Lecxe

Legend
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  1. If you're looking into a high DPS controller, as you like /rad I'd suggest fire/rad. Fire ring and Char do good damage with Containment (higher than every defender blast except snipes, Shout and one other I can't remember ; and those are lvl 1 powers) when slotted for damage. You have Hot Feet, a toggle PBAoE doing decent damage with Containment (which you can set up easily with Fire Cages). At L32, you have 3 fire imps doing great damage in melee.
    At L41, you can pick fire ball for some great AoE damage - fits with the "fire" theme too.

    (If you're not set on /rad, fire/kin is pretty good too)
  2. Dark/rad works, don't worry. In fact, it has great sinergy : many of your dark/ powers require a to-hit roll, and /rad has -def as a secondary effect... you do the math.
  3. I'm not sure what do you call "nuke", so here's my answer :

    All your choices are strong ones. If you slot your Ill/rad for damage in his single-target control powers, you'll find you can outdamage your defender with Containment. (Not to mention at lvl 18 you'll get phantom army, invincible tanks that can deal damage for a min, and at lvl 32, phantasm, a mini-blaster).

    I'd say play your rad/rad if you want AoE damage, play your ill/rad if you want superior single-target damage, good control and awesome protection. Dark/ is good... but /dark is a bit lagging behind compared to /rad in terms of pure damage (it's more controllerish). As you said you like the graphics for rad, it's another plus.
  4. Champ de force personnel pour les bulleurs, sinon recevoir hyper-densité par un cinétique.
  5. I'd still recommand to take Darkest night and Tar patch and try to manage the knockback, it's slow and tedious to solo without those and it's harder in teams.

    With Tar patch they are so slowed you can play ping-pong and knock them back and forth by moving around.
  6. If your concept allows you to take and slot Darkest Night, Tar Patch and the first two blasts from energy, I don't think you should have any problems solo.

    Knockback isn't as bad as people say, but if you're bothered with it you can take hover at lvl 6 and turn your knockback into a knockdown by flying above the mobs you're aiming at.
  7. [/color]<blockquote><font class="small">En réponse à:[/color]<hr />
    Oui apprends moi à jouer...Après 2 50, un 37 et un 33 en 6 mois sans faire appel à Dreck ou jouer 24H sur 24, j'en ai besoin !

    [/ QUOTE ]

    Nous savons tous que les niveaux ont une si grande justification dans un jeu où le temps disponible est le critère prioritaire.

    (J'attends de voir s'il va m'appeller "garçon" )
  8. [/color]<blockquote><font class="small">En réponse à:[/color]<hr />
    Il apparaitrai que le slotage du pouvoir lévitation ne suit pas les règles de l'ED (Enahcement Diversification)

    [/ QUOTE ]

    Cette partie est fausse.

    [/color]<blockquote><font class="small">En réponse à:[/color]<hr />
    En Thèorie avec un lévitation 6 slotté en vitesse ou atteint la vitesse d'un Vol non slotté.

    [/ QUOTE ]

    Cette partie (était) vraie.

    Un des grands massacres d'ED a justement été la perte de 6-slot lévitation pour les personnes qui recouraient à ça contre la suppression.
  9. Lecxe

    Clear Mind

    1) [edited, I was wrong]
    2) Sorry, I didn't understand. Status effects won't have any effect on someone you gave CM to (unless lots of them occur at the same time), if this is what you meant.
    3) In a team of 7, casting it to all teammates can be tedious. It is used mostly as a status effect breaker. However, you can cast it on your defenders, blasters and controllers friends ; they haven't any status protection.
    Scrappers and tanks have their own status protection, which is enough to handle 3 (for scrappers) and 4 (for tankers) at the same time. On large teams against some factions with many status effects (maltas, tsoo, carnies), you might need to CM tankers and scrappers.
  10. Tesla, ball lightning and ID are all good picks.

    FS + SC + ball lightning is higher than most blaster's aoe damage, in those ED days.

