ExplorerBob

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  1. Fire/Kin Flamebearer (40 i think)
    Illu/TA Spirit Talker Nox (32 or 33)
    Earth/Storm Golem Nox (27 ish)
    Plant/Therm Hothouse Nox (4 )
  2. Hi Arctic,

    build doesn't look too bad, I'd probably move some slots around:

    Swap a couple from Siphon Power to Siphon Speed as constant double stack of speed will do more to improve your abilities than the power will.

    Lose a couple of slots from health, it doesn't do a lot for a low HP squishy really, divert them to get 3 recharge in amplify for example.

    Personally, I keep ID and SB at the default slotting until I have attacks 4 slotted ( 1 acc + 3 dam, or some form of IO slotting) and the biggies from Kin 5 or 6 slotted.

    On the latter note, I think FS only really needs 5, 2 acc and 3 recharge, and even that is probably overkill on recharge if you have Siphon Speed up. Whereas Transference could benefit from 6 slots, 1 or 2 acc, 2 or 3 recharge, 2 or 3 end mod maybe? depends how you want to use it of course

    hth a little

    Bob
  3. I'm up for a quick Manti run tonight, I'll be on as Cryo Nox, 32 (almost 33) ice/ice tank.

    ttfn

    Bob
  4. ExplorerBob

    Ice/Em build i11


    looks..... expensive As a long term target I'd say go for it and good luck.

    Personally, on my Ice tank I'm eyeing up the Perfect Zinger Psi damage proc, the Impeded Swiftness Smash damage proc and the Triumphant Insult Stun proc for some extra slots in Chilling Embrace. Ok, its not going to turn it into a second icicles but on Ice/Ice I'll take any damage I can

    ttfn

    Bob

  5. Hmm, assuming you mean death shroud rather than murky cloud, as Armageddon is a pbAoE purple set I believe the so-called proc IOs check to hit every 10 seconds.

    hth

    Bob
  6. Not sure what magnitude KB the drone blast is, but it's quite possible to get past even the -8 of 2 KB IOs. Force bolt for example is an 18.6 KB, Hurricane is an 8.3 according to Red Tomax's data site. And iirc, knockback and knockdown are two aspects of the same thing, the difference I believe is something like how much the power's magnitude exceeds your protection. But I'm sure someone more knowledgeable than me can clarify that....

    hth

    Bob

  7. I'm up for a bit of Psyche (so to speak) probably on Spirit Talker Nox, lvl 23 Ill/Ta troller.

    ttfn

    Bob
  8. Interesting idea, I've had a play with a hero builder and compared some of the endurance numbers with my dark dark brute. Cutting a long story short, if you slot for loads of +recovery you can hit +24% reasonably easily (no uniques required) which is half of stamina's effect. Comparing the end/sec values of the two builds, the staminaless elec/elec has about 1 end/sec left over after toggles, my slotted up stamina'd brute has about 1.4 end/sec.

    Now, I manage to run high difficulty missions without any real end issues, using dark consumption only occasionally. Power Sink is available roughly 3 times as often as DC, plus you'll have Conserve Power *and* Power Surge as well, add in the small end returns you sometimes get off elec melee, and I'd say you'll be fine going staminaless

    Mind you, could be a rather painful experience until levels 28/35.....

    hth

    Bob

    p.s. oh yeah, both brute builds (and the numbers above) include all armour toggles along with tough and the relevent set's damage aura.
  9. I'd be up for this with Adamus Nox, 45 dark/dark brute, no taunt but has death shroud as a sort of replacement

    ttfn

    Bob
  10. I'd definitely get the stun, very useful for dealing with acro users and squishies in general. If you're willing to drop medicine, I'd suggest the Presence pool for the fear which will deeply annoy most other ATs/Powersets.

    hth

    Bob

  11. If you have slotted fast healing and integration running, you have about +400% regen, single slotted health is 53% ish and 3 slotted health is 75% ish. Time from 1 health to full is 48 secs without 3 slot health and 42 seconds with it. So, is it useful, yes... but you may be able to find something even more useful to enhance your survivability, be it damage resistance (resilience/tough) or some control (epic holds / primary stuns, whatever).

    I respecced out of health on Felicia and haven't noticed a problem yet. Your experience may differ of course

    hth

    Bob

  12. ok, lets see

    1. All fair points, simply a build-style difference favouring passive defence (regen, resists) over active defence (leaving the baddies face down)

    2. Very good point, so used to taking CJ/SJ on my brutes I overlooked the immob protection offered by grounded, oops.

    3. Fair enough

    4. Getting on for 9% defence is indeed starting to layer your protection nicely, having played around with the CoH/CoV AT Comparer it claims about 20% better survivability with the defence than without.

