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Posts
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Joined
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a NW dont need to detoggle a rad, seeing as forts and NW get tohit debuff res in one of the powers they just hit straight through it. Why would you need to detoggle a rad when as a NW you can 2 or 3 shot him?
A NW can get the first hit by using Slash from hide presence, assuming this is a duel a rad wouldnt even be able to debuff them until the NW attacks which at that point 3/4 of the rads health would be gone.
The NW build i made on mids shows slash does around 617 dmg with BU. After that attack all that is needed is placate and spirit sharks. Spirit sharks (according to mids) doing around 880 dmg with BU and 2 procs (so like 600 unslotted). Seeing most defenders don't have above 1400 hp it wouldnt take long for the NW to take out the rad. Also if this was in the arena you can take temp stun grenades.
Now i don't see why you are arguing forts and NW aren't OP when clearly the majority of the community here are agreeing they are. There are currently 4 things imo that are OP at this time. They are; Psy blasters (good with or without DR), ele/therms (no end = no toggles = no defense), Forts and NW's (great defense, great damage, good mes resist and +tohit) and Ice/ss tanks (also great defense, good damage and if taken a very powerful hold from the epic pool).
Oh yeh i saw in a previous post you mentioned about the global resist blasters get. Well it isn't just blasters who get good resist bonuses you know. All squishies get insane resist bonuses. That goes for villains too -_-
Gamete.. -
spines/regen is pretty nice or maybe a softcapped spines/sr
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[ QUOTE ]
Funny i see good and well build blasters hit throuh elude pretty yoften.
[/ QUOTE ]
Are you still living in i12? because in i12 a blaster can rip through elude but we are in i13 now and DR kinda screws over your tohit so i dont see how any blaster hits through elude and kills a NW, he might get the odd hit but he wont complete a full chain of attacks and kill the NW (unless the NW isnt built for defense and sucks).
p.s Your on the EU there aren't really any "good" blasters left.
Gamete.. -
Well its funny you say that because my ice/ss tank hits forts and widows alot more often than my blaster does. Sure a blaster can hit a fort with Bu+aim and even a NW but a blaster won't hit a NW once elude is up.
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yeh i agree with Rent here, if you getting hit in elude on a nightwidow then i think you need to actually slot defense in it and take the defensive powers from night widow training or whatever its called because the nightwidows i've faught i haven't been able to hit once with a blaster once elude is up.
Gamete.. -
[ QUOTE ]
And imo forts are way worse now than fire/em ever was. At least you could hit a fire/em.
[/ QUOTE ]
Agreed, Forts are ridiculously good now, (they were already amazing but now they are even better) i play one myself and in most situations it beats anything 1v1.
Now when forts and Night widows team up, theres just no point in even trying to kill them. Even a small team of 3-4 forts cause alot of devastation, your average 'zonies' won't be able to take them out.
Something needs to be done about this really...
Gamete.. -
tbh my main was a fire/em and i aint all that bothered about the "nerf" im more bothered about the travel surpression, DR and heal decay.
I have played my fire/em a few times since i13 and it still kills most things, the only trouble i have is SS brutes but hey i still have a psy/em to own faces so its kk. -
The only blasters that will deal amazing dmg from range now is psy and sonic. A sonic/em in a zone is something to watch out for, the damage is ridiculous.
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elec/therm corrupter is one of the best combos around atm, a good one is hard to beat.
Theres a few nice domi combos, mind/psy being quite nice. Drain psych and PFF.
And ofc like the others said Ice/ss tank and Fortunata's.
Elec/kins can also be very nasty, both corrs and defenders.
Gamete.. -
Well i dunno what level he is now, but me and a friend on the US side did 1-38 in 3 hours, but i had to work the rest of DXP so i dunno how long it took for 38-50, ill ask and post back.
