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Quote:*hears the speedy noise from Six Million Dollar Man*Can you hook me up with the build for your tank from Mids? I need a tank with a SOLID farm build. Something that isn't going to die and that can deal DMG. I have a SS/WP that I just spend 6 BIL on and he is awesome, but dies after +2 x8 mobs on that AE farm thats called WTFarm? Please help!
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This. Fiery Embrace is like Incendiary Ammo for your fists. I love using it and watching the extra third number accompany my attacks. Burn is a new amazing beast in and of itself; it's like an AoE non-immobilizing Midnight Grasp.
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Indomitable Will at 47? You'd better be thankful he's already 50, because that build is stupid otherwise.
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I made a pretty corny Mercs/Dark MM with a heroic feel.
His name is Major Incantation, and his basic rundown is he found a mystic tome on a routine recon mission that empowered him and his team of elite soldiers.
Soldiers:
Pvt. Pentagram
Lt. Leyline
Cpl. Corporeal
SpecOps:
Specialist Samhain (it's not pronounced 'sam-hane', it's "sawin'")
Sgt. Seance
Commando:
Col. Cauldron
I'm enjoying the play so far. -
Quote:I've been doing that for years. On some toons I keep it decked at high for the experience/rewards.Considering that we now can instant access to APPs at level 41, it seems a bit absurd to have to complete missions to gain access to PPPs. When I have to do the PPP missions, I just set the difficulty sliders all the down (-1/1) and superspeed through everything I can.
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Check out Manga's guide in this same forum (It's stickied).
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Quote:Right. Because when that Fake Nemesis takes a swing at you with that absurdly damaging staff of his, you'd be better off just having one point of health.The only hitpoint that matters is the last one, so while having an unmoving green bar might make you "feel" good, its really not that important.
What?
Are you saying every AT should just have one point of health? Are you saying +Max HP effects such as Dull Pain and High Pain Tolerance are useless? Did you even read what you typed before you posted it? -
I've decided to split your post to pieces and refute every part.
Quote:My 50 Fire/Fire/Pyre would disagree. I've been running Tips and Paper Missions at +2/x6 (x6 for AoE cap purposes) with no problems. Sure, I die quite a bit! But that's just more damage with Rise of the Phoenix. With the recent buffs to Fiery Aura, my Fire/Fire/Pyre is now on-par in damage output as my Dark/Dark/Soul (who's decked with sets and several purples). And don't give me that "Dark/Dark is crappy" argument; that whole spiel is moot, and several players have proven it (see: Dechs Kaison).It seems to me, and many here, that FA is still by far one of (if not the) worst secondary for brutes AND scrappers.
Quote:It has no, none, zero defense to speak of and its resistance is not buffed to compensate for it. It does have a heal but that heal in no way makes up for the other glaring weaknesses.
Quote:I have a brute at lvl 45 and have finally given up on him....he just can not survive like all the other brute or even scrappers. I find it disturbing that NC Soft would let this very iconic power set still sit there and struggle.
Quote:I have to take so many other powers just to come close to the survivability of other scrappers/brutes it is ridiculous. Guess that is why you don't see many /FA running around unless they take SS......for the foot stomp mitigation.
People take different sets for different reasons. I love my 50 Fire/Fire/Pyre. It's like playing a giant superheated buzzsaw. Yes, I die more often than my Elec/Invul or my SS/Elec, but I do way WAY more damage and have a self-rez to boot. Nothing's wrong with /Fire, just the way you play it.
Allow me to rephrase: /EnA is harder for ME as a player to get manageable than /FA. -
Quote:I'm going to have to disagree. While /WP doesn't have any of the problems of other sets, it doesn't have their benefits either. To me, when the cornerstone of a "defense" is relying 100% on one power to regenerate damage taken you before you run out of health/enemies to power it, that doesn't count as an advantage. RttC is a great power, don't get me wrong. But I wouldn't say that Willpower is the walk-on-water set of sets because of it. My /Invul always outlives my /WP except in the case of psionics.First, it's not a worthless taunt aura. If it was worthless, you wouldn't see people picking it up asap. It is a massively powerful taunt aura with a weak taunt effect.
Second, I'm not sure what you're looking at, but I can find plenty of reasons for WP to have a weaker taunt effect. WP is, quite simply, the strongest fully functional armor set in the game: it has a pittance of animation time consumption, excellent survivability, exotic mez protection, and no endurance issues. The set has no weakness from a survivability standpoint. The only weakness that WP has is that it has a weak taunt aura.
