Narkor

Apprentice
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  1. Well now I just have too many alts to make!
    So far,

    Ice/Psy or Thorns seems pretty interesting. A melee, control heavy character is definitely something I'd need to try out. Especially with mez protection...
    Though the thorny effect of, well, thorns might be somewhat annoying, it'd be well worth looking into.

    Ice/Ice Tanker looks promising, but I'm not too sure about /Ice. I'd probably have to ask/search on the tanker forums to get more out of this. But /SS and /Kinetic are two choices I'd be really interested in trying (not necessarily on a tanker, but still).

    I was looking at a Kinetic/Shield scrapper recently and thought it might fit the bill. Will have to try out the shield options though.

    As for if I want it to look or feel ice/wind, I'd have to go with a little bit of both, but at least look like it.
    Power customization can make a lot of sets look icy/snowy like a no-brainer, but I'd still like it to have a 'cold' feeling. I guess an aura at level 30 could easily fix this, but I'd certainly need to reach level 30 to get it, so I'd rather have something right off the bat, in case I might lose interested otherwise.

    Something that ran through my mind recently; how well does a SS/DA brute fair throughout the game?

    Edit: I forgot to ask; I can't, for the love of all that is holy, or pseudo-holy, color Ice Armor's shields (namely Frozen Armor and whichever other one has the same graphics) to look even remotely appealing or, hell, just 'good'. Is there a trick to it? Would having an over-enormous ice aura over it completely hide the poor visuals? I think I'm going to do a quick search through the 'Which powers do you want alternate animations for?' and see if someone mentioned Ice Armor...
  2. I'm usually a lurker (aka not a poster) but I found two things that I, personally, would try to change.

    1. the +3% def Steadfast IO in Indomitable Will could be moved into Tough (who is unslotted). You don't need to use (or have the power on toggle) to get the benefit, it's a set bonus and will work just fine that way. Also freeing up a slot in Indomitable will.

    2. You have a set bonus that exceeds the rule of 5. It's the 10% (0.54 HP/sec) Regeneration one (2 piece lotg and possibly another set). This means that you have more than 5 of the same bonus and any above the first 5 have no effect whatsoever. The set bonuses do not need to be from the same set, as long as they provide the exact same bonuses, you can only benefit from a maximum of 5.

    As for the build, I'm not really good with those, but I'll try to look at it more, in case there are no other kind soul around.

    Oh, I just thought about a goodie that I enjoy quite a bunch on my widow. A +Stealth IO in Sprint will allow you to reach full invisibility when coupled with Mask Presence (or at least, that's what I've read). Pretty handy to run around missions and not be noticed, even when colliding with a pack of angry dudes that would like nothing more than to shred you to pieces (the way the IO works is that as long as Sprint, or the power slotted with it, is toggled you get the stealth effect. If you put the IO in a 'click' power, you only get the effect of the duration mentioned -120sec I think). It's also fairly cheap, if I remember correctly.

    Hope this helps.
  3. Carrion creepers, Lightning Rod and, uh, Psychic Wail (bonus points if Psychic Scream is used before/after).


    Oh, and I almost forgot. The one and only power that makes me love my Night Widow so much: Slash. It looks cool. It deals tremendous damage. There's nothing more I could want from it... okay maybe less recharge time.
  4. Quote:
    Originally Posted by Redlynne View Post
    Ice/Ice/Arctic Tanker using "flypaper" tactics.

    Lure them in, get 'em stuck to you like glue, grind 'em to loess beneath your Icicles, Frost and Chilling Embrace.
    That was my first thought when the concept crossed my mind, but like I've said, I'm beginning to doubt the capacities of an Ice/Ice Tanker to 'kill stuff'. I mean, slowing everything down, being able to withstand almost anything is nice and all, but if it takes me a whole day to beat a boss down... I just don't think that's for me.
    Then again, I've never made a tanker (mostly because of ^), so maybe I'm completely misjudging it.

    As for the Dominators, I must admit that I completely forgot about them (I feel ashamed). Although I feel that they are in the same bag as blasters (primarily ranged with a few melee powers) I certainly would have to look more into them, especially if some of those melee powers might be worth it.

    As for the damage dealing part, while it may look as though I absolutely want my character to dish out damage, it is by no means expected to deal blaster (or scrapper/brute) level of damage on say, a dom or tanker. I am mostly looking into being able to solo well at a decent (read: fast) pace and not simply relying on a team to go through missions or whatnot.
    Basically a self-reliant, melee-oriented character.
  5. Much like the title may suggest, I have a concept/idea for an ice/snow/wind themed character and I am torn between a... vast variety of choices.

