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Posts
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Joined
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Nope.
They got "fixed" not so long ago, which basically made them more likely to blow up when you spawn them right next to an enemy (you still get one or two "hoverers" sometimes, but nothing like as regularly as before the fix).
Their seeking ability is still completely pants though... they've always been dumber than a sackful of Vahzilok. -
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I have 2 HO's that are perfect for rads radiation infection
To hit debuff/Def debuff/ End reduct
Will trade for -
Acc/End reduct
Acc/Rech
Dmg/rech
Dmg/end reduct
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quotin' because none of these are actually real HOs.
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Everyone needs a dream
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True, but everyone needs to wake up SOMETIME.
<ul type="square"> [*]Lysosome (ToHit/DefDebuff/Acc) [*]Membrane (ToHit/DefBuff/Rchg)[*]Cytoskeleton (ToHit/DefBuff/EndRed)[*]Enzyme (ToHit/DefDebuff/EndRed)[*]Ribosome (DamRes/EndRed)[*]Peroxisome (Dam/Mez)[*]Endoplasm (Acc/Mez)[*]Nucleolus (Dam/Acc)[*]Golgi (Heal/EndRed)[*]Microfilament (Travel/EndRed)[*]Centriole (Dam/Range) [/list] -
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
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Name:
Level: 50
Archetype: Tanker
Primary: Invulnerability
Secondary: Super Strength
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01) --> Temp Invulnerability==> DmgRes(1) DmgRes(15) DmgRes(15) EndRdx(25)
01) --> Jab==> Acc(1)
02) --> Dull Pain==> Rechg(2) Rechg(3) Rechg(3) Heal(5) Heal(5) Heal(7)
04) --> Haymaker==> Acc(4) Dmg(7) Dmg(9) Dmg(9) EndRdx(13) Rechg(13)
06) --> Air Superiority==> Acc(6) EndRdx(11) EndRdx(11) Dmg(37) Dmg(37) Dmg(37)
08) --> Unyielding==> EndRdx(8)
10) --> Swift==> Fly(10)
12) --> Taunt==> Rechg(12) Taunt(17)
14) --> Fly==> Fly(14) Fly(36)
16) --> Health==> Heal(16) Heal(17)
18) --> Invincibility==> DefBuf(18) DefBuf(19) DefBuf(19) EndRdx(40) Taunt(43) Taunt(45)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Knockout Blow==> Acc(22) Dmg(23) Dmg(23) Dmg(25) EndRdx(27) Rechg(31)
24) --> Boxing==> Acc(24)
26) --> Tough==> EndRdx(26) EndRdx(27) DmgRes(34) DmgRes(34) DmgRes(34)
28) --> Rage==> Rechg(28) Rechg(29) Rechg(29) TH_Buf(46) TH_Buf(46) TH_Buf(46)
30) --> Hasten==> Rechg(30) Rechg(31) Rechg(31)
32) --> Unstoppable==> DmgRes(32) Rechg(33) Rechg(33) Rechg(33)
35) --> Tough Hide==> DefBuf(35) DefBuf(36) DefBuf(36)
38) --> Foot Stomp==> Acc(38) Dmg(39) Dmg(39) Dmg(39) Rechg(40) EndRdx(40)
41) --> Focused Accuracy==> EndRdx(41) EndRdx(42) EndRdx(42) TH_Buf(42) TH_Buf(43) TH_Buf(43)
44) --> Conserve Power==> Rechg(44) Rechg(45) Rechg(45)
47) --> Weave==> EndRdx(47) EndRdx(48) DefBuf(48) DefBuf(48) DefBuf(50)
49) --> Resist Physical Damage==> DmgRes(49) DmgRes(50) DmgRes(50)
---------------------------------------------
01) --> Power Slide==> Jump(1)
01) --> Sprint==> Run(1)
01) --> Brawl==> Acc(1)
01) --> Gauntlet==> Empty(1)
02) --> Rest==> Rechg(2)
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I'd try something like that, assuming that you want to go the route of the fighting pool rather than the medicine pool... they're both good for INV, but tricorders don't fit in that well with some concept builds...
"Optional slots" for me there would really the damages in Air Superiority. Inv/SS is endurance heavy, so I might shuffle them to put a second EndRed in TempInv/Unyielding and use the third in Taunt or Health. The general idea would be to use Air Superiority's Knockdown for mitigation until you can build up more resistance (Tough) and defence (Tough Hide, Weave). Your damage will come from Haymaker, KO blow and "Perma Rage". -
Wasn't there this teim (it being a Sunday Raid) but agree with the rest of the comments Cap...
