Inercia

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  1. I wish to know which f these two combinations of primary /secondary is better / more effective por play.
    I only PvE and mostly on teams.
    I got a Dark /dark at level 7 and a Rad / Rad at level 22... as I have not unlimited time to play and can seriously level only one of them, I would like to read some opinions about which is better at high levels.

    Also, some builds would be really much appreciated.

    Thanks!!
  2. I was considering the accuracy need for the several tier henchmen we masterminds have.
    In my experience as a blaster, 2 accuracy SOs are perfectly enough to fight up to +3/+4 enemies. +4 Bosses are a bit tough if they have +defense powers, but then you do not fight them alone... usually.

    Well, I was thinking in slotting tier 1 hench with 2 Accuracy SOs (plus other SOs, but I'm talking about accuracy only here) and tier 2 and 3 henchmen with only one accuracy SO each.

    I have tactics three-slotted with ToHit Buff and, of course, Supremacy, that always helps. I think these two together should add roughly the same than one SO to accuracy.

    Then, considering than tier 1 hench are two levels below me, tier 2 hench only one level below and tier 3 hench same level... you think this is enough accuracy?

    I do not plan to PvP, only PvE.

    And, btw, my hench are Robots, but I thought if I asked like for generic henchmen, this could be useful to more people.
  3. [ QUOTE ]
    Okay... Protector Bots only give a single shield (Force Shield) that grants Defense to All. They do not have Dispersion Bubble (that was scrapped off their power list in beta, and replaced with Seeker Drones).

    The Prot Bots will also only bubble you once, and not twice like their fellow robots.

    [/ QUOTE ]

    They will give you only one Force Shield? The do not have Dispersion Bubble??
    STUPID STUPID ROBOTS!!! 8-(

    By the way, congratulations on your level 50! And thanks for the help.
  4. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    On a related topic... Are two defense enhancements really useful in Protector bots? I was thinking that the defense from the forcefields they provide could be not worth slotting... maybe two heals.

    [/ QUOTE ]

    Each bubble gives %7.5 defense, so when you get 2 protectors they double up on the tier 1 and 3 pets giving them %15 defense to all (%18 when 3slotted for def).
    Most definitely worth it.

    [/ QUOTE ]

    Add in a 3 slotted Forcefield Generator...mmmm....


    [/ QUOTE ]

    If I am not mistaken (which is an occurrence known to happen, albeit very rarely) defense enhancements are tier B, so using three SOs you could get your defense (~) *1.6

    Then, Protector bots provide two shields each:
    Force Shield - 5.62 defense
    Dispersion Bubble - 7.5 defense

    And Force Field Generator provides:
    Dispersion Bubble - 10 defense

    And Scorpion Shield (from Mace Mastery)
    13.5 defense
    (all numbers according to data in Dread Tomax Guide to CoV in Nofuture)

    Am I to undertand that you could have (with three defense SOs in every power that provides defense)... uhm ... calculator...
    (((7.5 + 5.62)*2) + 10 + 13.5) * 1.6 = (~) 79% (!!) defense to smashing/lethal
    That should be good... and if it all stacks that nicely, I could even think about getting Maneuvers...

    By the way, I never undertand, when defense info is given, certain powers are listed as if they grant a defense against, say, lethal damage (e.g. 5%) and another defense against melee damage (e.g. 5%). Does it mean that you get a 10% defense against a melee attack that does lethal damage? I don't think so, but I'm curious...
  5. [ QUOTE ]
    Your personal weapon is good for stopping fleeing enemies with very little HP. And concept builds are more fun. The primary purpose should be to have fun!

    Detonator is also very fun to use, despite my negative comments. What is there not to love about blowing stuff up? ;-)

    [/ QUOTE ]

    My point exactly! Althought I want my character to be well build so he doesn't suck (which is not fun), the whole purpose of all this is to have fun, and to have the coolest-looking powers possible.

    [ QUOTE ]
    If you need to free up slots, drop one of the patron powers. You already got -fly and a great AoE hold now.

