-
Posts
744 -
Joined
-
I've seen a few in action and it seriously rocks. Power boost helps a lot with the control weakness of Fire and you get a good damage output from Imps. Ice is pretty good damage too.
-
I'd take Consume and Inferno earlier. A nuke is loads of fun when combined with an endurance recovery power.
-
Domination activates a second hold that has same magnitude and 150% duration. So it's not double magnitude for the entire extended duration.
-
Yes they do boost each other and order doesn't matter. (Well, technically Domination isn't a hold duration buff at all, it just looks like one
)
-
Congratulations! Very impressive!
-
No way you can never congratulate me too many times!
-
Gauntlet doesn't seem to work from level one, though. With my ice tanker there was a specific level I noticed it started working, IIRC. Might have been 10. This guide says nothing about it though, but it also claims that Gauntlet has a fixed magnitude (but varied AoE).
I do not want this thread to turn into a is a tanker without a taunt a tanker thread. I will get it the minute I start having trouble holding aggro without it, and in the 30s at the latest. -
Well since my last post I bagged a dark/dark defender to play this with and solved most of the survivability problems that way.
It also means I now have to fit Burn into the build...
For now I'm looking at skipping Haymaker and Consume (or getting them much later) and pushing Taunt into 20s or 30s, depending on how much I feel I need it. I felt I could hold aggro reasonably well so far (level 6) and it should get easier once Gauntlet starts working and I get some better acc enhancements slotted. Endurance is decidedly not a problem with Boxing and Jab as main attacks, but Blazing Aura does an excellent job at whittling down mobs when combined with Tar Patch.
Anyone know if the origin power is affected by Gauntlet? -
Congratulations Okton for yet another level 50 controller!
-
Congratulations! Teamed with you a few times as Aiswenn in the 40s, got half a bar left myself
-
I could easily put another recharge in Rage, this build is not at all slot greedy. My builder made it look very nearly perma with 1 recharge and Hasten, but it's been wrong before..
Regarding FE, I think it's going to be worth it just for the 20 seconds of uber-aura but it'll also help the epics and of course the normal attacks for the first 10 seconds. Rage+FE+Foot Stomp+KO Blow+Fireball+Fire blast while Blazing Aura does ticks of nearly double the normal (enhanced) damage on the background sounds like a lot, at least on paper. Not sure how it'd compare to having Haymaker and using it whenever it's up, but in general AoE damage seems preferable.
I think Medicine would be a much better survivability boost, actually, but without Boxing I'd definitely need Haymaker and I'd generally prefer a toggle to an interruptible heal, just because it's low maintenance. -
I'm enjoying my ice/fire tanker so much that I want to make another tanker, with SS secondary because it looks like fun. I'm not making another Ice, Stone is not an option and I want a damage aura to combine with Rage, so that pretty much leaves Fire. Any opinions on this sketchy build plan? I don't have any real experience with Fiery Aura or SS beyond teaming pretty extensively with people who have them.
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
---------------------------------------------
Name:
Level: 50
Archetype: Tanker
Primary: Fiery Aura
Secondary: Super Strength
---------------------------------------------
01) --> Fire Shield==> DmgRes(1) DmgRes(3) DmgRes(3) EndRdx(17)
01) --> Jab==> Acc(1) EndRdx(23)
02) --> Blazing Aura==> Acc(2) Dmg(7) Dmg(7) Dmg(11) EndRdx(11) EndRdx(13)
04) --> Healing Flames==> Heal(4) Heal(5) Heal(5) Rechg(9) Rechg(9) Rechg(13)
06) --> Boxing==> Acc(6) EndRdx(23)
08) --> Combat Jumping==> DefBuf(8)
10) --> Taunt==> Rechg(10) Taunt(37) Taunt(40) Taunt(43)
12) --> Plasma Shield==> DmgRes(12) DmgRes(15) DmgRes(15) EndRdx(17)
14) --> Super Jump==> Jump(14)
16) --> Hurdle==> Jump(16)
18) --> Health==> Heal(18) Heal(19) Heal(19)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Acrobatics==> EndRdx(22)
24) --> Knockout Blow==> Acc(24) Dmg(25) Dmg(25) Dmg(33) EndRdx(34) Rechg(34)
26) --> Tough==> DmgRes(26) DmgRes(27) DmgRes(27) EndRdx(31) EndRdx(46)
28) --> Rage==> Rechg(28) TH_Buf(29) TH_Buf(29) TH_Buf(34)
30) --> Hasten==> Rechg(30) Rechg(31) Rechg(31)
32) --> Fiery Embrace==> Rechg(32) Rechg(33) Rechg(33)
35) --> Consume==> Acc(35) Acc(36) EndMod(36) Rechg(36) Rechg(37) Rechg(37)
38) --> Foot Stomp==> Acc(38) Dmg(39) Dmg(39) Dmg(39) EndRdx(40) Rechg(40)
41) --> Char==> Acc(41) Hold(42) Hold(42) Hold(42) Rechg(43) Rechg(43)
44) --> Fire Blast==> Acc(44) Dmg(45) Dmg(45) Dmg(45) Rechg(46) EndRdx(46)
47) --> Fire Ball==> Acc(47) Dmg(48) Dmg(48) Dmg(48) EndRdx(50) Rechg(50)
49) --> Rise of the Phoenix==> DisDur(49) DisDur(50)
---------------------------------------------
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Gauntlet==> Empty(1)
02) --> Rest==> Empty(2)
