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Posts
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Steamy Mist isn't the power I'd replace with Arctic Air. The resists are nice to have and have saved me a number of times. And the stealth part is invaluable to me (I have Super Speed for virtual invisibility combo). I'd skip Shiver instead, get Arctic Air at 8 and Steamy Mist at 10. You'll have plenty of slows anyway.
Oh, and slow enhancements only affect run speed, not recharge speed. That part of slow cannot be enhanced. Just so you know. -
Should work well, it's the same type of synergy that Dark/SR scrappers get.
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- Lightning Storm is end hungry, try to get one end red in there if you can. Maybe you can drop one from either leadership power, the third endred you got there will only be about 0.02-0.03 end/sec reduced.
- Frostbite and Ice Slick don't mesh. Having both is fine, just remember not to use them together. I'd imagine frostbite is great for setting up containment for Fire Ball.
(And on that note, you might want to take Tornado if you're going for damage later on. Frostbite is excellent for keeping foes from being knocked back by it, allowing it to deal full damage. If you do pick tornado, and go heavy on Frostbite, I'd take a look at Arctic Air as well. Goes very well with frostbite for extra protection. Drop Shiver in that case, since most things will get slowed by AA instead. Then you can just Frostbite, run/tp in with Hurricane and AA going, drop Freezing rain, Tornado, Lightning Storm and then go all out with Fireball/holds. Apply frostbite when needed. The enemies that survive the initial burst will be slowed, tohitdebuffed and possibly confused or disoriented, leaving little chance of you getting hit. In theory)
- I personally picked up Chilblain on my Ice/Storm. It's excellent for immobilizing AVs, most of them have zero immob resists (Infernal and one other praetorian (can't remember who) are all I can think of right now that are hard/impossible to immobilize) which really helps in the forties. Frostbite probably works just as well, but as I don't use frostbite otherwise, Chilblain is more efficient for me. Snow Storm is also great here, it's more reliable than Shiver for boss fights. -
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Personally, I'd certainly rework it to include Invincibility and drop acrobatics. Invincibility is, in my book, very much a wading in and giving stuff a good slapping type of power, indeed, really that's where it excels.
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Won't Acrobatics stop me getting knocked around like a pinball in Longbow missions and the like, though?
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Unyielding has knockback protection, so Acrobatics really isn't needed. -
As I said, slotting at 40+ are not set in stone (haven't even assigned all slots yet). So Energy Torrent may very well get some damage slots.
And not considering this one for PvP, at least not for a couple of months. -
Revised my build. Basically moved SD/DC way earlier, get them as soon as they are available now. Also got Flight pool instead of SJ, thus getting AS instead of Shadow Punch. Switched FS and Agile as well (still getting all three passives for their resists, the numbers favor getting them all). Slots at 40+ am I still mostly undecided on, I figure I'll know what to do with them if and when I get there.
Exported from version 1.5B of CoH Planner
http://joechott.com/coh
Archetype: Scrapper
Primary Powers - Ranged : Dark Melee
Secondary Powers - Support : Super Reflexes
01 : Focused Fighting endred(01) defbuf(5) defbuf(7) defbuf(11)
01 : Smite acc(01) dam(17) dam(17) recred(23) dam(25) endred(40)
02 : Shadow Maul acc(02) dam(3) dam(3) dam(9) recred(9) endred(40)
04 : Focused Senses endred(04) defbuf(5) defbuf(7) defbuf(13)
06 : Air Superiority acc(06) dam(34) dam(37) dam(37) endred(37)
08 : Hurdle jmp(08)
10 : Practiced Brawler recred(10) recred(11)
12 : Touch of Fear acc(12) recred(13) recred(15) thtdbf(25) thtdbf(29) thtdbf(31)
14 : Fly endred(14) fltspd(15)
16 : Health hel(16) hel(31) hel(31)
18 : Dark Consumption acc(18) recred(19) recred(19) recred(23) acc(40)
20 : Stamina endrec(20) endrec(21) endrec(21)
22 : Agile defbuf(22) defbuf(43)
24 : Dodge defbuf(24) defbuf(43) defbuf(46)
26 : Soul Drain acc(26) recred(27) recred(27) recred(29) endred(39)
28 : Lucky defbuf(28) defbuf(42) defbuf(43)
30 : Quickness runspd(30)
32 : Midnight Grasp acc(32) dam(33) dam(33) dam(33) recred(34) endred(34)
35 : Evasion endred(35) defbuf(36) defbuf(36) defbuf(36)
38 : Elude recred(38) recred(39) recred(39)
41 : Conserve Power recred(41) recred(42) recred(42)
44 : Focused Accuracy endred(44) endred(45) endred(45) thtbuf(45) thtbuf(46) thtbuf(46)
47 : Energy Torrent acc(47) recred(48) endred(48)
49 : Laser Beam Eyes acc(49) -
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ToHit = Accuracy - Defense.
Say I have 60% base accuracy against 20% defense. ToHit = 40%. If my accuracy is buffed by 20%, ToHit = 80 - 20 = 60%. If my ToHit is buffed by 20%, ToHit = 60 - 20 + 20 ... 60%. An accuracy buff and a ToHit buff are the same thing.