    [/ QUOTE ]

    I have to say that I love to have several options for AoE Inmobilize and Hold (surely that comes from my Mind Controller experience). Is much easier to blow the enemy into submission if he cannot move! I think inmobilize and hold have great synergy with robots, because they are mostly ranged.
    On the other hand, what I need to free are enhancement slots...
  6. Seems that Poison Trap is good then...
    Let's try the build again:

    01 - Battle Drones (3 x Acc, 3 x Dam)
    01 - Web Grenade (2 x Acc, 1 x EndRed)
    02 - Pulse Rifle Burst (2 x Acc, 3 x Dam, 1 x EndRed)
    04 - Caltrops (1 x Rech, 2 x Slow)
    06 - Equip Robot (1 x EndRed, 1 x Rech)
    08 - Air Superiority (2 x Acc)
    10 - Acid Mortar (1 x Acc, 3 x DefenseDebuff)
    12 - Protector Bots (1 x Acc, 2 x Dam, 2 x Defense, 1 x EndRed)
    14 - Fly (1 x Fly Speed)
    16 - Force Field Generator (3 x Defense)
    18 - Assault (2 x EndRed)
    20 - Tactics (2 x EndRed, 3 x ToHitBuff)
    22 - Aid Other (3 x Heal, 1 x Interrupt reduction, 1 x EndRed, 1 x Recharge)
    24 - Aid Self (3 x Heal, 1 x Interrupt reduction, 1 x EndRed, 1 x Recharge)
    26 - Assault Bot (2 x Acc, 3 x Dam, 1 x ????)
    28 - Poison Trap (1 x Rech, 1x Hold)
    30 - Repair (3 x Rech)
    32 - Upgrade Robot (3 x Rech, 1 x EndRed)
    35 - Trip Mines (1 x Acc, 3 x Dam, 2 x Rech)
    38 - Seeker Drones (1 x Acc, 2 x Rech, 3 x ToHitDebuffs)
    41 - (Mace Mastery) Scorpion Shield (3 x Defense, 1 x EndRed)
    44 - (Mace Mastery) Web Envelope (2 x Acc, 1 x Inmobilize)
    47 - (Mace Mastery) Web Cocoon (2 x Acc, 2 x Hold)
    49 - Detonator (1 x Acc, 3 x Dam)

    I was tempted to drop my Pulse Rifle Burst attack... but no!
    I NEED a personal weapon!
    I'll have to drop some recharge enhancements and be slower, because there are 97 enhancement slots there, and if I am not mistaken, the total slots are 91. Any advice on which ones drop?
    It makes me sad to leave the seeker drones until level 38... but didn't know which power not to take. I postponed my "nuke" too (Detonator) based on your advice...
    You think it would be better to take Seeker Drones at 30 and Repair at 38?

    Well, need further advice to conquer the world. So far I am not able to conquer my own office...
  7. Wow, the great master Zaprobo has answered me! I read your guide and it was really useful to me. Thanks a lot!

    [ QUOTE ]
    - I know there are too many enhancement slots. I won't have that many. So, which ones should I discard?
    Battle Drones don't need EndRdx nor does the Assault Bot

    [/ QUOTE ]

    I thought Battle Drones and Assault Bot used a lot of endurance to fire their powers and that it was a good idea to give them EndRed enhancement. If that is not so... what are the best alternatives for a sixth enhancement on them?

    On a related topic... Are two defense enhancements really useful in Protector bots? I was thinking that the defense from the forcefields they provide could be not worth slotting... maybe two heals... And I have decided that, given that Assault Bot will be my main fighter, I think I'll give him two accuracies so he doesn't miss with his powerful attacks. All in all... maybe I'll go like this:

    Battle Drones: 3 x Acc, 3 x Dam
    Protector bots: 2 x Acc, 3 x Dam, 1 x End Red
    Assault Bot: 2 x Acc and 3 x Dam , 1 x ???

    What do you think?


    [ QUOTE ]
    - Poison Trap OR Repair?
    MM Poison Trap is reputedly not so good, though I have no experience of it. Repair is very good, so long as you don't wait too long to use it (it has a bit of a delay period after activation).

    [/ QUOTE ]

    Repair it is, then!


    [ QUOTE ]
    - Do not find anything speciallu useful to pick at 49. Given at those levels there is a lot of AV fights... maybe triage beacon? Or should I go... I don't know... Group Fly?
    I do ahve and love Group Fly but it is very situational. Many Traps powers require you to be grounded so I don't recommend it for you. Vengeance is a good high-tier power and handy for the LRSF as I understand it.

