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Posts
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When I bring your build up in Mids, you have hasten depressed, whereas I do not. My build's non-hasten recharge is higher, and also is higher with Hasten up. Just pointing that out, I know you said you had a quick workup, and I appreciate it.
However, my ignorance is of blaster builds and the sets is clear, and I appreciate both of your responses. I am going to try digesting them here, and work on an updated version. -
Good day,
All this Blastery talk got me excited so I hopped on the (potenial) blaster bandwagon with a Beam/Dev.
This is my first Blaster build attempt, ever. I do have some experience with MIDS so I was able to do a few things, but I am sure I missed something.
Things that went well (I think)
- Went for 45 Ranged, this was a very primary goal
- Tried to control end use/recovery
- Tried to six slot all attacks
- Got 5 LOTG recharges
- Got Rangarok
- Hit is above 22% (might as well get that going now) w/o Aim
Things that I am most concerned with
- I am flying blind a bit, and don't know if power choices from pri/sec are off
- Took Musculature, but that was just kind of bread/butter thing, not sure where to go
Long term, I also will need (I assume) to get some more slots into the new Cloaking Device for maxing out regen/recovery, but that's another day.
Thanks for any insight.
Hero Plan by Mids' Hero Designer 1.957
http://www.cohplanner.com/
Click this DataLink to open the build!
Blaster Bandwagon: Level 50 Technology Blaster
Primary Power Set: Beam Rifle
Secondary Power Set: Devices
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Munitions Mastery
Hero Profile:
Level 1: Charged Shot -- SBlastersW-Acc/Dmg(A), SBlastersW-Dmg/Rchg(3), SBlastersW-Acc/Dmg/Rchg(3), SBlastersW-Acc/Dmg/EndRdx(37), SBlastersW-Acc/Dmg/EndRdx/Rchg(40), SBlastersW-Rchg/Dmg%(45)
Level 1: Web Grenade -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(5), TotHntr-Acc/EndRdx(5), TotHntr-Immob/Acc(13), TotHntr-Acc/Immob/Rchg(15), TotHntr-Dam%(39)
Level 2: Caltrops -- P'ngTtl-Acc/Slow(A), P'ngTtl-Dmg/Slow(7), P'ngTtl-Acc/EndRdx(7), P'ngTtl-Rng/Slow(40), P'ngTtl-EndRdx/Rchg/Slow(46), P'ngTtl--Rchg%(48)
Level 4: Cutting Beam -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(9), Posi-Acc/Dmg/EndRdx(19), Posi-Dam%(25), Posi-Dmg/Rng(42)
Level 6: Disintegrate -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(43), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(48)
Level 8: Aim -- RechRdx-I(A), RechRdx-I(13)
Level 10: Targeting Drone -- ToHit-I(A), EndRdx-I(15), EndRdx-I(27)
Level 12: Combat Jumping -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(40), Ksmt-ToHit+(48)
Level 14: Maneuvers -- EndRdx-I(A), LkGmblr-Def(17), LkGmblr-Rchg+(17)
Level 16: Assault -- EndRdx-I(A), EndRdx-I(19)
Level 18: Lancer Shot -- Stpfy-Acc/Rchg(A), Stpfy-Acc/Stun/Rchg(21), Stpfy-EndRdx/Stun(21), Stpfy-Acc/EndRdx(34), Stpfy-Stun/Rng(46), Stpfy-KB%(50)
Level 20: Penetrating Ray -- Apoc-Dmg(A), Apoc-Dmg/Rchg(23), Apoc-Acc/Dmg/Rchg(23), Apoc-Acc/Rchg(25), Apoc-Dmg/EndRdx(50)
Level 22: Cloaking Device -- HO:Cyto(A), LkGmblr-Def(27)
Level 24: Boxing -- Empty(A)
Level 26: Tough -- EndRdx-I(A)
Level 28: Piercing Beam -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(29), Posi-Dam%(29), Posi-Dmg/Rchg(31), Posi-Dmg/Rng(31), Posi-Acc/Dmg/EndRdx(31)
Level 30: Trip Mine -- ExStrk-Dmg/KB(A), ExStrk-Acc/KB(34), ExStrk-Dam%(34)
Level 32: Overcharge -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(36), Ragnrk-Acc/Dmg/Rchg(36), Ragnrk-Acc/Rchg(36), Ragnrk-Dmg/EndRdx(43), Ragnrk-Knock%(43)
Level 35: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(37), LkGmblr-Rchg+(37)
Level 38: Gun Drone -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(39), ExRmnt-Dmg/EndRdx(39), ExRmnt-Acc/Dmg/Rchg(42), ExRmnt-+Res(Pets)(45), ExRmnt-EndRdx/Dmg/Rchg(45)
