Idris

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  1. I'm up for this as well as I've never done it before. Can take either the scrapper (lvl50) or blaster (lvl38 at the moment) depending on which is needed more.
  2. Cool, more numbers!

    I thought it's common knowledge that /psi has bad damage until the final power, which is apparently awesome.I didn't know it was THAT crappy though, those numbers look really horrible. Hope they at least have decent endurance costs and recharge times?

    I don't think anyone argues /ice is crappy, just very heavy on endurance. It's not the best set for damage but it has other things going for it.
  3. Grats Tenebra! Well done
  4. Big congratulations to Phil for his third lvl50, dinged in the Baphomet mission of the final shard TF.

    Now, did someone get a photo?
  5. Hmm, what's the 3 second mez reset? Have I missed some change to the AVs?

    And yeah, at least my damage numbers were tested without enhancements.
  6. I think the mind AoE sleep seems amazing because it doesn't aggro. I would definitely not skip that, just for safety in situations where there's another spawn close by or if there's an ambush in the middle of a fight. As it is, I tend to use my AoE hold for any additional spawns aggroed, but when the hold runs out I can get in some trouble.

    I skipped sleep on my ice dom because it does aggro and the duration didn't seem great.
  7. They definitely get increased chance of but not guaranteed crits against held opponents, for what it's worth.
  8. No Moonfire after all, so I will definitely be there
  9. [ QUOTE ]

    If you pick Fire or Grav are you suddenly given the anwsers to all the possable questions about control, were as if you pick Ice or Plant all knowledge of these anwsers are wiped from your mind?

    [/ QUOTE ]

    And of course, if you picked Mind you already knew all there was about control and every other variety of control is inferior to yours..
  10. Aieee. I want to do this but I have Moonfire TF at 10.. so if we get that done in 1:30 hours I'm in
  11. Signing up Trill for Moonfire. Gotta get that Honorary Peacebringer badge.
  12. This is the last Freedom Phalanx TF I'm missing so I'll bring Trill again.
  13. My nova does outblast most if not quite all blasters when it comes to consistent AoE damage. Two AoEs with high damage, quick recharge and relatively cheap endurance use amount to awesome stuff. It also doesn't hurt to be highly mobile, so it's easy to keep out of harms way and reposition myself for optimal use of AoEs and knockback.

    On the other hand, my ST damage doesn't really compare. It's decent, but blaster melee attacks and snipes are just too hard-hitting. Incandescent Strike is great but everything else is basically passable, not awesome. In a large team with lots of benefit from Cosmic Balance it might get closer, though.
  14. I did Synapse TF yesterday and there were no voids or quantums at all but instead there were lots of novas, dwarves and a shadow cyst crystal! It was pretty scary on such a low level but the team did really well, to be honest much better than many high levels teams I've seen.

    I've only got 2 crystals during my 36 levels of peacebringing and they worry me a bit as I've seen them cause multiple teamwipes when team didn't know how to handle them or wouldn't listen. If it happened on a team because my PB was in it, I'd feel a bit responsible. On the other hand I find them kind of exciting and not really that bad if everyone just concentrates on taking the crystal out fast.
  15. I think he meant that our lovely knockdown powers break sleep

    Seriously, I do sometimes feel that several dominators in a team can be superfluous in that we end up controlling the same mobs several times in our different ways, and one form of control can even cancel out or lessen the benefits of the other. Say, for example, with my Ice Dom should I use slows and Ice Slick on mobs that have already been confused? After all, those powers make them much less effective at killing each other. On the other hand, if I don't do any of that I'll be downgraded to a third rate blaster, since Plant doms can pretty much keep confusion permanent. In the end I've decided it doesn't really matter - if the team is doing well then where's the problem, if not then there's usually enough mobs for all the doms to control. As long as the power isn't actively harmful in that it actually increases the damage the team is taking I will use them without worry. In my experience teams with several doms tend to be very safe and do well, so where's the harm of a little double control. Then again, this is from a perspective of an ice dom with nice flashy graphics, so there's little fear of anyone stealing my thunder
  16. Idris

    Quantum flight

    [ QUOTE ]
    I find Quantum Fly very useful for taking down voids.

    Spot void, QF next to him, hit build up, wait for him to attack, de-QF, whack him upside the head with IS, finish him off.

    [/ QUOTE ]

    Oi, that's a nice idea! I will have to try that next time I solo a void
  17. I'm trying to get back to playing my long-abandoned elec/elec blaster and am considering dropping Stamina now that I have Power Sink and the ST attacks have the chance to return some endurance. Do you think this will be viable? I will try it out on test server anyway, but it can be hard to get a feel on how it will feel when playing with a team so I'd appreciate advice from anyone who has tried playing elec/elec with no Stamina. My solo fights tend to end very quickly, whatever the result

