Generalissimo

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  1. [ QUOTE ]
    Quick final question, though: A couple of times I saw Arle pull out what looked like a Bow. Is there a temp power the Heroes can buy which gives them the weapon? Or was I just seeing things?

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    One of the missions in Croatoa on the heroes side gives you a bow temporary power It's only got something like 20 uses though
  2. [ QUOTE ]
    If you are Invul, you would probably need to set up a dual team with someone from lvl 1-50.. someone with Speed Boost or RA.

    Spines is fairly heavy, but it's fine with QW and Stamina.

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    My spines/invul scrapper was pretty bad for endurance in the low levels (I tended to keep unyielding off unless I was fighting a tough group) but he's been ok-ish since I got stamina; I just tend to turn off Quills towards the end of a fight. Regen would have a clear advantage with endurance of course.
    The only significant advantage that invul might have over regen is the ability to survive alpha strikes in a team. My MA/Regen got dropped from full to zero health in the blink of an eye the other day when 3 or 4 purple lesser devoured turned their attention to me. Invul has the advantage there because it would be able to survive that kind of alpha. However, once you get past the opening few seconds of a fight regen has a lot more tricks to keep you alive and would have the advantage (in my opinion anyway). Still though, I'm glad I went invul with my spines guy because I wouldn't like entering each fight on a team wondering if I'd be the recipient of an alpha strike I couldn't cope with.
  3. Blue Dragon (blaster and faceplanter extraordinaire) still logs on every now and then (although I think it's been about 6 to 8 weeks since he was last on)
  4. Generalissimo

    My Ill/Emp Build

    [color=green] Ok, working my way down through the Illusion side of things:

    Deceive - you should consider slotting at least one accuracy in this. It's very difficult to stack on bosses if it keeps missing.

    Flash - this has very poor base accuracy. 2 accuracies slotted in here would make work a lot better when used.

    Phantom Army - as far as I know the range you slotted in this affects how far away from you the PA can be summoned, not the attack range of the decoys themselves. PA can be summoned a good distance away from you already so you may want to consider replacing the range with something else.

    Spectral Terror - I like putting an accuracy in this, especially when fighting a couple of levels above me.

    Phantasm - I think range slotted in this one also only affects how far from you in can be summoned. Not sure why you're slotting it for Endmod either? Accuracy and damage are usually slotted in this.

    Blind - the chance to sleep someone standing next to your target is very very small so slotting to enhance it is pretty much a waste.

    Those are just a few quick comments I have
  5. I don't have a fire/ or an /ice tanker so I can't really comment on your primary or secondary selections. However, recently I've been looking at how I could respec my inv/mace tanker into a PvP build and I did a lot of reading up on the Presence power pool on the US forums. In a couple of threads I read experienced users of intimidate and invoke panic said that the tohit debuffing aspect of the powers were virtually non-existant and that it was a waste of time slotting for it. I haven't used either power in PvP myself since the S4 tourney last year so I don't know if that's true. Just giving you the heads-up in case you wanted to pop a few fears in each one instead of tohit debuffs.
  6. [ QUOTE ]
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    You say it's completely unneccesary to have a second travel power, I don't think it is.

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    I always put powers for use in mission above powers to help me get to missions, that's why I feel it's important to not have more than one Travel power - two are useless, you can get anywhere in the game without any, get one and you're good, getting two is making yourself less effective at doing your job than you should.

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    I find that I'm more effective in Siren's Call when I have the super jump temporary power in addition to my own superspeed so I can see why in some circumstances people might want to take a second travel power (my scrapper will be picking up superjump at lvl 49 for use in Recluse's Victory).
  7. [ QUOTE ]

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    Reconstruction should have 2 recharges 3 heals. Recharge caps with three but the actual difference is ~5s.

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    It's a reasonable arguement but... 5 seconds? Have you never been sitting slamming the Reconstruction button waiting for it to recharge to save your rear end? I'd always slot this 3 Recharge because it's totally worth it.

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    I agree but as I seldom have enough slots for all my regen and attacks anyway this is an okay place to drop a slot from as it makes little overall difference.

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    Personally I'd rather drop one of the heals in Instant Healing and put it in as a third recharge in Reconstruction.

    Edit: I hadn't spotted the 3 heals in Fast Healing. I'd sacrifice a heal in Fast Healing for a third recharge in Reconstruction in a nano-second

    Edit again: You've 3 heals in Health too. There are loads of slots in this build that would give better return as a third recharge in Reconstruction than where they are now.

    *closes thread lest a further edit is prompted*
  8. My regen took stamina at 30 and didn't really even require it then
  9. [ QUOTE ]
    When i look at the figures on herobuilder for mace and compare it to all other sets i'd expect clobber to be an amazing disorient to make up for some lackings.

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    It IS an amazing disorient. I took it while levelling my tank up to the mid-20's (solo for the most part) and it helped my survivability a lot. Stun the lt -> defeat the minion -> stun the lt again -> defeat the lt. I respecced it out at lvl 24 because by that time I didn't need to remove a bad guy from the fight in order to survive it.
  10. I took it at 22 on my Inv scrapper. I was ok for end - I just needed to manage my toggles a little (i.e keep unyielding turned off most of the time).
  11. Sometimes running away is the best way to reclaim control of a fight. A while back in Sirens I was fighting a corruptor and had just defeated him/her when a load of bots appeared around me and started tearing my remaining health to shreds. This was over on the area of the map leading down to the villain base with all the half-destroyed buildings and crevices and I was right in the corner of a broken building so I had very little room to manoeuvre with all the bots around me. I noticed Dull Pain and Build Up were about to recharge so I targetted the mastermind, super jumped away, waited 5 seconds, hit dull pain, hit follow, hit build up, landed on his head and had him on the ground before he had a chance to react. His bots would probably have defeated me if I'd stayed where I was because I couldn't reach the mastermind quickly enough with my melee attacks because of all the bots getting in the way.
  12. [ QUOTE ]
    Doesn't look like Merc has been added

    Mercury Angel - Invul/Energy/Energy tanker

    I'm 99% certain about his epic. Just hope I'm right, wouldn't do to have a robot mad at me


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    One of his hobbies is frying puny fleshbags with his laser beam eyes so consider yourself lucky that you're right
  13. [ QUOTE ]
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    Mace is generally considered a bit rubbish, the others are all okay.