If it's who I think it is, the entire sever knows just how annoying he is. He has a knack for bringing out the worst in people, things always seem to turn into arguments or name-calling matches around him... even if he himself didn't start them (which if I'm reading this right, is not the case here). I usually try to avoid name-calling because it's demeaning and there can be "mitigating RL issues" involved, but frankly all of the actions I've witnessed at past raids from this person have been vastly unhelpful and bordering on "Idiotic".
Don't let the actions of one individual stop you from doing something any more raids Cap. You can see from the comments here that the vast majority of the server are very greatful for the work you put in!
On the plus side, with I9 coming out the raids are soon going to be very different... I doubt we'll have to put up with that kind of thing for much longer... -
"Feature" =D
It's because they're inherents. IIRC you can slot Combat Flight (which you get at level 10) before then too. -
OK... so a dedicated INV tanker plus a few a Fulcrum Shifted AoE blasters might have made short work of the spawn too..... but it wouldn't have been as much fun as letting a scrapper lay into them with a broadsword!!!
Subjecting a mob to scrapification also means that there'll generally be plenty of giant wobbly purple bits left lying around which you can take home with you as mementoes. Devouring Earth intestines in particular make wonderful conversation pieces and if you have one framed and mounted in your living room it'll help keep those annoying relatives away. And lets face it, facing a horde of huge bloodthirsty mutants with nothing but your trusty broadsword and a grin on your face is FUN DAMMIT!!!
(A scrapper needs to have a certain... erm... mentality. This should be evident from these two posts!) -
I like scrappers, despite all the "smug" smileys in here....
They're by far the best soloist AT in COX: slightly less survivable than Brutes, but not needing to rely on Fury to maintain high levels of damage output. They've got mez protection, high damage output and damage mitigation... regen even has an insane endurance recovery boost... what's not to love??!?
The single target damage output on most scrapper primaries is greater than blaster damage in PvE, at least until the late 40s when you start getting some really smashing/lethal damage resistant AVs.
Sure you don't have many AoEs... but for the most part you won't NEED any. Your single target damage output is more than sufficent to 'arrest' mobs quickly and safely, and in larger groups your traditional role is that of a "boss killer". Let the blasters and the Controllers whittle down the minions while you deal with the big boys... it's only in the largest teams with pinpoint aggro control and buffs coming out of their ears that a silly blaster will "outperform" you anyway...
I've two scrappers at 50: a Spines/Dark and a Katana Regen. The Katana/Regen is bags more fun...
There's nothing like taking a flying leap into a spawn of +5 DE Bosses and LTs, arresting them all one-by-one and still being at full strength afterwards... "I got this mob, you can take the next one Mr. Fire blaster!" -
+ Hack > Slash. Most people skip Slash completely in favour of a Hack/Slice/Disembowel/Headsplitter chain.
+ Parry is not an attack for a /regen: it's a powerful, situational self-buff that's applied by hitting things.
+ Integration + Dull Pain + Reconstruction + Instant Healing are your mitigation. MoG is just for show.
+ Take your travel power at 14 or forever curse the Positron TF!
+ Stamina is not needed with QR but is still very very very useful.
+ Get Hasten. Your clickyheals will love you for it and the endurance crash is not an issue.
+ Whirling Sword is pants, but there's not much else you'd be better off taking (possibly "Tough"?)
+ You do not need conserve energy by any stretch of the imagination.
Realistically, your regen Clickyheals + IH will take care of about 70% of all PvE situations, and double-stacking Parry will take care of a further 29.99%. Revive is for the final 0.01%, and MoG is just for show! -
If it's only footstomp that's missing, you'll get better return from 2 Accuracies in it than 3 in Rage.
To be honest though, if you already have 3 Tohits in Rage you should be at about +31% Tohit, which combined with an Accuracy SO in each power will pretty much put you at the accuracy cap in PvE up to +4/5s.
What you might be seeing is the 5% of attacks that'll always miss no matter how much accuracy you have. -
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Ill/Kin is pants dmg though
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Not only that, but Ill/Kin is one of the highest damage output controller combos.
Seriously, I have to wonder what you're smoking... -
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NB, if you want to change the priority of the target bind, remember that binds read themselves backwards, so put the highest priority last, hence why i had Cyst towards the back
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They read themselves forwards, each target instruction just overwrites the one before it. So if you tell it to target A then B then C it will... but since it happens in order, C will be targetted last.
