Largo

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  1. About MA: when I was leveling my first scrapper, MA/SR, the popular board advice at the time was stay away from Cobra strike, because it did no damage. I am glad that was changed, like clobber from War Mace to do a good amount of damage in addition to the stun. I took it early and it was always in my attack chain and I never felt overwhelmed.

    The only MA power I skipped was Crippling Axe Kick. The animation is ok, there is an alternate gut punch that can be chosen that you might like better.
    Why did I skip it? Took too long to activate. Might be changed now, however, just not sure.

    They say /SR is easier to soft cap position defenses by taking Weave, but I never went that route. I took Maneuvers, and collected set bonuses to get there. Now at 50, with Combat Jumping and Tier 4 Nerve Alpha Im at >48% to all 3. I took Elude as an emergency power. One slot only. All my attacks are fully 6 slotted except for Thunder Strike which has 4 Kinetic Combats.
  2. I actually logged into my NC Soft account today to try and buy this before I found out it wasn't to be released until June 1st.

    Oh well, at least it got me to stop procrastinating about the new log in security feature. (I ended up remembering the answer to my original security Q) See, worried over nothing.
  3. Largo

    Dark/Dark/Soul

    I have played a Dark/Dark/Soul stalker since CoV first began. It is my main villain, badger, and most advanced incarnate red side.

    It performs fine in solo and large groups.

    I find that because I am resistance based, I do not use AS and placate very much at all on teams, because it is not necessary, and can get your teammate killed.

    The strength of the build is its resistance to negative energy and psionic attacks, and fear resistance.

    It has the best self heal in the game in Dark Regeneration. It needs frankenslotted to maximize endrdx, recharge and get as much accuracy as you can fit in. Slotting for health increase is not needed if it hits 3 foes in range you've filled your health bar.

    I wouldn't even begin to try to figure out how to soft cap positional defense on this character. I doubt its even possible , but I guess with Nerve Alpha you might have a shot at it, but waiting till level 51 to achieve it seems kinda silly.

    I am looking forward to Void Judgement though.

    Its a fun character that plays like a regen scrapper with a great toggle stun aura that mitigates a lot of damage. I doubt it could ever be built with enough defense to matter, that wouldn't gimp the build in some unforseen way.

    Just one mans PoV.
  4. I would buy a base expansion pack if it allowed me to copy my existing base design to servers Im not currently on, so I wouldn't have to start over.

    I already know a million reasons why they wont do it. But I still want it.
  5. Confuse --> Sleep ---> Group Immob. = easy pickens
  6. When Electric Armor first started, Power Surge would not warn you of its impending crash. (by blinking icon in the power bar). I implored Castle to fix it, to make it more like Unstoppable. Took 9 months to a year before it was actually changed.

    Phase shift temp power, is a dirty work around for tier 9 crashes. Its not expensive, just takes time to make it.

    On my long time invul/macer, having all the accolades helps prevent toggle dropping on unstoppable crash, gives you time to eat a blue and/or green and Dull Pain. I have yet to take him on any BAF or Lambda trials. Seems theres always at least 1 or 2 stone tanks. So I bring damage with either scrappers or blasters.
  7. Largo

    Ice/Ice Tanking

    Quote:
    Originally Posted by Aett_Thorn View Post
    It's not an either-or situation. You can take both Hoarfrost AND Frozen Armor early on, and you should.
    Agree. Never once did I say not to take Frozen Armor. I just said take Hoarfrost first. I've done enough respecs on my Ice Armor tanks to know that taking HF as early as possible makes it easier to assign slots later on. By all means take Frozen Armor. Just dont expect it'll do much for you but waste end until you get to SO's.

    On my fav. Ice armor tank, I only have 2 primary powers 6 slotted, HF and EA. And they are both taken as soon as I could take them.
  8. Largo

    Ice/Ice Tanking

    Frozen Armor is not going to save you either, at the TO and DO level.

    I am of thinking this way. Take a power that you want to six slot, before a power that only needs 4.

    Anyone that thinks Hoarfrost is just a slow heal, doesn't understand Hoarfrost.
  9. So you have the luxury of not needing 3 recharges in it, if you choose not to.
  10. Largo

    Ice/Ice Tanking

    Quote:
    Originally Posted by New Dawn View Post
    Hoarfrost is something I take before frozen armour as it is schedule a enhancements and its good to get slotting early, you may argue on what to put in it but the slots are there by the time something decent should go in. The armours tend not to be boosted by much with schedule b's and so the extra amount of def granted by DOs is pretty small. I would of had Hoarfrost, Frozen Armour, Chilling Embrace, Wet Ice, Haste all before 10. Combat jump is better than haste at that level but I like to save on respecs.
    This.