As has been pointed out repeatedly, all survivability sets have some weakness that you must tackle: Shields, Elec, and Fire have low baseline survivability, DA has endurance issues, Stone has mobility and damage output issues, and Invuln and Ice are jokes against psi. Willpower has none of those problems and actually lists the counter to 3 of those as explicit advantages (awesome v. psi, high baseline survivability, excellent endurance). The only "weakness" it has is a weak taunt effect in its taunt aura, and that's insanely easy to work around as a tank thanks to gauntlet and Taunt.
EDIT: My SS/Elec disagrees with you saying he has low baseline survivability. -
Quote:It may, if you just dump it in a group and don't take the time to warn your teammates. As an Elec/Rad I'm constantly making sure I tell the team "Don't kill the anchors!"; "Please watch the debuff anchors."; etc. Now that I have Static Field, I've made a macro that briefly explains what it does and what I'm doing with it. I find that the team is usually understanding when I tell them that not only will Static Field keep them from getting attacked, but it also gives them free endurance. It's positively awesome to watch a team just standing around in a group of sleeping foes and soaking their endurance.It's a real bacon-saver, to be sure. I wonder if it gets less useful in the higher levels as more of your teammates will uncork streams of AoEs, but I love it so far. My only complaint is that the graphics can be a bit seizure-inducing, especially if you have more than one Elec/.
And even if they do plow everything over with an AoE, it's still nice to drop at choke points such as doorways to keep ambushes and clusters of herded enemies in control. The sleep pulse is also really great for making enemy attack chains stutter. -
Honestly, switch it up. I'd recommend one of you playing a Thugs/Pain and the other playing a Demon/Dark. Great survivability, wide range of damage types, excellent debuffs.
If you really want to go same, both of you should roll a Demon/ or Thugs/Dark. You really can't go wrong with /Dark. -
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Quote:After just hitting 12 last night and getting Static Field, you're right. I'll still be getting it since I don't feel the need for the energy attacks in Primal. It'll be good for AV fight as well, when I don't have a huge cluster of minions to feed me endurance.Actually I found I forgot about conserve power after a while in beta. Elec/rad is suprisingly end friendly.
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I have no troubles with my Fire/Fire brute. The concept with that set combo is "they can't kill you if they can't survive you". You literally go in and burn them down as fast as possible.
I'm personally sick of seeing all these "back in the old days when fire could punch a hole in the moon and kick Jesus in the face" posts. It's changed. It's even changed for the better, now that the devs semi-reversed all the stupid crap that Jack Emmert did. Fire is not a 'crapolius' set. No set is, with the exception of Energy Aura. You just have to find the right playstyle or move on.
By the way, new Burn & new Fiery Embrace ftw. It's such a treat seeing my Greater Fire Sword do 192/205/201 all at once. -
Quote:Static Field rocks.So if you had to pick seven powers from Electric, which two would you not pick?
Im looking at electric fences and .....
static field (sleeps are never any good IMO)
or the confuse (which can be quite good IMO)
If I had to drop two, I'd drop Synaptic Overload and Electric Fence (singular). -
I'm going Elec/Rad/Power. Conserve Power will be a godsend, and Power Boost will be just absurdly fun with all the end drain, debuffs, slows, and... everything available to my primary and secondary.
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Invulnerability. The "defenses" of Willpower make me nervous in battle. Unless I'm on my BS/Regen scrapper I don't like leaning 100% on my health regeneration to keep me alive, regardless of how good it is. I'd much rather charge in and have Invincibility jack my defense into the stratosphere, and keep me safe rather than praying I can outheal what's killing me.
EDIT: Plus Invincibility has a nice +ToHit boost. Sure, you won't have Psi resistance, but picking your battles carefully will help with that. -
My only complaint about Elec/Rad is the visuals. After dumping both debuff toggles and laying down Static FIeld I can't see crap.
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Quote:That's CoH taking up almost all of your memory. Use a program like iStat Menus and watch how much RAM the cider client sucks up. It's scary.I'm running an iMac Snow Leopard, that should be fully up to date.
Now I'm curious if anyone has had the same problem that I do,
When running CoH in windowed mode on the Mac, does anyone experience lag like I do, when you click outside of it to say, get on the internet while playing?
My computer lags like CRAZY, and it takes forever to do anything. However once I get back into CoH, it works perfectly fine.
I've been noticing this for awhile, and I was curious if anyone else has had this problem. -
My alts would kill me if I blew 200 million on 4% of damage. They need money too!
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H33t 51|\|K (heat sink)
4Nt1v1rU5 (antivirus) -
I'm having a ton of fun on my Mercs/Dark.
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Surprised I didn't see this thread sooner.
*points to sig*
Thanks for showing off, Dechs.