    [/ QUOTE ]

    I really hate, concept-wise, powers like Vengeance that need a fallen teammate. Even if they were really useful, I would not pick them.
    I always have the same problem with level 49 powers. Being the last power you pick, it should be... I don't know... über or something... but then, all there is left is crappy, because if it were really useful, you would have picked it way sooner...

    [ QUOTE ]
    - Have I chosen any "crappy" power that I am not aware of?
    Hover. With one slot its not fast enough. Air Superiority will serve you better as a form of soft control if you can't afford the slotting. Detonator is also roundly despised though again I have no experience.

    [/ QUOTE ]

    I picked Hover early on in my build so Zorro Gris (spanish for Grey Fox, my MM) was able to go anywhere despite vertical obstacles. I was not planning to respec it out, but maybe I could use Air superiority, though it doesn't fit very well concept-wise. On the other hand, once you get Fly, I see no practical reasons to keep Hover if you are not a Blaster...

    Also, I had the impression (because something I read on US boards) that Detonator was a really good power and that it caused a lot of damage... when you have a bot with low health you could use it to deal a good amount of damage sending him in the middle of the fray.

    Think I need further comments and advice and opinions...
  8. Hello, fellow world conquerors.

    I have played CoH for nearly six months now and I have tried a bit with all archetypes: blaster (44), scrapper (29), tanker (25), controller (22) and defender (22, 7). I keep playing with all those (specially the blaster, which I'd like to level to 50 some day) and I kinda enjoy all of them (except maybe my rad/rad defender...)

    Now I want to give a try to City of Villains (which I originally bought only to be able to build a SG base).
    The Mastermind AT quickly catch my attention and I decided to go Robots/Traps, mostly for roleplaying reasons.
    I am currently level 11 (seems to me he levels pretty faster than heroes) and I wanted to submit my planned build, so I can get some input from more experienced Masterminds. Here it is:

    01 - Battle Drones (2 x Acc, 3 x Dam, 1 x EndRed)
    01 - Web Grenade (2 x Acc, 1 x EndRed)
    02 - Pulse Rifle Burst (2 x Acc, 3 x Dam)
    04 - Caltrops (1 x Rech, 2 x Slow)
    06 - Equip Robot (1 x EndRed, 1 x Rech)
    08 - Hover (1 x Fly Speed)
    10 - Acid Mortar (1 x Acc, 3 x DefenseDebuff)
    12 - Protector Bots (1 x Acc, 2 x Dam, 2 x Defense, 1 x EndRed)
    14 - Fly (1 x Fly Speed)
    16 - Force Field Generator (3 x Defense)
    18 - Assault (2 x EndRed)
    20 - Tactics (2 x EndRed, 3 x ToHitBuff)
    22 - Aid Other (3 x Heal, 1 x Interrupt reduction, 1 x EndRed, 1 x Recharge)
    24 - Aid Self (3 x Heal, 1 x Interrupt reduction, 1 x EndRed, 1 x Recharge)
    26 - Assault Bot (1 x Acc, 3 x Dam, 1 x EndRed)
    28 - Seeker Drones (1 x Acc, 2 x Rech, 3 x ToHitDebuffs)
    30 - Poison Trap (1 x Rech) OR Repair (3 x Rech)
    32 - Upgrade Robot (3 x Rech, 1 x EndRed)
    35 - Trip Mines (1 x Acc, 3 x Dam, 2 x Rech)
    38 - Detonator (1 x Acc, 3 x Dam, 2 x Rech)
    41 - (Mace Mastery) Scorpion Shield (3 x Defense, 1 x EndRed)
    44 - (Mace Mastery) Web Envelope (2 x Acc, 1 x Inmobilize)
    47 - (Mace Mastery) Web Cocoon (2 x Acc, 2 x Hold)
    49 - Don't really know

    Several comments:
    - I know there are too many enhancement slots. I won't have that many. So, which ones should I discard?
    - Poison Trap OR Repair? I think that one extra power that can help you keep your hench up and running at full health is a great thing, but I really do not know if Poison Trap is that useful. Most people say in their guides that it is "very situational".
    - Do you think I have enough Endurance Reduction enhancements so I do not suffer from endurance problems?
    - Do not find anything speciallu useful to pick at 49. Given at those levels there is a lot of AV fights... maybe triage beacon? Or should I go... I don't know... Group Fly?
    - Have I chosen any "crappy" power that I am not aware of?
    - I really would like to keep Pulse Rifle Burst, for concept reasons... 8)


    I would really apreciate any slotting/choosing advice.

