Fugly_Man

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  1. I heard someone say that once Freedom launches that we will be able to start any AT in any starter zone (ie. I could start a Corruptor in Galaxy city, ect.) is this true or has someone gotten something completely wrong?
  2. Quote:
    Originally Posted by BrandX View Post
    QR and Stamina 3 slots of ENDREC SOs

    Attacks - 2 ACC/3 DMG/1 ENDRED or RCH

    MoB, HS, RTTC - 3 RESIST or DEF or HEAL and possibly 1 ENDRED

    Iron Will - Original Slot ENDRED

    SoW - Depends on if you have the slots available. But 2 RESIST and then 2 HEAL if you actually have slots left.

    Really shouldn't need Aid Self

    HPT - 3 HEAL
    Humm, alot of slots for MoB, HS and RTTC but I will have them for sure.

    Aid Self is mostly cause I had to take Aid Other for my friends toon (the FF guy) he took the same in return.


    Thanks Brand and everyone else to replied, lots of good ideas here, I think I can drop a ACC since my friend is taking Tactics.

    One question however, I know with HS that I get a +Percept bonus, so if my friend is targeting through me and is blind to the target, will they hit because I can see it?
  3. Hey All,

    I'm looking for a leveling build for my DB/WP scrapper, there are plenty of tricked out, 5 billion inf. builds out there, but what about us who are still level 20 and not super rich?

    Here is a listing of the build I have now, please ignore when the powers have been taken, it was just to put them all in there.

    What do you suggest for SO's? I havn't picked a APP yet and I'm playing regularly with a FF fender so I didn't bother with Tough/Weave but I would prolly make a second build with those slotted when I am soloing.


    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 48 Science Scrapper
    Primary Power Set: Dual Blades
    Secondary Power Set: Willpower
    Power Pool: Flight
    Power Pool: Medicine
    Power Pool: Teleportation

    Hero Profile:
    Level 1: Power Slice -- Empty(A)
    Level 1: High Pain Tolerance -- Empty(A)
    Level 2: Ablating Strike -- Empty(A)
    Level 4: Mind Over Body -- Empty(A)
    Level 6: Typhoon's Edge -- Empty(A)
    Level 8: Blinding Feint -- Empty(A)
    Level 10: Indomitable Will -- Empty(A)
    Level 12: Hover -- Empty(A)
    Level 14: Aid Other -- Empty(A)
    Level 16: Rise to the Challenge -- Empty(A)
    Level 18: Vengeful Slice -- Empty(A)
    Level 20: Fast Healing -- Empty(A)
    Level 22: Quick Recovery -- Empty(A)
    Level 24: Fly -- Empty(A)
    Level 26: Sweeping Strike -- Empty(A)
    Level 28: Aid Self -- Empty(A)
    Level 30: Heightened Senses -- Empty(A)
    Level 32: One Thousand Cuts -- Empty(A)
    Level 35: Recall Friend -- Empty(A)
    Level 38: Strength of Will -- Empty(A)
    Level 41: [Empty]
    Level 44: [Empty]
    Level 47: [Empty]
    Level 49: [Empty]
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- Empty(A)
  4. Hey All,

    I've read a few threads about Freedom but I didn't see an answer to this so I'm going to ask here, will we be able to buy Vet rewards (like no Travel preReq. or Nemesis Staff, ect. ect.) with Points?

    There are a few I would just outright like to buy (the ones mentioned above and others) if it was possible since I got into CoH later then a lot of folks and I am paying every month (and will continue too).


    Thanks!
  5. Hello Everyone,

    So, I've been playing CoX for a while now but I never really followed any of the story lines or did the contacts content, I usually just do Radio/Paper mishs to level and the very rare AE story.

    But, now I would like to get my little group of friends and try to do some AV's, So far the only one I've ever done is Frostfire.

    How does one go about getting mish;s against AV's? are they are story-line or contacts content only? Yes, I could make an AE mish with one (I Think) but I want the title and or goodies too.

    HELP!

    My current team is level 18ish, I will have to use Orbo to do Frostfire again I guess.
  6. Hello Everyone.

    Anyone have a build for Fire/Rad thats Perma AM or somewhat close? I have a few LoTG 7.5's kicking around so I can easily slot 3 of them, just looking to use Flight as my travel power.

