Midnight_Tempest

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  1. Midnight_Tempest

    Yes yes yes!!

    Quote:
    Originally Posted by teflonshugenja View Post
    You mean like Dark Obliteration? Just saying.
    I hadn't yet read that they rolled Torrent and Night Fall together. If that means it's now just Energy Torrent gone darkside, then that's awesome.
  2. So, I'll get to Herdicane something into a deathball, drop FR for -35% (plus possibly 20% from proc) Resistance, and then Fireball something?

  3. Midnight_Tempest

    Yes yes yes!!

    Quote:
    Originally Posted by Amy_Amp View Post
    It lost one of it's AoEs, so hopefully the newly added attack is worthwhile.
    I like powers that move things around, but Torrent doesn't pack a similar punch to it's cousin in Energy Blast. I'd rather see it replaced with something like a Dark version of Fireball, because Dark Blast feels like it could really use a non-cone AoE attack.
  4. Midnight_Tempest

    Yes yes yes!!

    Quote:
    Originally Posted by Dechs Kaison View Post
    Taking bets now:

    Does Dark Manipulation include Dark Regeneration?

    Odds are 65:35 against. Minimum buy in 100m influence. Contact me in game.

    Yes, I'm serious.
    *smirk*
    *cocked eyebrow*

    I'll take those odds. 100m says it includes Dark Regeneration.
  5. Quote:
    Originally Posted by Forefinger_ View Post
    While fighting Maelstrom during some missions, he's whipped out some Martial Arts moves on me. That makes me hopeful that a MA secondary is on the horizon. He is a Dual Pistols, Blaster right?
    I wouldn't get too optimistic on this. There are plenty of mobs with odd powers that don't follow the current AT philosophy. For example, some Tsoo mobs have Scrapper primaries and Kinetics (at least Siphon Speed / Power) for a secondary.
  6. Midnight_Tempest

    Step Child Woes

    Quote:
    Originally Posted by Vel_Overload View Post
    Haters gonna Hate.
    This. I remember a team a long time ago on my Stormie where one of the Tanks would cry bloody murder over any use of Hurricane - nevermind that I was leveraging the power solely to force runners back into the deathball. When said Tank over-aggroed, I took great satisfaction is dying horribly with the rest of the group and - after the Tank left - pointing out that Hurricane also ToHit-floored things. It was petty, but it also tasted like justice.

    Barring similarly-dumb melee, I would never reject a KB-happy player, even moreso if they use their KB well. If I'm on my Brute and you knock one mob away from me in exchange for bringing another 5-10 into melee, I'll thank you for the added fun and continue smacking things.
  7. Quote:
    Originally Posted by Saltyhero13 View Post
    Good. I would like to learn this by watching you if that's not a problem. I have toons on Freedom too. I sent you a PM to make arrangements. I'm looking forward to learning something new.

    As far as Storm/ Defenders I have not seen any break an alpha by "Herd"icaning unless the group was already somewhat clustered or aggro was already managed by another player via taunt or mez.
    I must have missed your PM in my message spam, drop me an in-game mail at @Midnight Tempest and I'll try to find some good examples for you.

    Edit: If I find a CoT map, one really bad example too.
  8. Quote:
    Originally Posted by Memphis_Bill View Post
    Yay, it's Ladymage! WB!
    What he said.
  9. I've recently given into the temptation of rolling a Rad/Sonic and am finding it an absolute joy to play. However, I'm having trouble figuring out a way to perma Hasten/AM (one generally makes the other, after all) without breaking the bank by using purple sets. I would prefer to keep the spending under a billion influence, more in the realm of 500-750 million if possible. Assume that I already have (or don't care about the expense of) the Numina and Miracle unique IOs.

    Some things I would like to keep:

    1.) I like Choking Cloud, despite its lack of power in some environments.

    2.) Lack of a travel power doesn't bother me, as Ninja/Beast Run tends to suffice. If having a travel power would improve the effectiveness of my Rad (i.e. going SJ to pick up Acro for pre-Incarnate Hold protection), I'm open to the idea.

    Some things I'm not fond of in my current plan:

    1.) AM is permanent by 0.4 seconds, which is cutting the OCD a little close.

    2.) Hasten is not permanent by 7.5 seconds. It would be nice to find a way to shave that off somewhere (likely getting better overlap with AM too).

    3.) I'm not familiar with some of the tricks for slotting Rad, so I worry I may be missing something that would let me be far more effective somewhere (i.e. strange HO interactions).

    4.) While I like the kick behind Dreadful Wail, I hate the End crash. I could definitely do without the power entirely.

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  10. Quote:
    Originally Posted by Airhammer View Post
    My votes /Elec and /Psi because of Drain Psyche.. you can add the Mu Patron pool for Power Sink and you are golden..
    After playing with the idea of making an Elec control character for a while, this particular combination seems very fancy on a Dominator.