Good job btw
I have my own record for lvl 1-50 in 29 hours but that wasn't on a DXP weekend -
I dunno how old this thread is but i play a fortunata ni PvP also and psychic wail is pretty hot in a fort build, there is no end crash with it and it pushes pretty nice dmg and nice -rech and a stun
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Heres the build im planning to respec into for i13, sacrificed 2 purple sets so i can get the extra defense, with DR now theres just no point in slotting for loads of rech. My old build focussed on high rech for perma mind link but DR stopped that now
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Natural Arachnos Widow
Primary Power Set: Fortunata Training
Secondary Power Set: Fortunata Teamwork
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Concealment
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Telekinetic Blast -- Dev'n-Dmg/Rchg(A), Dev'n-Acc/Dmg/Rchg(3), Dev'n-Acc/Dmg/EndRdx/Rchg(5), Dev'n-Acc/Dmg(5), Thundr-Acc/Dmg/Rchg(15), ExStrk-Dam%(34)
Level 1: Combat Training: Defensive -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(13), LkGmblr-Def/Rchg(13)
Level 2: Subdue -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(3), Dev'n-Acc/Dmg/Rchg(7), Dev'n-Acc/Dmg/EndRdx/Rchg(7), Thundr-Acc/Dmg/Rchg(15), TotHntr-Dam%(34)
Level 4: Combat Training: Offensive -- Acc-I(A)
Level 6: Hurdle -- Jump-I(A), Jump-I(40)
Level 8: Aim -- GSFC-ToHit(A), GSFC-ToHit/Rchg(9), GSFC-ToHit/Rchg/EndRdx(9), GSFC-Rchg/EndRdx(43), AdjTgt-ToHit/Rchg(45)
Level 10: Indomitable Will -- HO:Ribo(A), HO:Ribo(11)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(37)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(46)
Level 16: Dominate -- Lock-Acc/Hold(A), Lock-Acc/Rchg(17), Lock-Rchg/Hold(17), Lock-EndRdx/Rchg/Hold(19), Lock-Acc/EndRdx/Rchg/Hold(19), Lock-%Hold(31)
Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(36), Numna-Heal/EndRdx(37), Mrcl-Rcvry+(37), Mrcl-Heal(40), Mrcl-Heal/EndRdx(48)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-End%(21), P'Shift-EndMod/Acc(48)
Level 22: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(23), GSFC-ToHit/Rchg/EndRdx(23), GSFC-Rchg/EndRdx(27), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
Level 24: Mind Link -- HO:Membr(A), HO:Membr(25), HO:Membr(25)
Level 26: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(29)
Level 28: Foresight -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(29), ResDam-I(31), LkGmblr-Def(31), LkGmblr-Def/EndRdx(40), LkGmblr-Def/Rchg(50)
Level 30: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(45), Zephyr-ResKB(50)
Level 32: Psychic Wail -- Sciroc-Dmg/Rchg(A), Sciroc-Acc/Dmg(33), Sciroc-Acc/Rchg(33), Sciroc-Acc/Dmg/EndRdx(33), Sciroc-Dmg/EndRdx(34)
Level 35: Stealth -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36), LkGmblr-EndRdx/Rchg(36), LkGmblr-Def/EndRdx/Rchg(48)
Level 38: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(39), LkGmblr-Def(39), LkGmblr-Def/EndRdx/Rchg(39)
Level 41: Gloom -- Apoc-Dam%(A), Apoc-Dmg(42), Apoc-Acc/Dmg/Rchg(42), Apoc-Acc/Rchg(42), Apoc-Dmg/EndRdx(43), Cloud-%Dam(43)
Level 44: Tactical Training: Assault -- EndRdx-I(A), EndRdx-I(45)
Level 47: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 49: Phase Shift -- RechRdx-I(A), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Conditioning
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I slotted dmg procs in most attacks and i have to say they do make alot of difference.
Gamete/Loar... -
I have a cold/sonic and they own...
Dark/Sonic 0
Cold/Sonic 2 -
I have said this would be a good idea for a while to my mates now, cause i played GW religously before CoH and they had that option and it does truly rock to just make a pvp toon and start pvping. Although i like this idea i doubt it will considered because afterall CoX wasn't built for pvp and anyway i dont think many people want to pvp now lol
Gamete.. -
[ QUOTE ]
(siphon speed shortens the cast time even more).
[/ QUOTE ]
Siphon speed does not shorten cast times. -
A kin/elec/power is a great support toon, can provide awesome buffs and sapp, most of your sapping will come from PBU'd Transference, though your Thunderous blast also drains aruond 35% end i think.