    I'll admit I'm no good at sets so if anyone has the time. Also, since I don't really TF at all is it even possible to open up that Alpha slot for me?

    Note: I am primarily teaming with a Fire/Mental blaster so I am willing to give up some damage for rechage, while I do have some Inf to toss around for this toon, I'm not really rich, so, going a little cheap would be nice.

    Fugly!
  7. Thank you, I'll have to check it out when I get home.

    Is Fire really that squishy?
  8. Hello All,

    This is my first attempt at a Scrapper, I love the look of DB and it's got some AoE that I like (I hate spines) and Fire always is a favorite of mine so naturally I want to combine the two.

    I understand that the first combo in DB is skip-able, so I won't be taking the tier one attack.

    Could anyone post a build that will be survivable for most PvE content? I am not looking to do AV's at this point but it could change, I have about a billion Inf to spend on this toon, but no idea how to build it. I will be teaming for the most part so I will get some extra +DEF that way, and some RES too.

    Thanks in advance folks, I hear that /Fire is alot more squishy so I could use a hand.
  9. Quote:
    Originally Posted by Local_Man View Post
    As PJFry said, with two Empathy Defenders buffing you, you could easily be the aggro magnet and tank in melee. Follow the strategy I outlined, run into melee and pan-fry the foes while your buddies keep you buffed and healed. Hot Feet + Choking Cloud will provide a huge benefit. A Fire Controller's main benefit is that AoE damage, and you get most of it from Hot Feet. Remember that it gets Containment's double damage 75% of the time if the foes are held, stunned or Immobilized -- which should be most of the time.

    And as PJ said, Ling Rad's -Recharge can provide a nice benefit by reducing the damage you take. EF will also reduce that damage while buffing your own. You'll only need RI for when the Stun in Flashfire runs out.
    I have switched our strategy a little and we're doing more of this, being in melee, kinda makes fistful a little useless at times but the other two AOE's do just fine and with the fireball (concept, I want fire) I'll get later it will help.

    Problem is, the little guys like to chase runners and start in new groups, ouch, I wish cages would hold them too

    Controller pets are like your Cat, it doesn't really care about what you want or where you want it, as long as you feed it (or bring it into being like Fire Imps)

    MM Pets are like a well trained Dog.

    Did the dev's every explain why as a CONTROLLER I don't have even rudimentary CONTROL over my pets? I can stop a group of mobs cold, but my pets do as they please. WTH?
  10. Quote:
    Originally Posted by PJFry View Post
    Other random points:

    - someone said they run with 2 emps as a trio, or is a trio with a team? Because if it's just the three of you, the two emps could make you a invincible death machine just by fort'ing you and letting you stand in the middle of the mobs while they play from distance.

    - I personally find Lingering Radiation to be a super helpful power on my Fire/Rad and I use it every time it is up. It slows the mobs down so that Hotfeet and Choking Cloud have a better chance at damaging/holding them, and it helps to mitigate some damage because it has a nice -recharge debuff to it. Because RI takes so long to cast, I usually Flashfire - Fire Cages - Lingering Radiation - Enervating Field. RI is only needed if fighting really tough mobs with lots of bosses, or GMs, AVs, etc.

    - playing your Fire/Rad melee style definitely helps keep the imps alive, because it means that in general you're getting the aggro, not the imps. A well built Fire/Rad can in most cases be incredibly safe in the middle of a mob after your alpha attacks and controls, because of Choking Cloud and Hotfeet. Also, as Local Man said, the Gravitational Anchor Chance for Hold proc in Fire Cages is worth it's weight in alchemical silver. Don't be afraid to literally be in the thick of things, that's where a Fire/Rad belongs!

    Of course, all just recommendations; if you're having fun, that's what matters the most
    It's a Perma trio actually, with the two Emp's in the lead and I'm kinda following them, yes I get double Fort'ed and with all the Maneuvers running my Def is in the 60%.

    I took Hotfoot and they are going to take OG from the dark pool, so I'm hoping it will simulate the CC/Hotfeet thing, I have limitless end with all the aura's they are tossing along with my own AM.

