Moondog

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  1. Moondog

    AR/Dev Tips?

    [ QUOTE ]

    We lived for three months in a brown paper bag in a septic tank. We used to have to get up at six o'clock in the morning, clean the bag, eat a crust of stale bread, go to work down mill for fourteen hours a day week in-week out. When we got home, out Dad would thrash us to sleep with his belt!

    [/python]

    [/ QUOTE ]

    That's nothing. We had to wake up at 3am with our father beating us with a broken bottle, 3 hrs before we went to bed, eat raw gravel, wash in the septic tank, work 26hrs in mill and give the mill owner 9 pence for the trouble. And we were happy n' all.

    ...but then dad asked us to debug a linux kernel so we had to kill 'im.
  2. Moondog

    AR/Dev Tips?

    I also used to subscribe to the idea that a mobile autoturret was a preferable. However, on reflection, stationary turrets should be quite useful. You can set them up in a trip mine field and cover them with caltrops to draw aggro and enemies to the minefield. If they followed you around shooting they would tend to draw aggro (and AoEs) in your direction.

    Since it cannot be tp'ed around anymore I think that the recharge on a stationary Auto Turret should be halved, and multiple instances should be permitted.

    Well, there's my 2ps worth .

    Edit: Oh and every shot it fires should have a slottable gauntlet/taunt type effect so it can act as an effective tank whilst the AR blaster is laying down the AoE law .

    Edited Edit : or make it mobile but controlable using the same instructions as the mastermind pets, so it can be told to stay, follow, be defensive, etc (like a machine gun toting Aibo). This would make sense to me as /Dev is focused around tactical deployment and therefore why not make the Auto Turret the most tactically flexible 'pet'? available to heroes .
  3. V-Rock will be there again (last one was lots of fun ), lvl 50 stone/stone tank whose buns looks great in black .
  4. Moondog

    HAMI-O SWAPSHOP

    V-Rock has a Cytoskeleton Exposure - Increase ToHit and Defense BUFFS and Endurance Reduction.
    Would like to swap for an acc/dam or dmgres/endred

    To paraphrase the three witches from Macbeth, when shall we (several) meet again to swap our Hami-Os (cackle).
  5. If you have room for another tank I would like to bring along my lvl 50 stone/stone tank V-Rock.
  6. I have an Ar/Dark Corrupter and he is brilliant.

    I can take on large-ish numbers of foes the following way:
    I find a convenient corner near some enemies, use darkest night on the furthest one (using shadowfall to stealth up to them if needs be). Then I run back around the original corner out of sight and drop tar patch so the centre of the patch is at the corner. As the enemy are herded by the aggro generated by darkest night to the corner, they hit the patch before they can see me and bunch up into a nice neat group. I wait till I see the feet of the lead runner around the corner, pop out and nail them with fearsome stare. They are now feared (so plenty of time to position myself for cone attacks), and have their accuracy debuffed by both darkest night and fearsome stare as well as debuffed resistance. I then open up with full auto. They only get one shot each back at me for each discreet attack and twilight grasp can cover any damage from that. Follow up with flamethrower and buckshot (so half of the enemy are on their backs when the ticks from flamethrower finish them off). Result, one dead group of enemies. This works quite well solo with +2s in groups of 4-8, or more if they are lower level.
    Against single enemies petrifying gaze slotted 2 Acc, a hold and 2 recharge SOs pretty much keeps an +2 lieutenant perma-held while I whittle their health down with burst, slug and snipe.
    However, to be honest until I got acrobatics dealing with large groups which had knockdown was a pain in the bum .

    I will admit though that bosses can be a problem, and some longbow ones a nightmare but even they can be taken down eventually . Hopefully now I have dark servant I can use him to absorb boss alpha strikes.
  7. My vote definately goes to Sar's Fury 101.
  8. Fair points, I'm probably still stuck in the "must have stamina regardless" mindset, although I have a staminaless TA/A defender so I should know better!

    Thanks for the further feedback, I will put on my thinking cap and come up with another build.
  9. [ QUOTE ]

    But slotting EndRdx on henches only reduces the end cost of casting them, right?