    Let's conquer the world! Mwa ha ha ha
  9. [ QUOTE ]
    Ok, in general I have no issues with defiance and am neither pro or con to the idea in the OP. Having said that, I can think of 2 possible problems that might arise from it.

    The 1st problem is a bias in favour of Energy Blasters.The NRG blaster gets in real close to the target, blasts the mob for maximum damage and then, the knockback means they are safe(er) from retaliation should the mob survive.
    A fire blaster (or pretty much any other) trying the same thing would most likely get swatted very hard.

    The other is a weakening of the AT concept should the idea be implemented. If it did come in, the most obvious tactic would be to use a hold or immob on the target mob first, get in close for the damage bonus, then blast it. In this case you might just as well solo a Controller or play a Dominator in CoV.

    [/ QUOTE ]

    Well, it will also be more difficult for Energy blasters (which is my main, btw) to connect two consecutive hits getting benefits from this inherent if their target was sent flying away.

    I agree, from a gameplay and balance point of view, that a mezzed mob should not be subject to this inherent because this would be an abuse of the mechanic but I would find difficult to find some "logic" (inside the suspension of disbelief of the game) for that...
  10. I look at the hours some of you post, dudes, and I think it is amazing ^_^. Do you wake up early in the morning to post? Or do you go to sleep at some pretty late hours?

    Anyway, some replies:

    To SINEGY X: Hey man, I am actually saying that defiance is less useful that those other inherents, and that's the reason I set those examples.
    I think you made a point here with the word "sacrifice". Yes, it's very interesting. Most other inherents do not require any sacrifice at all, but a Blaster needs to be almost dead to use his. Even a Defender, whose inherent is linked to the health of OTHERS needs no sacrifice on his part for his inherent to be useful.

    To GLOWWORM: "People in the forums are not representative"... well, I know the difference in the numbers in forumites and players in CoH, but then we MUST look where we CAN look. Also, let's say the game has 50.000 players and the forum have 500 posters (to say some numbers not actually based in any given fact, just for the sake of numbers). Why can't we say this 1% IS representative of the community? The opinion polls we see everyday in the news are made using much smaller percentages of the real population. And yes, I know about statistics (the "science") and know the deviation is bigger the smaller the sample is, but then, even the developers use what is said in the forums as an indicator of what the player base thinks-feels-complains about...

    The more I think about it, the more convinced I am that there has to be a mechanic already set in the game that determines at every moment your distance to the target. Let's see: you try to fire a blast to one enemy that is carging towards you after you sniped him. At first, the game says "NOT IN RANGE" but when the mob approaches enough, your blaster finally fires without you actually activating the attack again (it was queued). To me, it demonstrates that there is a mechanism in place that constantly tracks range between character and target.
  11. It seems that some of us are more interested in the formal correction of the arguments than in the arguments themselves.
    Well, I apologise for being somewhat categoric in my affirmation that "players do not like defiance" and "defiance is not useful".

    All I got to support those is:
    - My humble experience as a blaster (level 38 already).
    - My even humbler experience as other ATs
    - The general impression I have received after reading European and US boards.

    "People does not like defiance"
    Of course there is people that likes Defiance, and they have all the right to like it. But it seems to me thay are a minority. We could search the forums to do an extensive count of pro-defiance and anti-defiance posts but, I tell you, the counting would be hugely in the anti-defiance side. I know that this would be partially because human nature is more prone to make an effort -e.g. write a post - to complain about what you don't like than is to praise what you like but even so...

    "Defiance is not useful"
    How many times have you actually used it... willingly?

    "Of all inherent powers is the least useful"
    How many times have you done a critical hit with your scrapper?
    How many times have you used containment with your controller?
    How many times a tanker has contained aggro thanks to his gauntlet?
    You see what I mean...

    I think that there has to be somewhere in the current system an indicator that shows how far away your character is from its target. Otherwise it would not be posible for the system to know if his attacks can reach you and your attacks can reach him. Also it has to indicate if he can see you, if you are in his aggro range or if your stealth power (that effectively reduces the distance at which enemies can "see" you) works... so, take this indicator, apply a lineal formula and see if the "alt-defiance" (for lack of better name) applies and to which extent. Of course it may not be easy... I have no idea how the system is programmed and something that looks easy can be really difficult due to the way it processes the dat for each attack.

