so I doubt it'd ever happen, but would this potentially resolve the argument?

    *Expecting to be told precisely where I can shove my ideas...*
  19. I could offer some musical suggestions, but I don't have most of my music available right now (my old machine is in the shop, and it had my music ripped from CDs)... So all I have are specific songs I use for one character doing specific things, and... they're not in English, so... yeah.
  20. [ QUOTE ]
    [ QUOTE ]
    How do you get Lung to recharge in time for the second bolded instance?

    [/ QUOTE ]

    Take a deep breath...

    [/ QUOTE ]

    Thank you. I've been waiting for someone to say that.
  21. Cronocke

    Sub Classes

    Err, isn't this what having two powersets is for? You have your "main class" (primary powerset), and you choose a "sub-class" (secondary powerset) that complements your main abilities while being granted at a slower rate.
  22. Cronocke

    Jump Kick

    [ QUOTE ]
    Ok, I have to ask. Did you make a new account to agree with you Cronocke?
    I mean, to me, it just seems funny how TheMimic registered 03/28/09 at 02:41 AM. That's 9 minutes AFTER your post (03/28/09 at 02:32 AM).
    If so, BAD FORM!



    [/ QUOTE ]

    No, he's a friend who I talked to about this before, and then linked the thread to. Just because it seems the majority disagrees with me, doesn't mean I'm so low as to register multiple accounts and talk to a mirror.

    Now, as for why people like Jump Kick as it is, I can't understand, but I'm not going to throw a fuss about it.
  23. If they ever make a CoH2, the only setting I want to see is a Silver Age or Golden Age setting, and not "ten MORE minutes into the future."
  24. And here I read the topic title and thought this would be a suggestion for some sort of "Vision" power pool. Oh, well.