    Ice tanker is an option, but one that I am somewhat fearful of, mostly because of their damage output. I am not looking for a moving iceberg, but a glacier that smashes/cut things up (What I am implying is that I am kind of biased against tankers when taking damage dealing into consideration -not that I want to exclude tankers from the possible choices).

    I have been suggested, and have looked at, multiple choices, such as Ice/Energy tanker, Fire/Willpower scrapper, SS/Fire brute (/Fire not really being my cup of tea, but I suppose I could give it yet another try) and a lot of other combinations within these three AT. I did notice that blasters get a few melee powers, but I've never really thought about making a blaster that relied on them. It just doesn't sound very productive... or playable, for that matter.

    Due to the coloring customization available to most of the sets, one could easily color /Fire or another set to look snowy-ish and make it fit with the theme... and that is mostly where my problem start. As I am not the best when it comes down to noticing synergy (or, say, dysfunctions or negative traits -or however you want to call it) between some of the sets, when multiple sets present themselves I am easily at a loss.
    So I am looking at all those sets available to the melee ATs and the only ones that I can see not fitting into the concept would be Stone and maybe Elec, although wind-electricity could somehow be linked, it'd be starting quite far from the original concept.

    As a final note, combinations that seem more interesting than the others (but really, any suggestion is welcome)
    -Fire/Willpower brute or scrapper looks very promising,
    -Ice/Energy or Kinetic tanker seemed to fit as well, although once more I stand unknowing in front of, well, a tanker.
    -SS/ brute would probably be one of the closest to what I am looking for, but I just can't decide onto which secondary to pair it to. DA looks interesting and... that's pretty much it. While I've read guides on it, I really don't know what to expect from that combination. Fire could work, although I'm not a /Fire fan, so I'm mostly looking elsewhere right now.
    -Dual Blades/DA has been one of the sets that I have spend the most time looking at, but, having never even tried DB before, the combo system seems rather overwhelming, considering that taking just two combos will require most powers.

    In any case, I'm trying to pair an elemental-ish primary or secondary, that could be colored into something icy or snowy to fit to concept, with just about anything else that wouldn't destroy the theme (I'm looking at you, Granite Armor).

    Any thoughts, comments, questions or suggestions? At this point, almost anything would be of help.
  6. I'm not much into AoE when it comes down to widows, especially Night Widows.

    And thanks for the help, I'll have to keep those things in mind once I start unlocking the incarnate stuff.
  7. Even though I'm not the best at these kind of things, I'll throw in what caught my eye.

    - Combat Training: Offense is mostly wasted, I personally don't think it's good, especially with TT:Tactics. It also can't be used as a 'mule' (single slot powers that are slotted with a universal/passive IO -think Combat Jumping with Luck of the Gambler -7.5% Rech.).
    - CT: Defense and Foresight are slotted as if they were end-consuming powers. Take a look at Foresight and Mask Presence, the too are taken extremely close in your build (level 24 and 26 respectively). You could take what's in Foresight and put it in Mask Presence to save a few slots (since Foresight won't need any Endurance Reduction).
    - You should have a respec from the inherent Fitness pool change, I'd strongly suggest you use it. Remember to put a few slots in Stamina though, I'm personally quite guilty of forgetting about that.
    - In link with the above, you can use the slots from CT: D and Foresight/Mask Presence to slot a few additional powers that will fill the holes left by the Fitness pool.
    - Dominate has no Hold Enhancement, I'd suggest thinking about putting some, even if it means having only half of a set bonus in damage and the other in hold (called frankenslotting, did I spell that right?).
    - Mind Link gives a very small amount of To-hit and therefore enhancing it that way gives little benefit (the Recharge Reduction from Adjusted Targeting is still a good pick though imo). You should really consider putting a bunch of Def/Rech IOs (and some Def/End, End/Rech, etc. if you want the set bonuses).
    - Other than that, I notice that you have 6-slotted many powers. While it can be good, it is not always the case. You could spare a few to slot some other powers (like, say, the ones who'll replace the Fitness pool).