    But the question here is not that. It is not us the users who would have to code that. We users would only have to say if we would like that system... or if we would prefer this "alt-defiance" to the one currently implemented.

    Ah! And I apologise if my reasonings are not well explained... I am not a native English-speaker and I find somewhat difficult to translate my thoughts.
  12. Er... the Latin ethimolgy part was obviously a joke. Not that much "obviously" for everybody as I can see...

    On the other hand, I would like if you could ellaborate a little when you say that my statements are "untrue"... just to know why you think that they are and maybe to learn a little... Thanks
  13. Yes, yes I know. It's only the N-th time somebody suggests something like this...
    Well, I wanted to make my contribution cos, who knows? It could actually appeal to somebody in high places who happens to read it.

    Fact: As it is, almost nobody likes Defiance.
    Fact: As it is, Defiance it's pretty much useless.
    (Notice the "almost" and "pretty much" are there so nobody can say I am absolutelly wrong -> If my statement is not absolute, it cannot be "absolutely wrong").

    Of all the ATs inherent abilities, this is the one that is not really useful at all. I don't know much about villains, but I have played all hero ATs at least to level 22 (a blaster to level 37) and I know the ability I have -never- get a benefit from is Defiance.

    The reasons why defiance doesn't work have been lergely debated in the boards: basically, when it kicks in you are already dead. Given the small health of a squishy AT like a blaster, the rate of health decrease under attack is too fast for Defiance to be useful. Curiously, defiance could be pretty much more useful for scrappers or tankers... and that would be asuming it kicked in sooner, let's say when you are at 33% of your health bar or so.

    Well, I want to purpose a different mechanic and ask you about your opinion.

    Let's see: a blaster is pretty much all about RANGE and DAMAGE.
    (Ethimology of blaster comes from Latin: "bla" that means "damage" and "ster" that means "at range", that much is pretty obvious, isn't it?).

    Thematically it would be good that blaster's inherent ability were also about range and damage and not about health and damage.

    For a blaster, long distance means security, means survival (well, at least more than melee distance). If he comes too close... well, sure he has some melee attacks that are pretty powerful, but being a squishy as he is, a blaster in melee is pretty much sentenced...

    How about a mechanic that really helps a blaster to survive short ranges? How a bout a mechanic that...
    ENHANCES DAMAGE AND ACCURACY OF A BLASTER'S ATTACKS WHEN HE IS IN REALLY SHORT DISTANCES.

    It would be even logic from a real world physics point of view: it's easier to hit somebody if he is close than if he is far away. Also, a point-blank shot (from almost any weapon) does more damage than a long range one.

    And I know the idea coming to your mind: blappers. Well, I think the idea for the mechanic I suggest should be only used with ranged attacks. Could you abuse it? Sure! To use it to great benefit, you could come really close to your targets and blast them. Well, I think it's ok: you are trading the security that distances gives you for more damage and accuracy. t's a far trade-off.

    I'm not suggesting that a point-blank shot should be a 95%-sure hit and double damage, no... just maybe give it a 15%-20% more accuracy and damage. It's few, but it would be useful, something that defiance is not. You could also give a linear bonus based on an inverse function of the distance: the shorter the distance, the greater the bonus...

    Well. It's your turn.
  14. I know Nofuture.org and I have to say that Red Tomax's page is great for info. Maybe not entirely updated with latest changes to powers, but that cannot be asked of somebody that does not actually lives of updating that data (is it?) In fact, I think it is the most accurate data I have found about the game. (Thanks Red Tomax, by the way)

    It was not the actual numbers about one or two accuracies what I wanted, but the general feel of the veterans to know if two accuracies are too much or not.

    And yes, I'm fighting +3 enemies because sometimes I am the sidekick of some crazy lvl 50 tankers (or regen scrappers) that use the Invincible setting... or team up with fellow SG members that happens to be one or two levels above me and cannot SK me... you know. Sometimes enemies +3 is the thing you find in front of you, want it or not... ^_^;

    On the other hand... why that much hate against stealth? Is great for pulling! Snipe and hide behind a corner while stealthed and you probably won't be obliterated by that nasty Paragon Protector! (Just to give an example).