Level 41: Body Armor -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(42)
Level 44: Super Speed -- Zephyr-ResKB(A)
Level 47: Vengeance -- LkGmblr-Rchg+(A)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(33)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(33), EndMod-I(33)
Level 50: Musculature Partial Core Revamp
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Quote:^^ ThisAvengers worked because the Hulk had a proper antagonist with a proper evil plan. Hulk 3 will need to do the same to succeed, with pursued-by-the-military and looking-for-a-cure relegated to minor sub-plots if included at all.
Also for Superman. For the love of Pete, would someone make a Superman movie where he fights? -
To combine Xprom's and Leo's posts a bit, I think changing the T9's to be actually taken should be done in the interest of fun.
It makes no sense that so many people skip the pinnacle of their powers. This isn't just blasters, and it isn't just primaries. A power set (in any game) where the king of the abilities flat out gets skipped all the time is fundamentally just plain wrong.
If I were a game designer for any game, I would find any ability taken by virtual zero even casually attentive player to be broken by some form of defining broken. -
So, based on what we know so far, what combos got the most buffed, and who got the (by relative comparison) shaft?
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I am coming back to COH due to my standard MMO flip-flopping, and I am trying to find the best way to actually learn about the death of Statesman, ie, how it actually happened and what not.
I can't find a strait up spoiler, so I was looking to find out in game, but I can't seem to find a place where it says "this here, this is the exact arc you do to see how his death went down".
I assume its the its the signature arc, but I can only see references to him disappearing.
Which exact mission/tf is it? -
For me, I felt Superman Returns was classic indulgent movie (or music or tv) production. Singer made the movie he wanted, and God bless 'em, that's great for him, but it wasn't the Superman movie I (and it looks like alot of others) wanted to see.
It just reeked of being an outlet for him to provide a tone, characters, plot, a story continuation from the Reeves films, etc, that he wanted to bring to life, and he got what he wanted, but I didn't.
Marvel did a great job making movies that I (and apparently others) wanted to see, and that is the core of their success.
PS Enough with Lex Luthor for a while, please. -
I have always got the impression that each of his suits uses some kind of very important, but very small part made of something so crazy exotic that you just can't produce the "real deal" very easily, thus making mass production impossible (and allowing people to build knock offs that always end up being minion level at worst, and ersatz almost iron man level at best)
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OK. Taking everything (almost) so far, I get this....
I really appreciate all the input!
o Changed 49 power (which is a holder anyway) to Unstoppable, allowing me to pull a slot that was being used for Glad 3% and park it there
o This allowed Kismet to come back into an always on power Tough Hide
o Took DP and Weave suggestions (also CJ lost a slot to allow that to happen per Fin's version)
o However, I didn't understand the need to pull Hecatomb (which I already own on another char, so its "free") so I put it back in to CU, please clarify if there was reasoning I missed. (I thought about putting a status effect proc, but left it as neg damage)
Now with just one mob (ie a boss) I am SL capped and 42.7 pre alpha, I took a big jump in HP to 3100ish, and all other numbers rech/recover/regen etc appear ok. If there is any other ideas, let me know.
Thanks for all your help!!!!