    [/ QUOTE ]

    It applies to the henches own attacks, reducing their endurance cost and meaning they don't run out so quick (especially with some pets such as the Commando, who has whole host of AoEs and drains endurance like a Humvee through 4 star )
  10. [ QUOTE ]
    Everything looks pretty much fine.
    Although taking Stamina so late my just be pointless. Are you having endurance problems?
    Even if you are intent on getting it, leave it until later.
    Take Health later, take Unchain Essence earlier. Ie 28-30. Absolute gem of a power, and your most powerful attack outside Quasar.
    Maybe switch the Recharge on Blast with a recharge or Acc on Emanation.

    Other than that, after a quick glance, everything looks fine.

    [/ QUOTE ]

    Thanks for the advice . My current build has stamina already by lvl 34 but I think I can survive without it (I will be trying my respec on test first to be sure ). In my respec build I have it in the post 40 zone more as a 'may as well' power (since I have hurdle and health) and it doen't really need slots, so I can devote them to other powers.

    I have Health at lvl 28 to cover the health loss from Inky Aspect. Do you think I will be OK leaving it till later?

    Hmm...I'll try to move Unchained Essence earlier but I suppose I'll have to find some slots in the 30s. Ho hum, I suppose "Where do I find the slots?" is the most common question for a Kheldian .
  11. Hello all. I severely fluffed the last respec of my warshade Moondog, with the aim of being triform but slotting the forms too lightly for my liking. I am therefore proposing the below respec build (which is heavily based on the builds Iscariot posted on the US boards):

    ---------------------------------------------
    Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder -

    (http://sherksilver.coldfront.net/index.php)
    ---------------------------------------------
    Name: Moondog
    Level: 50
    Archetype: Warshade
    Primary: Umbral Blast
    Secondary: Umbral Aura
    ---------------------------------------------
    01) --> Shadow Bolt==> Acc(1) Dmg(37) Dmg(42) Dmg(50)
    01) --> Absorption==> DmgRes(1)
    02) --> Gravity Shield==> DmgRes(2) DmgRes(37) DmgRes(43)
    04) --> Gravimetric Snare==> Acc(4) Dmg(37) Dmg(42) Dmg(50)
    06) --> Dark Nova==> TH_Buf(6) TH_Buf(9) TH_Buf(11) EndMod(17)
    08) --> Starless Step==> Acc(8)
    10) --> Hasten==> Rechg(10) Rechg(13) Rechg(15)
    12) --> Sunless Mire==> Acc(12) Rechg(13) Rechg(15) Rechg(46)
    14) --> Shadow Cloak==> EndRdx(14)
    16) --> Super Speed==> EndRdx(16)
    18) --> Gravity Well==> Acc(18) Acc(19) Hold(19) Hold(36) Dmg(45) Dmg(46)
    20) --> Black Dwarf==> DmgRes(20) DmgRes(21) DmgRes(21) EndMod(23) EndMod(34)
    22) --> Stygian Circle==> EndRdx(22) EndMod(43)
    24) --> Hurdle==> Jump(24)
    26) --> Gravity Emanation==> Acc(26) DisDur(31)
    28) --> Health==> Heal(28)
    30) --> Inky Aspect==> Acc(30) DisDur(31)
    32) --> Dark Extraction==> Acc(32) Dmg(33) Dmg(33) Rechg(33) Rechg(34) Rechg(34)
    35) --> Quasar==> Dmg(35) Dmg(36) Dmg(36) Rechg(40)
    38) --> Eclipse==> DmgRes(38) Rechg(39) Rechg(39) Rechg(39)
    41) --> Stamina==> EndMod(41) EndMod(50)
    44) --> Nebulous Form==> EndRdx(44)
    47) --> Unchain Essence==> Dmg(47) Dmg(48) Dmg(48)
    49) --> Stygian Return==> Heal(49)
    ---------------------------------------------
    01) --> Sprint==> Empty(1)
    01) --> Brawl==> Empty(1)
    01) --> Shadow Step==> Empty(1)
    10) --> Shadow Recall==> Empty(10)
    02) --> Rest==> Empty(2)
    01) --> Dark Sustenance==> Empty(1)
    ---------------------------------------------
    06) --> Dark Nova Blast==> Dmg(6) Dmg(5) Dmg(17) Rechg(48)
    06) --> Dark Nova Bolt==> Dmg(6) Dmg(5) Dmg(45)
    06) --> Dark Nova Detonation==> Dmg(6) Dmg(9) Dmg(11)
    06) --> Dark Nova Emmanation==> Dmg(6) Dmg(7) Dmg(7)
    20) --> Black Dwarf Strike==> Acc(20) Dmg(25) Dmg(45) Rechg(46)
    20) --> Black Dwarf Smite==> Acc(20) Dmg(23) Dmg(29) Rechg(31) Dmg(42)
    20) --> Black Dwarf Mire==> Acc(20) Rechg(3) Rechg(3) Rechg(43)
    20) --> Black Dwarf Drain==> Acc(20) Heal(27) Rechg(29) Heal(40)
    20) --> Black Dwarf Step==> EndRdx(20)
    20) --> Black Dwarf Antagonize==> Acc(20) Taunt(25) Rechg(27) Taunt(40)
    ---------------------------------------------

