Hippaforalkus

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  1. Alright I'm a little torn in which origin to chose for my next character, and was hoping for some fresh perspectives :P

    The character is gonna be an Energy/Energy/Force blaster with superspeed.
    His background story in short is a antivirus program coming to life, and naturally wants to defend people from... People virus (yes skyraiders and circle of thorns I'm looking at you! :P).

    The obvious path might be to chose the technology origin... However something which is created could just as well be under the science origin no?

    This thought arose when I read through the tech origin description which explained the origin as someone using tech to emulate powers... However, what if you ARE tech? Now a cyborg would be tec I suppose, a robot yes... But a program which somehow becomes manifest in solid form?

    I'd like to hear you guys opinions on this, and why you think like you do.

    Thanks
  2. Thanks for all the advice. It was more than I could hope for. I will definately follow your instructions, and when I get up in lvl I will see about tweaking around with it.

    Thanks again!
  3. Hi guys.

    I've been playing scrappers mainly, and enjoying it, but now want to try something a little different, and yet something I can relate to what I've been doing in CoH all this time. After a bit of reading around Blapper is what I decided upon.

    For my character I have chosen Energy/Energy/Force power pools. And was thinking of going with the superspeed travel power.

    Being somewhat new to blasters I was hoping for advice on these powersets, such as what I can (or should) skip, and if anyone has a great build lying around I'd appreciate if you could share, and give me the lowdowns (weaknesses and strengths) on your build(s).

    As for what I intend to do with the toon it's simple. Play him! Post any and all builds you might have that you wish to share, and please just let me know if it's something you use mainly for soloing, teaming, and/or farming etc.

    Otherwise all I really WANT from this character is the powerpools mentioned, and if possible a wellrounded toon that can dish it in melee as well as range... The quintessential blapper

    Thanks in advance.
  4. Ok thank you for your input Bliss. Doesnt sound like you have any problems combining chain attacks with the fury system, and thats what I heard some ppl complaining about in regards to using DB on brutes as opposed to classes who did not use fury.

    Swipe and attack vitals are indeed the chains Ive heard everyone talking about. So thanks again. Think I will try out the brute
  5. Hi guys.

    Firstly thanks for taking your time to read and put up with newbs like me.

    I want to make a character with Dual Blades/Super Reflexes and Force Mastery as the ancillery power set.

    My question is this; Should I make that toon a Brute or a scrapper?

    My original idea was to make a brute since I don't have much experience with those, and thought I'd like to give it a go, but I've been reading around on Brutes Dual wielding blades, and it seems to me that everyone says that DB is alright for brute, but not as good as scrappers due to brutes fury system.

    I read some ppl just play DB on brutes and pretty much ignore the combos which is something I do NOT want to do

    So please if anyone has any advice. Should I go brute, or scrapper?
  6. Quote:
    Originally Posted by Microcosm View Post
    Also, I believe the km -dam effect is tagged as unresistable, which makes it actually useful in all situations, even against AV's, unlike, say, DM's -tohit. Other than that, power siphon is kind of the central theme of the set...

    To the OP's question, in regards to /electric, I never take Grounded, but always take everything else. Grounded's energy resistance is usually superfluous, and it's negative resistance is really small (and yes I know the set generally has little negative resistance). I always replace it with Combat Jumping, which: covers the immobilization protection of Grounded; can be slotted with a kb protection IO, all I find necessary for general pve; can be slotted with an LotG +rech IO; and gives a small amount of defense to everything, which helps more, IMO, than the energy and neg resistance of Grounded.
    Ok great. Thanks for the reply Mircocosm. Everyone else seems to be turning this thread into what I was trying to avoid... A discussion about whether or not Kinetic melee is good. I already have the character, so gonna stick with it. All I wanted to know was which powers to skip, and which are needed. I thought grounded would be good, so thanks for you alternate solution there.

    But no one has enough experience with Kinetic to be able to say which powers are completely useless in that powerset yet? Surely someone must have run a toon or two to 50 in the beta?
  7. Alright I have a lvl 15 Kin/Elec scrapper who I intend to play as my new main, but I can only find topics about how good or bad kin and elec are, none about which powers should actually be chosen, and which should be skipped.

    It seems to me that all the powers from Elec Armor should probably be taken (maybe?), and I have no clue about Kin. So far I only have a handful of attacks, and they seem to have varying uses, but what will I need at lvl 50? Surely I only need 4-5 attacks? So which ones should I chose?
  8. Quote:
    Originally Posted by Watchdog View Post
    The animations tend to feel long because of what's happening on the screen. All of the attacks have a wind up to a final, quick burst of damage -- wave, wave, wave, BAM!

