-
Posts
14 -
Joined
-
It was a shame, but it was all good fun.
And as a reminder to people, please, please if there is any chance you wont be able to stay the course of the tf, dont sign up to it. -
[ QUOTE ]
Hi,
I have had another look at my build, and have taken out flash. Reason for this is that I have tried it and I dont really like it. It gives me too much aggro, plus when PA etc. comes along I don't think I will have much use for it.
[/ QUOTE ]
Flash is a pain until you get SO'd up but in my opinion it is vital.
As a controller you will be expected to bring some form of hard group control to teams and Phantoms will not be around every mob and can (will) run out when you are in the middle of a fight.
I would try to find room for it after stamina somewhere. -
I must admit, as much as I love my ill/rad, it is not the best at supporting the party throughout the course of a mission. Its just too chaotic to be 100% reliable.
The recharges means that you main group holds (flash,emp) are not up every mob or every other mob, which means usually having to go with soft control for a lot of the mobs.
But being a ill/rad you can go solo the team spawn without much difficulty, cant get better support than that. :P
I would go Mind/Kin or Earth/Kin -
Storm is a tricky set because we would need a good one, and not a storm that is too chaotic
-
Yes but how useful will any debuffing powers be (especially ancors) when you have 8 defenders all at max def, max res, max acc, max recharge and falcrumed twice, laying at least 2 nukes per mob?
I dont want to get to a point further on in the game where the only use of some of the debuffers is to lay an alpha strike, especially when ff can do that with pff
Having a couple darks is awesome and has already showed their worth, a couple rads im not so sure -
[ QUOTE ]
I'm pretty sure 8*maneuvers clearly beats the +DEF from FF... If I were you I'd replace the FF with storm or TA, maybe even second rad.
[/ QUOTE ]
We all know Force Fielders can do more than just +Def
We dont want to open that can of worms -
[ QUOTE ]
If you make maneuvers a must, you can eliminate any need for force fielders.
[/ QUOTE ]
Well thats one power choice that you could eliminate from every member by just having one member of the team a Force fielder.
We currently have:
2xdark
1xforce
3xkin
2xsonic
1xemp
1xrad
Plus me and Cha'ron have some battlemage alts to fill in any gaps in the team.
We deviated from the original idea of:
2xff
2xson
4xrad
This was because it was quite restrictive and overkill in some places.
Now we allow all defender types, with just a couple rules on power selections and naming convention.
The members post in advance if they can attend and we arrange a team/s with the best mix of powers for the situation.
If any one is interested or would like to know more information then please go to:
http://forums.theultimateinferno.com/viewforum.php?f=15 -
Cha my boy, let me know what character you want me to use on fri.
My Tank and WS will be the only ones that can get xp but ill use another char if you need to fill a gap. (bs/regen,ill/rad,fire/kin,ff/elec,pb,d3) -
I just wanted to add that I've got Smoke at the momment and it is an awesome power at the low levels.
-per
-acc
auto hit (in pve)
big wide radius
stackable (i think)
I was gonna spec it out, but it saved my teams hide more than once in the positron tf last week so I will have to keep it.
does it get overshadowed later on? -
Nice build Archy, I think i'll lean toward something like this, plenty of acc, no leadership and keep acrobatics.
-
[ QUOTE ]
err it does seem a bit confusing ur hero planner
but basically u dont need 2 recharge SO's on the transfusion, it is fine
not much point at all once ur past lvl 38 slottign ur aoe control with hold etc cos if ur teaming they wil be dead about 6 seconds after u lay em down
also, wo! only 1 acc on fulcrum shift! :O:O:O:O its worth putting 3!
also
try loosing combat jumping and SJ once ur higher lvl n just replace it with the kinetics own SJ and then u can get cinders! handy andy power
[/ QUOTE ]
what about acrobatics? worth it over hasten and cinders?
im not worried too much about the slotting atm (I used the sloting from a fire/kin guide in the us forums), im 11 at present and ill slot acc to start and diversify as I level higher.
my ill/rad didnt take acrobatic, but he didnt have to wade into melee often.
whats confusing about my hero planner lui? I didnt make it -
good point
i think its meant to be end rec -
cool cheers for that.
I suppose its the age old question of Mez protection or quicker damage :/
How good is cinders in the field? a necessity?
only other option is to take out leadership to fit in hasten and cinders.
decisions dicisions
cheers for the slotting advise ill bear that in mind -
My new little contoller is rolling along and was wondering how good people think the build (as shown below) is?
I want to be able to solo and group effectively, and as it seems to be quite a complex power selection (too many nice powers in fire/kin) I just wanted to make sure im not making any mistakes or overlooking something. (Hasten!?!)
Ta for any help..
--------Exported from version 1.5C of CoH Planner
http://joechott.com/coh
Archetype: Controller
Primary Powers - Ranged : Fire Control
Secondary Powers - Support : Kinetics
01 : Transfusion acc(01) recred(3) hel(17) hel(27) hel(27) recred(29)
01 : Char acc(01) hlddur(3) hlddur(5) recred(5) hlddur(7) recred(19)
02 : Fire Cages acc(02) acc(7) endred(25) immdur(46) endred(50)
04 : Siphon Power acc(04)
06 : Combat Jumping endred(06) endred(40)
08 : Hot Feet endred(08) endred(9) dam(9) dam(11) dam(11) Empty(13)
10 : Siphon Speed acc(10) recred(25) recred(31) recred(43)
12 : Flashfire acc(12) acc(13) recred(15) recred(15) disdur(17) disdur(19)
14 : Super Jump jmp(14) jmp(37) jmp(40) endred(50)
16 : Hurdle jmp(16)
18 : Swift runspd(18)
20 : Stamina endrec(20) endrec(21) endrec(21)
22 : Speed Boost endrec(22) endrec(23) endrec(23)
24 : Acrobatics endred(24) endred(29) endred(31)
26 : Increase Density endred(26)
28 : Assault endred(28) endred(34)
30 : Tactics endred(30) thtbuf(31) thtbuf(34) thtbuf(34) endred(40)
32 : Fire Imps acc(32) dam(33) dam(33) dam(33)
35 : Transference acc(35) endrec(36) recred(36) recred(36) endrec(37) endrec(37)
38 : Fulcrum Shift acc(38) recred(39) recred(39) recred(39)
41 : Fire Ball acc(41) dam(42) dam(42) dam(42) endred(43) recred(43)
44 : Fire Blast acc(44) dam(45) dam(45) dam(45) endred(46) recred(46)
47 : Fire Shield damres(47) damres(48) damres(48) endred(48) endred(50)
49 : Vengeance thtbuf(49)
SB PLZ!!