---------------------------------------------
Some thoughts:
<ul type="square"> [*]This build has zero offensive upside beyond Blazing Aura before level 24. Am I going to be useless before SOs or is this build going to be tough enough to handle aggro on DOs? Should I get Tough earlier? I'm really unsure of the power order from mid 20s to mid 30s.[*] I'm gutted to leave out Burn and especially Haymaker. This build relies heavily on Blazing Aura, boosted by perma Rage and Fiery Embrace 1/3-1/4 of the time it should do ticks of 2.3 BI damage, which looks amazing on paper. Considering that, maybe I should go for more damage instead of longevity and drop Fighting to get Burn and Haymaker in. Would I still be able to tank reasonably well? I don't mind needing some support to tank for a 8 man team but there are limits.[*] As an alternative idea, I'm wondering if I could drop Consume to get Haymaker? I haven't done any calculations but it looks like a pretty endurance intensive build. [*] This is an offensive tanker, not a scranker, but considering how much defense fire tankers give up to get their damage I figured I'd better make the damage worth it. [/list] -
I'd say Hasten is always a good pick but you don't really need it for Claws or Regen. It is useful, though.
Out of Hasten and Stealth I'd definitely pick Hasten, though. Personally I think I'd take Spin, or Energy Torrent for another knockback cone, but I'm a big fan of AoE damage for scrappers. -
Thanks Plight! You're a bit late because I got impatient and already respecced yesterday, this build with some minor modifications (ended up taking a 3rd recharge in PS, I do eat thru end but I can afford it). Hit 49 and took Thunder Strike back, I did miss it for big targets.
I'm going to experiment with different slotting for SC at some point to be more sapperish. It doesn't really make sense with the current build, you're right LF would be better than SD with a pbAoE strategy. Right now I jump in and out of spawns all the time and take the drain as a nice side effect for damage. It does kill spawns quickly, and when the minions are dead I pick off drained Lt.s and bosses with melees -
PvP is looking unlikely at present, I think I'll respec into a completely different build if I want to start PvPing with it. For now it's definitely a PvE team build. Aggro isn't too bad, usually there's a tanker or a controller on the team and endurance drain goes a long way towards damage mitigation.
I think I'll get Thunder Strike back at 49. I respecced into pretty much this build with some minor slotting modifications today and while I don't actually need Thunder Strike, I don't deny that it was nice to have a really big punch. -
Mesmerize is a good power because it's got higher magnitude than 3 and can sleep a boss in one go.
-
Consider that it is affected by Fiery Embrace and Domination, though, so that could add up to pretty reasonable damage.
I also wonder if the base damage is better for a Dominator. Logically it should be since damage modifier is higher..
The point about safety is very valid, though. Arctic Air sometimes draws a fatal amount of aggro and it's a lot better than Hot Feet at damage mitigation.. -
Actually, I like Health but think slotting it is a waste for a squishie. The difference in downtime when solo and especially sleep duration is very noticeable to when I used to have it. With SS, Hurdle and Combat Jumping I don't really need more mobility.
Regarding the two travel powers thing, Leaping is a must because I want Acrobatics. Super Speed is really there for the stealth aspect but it's also very handy for in mission movement when the ceilings are too low for jumping.
I don't really like Thunder Strike. I have it in my current builds but the AoE knockback annoys both me and tankers so much that I pretty much only use it when there's only one target left or when I'm sure the rest will be killed by the Thunder Strike AoE. The damage is good, sure, but the animation time is so long that it hardly raises my DPS. I'll get it back on level 49 if I find myself missing it, though.
A third recharge in Power Sink only shaves off 3-4 seconds from the recharge time. I'm not convinced it's significant anymore when I have Stamina, but I'll probably do some solo testing yet.
Tohit buffs in Aim and Build Up? Don't think I've ever felt the need for them in PvE, save from some zillion-stacked Vengeance situations with Nemesis. Are there any second opinions on this? I could probably squeeze a slot or two from somewhere but I'm not sure it's worth it tbh.
As for Static Discharge, I heard a lot of people diss it, gave it a try for three levels and there's no way I'm giving it up. I know the damage is a bit meh but with two range enhancements it's a really big cone that easily gets the whole spawn. All elec AoEs are anemic damage by themselves but SC+BL+SD adds up to quite a lot of AoE damage, not up to Fire standards but very respectable considering how much more damage mitigation elec/elec/elec brings to a team.
