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Posts
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Joined
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Ray is pushing 41 and I've started messing around with possible 'final' builds- here's a thread with my very rough preliminary draft.
Got up early this AM and ran him through a couple of tip missions.
I've pushed his difficulty to +2/x0 which he can handle without too much trouble- I do need to pay attention (adds are a problem), but I get the feeling I can bump it higher without inviting disaster. He absolutely melts single targets, as long as I keep the spawn sizes down he should be fine. So, the exact opposite of my other favorite characters, who thrive on huge low-ish level spawns.
Everyone was still sleeping, so I switched over to my fire tank for a little MA farming- I'm thinking of messing around with his build next, so a little bankroll building seemed to be in order. His slotting is a mess, a total patchwork thrown together while I was leveling him, but capped fire resistance and a pretty decent selection of AoEs + Burn makes him a solid performer on fire farm maps.
Did a couple of ticket capped runs, hopped out and filled up my inventory with bronze rolls from my perferred level range, 35-39. Deleted the junk, spent a bit collecting salvage for the rest & logged off when my son wandered out of the bedroom. Will log in tonight for the crafting and listing- lots of 5-20m IOs- I'm interested to see how many I'll have to sell to match the profit from converting one purple.
Hoping to pick up a TF tonight, Ray is starting to run a little low on merits & I need them to keep a healthy supply of Converters. -
Hahaha, most excellent!
Welcome to all the clubs! -
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Quote:Gene Wolfe is more literary than many genre enthusiasts appreciate, but even philistines generally laud his Book of the New Sun trilogy.Yeah that and the author seems unduly enfatuated with that one author I've never in my life heard of but is apparently the "writers writer"... >_> yeah, okay guys.
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I think the club hair is dorky....which makes is perfect for a bunch of knuckleheads like the Skulls.
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Okay, with Cathode Ray pushing 41 I figured it was time to start fussing with his build. I'm eyeing ranged defense & global recharge, and here's what I cobbled together this morning. I'm sure its abominable, which is why I'm here looking for input- this is a very rough draft that probably needs a lot of help.
So help meeeeee! =D
Hero Plan by Mids' Hero Designer 1.96
http://www.cohplanner.com/
Click this DataLink to open the build!
Cathode Ray: Level 50 Technology Corruptor
Primary Power Set: Beam Rifle
Secondary Power Set: Radiation Emission
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Single Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(19), Thundr-Dmg/EndRdx/Rchg(27)
Level 1: Radiant Aura -- Panac-Heal/Rchg(A), Panac-Heal/+End(15)
Level 2: Charged Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(17), Thundr-Dmg/EndRdx/Rchg(25)
Level 4: Cutting Beam -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(5), Ragnrk-Acc/Dmg/Rchg(37), Ragnrk-Acc/Rchg(37), Ragnrk-Knock%(39)
Level 6: Disintegrate -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(17), Thundr-Dmg/EndRdx/Rchg(31)
Level 8: Radiation Infection -- DampS-ToHitDeb(A), DampS-ToHitDeb/Rchg(21), DampS-ToHitDeb/Rchg/EndRdx(21), DampS-ToHitDeb/EndRdx(42), DampS-Rchg/EndRdx(43)
Level 10: Accelerate Metabolism -- RechRdx-I(A), RechRdx-I(11)
Level 12: Lancer Shot -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(13), Stpfy-Acc/Stun/Rchg(19), Stpfy-KB%(23), Stpfy-Stun/Rng(33)
Level 14: Aim -- RechRdx-I(A)
Level 16: Combat Jumping -- Ksmt-ToHit+(A), LkGmblr-Rchg+(33)
Level 18: Enervating Field -- EndRdx-I(A)
Level 20: Lingering Radiation -- P'ngTtl-Acc/Slow(A), P'ngTtl-Dmg/Slow(34), P'ngTtl-Acc/EndRdx(36), P'ngTtl-Rng/Slow(36), P'ngTtl-EndRdx/Rchg/Slow(36), P'ngTtl--Rchg%(37)
Level 22: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(23), RedFtn-EndRdx/Rchg(43), RedFtn-Def(43), RedFtn-EndRdx(45), RedFtn-Def/EndRdx/Rchg(45)
Level 24: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(25), GSFC-ToHit/EndRdx(31), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(33), GSFC-Build%(34)
Level 26: Piercing Beam -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(40), Posi-Dmg/Rng(40), Posi-Acc/Dmg/EndRdx(40)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(34)
Level 30: Mutation -- RechRdx-I(A)
Level 32: Overcharge -- MotCorruptor-Acc/Dmg(A), MotCorruptor-Dmg/Rchg(39), MotCorruptor-Acc/Dmg/Rchg(42), MotCorruptor-Dmg/EndRdx/Rchg(42), MotCorruptor-Acc/Dmg/EndRdx/Rchg(48), MotCorruptor-Rchg/Dmg%(50)
Level 35: Conserve Power -- RechRdx-I(A)
Level 38: Power Build Up -- RechRdx-I(A)
Level 41: Force of Nature -- S'fstPrt-ResDam/Def+(A)
Level 44: Temp Invulnerability -- GA-ResDam(A), GA-Res/Rech/End(45), GA-End/Res(46), GA-RechEnd(46), GA-RechRes(46), GA-3defTpProc(48)
Level 47: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(48)
Level 49: EM Pulse -- Empty(A), Empty(50), Empty(50)
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(29)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(27), EndMod-I(29)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Scourge
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Quote:Ow, that's gonna leave a mark.Originally Posted by Zombie Manfixt
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Quote:next time you're working on a costume, try putting together some of the old pieces with some of the new higher resolution ones.I like the new look.
