Mr_Grumpums

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  1. Quote:
    Originally Posted by BurningChick View Post
    On a traps / dark defender, 0 / 8 AE ambush mish with bosses:

    619 tickets / minute
    189,000 damage of which 120,000 was reactive

    Gotta love those stacked Caltrops patches
    Okay, you just sold me. I'll get Reactive for my DM/Nin Stalker.
  2. The first character I made in Issue 1 was a Dark/Dark Scrapper named Mormegil, a mutant who had learned to control his powers through arcane techniques. I ran through the whole game with him all the way through into Hammi's, despite everyone telling me how awful and weak he was.

    And good lord was he weak!

    I still remember killing an Eidolon, seeing that its rank was "Boss", and thinking that I'd destroyed a rare, dangerous enemy. >.>

    Still, you all should see what that toon can do now. Softcapped, with huge damage numbers and near-perma Soul Drain, Mormegil never STOPS! Things have changed, and Mormegil moved to Virtue server, changing his name as he went, but he's still my first scrapper, and he's become one of the most versatile and powerful characters I've ever made.

    Big change from "lol Dark/Dark".
  3. A Claws/WP Brute can get to 20 in a few hours, if you find the right team. They are mighty, terrifying monsters.
  4. A Friend of mine has a DP/Energy/Weapon Mastery Blaster. He enjoys it immensely, and I've seen him pull off some crazy stuff. Granted, his build has been purpled out to the max because this is his main character who he plays all the time, but it's still pretty impressive. He's got three "Nukes", he claims: LRM Rocket, Cryionic Judgement, and whatever the last power in DP is called (I've never played one up that high, so it hasn't stuck with me). With his permanently boosted range, he's able to shoot at a decent range as well as run into a mob and destroy things up close. He says that he doesn't use the Chemical Ammo often, but that he alternates between the other three options depending on what he wants (Incendiary is most common, but Regular and Ice Ammo have uses for a touch of crowd control when solo).

    I've heard that the strongest DP secondary for blasters is Mental Manipulation, and I can see how having an in-your-face blapper with World of Confusion, Drain Psyche, and Psychic Shockwave would be quite nice.
  5. Can't beat DM as a ST primary, in my opinion.

    My DM/Nin is a beast. Slotting Caltrops with Procs and tossing them around while enemies are under the effect of Blinding Powder and Touch of Fear? You're pretty safe while you take out those bosses and Lt's. It also has two heals, and Immob in its strongest attack, and high DPS, enough that I solo'd an AV or two on mine. The only problem I had was whether to slot Touch of Fear for -ToHit debuff or Fear duration.
  6. Radiation/Sonic is one of the most powerful defender combos in the game, hands down.

    I'd suggest, if you don't want /Sonic, that you go for Dual Pistols. Swap Ammo does the most for defenders, and that will give you access to versatile methods of crowd control/debuff/damage that looks good together with Radiation.

    Another strong combo would be Traps/Sonic or Traps/Pistols.
  7. Mr_Grumpums

    My next brute

    I know it's the flavor of the months, but SS/Fire is an incredibly "Go Go Go!" brute. With Burn, Foot Stomp, Knockout Blow, Blazing Aura, and other powers at your disposal, you can SMASH through anything just by popping a few Purple insps on occasion. It's also one of the better farming brutes, and people have been able to use it to solo the ITF and STF.

    SS/Elec doesn't have Burn, but you get extra recharge and a sweet Tier 9, plus built-in Knockback protection that /Fire lacks. I've seen people slot it for endurance drain, as well, and used it to sap tougher enemies.

    Claws/Willpower is another toon that will keep you wanting to move constantly. You get Spin, a major AoE damage power, at level 6! With that, a ranged attack built-in, all the endurance you could want, and solid protections, it's a really cool alternative to Super Strength.
  8. Stone/Fire Brutes with the Earth APP. Lots of Stun, Burn, and ST Damage. Fury is easier to keep high than you would think due to Blazing Aura. You're a walking volcano.