    My pets are doing a little better now cause we're more in melee range then before and also the difficulty on Tip missions seems to be a little different then radio mish's.
  11. Quote:
    Originally Posted by Local_Man View Post
    No Choking Cloud yet? Hmm. In my opinion, a Fire/Rad Controller is the best single build to take advantage of Choking Cloud. CC adds Containment to foes in Hot Feet and keep you mostly safe -- better than Fire Cages alone. With AM and good slotting, you can handle the endurance cost.
    I'm afraid to mention at this point that I don't have Hot Feet either, I hope your head doesn't explode (or your monitor cause you bashed your head into it )

    You see, I'm running in a team that has 2 emps and they play mostly at range and since we're a dedicated Trio I didn't take either of those two powers, I most likly will get one of them, the Emp's are going with the dark pool and will get oppressive gloom which kinda does the same thing.

    I will however take your advice on the "solo" side of my build, which will be quite different.

    Quote:
    The basics of a Fire/Rad in the mid to late 30's (in my opinion -- I have taken 2 of them to 50, but others do it differently):

    Slot Hot Feet for max Damage and Endrdx and some Accuacy. Slot Choking Cloud for max Hold and Endrdx. Use Frankenslotting, as you'll get the most that way. From range, you use Flashfire + Fire Cages as a ranged Hold, then run in with the Imps trailing behind. While you stand in the group and CC's hold slowly takes catches on, you use Char to hold Bosses, foes who can't be Immobed (like the wolves) and anyone who breaks out of Choking Cloud's Hold. Hot Feet chips away at their health while the Imps attack. Apply heals as needed. Use EF for tough targets, but watch out for your endurance. Your Defender friends can debuff and blast from range while you control and do damage in melee. Wolves can be stunned and Held -- your Defender buddies should mostly focus on taking them out since they resist Immob.

    If you have a decent tank, you have another option: let the tank grab aggro, then hit the foes with Fire Cages and RI, then run in with HF+CC+Imps. Hit Cinders if needed. Without the tank, you can quickly run in and hit Cinders, then Fire Cages and RI when FF is recharging.
    Sounds good Local, I always enjoy your insites and your Ill/Rad guide thank you!!
  12. Quote:
    Originally Posted by Local_Man View Post
    Fire/Rad is a bit different than Fire/Kin -- the focus is different. At 33, yes, your imps will die a lot. The way you deal with this is:

    (a) get your Choking Cloud slotted up fully. Once you max slot for Hold, the imps will take a lot fewer hits. See if you can get that Lockdown +2 Mag proc in there AFTER you have max slotted for Hold. (and max or near max EndRdx)
    Umm I have to take the power first....LOL opps. Problem is my group is mostly at range so I am not sure how much it will help, if the little Imps would stay a little closer I could just heal them, but it's something I have to look at.

    Quote:
    (b) Slot up for more Recharge, both globally and in the Imps power. That will allow you to use the Flashfire/Fire Cages combo more often. At level 50, it really, really helps to put the purple "Chance for Hold" proc in Fire Cages. I tend to slot the Imps in the same way as Phantom Army (4 Expediant Reinforcement, 2 triples from Call to Arms or Dam/Rech and Chance for Build Up from Soulbound at 50). That way, even when they die, I can cast them more often.
    Good idea's when I get to 50, I'm not good at slotting since I don't have any 50 toons (yet). That proc (the chance for hold) is expensive LOL.

    Quote:

    (c) use Cinders when FF+FC is recharging.

    (d) If you use Fire Cages and follow with RI, even if Flashfire isn't up, then the foes have less chance to hit the Imps, while the Imps have more chance to hit the foes. (However, RI takes a while to cast, so this should be used only when it is needed.) Casting EF will help the Imps kill faster while reducing the damage they take.
    I do have all three of Rad's debfuffs so I can use them more, problem is I'm taking on alot of council and the wolves run around alot, makes Rad anchor powers kinda useless for keeping the Imps alive since they always run after something that went out of range.

    Thanks for all the help guys, I have learned a thing or two.
  13. Quote:
    Originally Posted by The_Larker View Post
    Well you could try one of the procs from the pet io sets; Edict of the Master,Call to Arms,Expedient Reinforcement, or Sovereign Right.

    It should help alittle you might have to change tactics too maybe your too up front with your attacks and the imps are taking the brunt of it?If so they might be saving you from all the aggro,it might be a necesary evil.

    I have a fire/kin and I usually am hitting mobs so fast that the imps are just cleaning up what isn't dead in the first few seconds.Of course I also have Expedient Reinforcement set slotted.

