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Quote:Trust me, I -am- tired of it! The defense debuff isn't a problem as it gets reversed if you're stacking it, but the -dam and -end parts are really annoying.I have a SS/shield and i'll just say one thing.. call me when u get tired of rage crashing every 30 seconds and putting a dead halt on all dps and -20% defense
Quote:If you're slotting LoTGs x4 in your Def toggles for the ACC bonus, you don't need it. Drop them each to 3 slots, and put those slots in Tough to get decent enhancement out of it.
Quote:Reverse the slotting of Footstomp & Shield Charge. Oblit is perfect in Shield Charge, not so great in Footstomp due to end cost.
Quote:7.5% Rech from Basilisk's gaze is nice. Id rather see those slots used to shore up your slotting in health and stamina, as well as get to softcap without the use of BoTZ (my personal opinion is that the new values for BoTZ are not worth having to slot travel powers).
Quote:Finally, why do you have a Membrane Exposure in Grant Cover? -
As much as I'd love Fulcrum Shift on a pack of demons, /Kin is a set that doesn't offer a whole ton to MMs outside of the obvious.
Transfusion: Good heal. this is useful.
Siphon Power: Small damage buff. Probably won't make much of a difference. Useless once you get FS.
Siphon Speed: Nothing for pets, MMs themselves don't really need the recharge buff.
Increase Density: I guess this can be useful if a pet of yours gets mezzed. Not something all that great, though.
Speed Boost: Helps with recovery and makes them run around like even bigger idiots. Double edged sword. I find after end slotting that henchmen don't really have endurance problems. Pets don't benefit from +recharge so the big draw to this power is wasted.
Inertial Reduction: AFAIK, all pets come with SJ, so this is useless.
Transference: If you're using SB and have end slotting this doesn't help your henchmen.
Fulcrum Shift: Seeing as how every other power in the set ranges from useless to decent for a MM, this is the only reason anyone would bother with making a /kin MM.
Now this all applies to a solo MM. On a team /kin would be as useful and awesome as any other AT using the powerset. To a solo MM though, it offers little compared to other sets.
I really don't think it would be OP at all and would like to see it on MMs. -
I don't think mercs really suck to an extreme degree, it's just that several of the other sets, especially Thugs and Demons, are so much better it makes Mercs suck by comparison. The tier 2 pets don't do anything particularly useful and Serum is a giant piece of crap.
Other than that, they look kinda boring. They look more like drab, 80s soldiers than high-tech guns for hire. If mercs looked really awesome I guarantee they would be a lot more popular.
They suffer from AI stupidity pretty bad, too. A lot of their attacks are cones. -
Build's either really boring, or folks are sick of talking about SS/Shield :P
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Distance not radius. Range enhancements only benefit cones.
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I've been thinking about remaking my SS/Shield build to account for the coming i19 change to Fitness. I've gone ahead and thrown together a build using mostly IOs I already have so I won't have to repurchase an entire new build. Anyway, this is what I came up with. I ended up going Pyre just for the hell of it. Wanted a change of pace. Fire Blast is better ST damage than Mu Lightning, Char gives me room to slot Basilik's Gaze for another 7.5% recharge bonus. Fire Ball has crap recharge enhancement value, but the difference between the way I have it here, and adding another slot for a level 50 recharge IO is only about 1.3 seconds. I can live with that. The main thing is have 45% defense and getting FS and SC recharging as fast as possible. Anyway, here it is:
Villain Plan by Mids' Villain Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 39 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Shield Defense
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Pyre Mastery
Villain Profile:
Level 1: Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(23)
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(17), LkGmblr-Def/Rchg(40)
Level 2: Haymaker -- T'Death-Dam%(A), T'Death-Acc/Dmg(3), T'Death-Dmg/EndRdx(5), T'Death-Dmg/Rchg(13), T'Death-Acc/Dmg/EndRdx(23), T'Death-Dmg/EndRdx/Rchg(39)
