-
Posts
51 -
Joined
-
[ QUOTE ]
Controller: Control/Support
Dominator: Control/Assault
When a Dominator's assault is as valuable to a team as a Controller's support, we'll talk
Don't hold your breath, guys.
[/ QUOTE ]
My new Sig, thanks dude! -
Illusion/Kinetics, Illusion/Rad Fire/Rad and Fire/Kinetics
these are the heroes of AoE control and damage on the Controller side
Cand Mind/Fire Fire/Fire or any other dominator set match them for damage or control? (and don't get started on Epics,please) -
For all the Dominator fans... all I can say is you can make up a Dominator from Ice/* blaster and solo AND team better with less control (and more damage)
-- that should be the end of the lesson
and if you want more control and more damage, try Mind/Kinetics or Gravity/Kinetics
May I ask?
If I can make and Ice/Dark Corruptor perform better as a dominator is the dominator broken?
As far as roles go-- why were Burn Tanks put away for doing more damage more reliably than blasters. Why did Dark Defenders lose they're pets?
Why should another AT take your role (control and damage) and perform it better (minus the Voltron action that is Domination)
I think Domination should be given to the Blasters and Containment passed to Dominators...until they come up with a workable fix, I'll keep playing my Mind Kinetics -
My Fire Tank was a soloist and a damage dealer in I3-I4
I5 stopped that hard
I6 I tested ED slotting and was face-planting VERSUS FUGGIN COT (oooohhhh +1s lets Pull!)
Having a tanker was supposed to mean you had to do less pulling, IMHO -
actually Scrappers are a GREAT replacement for Tanks
If you have a Defender/Controller to back them up
My Dark Defender can sit behind a scrapper and fear and debuff and KILL, and no alpha strke will kill him (within reason)--any type of Scrapper!
My Rad can to the same, and my Kinetics.... scrappers love kinetics!
Tankers do the same, but with less damage!
and who doesn't like less damage
HUYA -
The primary problem is unlike Defenders or Blasters or anybody else, Tankers can't pick they're foes based on the type of damage they can defend. My Radiation Defenders and Controllers can take on all types of mobs, as can my Dark Defender. Blasters can kill all types of Mobs
Controllers can controll all types from Hellions to DE
however...
Invulnerable tanks have to pick who they Tank against
(as shown in Statesman's post)
Fire and Stone less so
and Ice Tankers are still being one shot
Every role is better served at this point by a scrapper. If I sit my Illusion/Rad behind a Scrapper we clear mish faster than if I support a Tanker. Simple Math
I sat playing heal-bot behind an Ice Tanker for a couple of days, but the numbers match my anecdote
That is, if each Tanker needs a Defender or Controller to TANK, then Scrappers are ALWAYS going to be better Tankers, unless you are going against such high level mobs that you shouldn't be doing! (According to Almighty Statesman)
this is the Shame of I5/I6
Experience is the TOUGHEST teacher!
First you get the TEST,
THEN you get the lesson!!
D'ark Tempest's Book of Fake Ancient Chinese Secrets
(3rd Ed) ) -
I have a question? What use do you see for Burn?
With the changes, you have made it fairly useless for soloing... the mobs don't stay in the patch and don't die
and its fairly useless for teaming--unless you specifically team to root and overcome the penalties of the last two rounds of nerfs
You have made the power useless to prevent herding, but rather than cutting back the power to prevent something, shouldn't you be changing it to something that would be worth taking at 18? Make a positive change rather than just a negative one
You made it a bad version (smaller AoE) HOT FEET, how many people take Hot Feet?
almost all the I5 builds I see get rid of the power completely. I think if you are going to take away an abused power you should put something in its place, not just another never-taken power like TEMPERATURE PROTECTION
If you are going to nerf to prevent herding, at least be fair about it, give the Fire Tanker something that is worth taking, not another emptly slot to put HEALTH in so they can take STAMINA at 20 and Hasten at 24
at least find a power worth taking at 18, not another Hot Feet!
PS--How many people actually DO take Hot Feet? -
-
woo-hoo! I think we just showed YOU were the Jerk, not States!