    In other words, it's a set a quick-executing Knockout Blows and Eagle's Claws, with long windups to a final shot of damage. It would *feel* as fast as it actually is if the damage were happening throughout the animation, like Shadow Maul and some of the multi-swipe Dual Blades attacks.

    As it is, yes, it's kind of silly thematically because why would anyone sit there and watch you wave your hands around instead of using that awkward pause to kick you in the sack? Eagle's Claw -- why would I stand there when a ninja guy jumps in the air in slow motion with his foot cocked back like he's going to put a footprint on my brain? Knockout Blow -- We've all seen Popeye cartoons... when a dude winds up like that? Newsflash -- he's gonna hit you in the face!

    So just like with Dual Pistols (though not nearly as bad), it's a set full of style over substance. I've enjoyed playing the set so far, but yeah, you don't wanna spend too much time thinking about it because the animations are silly in a melee set.

    A Kinetic Blast set with the same exact animations would be pretty great.
    Spoken like a true brawler AKA someone who hasn't the faintest idea how to fight. There's much more to fighting then simply throwing punches. Try to watch an old Seagal movie, they show it adequatly. Weaving your hands in the correct postions will make it hard for an opponent to successfully hit you. Also it tends to confuse the hell out of people, unless they are trained. The only "unrealistic" part is that the animations are too slow, but I suppose that's for our benefit, so we can watch and be awestruck
  9. Ok starting to understand that Shadowmeld is really ****ing good, but I was hoping to stay on the straight and narrow with this particular character. Any other choices than Shadowmeld (for the heroic ones of us :P)?
  10. Sounds reasonable, but I don't really care much for either sets. Maybe I will leave the farming for one of my other chars (thinking of lvling a Ill/Rad troller). In the meantime I still enjoy playing for BS/FA scrapper, and still need to know how to get him softcapped. Perhaps with parry I could omit some of the damned extra power pools? Getting 3 powers from both Fighting and Leaping is doing my head in.

    Regardless if anyone have a softcapped ??/FA scrapper build please share. The GR changes to FA seems to have sparked quite a bit of new interest for the set so I'm sure many people would appreciate that kind of information. Even if I'm wrong about that, I certainly would
  11. I think I'd go for Plant/Earth, but as mentioned before it has to do with your style of druid. Probably wouldn't go for fire though. Fire is the forest's enemy :P
  12. All melee attacks really (perhaps save for the ones that already got makeovers such as Martial Arts (though it could easily look cooler)).

    But the one powerset I want cooler animations for is Broadsword. It just seems like some dude (or dudette) swinging a heavy sword randomly. I mean I've done fencing for 5 years and I can tell you right now that anyone fighting with moves like in the BS set would die very quickly in a duel against someone who at least know how to HOLD the damned thing.

    Thanks for listening
  13. Hi guys I was wondering if anyone had good solid builds of a def capped FA scrapper?

    I might matter, it might not, but my primary is Broadsword (I imagine parry might make it cheaper?). But I'd love the input from anyone who has some knowledge of FA. Elec Def set might work analogue to Fire? I heard they are quite similar in many regards.

    Also I would like to use the BS/FA scrapper for farming. So I was thinking of grabbing Darkness as APP to get TenabTentacles and Dark Torrent, for more AoE (And will fit well with my RP aspect of the char), but with Tough, Weave and Combat Jump all in there I don't seem to have room for the APP at all lol. Oh one last thing. A more philosophical question if you will... How much do I need softcap for a farming scrapper of BS/FA? I realize of course that more survivablity can only be good, but not at any cost. So please, what have you all done on your farming scrappers?
  14. First and for all thanks for all your replies.

    Ok I realize that CoH isn't WoW, but I was wondering how it wasn't WoW, and I think I got that answered to thanks. The comparison is due to WoW being the only MMO is know (well).

    One thing I get from these forums a lot is that "What matters is what you like", which is great, and very openminded, however at some point you'll probably wanna be useful as well, whether to yourself or to others. Fun is fun, but failing a lot is only fun for so long. It's good to know you can be useful even without the softcap, and I understand that anyone would perferm better defensively with maxed out defenses.