    I can't really suggest a build or something of the like since I'm not so experimented in the matter.
    Hope this help.
  8. Alright, I made some changes and adjustments, hope I didn't mess anything! But I think it looks quite good.
    In general:
    - Replace Eviscerate by Lunge, personal favoritism mostly.
    - Took Elude (instead of Assault), I'm assuming there's no real need to slot it for anything beside recharge reduction.
    - Removed Kick, Tough and Weave, took Maneuvers as well as Darkest Night (and retook Assault).
    - Moved Hasten earlier.
    - Invested a little more in the build (well, not yet but eh!) for Numina's, Miracle's and Chance for Build Up (as well as some changes to the sets).
    - Defenses moved up (a little), although I tried to stop them.

    http://www.cohplanner.com/mids/downl...ADFF018013DD3C

    I'm really getting excited over nothing -can't wait to try this on the test server!

    -
    As for the redraw, I've never been bothered by it much, I find it to be extremely minor compared to other weapon wielding sets (say, Katana) that bother me much, much more.

    But with that said, I did look into Dart Burst, but even on paper, it isn't appealing. The cone seems to be so small, even lining perfectly may not net satisfying results (let's not forget that jumping around will probably hurt more than a quick redraw -at least that's the way I see it, could be wrong).
  9. Quote:
    Originally Posted by Linea_Alba View Post
    I'd slot Gaussian in Follow up.
    From a few quick looks at your builds, I'll assume you mean the Chance for Build Up? Otherwise I'm not really getting the point.

    Quote:
    Originally Posted by Linea_Alba View Post
    I don't see the necessity of some of those sets.
    That's... awful general and vague in my case. I'm not quite sure which sets you're referring to (not really an expert builder), although I'm assuming the defense ones, in which case it was mostly to try and bring up the defense a hunch (via set bonuses). In other cases, say Scirocco's Dervish, it's cost-related, mostly.

    Quote:
    Originally Posted by Linea_Alba View Post
    I don't see the +3% Def IO. It's cheap and it's one slot.
    I missed that one, actually. Thanks I'll try and make some room.

    Quote:
    Originally Posted by Linea_Alba View Post
    I don't see the point in 57% defense all if you aren't gonna finish it off to the Incarnate Cap.

    I don't see the point of Incarnate capping anyway, that's what Elude is for, you don't have the DDR for barely incarnate capping to really help that much. I'd rather loosen up the slots and take Elude.
    I'm not too sure either when it comes down to incarnate capping, to be honest. In fact the very low resistances on widows is something that constantly bothers me every time I take damage, yet I never see anyone get any. I kind of get that not being hit is a lot better than some marginal resistances, but you're bound to get hit a few times.

    On Elude; with the few incarnate trials that I've done, I'm feeling as though Elude would be either good or absolutely terrible, depending on when it crash (say, in the middle of a boss fight because 'something' happens) and I've never been quite enthusiast when it comes to crash powers, especially when I have to rely on them.


    Quote:
    Originally Posted by Linea_Alba View Post
    I never have seen the point in putting more +tohit in Mind Link. Unless it's enough to cap to-hit vs +4, you still need tactics. If you have more than 95% vs +4, you're just wasting it, why bother ? I'd rather add 1 purple set. You can also use a Kismet for the cost of one slot, instead of 2, and a greater +to-hit gain. Mind link is under slotted for defense. DR, DER, D, DR, Kismet appears much better to me, if you insist on +tohit. If you're worried about pre-hasten recharge on ML, I'd completely frankenslot it, I'd rather give up 12 hp and have the recharge and defense.
    I don't have perma-hasten nor do I intend to aim for it, at least not for now, so I'd rather not rely on it too much. The To-hit IO in ML is a To-hit/Recharge IO whose sole purpose is to reduce recharge time and grant the small set bonus of +2% dmg.

    But I'll look into slotting ML for more defense, I'm pretty greedy on set bonuses, so I'm guessing I didn't look enough into it while being carried away.

    Quote:
    Originally Posted by Linea_Alba View Post
    I'd probably move hasten earlier in the build to better leverage mind-link.

    Gloom can actually hurt your dps due to redraw, if you have it in there with expectations of using it to increase your dps. If you just have it for runners, it's fine.
    Earlier Hasten isn't something I thought of, mostly due to its inconsistency of crashing when I don't what it to (more so while leveling), but it's definitely something to look at, thanks.

    As for Gloom, I like to have, at least, two ranged attacks on my characters. In most cases, it's for runners and when closing in on a boss or a pack of mobs is dangerous.

    Since you mentioned redraw, I'll assume none of the other EPP would give something worth it damage-wise?