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I appreciate you taking the time to work this up, I really like how it doesn't lose the "feel" of my build but ups so many key numbers. Sometimes when you post a build, people will really lose the feel of it and go in a different direction.
Thanks!
Edit: Mids says there is a slot at 21 still free to place, going to figure out where it might do some good, if any. Also, going to see what I can squeeze into 49 as far as a power, may just take LBE for show, or unstoppable just to place something, etc.
Edit #2: So, I placed that slot 21 into Invincibility, which allowed me to get past ED without HO's with a 4 set of LoTG. This gets S/L to 45.1 instead of 44.9 with only a .02 change to end use, but it also gives more hp and 10% more regen and some accuracy. At 49, I take Hover (as a holder only) to allow me to take kismet out of tough hide and park it there. This allows a slot into dull pain to get some free HP, like 150ish.
Make sense at all?
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Good day,
This is my attempt to play a strait up comic book tank for lore / concept (not in game mechanics trickery / leet) reasons. Standard Kryptonian kind of thingI assume another powerset combo may be more optimal with like an aggroing aura or what not, but I am hoping this one can "work"
Having never played a Tanker, I have no specialized knowledge about the AT, but I have spent some time playing other AT's and optimizing builds in Mids'.
This is my attempt at a build based on looking at some other threads and guides, and going for common % targets.
o I chose agility alpha to pick up recharge for dull pain & attacks and defense
o With one in range and pre-alpha slot, I have 49/49/44/44 SLEN.
o With one in range and alpha slotted as agility, I have 52/52/47/47 SLEN
o I have all attack powers six slotted
o I have Dull Pain very close if not perma, not 100% sure tbh
o The end drain to recovery ratio looks good on paper, but I worry that when conserve power is down, about not having any other recovery trick.
Now, given my lack of experience, I am sure I boned something somewhere. One thing is that I have heard 55 def is the new 45, so I am worried about not hitting 55 anywhere. Also, my res for everything but SL is not that exciting. That's just for starters, I am sure.
Thanks for any insight, its much appreciated.
Hero Plan by Mids' Hero Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
Inv / StJ / NRG: Level 50 Technology Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Street Justice
Power Pool: Flight
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam:40(11), RctvArm-ResDam/EndRdx/Rchg:40(23)
Level 1: Initial Strike -- SMotTanker-Acc/Dmg:50(A), SMotTanker-Dmg/Rchg:50(3), SMotTanker-Acc/Dmg/Rchg:50(7), SMotTanker-Dmg/EndRdx/Rchg:50(21), SMotTanker-Acc/Dmg/EndRdx/Rchg:50(40), SMotTanker-Rchg/Res%:50(42)
Level 2: Resist Physical Damage -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(5), RctvArm-ResDam:40(11), RctvArm-EndRdx:40(33)
Level 4: Sweeping Cross -- Erad-Dmg:30(A), Erad-Acc/Rchg:30(5), Erad-Dmg/Rchg:30(9), Erad-%Dam:30(25), Erad-Acc/Dmg/EndRdx/Rchg:30(33), Erad-Acc/Dmg/Rchg:30(40)
Level 6: Dull Pain -- Numna-Heal/EndRdx:50(A), Numna-EndRdx/Rchg:50(7), Numna-Heal/Rchg:50(15), Numna-Heal/EndRdx/Rchg:50(34), Numna-Heal:50(43), Numna-Regen/Rcvry+:50(46)
Level 8: Unyielding -- Aegis-Psi/Status:50(A), Aegis-ResDam:50(9), Aegis-ResDam/EndRdx:50(19)
Level 10: Fly -- Winter-ResSlow:50(A)
Level 12: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(13), Mocking-Taunt/Rchg/Rng:50(17), Mocking-Acc/Rchg:50(34), Mocking-Taunt/Rng:50(34), Mocking-Rchg:50(43)
Level 14: Combat Jumping -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(15)