Level 4: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(17), LkGmblr-Def/Rchg(40)
Level 6: True Grit -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Heal(50)
Level 8: Knockout Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(11), Mako-Acc/Dmg/EndRdx/Rchg(11), Mako-Dam%(34)
Level 10: Active Defense -- HO:Membr(A), HO:Membr(25)
Level 12: Boxing -- Empty(A)
Level 14: Tough -- S'fstPrt-ResDam/Def+(A)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(19), GSFC-ToHit/Rchg/EndRdx(19), GSFC-Rchg/EndRdx(29), GSFC-ToHit/EndRdx(31), GSFC-Build%(39)
Level 20: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(21), LkGmblr-Def/EndRdx(21), LkGmblr-Def/Rchg(40)
Level 22: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 24: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25), Zephyr-ResKB(29)
Level 26: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27), LkGmblr-Def/Rchg(43)
Level 28: Super Jump -- Zephyr-ResKB(A), Zephyr-Travel(43), Zephyr-Travel/EndRdx(43)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Foot Stomp -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(33), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(34), Oblit-%Dam(34)
Level 35: Shield Charge -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(36), Sciroc-Dmg/Rchg(36), Sciroc-Acc/Rchg(36), Sciroc-Acc/Dmg/EndRdx(37), RechRdx-I(37)
Level 38: Assault -- EndRdx-I(A)
Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-Rchg/Hold(42), BasGaze-EndRdx/Rchg/Hold(42)
Level 44: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(46)
Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Grant Cover -- HO:Membr(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 4: Ninja Run
4 slots left over. 3 for Stam, 1 for Health. Thoughts, comments? -
Cast me in with the "normal neighborhoods" crowd. Right now all of the zones on blue side look like what an alien with no concept of human civilization would draw if you gave him a bullet point list of what a city is.
Zones in CoX don't look like places where people actually live. -
My first ever character was a claws/DA scrapper back when both of those sets were considered total crap. This was on a Scrapper, during I4, but still. As the game evolved, DA became an awesome set. It is truly one of the toughest sets out there, and I imagine it's even better on a Brute.
Sadly, my scrapper is totally stripped and enhancement free at the moment. Once I19 hits I'm gonna do a respec and try to make out a build for him. It's just a daunting task to try and put together as complicated a build as Claws/DA will end up being. That and I never play on Justice anymore... -
I will have to STRONGLY suggest giving Scrappers and Stalkers the sword that the tier 2 zombies have. That thing looks BA.
Also, longbow leg-straps/holsters. -
Here's my Plant/Psi i19 build. 4 slots left over. 1 for Health and 3 for Stamina once that goes inherent.
Villain Plan by Mids' Villain Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Dominator
Primary Power Set: Plant Control
Secondary Power Set: Psionic Assault
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Ice Mastery
Villain Profile:
Level 1: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5)
Level 1: Psionic Dart -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(5), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(15), Decim-Acc/EndRdx/Rchg(15)
Level 2: Mind Probe -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(34), C'ngImp-Dmg/Rchg(34), C'ngImp-Acc/Dmg/Rchg(34), C'ngImp-Acc/Dmg/EndRdx(36)
Level 4: Telekinetic Thrust -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg(36), C'ngImp-Dmg/EndRdx(36), C'ngImp-Dmg/Rchg(37), C'ngImp-Acc/Dmg/Rchg(37)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(7)
Level 8: Seeds of Confusion -- CoPers-Conf%(A), CoPers-Conf/Rchg(9), CoPers-Acc/Conf/Rchg(9), CoPers-Acc/Rchg(11), CoPers-Conf/EndRdx(11)
Level 10: Mental Blast -- Decim-Acc/EndRdx/Rchg(A), Decim-Acc/Dmg(17), Decim-Dmg/EndRdx(17), Decim-Dmg/Rchg(21), Decim-Acc/Dmg/Rchg(31)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 14: Roots -- TotHntr-Acc/Rchg(A)
Level 16: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(37), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(39), Posi-Acc/Dmg/EndRdx(39)
Level 18: Vines -- BasGaze-EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(19), BasGaze-Acc/Rchg(19), BasGaze-Rchg/Hold(21)