    Hopefully this helps if not maybe some others can help.
    Well,

    Actually my team that I always play with is a pair of Defenders, so they are at range for the most part so yea as soon as I get hit they do tend to just run in lol, I don't even use Hotfeet cause we're so far back for the most part.

    I guess I gotta use my RI more so that they hit my guys less....
  14. Hey All,

    I just got my Fire/Rad controller to level 33 and got my Imps and some slots into them, problem is, they die...ALOT. I usually lead with Flashfire then Cages then burning them down and use RI and EM but they still die alot.

    Anyway to slot them so they will survive more?
  15. Quote:
    Originally Posted by Krogoth View Post
    Is this Power Build Up you are considering? Power Build Up also acts like Power Boost and would double the effect of Fortitude allowing it to softcap nearly on its own.
    Umm if I hit power boost it will make Fort better? really?
  16. Quote:
    Originally Posted by Gilia View Post
    If it's between these two, I would say Combat Jumping. The last bits of defense as you get closer to soft capping can make a big difference. With two Assaults running and the low damage modifier, the difference in damage Aim will make is not that much.

    The damage buff on Defender Aim is 50%. Consider the base 100%, Enhancements at 95%, and double assault at ~40%, it's only a "real world" boost of 1/5 damage. Where as the difference between 39% defense and 42% is the difference between getting hit ~11% of the time and ~8% of the time, meaning your "real world" damage taken against even level minions would be about 1/4 less.

    Did you happen to take Fitness? When the Fitness pool becomes inherent, you could use the extra power picks to grab Tough and Weave instead of CJ. Then you'd get more defense than CJ and (if you haven't ready) put the Steadfast Protection proc in Tough. That'd take you to softcap.

    Edit: had a dope moment when writing about defense the first time.
    No I didn't take fitness, I didn't need it at all as it was and getting it free is even better, I am "stuck" this way cause I want to take ranged shot, it's a nice opener (Ranged, Blazing, AoE, AoE) until I get RoA but since I will take Oppresive Gloom as an APP, with the Foes stunned I can use it again.
  17. Quote:
    Originally Posted by Krogoth View Post
    Is this Power Build Up you are considering? Power Build Up also acts like Power Boost and would double the effect of Fortitude allowing it to softcap nearly on its own.
    No No I meant AIM or a power like that one, not the APP power
  18. Hello Everyone, your opinions please.

    My current team is a pair of Emp's, I am playing with my buddy and we're Pacted.

    We're trying to decide which power we should take, as we only have space for one, either our BuildUp type power or CJ.

    With Perma Fort and Manouvers and Hover we're around 36%, Hover is not slotted yet so your looking at 39% perhaps without any IO's. So the question is, do I take CJ which you can slot up another 4% to hit (I belive) 42% to all or go with the +Acc/Dam of a power that you can have like 10 of every 25-30 seconds?

    I should metion that we are also running Assault on both Characters.

    Keep in mind that as an Emp Duo we have virtually unlimited End and massive HP recovery so which would be the better choice in your opinions? We will slot some IO's as time goes by but they are expensive (some of the sets anyways) Thunderstrike being one that will put our ranged well past the cap.
  19. I've asked a few folks and everyone seems to hate the Snipe? other then the boring animation whats wrong with it? seems like a good opener till you get Rain later on?

    Actually as I look at it, I hit ranged then blazing seems like a nice combo, and with all the DEF I am going to have I might be able to use Ranged durning combat if I toss in a interupt reducer or two?

    Any thoughts?
  20. Quote:
    Originally Posted by Doomguide View Post

    Yes, bottom line, with slotted Fort and keeping yourselves well buffed you can handle +2/x8 and I'd say that's probably true any time after you have Regen Aura up and running. Post AB and then post RoA things just get progressively easier and faster. By late game I suspect +2's will bore you and do so rather completely.

    Edit: Handling the incoming damage not your ability to hit them is the limiting factor here I guess is what I'm trying to say as with 1 Acc SO plus ED capped to hit in Fort your final chance to hit +4's is 95%+ (discounting foes with +def or very large amounts of to hit debuff)
    Well, I was thinking about trying to fit Tough/Weave in there (dunno how LOL) but if this build is as survivable as I've been told (outside of AV's and GM's and whatnot) then it should be fine.

    Hence I am thinking of the mind pool, put them to sleep, hit the confuse and pick them off.
  21. Quote:
    Originally Posted by DrMike2000 View Post
    Clear Mind has +Perception.