Level 16: Combat Readiness -- RechRdx-I:50(A), RechRdx-I:50(17)
Level 18: Invincibility -- LkGmblr-Rchg+:50(A), HO:Cyto(19), HO:Cyto(21)
Level 20: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(46), KntkC'bat-Dmg/Rchg:35(48), KntkC'bat-Dmg/EndRdx/Rchg:35(50)
Level 22: Tough -- S'fstPrt-ResDam/Def+:30(A), HO:Ribo(23)
Level 24: Weave -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(25), LkGmblr-Rchg+:50(27)
Level 26: Tough Hide -- Ksmt-ToHit+:30(A), LkGmblr-Def:50(27), LkGmblr-Def/EndRdx:50(29), LkGmblr-Rchg+:50(37)
Level 28: Spinning Strike -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(29), Ragnrk-Acc/Dmg/Rchg:50(31), Ragnrk-Dmg/EndRdx:50(33), Ragnrk-Knock%:50(40), Ragnrk-Acc/Rchg:50(43)
Level 30: Resist Energies -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(31), RctvArm-ResDam/Rchg:40(31), RctvArm-ResDam/EndRdx/Rchg:40(37)
Level 32: Hasten -- RechRdx-I:50(A), RechRdx-I:50(37)
Level 35: Shin Breaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(36), KntkC'bat-Dmg/Rchg:35(36), KntkC'bat-Dmg/EndRdx/Rchg:35(36), Insult-Dsrnt%:20(45), Mako-Acc/Dmg/EndRdx/Rchg:50(46)
Level 38: Crushing Uppercut -- Hectmb-Dmg:50(A), Hectmb-Dmg/Rchg:50(39), Hectmb-Acc/Dmg/Rchg:50(39), Hectmb-Acc/Rchg:50(39), Hectmb-Dmg/EndRdx:50(42), Hectmb-Dam%:50(45)
Level 41: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(42)
Level 44: Physical Perfection -- P'Shift-EndMod:50(A), P'Shift-End%:50(45), Mrcl-Rcvry+:40(50)
Level 47: Resist Elements -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(48), RctvArm-ResDam/EndRdx/Rchg:40(48), RctvArm-ResDam:40(50)
Level 49: Unstoppable -- GA-3defTpProc:50(A)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Clrty-Stlth:50(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 4: Swift -- Empty(A)
Level 4: Health -- Heal-I:50(A)
Level 4: Hurdle -- Empty(A)
Level 4: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(13)
Level 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3
Level 50: Agility Radial Paragon
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When I was growing up in the 80's, I collected comic books, and by collect, I mean in the old school sense of reading them and hanging on to them, not "collecting them". While I have kept most of them and they would be worth something in their mint condition, they have been read and re-re-read to pulp by me, and now my son, so are only valuable for their content (and the awesome ads).
When COH came out, I started playing on release day (this forum account, for some reason is not my first, I can't remember what happened, this one is "only" from April 2005) and was totally geeked for it. While I have played other MMO's and what not, I always come back to COH for a vacation, like a summer home.
Nowadays, however, I can't get around buying an actual comic book. They are such quick reads, and the story arcs are so all over the place from taking in such a small slice (not to mention the retconning, rebooting and alternate universes) that it's hard to get context unless you are very regular and purchase a wide variety of titles.
What I do enjoy are TPB's, which allow me to capture the essence of what I felt as a kid, and I feel like I really connect with the story and characters. It's very nice to take in an arc all at once like that.
Am I alone in this regard, and is this a pattern of behavior that is catching on? Would it mean that sales of individual comic books would start to be depressed to the point that the TPB's would start to lose their source material, or is there still plenty of interest in comic books as stand alone purchases?
Thanks for any insight. -
Sorry for the x-post, this discussion continues at http://boards.cityofheroes.com/showthread.php?t=289709 for anyone interested.
Thanks! -
Thanks for the builds.