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.........which is what I said......I'm glad we agree
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Does Black = White too? -
For that matter, 6 Blasters, an Ill/Kin troller and Sonic/Sonic defender!
6 Blasters doing around double Fulcrum Shift's normal damage due to sonic's mob -resistance, all with tanker level damage resistances and full mez protection (Clarity and ID). A potent heal with mob -Regen in Transfusion, Speed Boost for +Recharge and Transference to keep the blue bars topped up.
And if that wasn't enough you've got Phantom Army and Sonic Cage to take care of an AV's Alpha Strikes.
Now that's a team I'd like to see in action! -
-20% Defense to Self for 10 seconds says nofuture.
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Id of taken kick, on a scrapper its not bad and under -rechgd conditions you may need to use it and you dont have to put your weapon away.
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You shouldn't really be using the prerequisate attack much anyway, but are you sure about the redraw?
When my Katana/Regen had Tough (back in i6), using Kick definately required a weapon redraw afterwards.
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47 : Resist Elements damres(47) damres(48) damres(48)
49 : Resist Energies damres(49) damres(50) damres(50)
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Weave stacked with invincible, tough hide and parry would do more for you. If you take fight pool you may as well go the whole way unless your completely resistance based. Id slot 2 end 3 res in tough and 2 end 3 def in weave minimum. Its better to not get hit than to get hit and to miss out on secondary effects.
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I'd agree that weave would do more for you, but to be honest I don't think you'll see much benefit from it since you have Divine Avalanche. Shannon's right in that those two passives are virtually useless.
Personally I'd get Aid Self in there for late-game AV/GMs, or perhaps Hasten and Build Up. -
Using Taunt just before the Rage crash will easily make you keep aggro for those 10 seconds.
You might want to watch though as the crash gives you a considerable -defence debuff.
The only problem my INV had with running Rage on teams was weathering the endurance crash. -
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Err you need to explain that bit to me..
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Eclipse, it increases resistance to all by 11.25% (unslotted) for each enemy hit in its 15 foot PBAoE.
It's quite possible to cap resistance at 85% to everything including Psi for its 90 second duration.
The "Purple Flying Fortress of Doom" usually refers to a warshade that has used Dwarf Mire, then used Human Mire, then used Eclipse and finally switched to Nova Form to hit the Damage Cap and the Resistance Cap.
Both Mires each give +11.25% damage for every foe hit, and the buff lasts 30 secs. Nova Form has a natural +45% damage buff, so after enhancements you'd only need another +160% to hit the +300% cap.
Hitting just over 7 foes with eclipse (unslotted!) and the two Mires would therefore cap your resistances to everything for 90 seconds and put you at the damage cap for 30 seconds whilst in Nova Form. -
Wow, I'd forgotten about this thread...
Glad to hear you're enjoying your fire tanker Shannon!
How many tentacles could you take at a time? In terms of damage mitigation, I'm sure a Fire Tanker with Tough could take at least two of them. That Healing Flames change has increased their survivability considerably.
My Peacebringer Dwarf had trouble with two tentacles, but could tank one tentacle without any hassle.
I've an INV tanker who hit 50 shortly after Christmas and has the fighting pool; he can stand in the middle of all the tentacles and keep aggro without trouble, but the Toxic damage from Lusca's head can kill him.
Healing Flames has Toxic resists IIRC, as does Dwarf form so they'd have an easier time with Lusca's Head.
I think a Granite would be the only tank that could take all the punishment at once without support... but realistically if you have a big enough team to kill Lusca, you'll be getting some heals thrown at you.
Heh, I'm taking a break from melee ATs for a little while, my new pet project is a squishy Fire/Ice blaster... -
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NB, if you want to change the priority of the target bind, remember that binds read themselves backwards, so put the highest priority last, hence why i had Cyst towards the back
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They read themselves forwards, each target instruction just overwrites the one before it. So if you tell it to target A then B then C it will... but since it happens in order, C will be targetted last. -
I've not played Dark/Dark, but I've got a Spines/Dark that hit 50 last week.
Oppressive Gloom was a big part of my damage mitigation, it's very useful in the middle of a mob, minions will be completely negated. A typical fight sees you jumping into the middle of a group with Oppressive Gloom running, using Soul Drain to buff your damage and then Dark Recovery/Consumption as needed.