    Hoarfrost first. Slotted to six as soon as practical. Its your best survival tool as a new ice armor user. It gets less needed as you progress and take your armors, but it is never droppable or skippable. Frozen Armor and Glacial Armor are only worth their end costs once you get to SO levels anyway. Wet Ice is your status protection so you need it to be running all the time, when you are fighting mobs that can mez you. Chilling Embrace is the best taunt aura in the game. Permafrost, take later on. EA will make you squee with delight. One power I personally can live without is icicles. Some like it. I see no need for it. I'd rather take taunt, save on endurance and have the ability to affect mobs at range.
  11. Don't you get Favor of the Well from running the STF or LRSF?
  12. Yes. Email to yourself using your global name preceded by the @ symbol.
  13. Gun Drone used to be Auto Turret. A stationary pet. It was changed when enough people complained that a stationary pet was worthless. It wasn't, but whatever.

    They made it move.

    It wasn't enough of a buff for some people, obviously.

    I used it when it was stationary and I use it when its mobile.

    Its not meant to be a permanent pet. It doesn't help your stealth to have a pet out all the time. Ask any stalker.

    Its a situational power. Find the situations when its useful and use it. Or don't, your loss.

    I wouldn't mind the interuption and activation times lowered. I also wouldnt mind if it shot a targetted AoE cone instead of ST. But it would have to be done right. Like DP, when you choose what type of ammo you use for the next foe.
  14. Any targetted AoE power will work, like ignite, or rain of fire. IF its an enemy mob sometimes breaking line of sight will allow the mob to "break out" of its wall prison. If its a friendly, that you have to escort out, then petition a GM for help.
  15. My good friend is a lvl 50[+1] Emp/dark/dark defender. His role now is mainly a controller, with Tenebrous Tentacles and Opressive gloom, he can lock down the whole group, and we just blow through content. He started off as a healer, but his role changed as he progressed. I'd rather have him on my team than anyone else. He makes me feel unstoppable. Now that...my friends, is a defender!
  16. Quote:
    Originally Posted by Rangle M. Down View Post
    They also do two different types of mitigation. Mace does stuns, Axe does knockdown.

    One of them has a wider cone on a higher tier attack and can affect more targets, but I don't recall which. (I think Mace's tier 8 has a wider cone then Axe's tier 8, but don't quote me.)

    Subtle differences in some ways, but enough to set them apart depending on player preferences.
    Well, Mace does a combination of Stuns and knockdowns. Whirling Mace and Clobber do the stunning. Crowd Control, and Jawbreaker do the knockdowns.

    Another bit of history, War Mace attacks used to do knockback level knockdown. Which made it quite incompatable with some secondaries that rely on melee proximity for defense, tohit,..ie Invul. It was quite a challenge to be an Invul/WM tank from issue 4 (when ED was implemented, I believe, up until WM got its buff (around issue 12, I think)
  17. My lvl 32 Kinetic Melee/Regen stalker just hit 32 today. I took Concentrated Strike as my next power choice. In the description of the power, it says its supposed to instantly recharge the Build Up power, instead of giving criticals.

    Does that mean, it only recharges the BU power when I attack using CS from the hidden state?

    Because when I use it in an attack chain, it does nothing to instantly recharge the BU power.

    So should I be going BU, AS, placate, CS, then BU will be instantly ready?

    So far I have not seen BU instantly recharged ever.

    Or is that some text that should have been removed but wasn't?
  18. Largo

    Tray Management

    I use WASD for movement, and most used attacks in 1 thru 5 or 6. Then everything else is a click. I keep 3 trays open on the bottom, then a 4th I have vertical on the RH side of the screen, to use for stuff like Base TP, WW TP, rest, Gather the team, Reveal. Non battle related clicks.
  19. Put the highest level IO you can for the slots you have allotted for the power. The one exception is for a proc that you want to work when exemplared down.
  20. I've never played a fortunata build, but I,ve heard they are quite fun.

    I went night widow because my first villain 50 was a stalker, and I like the advantages of being hidden. Also, night widows fight a lot like /sr scrappers, with high defense numbers and elude.

    But the biggest difference between the two comes down to choosing between ranged vs. melee.

    NW strength is melee whereas Fort. excels at ranged attacks. So which do you like better?

    Dual builds allow you to do both you know? You don't really need to choose one.
  21. I still use TP Foe in regular missions, as a pulling tool or to thin out the herd so that only the boss remains.

    /devices and traps/ toons can use it to tp foe an enemy onto a trip mine for comedic effect.

    If you're going to commit to using it, it needs at least one additional slot. 2accIO minimum to keep the "miss frustration level" down.
  22. Largo

    Teleport

    If you're going to use it for a travel power, you'll probably want end redux in it. I have one character that utilizes the full Blessing of the Zephyr set in teleport.
  23. Largo

    50 (+1)

    It hasn't been said yet so I will. It also goes away when you exemplar down to help a friend.

    If you're 50[+1] and you join a team thats doing a tip mission at lvl 45, you do not become 45[+1], just plain old 45. You lose all the incarnate boosts. So remember this when you plan your next build.