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Posts
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Joined
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cant be bothered. was hoping someone could just give me the info.
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anybody? I am not sure if I should take them or not.
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please describe the animations, the speed/recharge, their relative usefulness in PVE, and whether or not you recommend taking them.
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just make sure it's above them and then instead of being knocked miles away, they fall straight down and only a little bit away
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Well it does lots of knockback, frequently it blasts everything out of FR and out its own range. So after the first few blasts it sits there and grumbles to itself a lot of the time.
I reckon I'll go with 3 dmg, 1 end red, 2 range. I'm a controller so I'm not so reliant on it but I'd like to get the ten blasts out of it when I do call it up.
Of course the wider range & Knockback might make it less useful, scattering the Mobs too far afield really.
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A good idea if you have Hover is to summon the Lightning Storm directly above the mob, turning the knockback into knockdown. [img]/uk/images/graemlins/wink.gif[/img]
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or just cast it in mid air while combat jumping/super jumping, that's what I do.
it's best above the enemies, knocks them flat on their backs instead of miles away -
thanks for clearing that up, I also thought the pool fear powers debuffed accuracy
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the descriptions for fear powers say that they lower the enemies accuracy in my experience. At least they did last time I checked which would have been the last time I played my dark defender about a year ago [img]/uk/images/graemlins/frown.gif[/img]
It would be minimal at best I guess -
what about when you have a nice mob around you and there are some at a distance attacking your team mates?
I have taunt on my ice/fire tank and I find it very useful. -
Thanks very much battlecow I got everything I need to get this character off to a good start.
pyra, the offer is still there for inf on union if you want it, battlecow's generosity has put me in a good mood -
I accept both your offers!
@mr cuddles is my global name. My defiant toon is called Meltor.
Send me a tell I'll be on all night. -
I have recently started an alt on defiant and I have the problem of a lack of influence. However I amsure that there are people on defiant who have started alts on union and are suffering the same problem but in reverse.
Therefore, I propose that You let my level 50 on union give your lowbie alt a huge wad of influence and you return the favour on defiant with your level 50.
Any takers? -
seems kind of weird to me that you have to take two powers to break even on defence and get status protection.
But then again, these are the same devs who invented the 17 target taunt limit.
I'm respeccing into this build tonight - I've still got two left so I'll have one more go after if it doesnt appeal to me -
completely disagree about gale. I think it's one of the finest powers that you can take in the game and if you don't appreciate it's usefulness, you are completely missing the point.
Aoe knockback = a whole mob of baddies on their backs unable to do anything until they get back to their feet. The same applies to pvp, except rarely do you get the enemies standing close together... but if they don't have knockback protection, they are on their backs. Add a recharge reduction and a wall, you have a perfect aoe control.
my recommended slotting: 2 acc 2 recharge 1 end red (remove 1 recharge if you have hasten)
Such an under-rated power... often seems to be over-looked by people who don't see the power of knockback and would rather take a heal.... nice way to promote the "NEED HEALER" mentality.
EDIT I also disagree about thunder clap... you say it misses ... have you considered slotting for accuracy? I hate guides where it's incredibly opinionated. I can see a use for every power in the storm set, have used them all at different times and in different respecs... To dismiss some powers is completely unjustified. The best guides will point out uses for every power and allow the reader to make up their own mind based on what they want to acheive. Yours reads like a "PLAY THE GAME LIKE ME" guide.
Also, you really need to update your first post to show your new found slotting of steamy mist for res instead of def because you seem to have changed your mind on this power throughout the course of this thread.
One last point... hurricane doesn't need to be on all the time you know... you could always turn it off then use thunderclap, then turn it back on again? Like I said... so many different ways to play the game... if you can't adapt your playstyle to different circumstances then you are of limited use in this game. -
hmm but then I'd have to lose my beloved focussed accuracy and conserve power.
decisions decisions -
yep, it's the builder I'm using that's a bit out of date with the taunt thing... ill just swap the order around in the real build.