    Dark/Fire is going to be FotM soon, I bet, because people have realized that having double heals and double PBAoE Endurance Recovery powers along with Burn, Blazing Aura, and Fiery Embrace just might be nice. Note that you also will have Soul Drain and very nice ST damage. It's a good solo Brute, and if you slot it for defense and recharge then it becomes a monster, especially after getting an AoE from the Epic/Patron pools to add to the mayhem.

    Maybe a KM/WP Brute? You'll have a good all-around Brute that way. I thought hard about rolling one.
  9. Mr_Grumpums

    Elec/... umm

    Quote:
    Originally Posted by Arbegla View Post
    I went elec/cold, and in a team, its awesome. Cold shields keeps everyone from getting hit, and static field keeps everyone's endurance pretty nice, and minions/LTs from hitting back.

    Problem is, solo I've seen paint dry faster then i can kill things..
    I've seen a video of an Elec/Cold soloing a pylon. The player went Mace Mastery as it's Patron/Epic pool, so s/he had a lot of pets to play with while focusing on debuffs.

    An acquaintance of mine runs an Elec/Rad that she loves. I don't know how the powers would stack, all things considered. My Elec is a Dominator, and I'm happy I went that route. :P

    Seen multiple friends play high level Elec/Kins. Those sets seemed like they synergized very well. One person RP'd hers as a person who was an energy vampire, sucking electricity from humans and power grids alike and then discharging it to benefit her allies/incapacitate foes.
  10. Roll up a Widow. They can solo EBs/AVs, and they've got all kinds of neato powers. They might not be the best farmers, but they're very cool. I mean, come on! you can make it either a Toxic DoT Claws/SR Scrapper or a Psy/SR Blaster, basically.
  11. Quote:
    Originally Posted by Scorcharina View Post
    Well, I was going to post a similar thread/question, but saw this, so I'll just add on.

    My main/namesake is a fire/fire/fire blaster, who I have built as more of a blapper. I have both PBAoE auras as well as FSC and Combustion, so I like to be in the middle of the mobs. Currently I have Pyronic Judgement slotted (I have a thing for fire...) and Reactive Interface, along with Radial Musculature tier 4 Alpha. I'm just starting to unlock Lore and Destiny, so I hadn't looked to deep into them yet. Now that I'm closer, my real uncertainty is Lore.

    I obviously already have quite a bit of damage going, so I'm thinking I want to add to my survivability. Any recommendations on which pet type?

    Thoughts on Destiny would also be welcome
    Barrier will let you be invincible for several seconds, and much more durable for a longer period of time. If you already have Defense slotted into your Blaster, this will help you out, and it can also, at Tier 4, rez two of your allies and prevent a team wipe. It's a great power for builds that have a heal, like my Fire/MM's Drain Psyche.

    Rebirth is all about healing and regeneration. You can either go for a type that gives more max HP or a type that boosts your regen, and both types come with a lovely heal. No one will ever complain about somebody packing this power.

    Ageless is great if you want to do MOAR FIRE! It's a Recharge, Recovery, and Endurance boost. I forget what the other tree does, but I think it was something about boosting secondary effects. If you've got a tank and want to really crank out the damage, this is the one I would pick.

    From what I hear on Lore, the two most popular choices are Seers and Warworks. The Seer pet can give you perma Fortitude, though a weak one, and the Warworks pets deal good damage.
  12. My Fire/MM Blaster:

    Alpha - I chose Spiritual to keep cycling through his blasts faster and add a bit to his Healing. It's done great things for his offense -and- survivability.

    Judgement: Pyronic all the way! It looks so similar to fireball that I can picture the character himself throwing it by accident, looking at his hand, looking at the pile of crispy baddies, and then going cross-eyed. If I had to pick another, it would be either Cryonic or Void for their secondary effects.