    On a Controller, I would lean toward Elec/Cold on the basis that Heat Loss would mesh nicely with Elec for keeping things floored.
  11. Quote:
    Originally Posted by jacktar View Post
    Hi Guys,

    have been rerolling my 50 Emp/Energy troller throught the trials and am now ready to pick a Lore pet.

    I really am team Heal and Buff centered (cause I got plenty of other alts for when I just want to smash things!) and would like to back this up with a decent support pet. Is there anything in the new lists of pets that heal and buff more than damage?

    Not too worried about the pet per say, just what they do.

    Thanks
    Lore pets are affected properly by -Recharge buffs, so just go for maximum damage output and buff the pet into an unstoppable killing machine.
  12. Quote:
    Originally Posted by kanniballl View Post
    Wait, what???

    I'm just returning to CoH after many years absence. Last I played, leveling to even 40 was a PitA compared to what I was able to do with "the other two" super hero games.

    Have they made leveling easier?
    Or farming easier?
    Level 1 level-locked maps with Blazing Aura go something like this:

    1.) Buy & chew 8 reds from vendor.
    2.) Buy & chew 4 purples and fill up on more purples.
    3.) Enter mission and laugh while you rake in the XP with aura doing all the work.
    4.) Pop 4 more purples and a green here and there to taste.
    5.) Laugh when you reach high enough level to learn Burn and switch maps.

    My Fire/SS went 1-19 in a day, 1-50 within 3 or 4. If I'd really wanted to grind, I probably could have managed 2 days.
  13. Quote:
    Originally Posted by Infini View Post
    chug reds and a few purples before you start the farm. then have bind/macros on hand to quick combine the insp you get into more reds and purples. I started up an ss/fire brute a week ago and he's already at level 44 from just AE farming. Starting out I was running 0/8, then when I got burn I upped it to 1/8 and after footstomp I upped again to 2/8. Once I get some slots into my epic AoE I'll probably go to 3/8.
    This. I enter a farm with plenty of purples, and macros to convert other insps into purples. I can solo Fire Cyborgs and other fire farms on +4x8 as long as I'm not carrying several dead lowbies (the inspirations get spread out and it becomes a problem around +3/+4x8).

    If all you're looking to do is enhance killing speed, take the Mu Patron Pool. It took me maybe an hour or two (at most) to go through the missions and unlock PPPs. Ball Lightning and Electric Fences are well worth the time for the damage they do. With a Positron's Blast set in Ball Lightning and the damage proc in Fences, I can drop clumps of +0 minions at range while mowing down things in melee with Burn/FS.
  14. I think you'll just have to play with the extremes of brightness and darkness to find out which you find least-annoying.
  15. You should be able to drop the Accuracy out of Freezing Rain for at least one more Recharge. FR is one of the best powers in Storm, with a large defense debuff and a significant -res effect, so you're going to want it up often. The power simply ticks often enough that you shouldn't notice the lack of Accuracy slots unless you're going for procs.
  16. Quote:
    Originally Posted by Saltyhero13 View Post
    You can do this consistently on any mob regardless of scenario without a mezz and not die?

    I want to see this. I'm always up to learning something new. What server are you on?
    I'm on Freedom, and I assure you it's possible to position the mob without a Mez. How do you think Storm Defenders have been doing it? Hurricane slotted with the 4 ToHit Debuff pieces from Dark Watcher will apply a 59.1% ToHit Debuff for 10 seconds. Last I checked the numbers, it pulses on the order of every 0.25 seconds since they un-nerfed it, so you'll ToHit floor the mob almost immediately upon touching it with Hurricane's outer edge.

    From there, it's usually easiest to find a convenient corner, but it's possible to just keep a pack together - if more movement-intensive.

    Edit: For the Controller version of Hurricane, the 4 ToHit pieces of Dark Watcher will increase the power's ToHit Debuff to 47.3%, which is still enough to ToHit floor an even-level mob.
  17. Quote:
    Originally Posted by Saltyhero13 View Post
    The thing that stands out the most concerning your proposed play style is do you intend to position the mobs without mezzing them? If so i hope you plan on building for DEF. Without mezzing and defense you will get creamed if you attempt this. (you didn't specify in your description so I didn't want to make the assumption that you would mez prior to herding)
    It's worth mentioning that this is not necessarily correct. Hurricane alone is capable of taking spawns to the ToHit floor, so there's not really a need to mez unless you're really that afraid of a 5% chance to take a hit.

    It takes a lot of practice to go from scattering an entire room to continually moving things tighter into the deathball, so don't obsess about it early on.

    Edit: On Gale, it's possible to KB a single mob (even in a pack), provided that mob is at the edge of a group. This has applications mainly in sending things back into Freezing Rain or the Tank's taunt aura more immediately than is possible with just Hurricane. It works as long as you Gale at max range (or out of range and then step into range), since you're striking with the end of the cone.
  18. Midnight_Tempest

    emp useful?