    Concerning range, I thought power blast and power bolt have the same. But when I try a one-two with them I always blast first (if the enemy is killed, then I save the bolt for another one). Many times, when I am about to bolt... it says NOT IN RANGE (or whatever, I don't remember). I have just blasted and I cannot bolt if I don't come closer first!

    Thanks for the advice on Medicine, by the way. Ah! Two interrupt reductions in Heal Self is too much? I planned 3 heals, 1 interrupt red. and 2 recharges... but it seems that power is really slow to use and easy to interrupt so...


    See? I ask a lot! Well, some more advice will be apreciated. Thanks, wise ones! (reverence)
  15. Hello again, fellow blasters.

    As the number information on so many things is well hidden for this game, is only lucky we have the boards... ^_^

    I have several questions for you, oh illuminated veteran blasters!
    Share your knowledge with this puny little human.

    1- Many builds I have seen on the boards only use one accuracy enhancement in each attack. When I was with my team fighting +2 lieuts and bosses or +3 minions or so, I missed quite too much, and so I thought it would be good to add a second accuracy enhancement in each attack. Sure I could use the slots elsewhere but I have all my attacks two-slotted for accuracy and three-slotted for damage. Is this overkill? Should I use one acc-three dam-one rech ?

    2- OK. I'll be taking medicine pool to improve my survivality. Heal Self as second power is a no-brainer but... Heal Other or Stimulant? I think it would be nice to provide my friendly controllers and defenders some mezz protection, given most of their powers (let's say Clear Mind) can protect others, but not themselves and woud be cool to help them. Also, I believe that with power boost Stimulant could last for some good 90 secs. Is that true? Healing them would be cool too, of course. And again poower boost would provide a nice... well, a nice boost to this healing. Again, one interrupt reduction or two?

    3- I have to let go one power to sneak in the medicine pool. Options: power bolt, power push, stealth.
    (I chose stealth a short time ago, just to try cos I was going to respec it out soon... but it has proven very useful because with it you can get closer to enemies that otherwise would outrange you and snipe them. Also very useful to partially ghost some mishs).

    4- With recent range changes I currently do not know what the ranges of the different attacks are. It seems that power bolt reaches shorter than power blast, which is particularly annoying when trying to finish some foes. If I knew the exact ranges I could calculate how many range enhancements I need to (more or less) gove those two the same range.


    Yes, yes, I know I ask a lot... this way I can become wise and be the one that provides answers when I am veteran enough...

    All answers will be very much appreciated!
  16. Certainly I was not aware of the mathematical error, but it's absolutely logic. Thanks to make me see it.

    I thought I could be able to spare one slot per power to use EndRed SOs, but if it is two slots per power, then it is too much to spare, even if the return is three power choices.

    In the other hand, I currently use no toggles and, when I'm fighting a large-scale battle I switch off sprint, stealth... darn, even hover! (this way is easier to como close to the baddies and lay Bone Smasher on them). I suppose that's why my one-slotted stamina makes my End bar so happy.

    For my epics though, I plan to go Force Mastery (Personal Force Field, Temp Invulnerability, Force of Nature) and maybe then I really need stamina to run the first two.
    But I was not planning on taking Conserve Power! Should I "waste" another power choice on this one, too?

    And, on a bit of an unreated topic... does Power Boost also "boost" de defense granted by Personal Force Field or the resistance granted by Temp Invulnerability?? If so... woohooo! Here comes the Blanker! (Blaster+tanker) At least for 15 secs... ^_^

    3 epic + 3 fitness pool + 2 travel + hasten (nearly a "must have" for any blaster) leaves us with what? 15 choices of powers. Given primary + secondary powers in energy are almost all GREAT to have... this leaves us energy blasters with really not much space to find our own "identity"... we all end up being quite the same... well, just rambling here...
  17. Hi all, fellow blasters.

    I am currently running a level 37 (soon 38) energy / energy blaster. No mistakes, she is a blaster, not a blapper. Love the ranged attacks. Just use the close quarter combat to finish the enemies that get too close.

    I have all the attacks in my primary except Explosive blast.
    In my secondary I have Power thrust, Bone smasher, build up, power boost and plan to choose Total Focus when I reach 38 (I'm eager).
    Flight pool with Hover and Fly.
    Speed pool with Hasten.

    Until now I have used the Fitness pool with Swift, Health and Stamina. All three powers just one-slotted.