    Interface - I hard a very hard time picking between Reactive and Diamagnetic before finally picking Diamagnetic. Having fire and psychic damage means that most enemies already have comparatively weaker resistance to his powers, and being able to drop ToHit would be helpful for his defense. Eventually I plan on leveling up Reactive as well and alternating them as needed.

    Destiny - I chose Barrier, and I'm very happy with my choice. He's able to survive very well when things get tough, fire off Drain Psyche in the middle of a dangerous crowd, and keep going strong. Great lifesaving power. If I had to choose another, it would probably be either Ageless or Rebirth.

    Lore - I went with the Seers for Perma-Fortitude. I'm only on Tier 2 for these pets right now, but they're quite nice. Later, I plan on getting a pet for Offense and Alpha-taking purposes, but that will be later.

    For my baby Archery/Energy long-range Blaster when he grows up:

    Alpha - Either Musculature, Spiritual, or Cardiac depending on how he performs in later levels.

    Judgment - Cryonic, Ionic, or Pyronic for him. The important thing is for the enemies who get that close to either be killed or unable to land a hit. Cryonic can hold enemies, Ionic saps (and maybe holds? I'll have to look that up again), and Pyronic can Stun. I'm going for the non-DoT secondary effect types of Judgment for this Blaster because his damage will be quite nice, and he might need the extra control.

    Interface - Reactive. He'll spend most of his time outside of enemy range, so no need to pile on -ToHit.

    Destiny - Like I said, I plan on keeping him far away from baddies. I'll get Ageless so that he can cycle through his attacks faster and has extra endurance to use them.

    Lore - I'm undecided. If there is a guide on how Lore Pets stack up against each other, I'd love to see it.


    Long story short, I use Incarnate powers to either fill in gaps or make characters better at what they already do. It depends on the powersets and how I play the character.
  13. It's a great combo, and highly customizable. This was my first Blaster 50, and it has a huge bag of tricks. I grabbed the Elec APP for Static Discharge and slotted for recharge and damage, giving him a triple cone attack chain that worked very well on teams. The Elec APP also has EMPulse, which stacks stun quite nicely with Psychic Shockwave. When all else failed, I could also use Siren's Song and kill one enemy at a time with ST attacks.

    I like bringing this Blaster on AV killing runs because of the -Res and -Recharge in its attacks. The contribution might be small, especially when compared to the insane debuffing power that Sonic Blast gets for Defenders, but it makes a difference.

    I guess I'd call it a mid-range Blaster-Of-All-Trades. To use everything, you'll have to pop into melee from time to time. You have access to Mezzes that make soloing a breeze, Strong ST damage, Solid cone AoE damage, and some PBAoE/Melee damage just to top things off. It can always make a good contribution to a team, and it can solo very well.
  14. Quote:
    Originally Posted by Blue_Centurion View Post

    Was thinking mebbe Rad/Nrg, since it is similar to Nrg/Nrg with Debuff as a side instead of KB. Basically I want to just be "The Glass Cannon" For me, this character is gonna be all about the huge damage, building every alpha/incarnate ability to add to that. So i want to start with a foundation from which that can build effectively. Any suggestions are very much appreciated.
    Archery/Energy enjoys high marks for ranged damage, and I mean RANGED damage. Making Boost Range permanent and focusing on attacking from far off like some kind of sniper.

    This guide has a very nifty build for a high range Blaster: http://boards.cityofheroes.com/showthread.php?t=254517

    That being said, I've got a Fire/Mental Blaster who is loads of fun. I took him villainside in order to get Mace Mastery, and his three builds are all -strong-.

    Fire/MM/Mace can drop Spiderlings like an Illusion controller drops Phantom Army: To suck up the Alpha. Spiderlings don't do a WHOLE lot of damage, but it's noticeable enough. I took the AoE Immobilize as well in order to root enemies for Rain of Fire, and the defense toggle has been nice and helpful.