    Quote:
    Originally Posted by scatterpack View Post
    Just wondering if anyone was feeling kinda "blah" about their emp with the new incarnate stuff. It seems emps are one of the sets that really took a beating on being useful due to the various Rebirths, Clarion, etc. Also with the hospital right in zone it makes rez pretty useless as well. Also kin gets mass buff on ID, but no emp CM? Just was kinda bugging me as my emp is also a taxibot which of course died once temp travel powers flowed like water.
    I don't think I've ever been on a team and thought "Wow, these incarnate powers make it so we don't want any Empathy buffs." It takes a planned and well-coordinated team to properly chain incarnate abilities to even attempt some sort of Regeneration or Recovery Aura copy, and I don't remember the last time I was on a team that could be called 'well-coordinated'.
  19. So far, I'm having difficulty replicating the target-switching behavior in a play environment. Or rather, I'm not having difficulty getting Tornado to change targets, but getting it to change targets while being certain that the behavior wasn't caused by mob proximity or leashing. It appears the behavior occurs, but it's not practically reliable.

    I'll try to test some more over the weekend. Hopefully I'll be able to better isolate this little quirk. After trying to force the behavior to occur in missions and a small team, I would leave mention of it out of the guide, as it is at-best elusive.
  20. Quote:
    Originally Posted by Hatred666 View Post
    This my INV/SS build. I'm softcapped to S/L/E/N/F/C, nearly 300% regen, high recovery/low endurance, and fully slotted fast recharging attacks.

    A few things that will stick out is that Dull Pain only has one slot. This is because I have the Incarnate power Rebirth: Regen which i use as my main heal. Conserve Power is only one slotted as well because I picked up the Cardiac Alpha. There are a few pricey pieces here but nothing like PVP IO or purple IO expensive.

    Click this DataLink to open the build!
    You've given me some interesting ideas for the a next step on my Inv/SS. I just softcapped S/L and picked up a lot of extra defense in other areas and it has really breathed new life into my Tank. Extending from S/L to everything but Toxic & Psionic would be pretty impressive.
  21. 1.) End really shouldn't be a problem, especially with inherent Stamina. Look at your slotting and see if you need more endurance reduction.

    2.) Fitness is inherent when you respec. It's "learned" at level 2 with Rest and whatnot.

    3.) Tanker Resistance cap is 90%. I can't remember if the defense cap is 50%, 90%, or doesn't exist. The softcap, though, is 45%.

    4.) Do what you want with Hurl. It's really a preference thing - some people skip it entirely, some like an extra ranged attack.

    5.) I never saw a need for the Presence pool, since Taunt is auto-hit.

    6.) Yes. You can still only have 4 different power pools (not powers, but pools).

    7.) www.cohplanner.com (Mids' character planner)

    Quote:
    Assuming that hero designer doesn't max out the inv def. bonus, I hit the s/l soft defense cap without multiple mobs in range.
    Unless you adjust the value manually (the little slider in the power description), Mids' assumes one target in range for Invincibility.
  22. An Ice/Rad is going to bring a lot of mitigation that will make the offensive primaries far more durable - between Rad nuking ToHit and damage, and Ice applying maximum (or close) recharge debuffs, confuse, ice slick... you get the picture. I can't think of many better opportunities to leverage Fire without having to worry about the (pre-IO) holes in its defenses.
  23. The occasional Stormie will build for ranged defense, but I think you can get away with going all-out Recharge. It should be even safer with Plant's ability to leverage more control.
  24. If you're moving slots around, you should be able to cannibalize the second end reducer in Snow Storm and move it to Steamy Mist - assuming you don't want to just adjust your sets to include more endurance reduction.

    Beyond what Draggynn has already mentioned (and loving a second Accuracy in Gale, because I abuse that power to no end), I don't see any immediate improvements.
  25. Quote:
    Originally Posted by Choom View Post
    I'm just starting back in CoX and was hoping for some guidance as to a relatively cheap build for my elec/fire brute so I can farm for/fun and for my future characters, any help is greatly appreciated
    I rolled my SS/Fire Brute maybe 4 days ago and she reached 50 yesterday with minimum funding (I think I sent her 1 mill because I was worried about SO and insp fees on the way to 50, but it was way overkill).

    Quote:
    If you're AE fire farming - 4 small purples. 600 inf.
    This worked at all levels. Before Burn, I'd just pop 4 purples and wait for more to trickle in. At 50, I can't pop insps faster than I can generate them with FS/Burn/PPP attacks. I would imagine that Elec, between Lightning Rod and Thunder Strike, yields similar results.

    My current build has cost me around <100 mill: a -kb IO, a Force Feedback -Recharge proc, and lvl 50 standard IOs for everything else while I farm up to decide what I want to do.