I currently have crowd control and I dont like the aoe knockback, I'm thinking clobber would be more useful. -
what the hell are those to hit buffs doing in super jump? Let's try again:
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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: cuddles
Level: 50
Archetype: Tanker
Primary: Invulnerability
Secondary: War Mace
---------------------------------------------
01) --> Resist Physical Damage==> DmgRes(1) DmgRes(3) DmgRes(3)
01) --> Bash==> Acc(1) Dmg(5) Dmg(5) Dmg(7) EndRdx(48)
02) --> Temp Invulnerability==> EndRdx(2) EndRdx(7) DmgRes(9) DmgRes(9) DmgRes(11)
04) --> Taunt==> Range(4) Taunt(11) Taunt(13) Taunt(13) Rechg(15) Rechg(42)
06) --> Dull Pain==> Rechg(6) Rechg(15) Rechg(17) Heal(17) Heal(19) Heal(19)
08) --> Unyielding==> EndRdx(8) EndRdx(21) DmgRes(21) DmgRes(23) DmgRes(50)
10) --> Hurdle==> Jump(10)
12) --> Combat Jumping==> DefBuf(12) DefBuf(48) DefBuf(48)
14) --> Super Jump==> Jump(14)
16) --> Health==> Heal(16) Heal(40) Heal(43)
18) --> Invincibility==> EndRdx(18) DefBuf(23) DefBuf(25) DefBuf(25) Taunt(27) Taunt(27)
20) --> Stamina==> EndMod(20) EndMod(29) EndMod(29)
22) --> Resist Energies==> DmgRes(22) DmgRes(31) DmgRes(31)
24) --> Jawbreaker==> Acc(24) Dmg(31) Dmg(33) Dmg(36) Rechg(43) EndRdx(46)
26) --> Tough Hide==> DefBuf(26) DefBuf(33) DefBuf(33)
28) --> Clobber==> Acc(28) DisDur(34) DisDur(34) DisDur(34)
30) --> Whirling Mace==> Acc(30) Dmg(36) Dmg(36) Dmg(37) Rechg(37) EndRdx(46)
32) --> Aid Other==> Heal(32)
35) --> Shatter==> Acc(35) Dmg(37) Dmg(39) Dmg(39)
38) --> Aid Self==> Heal(38) Heal(39) Heal(40) IntRdx(40) IntRdx(42) IntRdx(42)
41) --> Focused Accuracy==> TH_Buf(41) TH_Buf(43) TH_Buf(43) EndRdx(45) EndRdx(45) EndRdx(45)
44) --> Conserve Power==> Rechg(44) Rechg(45) Rechg(46)
47) --> Build Up==> Rechg(47) Rechg(50) Rechg(50)
49) --> Resist Elements==> DmgRes(49)
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I find end drain pretty manageable as long as I concentrate on holding aggro and not attacking much, I rely on whirling mace for most of the aggro holding, and taunt.
Part of the reason I am respeccing out of invoke panic is that, although it definitely adds to my survival, it uses huge amounts of endurance. I hope this new build will be better. -
New build - swapped hasten for clobber, more emphasis on def than res as per unthing's advice.
This look better?
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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: cuddles
Level: 50
Archetype: Tanker
Primary: Invulnerability
Secondary: War Mace
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01) --> Resist Physical Damage==> DmgRes(1) DmgRes(3) DmgRes(3)
01) --> Bash==> Acc(1) Dmg(5) Dmg(5) Dmg(7) EndRdx(48)
02) --> Temp Invulnerability==> EndRdx(2) EndRdx(7) DmgRes(9) DmgRes(9) DmgRes(11)
04) --> Taunt==> Range(4) Taunt(11) Taunt(13) Taunt(13) Rechg(15)
06) --> Dull Pain==> Rechg(6) Rechg(15) Rechg(17) Heal(17) Heal(19) Heal(19)
08) --> Unyielding==> EndRdx(8) EndRdx(21) DmgRes(21) DmgRes(23) DmgRes(50)
10) --> Hurdle==> Jump(10)
12) --> Combat Jumping==> DefBuf(12) DefBuf(48) DefBuf(48)
14) --> Super Jump==> Jump(14) TH_Buf(42) TH_Buf(43)
16) --> Health==> Heal(16) Heal(40) TH_Buf(43)
18) --> Invincibility==> EndRdx(18) DefBuf(23) DefBuf(25) DefBuf(25) Taunt(27) Taunt(27)
20) --> Stamina==> EndMod(20) EndMod(29) EndMod(29)
22) --> Resist Energies==> DmgRes(22) DmgRes(31) DmgRes(31)
24) --> Jawbreaker==> Acc(24) Dmg(31) Dmg(33) Dmg(36) EndRdx(46)
26) --> Tough Hide==> DefBuf(26) DefBuf(33) DefBuf(33)
28) --> Clobber==> Acc(28) DisDur(34) DisDur(34) DisDur(34)
30) --> Whirling Mace==> Acc(30) Dmg(36) Dmg(36) Dmg(37) Rechg(37) EndRdx(46)
32) --> Aid Other==> Heal(32)
35) --> Shatter==> Acc(35) Dmg(37) Dmg(39) Dmg(39)
38) --> Aid Self==> Heal(38) Heal(39) Heal(40) IntRdx(40) IntRdx(42) IntRdx(42)
41) --> Focused Accuracy==> TH_Buf(41) TH_Buf(43) TH_Buf(43) EndRdx(45) EndRdx(45) EndRdx(45)
44) --> Conserve Power==> Rechg(44) Rechg(45) Rechg(46)
47) --> Build Up==> Rechg(47) Rechg(50) Rechg(50)
49) --> Resist Elements==> DmgRes(49) -
it can still save people's lives even though it doesnt heal. If a team mate has too much aggro and their health is falling, the max hp boost can still save them.
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They are usually dead after my third attack anyway, oh and I pop conserve power first
You should know how I handled sappers, you played with me through my malta arcs -
As I recall I used to deal with sappers by relying on the knockup of jawbreaker and the knockback of shatter.
The 2nd end red in unyeidling was a mistake and should be a dam res.