Only 2nd person to make the IGNORE list
congrats! -
Yep, that first response to this guide is where the idea for Lords of The SITH came from!
Me, I just wanted a Blaster with Pets...and Defense!
(CHAMPIONStm Veteran)
With the Sith, I got all that and a chance to do bad Star Wars quotes!! BONUS
-------------------------------------------
Primary
Doc Thuderbolt Dark / Electric Offender
First Alt
ANGELoftheVEIL Rad/Dark Offender
CrimsonDARK Illusion/Radiation Controller
FORCE'Commander Kinetics/NRG Offender
Darkside Daemon Fire / Energy Scrapper
Da'rk Tempest RADrad Offender
D'ark Tempest Storm/Dark Offender
The question of morals is a matter of perspective
No action exists in a vacuum
No action, in and of itself, need be good or evil
A cut can harm or cure
The fundemental courage of morality is in choosing a side.[i]TEMPEST -
[ QUOTE ]
BOOO!
Who needs more Sith Lords in the game
Great guide man!
Wytch
[/ QUOTE ]
I find your lack of Faith... Disturbing!
-------------------------------------------
Primary
Doc Thuderbolt Dark / Electric Offender
First Alt
ANGELoftheVEIL Rad/Dark Offender
CrimsonDARK Illusion/Radiation Controller
FORCE'Commander Kinetics/NRG Offender
Darkside Daemon Fire / Energy Scrapper
Da'rk Tempest RADrad Offender
D'ark Tempest Storm/Dark Offender
[b][/i]
"I thoroughly disapprove of duels. If a man should challenge me, I would take him kindly and forgivingly by the hand and lead him to a quiet place and kill him." [i]
-Mark Twain -
We of the Sith have come to Paragon City to save you!
Trust Us!!
If you like doing bad StarWars quotes and have a taste for the Darkside.... come to us, we will teach you to use your Anger as a Weapon!
http://boards.cityofheroes.com/showf...amp;PHPSESSID=
Preferred build is Dark Electric Defenders (we will challenge the upstart Rad SGS.... Lightsiders?? Pfff... they are not worthy opponents
see link below for further information.
Only Dark/* allowed!!
http://boards.cityofheroes.com/showf...amp;PHPSESSID= -
Hello, I've been here since beta and I'd thought I'd throw up a guide (Overview) to choosing your Defender/Offender.
When I say Offender, I mean a Defender designed to solo--emphasis on OFFENSE rather than Defense. You may team or not --this just changes your tactics. In a team you can tank or play boss killer, you aren't as good as a 'Pure' Defender in supporting a team, but you CAN make a team much better!
About myself--I started gaming in 1980 and played/ran CHAMPIONS and V And V out of the box so I've been designing Superheroes for gaming a long time. Damn, I'm OLD! I like Blasters and Scrappers, but blasters are too one fragile for a SuperHero, IMHO and Scrappers lack range for the most part and that can be frustrating. Defenders are more interesting to design and can play any role (Tank, Blaster, Healer or BossKiller/Scrapper) because of the Synergy of Primary and Secondary--don't let anyone tell you different! A Defender needs his Primary to enhance the Secondary or he is, as the blasters sometimes like to call Offenders, 'A Gimped Blaster' (a little over 60% blaster damage with higher endurance cost)
...its not true, and actually Offenders are the only Blasters worth playing IMHO
Anyone with the skills to be good Blaster (past the twenties) would be a GREAT asset to a team as a Defender (Offender)
The synergy of Primary and Secondary allow us to defend ourselves as well or better than tanks (with less HP) and nearly match Blaster damage...and since Defenders are 'force multipliers' the more the better! A team of 3 'Offenders' can SPANK stuff that sends a team of 3 Blaster 'regrouping at the Hospital'
In my mind an Offender should:
1/ Be able to Solo Effectively (barring Mezzing bosses, but we are more effective than Blasters!)
2/ Nearly match Blaster damage
3/ Be a Hero on any Team (usually Boss Killing is 2nd Nature)
NOTE --I'm leaving out FF and Empathy, no disrespect, but these primaries have no synergy to their blasting. These Primaries just make it safer Blasting! This guide is about trying to make a *better* Blaster, or a Scrapper with Range!