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actually, there is ToHit, Accuracy and chance to hit
found this formula on the US boards:
Chance to Hit = MINMAX(.05, .95, (MINMAX(.05,.95, BaseTohit + BuffTohit - Debufftohit - TargetDef)) * (BaseACC + EnhanceACC) )
So for a power with 75% base tohit against a foe with 0 DEF we get chance to hit = (75-0)*100 = 75% chance to hit, which is what most powers have.
add a 20% to hit buff and we get (75+20-0)*100 = 95%
add a 20% ACC buff and we have (75-0)*(100+20) = 90%
So tohit buffs are generally better than acc buffs
*MINMAX(x,y,z) means theat the number z wont be smaller than x or larger than y
edit: here's the link to the page where I found the formula, given by a dev. -
Exported from version 1.5B of CoH Planner
http://joechott.com/coh
Archetype: Scrapper
Primary Powers - Ranged : Dark Melee
Secondary Powers - Support : Super Reflexes
01 : Focused Fighting endred(01) defbuf(5) defbuf(11) defbuf(13)
01 : Smite acc(01) dam(3) dam(7) dam(15) endred(19) recred(40)
02 : Shadow Maul acc(02) dam(3) dam(7) dam(15) endred(19) recred(34)
04 : Shadow Punch acc(04) dam(5) dam(40) dam(43) endred(43) recred(43)
06 : Agile defbuf(06) defbuf(31) defbuf(31)
08 : Siphon Life acc(08) endred(9) hel(9) recred(37) acc(37) recred(39)
10 : Practiced Brawler recred(10) recred(11) recred(13)
12 : Combat Jumping defbuf(12)
14 : Super Jump jmp(14)
16 : Touch of Fear acc(16) recred(17) endred(17) ferdur(37) ferdur(40) ferdur(46)
18 : Hurdle jmp(18)
20 : Health hel(20) hel(21) hel(21)
22 : Stamina endrec(22) endrec(23) endrec(23)
24 : Focused Senses endred(24) defbuf(25) defbuf(25) defbuf(27)
26 : Dodge defbuf(26) defbuf(27) defbuf(31)
28 : Lucky defbuf(28) defbuf(29) defbuf(29)
30 : Quickness runspd(30)
32 : Midnight Grasp acc(32) dam(33) dam(33) dam(33) endred(34) recred(34)
35 : Evasion endred(35) defbuf(36) defbuf(36) defbuf(36)
38 : Elude recred(38) recred(39) recred(39)
41 : Soul Drain acc(41) recred(42) recred(42) recred(42)
44 : Focused Accuracy endred(44) endred(45) endred(45) thtbuf(45) thtbuf(46) thtbuf(46)
47 : Laser Beam Eyes acc(47) dam(48) dam(48) dam(48)
49 : Dark Consumption acc(49) recred(50) recred(50) recred(50)
I don't really like having to wait until 24 for FS, but I felt the Siphon Life would be very nice for /SR and Touch of Fear has a strong acc debuff for bosses as this alt is mainly for soloing. I got Agile at 6, hoping that the passive resists and Siphon would help some at low health (which I usually find myself at after most fights so far, currently at lvl 10). Also feeling that end is an issue at the low levels, so having a passive instead of a toggle would help there as well.
I also had to push the self buffs up to the forties, was this a really bad move or will I go along fine without them? -
Fear itself does not have an accuracy debuff, it's a secondary effect of most (all?) dark powers. That secondary effect will stack from different sources (as will Fear)
Afaik, non-dark fear powers do not have a -acc effect, so Intimidate/Invoke Panic wont help in that regard, but stacking fears are nice anyway. -
Just so you know, using confuse will most of the time increase XP over time, since you can go through mobs faster with confuse.
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Afaik, Kheldian resistance cap is 75% (or is it 80%?). Light form is around 50% unenhanced, so with 3 SO enhancers you'd reach the cap.
Unslotted, and with no slots in shields either, you'd be close to the cap as well (I think they are at around 20-25% base resistance) -
I believe those are unslotted figures for Assault, which you can't slot for more boost
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Corruptor+Brute works well together. Make an /EA brute and put thermal shields on it, excellent defense and good resistance. Add Forge for sweet killing and heals whenever a hit goes through.
/Kin is also excellent with brutes, it really helps keeping fury high throughout a mission.
/Cold works well with melee ATs as well, good shields and slows incoming damage.
/Dark works with any, as it's more about debuffing enemies than buffing team, same with /rad
/traps seems more of a soloing secondary, but maybe it can go well with a Stalker? -
Chilblain for AV lockdown and to bring down fliers. Frostbite (AoE immob) doesn't mesh at all with Ice Slick, so I wouldn't pick that unless you go Arctic Air/Tornado/Frostbite/Thunderclap as your main powers.
