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Posts
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Joined
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If I can find a use for CC outside of hami raids .... other than that it was a hami-raid specific power....
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Chocking Cloud is a Hami Raid power now??? What the hell? -
I've working on a Grav/Rad PVP build, but so far haven't levelled it much.
This is the planned PVE build, which could probably use some work:
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
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Name: Insert Name Here
Level: 50
Archetype: Controller
Primary: Gravity Control
Secondary: Radiation Emission
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01) --> Crush ==> Acc| Dmg| Dmg| Dmg
01) --> Radiant Aura ==> Rechg| Rechg| Heal| Heal| Heal
02) --> Radiation Infection ==> TH_DeBuf| TH_DeBuf| TH_DeBuf| EndRdx
04) --> Accelerate Metabolism ==> Rechg| Rechg| Rechg| EndMod| EndMod| EndMod
06) --> Gravity Distortion ==> Acc| Acc| Hold| Hold| Rechg| Rechg
08) --> Propel ==> Acc| Acc| Dmg| Dmg| Dmg
10) --> Hasten ==> Rechg| Rechg| Rechg
12) --> Enervating Field ==> EndRdx| EndRdx
14) --> Super Speed ==> Run| EndRdx
16) --> Hurdle ==> Jump| Jump| Jump
18) --> Swift ==> Run
20) --> Stamina ==> EndMod| EndMod| EndMod
22) --> Gravity Distortion Field ==> Acc| Acc| Hold| Hold| Rechg| Rechg
24) --> Lingering Radiation ==> Acc| Acc| Rechg| Rechg| Rechg| Slow
26) --> Combat Jumping ==> Jump| Jump
28) --> Super Jump ==> Jump
30) --> Acrobatics ==> EndRdx
32) --> Singularity ==> Acc| Hold| Dmg
35) --> Wormhole ==> Acc| Acc| DisDur| Rechg| Rechg
38) --> EM Pulse ==> Acc| Acc| Hold| Rechg| Rechg| Rechg
41) --> Fire Ball ==> Acc| Dmg| Dmg| Dmg| Rechg| Rechg
44) --> Fire Shield ==> DmgRes| DmgRes| DmgRes| EndRdx
47) --> Fire Blast ==> Acc| Dmg| Dmg| Dmg| Rechg
49) --> Crushing Field ==> Acc| Acc
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01) --> Sprint ==> Empty
01) --> Brawl ==> Empty
02) --> Rest ==> Empty
01) --> Containment ==> Empty
01) --> Power Quick ==> Empty
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And this is the planned PVP respec, which I am fairly confident about:
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
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Name: Nerf Pliz
Level: 50
Archetype: Controller
Primary: Gravity Control
Secondary: Radiation Emission
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01) --> Crush ==> Acc| Acc| Immob| Rechg
01) --> Radiant Aura ==> Rechg| Rechg| Rechg| Heal| Heal| Heal
02) --> Radiation Infection ==> TH_DeBuf| TH_DeBuf| TH_DeBuf| EndRdx| EndRdx
04) --> Accelerate Metabolism ==> Rechg| Rechg| Rechg| EndMod| EndMod| EndMod
06) --> Gravity Distortion ==> Acc| Acc| Hold| Hold| Rechg| Rechg
08) --> Propel ==> Acc| Acc| Dmg| Dmg| Dmg| Range
10) --> Hasten ==> Rechg| Rechg| Rechg
12) --> Enervating Field ==> EndRdx| EndRdx| EndRdx
14) --> Super Speed ==> Run| EndRdx
16) --> Hurdle ==> Jump| Jump| Jump
18) --> Swift ==> Run
20) --> Stamina ==> EndMod| EndMod| EndMod
22) --> Crushing Field ==> Acc| Acc| Rechg| Rechg
24) --> Lingering Radiation ==> Acc| Acc| Rechg| Rechg| Rechg| Slow
26) --> Combat Jumping ==> Jump| Jump
28) --> Super Jump ==> Jump
30) --> Acrobatics ==> EndRdx
32) --> Singularity ==> Acc| Acc| Hold| Hold| Dmg| Dmg
35) --> Assault ==> EndRdx| EndRdx
38) --> Tactics ==> EndRdx| EndRdx| TH_Buf| TH_Buf
41) --> Power Blast ==> Acc| Acc| Dmg| Dmg| Dmg| Rechg
44) --> Temp Invulnerability ==> DmgRes| DmgRes| DmgRes| EndRdx| EndRdx
47) --> Power Boost ==> Rechg| Rechg| Rechg
49) --> Conserve Power ==> Rechg| Rechg| Rechg
---------------------------------------------
01) --> Sprint ==> Empty
01) --> Brawl ==> Empty
02) --> Rest ==> Empty
01) --> Containment ==> Empty
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If you're not having any End problems now, you won't have them much at all I think. Except maybe during the 35-38 range, where you get Greater Ice Sword before Stamina, but you can always switch those around, if you prefer. Aid Self can also bit a bit of a drainer, but I don't think you'll be using it that much.