Why do you feel the need for an immobilisation power shannon? -
As an esteemed member of the corrosion rangers, I would like to take this opportunity to remind everybody thinking of joining that Jum does not represent the coalition as a whole, so dont be alarmed at his presence.
He is only a dominator anyway, no one plays them surely :P -
good call I agree with you completely. The more defence the better.
also i made a mistake - the dam res in dull pain should be a heal -
I heard it was the particle weapons for the head (whichever is single target) and the cone attack for the tentacles, although I found the tentacles were fairly easy to kill even without the gun.
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emphasis is on staying alive as long as possible and holding as much aggro as possible with the limitations of the war mace powerset. Any advice or comments? It's been a while since I used mr cuddles.
currently, he has provoke, invoke panic and intimidate instead of tough hide, resist elements and resist energies because I thought that the added survivability of invoke panic made up for the lack of those resists/defences.
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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: cuddles
Level: 50
Archetype: Tanker
Primary: Invulnerability
Secondary: War Mace
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01) --> Resist Physical Damage==> DmgRes(1) DmgRes(3) DmgRes(3)
01) --> Bash==> Acc(1) Dmg(5) Dmg(5) Dmg(7) Taunt(46) EndRdx(48)
02) --> Temp Invulnerability==> EndRdx(2) EndRdx(7) DmgRes(9) DmgRes(9) DmgRes(11)
04) --> Taunt==> Range(4) Taunt(11) Taunt(13) Taunt(13) Rechg(15)
06) --> Dull Pain==> Rechg(6) Rechg(15) Rechg(17) DmgRes(17) Heal(19) Heal(19)
08) --> Unyielding==> EndRdx(8) EndRdx(21) DmgRes(21)DmgRes(23)
10) --> Hurdle==> Jump(10) Jump(50)
12) --> Combat Jumping==> Jump(12)
14) --> Super Jump==> Jump(14)
16) --> Health==> Heal(16) Heal(40) Heal(43)
18) --> Invincibility==> EndRdx(18) DefBuf(23) DefBuf(25) DefBuf(25) Taunt(27) Taunt(27)
20) --> Stamina==> EndMod(20) EndMod(29) EndMod(29)
22) --> Resist Energies==> DmgRes(22) DmgRes(31) DmgRes(31)
24) --> Resist Elements==> DmgRes(24) DmgRes(31) DmgRes(33)
26) --> Tough Hide==> DefBuf(26)
28) --> Whirling Mace==> Acc(28) Dmg(33) Dmg(33) Dmg(34) Rechg(34) Rechg(34)
30) --> Jawbreaker==> Acc(30) Dmg(36) Dmg(36) Dmg(36) Rechg(37) EndRdx(37)
32) --> Build Up==> Rechg(32) Rechg(37) Rechg(39)
35) --> Shatter==> Acc(35) Dmg(39) Dmg(39)Rechg(40) Rechg(40)
38) --> Aid Other==> Heal(38)
41) --> Aid Self==> Heal(41) Heal(42) Heal(42) Rechg(42) IntRdx(43) IntRdx(43)
44) --> Focused Accuracy==> EndRdx(44) EndRdx(45) EndRdx(45) TH_Buf(45) TH_Buf(46) TH_Buf(46)
47) --> Conserve Power==> Rechg(47) Rechg(48) Rechg(48)
49) --> Hasten==> Rechg(49) Rechg(50) Rechg(50)
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right theres a quick update.
I attempted it last night with a few mates who were all level 38 just to see what it was all about because I've heard different stories from different sources.
7 man team all level 38
inv/ice tanker
grav/storm troller
storm/elec defender
empathy/psi defender
forcefield/rad defender
dark/dark scrapper
fire/elec blaster
fighting our way through the sewers was a great laugh, then we got to the mission and again, the level 42 rikti boss spawns were not a problem, they just took a while to take down but we were fairly safe.
Then we got to the bottom, managed to clear out all the rikti pretty much but there were two spawned krakens amongst the tentacles and as hard as we tried we just could not get a hatched kraken down below 3/4's health so we decided a change of tactics
the tank and defenders drew the kraken away while those with thermite cannons attacked the tentacles. We managed to kill a fair few tentacles without drawing any aggro from the head until suddenly WHAM! psychic tornado murdered our faces off.
So we tried again to kill one of the hatched krakens because we figured we need everybody together to kill the tentacles but we just couldnt get him below 3/4s health at all.
So after a brief discussion we all decided we would wait until we were at least level 41 before trying this trial again! Everybody suicided by charging the hydra head (and some even got the badge as a result of this which makes me think it must be a locational "plaque" type badge rather than awarded for killing the hydra) and went to hospital in skyway city where we did a mission to clear off the debt!
So we were only scuppered by the krakens really and if they didnt spawn right on top of the tentacles we might have been ok.
So the plan is... We are waiting until we are level 41 then I'll be posting a thread to see if people are interested
I have to say though, for all the moaning I do on these forums, the devs have really done well with this sewer trial because even though ultimately we failed, it was still probably the most fun I've ever had playing this game.