    I mentioned that I was interested in farming (solo most likely) with my BS/FA scrapper, so I think I will rephrase one of my question to, is it worth sacrificing a few extra (AoE) attacks (from the APP) to get the softcap? I mean... I would like to hear what YOU guys do with your farmers, especially those that are scrappers, and perhaps even more so with people using resistance def sets (like Fire/Elec/Dark?). Although I intend to roll on my scrapper this is a general question and input from any AT is appreciated (though I supposed ranged ATs would have less use for the softcap)

    Thanks again in advance for your patience and willingness to share your wisdom
  15. I'm relatively new to the game, and I have been reading around on this forum about different classes and different abilities. Everyone goes on about the softcap... As a tank that makes good sense I guess, but why do so many scrappers go on about it? Now understand I am used to WoW, and if anyone but the tank gets hit by a boss that's all she wrote anyway, so no one other than tanks go for def. I realize this isn't WoW, but other than for soloing (farming) why would a scrapper (or stalker) want softcap (I assume that the squishies don't even try for it?) wanna softcap? Are AoEs that bad at endgame? Maybe it's necessary for farming (solo)?

    I'm very curious about this as I got a BS/FA scrapper which I sort of would like to turn into a farmer (at least on one of his builds). So far my problem is getting tough, weave, and combat jumping costs me any and all powers in my ancillery pool (where I was hoping to get a couple of AoEs to supply my DmgAura, and BS AoEs. Is this simply not possible when also wanting softcap? Is it THAT necessary to softcap a scrapper (for farming?) and surely for teaming the tankers are meant to catch all the punches anyway?

    Some answers and explanations would be most welcome.

    Thanks in advance.
  16. Well I have a BS/FA scrapper and I would be interested in knowing how softcap it.
  17. Hi guys I rolled a BS/FA scrapper and he's currently at lvl 19. From what I gather BS is good with defense light sets (due to parry), and the AoE should be great. I rolled the character for concept reasons, but hearing that this should be a good AoE combo I was thinking about making him a farmer.

    Now with FA buffed this seems even more attractive to me, but I don't really know how to proceed so I made this build on Mid's and was hoping for suggestions, insights, critique, what will you about how it looks. Personally I was hopping to get some action out of my ancillery pool, but I didnt have room for a single power the way things stands.

    Did I go overkill on defense (thought softcapping would be good for farming, but I have no idea how many powers I need for that)? Wouldn't mind dropping the fighting pool completely and/or alternatively giving up the leaping pool and getting KB prot from Steadfast.

    Otherwise I haven't upgraded any of the attacks (I was thinking of looking into that when I get much much higher lvl - But if you have any, suggestions are always much more than welcome).

    On to the build!
    Hero Plan by Mids' Hero Designer 1,803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Khaenen: Level 50 Magic Scrapper
    Primary Power Set: Broad Sword
    Secondary Power Set: Fiery Aura
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting

    Hero Profile:
    Level 1: Hack -- Empty(A), Empty(3), Empty(3), Empty(5), Empty(5), Empty(19)
    Level 1: Fire Shield -- Empty(A), Empty(17), Empty(17), Empty(19), Empty(21)
    Level 2: Slice -- Empty(A), Empty(7), Empty(7), Empty(9), Empty(9), Empty(11)
    Level 4: Healing Flames -- Empty(A), Empty(21), Empty(23), Empty(23), Empty(25)
    Level 6: Build Up -- Empty(A), Empty(39), Empty(40), Empty(40)
    Level 8: Parry -- Empty(A), Empty(11), Empty(13), Empty(13), Empty(15), Empty(15)
    Level 10: Blazing Aura -- Empty(A), Empty(45), Empty(46), Empty(46), Empty(46), Empty(48)
    Level 12: Combat Jumping -- Empty(A)
    Level 14: Swift -- Empty(A)
    Level 16: Health -- Empty(A), Empty(39)
    Level 18: Whirling Sword -- Empty(A), Empty(36), Empty(37), Empty(37), Empty(37), Empty(39)
    Level 20: Stamina -- Empty(A), Empty(25), Empty(27), Empty(27)
    Level 22: Plasma Shield -- Empty(A), Empty(29), Empty(29), Empty(31)
    Level 24: Super Jump -- Empty(A)
    Level 26: Disembowel -- Empty(A), Empty(31), Empty(31), Empty(34), Empty(36), Empty(36)
    Level 28: Acrobatics -- Empty(A), Empty(50)
    Level 30: Consume -- Empty(A), Empty(40), Empty(42), Empty(42)
    Level 32: Head Splitter -- Empty(A), Empty(33), Empty(33), Empty(33), Empty(34), Empty(34)
    Level 35: Fiery Embrace -- Empty(A), Empty(42), Empty(43), Empty(43)
    Level 38: Burn -- Empty(A), Empty(43), Empty(45), Empty(45)
    Level 41: Rise of the Phoenix -- Empty(A)
    Level 44: Kick -- Empty(A)
    Level 47: Tough -- Empty(A), Empty(48), Empty(48)
    Level 49: Weave -- Empty(A), Empty(50), Empty(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 4: Ninja Run