    ---------------------------------------------
    Exported from Ver: 1.7.5.0 of the CoH_CoV Character Builder - (http://home.comcast.net/~SherkSilver/index.html)
    ---------------------------------------------
    Name: Aiswenn
    Level: 50
    Archetype: Blaster
    Primary: Electrical Blast
    Secondary: Electricity Manipulation
    ---------------------------------------------
    01) --> Lightning Bolt==> Acc(1) Dmg(3) Dmg(5) Dmg(9) EndRdx(46)
    01) --> Electric Fence==> Acc(1) Dmg(46) Dmg(50) Dmg(50)
    02) --> Ball Lightning==> Acc(2) Dmg(3) Dmg(7) Dmg(15) EndRdx(43)
    04) --> Charged Brawl==> Acc(4) Dmg(5) Dmg(7) Dmg(9) EndRdx(31) EndRdx(50)
    06) --> Combat Jumping==> Jump(6)
    08) --> Aim==> Rechg(8) Rechg(17) Rechg(31)
    10) --> Havoc Punch==> Acc(10) Dmg(11) Dmg(11) Dmg(15) EndRdx(46)
    12) --> Zapp==> Dmg(12) Dmg(13) Dmg(13)
    14) --> Super Jump==> Jump(14)
    16) --> Build Up==> Rechg(16) Rechg(17) Rechg(40)
    18) --> Tesla Cage==> Acc(18) Hold(19) Hold(19) Hold(23) Rechg(23)
    20) --> Hasten==> Rechg(20) Rechg(21) Rechg(21)
    22) --> Acrobatics==> EndRdx(22)
    24) --> Short Circuit==> EndMod(24) EndMod(25) EndMod(25) Dmg(27) Dmg(27) Dmg(37)
    26) --> Super Speed==> EndRdx(26)
    28) --> Thunder Strike==> Acc(28) Dmg(29) Dmg(29) Dmg(31) EndRdx(34)
    30) --> Stealth==> EndRdx(30)
    32) --> Thunderous Blast==> Dmg(32) Dmg(33) Dmg(33) Rechg(33) Rechg(34) Rechg(34)
    35) --> Power Sink==> EndMod(35) EndMod(36) EndMod(36) Rechg(36) Rechg(37) Rechg(37)
    38) --> Shocking Grasp==> Acc(38) Dmg(39) Dmg(39) Dmg(39) Hold(40) Hold(40)
    41) --> Shocking Bolt==> Acc(41) Hold(42) Hold(42) Hold(42) Rechg(43) Rechg(43)
    44) --> Charged Armor==> DmgRes(44) DmgRes(45) DmgRes(45) EndRdx(45)
    47) --> Static Discharge==> Acc(47) Dmg(48) Dmg(48) Dmg(48)
    49) --> Hurdle==> Jump(49)
    ---------------------------------------------
    01) --> Sprint==> Empty(1)
    01) --> Brawl==> Empty(1)
    01) --> Defiance==> Empty(1)
    02) --> Rest==> Empty(2)
    ---------------------------------------------

    Some notes:

    Someone will probably cry out at the dmg enhancements in Electric Fence. Well, I figured that it has the same range and same damage as Charged Bolts, only it's DoT, so since I have to get it anyway I can use it to pick off those with a sliver of health and as an attack chain filler, and skip Charged Bolts completely. It does admittedly leave me with a pretty gimped ranged attack chain but hey, my melee will rule. I could consider moving the damage slots somewhere as end reductions if you think that's advisable.

    I know that endurance drain is in a sorry state right now but since States actually apologised for it I'm hoping things will get better soon. I was kind of expecting to hear something before this, though. Anyway, until then Short Circuit can still be somewhat useful as extra AoE damage with some drain.

    2 travel powers might look a bit silly but SS is actually for my stealthing needs, thought I might as well get it since I'm getting Hasten anyway. Other alternatives for Stealth and Hurdle would be Voltaic Sentinel or Lightning Clap, but I don't feel too bad about giving them up. I always forget to cast Sparky, or if I do remember him then Sparky forgets to fire. And the knockback in Lightning Clap scatters mobs a bit much to my taste, seems like a bad combo with Short Circuit and especially Power Sink since that's such a small AoE.
  18. Idris

    Quantum flight

    It works, just do a bind or a macro that switches you to human form then automatically activates quantum flight. Switching to human form has no extra animation time so it's not a problem.
  19. Idris

    Quantum flight

    Yeah I think even 3-slotted with endurance reductions with 3-slotted Stamina and multiple speed boosts and recovery aura wouldn't be enough to keep it going.
  20. Idris

    Parry Numbers?

    A Katana user here, but Parry and Divine Avalanche are AFAIK pretty much identical.

    My slotting is 1acc, 3 defbuff, 1 recharge, but I have Focused Accuracy. 3 defbuffs are a given, it lowers your DPS enough that you want to get all possible use out of a single application. Recharge is only needed if you want to keep it constantly stacked. It recharges in 3 seconds on its own. Frankly there's no point in shortening the recharge too much because you'll still want to use some other attacks too.

    Without Focused Accuracy I'd go 2acc, 3 defbuff, 1 recharge. I wouldn't bother slotting for damage, it's going to be meh anyway.

    Also I seem to recall that the base defense was nerfed to 12.5%, but I'm not sure about that.
  21. My peacebringer is missing this badge so I could bring her along.
  22. I don't see how a team of 8 with a tank and 7 scrappers/blasters is any less viable than 8 DMs vs CoT
  23. Don't you think a team of 8 with only one or two defensive characters is unbalanced and supposed to have trouble? Would replacing the tanker with another scrapper or blaster make it even harder, or would it make no difference?
  24. Awesome, Ji! Congratulations!

    Now, did you say you were going to roll a regen scrapper? No? I could have sworn you did.. it's the only thing that makes sense