    FS + ball lightning + thunderous blast + CaB + transference will make any blaster cry.

    With its fast activation time (slightly less than 1 sec), it's perfect for kin.


    Don't forget ID has 20% base RES against smashing/energy. As no tank or scrapper can cap except granite, it's usefull for everyone.
  11. I don't think you need the fitness pool on a kin post-transference. Give it a shot on Test. Slotted 1 acc 3 endmod 2 rech, it should be up about every 12-15sec with Hasten (which means a full bar every 15sec ; that's roughly a 6eps regen, 6 times better than 3-slotted Stamina)
  12. Lecxe

    Rage

    It's 20 or 25 end loss, and -10% def. You're also unable to attack for 10 sec.
  13. 850%, actually

    I've had a weird bug in a mission tonight. I was with a son/kin corruptor friend, SMASH!'ing my way through a bank mission, and as it ended when we picked up the gold we decided to kill a few more before going out. At some point she went into the red, so she exited the mission while casting siphon power. Now - I don't know what happened. The siphon power effect kept happening over and over, so I found myself with around 35 buffs icons, and probably more effective buffs than it could display.

    Let me tell you, Brute's capped damage is sweet. Orange minions died in 2 hits from shadow punch and boxing, 1 hit from Smite. Shadow maul was a waste unless I could line up 3 or more mobs, because everything died so fast! It lasted only a min, but I loved it.
  14. I'd swap Resilience at 41, Assault at 26, and IH at 28. Otherwise, it looks nice.

    Are you sold on SM? Its long activation time isn't always pvp friendly. I know you have whirlwind, but a shadow punch - smite - shadow punch combo does more damage than shadow maul in slightly less time, and it's front loaded instead of DoT.
  15. IIRC, base Brute damage is 0,75 while base Scrapper damage is 1,15.

    (1 being Blaster damage)
  16. [/color]<blockquote><font class="small">En réponse à:[/color]<hr />

    Invuln offers a higher S/L cap, while Fiery offers more rounded protection + a big heal every 30 sec by slotting Healing Flame.... Seems to me Fiery Aura wins out in better protection. Do others agree?

    [/ QUOTE ]

    I believe Invul has better protection. It has DP (self-heal + +60% max HP and regen every 2mn30, slotted 3heal/3rech) and Invincibility (+def and +acc increasing with the number of foes in melee range).

    Unlike Fiery Aura, you won't have to dip into the Leaping pool to get your kb and immob protection.

    There's also Unstoppable. Lots of people hate it, but if you can deal with the crash, slot it with 3 SO res and 3 SO rech and (with the passives and US) you'll be at the RES cap (same as tankers, 90%!) for 3mn. Tanker RES with brute damage is nothing to sneeze at, if you plan to bring this character to 50 when I7 comes out.


    On the other hand, Fiery aura gives you lots of tools to help with your offense : Blazing aura does nice damage constantly with Fury, Consume allows you to keep fighting, and Fiery embrace is a build-up type power.


    Both sets are nice.
  17. Lecxe

    Can Rad Rad PvP

    Since this is a thread asking for advice about Rad/rad in pvp, I thought we could debate about which tactics and powers can a rad/rad defender use in (actual I6 - ED - open pvp zones) pvp, rather than saying the way we play without giving arguments as to why we think those tactics/powers work. I assumed it'd be pretty pointless to give a advice that

    How silly of me.

    I agreed with most of the advice you posted, and I expressed my doubts about some parts. If you can't back up those points with arguments as to why it works, then it isn't very solid advice for every player, is it?

    It seems you don't want to answer my questions regarding your point of view on RI/EF on ranged targets. The specific examples in your last post doesn't make much sense imo, since all those examples would kill the rad even faster if there was no RI or EF used. Scrappers can't use FA in the current pvp zones (and aren't ranged except for spines), there's no sleep in ill nor in kin. A fire/ss tank isn't ranged except for hurl.