    Like I mentioned, I'm not the most optimizing player, so there's a bunch of stuff that passes by unnoticed.
    In any case, thanks for the comments, will surely help no doubt.
  10. Quote:
    Originally Posted by Starcloud View Post
    I would drop TT:Vengeance for Elude (it also accepts an LotG and it's a defense boost when you need it), I would drop Eviscerate for Lunge or Dart Burst, I would probably drop Assault for, well, just about anything else. That's a real endurance hog.

    You're going to need Cardiac.
    Now that you mention it, I'm not a fan of eviscerate and Lunge is definitely something that I liked in my builds.

    I'd rather switch Assault for Elude though, I just have good memories with Vengeance

    (edit: forgot to mention, thanks for mentioning Cardiac.)

    Other than that, any suggestions or comments?
  11. I'm not the best build-maker, but I don't think I'm too shabby either. That being said, my widow is extremely old in terms of used respecs, so before I respec her (and buy the remainder of her IOs), I'd like to get some critiques and suggestions on the build that I decided to aim for. Please keep in mind that I am no min/maxer (at least in this game -not that I have anything against min/maxing) and therefore might have made some terrible mistakes.

    All suggestions and critiques are welcome, as long as they can help, of course. I am not dead-set on everything inside the build and my budget is, for the sake of this build, limited (hence some of the choices, mainly the Health IO, but also a few others), so I would like to stay away from purples and PvP sets.

    With all due haste, I present to you, my semi-good-average-soon to be bad build!