    Tactics will be wasted most of the time (especially if you slot fortitude for +To Hit), whereas a second Assualt will provide a constant +18.75% damage. I'd go double Assault myself, but splitting Assault/Tactics is viable if you plan to fight hard to hit enemies often.
    Well, I was planning on 6 slotting Fort with 3 Def and 3 ToHit, the only real reason I wanted tactics was for the +Perception to deal with foes that toss smoke bombs and the like later on (like in the 30's or so).

    So, given this, at SO level, would Fort slotted as mentioned and a single SO +Acc per power be enough to insure I am going to hit foes if I go say +2/6 or /8?
  22. Quote:
    Originally Posted by Doomguide View Post
    I'd go Assault, Maneuvers and Tactics. You can save 2 slots on Fortitude by not enhancing the To Hit, the base amount is plenty especially when the buff from 2 Tactics enters the picture (about +54% to hit with 2xTactics+Fort). If you really want to max the defense and to hit in Fort then down the road slot it with 3 Membranes.

    Here's a build to give you an idea of just how potent a pair of Emps operating together is. The following build has no accuracy or endred slotted anywhere .. it will hit +4's reliably and will never run out of endurance. I've left the actual slot placements where they would be if I started placing set IO's in the build. Hence Hasten will not be quite perma but minimal +global recharge (+10% from 2 Doctored Wounds sets for instance) and Hasten becomes truly perma. With some different power choices it would be fairly easy to soft cap your defense to everything and approach the S/L resistance caps for defenders. Geas of the Kind Ones is toggled on to simulate the effects of AB on the build in particular the recharge. Its recharge is the same value, its to hit buff is about equal to Fort as slotted, and its +recovery is actual less than you'd have with AB.
    Well, you made some different choices then me power's wise, so your suggesting that I run all three leadership toggles on both toons? And you took Maneuvers later then I would, would you not want to start layering the +DEF as soon as you could for survivability?

    Also, I noticed that you left out the snipe (Ranged shot) and Fistful of Arrows and Explosive Arrow, your really pairing down the AoE aspect of this toon, I know alot of folks skipped Ranged, is it really THAT BAD? I don't suppose I need the extra attack in the end but I never tried it so I wonder what it's like.

    Also, you picked two heals (both Heal other and the Aura) why both?
  23. Thinking of making them like this! maybe switching one from Assault to tactics only?

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 48 Science Defender
    Primary Power Set: Empathy
    Secondary Power Set: Archery
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Psychic Mastery

    Hero Profile:
    Level 1: Healing Aura -- Empty(A)
    Level 1: Snap Shot -- Empty(A)
    Level 2: Aimed Shot -- Empty(A)
    Level 4: Fistful of Arrows -- Empty(A)
    Level 6: Hover -- Empty(A)
    Level 8: Clear Mind -- Empty(A)
    Level 10: Blazing Arrow -- Empty(A)
    Level 12: Fortitude -- Empty(A)
    Level 14: Hasten -- Empty(A)
    Level 16: Aim -- Empty(A)
    Level 18: Recovery Aura -- Empty(A)
    Level 20: Explosive Arrow -- Empty(A)
    Level 22: Maneuvers -- Empty(A)
    Level 24: Fly -- Empty(A)
    Level 26: Regeneration Aura -- Empty(A)
    Level 28: Ranged Shot -- Empty(A)
    Level 30: Assault -- Empty(A)
    Level 32: Adrenalin Boost -- Empty(A)
    Level 35: Stunning Shot -- Empty(A)
    Level 38: Rain of Arrows -- Empty(A)
    Level 41: Mass Hypnosis -- Empty(A)
    Level 44: Mind Over Body -- Empty(A)
    Level 47: World of Confusion -- Empty(A)
    Level 49: Resurrect -- Empty(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    Level 2: Ninja Run



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  24. Here is a question for this.

    As I am going to take Maneuvers for this team, I wonder if I should take Assault on Both, or Assault on one and Tactics on both. I want to take tactics even though I am going to (given that this team is a duo) 6 slot Fort with 3 Def and 3 ToHit cause of the + percept
    that Tactics has.

    Should I bother with this? does fort have +Percept? I supposed I could take 2x Maneuvers/Assault and Tactics but I would not mind saving a power choice.