    The Fire/MM/Mu is a PvP character, and a pretty decent one. I haven't even gotten CLOSE to finishing his build for PvP, but he's good enough to pass muster on Virtue.

    Fire/MM/Force uses Repulsion Field and PFF to mess up the alpha, and using PFF and Aid Self can solve a lot of problems when solo.

    BECAUSE I already have the Fire/Mental, I would go for the Archery/EM and try it out.
  15. I've seen a few Gravity/Force Field controllers who have been pretty fun to watch. Some of them just solo with Singularity and Personal Force Field, and others do awesome knockback moves for chaos control.

    Seeing their chaos control tricks actually motivated me to make use of my Fire/Mental Blaster's third build on the BAF, making use of Repulsion Field to knock back escaping prisoners while utilizing Personal Force Field and Aid Self as a faux-Hibernate. It's given my blaster, a "mage" type, a very cool new way of playing and looks neat, to boot. Well, aside from Unstoppable.

    Grabbing the Disrupters from Mace Mastery seems like a good way to go as a Gravity controller. It will give more killing power to work with Singularity and let you run like a mastermind with nice control powers.
  16. Quote:
    Originally Posted by Irish Fury View Post
    Not sure how unique it is, but I haven't seen many Claws/Elec brutes. I am currently leveling mine up and recently hit 32. So far, I am in love. Every power in elec armor feels vital and effective and claws are, well.....claws.
    Got a Claws/Elec at level 50. He's a damage beast, but I wouldn't call him super-durable, even with the smashing/lethal softcap.
  17. I think it's a better set for Controllers than Dominators. It's a control set with increased damage, and Doms have an entire secondary dedicated to damage.

    Make a Grav/FF or a Grav/Storm, though. You might like it.
  18. Mr_Grumpums

    Alchemy

    Quote:
    Originally Posted by Flux_Vector View Post
    It depends on if you mean alchemy as a sort of realistic 'precursor to chemistry' or alchemy as a sort of 'pseudo-magic,' in my opinion.

    ...'pouring your reagents on the ground' thing, and getting a reaction of quicksand or a gas cloud or fossilization...

    ...but the suggestion of trick arrow isn't a bad one either...
    How about Plants/TA? You could say it's. Throwing some manner of arcane ungent onto the soil to force-grow plants, with the TA being a method of delivering various poisons you've concocted over a wide area at range.

    As a character, I found Plants/TA to also be a fun ride to 50. It was a slow, steady solo troller with a huge bag of tricks to use at any given time. With Ice Arrow and Strangler, I was holding bosses before level 20 without hasten. The debuffs are a tad small, but nobody is going to protest an AoE a -res debuff, and /TA has two of them. Plants/TA has two RANGED AoE Holds, as well, which means that you can make good use of them by stacking to get a higher hold magnitude or using one right before the other wears off to prolong the effect. All this, plus Seeds of Confusion.
  19. Quote:
    Originally Posted by Psylenz View Post
    It's not easy to simplify how the musculature works for damage because of the unique way that dominators build for perma-dom.

    Take a power like havoc-punch. I have it five slotted with crushing impact for the recharge bonus. It's Mid's damage increase is ~95%. The common and uncommon musculature slotting won't boost the damage that much, but it is noticeable.

    Now if you have a power like Tesla Cage, my Elec/elec/cold dom has only four basilisk gazes in that for the the recharge bonus to get to permadom. There are NO slots for damage, yet this power in itself will do a modest ~60 points of damage, on a tight recharge. Each and every point of musculature boost will improve the damage from Tesla Cage. The boost to the pets, gremlins and voltaic sentinel, isn't bad either.
    Exactly! It BOOSTS damage on all powers that DEAL damage. While my secondary hasn't become a huge deal stronger, my Primary powers are dishing out more damage per application.