I took your two builds and literally tried to fuse them based on my preferences and just to feel like I contributed.
o I kept S/L and R at 45+, and AoE is between the builds at 30.1.
o I was able to do this with dropping down KB by 4 (its still at 12), but in return got 2 slots.
o Those two slots I used to add a slot to HotFeet for the -Res proc.
o I also have a damage proc in Fire Cages now.
o I favored Char for Hold and Seismic Smash for Damage.
Other than that, the fused version matches one or the other pretty cleanly.
Please let me know if I boned anything in the process. Thanks!
Hero Plan by Mids' Hero Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
Fused: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Char -- Lock-%Hold(A), Lock-Acc/EndRdx/Rchg/Hold(3), Lock-EndRdx/Rchg/Hold(3), Lock-Rchg/Hold(5), Lock-Acc/Rchg(5), Lock-Acc/Hold(7)
Level 1: Transfusion -- Nictus-Acc/EndRdx/Rchg(A), Nictus-Acc/Heal(7), Nictus-Heal(9)
Level 2: Fire Cages -- Enf'dOp-Acc/Rchg(A), GravAnch-Hold%(9), Enf'dOp-Acc/EndRdx(11), Enf'dOp-Immob/Rng(11), Enf'dOp-EndRdx/Immob(13), Posi-Dam%(46)
Level 4: Siphon Power -- Acc-I(A)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(15)
Level 8: Hot Feet -- Armgdn-Dmg(A), Armgdn-Dam%(17), Armgdn-Acc/Dmg/Rchg(17), Armgdn-Acc/Rchg(19), Armgdn-Dmg/EndRdx(19), FotG-ResDeb%(50)
Level 10: Siphon Speed -- Acc-I(A), RechRdx-I(21), RechRdx-I(21)
Level 12: Flashfire -- WotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), WotController-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(23), WotController-EndRdx/Rchg(23), WotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(25), WotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(25), WotController-Rchg/Dam%(27)
Level 14: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(27)
Level 16: Increase Density -- S'fstPrt-ResDam/Def+(A)
Level 18: Cinders -- Lock-Acc/Hold(A), Lock-Acc/Rchg(29), Lock-Rchg/Hold(29), Lock-EndRdx/Rchg/Hold(31), Lock-Acc/EndRdx/Rchg/Hold(31), Lock-%Hold(31)
Level 20: Speed Boost -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(33)
Level 22: Boxing -- Acc-I(A)
Level 24: Tough -- GA-3defTpProc(A)
Level 26: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(33), RedFtn-EndRdx/Rchg(33), RedFtn-EndRdx(34), RedFtn-Def/EndRdx/Rchg(34), RedFtn-Def(34)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(36)
Level 30: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(36), RedFtn-EndRdx/Rchg(36), RedFtn-EndRdx(37), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def(37)
Level 32: Fire Imps -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(39), BldM'dt-Acc/EndRdx(39), BldM'dt-Acc/Dmg/EndRdx(39), BldM'dt-Acc(40), BldM'dt-Dmg(40)
Level 35: Transference -- Efficacy-EndMod/Acc/Rchg(A), P'Shift-EndMod/Acc/Rchg(40), Efficacy-EndMod/Rchg(42)
Level 38: Fulcrum Shift -- Acc-I(A), RechRdx-I(42)
Level 41: Fissure -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(42), Ragnrk-Acc/Dmg/Rchg(43), Ragnrk-Acc/Rchg(43), Ragnrk-Dmg/EndRdx(43), FrcFbk-Rechg%(45)
Level 44: Rock Armor -- LkGmblr-Rchg+(A), HO:Cyto(45), HO:Cyto(45), Ksmt-ToHit+(46), LkGmblr-Def/EndRdx(46)
Level 47: Seismic Smash -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(48), Mako-Dmg/Rchg(48), Mako-Acc/EndRdx/Rchg(48), Mako-Acc/Dmg/EndRdx/Rchg(50), Mako-Dam%(50)
Level 49: Inertial Reduction -- Zephyr-ResKB(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(13)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), EndMod-I(15)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Clrty-Stlth(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 50: Spiritual Core Paragon
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Reactive Radial Flawless Interface
Level 50: Clarion Core Epiphany
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Thanks, and thanks for the advice on ranged def.