And even if you do need a bit of an End boost, you'll always have Energy Absorbtion. It's a fantastic power. You probably should slot it with at least 3 recharges though. You'll want to use it as much as possible. Slot 3 recharge first, then slot either def buffs or end mods, depending on your preference. -
Sundays is usually best for me, but I should be able to do weeknights as well, depending on my work schedule (I work evenings one week in a month)
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I'd go for Arch/Nrg myself, as you'll get more use out of the self buffs so it's a very viable ranged build. And if you choose so, you can also get some very highly damaging Melee attacks.
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I'd use a combo of Invul, Ice or Fire with SS or Nrg secondary. Invul has good survivability with repel resistance. Ice has great survivability with added slowing, end drain and slow resistance. Fire has less survivability, but has improved damage. All are vulnerable to confuse, fear and stacked mezzes, so there's no fixing that except for bringing break free's.
Superstrength has good damage and it has Rage, which is fantastic. Energy Melee has great burst damage, which is very handy in PVP. Superstrength matures a bit faster, because it gets it's good powers earlier, so it's very usable in Siren's Call. Energy Melee doesn't get it's best powers until after lv 30.
As for beating a Spines/Regen scrapper, well that might be a bit difficult on any Tank. Tanks and Scrappers should have a very difficult time killing each other. I'd even say that the Spiney has a slight advantage as it can attack from range, while the tank cannot(except maybe for Hurl, which is too slow). I don't think you'll be killing a Spines/Regen on any Tank, unless that Spines/Regen is really really bad.
As for team PVP, you will notice that nobody will attack anything, unless they are absolutely sure they can kill it. This will mean that as a Tank, you won't get attacked much, if at all. So you'll have to make sure that people will attack you, or else they will just ignore you always and simply go for all the squishies. So get Taunt and slot it heavily. -
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What's the point of getting Freezing Touch? You're a Tank.
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I have it on my Tank and i find it very useful, especially along with the hold from the Cold mastery you can hold a boss quickly, or more useful is against Malta and one shot holding sappers when running in to a mob.
Also very useful in PvP.
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I agree that it could be useful IF you stack it with the Hold in the Ice Epic, but he doesn't have that. Other than that it's only good for holding minions and leuts and to be honest, I've never found Sappers that much of a threat on my Ice Tank to require a specific power choice.
Same goes for PVP, don't bother with Freezing Touch, unless you will be following up with another hold. Every squishy will be using Acrobatics in PVP and Freezing Touch alone will not be enough to hit through. -
* Don't slot Frozen Fists. It sucks and it's a waste of slots. Those slots can be used much better elsewhere
* What's the point of getting Freezing Touch? You're a Tank. A melee range single target hold doesn't help you at all, especially the way you've slotted it right now. Your other powers give you much better control options. Ice Patch + Taunt + Chilling Embrace will give you great control over multiple enemies, so dropping single target holds on stuff, just doesn't help.
* Put some more slots on Chilling Embrace. Taunt durations are great to have. Some people like to slot it with slow.
* Don't slot Combat Jumping with Defense Buffs. It's a miniscule buff at best, so you won't notice any difference from enhancing it. Slot this with Jump Enhancements instead.
* 3 slot Ice Patch for recharge. It's the best power in your secondary. You want to drop as many of those patches as possible.
* Slot Hibernate with 3 recharge first and then, if you have slots available, start slotting it with Heals.