Level 20: Drain Psyche -- Mrcl-Heal/Rchg(A), P'Shift-Acc/Rchg(42), Numna-Heal/Rchg(46), H'zdH-Heal/Rchg(48)
Level 22: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23)
Level 24: Spore Burst -- FtnHyp-Sleep/Rchg(A), FtnHyp-Sleep(25), FtnHyp-Acc/Sleep/Rchg(25), FtnHyp-Acc/Rchg(27), FtnHyp-Sleep/EndRdx(27)
Level 26: Carrion Creepers -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(42), Det'tn-Acc/Dmg(43), Det'tn-Dmg/Rchg(43), TotHntr-Acc/Rchg(43)
Level 28: Subdue -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(29), Decim-Dmg/Rchg(29), Decim-Acc/EndRdx/Rchg(31), Decim-Acc/Dmg/Rchg(31)
Level 30: Stealth -- LkGmblr-Rchg+(A)
Level 32: Fly Trap -- C'Arms-Acc/Rchg(A), C'Arms-EndRdx/Dmg/Rchg(33), C'Arms-Acc/Dmg/Rchg(33), C'Arms-Acc/Dmg(33)
Level 35: Super Jump -- Empty(A)
Level 38: Psychic Shockwave -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-Acc/Dmg/Rchg(42)
Level 41: Sleet -- RechRdx-I(A), Achilles-ResDeb%(46)
Level 44: Hoarfrost -- Numna-Heal/Rchg(A), Mrcl-Heal/Rchg(45)
Level 47: Ice Storm -- Posi-Dmg/Rchg(A), Det'tn-Dmg/Rchg(48), Posi-Acc/Dmg(48)
Level 49: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
Level 4: Ninja Run
Gets pretty good defense and awesome recharge. Perma-hasten/domination/Drain Psyche (ok DP is off by 2 seconds. I can live with that). Oh, and perma-sleet, for what it's worth! -
When I think about PSW now, compared to what it was before, I just think to myself "Ok, they made it like Foot stomp, only pure psi damage and a boss level stun under domination." Makes it sound pretty good to me!
When I look at the AoE damage of particular sets, I also try to consider "real-world" usefulness. Combustion does a lot of damage, but it's more than half DoT. Fire Breath does more than Psychic Scream, but it's got 20ft less range. Scream has a better chance of hitting more foes. PSW may not do as much damage as Combustion, but it will burst damage many foes to death and stun every thing it hits so to me that makes it a better power. -recharge is a good secondary effect, compared to just more damage from Fire. As for the special utility power, Drain Psyche blows Embrace of Fire out of the water. -
I'd be down with some resource gathering, but then they'd have to come up with something to do with it all. Maybe come up with some kind of system where you can trade gathered resources for merits or salvage?
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I'm definitely looking forward to that. Even with copious -end slotting I was still bottoming out on my /Earth pretty fast. Since I intend to be in the middle of the fight 100% of the time, DP and PS should treat me kindly. I still fully intend to take Rain of Fire and Fire Ball, though. I'm not too bored of fire themed sets to pass up on that awesome sauce. Well... depending on how my build goes, I maaaaay try to build for high S/L defense, in which case, I'd go Ice APP so I can get Frozen armor. Then I'd have Sleet which wouldn't particularly blow my damage through the roof, but it would be a lot more useful in terms of force multiplying. I'd still have Ice Storm to be gleeful about.
Actually, looking at Mid's, Ice Armor seems to be the best Ancilllary a Dom could ask for. Sleet debuffs and adds yet another element of control in KB/Slow. Hoarfrost gives you tons of extra HP and works out as an "oh crap" heal if you want it. Those extra HP pretty much have the same effectiveness as adding resistence. Then you get defense, which not only helps in the obvious way, but can also be a LotG mule if you need it. Top it off with Ice Storm to add a decent amount of damage and you've got yourself an incredibly well-rounded dominator APP. -
I was lobbying (sorta) for an increased target cap on Burn, but I'm gonna say now that after using it, it's not really needed. I find that the first batch of enemies die pretty fast, then a new batch has room to crowd up on me to stand in the patch themselves. It recycles it's targets pretty fast :P
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I ended up going Psi. Draine Psyche was too good to pass up. I was getting a little bored of Fire themed sets, between my FM/SD, SS/Fire, and other Fire/Kin Corr. I'm liking the quiet whirring of Psi's attacks. Overall, the build shouldn't change much from /Earth, and I won't have to listen to the loud, bassy rumbling and smashing sound effects.
