Neogumbercules

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  1. Might I suggest something like a Cold/ defender? You'll be pushing your duo survivability through the roof with all of that extra defense and putting the hurt on AVs with all that -regen.
  2. The 60% chance to damage really annoys me. I understand it's unique and thematic and different, but that doesn't translate into "good." As I understand it, the power is supposed to be wild and potentially inaccurate. Why not just give it like 50% to-hit, balance the damage and recharge around that, and then make it "thematic" in the sense that as your character becomes more skilled with the power, he gets more accurate (slotting). This solves two issues.

    A. The mechanics don't rely on a hard-coded gimmick
    B. You get incentive to build and slot a certain way to improve your abilities.

    It's so bad, they then had to go out of the way to make it worthwhile by adding a defense buff to it just to prevent it from being an automatic death sentence while you're twirling around in the air shooting butterflies and giving the bad guys a hair cut and a close trim with bullets that only have a 60% chance of actually doing anything.

    I guess I don't like it for the reason I don't like powers like Strength of Will and One With the Shield. The whole game is built on the ability for players to modify and customize their powers. That idea is burned into my brain after years of playing. Having powers where common aspects you're used to modifying are hard-coded and unenhanceable just doesn't jive well, despite the fact that they are "balanced" around it.

    Quick question about HoB, though. Does it have a to-hit check at all, or is it "auto-hit" in the sense that it can't miss, and relies on the 60% chance to damage? If it does have a hit check... that's even more lame.
  3. I'd **** my pants with joy if they would just take the "RUN AWAY!!!!!!" out of Acid Mortar.
  4. I'm gonna second the /elec suggestion. Damage aura, unlimited endurance, +recharge auto power.
  5. Consume and whatever the end drain in DM is called should be enough to sustain you, so energy mastery isn't really worth it. Melt Armor is a waste of time, but Fireball... now that's something good. But the problem here is you can get Dark Obliteration or Lightning Ball in 2 power picks, where as Fireball requires 3 power picks.

    LB does more damage than DO, but it works as a DoT, however you can take the Immob from Mu to add to your AoE damage some. Still gonna be all DoT, but that shouldn't be a problem.
  6. Quote:
    Originally Posted by GuyPerfect View Post
    Freindly reminder: This relies on an exploit that Castle will be fixing as soon as he stops shrugging off feasible suggestions from the lowly scum of the general populace that aren't himself, so if you put in the investment to make a build rely on this Enhancement for boosting -Regen, it may be all for naught.
    Going by the track record of known, potentially balance breaking, bugs I'd say people have another two good years worth of doing this before it's fixed.
  7. No one in this thread (that I saw or remember) mentioned Stalker's at all. Therefore, you must make a Stalker.
  8. Looks good. Personally I would never drop Speed Boost, but I team a lot. But it's all about building to your personal preferences. That build should keep you very alive and well. Now all you gotta do is come up with 4 billion influence to pay for it all!
  9. That could be a good choice but you'd have to steal slots from somewhere else to get all six slots into Tactics. You could steal a slot from each siphon and one from FS. That could get you six in Tactics for a Guassian's.
  10. Neogumbercules

    RoF.... bugged?

    Just checked. Seems to be working as usual on my Fire/Kin corr. I use it, enemies unload their alpha on me, then try to escape.
  11. I'd go with fire. The faster you can kill stuff, the better off you'd be. For defense you should be focusing on... everything. You need melee to survive the FS attempt, and you need AoE and Ranged to survive when you jump back to fire off your cones.

    Kin is not an easy set to get yourself to high levels of damage mitigation. It's basically a kill or be killed playstyle. Based on your questions, I would actually suggest you go with Fire as a primary since you'll be killing things A LOT faster. As far as survivability, Scorpion Shield, and lots of IOs. Manuevers, CJ. Anything that gives you defense. All you really need to survive is the alpha strike. Once you jump in and get your FS off, you can start your AoE death chain.

    Another option would be to take the AoE sleep from the defender APP, but that would cost you Scorpion Shield. Up to you.