    Thanks in advance for any help rendered to this poor newbiesaur
  18. Quote:
    Originally Posted by Vanden View Post
    Jab I mentioned in your other thread.
    Yes you did. Sorry I get a little distracted with 7 different tabs about Invul/SS open at the same time. You've been very helpful, I will definately follow your recommendations. Also since you had no further comments I assume the build is solid?
  19. Thanks for your expedient reply and your help (yet again) Van. Well The character is actually lvl 33, so yes you are prob right to take rage ahead

    Is there anything else notably wrong with this build? And suggestions on how to upgrade jab and footstomp would be appreciated, as well as suggestions as how to make the build cheaper without loosing out too much. The whole bang for the buck theory

    - Thanks again.
  20. Ok I been having the feelers out there to see which powers to take and not to take for an Invul/SS tanker, and after a bit of back and forth I now have an almost complete build for a lvl 50 tanker.

    I should start off by mentioning that I pretty much ripped off my Invul build from "Call me Awesome" (even though I seem to be a couple of percent from soft-cap).

    I'd like to hear everyone's opinions on this builds weak points and strong points (if any). My aim with this tanker is to tank on a team, and I wouldn't mind being able to tank the endgame stuff either

    Also I have left Jab and Footstomp without upgrades (jab with 5 slots and Footstomp with 6 slots), so any ideas as how to deal with this would be appreciated. I think the build is already gonna cost a heap (which I don't have lol), so cheaper solutions would be welcome, but for the builds longevity I would appreciate all thoughts on this.

    And just for good measure the reason I took kick was only to get ahead in the fighting pool, I don't intend to use it except to screw around (Boxing would be better due to KD instead of KB I guess, but again, not gonna use it (should I? I could always pick boxing instead).

    Final notes. I picked Energy as my ancillery powerpool, but frankly I only managed to get the one power, Conserve, so depending on how useful it is I could get another attack (Punch? I didnt really because I couldn't slot it anyway), but perhaps another ancillery would be more useful? Don't really know the utility of any of those ancillery pools.

    Finally here is the build!

    Hero Plan by Mids' Hero Designer 1,803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Paragon of Light: Level 50 Natural Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Super Strength
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(5), S'fstPrt-ResDam/Def+(5)
    Level 1: Jab -- Empty(A), Empty(46), Empty(46), Empty(48), Empty(50)
    Level 2: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(7), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Rchg(9)
    Level 4: Haymaker -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(33), S'ngH'mkr-Dmg/Rchg(33), S'ngH'mkr-Dmg/EndRdx/Rchg(34), P'ngS'Fest-Dmg/Rchg(34), P'ngS'Fest-Acc/Dmg(34)
    Level 6: Air Superiority -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(45), S'ngH'mkr-Dmg/Rchg(45), S'ngH'mkr-Dmg/EndRdx/Rchg(46), P'ngS'Fest-Dmg/Rchg(50), P'ngS'Fest-Acc/Dmg(50)
    Level 8: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam(13), HO:Ribo(13)
    Level 10: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(15), Zinger-Taunt/Rchg/Rng(15), Zinger-Acc/Rchg(17), Zinger-Taunt/Rng(17), Zinger-Dam%(19)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Fly -- Flight-I(A)
    Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(19)
    Level 18: Invincibility -- HO:Cyto(A), HO:Cyto(23), HO:Cyto(25), Taunt-I(25)
    Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(21), Efficacy-EndMod/EndRdx(21), Efficacy-EndMod/Acc(23)
    Level 22: Knockout Blow -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(37), S'ngH'mkr-Dmg/Rchg(40), S'ngH'mkr-Dmg/EndRdx/Rchg(43), P'ngS'Fest-Dmg/Rchg(43), P'ngS'Fest-Acc/Dmg(43)
    Level 24: Kick -- KBDist-I(A)
    Level 26: Tough Hide -- DefBuff-I(A), DefBuff-I(27), DefBuff-I(27)
    Level 28: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(29), RctvArm-ResDam/EndRdx/Rchg(29), RctvArm-ResDam(33)
    Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam(31), RctvArm-ResDam/Rchg(31)
    Level 32: Unstoppable -- RechRdx-I(A)
    Level 35: Rage -- ToHit-I(A), ToHit-I(36), ToHit-I(36), RechRdx-I(36), RechRdx-I(37), RechRdx-I(37)
    Level 38: Foot Stomp -- Empty(A), Empty(39), Empty(39), Empty(39), Empty(40), Empty(40)
    Level 41: Resist Physical Damage -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(42)
    Level 44: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(45)
    Level 47: Weave -- DefBuff-I(A), DefBuff-I(48), DefBuff-I(48)
    Level 49: Conserve Power -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 2: Ninja Run