    Moondog is currently level 34. This build takes advantage of the fact that when respecing you can place slots right from level 3 into the Nove and Dwarf forms.

    What do you guys think? I've tried to be very careful of the slotting order to maximise my warshade's utility as he levels. Any problems you can see or advice you can offer would be appreciated .
  12. [ QUOTE ]

    well .. lets say for example your at the top of the mission map and you use smokeflash on a group of npc's
    Then you run allllllllllllllll the way to the bottom of the mission map to the entrance.
    Now with placate you wouldn't expect those npc's to show up now would you, but with smokeflash they would be jogging around the corner looking for the stalker who threw powder in there eyes 5 mins ago.
    Thats the difference between smoke and placate.
    Plus theres no hide with smoke, its just a placate.

    [/ QUOTE ]

    Well that sucks. Thanks for the heads up, I may just have to take a more useful power then (like Flurry ).
  13. [ QUOTE ]
    Plus when smokeflash wears off they just come after you again anyway so defeats the whole purpose.

    [/ QUOTE ]

    Isn't that a bit like placate? When I placate if I am still in the immediate vicinity of that enemy when they come out of it then they attack me again, even if they don't have line of sight to me. However it seems that if I placate and leg it far away they don't follow.

    Interested because I was planning to get smokeflash on my nin/nin .
  14. Moondog

    Fire/Dark

    /dark is quite unusual in that you get some of the fundementals of the set early (twilight grasp, darkest night and tar patch) early but along the way you continue to get lots of useful tools. Fearsome stare is a massive fear cone which locks down the mobs once you have herded them onto tar patch and debuffs them even further. Petrifying gaze is a pretty decent single target hold for dealing with the kind of mobs who you don't want to shoot back , beware though that it has a flight time and only holds once the target has been hit. Black hole is potentially useful (mob intangibility) but is the power more often than not dropped from builds as intangible enemies are not universally popular with teammates. Dark Servant is supposed to be very good (only just got fluffy so learning where best to use it) as it has an evil debuff aura around itself and can spam heals, immobilises and debuffs a-plenty. So all in all, a very good bag of tricks.
  15. I have a SS/Inv brute and after reading the forums I am planning to slot punch and air superiority with and acc, end red and rech red in that order and brawl with one end red and one rech red (don't care so much if that hits). I then have a core attack cycle to build fury which does not drain too much endurance. Haymaker and knockout blow, however will be initially slotted for accuracy and damage as they will come in to play mostly when fury is built up and the damages will maximise my pain giving .
    Well, that's the theory anyway, whether it works in practice is another matter...
  16. The link to Badge Floozy isn't showing pictures of the spawn sites, just "Photobucket bandwith exceeded"
  17. Right based on levelling inumerable AR/Devs (although only to lvl 24, lost heart after that ) and a now successful lvl 38 AR/Dark corrupter. Bearing in mind anything I say is personal opinion, etc, and I am coming from a PvE persepective (being inexperienced with PvP I will leave it to others to advise on that style of play) I would recommend the following:

    Take the one accuracy and one immobilise out of web grenade, and put one recharge each into burst and slug. This way you'll have a pretty reasonable single target attack cycle when fighting one or two enemies. Web grenade should cycle pretty quickly enough as is and the extra immobilise will help it last on tougher targets. Plus targetting drone will give you and extra boost to accuracy for it anyway.

    Replace one recharge in caltrops with a slow (I can't remember if 2 slow enhancements caps the slow effect for caltrops, anyone know this? If so put this slot elsewhere). A single recharge will ensure caltrops is up all the time.