I have pretty much abandoned hover as making little sense. It was just a concept thing, that is actually turning out to be a pita. -
Thanks for taking the time to post your build. I am in the process of digesting it. I have been gone so long, I also forgot to think about the impact of the incarnate system as well.
I will post a fusion build when I next get the chance to work it out.
Also, I can't remember why I was so into hover, I think it was because I was going for a flapping wings look, but I don't fancy that as much as I did back in the day, so I think its going to come out. I agree that it makes sense to be on the ground moving around quickly for various reasons. -
Greetings!
This is an old Fire/Kin build that I had worked up but never fully implemented about a year ago. I posted this to the Controller forums, but then saw that there was this forum here (must be newer) and figured I would give it a try here also.
I feel like at the time of its development this build was reasonably solid and I worked it over with several community members.
The goals of the build:
- The overall theme of the build is doing a ton of "chaotic damage with a side of control". The concept is a character that is torn lose on the enemy, and the rest of the good guys need to just steer clear of the carnage lest they get caught up.
- While I am not averse to the character being able to "farm", the goal is more to be a useful solo/team member, while generally wreaking havoc on enemies.
- I would like to try to introduce ATO somewhere unless it's a step backwards, I have not heard great things about controller ATO
- I would like to get more purples in the build in general to just milk that much more power out of it
- If bringing in the 3% Def PVP allows me to free up sets for other fun, I am ok with that being part of the build.
- The only special consideration is the build has to have hover, unless there is a major, major advantage to dropping it. It definitely fits the concept so I am working to keep it.
Thanks for any ideas!!
Hero Plan by Mids' Hero Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5), Dmg-I(5), Dmg-I(7)
Level 1: Transfusion -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(7), Nictus-Acc/Heal(9), Nictus-Acc/EndRdx/Heal/HP/Regen(9), Nictus-Acc/EndRdx/Rchg(11)
Level 2: Fire Cages -- Enf'dOp-Acc/EndRdx(A), Enf'dOp-EndRdx/Immob(11), Enf'dOp-Acc/Immob/Rchg(13), Enf'dOp-Acc/Immob(13), EndRdx-I(15), TotHntr-Dam%(15)
Level 4: Siphon Power -- Acc-I(A)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(21)
Level 8: Hot Feet -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(21), M'Strk-Dmg/Rchg(23), M'Strk-Acc/EndRdx(23), M'Strk-Acc/Dmg/EndRdx(25), Sciroc-Dam%(25)
Level 10: Siphon Speed -- Acc-I(A), RechRdx-I(27), RechRdx-I(27)
Level 12: Flashfire -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(29), Stpfy-Acc/EndRdx(29), Stpfy-Acc/Stun/Rchg(31), Stpfy-Stun/Rng(31)
Level 14: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(33)
Level 16: Boxing -- Empty(A)
Level 18: Cinders -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(33), BasGaze-Rchg/Hold(33), BasGaze-EndRdx/Rchg/Hold(34)
Level 20: Speed Boost -- EndMod-I(A)
Level 22: Tough -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(34), ImpSkn-Status(34), Aegis-Psi/Status(36), ImpSkn-EndRdx/Rchg(36), ImpSkn-ResDam/EndRdx/Rchg(36)
Level 24: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(37), LkGmblr-Rchg+(37), Ksmt-ToHit+(37)
Level 26: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(39)
Level 28: Increase Density -- S'fstPrt-ResDam/Def+(A)
Level 30: Inertial Reduction -- Zephyr-ResKB(A)
Level 32: Fire Imps -- S'bndAl-Dmg/EndRdx(A), ExRmnt-Acc/Dmg/Rchg(39), ExRmnt-Acc/Rchg(39), ExRmnt-Dmg/EndRdx(40), ExRmnt-Acc/Dmg(40)
Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(40), Efficacy-EndMod/Acc/Rchg(42), Efficacy-EndMod/Acc(42), Efficacy-Acc/Rchg(42), Efficacy-EndMod/EndRdx(43)
Level 38: Fulcrum Shift -- Acc-I(A), RechRdx-I(43), RechRdx-I(43)
Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/EndRdx(45), Posi-Dam%(46), RechRdx-I(50)
Level 44: Rock Armor -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(46), LkGmblr-Def/EndRdx/Rchg(46), LkGmblr-Rchg+(48)
Level 47: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(48), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Dmg/EndRdx/Rchg(50), Mako-Acc/Dmg/EndRdx/Rchg(50)
Level 49: Earth's Embrace -- Mrcl-Heal/Rchg(A)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(17)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(17), EndMod-I(19)
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Greetings!