    Thanks in advance
  21. Just to ask another question for air support. It's normal (as far as I can see) to max out slots for attacks. Should this still apply for an atk power from a pool powerset (wondering if it's strong enough to be worth it, or should I settle with less than 6 slots?)?

    And in regards to jab. Before it was a no choice, and so people put up with it, but now it should be more useful. Would you max it out in slots or settle for less?
  22. Well Street what you say makes sense, and actually just because of what you said with Footstomp being the only AoE (omitting handclap) is the only reason I would otherwise even consider EnTorrent, but it seems no one is impressed with it... At all. So I think I will pass on it.

    Laser Beam Eyes as a gimmick only works for me, in the sense that I will TRY to fit it in my build.

    As for hurl it seems when you're a flying tank it's more about picking it over a lesser attack then picking it because it's really needed, so I think I'll end up passing on that as well.

    As for boxing, I do realize it's a prereq for Tough/Weave (I might go for kick since kicks are a bit lacking in SS lol. Disorient vs KD? dunno). I read somewhere though that both those powers are absolutely useless, so thinking of just keeping one of those as a "gimmick" to joke around with my laser eyes, and instead incorporating Air Supp as part of the regular atk chain.
  23. Yes as far as I can see EnTorrent for tanks is KnockDown. Of course having knockdown on it's own doesn't necessarily make it a must. Was just an idea?

    As far as laser eyes goes, yes it's more to make a Superman inspired character (concept I will put it under ), but you're saying it's so bad I should only use it for fun and exclude it from my attack chain?

    As I intend to get flight (and hover was useless for tanks) I should definately get air support then, but now you're saying it replaces your punch New Dawn? Ok that's good to know. Then I can skip that power I guess. Also you're saying hurl becomes almost irrelevant when tanker has flight+air support? So omit Punch and Hurl entirely?
  24. Thanks a ton for your help guys. The problem just reading the tooltip for each power is that they all sound good lol. So it's nice to hear the real deal from some pros, but as far as hurl goes (never tried it), but I read somewhere it's not a very good attack due to it's long animation? Would it eventually be something you'd use in a certain playstyle, such as using it to pull rather than say jump in the middle of things and start with footstomp?

    Also I see none of you mentioned handclap which also pretty much fits with what I could find around... KB bad :P

    I see that Novella mentioned Punch as a part of the attack chain whereas DSorrow says that it is a power that can be easily replaced by another atk power. I guess knockdown is nice, but it should be mentioned that I intend to take Energy as my ancillery powerset (yes we all want to be Superman :P), so I'll get at least Laser Beam Eyes in there. EnTorrent seems nice too being a cone knockdown atk (not sure how great it will be in reality though). I guess I can forego Focused Accuracy with the rage? Conserve Power and Physical Perfection sounds useful as well (although they may be useful for soloing rather than teaming what with team buffs and such? Any thoughts?).

    Last but not least I should mention that I want to take Flying, which means there is an opening for air superiority, as everyone keeps going on about how bad Hover is for a tank (can't footstomp the air apparently :P).

    I don't know if this new information would give any cause for a bit of realocation of powers. Just thought I'd mention it to give a more complete understanding of the eventual final build

    Again thanks a lot !
  25. Hi guys I have a lvl 33 Invul/SS tanker, it's been a long time since I played him, and I had no idea what I was doing when I lvled him. I found Call Me Awesome's guide to Invul which seems great, but I'm still stunted as to which SS powers I should chose. I mean which powers are crap and can be skipped, also how many slots should I put in the different powers there?

    Any help would be greatly appreciated, as to WHAT I need him for? Well tanking of course I'm not looking to solo or anything like that. I want him to be as optimal for grouping as possible.

    Thanks in advance.