    It's quite obvious RI and EF doesn't make for a "god-mode". This wasn't my question to you. What I am (still) asking is : how does not using RI and EF make you better than using it ?

    You, you, you. Ok, I think you've made it clear your posts are about you. However, I didn't see "Cherry, mind to give me pvp advice about rad/rad?" as the thread title, and, as stupid as I am, I thought I could come and try to give some advice as well. (which, if this isn't obvious enough by my last posts, is "use RI+EF+LR as much as you can, move a lot, slot your ST blasts for dam and acc, don't let melee types hit you, don't let ranged ones get away, consider assault and tactics for the placate, taunt, confusion RES and the +perception, consider SJ or TP for Cj/acro or unsuppressed movement")

    How silly of me. I guess I'll stay out of the thread like you.


    Only a last thing : new rad/ players, if you happen to read this thread, please test everything yourself in pvp.

    Not using RI+EF against a ranged foe seems a bad idea to me, for those reasons :

    - rad/ defender's damage is the lowest in the game if you don't use EF. (Second lowest if you don't consider Containment for controllers)
    - rad/ defenders haven't any defense outside of the -acc from RI, or resistance outside of the -dam from EF
    - rad/ defenders haven't any status protection (AM gives status resistance), which means if you're getting hit more (and you will be without RI) there's more chances for you to fall under a status effect.

    YMMV.
  18. Lecxe

    Can Rad Rad PvP

    Keep in mind if he's using a attack he's suppressed for 4 secs. That's 4 secs during which you can shoot him while he has RI+EF applied on him.

    FYI, slows haven't any effect on SJ or TP - and both powers are very useful for a rad pvp'er, the first because of acrobatics and cj in the same pool, the second because of tp foe and total unsuppressed movement.

    If for some reason you can't chase someone... again, there's nothing saying you have to stand still whistling while waiting for him to come back and shoot you. Again, trading shoots with someone better than me at it (defender damage being 2/3 of blaster damage, for example) doesn't seem a good choice to me.

    I understand it's "your playstyle", but this doesn't tell me why do you think it's better your way. Regardless of the situation, not using toggle debuffs as a rad defender doesn't seem a good choice to me, as we have arguably the lowest damage in the game (factoring containment for controllers and henchmen for MMs here), no status protection and no defense/resistance.
  19. Lecxe

    Can Rad Rad PvP

    30-40%ish? energy is still way better than 10-15%.

    [/color]<blockquote><font class="small">En réponse à:[/color]<hr />
    Any ranged attacker that’s stupid enough to stick around once they are debuffed deserves to get beaten, the good ones I’ve fought know its time to get out of there and drop that debuff somehow.

    [/ QUOTE ]

    Once again I don't get it. My whole point with the 4 seconds was it's the time you take to do RI+EF.

    If your opponent is running away to drop your debuffs, why can't you :
    1) chase him (and shoot him if you have SJ or TP, as you can kite fairly easily with those powers w/o slowing down)
    2) run away like him as soon as he comes back, while casting RI+EF again on him

    Of course, it's going nowhere. Running away as soon as someone else uses his powers is a bit silly IMHO. If you're dropping my debuffs, um, good? they'll be recharged in a few secs, and as soon as you'll be back I'll recast them on you. There's nothing saying "I have to stand still and let you shoot me while you can run everywhere".

    I guess I just don't get something here. Trading shoots with someone better than me at this doesn't seem a smart choice to me, either.
  20. Avant la sortie de CoV, une recherche en soirée en heure de pointe donnait habituellement de 400 à 500 joueurs.

    Depuis CoV, je n'ai jamais vu moins de 700 joueurs connectés de 19h à 22h, et les pointes à plus de 1000 sont fréquentes.