* Don't get Permafrost for PVE and defenitely don't slot it. It's worthless.
Check the order of your powers as well. Hasten at lv 30 is a bit late. Build up at lv 49 as well. You don't NEED taunt at lv 10 as you already have Chilling Embrace. -
Can't go wrong with either, so I'd say pick something that would be more fun for you. Personally I would pick Ice, because it has a wider variety of interesting powers. Makes it more interesting to play for me.
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I just wanted to add that I'll be happy to help with leading the PA droppers if the raid leaders need it.
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Most certainly we will need someone experienced for that, if Archy is not around (has anyone seen him recently btw?)
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Arch blew up his internet. He won't be on for a while as far as I know -
well I've only got a lv 50 Tank on Union, so I'll be bringing that one.
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I'd say get something fun instead, but if you're really having trouble staying alive, get Aid self. Both are overkill though and not really needed as most people have commented already.
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Bone Smasher and Total Focus will never be in there - I'm a Blaster and I intend to play one, even if it does gimp me.
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LOL, good one. Taking any melee powers does not make you less of a Blaster. They are all Blaster powers. The term Blapper is just something some US Forumites came up with. Considering your primary, you need all the damage you can get.
Not taking certain powers because of some preconceived notion of what a Blaster should or should not be able to do is a big mistake IMO. -
Slotting health is quite handy. Your regen rate is expressed in a percentage of your total hitpoints. So having 3 slotted health running, while you also have Hoarfrost running will mean you're regenning quite a lot of hitpoints every tick cycle. So much so that, if you combine it with your defense, in most cases you won't even need to heal yourself as most people won't be doing enough damage to even counteract your base regen. It also helps if you add the Accolades. With those and Hoarfrost, you'll have up to 3200+ hitpoints. That should give you a regen of about 150 hitpoints every regen tick and that's a very conservative estimate. This means, that you can pretty much ignore any incoming damage except Scrapper Crits and Built up Blaster attacks.
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ss, ss is a lot better for pve as well and perma rage is nice means you wont get effected by tohitdebuffs.
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Does rage give resistance to tohit debuffs?? I'm guessing you would be less effected by them, but I doubt you won't be affected by them at all. -
With six slotted Taunt I wouldn't slot Challenge that much. It's basically a throw away power you only get to be able to get intimidate. Just slot 2 taunt durations on it, and hope that FA will be enough accuracy to hit with it. You won't be using it that much anyway.
You're underslotting Health and Stamina a bit aren't you? I would defenitely 3 slot both of those.
If you're gonna 5 slot Total Focus, I wouldn't slot it for recharge. Just acc and damage. That's probably a Hero builder bug.
Here's the build I would use:
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
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Name: Super Awesome Man
Level: 50
Archetype: Tanker
Primary: Ice Armor
Secondary: Energy Melee
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01) --> Frozen Armor ==> DefBuf| DefBuf| DefBuf| EndRdx
01) --> Barrage ==> Acc
02) --> Hoarfrost ==> Heal| Heal| Heal| Rechg| Rechg| Rechg
04) --> Bone Smasher ==> Acc| Acc| Dmg| Dmg| Dmg| Rechg
06) --> Chilling Embrace ==> EndRdx| Slow| Slow| Slow
08) --> Wet Ice ==> EndRdx
10) --> Hasten ==> Rechg| Rechg| Rechg
12) --> Hurdle ==> Jump| Jump| Jump
14) --> Super Speed ==> Run| Run| EndRdx
16) --> Taunt ==> Acc| Acc| Taunt| Taunt| Rechg| Rechg
18) --> Health ==> Heal| Heal| Heal
20) --> Stamina ==> EndMod| EndMod| EndMod
22) --> Combat Jumping ==> Jump| Jump
24) --> Permafrost ==> DmgRes
26) --> Glacial Armor ==> DefBuf| DefBuf| DefBuf| EndRdx
28) --> Energy Absorbtion ==> Rechg| Rechg| Rechg| EndMod| EndMod| EndMod
30) --> Build Up ==> Rechg| Rechg| Rechg
32) --> Hibernate ==> Rechg| Rechg| Rechg| Heal| Heal
35) --> Energy Transfer ==> Acc| Acc| Dmg| Dmg| Dmg| Rechg
38) --> Total Focus ==> Acc| Acc| Dmg| Dmg| Dmg| Rechg
41) --> Focused Accuracy ==> EndRdx| EndRdx| EndRdx| TH_Buf| TH_Buf| TH_Buf
44) --> Challenge ==> Taunt| Taunt
47) --> Intimidate ==> Acc| Acc| Fear| Fear| Rechg| Rechg
49) --> Super Jump ==> Jump
---------------------------------------------
01) --> Sprint ==> Empty
01) --> Brawl ==> Empty
02) --> Rest ==>
01) --> Gauntlet ==> Empty
01) --> Power Quick ==> Empty
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My Ice/Energy is quite good in sirens to be honest
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well, I guess it depends on what you define as good. My Ice/Nrg is pretty damn hard to kill and can taunt everyone to hell, but that's it basically. So, if you like pure Tanking, that's very possible, but that's not the reason people pick NRG secondary.