The 'matrix' I'm talking about in the title is as follows:
--------SECONDARIES (Blasts)
PRIMARIES damage------------------------------------------------debuff
----------- Radiation Electrical Energy Psychic Dark
Dark----------- DB --- DB -- bad mix ---BC ----BC ------------------
Storm -------- DB----- - DB ----DB ----- BC ----BC ------------------
Radiation ----- PB ----- PB ---- bad mix -- PB --- PB ------------------
Kinetics ------ PB ----- BC ------ PB ----- PB ---- PB ------------------
-------------------------------------------------------------------buff
PB = Protected Blaster
DB = Defensive Blaster
BC = Blasting Controller
Protective Blasters are for you people that are tired of eating carpet,
yet still loving the Blaster Lifestyle! Tanking is not encouraged but is possible!
-----Rad/Dark is my favorite--they can tank up to +3s IF slotted defensively and blast away
Defensive Blasters are for the more cautious of you, those who want to have the defense of a Tank, yet still throw down!
Blasting Controllers have control aspects that make them a bit...different
bad mix is specifically 'Anchor Based primaries vs Knb powers' some players can handle this
...most find this...problematic It is however, relatively safe (if your Anchor doesn't run)
Test drive one and see if you can handle it!
================================================== ===
DARK
Dark Radiation --Dark has some of the best debuffs , and if the I4 changes to Tar Pit (Resistance Debuff added) make it out of TEST they may beat Rad/Dark as most dangerous blaster of defenders. Dark offers Stealth, massive de-buffing and group Psi defense (a rarity), Radiation Blasts gives you the most 'pure Blaster' attacks of the Defender Sets (with Electrical a close second)
NET RESULT--Very Safe Blasting!
Dark Electrical --these guys are THE Jack of All Trades AT (and my personal fave)
Dark Electrics are Controllers with Blasts! Two single target holds allow you to shut down bosses, and Cone Fear is a 'ghetto' group hold. Dark has powerful de-buffing (better than Rad since Rad Primary had buff/debuffs) -- and Electricity can use END Drain which. if enhanced, to shut down bosses! Electricity has plenty of blasts, and GREAT ranged (a'la Nova) Final Attack
...and they get TWO pets (Fluffies give control and damage, while Voltanic Sentinals is Pure Damage (but give you the Aggro))
The only reason they aren't the most 'Blasterific of Defenders' is that Pets are supposed to be and 'Controller-Thang'
Damage? (ck!) Debuffs? (ck!) Control? (ck!) Pets? (ck! ck!)
Sith Lords anyone?
Dark Psi --all Psi attacks have a secondary control secondary-effect, so these are blasting controllers, with more limited blasts... great range but I've heard nothing but complaints on the forums. YMMV
Dark Dark --the original Blasting Controllers. Dark Blasts debuffs accuracy and ShadowFall gives defense and Stealth. Darkest Night is and awesome Debuff---Darks Blasts have GOOD damage output and Tar Pit + TT+ NG makes them able to solo packs with grace and ease!!
-- superior controlling than some controllers!
Solo or team these are great to play!
================================================== ===================================
STORM
Storm Radiation --only for the skilled player, but DANGEROUS in the hands of a skilled player. Storm can leave a pack slowed, in-accurate and falling down; but since Storm has Knockback for DAYS this can frustrate teams. Still, Knockback is one of the safest secondary affects and leaves Mobs and Heroes alike helpless and frustrated. Radiation can cook them nicely, but the standard Radiation attack powers (Irradiate, Choking Cloud) are point blank! Hence the 'BAD MIX'
...which is why this is for you Rebels who want to make your own tactics.
Storm Electrical --this is the 'natural' set and works well. Storm's knockback effects make all their defenders very safe, but make them unpopular in most teams. Electrical and blast well at range (they have Ball Lightning) and Storm keeps them helpless at range. Its still hard to keep mobs in Freezing Rain but that is for the Developer to fix. Short Circuit is there if you want even more 'control'
STILL....Mobs run from Freezing Rain yet stay for BURN????