    Pour chaque compte de fermé, il y a deux nouveaux joueurs qui débarquent et adorent... et un troisième qui jouait déjà il y a longtemps, jurait qu'il quittait pour toujours, pour finalement revenir.
  21. Lecxe

    Can Rad Rad PvP

    [/color]<blockquote><font class="small">En réponse à:[/color]<hr />
    As I said in my post, but it seems it wasnt clear enough, in my experience cosmic burst slotted for dis works best in teams there will be other people there to deal damage and the difference between stunning an empath whoes out of breakfrees for 6 seconds instead of 2 is quite large, solo it should be slotted damage.

    [/ QUOTE ]

    My bad, I didn't understand.

    [/color]<blockquote><font class="small">En réponse à:[/color]<hr />
    And as for using RI/EF on ranged targets I wouldnt say do not use them I would simply say, again in my experiance, ive found i can fight better not using them against good ranged players because they know how to avoid them, by loosing line of sight, or range to drop them or whatever.
    Oh and ive never used x-ray beam in pvp, no room for it in my build.

    [/ QUOTE ]

    IMHO, if your target is running as soon as you drop RI and EF on him, you won't kill him by blasting during that time anyway. I don't believe a defender can get any AT from full life to 0 in 4 seconds without -RES, but I might be wrong. If someone wants to avoid the fight... there's not much we can do, no ranged immob/hold, no -fly -jump.

    I have to admit I never went in the arena, so all my pvp experiences are post-ED. Defender damage could be enough at that time to drop your target fast with 5 or 6 slots of damage, but now you really need EF to do decent damage.


    Afaik LoS doesn't drop RI/EF anymore. I'm not sure when that was rolled back, but I do a lot of chasing in pvp and the only time it drops is from stacked invis or long range.


    And just because I like to nitpick : regen scrappers aren't rad/*'s easiest enemy anymore. With properly slotted IH, dull pain and reconstruction, you're looking at 3 click-heal powers. I'd rather fight a invul (low resists to anything but smash/lethal now, and none of our secondaries use this - except bow) or SR. (defense against 2-3 acc SO, tactics, and RI 3-slotted for -def? Hah.)
  22. Lecxe

    Can Rad Rad PvP

    I wouldn't slot Cosmic burst for dis. dur . It might work if you play in teams only, but how would you kill someone solo if your only source of damage is neutrino bolt and x-ray beams? It's your best and higher damaging attack, and burst dmg is everything in pvp. Neutrino bolt and x-ray beam just don't cut it, your enemy will tp or sj away as soon as he'll be down to 1/2 or 1/3 health.

    I strongly disagree with not using RI/EF on ranged people. -acc is useful, -def is useful (base ACC is 50%, unless your enemy has 3 SO or 2 SO + tactics, he won't hit at 95% with RI), -dam and -res are always useful (a defender can't kill fast enough without -res, we're at 66% blaster damage!). If you haven't got the time to RI for some reason, at least slap EF on them ! 1 sec activation, and your attacks are boosted by 22,5% after. And if you're under a status effect... well, use a break free! If you're going to be held the whole fight, you're dead anyway.
  23. Madame Mystère a une régénération ordinaire, mais une résistance de l'ordre de 60-75% à quasiment tout les types de dégâts. Pour la battre facilement, invite un défenseur cin, rad ou obscur, ou un contrôleur avec une de ces lignes secondaires. (les trois lignes ont du -regen)

    Sinon, il ne te reste qu'à prendre 7 ou 8 personnes et taper aussi fort que possible.
  24. Une mission avec des objectifs impossibles à compléter, parce qu'ils ne se déclenchent pas ou que des ennemis "clés" ne sont pas sur la carte. Des fois, ça s'arrange au bout de plusieurs réinitialisations, mais pas toujours.
  25. Je me suis lancée dans CoV il y a 2 jours, quelle n'est pas ma surprise d'avoir déjà une mission buggée... au niveau 12.

    Le soir-même, une deuxième mission buggée, j'ai finalement dû la réinitialiser et l'échouer exprès, échouant l'aventure en même temps...

    Est-ce que je suis un cas isolé, ou est-ce que ce jeu tient encore de la beta ? Rassurez-moi.