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The /earth sound effects are just so annoying. :0 I'm thinking about going for Psi, but Fire may win out. The option to shoot breath of fire from my arms is just too good to give up.
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Power of the Alpha Slot heavily recommended to do the TF? Eh, RO will do it in half the time with a team of emps :P
So psyched for this issue now -
Roll Claws and never look back.
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It's too bad when game companies make a huge push to get their next big release out and then lay off everyone involved as soon as they are done with them. Especially when it happens to someone who's been with the company for so long. Happens a lot in the games industry, especially in the holiday season. Publishers push their dev studios into 60 hour weeks for months leading up to release, and then can them all just in time for Christmas.
In the case of BaBs, it seems like he stopped posting long before GR hit, so it may have even been before then. I noticed months ago that he stopped posting because he usually posts multiple times a day. -
An offender is a defender that focuses on maximizing his and his teams' damage potential. He builds towards being able to kill the enemy as fast as possible. This doesn't mean he ignores his primary. In fact, he would want to absolutely maximize his primary's ability to debuff/buff as well as take pool powers to further this goal.
He's a defender who isn't afraid to jump into the middle of the pack and deal as much dirt as all of his non-defender teammates. -
This thread inspired me to finish my Plant/Earth, who is currently sitting at level 22. This is a build I slapped together real quick, stealing as many ideas as possible from this thread
What do ya think?
Villain Plan by Mids' Villain Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Dominator
Primary Power Set: Plant Control
Secondary Power Set: Earth Assault
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5)
Level 1: Stone Spears -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(5), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(7), Decim-Acc/Dmg/Rchg(9)
Level 2: Stone Mallet -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(9), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Dmg/EndRdx/Rchg(15)
Level 4: Tremor -- Oblit-Dmg(A), Oblit-Dmg/Rchg(15), Oblit-Acc/Rchg(17), Oblit-Acc/Dmg/Rchg(17), Oblit-Acc/Dmg/EndRdx/Rchg(36)
Level 6: Hurdle -- Empty(A)
Level 8: Seeds of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(37), CoPers-Acc/Conf/Rchg(37), CoPers-Acc/Rchg(37), CoPers-Conf%(40)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), HO:Enzym(11), LkGmblr-Def(11)
Level 12: Super Jump -- Empty(A)
Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(36)
Level 16: Power Boost -- RechRdx-I(A)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(36)
Level 22: Heavy Mallet -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(23), C'ngImp-Dmg/Rchg(23), C'ngImp-Acc/Dmg/Rchg(34), C'ngImp-Dmg/EndRdx/Rchg(34)
Level 24: Vines -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(25), BasGaze-Rchg/Hold(25), BasGaze-EndRdx/Rchg/Hold(27)
Level 26: Carrion Creepers -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(29), Posi-Dmg/Rng(29), Posi-Acc/Dmg/EndRdx(31), RechRdx-I(31)
Level 28: Seismic Smash -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(45), BasGaze-Rchg/Hold(45), BasGaze-EndRdx/Rchg/Hold(45), Mako-Dmg/Rchg(46), C'ngImp-Dmg/Rchg(46)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(31), LkGmblr-Def(34)
Level 32: Fly Trap -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33)
Level 35: Spore Burst -- FtnHyp-Plct%(A), FtnHyp-Sleep/Rchg(42), FtnHyp-Acc/Sleep/Rchg(43), FtnHyp-Acc/Rchg(43), FtnHyp-Sleep/EndRdx(43)
Level 38: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(39), Posi-Acc/Dmg/EndRdx(40), RechRdx-I(40)
Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), HO:Enzym(42), LkGmblr-Def(42)
Level 44: Personal Force Field -- LkGmblr-Rchg+(A), Krma-ResKB(46)
Level 47: Roots -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/EndRdx(48), Enf'dOp-EndRdx/Immob(48), Enf'dOp-Acc/Immob/Rchg(48)
Level 49: Summon Tarantula -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg/Rchg(50), ExRmnt-EndRdx/Dmg/Rchg(50), ExRmnt-Acc/Dmg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
Level 4: Ninja Run -
Quote:Not really. At that res, with everything but Ambient Occlusion cranked up to full, at 1920x1080, on a single 4601gb, I'd say you'd be closer to getting 30fps when you're running around zones. Like I said, you can put Anti-aliasing at 4x and it would be great. Way faster than 15-20. And in-mission, over 100fps.