Storm Energy ---for you **true** Knockback Lovers! Energy adds great Damage to the mix!
Power Bolts/Blast/Burst/+ Torrent --your 'thunder' will keep the helpless masses dying (uh, captured?) at a good rate!!
Storm Dark ---great Mix! Storm leaves them helpless, Dark blinds (5-10% stackable accuracy debuff) plus TT to keep your victims in your freezing Rain (and Night Fall put them to sleep while they're there!) A great AoE Blaster and very very safe. Near Dark Electric for spanning all AT's. Tanks likes a champion and Blasts and has a Pet, but they control via Controlled Chaos.
The Defender's Illusionist!
====================================
RADIATION
RadRad --This the ORIGINAL blasting defender. Fast attacks for you ADD freaks and Radiation buffs/debuffs (RI+EF+AM, Radiation's Holy Trinity) to let you do it safely and WELL -and look like some freaky Green Mage !!
Radiation (Primary) users generally open up with RI (which gives the target and his close friends around a minus 30% to hit, and about the same as a bonus for YOU to hit them) then hits them with Irradiate (which has a bonus to hit like most Rad Attack and Debuff's defenses giving you a bonus to hit) and then blasts away. Basically you can put all damage Enh in your attacks like you are a */Devices blaster and Tank like a SR Scrapper (only hit by lucky strikes) --FUN
NOTE--Firing a Snipe at Point Blank Range is a particularly EVIL pleasure!!
Hint--use EF on your biggest threat, then waste him ('cause EF is killing your END bar) and PermaAM will give you faster attacks, mezz resistance and more END than anyone but Regen Scrappers!
Rad Electrical --these guys are just as good as RadRad at blasting but SHORT CIRCUIT lets you have a powerful boss controller.
Plus a Hold and (damage) Pet make them a well protected Blaster, with the emphasis on Blasting!
---Please read Erratic's Guide! I did!!
Rad Energy --this is the mix no one seems to like. Good Damage, but with Anchor based defenses VS Knockback means you are shooting your own foot. Some players can make this work, but I haven't seen any!
Rad Psi --similar to Rad Electical but with the emphasis on control. Less damage, but it is resisted yet
Not many of these wondering the streets of Paragon City
RadDark --my personal favorite blaster. Dark helps you blind bosses and later packs, does decent damage, and the group immobilize (TT) which is a gift to any Anchor-based Defender, and Blackstar is a nice final attack. Slightly more defensive than RadRad but nice!
RadRad hits more often but RadDark get hit less often! Pick your favorite flavor!
================================================== ==
KINETICS
Kinetic Radiation --The only more offensive blaster than RADrad! You attack to heal, You attack to regain END. You attack to Attack... Active Defense all the way!
NOTE--I almost never see these guys---Kinetics is much more popular among Controllers it seems, rather than Defenders
Kinetics is the most paper thin of defenses, if you get mezzed, feared or Knocked Back.... uh, see you at the hospital!
Kinetics Electrical ---The BlasterController, great END drain machine at high level! Transference+Short Circuit will drain an AV (I hear) Electric gets a pet and Fulcrum Shift means you and all your friends will be doing great Damage. Low on Defense, High on Control and second to Kinetics Energy for damage!
Check out the MeleeFender Guide, its Da Bomb
Kinetics Energy --Energy Blaster on Speed! If the I4 changes go through, you will have Siphon Speed to slow MOBS and Hasten yourself at the same time! Very offensive Blaster, buff's himself and the melee'ers, steals hp and END.
Nova+Fulcrum shift?? OHMIGOD. Gimped Blaster?? THE blaster-ific defender!
Kinetics Psi --Kinetics allows you to improve damage (and support yourself with HP drain and Speed) on a controller-blaster set. Not terribly synergistic, and not very popular (I've never seen or heard of one)!
Kinetics Dark --Active Defense for Dark attacks. Good but not very synergistic. You can keep a drain-target immobilized, which is helpful. Potentially as dangerous as Rad/Dark (Siphon Power costs a lot less than EF) but with a lot less defense (you are depending on Dark's debuff. A self-healing blaster and immobilizer!
TT makes 'Caltrops' seem like a bad joke!