    All in all, a nice build, different from how I'm building my em/elec brute, but thats half the fun of the game right?

    ttfn

    Bob
  13. I like the initial approach, giving people a feel for how the build performs, I do have a few thoughts on the builds though.

    1. 3 extra slots in CJ, 2 in Grounded and Health, before your attacks are 6 slotted? Surely you'd get better performance sticking recharge and damage in the attacks first?

    2. Personally speaking, I don't find KB too tedious til mid 20s, so I'd be tempted to fit TF in at 18 and leave Grounded til 22/24 ish.

    3. Postponing ET til 41???

    ttfn

    Bob

    p.s. oh, yes, the numbers on CJ according to my planner, 2.25% with default slot as defence, 2.93% defence 3 slotted for defence. Must be a better place to stick those slots...

    p.p.s prime candidate for extra slots being interrupt red/ recharge in Aid Self?
  14. Hmm, looks a lot like my build; personal preference, I'd say dump either MoG or Conserve Power and grab Cobra Strike, stuns are always nice to have, plus you can stick stupefy IO set in there for more recharge. Probably shift the tohits from tactics into focus chi, i know tactics is an always on thing, but you get so much more +tohit by slotting focus chi its probably worth it. And one final query, are you happy with your lack of vertical movement?

    hth

    Bob

    p.s. oh yes, you could probably lose the 3rd end red from FA and use it for another tohit slot on focus chi, its really not buying you much extra end at all, we're talking 0.04 end per sec saved according to my planner....

  15. Only potential improvement I can see would be dropping in a proc IO or two, specifically: Kinetic Combat Chance to KD and/or Pounding Slugfest Chance to Stun. Other sets can give you some +damage or +movement speed as bonuses, but compared to CI's accuracy and recharge..... I can't say I'd change from CI really.

    hth

    Bob

  16. The main IO sets I have on my ma/regen are Crushing Impact (times 5) which gives five lots of 1.13% hp, 7% acc and 5% recharge, add in 5 slotted stupefy in Cobra Strike (+6.25% rech) 5 slots of Glimpse of the Abyss (1.88% hp, 9% acc, 6.25% rech) and 5 slots of entropic chaos for a final +6.25% rech. Totals up as +44% accuracy and +43.25% recharge just for starters.

    Good news is that CI only uses cheapo salvage, no rares, downside is that the recipes cost about a million a go, though when the numina stuff is 10 mill+ that does seem like a bargain.

    oh yes, and once you've got CI fully slotted, its like having your powers slotted 2 ACC/2 RECH/2 END/4 DAM what's not to like.

    ttfn Bob
  17. I'd be up for tagging along with Felicia Nox lvl 50 ma/regen scrapper. I can listen in to teamspeak, but haven't got a microphone....

    ttfn

    Bob

    oh yes, fwiw, i have assault and tactics (no vengeance yet), 2 out of 3 warburg missiles and a full set of shivans
  18. ExplorerBob

    Hold Sets

    Well, looking at the hold sets, paralytic only has 5 IOs, and the 6th slot of the other 3 give you a couple of % ranged def, melee def or psi resist; so you could probably pass on fully slotting those and find room for at least one damage IO if you were desperate for damage.

    hth

    Bob
  19. I've just tried this:
    /macro H "targetname Punk$$powexec_name Alkaloid"

    which needs a double tap on the macro button to fire alkaloid correctly but it does work (sort of), you'd need to rename all your minions uniquely etc. I daresay some of the macro gurus out there will be more help

    ttfn

    Bob
  20. Invincibility gives def to lethal/smash/cold/fire/energy/neg energy to the tune of around 10% with one target. of course, if you manage to get the maximum, 10, around you, you end up with around 30% ish defence (ice tank level of defence )

    hth

    Bob
  21. Indeed, thanks to all who came, apologies to those who asked for places but had to be turned down. 20 minutes from start to badge, no complaints here

    Bob
  22. Hi all,

    trying to put together a group to run this trial today at 1.30pm. Currently have me, Spirit Talker Nox ill/ta troller and two blasters, so 5 spots up for grabs. Meet at Karsis around 1.20 onwards if you're interested.

    ttfn

    Bob
  23. ExplorerBob

    Fallout

    Haven't got a rad/ or /rad high enough to have first hand experience, but from the power description I don't see why not. All you need is a corpse willing to lie around for the recharge duration of fallout (150 secs with 3 recharge SOs according to the planner I use).

    Bob
  24. Hi ColdSpark,

    I've just got my ill/ta troller up to PA level in what feels like record time; I'm no expert on either set, but here are some thoughts on the sets and your build.