With just the 1 460 at the 1900 resolution I guess it'd be about where I am now in Praetoria/Redside; 15-20 fps
SLI GTX460 768mb is much, much faster than a single 4601gb.
http://www.anandtech.com/show/3809/n...the-200-king/1
You can see this card and tons of other cards tested in both single and SLI configurations. That can help you choose.
Drivers are no problem. AFAIK, it's all 100% automatic. Just install you're drivers and it will detect SLI and do all the work for you. -
Fire/Dark will do more AoE damage and the debuffing is very good.
Sonic/Rad will be amazing against AVs and other hard targets. The debuffs are also amazing, and it's got a lot of utility packed in.
I'd say go sonic/rad just to be different. -
Quote:Gasoline :P
1) what goes well with Fire/
Ok, serious answer. Shield is a real killer. I have a Fire/Shield Scrapper that's pretty epic. /Elec could be fun, too. Infinite endurance and a damage aura. /Fire is the thematic pairing, and it is a good one. Extreme damage, but a little on the squishy side. -
As far as your question concerning the 460, 465, or 470, just get the 460. The 460 is actually faster than the 465, and while the 470 is marginally faster than the 460, it's not worth the extra money it costs, power it drinks, or heat it creates.
If CoH is all you play, and you intend to get a 1920x1080 monitor, a single 460 will do you perfectly fine. You may not be able to fully MAX out your graphic settings without slowing down (ambient occlusion is the killer) but, let me reiterate, that's mostly due to UM being poorly optimized. It will run great at high levels of AA, with all of the other UM and standard settings cranked up, but Ambient Occlusion will slow it down. That's really only in certain zones or when you're doing something like flying and your card is rendering the entire zone all at once or something. CoV zones tend to lag a lot more than CoH zones, but that's always been the case. Once you're in a mission and the UM graphics aren't doing anything (except I think character model reflections) you'll be pushing 150 FPS, easy. Even with 8 people and tons of power effects going off you'll be well above the 60fps mark.
I wouldn't call SLI "mainstream" but it's easy enough to get to work. As far as I understand it, all you do it plug them in and go. Drivers do the rest.
If all you intend to do is play CoH at those settings and resolutions, you can seriously cut down on your budget.
Edit: Curious about how Ambient Occlusion degrades performance, I ran around some and took note of my performance. Maybe this will help you decide. Just for reference, my computer specs:
Intel Core I5-750 operating at 3.4ghz
Nvidia GTX 460 1GB
4GB G.Skill 10666 DDR3 RAM
My settings:
1680x1050 resolution
8x Anti-Aliasing
16x Antisopteric Filtering
200% world/character
Max everything else
Max UM settings except for Ambient Occlusion
AO set to "performance" setting.
I found that setting AO to performance actually looked the best to my eyes. Anything higher than that and the world begins to look way too dark.
So I ran a mission first and then ran around outside Imperial City watching my framerate the whole time. I turned off vsync so it wouldn't limit my videocard to 60fps.
On mission map: 110-120FPS solid. Never saw it drop below 100.
Imperial City: 35-40+fps when you're in enclosed areas. 30-35 when you're out in the open and you're rendering more objects. Totally playable. Not bad for a sub $1000 computer. Zones like grandville and Cap will be a bit slower, but in the long run, is it worth it for you to spend $x hundred more dollars just to get a few more FPS out of a poorly optimized game?
Also worth pointing out is the higher resolution you are running, the less anti-aliasing you need to reduce the appearance of jaggies. At 1920x1080 you can actually get away with 4x AA and not tell the difference. It'll give you a good performance boost.