THOUGHT OF THE DAY
Absorb what is useful
Discard what is useless
Add what is uniquely your own
sifu Bruce Lee
[i]On Guardian [i]
========================
Syzygy Dreadstar Rad/Rad Offender
ANGELoftheVEIL Rad/Dark Offender
HeroBEYOND DM / Regen Scrapper
Killer IceQueen Ice/Ice Blaster
Thane of Angels Illusion/Radiation Controller
[i]On Infinity[i]
========================
The Living Dragon NRG Blaster
Warchild Pyre FireFire Tanker
Lady Mentat Illusion/ Empathy Controller
Warchild Flux Spines/Regen Scrapper
Senor' Vargas Broadsword / Regen Scrapper
My Name is D'ark Tempest and I know I am a Alt-aholic! -
[ QUOTE ]
The killer mimes gotta be true...
I mean... c'mon... who doesn't wanna be a Killer Mime?!
[/ QUOTE ]
>BLAM<>BLAM<>BLAM<>BLAM<&g t;BLAM<>BLAM<
>click click click<
damn, where's my backup? -
Here is my I4 / Lord of the SITH build
(our new SG on GUARDIAN)
(An excuse to bind all the bad-guy quotes from STAR WARS trilogy)
Basically I went the damage route with Electric, and am depending on Fear and Holds rather than Short Circuit for control,
and then pets for more Control and Damage
What do you think of this build? I am really unsure on the slotting of Pets/Thunderous Blast
Archetype: Defender
Primary Powers - Buff/Debuff : Dark Miasma
Secondary Powers - Ranged : Electrical Blast
Slot[01] Level 1 (Starting Primary) : Tar Patch /EndRdx,EndRdx
Slot[02] Level 1 (Starting Secondary) : Charged Bolts /Acc,Acc,Dmg,Dmg,Dmg,Dmg
Slot[03] Level 2 : Lightning Bolt /Acc,Acc,Dmg,Dmg,Dmg,Dmg
Slot[04] Level 4 : Twilight Grasp /Acc,Acc
Slot[05] Level 6 : Ball Lightning /Acc,Dmg,Dmg,Dmg,Dmg
Slot[06] Level 8 : Combat Jumping /EndRdx
Slot[07] Level 10 : Darkest Night /EndRdx
Slot[08] Level 12 : Shadow Fall /EndRdx,DefBuf,DefBuf,DefBuf,DefBuf,DefBuf
Slot[09] Level 14 : Super Jump /Jump
Slot[10] Level 16 : Hurdle /Jump
Slot[11] Level 18 : Health /Heal
Slot[12] Level 20 : Stamina /EndRec,EndRec,EndRec,EndRec,EndRec,EndRec
Slot[13] Level 22 : Aim /Rchg,Rchg,Rchg
Slot[14] Level 24 : Hasten /Rchg,Rchg,Rchg,Rchg,Rchg,Rchg
Slot[15] Level 26 : Fearsome Stare /Acc
Slot[16] Level 28 : Tesla Cage /Acc
Slot[17] Level 30 : Petrifying Gaze /Acc
Slot[18] Level 32 : Dark Servant /Rchg,Rchg,Rchg,EndRdx,Hold,Hold
Slot[19] Level 35 : Voltaic Sentinel /Rchg,Acc,Dmg,Dmg,Dmg,Dmg
Slot[20] Level 38 : Thunderous Blast /Dmg,Dmg,Dmg,Dmg,Dmg,Dmg -
[ QUOTE ]
OMaGosh!ilikemadethisclawsregenFOTMscrapnamed7337w olverineofdoomthenfollowedtheGo.Hunt.KillSkuls.Gui deandIneversawanyskuls
canyouplscritiquemybuildcauseicantfindthesearchbut tonthatslikebythemainindexlinkorbebotheredtohitali nkinsomeonessighalf
thetimeohandidontknowhowtosavemoneyoncarinsurancee ithercanyoupostaguidetothat?!one!!!
(aagh! - I've been jerk hacked!)