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    Dont dismiss it like that please. It's got great single target damage and 3 attacks do knockup or knockback. It has one cone and one pbaoe which does disorient so in that respect it's got good aoe and control potential too. It's also got a single target disorient.

    In pvp I have kept people permenantly on the floor using mace attacks so it's far from rubbish.

    In pve the disorient and knockup/down can reduce incoming damage nicely. Also, the knockup and back can keep a boss on his back too (especially if you take air superiority too as I did)

    The thing that lets it down is that like axe, the damage is lethal so it's often resisted in the late game.

    It's also not chosen very much as a powerset so if you want to be fairly unique in the world of coh, choose mace.

    It's a much maligned set that might be less favourable to a power gamer but it's still damn usefl and I would place it above axe so please dont dismiss it like that.

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    Agreed. For a tanking tank, mace is just fine. For a scranking tank/damage dealing tank, mace is not as useful.
  14. [ QUOTE ]
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    There's nothing quite like landing three criticals in a row

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    Try 5.

    Man that was sweet - and that was with BS!



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    I hope you bought a lottery ticket afterwards
  15. Funnily enough the only time I have an issue with toggle dropping is when I get assassin striked while running stealth. Guaranteed the toggle to drop will be superspeed and stealth will stay up. Cue the slowest slow-motion escape in history until I'm able to drop stealth and get superspeed going again.
  16. Happy he who PvP's with the knowledge that he is not immortal and with the realisation that he will not be able to defeat every build he faces.
  17. I haven't done any PvP with my lvl 36 MA/Regen but I imagine the following would be the key MA powers for PvP:

    Cobra Strike - low damage but very high chance to disorient so should be good for incapacitating someone for a quick kill.
    Focus Chi - a must for doing good burst damage to take someone down quickly
    Crane Kick - high damage and does knockback (a person on their butt is a person who isn't attacking you)
    Crippling Axe Kick - this does high damage, knocks flyers out of the sky and has a chance to immobilise and slow (not sure what the chance is though). It is a long animation though so might be best executed while you're mid-jump so you don't open yourself up to Stalkers too much.
    Dragons Tail - A must for fighting stalkers. Very fast PBAOE attack so it has a good chance to interupt a potential A/S if you see the stalker lining one up. Knocks NPC's on their butts so I assume it does the same to villains/heroes?
    Eagle's Claw - most damaging attack we have. A built up critical Eagle's Claw will do some very nice damage indeed.

    Storm Kick and Thunder Kick should be added as required to round out the attack chain (I haven't played my guy in a while so I don't know if both are required or not).

    On the slotting side of things I imagine it depends on whether you will have tactics/focussed accuracy in the level range you'll be PvP'ing in and also whether you envisage yourself getting involved in long drawn out fights or whether you'll be ducking into battle, defeating someone and then ducking back out again. If you're going to be going for quick kills I'd recommend slotting a recharge or two into Eagle's Claw and Crane Kick - you'll be wanting Crane kick in particular to come back as soon as possible due to its good damage and its knockback utility.

    On the travel power issue I love love love superspeed on my PvP'ing spines scrapper. I have a ranged attack though so for a MA scrapper super jump will probably come in handier (my eventual lvl 50 build for my spines guy will have both superspeed and super jump).

    I'm not sure if any of this is any help to you but they're my thoughts on a MA/ PvP'er.
  18. Well done Merc - no one deserves it more

    P.S. Next time don't take "Level 50 is a journey, not a destination" so literally
  19. Generalissimo

    Min Ding

    Big congratulations to my sister for getting her second level 50 hero
  20. I like playing against stalkers - it's a nice challenge when you're facing a good one and a huge spur to improve your own PvP skills/build when you're facing a great one or a tag team of good ones.
  21. There's nothing quite like landing three criticals in a row
  22. [ QUOTE ]
    Yes but how many spines do you actually see ingame?

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    There are often spines scrappers knocking about in Siren's when I'm in there (not counting my own obviously)

    Edit: Perforated bowel would be my pick of the names suggested
  23. Generalissimo

    Post I7 - PvP

    Once issue 7 hits (and once my spines scrapper is into the allowed level range) I'll be spending my PvP time split between Sirens and RV (I don't have an attack chain worth talking about in BB and Warburg is too unkind to my super speeder - well, unkinder than Sirens anyway).
  24. I'll be there for PA dropping again
  25. [ QUOTE ]
    The only problem being that I was the only one enjoying the challenge because the hero doesn't get a "lock on" warning that says "YOU ARE BEING STALKED" in red letters on the screen.

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    Very good post I get a lot more enjoyment out of being in Sirens if I know there are stalkers in the zone. I don't need a "YOU ARE BEING STALKED" alert - just the possibility that there might be a stalker (or stalkers) trying to work an opening to attack me is all I need to keep me interested and having fun.