I never used Cloak of fear... Gloom does the same job, costs less and doesn't make them scatter.
I agree with Paragon_Girl on Dark Recovery's slotting, it's a fantastic power but heavy on the endurance bar.
I used Quills and Death Shroud to contribute to my AoE damage, Death Shroud is good for its endurance use when you're in a group of mobs. It works well with Gloom, Soul Drain and your HP/End leeches. -
Hehe... first raid in ages with no FPS drop when I zoned back to Eden. Think today's patch has worked!
Great raid, very smoothly operated despite the mapserver hiccup and the unavoidable idiot(s) scrapping Hami.
On that note... I've 2x Peroxisome (Dam/Mez) HOs that I'd be more than willing to trade for HOs I can actually use: Nucleolus (Acc/Dam), Membrane (ToHit/DefBuff/Rchg), Golgi (Heal/EndRed) or Endoplasm (Acc/Mez). -
And there was us all thinking you were drunk and passed out at your keyboard...
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I respecced OUT of Air Superiority because I had [u]too much[u] mitigation and wasn't using it all...
Revive is great, though I hardly ever get to use it these days... the CoH equivilant of an Energiser Bunny! -
Dull Pain's an obscenely big heal. I didn't need it until 24, and even then I rarely used it (reconstruction ftw!) until the mid-30s. It's available in Bloody Bay, but could easily be swapped with the level 18 or level 8 attack power if I was worried about not having it earlier... my kat/regen quite happily soloed his way through 2-man spawns on the Positron TF (15 cap) without Dull Pain.
Instant Healing + Dull Pain > virtually anything. So yes, I'd rather respawn... though BS and Katana have DA/Parry which can boost survivability, and as mentioned my Claws/Regen is taking Tough and Resilience.
The stand-alone "screw the rest of the set" way that MoG works annoys me more than anything else.
The +resistence from tough/resilience, +defence from Parry/DA, Knockdown mitigation from Energy Torrent and Escape potential of Phase Shift will all complement your healing abilities rather than negate them (MoG). -
From level 30 onwards (Instant Healing) I consider all the /regen powers optional... and some like resilience and MoG to be not worth taking for a PvE build. I quite like Revive, taking it at 38 on my first toon (a Kat/Regen).
Post-38 I had all the main powers I wanted and concentrated on my Epic Pool, 6-slotting Focussed Accuracy, Laser Beam Eyes and Energy Torrent. Energy Torrent in particular I find very useful for heavy alpha strikes.
In two of my planned regen builds I'm going via different routes, taking the Stealth, Invisibility and Phase Shift on my BS/Regen and taking Tough, Resilience and Acrobatics (at 49, for Hold +resist) on my Claws/Regen.
This is how I lay out my /Regen builds:
01) --> Attack#1==>
01) --> Fast Healing==> Heal() Heal() Heal()
02) --> Attack#2==>
04) --> Reconstruction==> Rechg() Rechg() Rechg() Heal() Heal() Heal()
06) --> Quick Recovery==> EndMod() EndMod() EndMod()
08) --> Attack#3==> (DA/Parry, Follow Up, Air Sup, etc)
10) --> Hurdle/Swift==> Jump/Run/Fly()
12) --> TravelPool#1==>
14) --> TravelPool#2==>
16) --> Integration==> Heal() Heal() Heal() EndRdx()
18) --> Attack#4==> (Build Up or Impale/Focus, etc.)
20) --> Health==> Heal() Heal()
22) --> Stamina==> EndMod() EndMod() EndMod()
24) --> Dull Pain==> Rechg() Rechg() Rechg() Heal() Heal() Heal()
26) --> Attack#5==>
28) --> Instant Healing==> Rechg() Rechg() Rechg() Heal(Optional) Heal(Optional)
30) --> Hasten==> Rechg() Rechg() Rechg()
32) --> Attack#6==>
35) --> Optional==>
38) --> Optional==>
41) --> Focussed Accuracy==> EndRdx() EndRdx() EndRdx() TH_Buf() TH_Buf() TH_Buf()
44) --> Optional==>
47) --> Optional==>
49) --> Optional==> (usually Super Speed/Resilience, or Revive if not taken at 38, 1-slotted)
I like the utility of Energy Torrent, Tough and Phase Shift... so I'd aim to get one into the "optional" slots. -
I'd go with damage, but it's up to you!
There's an 80% chance for Knockdown, so most of the mobs around you will be bounced.