On my Tank I can hit someone with a Built Up Bonesmasher, but that won't even get a squishy close to death. Maybe if you also have Energy Punch, Whirling Hands and Icicles, you might be able to do some damage, but I don't think you'll be taking out anyone on a Ice/nrg Tank before lv 30. You simply lack the damage.
Superstrength however, gets both Knockout Blow and Rage before lv 30. These are both great powers to have in a zone like Siren's Call. An SS Tank can have a full damaging attack chain before lv 30.
So you might be able to build an Ice/Nrg to be reasonable good in Sirens, it's just easier and more effective to simply use another primary which matures faster. My choice then goes to Superstrength.
Now, if we're talking Warburg... that's completely different. Nrg really get's good then, really really good. A huge difference from Siren's Call. -
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I think your best bet, if you really want to go non melee, then Ice/Ice might be your best bet, with the ranged from primary and the slows from secondary. Although I may be wrong.
[/ QUOTE ]Although don't forget, even though /nrg is so good up close, boost range can leave you at permanent minimum of more than 100 feet
Plight
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Only if you're Ice primary as that's the only primary where the heavy hitter attack has a base range of 50 yards. Fire, Nrg and Sonic all have 20 yard heavy hitters, so while boost range will help with those, you won't be hitting them from 100 yards. Dam/Range HO's FTW though
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Plight
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damn you English and stupid measurement systems. Switch to something sensible... like with meters and stuff. -
If you plan on doing PVP is Sirens, don't take /NRG as it only get's good past lv 30. Get /Superstrenght instead
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I think your best bet, if you really want to go non melee, then Ice/Ice might be your best bet, with the ranged from primary and the slows from secondary. Although I may be wrong.
[/ QUOTE ]Although don't forget, even though /nrg is so good up close, boost range can leave you at permanent minimum of more than 100 feet
Plight
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Only if you're Ice primary as that's the only primary where the heavy hitter attack has a base range of 50 yards. Fire, Nrg and Sonic all have 20 yard heavy hitters, so while boost range will help with those, you won't be hitting them from 100 yards. Dam/Range HO's FTW though
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*edit* it also means that you will be essentially unable to fight against certain foes, carnies, freaks, malta, any mobs with a modicum of end drain will screw you over royal. At least thats the way I see it as there is no safety net built in.
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Carnies are the worst. I know this might sound weird as usually Malta are accused of a lot of end draining, but I've found that running into a mob of Carnies will make them regularly hit you with a -recovery power. Then once they start dying you'll soon have no more end and not gaining any either... toggles drop, you're held and then you're dead. -
-fly on Fire Cages?? Where's the -jump in Chillblain then?? That's what I want dammit. How are you gonna jump around with a big block of Ice on your feet?
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Did you really just call my blaster FotM??
as said, end drain is one of the more reliable toggle droppers, although it doesnt work against everyone and some people (ZOMG) can move faster than you can drain them.
i dont rate the drain of elec brutes anything like the squishies sappers.
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Personally I think the end draining you do on your blaster is mostly effective, because you do both drain and - recovery. On it's own, draining simply isn't enough. -
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Personally, with my ice tank, I keep the minions around in the case of tough bosses, simply to bolster my defence
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Same here, it's not like minions actualy pose a threat, and with 2 of them around you can get added defense and get a full end bar back while fighting the boss