    Villain Plan by Mids' Villain Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Arachnos Widow
    Primary Power Set: Night Widow Training
    Secondary Power Set: Widow Teamwork
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Poison Dart
    • (A) Decimation - Accuracy/Damage/Recharge
    • (3) Decimation - Accuracy/Endurance/Recharge
    • (5) Decimation - Damage/Recharge
    • (11) Decimation - Damage/Endurance
    • (34) Decimation - Accuracy/Damage
    Level 1: Combat Training: Defensive
    • (A) Luck of the Gambler - Recharge Speed
    Level 2: Strike
    • (A) Touch of Death - Damage/Endurance/Recharge
    • (3) Touch of Death - Accuracy/Damage/Endurance
    • (5) Touch of Death - Accuracy/Damage
    • (7) Touch of Death - Damage/Endurance
    • (34) Touch of Death - Damage/Recharge
    • (40) Touch of Death - Chance of Damage(Negative)
    Level 4: Tactical Training: Maneuvers
    • (A) Red Fortune - Endurance
    • (7) Red Fortune - Defense/Endurance
    • (13) Red Fortune - Defense
    • (34) Red Fortune - Defense/Endurance/Recharge
    • (36) Red Fortune - Endurance/Recharge
    • (46) Red Fortune - Defense/Recharge
    Level 6: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    Level 8: Follow Up
    • (A) Crushing Impact - Accuracy/Damage/Endurance
    • (9) Crushing Impact - Damage/Endurance/Recharge
    • (9) Crushing Impact - Accuracy/Damage/Recharge
    • (11) Crushing Impact - Accuracy/Damage
    • (36) Crushing Impact - Damage/Recharge
    Level 10: Indomitable Will
    • (A) Reactive Armor - Endurance
    • (37) Reactive Armor - Resistance
    • (39) Reactive Armor - Resistance/Endurance/Recharge
    • (40) Reactive Armor - Resistance/Endurance
    • (46) Reactive Armor - Endurance/Recharge
    Level 12: Spin
    • (A) Scirocco's Dervish - Accuracy/Damage/Endurance
    • (13) Scirocco's Dervish - Accuracy/Damage
    • (15) Scirocco's Dervish - Damage/Endurance
    • (15) Scirocco's Dervish - Damage/Recharge
    • (17) Scirocco's Dervish - Accuracy/Recharge
    Level 14: Super Jump
    • (A) Winter's Gift - Slow Resistance (20%)
    Level 16: Tactical Training: Assault
    • (A) Endurance Reduction IO
    • (17) Endurance Reduction IO
    Level 18: Slash
    • (A) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (19) Mako's Bite - Damage/Endurance
    • (19) Mako's Bite - Accuracy/Damage
    • (23) Mako's Bite - Accuracy/Endurance/Recharge
    • (23) Mako's Bite - Damage/Recharge
    • (40) Mako's Bite - Chance of Damage(Lethal)
    Level 20: Mask Presence
    • (A) Red Fortune - Endurance
    • (21) Red Fortune - Defense
    • (21) Red Fortune - Defense/Endurance
    • (36) Red Fortune - Defense/Endurance/Recharge
    • (37) Red Fortune - Defense/Recharge
    • (39) Red Fortune - Endurance/Recharge
    Level 22: Mental Training
    • (A) Run Speed IO
    Level 24: Mind Link
    • (A) Adjusted Targeting - Recharge
    • (25) Adjusted Targeting - To Hit Buff/Recharge
    • (25) Luck of the Gambler - Defense/Recharge
    • (27) Luck of the Gambler - Endurance/Recharge
    • (27) Luck of the Gambler - Recharge Speed
    Level 26: Foresight
    • (A) Luck of the Gambler - Recharge Speed
    Level 28: Eviscerate
    • (A) Scirocco's Dervish - Accuracy/Damage
    • (29) Scirocco's Dervish - Accuracy/Damage/Endurance
    • (29) Scirocco's Dervish - Accuracy/Recharge
    • (31) Scirocco's Dervish - Damage/Recharge
    • (37) Scirocco's Dervish - Damage/Endurance
    Level 30: Hasten
    • (A) Recharge Reduction IO
    • (31) Recharge Reduction IO
    • (31) Recharge Reduction IO
    Level 32: Tactical Training: Leadership
    • (A) Adjusted Targeting - To Hit Buff/Endurance
    • (33) Adjusted Targeting - To Hit Buff
    • (33) Adjusted Targeting - To Hit Buff/Endurance/Recharge
    • (33) Adjusted Targeting - Endurance/Recharge
    • (39) Adjusted Targeting - To Hit Buff/Recharge
    Level 35: Tactical Training: Vengeance
    • (A) Luck of the Gambler - Recharge Speed
    Level 38: Kick
    • (A) Empty
    Level 41: Tough
    • (A) Reactive Armor - Endurance
    • (42) Reactive Armor - Resistance
    • (42) Reactive Armor - Resistance/Endurance
    • (42) Reactive Armor - Resistance/Endurance/Recharge
    • (43) Reactive Armor - Endurance/Recharge
    Level 44: Weave
    • (A) Serendipity - Endurance
    • (45) Serendipity - Defense
    • (45) Serendipity - Defense/Endurance
    • (45) Serendipity - Defense/Endurance/Recharge
    • (46) Serendipity - Endurance/Recharge
    Level 47: Gloom
    • (A) Thunderstrike - Accuracy/Damage/Endurance
    • (48) Thunderstrike - Damage/Endurance/Recharge
    • (48) Thunderstrike - Accuracy/Damage/Recharge
    • (48) Thunderstrike - Damage/Recharge
    • (50) Thunderstrike - Accuracy/Damage
    • (50) Thunderstrike - Damage/Endurance
    Level 49: Assault
    • (A) Endurance Reduction IO
    • (50) Endurance Reduction IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Unbounded Leap - +Stealth
    Level 1: Conditioning
    Level 2: Rest
    • (A) Recharge Reduction IO
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Run Speed IO
    Level 2: Health
    • (A) Healing IO
    Level 2: Hurdle
    • (A) Jumping IO
    Level 2: Stamina
    • (A) Performance Shifter - Chance for +End
    • (43) Performance Shifter - EndMod
    • (43) Performance Shifter - EndMod/Recharge
    ------------



    You may notice that I have left out everything incarnate-related, that is mostly due my recent decision to play my widow (again) after an extended break, so she only has her alpha unlocked. I'm also not too sure about which alpha to take (debating on Cardiac and Musculature, mostly).

    As a final note (and question), I know that most like the Medicine pool for the self heal, but I find it rather clumsy, if only for the animation/activation time. I've been thinking about the +Regen Rebirth Destiny, how well would that work out?
  12. I should've thanked you for linking the guide, sorry for forgetting this.

    The only reason why I'm looking into making a farmer out of an EAT is because I enjoy their playstyle, or at least the feeling that I get by playing them (might have to do with the costumes too), and wouldn't be able to farm on a /fire toon. I've leveled a /fire Brute and Scrapper with the AE alone, and although the scrapper reached 47, the brute has been stuck at 26-8 (can't remember since I don't even think of playing her). I have since come to the conclusion that /fire is not really for me.

    As for the +2/3 vs +4, it is mostly for pling purposes, since while I do not intend to simply do that, I did not want to completely forgo the option. Probably should have mentioned it first, but I didn't think about it enough, I guess.