    Now let me make an alternate suggestion. The only reason anyone would choose corr over defender would be either to take a corr exclusive primary, like fire, or to have more damage in your primary. Well I noticed you're also considering dual pistols, which defenders do have access to. Damage is not an issue with Kin, as you'll be running around at the damage cap anyway. At that point, the difference between defender and corr is pretty meaningless.

    On top of that, defenders get key Kin/ powers sooner, and have much better numbers on their pool powers, as well as better buff, debuff, heals, etc. I'm sure you're aware of this. Now since we don't have to choose between the Rogue Isles and Paragon, I suggest that you try a defender.

    I put together a cost-no-object build for a kin/dp defender. It's pretty expensive, but it may give you some ideas on how to build your own character. It's soft-capped to S/L/E and has 37% ranged defense. 70-something% recharge with no hasten or siphon speed present and I think 56% extra accuracy.

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Defender
    Primary Power Set: Kinetics
    Secondary Power Set: Dual Pistols
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Transfusion -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(3), Numna-Heal/Rchg(3), Numna-Heal/EndRdx/Rchg(5), Numna-Heal(5), Numna-Regen/Rcvry+(7)
    Level 1: Pistols -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(11)
    Level 2: Dual Wield -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg(13), Thundr-Dmg/EndRdx(13), Thundr-Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(15), Thundr-Acc/Dmg/Rchg(17)
    Level 4: Empty Clips -- Posi-Acc/Dmg(A), Posi-Dam%(27), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(33)
    Level 6: Siphon Speed -- Acc-I(A), RechRdx-I(46), RechRdx-I(46)
    Level 8: Hurdle -- Jump-I(A)
    Level 10: Swap Ammo
    Level 12: Speed Boost -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(34), Zephyr-ResKB(34)
    Level 14: Health -- Mrcl-Rcvry+(A)
    Level 16: Bullet Rain -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(17), Posi-Dam%(19), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(25)
    Level 18: Inertial Reduction -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(33), Zephyr-ResKB(34)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc/Rchg(21), P'Shift-Acc/Rchg(23), P'Shift-EndMod/Acc(23), P'Shift-End%(25)
    Level 22: Siphon Power -- Acc-I(A), RechRdx-I(48), RechRdx-I(50)
    Level 24: Boxing -- Empty(A)
    Level 26: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(37), Efficacy-EndMod/Acc/Rchg(37), Efficacy-Acc/Rchg(40), Efficacy-EndMod/Acc(42), Efficacy-EndMod/EndRdx(43)
    Level 28: Executioner's Shot -- Apoc-Dmg(A), Apoc-Dmg/Rchg(29), Apoc-Acc/Dmg/Rchg(29), Apoc-Acc/Rchg(31), Apoc-Dmg/EndRdx(31)
    Level 30: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(31), GA-3defTpProc(46)
    Level 32: Fulcrum Shift -- Acc-I(A), Acc-I(43), RechRdx-I(43), RechRdx-I(45)
    Level 35: Piercing Rounds -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(36), Ragnrk-Acc/Dmg/Rchg(36), Ragnrk-Acc/Rchg(36), Ragnrk-Dmg/EndRdx(37)
    Level 38: Hail of Bullets -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
    Level 41: Scorpion Shield -- HO:Cyto(A), LkGmblr-Def(42), LkGmblr-Rchg+(42)
    Level 44: Combat Jumping -- HO:Cyto(A), LkGmblr-Def(45), LkGmblr-Rchg+(45)
    Level 47: Weave -- HO:Cyto(A), LkGmblr-Def(48), LkGmblr-Rchg+(48)
    Level 49: Maneuvers -- HO:Cyto(A), LkGmblr-Def(50), LkGmblr-Rchg+(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    Level 4: Ninja Run



    Corrs will be doing considerably more damage against certain hard targets at max level due to scourge, so that's something to consider if you plan on trying to solo AVs or something.
  12. My advice for farming /fires is to go for recharge and hp. HP makes you last longer, recharge makes you kill and heal faster. If you're solo'ing x8 missions you're going to be getting inspirations dropped on you like rain. If you're constantly spamming them like I do, you'll be well over the defense soft-cap for the duration of your mission.