    I have never had endurance problems (except after Nova-ing, but hey, it's a cheap price for that much destruction!).
    I blast left and right, continuously, and my endurance bar rarely goes further than 50% down. And, I repeat, I have Stamina just one-slotted for endurance modification.

    According to the info I have read here and there, natural recovery is 1.67 end/sec. Stamina three-slotted recovers an additional 0.82 end/sec for a total 2.49 end/sec recovery.
    So, not having Stamina means you will recover only about a 67% of your total recovery potential.

    Then, the question: IS IT POSSIBLE TO PASS ON THE FITNESS POOL?

    Just slotting one endurance reduction SO in each power should produce aproximately the same result: aprox 30% reduction in Endurance used, so you spend 30% less endurance to compensate the 30% less endurance you recover by not having stamina.

    Has actually anybody tried this with good results?

    I think it would be great to free these three power choices to squeeze in the build... well, medicine pool and stealth, you know, good enhancers of the quality of live for a blaster.

    I really need your input. THANKS!
  18. Hadn't thought that... uhm. it could be a good solution...
    Have you done the trial? Wanna join me? ^_^;
  19. Hi Defiant heroes!
    I recently (yesterday) hit the 24 level with my main character.
    Yes I'm a newby... but I'll get trenchcoats anyway when Issue 8 hits Defiant.

    I would like to assemble a compensate team to try the lvl 24 respec Trial in Terra Volta.

    I am a blaster, so I think my best companions would be a tanker, a defender/controller able to heal and a scrapper… but, hey, beggars can't be choosers, as they say, and I'm sure most team-mixes can work… once you figure how to not-end-with-your-face-on-the floor.

    I tried this same Trial yesterday with a team of three blasters, a tanker and a peacebringer and well… we died most often than not and accumulated a good deal of debt. (I think I have a mortgage on my character now…). Hey, and the the reputation was set on Heroic, nothing fancy here...

    I belive the problem was that one of the characters was of higher level and though he was exemplared, enemies spawned at lvl 27 and we experienced some serious difficulties to hit them.

    Because of that, I think it's better if I try to assemble a team of all-level-24 heroes. I therefore make a call to all those that want to join me in this quest. My chat handle is @Inercia and you can contact me, e-mail me or answer this post. It will be fun!
  20. Global Name: Inercia
    Server: Defiant
    City of Heroes
    RP Characters:
    Inercia
    Doctora Neutrino
    Mind Nova
    Trench
    Ashaara
    (All in the Defiant Warriors SG)
    Type of RP: Depends on the people one finds... and the character one plays at the moment, of course.
    Can be contacted: Game and boards
    Times on: too late at night 20:00 PM - 01:00 AM
    Timezone: GMT+1
  21. I was wandering in the uS forums and I found an info (from the developers) that can be of interest, but I don't know if it is implemented yet in the current Issue.

    QUOTE

    To address the issue of “It takes us too long to get a base that does anything useful” we are adding in some new rooms (in the same patch):


    The Oversight Center (Found in the Control Rooms tab):
    This is a 3x3 room that costs 50,000 Prestige. It can hold 1 Control item, 1 Storage item, and 1 Workshop item (as well as unlimited decorative items). This room is most likely going to be the first room you build in your base, and should be easily affordable by just adding a couple members into your Supergroup. “What about energy?” you ask. Well that is handled with a new Control item, a small, 25,000 prestige, generator that outputs Control and Energy to a level that is “just enough” to get the minimal functionality of the base online (that being a single Teleporter, Reclimator, and Worktable).


    Med Bay:
    This is a 2x2 Medical room that costs 50,000 Prestige. It has the restriction of only allowing 1 Medical item in it (no Anchors, no Aux items). This will allow you to get your “Revive in Base” functionality faster than you could previously.


    Teleport Bay:
    This is a 1x2 Teleport room that costs 50,000 Prestige. It has the restriction of no Dimensional Anchors and only allowing 1 Teleporter and 1 Teleport Aux Item (so your Teleporter is restricted to going to only one zone). This gives your base some limited Teleport functionality almost out the gate.


    Workshop:
    A new 1x2 Workshop will be available costing 50,000 Prestige. It, too, can not have any Dimensional Anchors in it, and it is limited to 1 Worktable and 1 Storage object, as well as 1 Empowerment Station.

    *******************
    If that is true, I'll be really happy.
    On the other hand, I'm so newbie that I can't even change the style of rooms other than the one that you enter the bse...