If you usualy play melee toons then i would probs get total focus on it too just so you can have some fun with a melee power aswell. Mostly though just take all the kin powers but fulcrum and repel (this is for pvp btw, might think im mad saying no fulcrum but in pvp siphon power is just more viable as people dont tend to ball up in pvp, so your fulcrum wont be very useful). As for the elec powers (You have to take charged bolts) i would take second blast power i think it's lightning bolt, shortcircuit, thunderous blast and maybe tesla cage if you can fit it in.
Try to make some sort of bind that tells your team mates which target your sapping or which target has been sapped so they know to attack that target seeing as he wont be able to run very far with no end. Something like this would be good imo..
/bind key say "[DRAINING]$target!" and /bind key say "[NO END]$target!"
Hope this helped..
Gamete.. -
Spag Bol - Pretty much best pvper i've seen.
<removed by mod: personal> -
[ QUOTE ]
Incorrect. The target does not need to stand still for an AS to work. I suggest you look up or even try this power before being so wrong and shaming yourself on a public forum.
[/ QUOTE ]
Yeah this is kinda true, on my stalker i've managed to AS moving targets a number of times, it can be done with practice you just gotta get your timing spot on.
Also i think somwhere in this thread emp'd blasters were mentioned. It's pretty simple to kill this combo with a stalker just pwn the emp first, can be harder to kill some emps than others but you can AS between there buffs when they root to cast CM or Fort, doesnt give you much time but it can be done. -
lol Stalker defense is actually better than a scrappers assuming you have a set such as SR which is defense based because they get hide which gives defense to all and a big aoe def, the only reason a scrapper may survive longer is because they have more hp. Also if you fail to AS (miss) you wont unhide anyway so you wont be in trouble there.
The only thing i do agree on which is annoying is the fact longbow see though your hide in mayhems but if you're the only one on the map it wont be very challenging if they just let you run into the vault break the door and snag the loot.
As for the damage of the other attacks i think the damage is more than enough for pve uses, from hide you will always critical and you can placate and do it again. Thats quite big damage imo.
Gamete.. -
If Blaze and BiB are getting the big dmg nerf that is stated here i would like to see a massive range increase on them both tbh because a controller that out damages a fire blaster is just ridiculous.
I just really hope this isn't final becuase these numbers are shocking.
On the other hand im really happy with the melee changes might actually make me roll a scrapper or tank.
Gamete.. -
Well most /dev blasters make a build geared towards teleporting people onto trip mines, really fun thing to do works best in sirens imo, though RV is probably the most active zone atm. i do have an arch/dev which is respeced for telemining and the pools i took were Leadping, teleport, leadership and fitness.
Most go speed instead of leaping but its up to you. I think the most inportant pool is leadership on a teleminer or stalker hunter, you will have nice percept with tactics, targetting drone and maybe a perception IO. With that you will be able to see stalkers at 10ft so if one tries to sneak on you you can catch him out.
There is an alternative from telemining, i like the idea of a debuffing blaster :P, webgrenade, snowstorm from epic and caltrops can produce some nice slow, would make it very easy to kill someone under that sort of slow, especially since they are -jumped.
For this type of build i would say use speed, leaping, fitness, leadership and cold mastery. This could be done with a teleminer also but i think you would have to drop speed. You can do it with just Combat jumping on but if you get -jumped then you got no speed to run away so you will have to TP away asap.
Hope this helped..
Gamete/Loar -
Hey i will post build i was going to respec to when i was going to farm demons, it has fire mastery also, the odd purple but nothing major, here it is...