    On the kheldians feeling overshadowed, it was mostly about a general level of play rather than anything specific.
    (On a personal experience, I had insane trouble soloing Trapdoor on my warshade, even when knowing what to do, while on my widow I simply walked up to him and beat him to death, without knowing what his 'clones' did.)
    I think they are the two ATs that I simply do not see outside of AE and, perhaps this is just a misconception but, people seem to want almost anything except a warshade on their team, more so on TFs than the typical team.

    Lastly, thanks for the advice on the Warshade and Night Widow, Microcosm.

    Although I'd still like to know what people think of a melee fort for farming
  13. Quote:
    Originally Posted by SinisterDirge View Post
    Courtesy of Dechs, The MFing Warshade.
    I did read Dechs' guide, multiple times, even. But it doesn't really help on the side of 'farming'. The general advice is gold, but I am looking into creating a more than capable farmer (hopefully out of an EAT), which the guide does not touch.

    And, in case it didn't go through; no matter how much I pump double mires, and even sometimes inspirations, my warshade cannot even come close in terms of capabilities to my widow, or even my scrappers (who are not even 50 yet, nor do they have any IOs).
    I'm not only talking about damage-wise, but also the capacities to solo and help teams. I've seriously begun wondering if the kheldians in general aren't just being overshadowed by the other archetypes.
  14. Quote:
    Originally Posted by Microcosm View Post
    Crabs and Warshades can both farm the standard stuff pretty well to very well, depending.
    Depending on... ?
    You really got me hooked there, clouding this in mystery!

    These replies got me interested in the warshade side of things. I see everywhere that they are good at AoE and clearing packs, but I think I'm missing something. With Dark Nova having only two AoEs (and one being a cone) and Dark Dwarf having mainly ST attacks, I'm having some hard time clearing out groups that are higher level than me. Perhaps the Kheldians' forum would be a better place to ask this, but am I missing something or am I just doing things wrong? I get the basic idea of double mire, go into Nova and blast away, but the awesomeness of this combo doesn't seem to carry over in-game, at least for me.

    On the widow side of things, I'm assuming that a pure Night Widow would be faster/better than a melee Fortunata? This got me thinking about a Fort with Spin, Psychic Wail and possibly one of the other two AoEs (Scream or Tornado -could also include Total Dom). How would this fair against a pure Night Widow's Slash (to take down bosses faster) and Eviscerate?

    In any case, thanks for the replies, hope to get some more thoughts on this!
  15. And by farm, I am mostly looking at +4/x8 or something similar that involves killing large amounts of enemies. Because really, any character can end up farming something that will transform into an advancement, but I'm interested in the power-leveling genre of farming (which, honestly, I've never been any good at, playing support-ish characters and all since recently).

    I've been looking around my alts for one of them to become a dedicated farmer, but I'm stuck playing the epic archetypes (mostly the widow and warshade), so I'm beginning to search around and ask (hence this thread) about what some of the EATs can do in terms of farming.

    I understand the basics of getting spammable / constant AoE abilities and the likes, but since my soldier is still going through the leveling process (as a bane, while I believe crabs have more AoE potential?) and so is my peacebrigner, it brings up multiple questions when it comes to what these characters might be able to do and what they wouldn't be able to.

    So, hum, anyone have any experience or thoughts on the matter? I really haven't seen that many EATs recently... they used to be everyone a few years back, especially red side, did something wipe them out?
  16. Narkor

    Balance

    Quote:
    Originally Posted by Auroxis View Post
    The game is balanced enough that the devs should focus their attention on new content and QA instead. This isn't an RTS.
    Although I have to agree, if you simply put new content and do not look back onto the older content, that older content will easily be overshadowed by the newer content.

    With that said, the 'devs' should definitely keep on moving forward and not simply redo the things that are already in-game, but while still keeping an eye out for older content, more so the archetypes / power sets (yes, I'm looking at you HEATs).
  17. Quote:
    Originally Posted by Diggis View Post
    The issue raised previously (usually attributed to BaB) is that to do a proper 2 handed power set would require an entire new set of stances on top of the animations for the power sets. This includes stances for flights, ninja/beast run, etc. In otherwords bucketloads of work. Worth it...? Maybe, although i would say we'd have to have 3 or 4 new sets to make it worth it.
    A few thoughts crossed my mind recently, namely the fact that we don't really have any two-handed weapon set (unless I am mistaken?). The one closest to one would be either Stone Melee (who is only partial in terms of weapon usage) and Katana.