This is an old Fire/Kin build that I had worked up but never fully implemented about a year ago.
I feel like at the time of its development this build was reasonably solid and I worked it over with several community members.
The goals of the build:
- The overall theme of the build is doing a ton of "chaotic damage with a side of control". The concept is a character that is torn lose on the enemy, and the rest of the good guys need to just steer clear of the carnage lest they get caught up.
- While I am not averse to the character being able to "farm", the goal is more to be a useful solo/team member, while generally wreaking havoc on enemies.
- I would like to try to introduce ATO somewhere unless it's a step backwards, I have not heard great things about controller ATO
- I would like to get more purples in the build in general to just milk that much more power out of it
- If bringing in the 3% Def PVP allows me to free up sets for other fun, I am ok with that being part of the build.
- The only special consideration is the build has to have hover, unless there is a major, major advantage to dropping it. It definitely fits the concept so I am working to keep it.
Thanks for any ideas!!
Hero Plan by Mids' Hero Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5), Dmg-I(5), Dmg-I(7)
Level 1: Transfusion -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(7), Nictus-Acc/Heal(9), Nictus-Acc/EndRdx/Heal/HP/Regen(9), Nictus-Acc/EndRdx/Rchg(11)
Level 2: Fire Cages -- Enf'dOp-Acc/EndRdx(A), Enf'dOp-EndRdx/Immob(11), Enf'dOp-Acc/Immob/Rchg(13), Enf'dOp-Acc/Immob(13), EndRdx-I(15), TotHntr-Dam%(15)
Level 4: Siphon Power -- Acc-I(A)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(21)
Level 8: Hot Feet -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(21), M'Strk-Dmg/Rchg(23), M'Strk-Acc/EndRdx(23), M'Strk-Acc/Dmg/EndRdx(25), Sciroc-Dam%(25)
Level 10: Siphon Speed -- Acc-I(A), RechRdx-I(27), RechRdx-I(27)
Level 12: Flashfire -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(29), Stpfy-Acc/EndRdx(29), Stpfy-Acc/Stun/Rchg(31), Stpfy-Stun/Rng(31)
Level 14: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(33)
Level 16: Boxing -- Empty(A)
Level 18: Cinders -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(33), BasGaze-Rchg/Hold(33), BasGaze-EndRdx/Rchg/Hold(34)
Level 20: Speed Boost -- EndMod-I(A)
Level 22: Tough -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(34), ImpSkn-Status(34), Aegis-Psi/Status(36), ImpSkn-EndRdx/Rchg(36), ImpSkn-ResDam/EndRdx/Rchg(36)
Level 24: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(37), LkGmblr-Rchg+(37), Ksmt-ToHit+(37)
Level 26: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(39)
Level 28: Increase Density -- S'fstPrt-ResDam/Def+(A)
Level 30: Inertial Reduction -- Zephyr-ResKB(A)
Level 32: Fire Imps -- S'bndAl-Dmg/EndRdx(A), ExRmnt-Acc/Dmg/Rchg(39), ExRmnt-Acc/Rchg(39), ExRmnt-Dmg/EndRdx(40), ExRmnt-Acc/Dmg(40)
Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(40), Efficacy-EndMod/Acc/Rchg(42), Efficacy-EndMod/Acc(42), Efficacy-Acc/Rchg(42), Efficacy-EndMod/EndRdx(43)
Level 38: Fulcrum Shift -- Acc-I(A), RechRdx-I(43), RechRdx-I(43)
Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/EndRdx(45), Posi-Dam%(46), RechRdx-I(50)
Level 44: Rock Armor -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(46), LkGmblr-Def/EndRdx/Rchg(46), LkGmblr-Rchg+(48)
Level 47: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(48), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Dmg/EndRdx/Rchg(50), Mako-Acc/Dmg/EndRdx/Rchg(50)
Level 49: Earth's Embrace -- Mrcl-Heal/Rchg(A)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(17)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(17), EndMod-I(19)
------------
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Thanks for taking time to work that up. I am checking it out now.