    With no defense debuff protection, lets say you spend several hundred million inf, and waste power and slot picks on stuff to get you to, lets say, 30% defense positional. As soon as you jump into practically any mob with defense debuffs (and there's a lot of them) your entire build will basically be stripped from you.

    With /fire, the best defense is a good offense!
  13. Thugs do indeed have leadership, and they do indeed stack. You can get lots of extra defense and damage from having 2 thug users, but don't let that dictate your choices. My opinion is "fun first!"

    Traps is not a gimp set, built and played correctly it can be very powerful but the corr and defender versions are much better.

    I second someone's opinion for a therm/dark combo. Dark for control and debuffing, therm for shields, heals and extra debuffs. Either way, two masterminds are gonna be steamrolling, so whatever you choose will be super fun.

    Welcome to the game!
  14. Neogumbercules

    Is it confirmed?

    So does this count for the oldest necro ever? America entered and finished World War II in less time than it took CoH to implement side-switching! Not that I'm trying to drag down the devs or the game at all, just an interesting thing to see.
  15. Oddly enough I just got done putting together my own cost-no-object build for a kin/dp defender when I happened across this thread. I was gonna post a new thread with it in there, but this seems like a decent place to put it.

    soft-capped+ to S/L/E, 37% to ranged

    72.5% recharge with no hasten

    56% +acc

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Defender
    Primary Power Set: Kinetics
    Secondary Power Set: Dual Pistols
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Transfusion -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(3), Numna-Heal/Rchg(3), Numna-Heal/EndRdx/Rchg(5), Numna-Heal(5), Numna-Regen/Rcvry+(7)
    Level 1: Pistols -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(11)
    Level 2: Dual Wield -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg(13), Thundr-Dmg/EndRdx(13), Thundr-Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(15), Thundr-Acc/Dmg/Rchg(17)
    Level 4: Empty Clips -- Posi-Acc/Dmg(A), Posi-Dam%(27), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(33)
    Level 6: Siphon Speed -- Acc-I(A), RechRdx-I(46), RechRdx-I(46)
    Level 8: Hurdle -- Jump-I(A)
    Level 10: Swap Ammo
    Level 12: Speed Boost -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(34), Zephyr-ResKB(34)
    Level 14: Health -- Mrcl-Rcvry+(A)
    Level 16: Bullet Rain -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(17), Posi-Dam%(19), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(25)
    Level 18: Inertial Reduction -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(33), Zephyr-ResKB(34)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc/Rchg(21), P'Shift-Acc/Rchg(23), P'Shift-EndMod/Acc(23), P'Shift-End%(25)
    Level 22: Siphon Power -- Acc-I(A), RechRdx-I(48), RechRdx-I(50)
    Level 24: Boxing -- Empty(A)
    Level 26: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(37), Efficacy-EndMod/Acc/Rchg(37), Efficacy-Acc/Rchg(40), Efficacy-EndMod/Acc(42), Efficacy-EndMod/EndRdx(43)
    Level 28: Executioner's Shot -- Apoc-Dmg(A), Apoc-Dmg/Rchg(29), Apoc-Acc/Dmg/Rchg(29), Apoc-Acc/Rchg(31), Apoc-Dmg/EndRdx(31)
    Level 30: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(31), GA-3defTpProc(46)
    Level 32: Fulcrum Shift -- Acc-I(A), Acc-I(43), RechRdx-I(43), RechRdx-I(45)
    Level 35: Piercing Rounds -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(36), Ragnrk-Acc/Dmg/Rchg(36), Ragnrk-Acc/Rchg(36), Ragnrk-Dmg/EndRdx(37)
    Level 38: Hail of Bullets -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
    Level 41: Scorpion Shield -- HO:Cyto(A), LkGmblr-Def(42), LkGmblr-Rchg+(42)
    Level 44: Combat Jumping -- HO:Cyto(A), LkGmblr-Def(45), LkGmblr-Rchg+(45)
    Level 47: Weave -- HO:Cyto(A), LkGmblr-Def(48), LkGmblr-Rchg+(48)
    Level 49: Maneuvers -- HO:Cyto(A), LkGmblr-Def(50), LkGmblr-Rchg+(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    Level 4: Ninja Run
  16. Corr with secondaries such as /Dark, /Storm, /Rad, /traps are all very good solo'ers and of course all of the Corr primaries are ranged.