    The way I see that it could be done is that the 'new' animations would be used for new sets, but also for an 'alternative' version of some of the existing sets.
    For example, have a two-handed version of the Broadsword (who, obviously, would lock out Shield Defense), as well as one for Battle Axe and War Mace. Of course, I'd really think about changing a few powers to justify a 'different' set, but the original feeling/design would still carry over.

    So with those 3 'remodeled' powersets, we also add in the idea for the Spear/Lance, Scythe and staff? That makes 6, but of course, not all of them might see it through, while some new ones may see the light.
    Speaking of which, writing this got me thinking, how about a chain melee? Like, a character who wields a chain/spiked chain to do battle. Think Gun-fu but with a chain instead.
  18. Add my vote up to that doppelganger/past self clone idea. Really interesting, much more than a gigantic AoE buff, at least. Double my vote if it has the control functions of the mastermind pets (still don't understand why we don't get that for the other pets).

    Beside that, a 'slow down time' ability sounds pretty cool.

    I have to back up the idea that if none of the new abilities are somewhat passive, the tray bar is going to be filled quickly and it'll be really annoying to manage a dozen 'situational' abilities. That being said, don't make them all passive.

    The last thing that comes to mind is something related to the specific archetype chosen by the player. Say a mastermind gets something related to his pets, but I don't have any other examples for the other ATs, my brain is about to go down.
  19. It's already been said many times but.... hasten.

    Eagle's claw. Yes I know there are already two animations to choose from. I don't like either, they both look silly and prevent me from rolling a MA/ character (oh look, I'm being selfish).

    HEATs and VEATs powers, mostly Peacebrigners and Warshades. The eye-beam is a no-go for me and the glowing eyes while Shadow Cloaked is just weird (since, obviously, my character doesn't have glowing eyes).

    Also some of the stealth powers, like Shadow Cloak, who completely hide your character (having a more faded-like version would be nice).
  20. Quote:
    Originally Posted by JayboH View Post
    5. Unlikely - you can make every version of your idea already in the game.
    I haven't seen a single scythe nor can I remember seeing a character do battle with a spear, perhaps I'm missing something?
    I'd really like to know, especially if it's available to players, since I have some character concepts that revolves around those type of weapons (spears, scythes, etc.)

    Also, the main thing that's keeping me from playing a Stone Armor character is the granite armor, which does not fit my concept, at all. So I'm all for more customization.
  21. Narkor

    Ill/Rad

    Quote:
    Originally Posted by Local_Man View Post
    Illusion/Radiation Controllers are my favorite character in the game. Ill/Rad is amazingly flexible, in that it can Blast, Control, Defend (buff/debuff) and Tank. It can be the team spy. An Ill/Rad can solo AVs and GMs probably easier than any other character . . . before Incarnates.

    An Ill/Rad is useful on any team. Some types of controllers have conflicting powers . . . The Ice Controller trying to use Ice Slick tends to get a little frustrated with the Fire controller who keeps using Fire Cages (which prevents knockdown). Ill/Rad doesn't have those kind of problems. You have a wonderful team buff that everyone loves. (No complaints about "I don't want SB!") Great Debuffs that help the team defeat foes faster and more safely, an AoE Heal, a rez and some unique powers.

    One way to complete TFs faster is to have a Team Spy. Ill/Rad, with Superior Invis, Deceive and Phantom Army, is uniquely effective for this . . . just add Recall Friend from the power pools. You can run around invisible to find objectives and click glowies. Are there foes on or near the glowie? No problem . . . Deceive one or two, or even send out Phantom Army to draw a group's attention while you click on the glowie unnoticed.

    If you are considering rolling up an Illusion/Radition Controller, I suggest you read my Ill/Rad guide, linked in my sig below. The guide has lots of information on the powers, how they work together and suggested builds leveling up as well as a final end-game build. You will also find lots of strategy tips.
    I'm mostly a lurker that just dashes through forum posts looking for information and stuff, but I have to say,
    You made me want to play an Ill/Rad 'troller, and to top it off, I even logged in to say it.

    ...I'll be reading your guide soon ...
  22. About ice for brutes, I remember, years ago, that it had been tried, but messed with fury too much to be worth it.
    Was there an update on that?

    Also, Katana isn't unique to scrappers. Stalkers also have it (cleverly disguised under the name of Ninja Blade).