So many ways to build a blaster, especially elec/elec!I wish I could keep TS and Zapp and squeeze in Lightning Clap and Lightning Field but I couldn't really spare slots for them all anyway.
-
Sorry, I forgot to say it but I can only make Monday as tuesday is my all dominator teamup night. Anyway I should be there today at 6 so hopefully there's space in the team
-
I'm planning to respec my elec/elec again to get Stamina back to the build. The Staminaless build is actually working fine but there are a few powers I don't use that much so I thought I might as well drop them for Fitness to save myself some hassle and EndRdx slotting. Besides, long AV fights can get a bit tough because Power Sink isn't that hot on single target. And I'm really quite glad to get Hurdle and Health back as I've missed them.
This is geared towards teaming so there's some emphasis on AoE damage. It should solo easily as well, having 3 holds and endurance drain.
---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
---------------------------------------------
Name:
Level: 49
Archetype: Blaster
Primary: Electrical Blast
Secondary: Electricity Manipulation
---------------------------------------------
01) --> Lightning Bolt==> Acc(1)Dmg(3)Dmg(5)Dmg(13)Rechg(31)Rechg(43)
01) --> Electric Fence==> Acc(1)Dmg(37)Dmg(37)Dmg(37)
02) --> Charged Brawl==> Acc(2)Dmg(3)Dmg(9)Dmg(13)Rechg(31)Rechg(43)
04) --> Ball Lightning==> Acc(4)Dmg(5)Dmg(9)Dmg(23)Rechg(34)
06) --> Short Circuit==> Dmg(6)Dmg(7)Dmg(7)EndMod(15)EndMod(29)EndMod(29)
08) --> Aim==> Rechg(8)Rechg(17)Rechg(19)
10) --> Havoc Punch==> Acc(10)Dmg(11)Dmg(11)Dmg(15)Rechg(31)Rechg(43)
12) --> Combat Jumping==> Jump(12)
14) --> Super Jump==> Jump(14)
16) --> Build Up==> Rechg(16)Rechg(17)Rechg(19)
18) --> Hurdle==> Jump(18)
20) --> Tesla Cage==> Acc(20)Hold(21)Hold(21)Hold(23)Rechg(50)
22) --> Health==> Heal(22)
24) --> Stamina==> EndMod(24)EndMod(25)EndMod(25)
26) --> Hasten==> Rechg(26)Rechg(27)Rechg(27)
28) --> Acrobatics==> EndRdx(28)
30) --> Super Speed==> 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(40)
38) --> Shocking Grasp==> Acc(38)Hold(39)Hold(39)Hold(39)Dmg(40)Dmg(40)
41) --> Shocking Bolt==> Acc(41)Hold(42)Hold(42)Hold(42)Rechg(46)
44) --> Static Discharge==> Acc(44)Dmg(45)Dmg(45)Dmg(45)Range(46)Range(46)
47) --> Charged Armor==> EndRdx(47)DmgRes(48)DmgRes(48)DmgRes(48)
---------------------------------------------
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Defiance==> Empty(1)
02) --> Rest==> Empty(2)
---------------------------------------------
The level 49 power isn't decided yet since I'm only 47. I dropped Thunder Strike, Zapp and Stealth for Fitness and will probably pick whichever I end up missing the most. -
I'd like to come too if I may. Level 50 ice/ice dominator
-
[ QUOTE ]
It is just -recharge, -fly and immobilise.
[/ QUOTE ]
Oh, the description must be wrong then (it is for the Thorns Impale too, I just assumed it was something left over from scrappers) -
I'm going for Siphon Speed + Hover + IR combo on my kinetics controller. 3-slotted Hover, Swift and Siphon Speed is already pretty good flight speed and later I'll get IR for actual fast travel. It's also nice because it's a bit unique.
Superspeed is always a nice option for the stealth aspect though. -
[ QUOTE ]
[ QUOTE ]
Actually, I'm pretty sure it has to be a fact that Spines is the best Scrapper set. Perhaps even, overpowered.
[/ QUOTE ]
Overpowered due to one single attack...Impale! Doing as much damage unslotted (in fact slightly more) as Power Burst and Shout from the blaster primaries with a greater range, does toxic, has -fly and immobilise and whatever else secondary effects. Spines is definitely overpowered. Or the blaster primaries are underpowered. One of the two! <img src="/uk/images/graemlins/smile.gif" alt="" />
[/ QUOTE ]
Damn right. I wouldn't even mind the damage at range so much but the some of the secondary effects need to go.
immob
-jump
-fly
-spd
-recharge
So basically able to force any non teleporting character into melee. To add an insult to injury, my Plant dominator's Impale doesn't get the -jump. Do Spines scrappers need it more?!