Hero Plan by Mids' Hero Designer 1.4006
http://www.cohplanner.com/
Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Char -- Thundr-Acc/Dmg/EndRdx:50(A), Thundr-Acc/Dmg:50(23), HO:Endo(23), Hold-I:50(25)
Level 1: Transfusion -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(7), Dct'dW-Heal/Rchg:50(7), Dct'dW-Heal/EndRdx/Rchg:50(15), Dct'dW-Heal:50(34), Acc-I:50(43)
Level 2: Fire Cages -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(3), Posi-Dmg/Rchg:50(3), Posi-Dam%:50(5), Posi-Acc/Dmg/EndRdx:50(5), Enf'dOp-Acc/Rchg:50(34)
Level 4: Siphon Power -- Acc-I:50(A)
Level 6: Hurdle -- Jump-I:50(A)
Level 8: Hot Feet -- Sciroc-Dmg/EndRdx:50(A), M'Strk-Dmg/EndRdx:50(9), C'ngBlow-Dmg/EndRdx:50(9), C'ngBlow-Acc/Dmg:50(25)
Level 10: Siphon Speed -- TmpRdns-EndRdx/Rchg/Slow:50(A), TmpRdns-Acc/EndRdx:50(11), RechRdx-I:50(11), RechRdx-I:50(15), Acc-I:50(31)
Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(13), RechRdx-I:50(13)
Level 14: Super Speed -- HO:Micro(A), HO:Micro(50)
Level 16: Flashfire -- Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(17), Stpfy-Acc/EndRdx:50(17), Stpfy-Stun/Rng:50(19), Stpfy-Acc/Stun/Rchg:50(19), Amaze-Acc/Stun/Rchg:50(34)
Level 18: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(33)
Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(21), P'Shift-EndMod/Acc:50(21), P'Shift-End%:50(46)
Level 22: Speed Boost -- Efficacy-EndMod/EndRdx:50(A), Efficacy-EndMod:50(37), Efficacy-EndMod/Rchg:50(40)
Level 24: Maneuvers -- LkGmblr-Rchg+:50(A), Krma-ResKB:30(50)
Level 26: Cinders -- G'Wdw-Acc/Rchg:50(A), G'Wdw-Acc/EndRdx:50(27), G'Wdw-Acc/Hold/Rchg:50(27), G'Wdw-Dam%:50(31), EoCur-Acc/Hold/Rchg:50(40), RechRdx-I:50(46)
Level 28: Tactics -- AdjTgt-ToHit:50(A), AdjTgt-ToHit/Rchg:50(29), AdjTgt-ToHit/EndRdx/Rchg:50(29), AdjTgt-EndRdx/Rchg:50(31), AdjTgt-ToHit/EndRdx:50(50)
Level 30: Kick -- Acc-I:50(A)
Level 32: Fire Imps -- BldM'dt-Acc/Dmg:50(A), BldM'dt-Dmg:50(33), HO:Nucle(33), S'bndAl-Build%:50(46)
Level 35: Transference -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(36), Efficacy-EndMod/Acc/Rchg:50(36), Efficacy-Acc/Rchg:50(36), Efficacy-EndMod/EndRdx:50(37), Efficacy-EndMod/Acc:50(37)
Level 38: Fulcrum Shift -- Acc-I:50(A), Acc-I:50(39), RechRdx-I:50(39), RechRdx-I:50(39), EndRdx-I:50(40)
Level 41: Fire Ball -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(42), Posi-Dmg/Rchg:50(42), Posi-Dam%:50(42), Posi-Acc/Dmg/EndRdx:50(43), Det'tn-Acc/Dmg/EndRdx:50(43)
Level 44: Fire Shield -- TtmC'tng-ResDam:50(A), TtmC'tng-ResDam/EndRdx:50(45), TtmC'tng-ResDam/EndRdx/Rchg:50(45), Aegis-ResDam/EndRdx:50(45)
Level 47: Tough -- TtmC'tng-ResDam:50(A), TtmC'tng-ResDam/EndRdx:50(48), TtmC'tng-ResDam/EndRdx/Rchg:50(48), Aegis-ResDam/EndRdx:50(48)
Level 49: Inertial Reduction -- Jump-I:50(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
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Funny i came across this post just made a build myself for an ice/cold was thinking of making one, but i agree with what globey has to say, i also think snowstorm is overslotted. I'm just gonna post my build up here anyways see it's pretty much like yours except i got freeze ray and no buffs.
I did do two version of the build one without purples and one with but i will post the one with purples seeing as you used purples in yours.
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I see
. Nvm i've had some fun posting on this but gonna leave it now. Goodluck with your stalker Kinergy.
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Tbh Shockwave i dont know why you added a big "LOL" when pretty much everyone in the pvp commuinity would agree with me if they replied to this thread, even Rent agrees