    Since this is a character whose AoE damage is largely based on DoT (Love that Diamagnetic Interface Proc with my guy's defense powers), I see it work a lot with my AoE Immob. I only have 47% global recharge so far, so I don't have Ice Storm up every round and often continue the tried and true "Mez, walk into melee, sap their endurance, and cut them to ribbons one at a time" approach. Cages recharges fast, and now I spam it for damage as well as endurance drain. If I take out the Lt's first, the minions are usually dead or dying by the combination of the Gremlins and Cages.

    Also, I had an incredibly easy time running through Warburg with this character. Not a single death, and I was able to get all three nukes faster than I ever have on a Scrapper. The only point of irritation came from a corridor full of Spiderlings near the entrance I used to the underground, but I threw the AoE confuse and Cages at them, popped Hibernate, and let my pets take over for a bit until they were taken down.

    I plan on running a few RSF's sometime so that I can get comfortable enough with it to try for a Master run in a few weeks.

    This is a fun Dom, but I guess I wouldn't call him a powerhouse of doom and destruction. I see my Mind/Fire Dom burning through missions far faster than my Elec/Ice, but I -like- the Elec/Ice just as much!
  20. Currently shooting for the Permadom over the defense cap. I'm 47 merits from adding in the second LotG: Recharge, and I have another character who is 97 away. The build is working VERY well. I dropped out Tactics to get Fly, however.

    The Tier1 Musculature Alpha is finished, and it's upped my damage considerably.
  21. Quote:
    Originally Posted by Infini View Post
    Just throwing out options. Admittedly, the extra recharge doesn't do too much for this particular build since most of /ice's powers are fast anyway. Hasten becomes perma but that's about it.
    Oh I absolutely don't mind a cheaper build! With all the money I'm throwing into the new Incarnate things, and my bizarre inability to get purple drops (I've gotten 5 in the 68 months I've been playing this game), I seem to always be hovering at the edge of bankruptcy.

    How DO people manage to get so much cash? Heck, if you don't want to tell all the forums, you can even PM me. I don't know the tricks, my AE farm is helping me earn cash, but not -that- kind of cash.
  22. My SS/Fire brute was essentially a punching bag for the AVs on the trials today, especially because I was running every single one with the bare minimum number of people. For once I really felt the lack of resistance in the character, and this is coming from a guy who will solo all four Riders in the Lady Grey Task Force with a few purples. It was BRUTAL.

    We'll see how I do once I get off the iPad and and back to the game, though.
  23. Mr_Grumpums

    Incarnate system

    Speaking from my own perspective ahead of any other factors, I would pick Cardiac, followed by Spiritual in second place. I hate having to stop and wait for my blue bar to fill up again while the team keeps moving.
  24. I'd go with:
    -The character who is the most fun in teams.
    -The character on the server you have the most friends on.
    -The Fortunata, because it will probably have the easiest time on the trials.
  25. DESPAIR! I only managed to get my Dom to lv 41 and the servers are already down for the addition of Issue 20! I swear, teaming was as dry as a bone on Virtue server. I only managed three TFs since I dedicated myself to grinding him to 50. >_<

    Since I'm still leveling, I went ahead and grabbed Sleet first at level 41. It made for a mean addition to his existing powers, and keeps enemies bouncing around while Synaptic Overload is recharging, allowing me more precious time to stay safe while in melee range and attack/sap them while they're helpless.

    I have a love/hate relationship with knock back in this game, but never more than when playing my Elec/Ice dom. It would be more accurate to say that I have a love/hate relationship with OTHER PEOPLE'S KNOCK BACK. Mine works just fine, but theirs messes up my careful plans. :P

    For future reference to others who consider this build, the biggest drawback it has is the high endurance cost of Ice's ranged attacks. I highly recommend slotting them early for endurance. They fire off far faster than even the melee attacks in the set, and certainly quicker than most other ranged blasts, but their endurance cost really eats through the blue bar. I'm hoping that going for Permadom status will help ease my problems there.