[/ QUOTE ]
>BLAM!<
>BLAM!<
>BLAM!<
>BLAM!<
click, click
"Stop! Police!!" -
WOW, great post. Its so nice to have these numbers at my fingertips!!
6 stars dammit! -
WOW, great post. Its so nice to have these numbers at my fingertips!!
6 stars dammit! -
Five Stars, great post
[i]On Infinity (and BEYOND)[i]
========================
The Living Dragon NRG Blaster
Warchild Pyre FireFire Tanker
Lady Mentat Illusion Empathy Controller
Warchild Flux Spines/Regen Scrapper
DarkScion Rex Kinetics Dark Offender
Kid Magnum DM / Invuln Scrapper
Senor' Vargas Broadsword / Regen Scrapper
KAZAMAJin on Guardian DM / Invuln Scrapper -
[ QUOTE ]
Personally I don't like "street sweeping" for exp. I can play EQ if I just want to kill the same mobs over and over without any story or logic. What is really needed is some interesting missions for groups in these zones. Sort of Mini-Task force kind of things. Like:
1) Escort a NPC across the zone or to a building with reward only if NPC makes it and your group defeats a minimum number of mobs on the way (to avoid exploiting) or possibly with ambushes along the way that can only be defeated by the group (no one else can effect them in any way and they ignore everyone outside the group and the NPC).
2) Phone missions that trigger ambushes which again must be defeated by members of the group only.
3) Badges for # of defeated in that zone that only include blue (white?) or better mobs. Personally I'l love to see some badges of this type with a lower count but challenging battles. A few hard fights are much more fun than farming a trillion grey monkeys.
4) Missions to defeat 35 of a specific type of mob (like badges) i.e. defeat 25 Behemoths in Faultline. This prevents people from "jackleing" missions - that is sniping weak mobs at the edges of groups to complete missions without ever engaging the group.
Or whatever, Devs have been consistently better at designing the game than me so far so they probably have better ideas.
[/ QUOTE ]
DAMN fine thinking, I hope the devs read your post! -
[ QUOTE ]
For all those who didn't like me suggesting zones that screw over fliers, leapers, and porters as badly as some zones do superspeeders ... and seemed to imply in their responses that my perrogative was one of self interest ... let me enlighten you:
[/ QUOTE ]
It didnt sound like self interest, it sounded like a disinterest in balance---SJ Has mobility resists, Flight has the best mobility and TP has speed (to a point, I think Hurdle plus SJ is faster), Superspeed has Hasten and in a game with a thousand MinMAX builds involving Hasten AND a limit on Power Pools it seems unwise to change that without a very good reason
[ QUOTE ]
It is worthy of note that the player base's absenteeism in zones where movement is problematic says volumes about how the bulk of the populace feels. While I happen to disagree with that, as I, too, like different zone experiences, I cannot argue the power of numbers, here. What it seems people enjoy most are zones they can get around in without much impediment; that's what the numbers via whoall to see zone usage suggest.
[/ QUOTE ]
Personally, I believe the void is due to how hard it is to reach the zone, the amount of down time (not gaming and having fun) running to the Hospital Leveling and Selling---every good Boom or FaultLine group I've been in usually ended when everybody wanted to level or sell, or you are sitting on your hands for 10min trying not to leave out half your team...or the group disolves
You still sound like you want all the advantages for SS and the other movement power to 'feel your pain' rather than talk about the Ghost town, IMHO
I think the MASH unit with Superhero Liason to level and contacts to sell would be UBER, and solve the problem to a underused, Incredible-Looking zone -
and I hate hunting/streetin' in TV (or any Hazard Zone) because I either constantly discard enhancements or spend half my time travelling, SJ can get real boring
-
My FireFire Tanker just Graduated from Dark Astoria to Terra Volta, and I remember my Boomtown days (pre-Burn, they went on and on and on)
Other than Babbage Hunters, very damn few teams working there... but its kinda like a party or a club, if there aren't people there arent going to be people. Even my FireTank can't solo bosses in Faultline (Damn Eidolons!!)
Every team I know capable of hitting BOOM! or Fault or any Hazard Zone is doing TF---More XP per min I guess!
Maybe my Spines/Regen FOTM will be able to solo there Post-Integration?