Since my original post I have been looking around and and the ATO's weren't even something I was aware of; they are a very cool addition. -
To clarify a bit, as the previous post was a bit rushed.... looking at MIDS, all the purple sets come with things that appear to emphasize offense, and thus conk out all of your clever little bonuses you layer and layer and layer to get that 45% def.
If you start replacing those sets with purple sets, I can see how your damage (via recharge, procs and bonuses) would start to come up, but you are going to lose those "magic" numbers.
Can you make those up from incarnate abilities? Can you just live down below 45%? WP is a resistance / regen set, so maybe 32.5% def is ok, and then you pop an insp?
I look at a build like above and it seems like it would be more fun to start to amp up the damage, but then the question is how to not lose the survivability at the same time.
I am going to try to play with things and see what kind of build I can get with more offense and repost it.
Thanks for any insight. -
I am coming back to CoH after nearly a year and working on a WM/WP brute that I was in the process of putting together.
The build below is the classic "get to def 45 while keeping 10 enemy regen at 1000+" kind of thing, which I honestly don't even know is necessary or not. I have been playing CoH for a long time off and on, and I have (on another char which will have to be remove) everything expensive in the build I am posting below even the pvp 3%.
What I would like to do is introduce some purple sets into this mix, however, because, well, it seems like you should be able to add some recharge/damage/excitement while still staying survivable.
The first question is, does it make sense to drop some of the quest to 45 to get some purple in there for procs and recharge and general offense?
Build below:
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|-------------------------------------------------------------------| -
That's why I always like to assert my understanding =)
Thanks for all the responses. Eventually I will post a build, but not quite yet... at this point, I think its fun to work it up from "scratch" and see how far off the mark I am then, tweak it =) -
Thanks for the responses.
What I think I am hearing here is that CoF:
o Should probably be called Cloak of ToHitDebuff,
o Like all Tohit Debuffs is very effective when closing in but not at a cap
o Is better when you have global/power accuracy and endurance management
I am less sure about OG. I really like the idea of mobs being disoriented, but something eating my health is just creepy.
Also, I see that DB is a fast fury generator. While we are here... how would DB/DA compare with Brute vs. Scrapper? -
I was thinking of playing a DB/DA brute at first, but there were some heated arguments about DA and fury with Cloak of Fear. As I have a pretty well decked out Brute already, I thought, why not just skip it and go Scrapper for a change of pace anyway.
Where does Cloak of Fear fit into the order of things? I am not noticing it working in my 30's, or at least, I am disappointed in it.
Maybe I am not evaluating it properly. When I think of DA, I think about being def capped from IO/$$$, and using the set's resistance combined with Dark Regen to be tough to kill. I was expecting CoF to be further mitigation to just add gravy to this, but I can't really percieve its value.
I am only 33 on the scrapper, and don't have the IO sets going yet, so maybe it's just too early to call it, but I was curious how people perceive CoF's effectiveness.
Thanks.