    Personally, I think the more options, the better, so I'm all for ice being spread around a couple (read: scrappers and, if possible, brutes) archetypes.
  23. Thanks to everyone for their responses!

    I've started a Katana/Willpower scrapper and intend to level it as high as possible (goal being lvl 50, obviously).

    That being said, since I have strong feelings for Elec/, I'll probably try one out sometime too.
    As for the rest, Kinetic, Fire and Dark are also interesting and might see some playing.

    Once again, thanks for the replies, and if someone feels like they have something to add, feel free to do so.
  24. Thank you all for the quick replies,

    I'll definitely try out Katana/Willpower or Electric, I even have a character concept to go with it!

    As for the rest, how does Electric/Electric or Willpower sound? Any particular holes/weaknesses that I should watch out for if I were to try it out?
  25. If you've looked over at the brute section during the last few days, I had a thread with a similar name that asked about which brute to play. Well, now I'm looking towards trying a scrapper as well, the thing is, much like on the brute side, I know almost nothing about scrappers. Of course, I know that they have a critical mechanic and all that basic stuff (like that they bash faces), but really, I have no idea when it comes down to what kind of synergy their primaries and secondaries can have, since, much like you can assume by now, I have never really played a melee character past level 16, and that one and only was a stone/stone brute (feels pretty far from a scrapper, even more so when they don't have stone as a primary or secondary).

    Please note, though, that I do not want "the best scrapper" or a list of the best builds (although if it happens to seem like I may enjoy playing it, feel free to suggest it). I am looking for an enjoyable leveling experience as well as being able to participate in just about every end-game aspect of the game. I also heard that scrappers were extremely good at soloing, this is a plus in my book, since the players I started with about 6 years or so ago have not logged in since... about 5-6 years ago.
    As far as money is concerned, I have two other 50s, a fire/thermal corrupter and a widow, but none of them are extremely rich, nor am I really interested in farming for a non-50 character. So a scrapper that can farm well (and hopefully without much investment, or that can farm said investment on his own) is good, but it is not the most needed aspect.

    Alright, so in order for you, kind soon-to-be poster, to help me, I need to mention some preferences that I have and all that stuff that will hopefully guide you into making a suggestion.

    So, as far as the primaries are concerned;
    - On the weapon side, I'm not too much attracted to Dual Blades, while Broad Sword and even Katana have an interesting feeling, but feel very similar.

    - Claws is almost a guaranteed no-go. I have a Night Widow that I like, a lot, and would rather not have something so similar (or are they? I mainly read the powers, which lead me to assume that they are).

    - Lightning Rod is awesome, but due to how the brute thread kept its distance towards Electric, I'm starting to have some doubts.

    - I don't know much about Dark, except that I'm enjoying the early levels of my Dark/WP brute right now. I wouldn't mind rolling a similar character, since I'll probably end up sticking to either the scrapper or the brute.

    - Fire feels somewhat weak in perspective. That is probably just me though. Despite being a fan of the famous "kill it with fire" religion, I'm not much into Fire Melee (my corrupter was nice, but Fire Melee just feels so.. different) and have a tendency to look at Fire Aura for the burning part.

    - Spines looks interesting, especially considering scrappers are one of the only archetype who have access to it (and I don't plan on leveling a stalker)

    - Kinetic is new. I got Going Rogue while coming back, but I haven't really seen one in action nor am I too sure about how the set is supposed to work (or is it simply draining damage and increasing your own?).

    On the secondaries' side, I don't have much to say, except for the fact that I've never been tempted by Invincibility, Super Reflex (RNG has never been my thing, but perhaps one of you can convince me) and Shield Defence (not the shield type, although I might give it a go), while I've always been tempted by Willpower and Regeneration. being the type to stand back up again and again or to simply play a supportive role and keep another guy standing up, I always looked over to those two secondaries whenever I tried to get a melee character going (right before losing interest, either at character creation or due to poor understanding of the mechanics).

    In short, if you have a scrapper suggestion for a new-to-melee player (well, in CoX mostly), then I'd be glad to hear about it.

    As such finishes my post; I thank you for reading all the way through (or even just the ending), as well as for any posts that you may decide to throw my way (even if it's not a suggestion about a certain scrapper powerset, I'd be glad to hear tips or whatnot), if you need extra information (or are just curious) please feel free to ask, I'm a pretty generous fellow when it comes down to that (helping you help me!).