    Fire/Dark solo's incredibly well.
  17. The problem with going nuts on a build pre-50 is the general lack of IOs in the mid levels on the market. I'm sure it's possible, but you're gonna want a build that hits it's stride early on and doesn't need a lot of IOs to be made as amazing as you want it to be. I'm gonna second the Claws/WP brute suggestion. Good AoE right from the get-go and great staying power. QR and RttC on top of Health and Stamina will make you a real energizer battery.
  18. I was recently in the same situation. Went with Kin/DP Def. You get better numbers from your pool powers (leadership especially. Will help if you want a +defense build), you get your kin powers earlier. You don't have to choose between stamina and speed boost at level 20. You get transference and fulcrum earlier. At the end of the day, when boosted by Fulcrum, your damage is gonna be largely the same (before Scourge). Hail is fairly underwhelming so there's no rush to get that as early as possible, and it will be nice to already have Fulcrum once you do get it.
  19. Neogumbercules

    Ninja Run??

    Travel power toggles have never stacked with themselves. CJ/Jump Hover/Fly have always been exclusive. They do stack with powers from the fitness pool or powers that boost movement speed like Lightning Reflexes and Quickness. Just the way it's always been.
  20. It's great. It's so great that... it just totally blows Paragon and the Rogue Isles out of the water. It's better in pretty much every conceivable way. They might as well just stop making expansions for CoH and make Going Rogue it's own thing, like City of Heroes 2 or something, and just focus on expanding that. It's that good. It's good enough to be it's own sequel and just cut the old content out of existence.

    Ok, exuberance aside, how is anyone going to feel good about going back now? As I was joking around in my global channel of choice, Issue 19 might as well be an issue that explains how Primal Earth gets nuked out of existence. Player characters are preserved story wise by having escaped the holocaust through Portals into Preatoria Earth and all old content can be accessed by some kind of Ouroborus system. A new zone can be built in Preatoria Earth away from Cole's city, maybe on the other side of the planet or something, that is claimed by Primal Earth survivors where they fight to survive against the DE that have ravaged the planet, and try to stay out of conflict with the Preatorians.

    Anyway, Preatoria is awesome, and makes the old content look that much more outdated and... bad. Relatively speaking.
  21. Quote:
    Originally Posted by Candlestick View Post
    Go Claws with it. Seriously, you will never stop. Like buzzsaw of death.
    So tempting!
  22. The brute that never stops.

    QR
    Fast Healing
    Physical Perfection
    Superior Conditioning
    Health
    Stamina

    4 perf.shift procs
    Miracle and Numina unique

    All powers listed above slotted for maxium regen/recovery in enhancement value + set bonuses. Then throwing a bunch of +hp, +regen and +rec bonuses elsewhere as well as getting all of the passive accolades. After that, go for massive recharge.

    The question is... it sounds more fun on paper then it would be to play. Oh and it sounds like it would cost 5 billion influence...
  23. Oh ok. Thought heals worked off max HP not base HP. Now I know!
  24. Quote:
    Originally Posted by Castle View Post
    The extremes I was talking about are at/near the damage, recharge, defense and resistance caps. In short, I was talking about teams with multiple force multiplying ATs.

    IO's can't really do that by themselves.
    Thanks for not changing the recharge (and thanks for the testers who helped keeping that from happening). That would have completely changed the feel of my Scrapper. To the complainers out there, why bother crying about a power that has simply been made "as good as" Lightning Rod. SC is still a frickin' awesome power!
  25. Healing Flames heals you for a % based on your max HP. The more HP you have, the higher your max HP, the greater the heal. Unless I'm not understanding how HF works or something.