    I went for SI rather than GI: increased security for me as a squishy, and if the main reason for taking GI is ghosting missions, you can accomplish that in greater safety using SI and recall friend.

    Onto your build...
    Slots in SI, base defence is 4.5%, drops to 2.25% if you attack while SIed, so each defbuff in SI give you an extra 0.95% which suppresses to 0.475%. IMO better stick those two slots in say, Ice Arrow, it is a single target hold after all
    I'd go with Conserve Power over Power Blast, especially if you haven't any slots to devote to it, even more so on a stamina-free build.
    Finally, flash, I'm not too keen on the aoe holds in general, very long recharge, very short duration etc. If you're going to get it, I'd slot it a bit more.
    <editing>And I just remembered something else, where's disruption arrow? Decent-sized-aoe damage resist debuff, almost perma without hasten, what's not to like?

    Now, my build, more control than debuff to start with as I'm freeing power slots for stamina. Personally I'm finding ill/ta a bit endurance heavy, if that changes with SOs and more damage (slotted PA, Phantasm eventually) I may swap fitness for medicine pool. A number of people think Poison Gas Arrow is not worth it/not functioning correctly, the slot at 30 might be a chance for me to get Flash in earlier.

    So that's a few random thoughts on things, here's my build:

    ---------------------------------------------
    Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
    ---------------------------------------------
    Name: Spirit Talker Nox
    Level: 50
    Archetype: Controller
    Primary: Illusion Control
    Secondary: Trick Arrow
    ---------------------------------------------
    01) --> Spectral Wounds==> Acc(1)Dmg(3)Dmg(5)Dmg(7)Rechg(17)EndRdx(17)
    01) --> Entangling Arrow==> Acc(1)
    02) --> Blind==> Acc(2)Rechg(3)Hold(7)Hold(9)Hold(9)Rechg(15)
    04) --> Deceive==> Acc(4)Acc(5)Rechg(15)ConfDur(42)ConfDur(43)ConfDur(43)
    06) --> Recall Friend==> EndRdx(6)
    08) --> Superior Invisibility==> EndRdx(8)EndRdx(34)
    10) --> Ice Arrow==> Acc(10)Hold(11)Hold(11)Hold(13)Rechg(13)Rechg(25)
    12) --> Swift==> Run(12)
    14) --> Teleport==> EndRdx(14)EndRdx(43)
    16) --> Health==> Heal(16)
    18) --> Phantom Army==> Rechg(18)Rechg(19)Dmg(19)Dmg(23)Dmg(23)Acc(25)
    20) --> Stamina==> EndMod(20)EndMod(21)EndMod(21)
    22) --> Acid Arrow==> Acc(22)Acc(31)Rechg(46)DefDeBuf(50)
    24) --> Glue Arrow==> Rechg(24)Rechg(31)Slow(31)Slow(37)
    26) --> Spectral Terror==> Acc(26)Fear(27)Rechg(27)
    28) --> Disruption Arrow==> Rechg(28)Rechg(29)EndRdx(29)
    30) --> Poison Gas Arrow==> Rechg(30)Rechg(40)
    32) --> Phantasm==> Acc(32)Dmg(33)Dmg(33)Dmg(33)Acc(34)Rechg(34)
    35) --> Oil Slick Arrow==> Dmg(35)Dmg(36)Dmg(36)Rechg(36)Rechg(37)Rechg(37)
    38) --> EMP Arrow==> Acc(38)Acc(39)Hold(39)Hold(39)Hold(40)Rechg(40)
    41) --> Conserve Power==> Rechg(41)Rechg(42)Rechg(42)
    44) --> Flash==> Acc(44)Acc(45)Hold(45)Hold(45)Rechg(46)Rechg(46)
    47) --> Temp Invulnerability==> DmgRes(47)DmgRes(48)DmgRes(48)EndRdx(48)
    49) --> Power Boost==> Rechg(49)Rechg(50)Rechg(50)
    ---------------------------------------------
    01) --> Power Slide==> Empty(1)
    01) --> Sprint==> Run(1)
    01) --> Brawl==> Acc(1)
    01) --> Containment==> Empty(1)
    02) --> Rest==> Rechg(2)
    ---------------------------------------------


    hope you find something of use in here

    cheers

    Bob

    p.s. oh yes, slotting-wise on PA, I'm going to try two variants, 3 rech. 2 dam, 1 acc, and 2 rech, 3 dam, 1 acc and see what sort of difference it makes (20 secs of recharge time vs. 16% ish more damage)
  25. I'd suggest the hazard tape colour scheme, seeing as scrappers are supposed to be in yellow for the raid anyway...

    Bob