Hurricane, well, either way works, I'd get 3 of each in it eventually. And as it's more for situational use, you might want to go with 3 tohit debuffs before 3 end reds. -
At first glance, don't put more than three of the same type of enhancement in one power, the gain after three enhancements isn't worth it. You also haven't filled in any of your standard slots (all the Empty (xx) ones), you might have assigned more slots than you intended because of that.
You can't pick any power at lvl 41 in CoV yet, so if you want Seeker Drones you'll have to skip some other power for now.
I'm unsure about the numbers for Leadership toggles for Corruptors, but I assume you'd want it for Tactics +perception in PvP even if the buff numbers aren't that hot for Corruptors.
Bean Bag deals minor damage, so it's not really worth slotting for damage. Same with Caltrops, I'd slot that for slow/recharge instead. -
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Steamy mist is a great buff, I slotted it with 3 defence buffs, 2 end reductions, and one damage resistance (to fire, cold, negative energy and energy I think)
[/ QUOTE ]Awful waste IMO considering the base defence is under 3%.
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How would you recommend slotting it? i've always wanted to do a stormy!
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1-2 end reds and 3 res -
Here's how I'd most likely build a new Ice/Storm controller (PvE focused)
Exported from version 1.5B of CoH Planner
http://joechott.com/coh
Archetype: Controller
Primary Powers - Ranged : Ice Control
Secondary Powers - Support : Storm Summoning
01 : Gale acc(01)
01 : Block of Ice acc(01) acc(3) hlddur(5) hlddur(9) recred(19) recred(19)
02 : O2 Boost endred(02) hel(3) hel(5) hel(9)
04 : Chilblain acc(04)
06 : Hasten recred(06) recred(7) recred(7)
08 : Hurdle jmp(08)
10 : Steamy Mist endred(10) damres(11) damres(11) damres(15) endred(23)
12 : Ice Slick endred(12) recred(13) recred(13) recred(15)
14 : Super Speed runspd(14)
16 : Freezing Rain recred(16) recred(17) recred(17) defdbf(25) defdbf(27) slw(27)
18 : Health hel(18)
20 : Stamina endrec(20) endrec(21) endrec(21)
22 : Hurricane endred(22) endred(23) endred(25) thtdbf(37) thtdbf(40)
24 : Assault endred(24)
26 : Glacier acc(26) recred(34) recred(34) recred(36) hlddur(37) hlddur(37)
28 : Snow Storm endred(28) endred(29) slw(29)
30 : Tactics endred(30) thtbuf(31) thtbuf(31) thtbuf(31)
32 : Jack Frost acc(32) dam(33) dam(33) dam(33) acc(34)
35 : Hover fltspd(35) fltspd(36) fltspd(36)
38 : Lightning Storm dam(38) dam(39) dam(39) endred(39) recred(40) endred(40)
Then pick an epic pool, probably Primal or Psionic. Slot as you see fit (one end red and three resists in shield, three rec red in Conserve power/Indomitable will recommended). I'd most likely get Vengeance as one of the 40+ power choices, regardless of epic power pool.
I picked Hover for some vertical movement during fights. Sometimes Hurdle will suffice, but I haven't regretted taking Hover.
I currently have Tornado in my build, but that was more of a fun choice, not one I'd recommend for actual usage. It's very erratic, so it can't really be trusted to do more than cause a huge amount of chaos (which it is fairly good at), something that's not that popular with teams and usually not effective while soloing either. -
Of course there will be instances where Corruptors do more damage than an unbuffed Blaster, even while soloing in some cases. All secondaries can buff damage or debuff resistances in solo situations, allowing Corrutors to deal more damage.
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I picked up Haymaker at lvl 4 and haven't regretted it. My brute (SS/INV) is at lvl 24 and with (almost) full fury I'm taking off a good amount of HPs from even level minions, usually about half their life, with Haymaker. With Rage, even more, but I usually save Rage for bosses until I can get it slotted properly. IIRC, I only have one DO and one TO for damage in Haymaker, so there's still room for improvement. And of course, the knockdown can be a lifesaver at times.
KO Blow is amazing, regularily one-shotting whites and yellows. It is a bit pricy end-wise, so I wait for Fury to build before using it unless I really need to get something off it's feet for a while.
I also picked up Air Superiority on my Brute. With AS, Haymaker and KO Blow I can keep one target pretty much permanently knocked down. Haymaker is a bit less reliable with knockdown though, think it's about 50% chance. -
I'll be there as soon as Ice finishes logging out, crashed while zoning to PI for enhancements :/
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I have both, but I'd go for Neutrino Bolt if I had to choose between the two. It's faster to recharge, so easier to fit in an attack chain and also better if you need to interrupt someone. Theoretically, it should be slightly more useful with Scourge, since you're less likely to overkill and have more shots to trigger scourge with, but I'm not sure if you'll notice it.
X-Ray looks much better tho -
Icelock is in the upper forties somewhere, maybe just over 50.
Shadelock, umm, from physical appearance probably in his late twenties. Do Kheldians measure their age?
Iceblock, about 24-25 somewhere.
Freeze Girl, 2-3 years younger than Iceblock (they're brother and sister)