    Take the defence buff slots out of combat jump, each one gives and extra 0.5% defence which is not really worth it to be honest. And in the same vein takethe defence buffs out of cloaking device, once you are seen the base defence is again minimal so the boost from buffs is very small.

    Using one of the slots you have freed up put another to hit buff in targetting drone.

    Take the extra slots out of heal, they are of minimal use in my experience.

    I would definately try to fit in Flamethrower somewhere, it makes an excellent 1-2 punch with full auto. I'd slot mine 1 acc, 3 dam, 1 end red and 1 range enhancer (I find I don't use it often enough to merit a recharge enhancer and the extra range on a cone always helps). I would possibally suggest swapping out ignite, but this is most definately a personal choice as I found I could never get on with what is, in effect a single target storm effect with a very short range.

    I would suggest an additional endurance reducer in accrobatics when you can fit it in because it's endurance drain is on par with TD I believe.

    I would lose assault and tactics, their boost for a blaster, especially solo, is very small for a hefty endurance drain. I would replace them with stimulant (1 recharge red) and aid self (2 heal enh, 1 interupt red and one recharge red). This will boost your survivability immeasurably. If you have some extra slots I would recommend adding maybe another interrupt reducer and a second recharge.

    Oh and I just noticed no beanbag in your build, this is very useful and helps survivability a great deal. I can't think of where to fit it though .

    Hope this was helpful.
  18. [ QUOTE ]
    Its looking like hasten is going to be a must for doms. Unless they increase the recharge of the domination power, you will be sitting there with a full domination bar and not being able to use it. With hasten it will be better, get a kin on the team and we should be able to stack domination

    [/ QUOTE ]

    I've never had a Dom with hasten, so it really does boost its recharge speed, even though Domination is an unslottable (with recharge red.) inherent power?
    Wow...may need to respec with i8 then.
  19. In the group screenshot here I am the one directly to the left (viewer's perspective) of the frolicking fire imps .

    In the group picture my chest jewel is pale blue, but that' s mainly because every time Moondog goes into the tailor it randomly changes my costume colours. When I went back to to redo the red cape for the reshot I submitted in my previous post, my chest colours had changed to an attractive shade of luminescent green and purple (Maybe Icon is subtly suggesting my costume needs work ).
  20. [ QUOTE ]
    [ QUOTE ]

    I am really against one power that doms can get, and that is the snipe. What is the point of a snipe for doms? I feel that this should be replaced with something more useful, like build up.

    [/ QUOTE ]What's the point? You have holds, so you can fire off snipe very safely most of the time, and it does nice damage.

    [/ QUOTE ]

    But it also recycles slowly, has a long animation, can be interrupted (in those cases where you don't lock down every enemy or in some other way disrupted), and if a snipe is being used with a hold then the range of the snipe is truncated to that of the hold so they can be cycled as a one-two combo. Whilst in no way saying snipes are bad (despite the aforementioned limitations), if given the choice on a dominator I would tend choose a short range almost snipe damage attack over a snipe.
  21. Hiya! Siege Engine here . It was a fun costume competition, friendly and certainly one of the best turnouts I've seen for a costume comp. The dosh should help siege out with those early days .
    I took some piccy's:

    Nails are bitten, seams are straightened
    OK I admit it, I had a friend upstairs making sure I was in the best light .
  22. [ QUOTE ]

    Still, if anyone has a nice screenie of us at the end then please post here (tradition and all that).

    If anyone would like to organise the Hess Task Force then knock yourselves out!

    The next TF will be Manticore but, judging by levels and availability (Shen/DoD/Ana/Starlit) this won;t be until Christmas!


    [/ QUOTE ]

    Firstly, the heroic heroes posing heroically with Citadel having an odd face day.

    On the issue of Hess, I will try to spend some time on Shen to get the Hess TF (though to be honest I only really dust him off nowadays to play these TFs )

    Regarding Manticore, I have several alts who could do it but not Shen as of yet. Maybe we could organise some team meet ups outside TFs to level any alts that aren't at the requisite level for Manticore?
  23. Mucho Gratzo Princesso Arcticus.
    Been loads of fun teaming with you and now you have a level 50 your alts need never be poor or hungry again!

    Does this open up Kheldians for you or are you already Kheldid up?