My question is why don't they keep the old and new? It gives more variety (kinda).
I wondered the same thing for the CoT. The old and new would have given us much more variety. The classic old look robes could have been the lower ranks and so on.
You can occasionally get away with it, but it usually looks pretty crummy. -
Quote:It's useless because I'm not going to install the beta client just to check out your claim of awfulness. And why did you post this in the general forum when there's a beta forum specifically for beta feedback, full of people who have the beta client installed?So a thread asking people to go on to Beta and look for themselves is useless because I hadn't posted pictures yet? Great feedback, champ. Thanks for the useful and valid opinion.
Anyway, they look good.
Certainly an improvement over the prehistoric versions we have now. -
this thread is useless without pics.
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because they're an efficient way to earn rewards, and a lot of players like efficiency.
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Quote:You're vastly overstating the tactical brilliance required to spend 5 minutes setting up a minefield and throwing out a patch of caltrops before you pull a spawn. It isn't any deeper and more meaningful than rolling in guns blazing, it just takes a lot longer.I've seen this sort of thread come up every so often, and it generally comes down to gamers who need action and 'run and gun' in all their games being unable to understand a part of that game that isn't set up for their playstyle.
Devices is the 'Unconventional Tactics' Secondary of the Blaster archtype, and indeed of the entire Hero side. It is set up for those players who prefer the more indirect method of dealing with opponents, and more options in their tactics than those afforded by brute assault play. Admittedly, this doesn't work well on teams that only are interested in assault gaming, but there are those of us who think beyond that box.
Also, back when I made my ar/dev he was a terrific "run and gun" character, which is what I liked most about him. All attacks six slotted for damage, no movement suppression, super speed + cloak making him effectively invisible- I would zip through missions demolishing everything in my path, only needing to pull out Trip Mines every once in a while for a particularly difficult spawn.
Trip mines work very well- I can see why people like them.
Just not well enough for me to accept the limitations they impose on playstyle.
I'm excited for the changes to Time Bomb, it's flat out one of the three or four worst powers in the game. -
still working on my build, but I'm a huge fan of my beam rifle/radiation corrupter.
although rad is great with just about anything....still, it is a thing of beauty when Enervating Field, Disintegration and Scourge all work together. -
Quote:Hahaha, I'd almost forgotten the "good" old days when Hurricane would put them "out of range" of melee attacks.I remember Tsoo Sorcerors being the absolute bane of my tanker.
Unyielding was unyielding stance - which meant you couldn't move to follow them when they ported. You couldn't turn off unyielding stance, because that meant you would be held. Even if you managed to get close enough to hit them, that wouldn't last, because their Hurricane could debuff the range of melee attacks. To zero.
Good times. -
Quote:Judging from the massive amount of new and improved content added since the shift I'd have to agree with them.According to the devs and community reps, incredibly successful.
As for myself, thanks to an anonymous benefactor I have yet to spend anything on sub fees but have spent 60-ish bucks on points, most of that before I returned to the ranks of the VIP. -
'wasted' most of 2xp on Cathode Ray, my beam rifle/rad corrupter who I got to 40 in spite of making a solemn pre-weekend vow to concentrate on other somewhat less able members of my stable.
I did get one odd combo up to level 18- Mr. Ikebana, my plant/ff controller.
The costume idea came to me in a vision, it had to be plant, obviously, and I'd just run a Sutter TF with a FF controller that was a fun walkover thanks in large part to our bubbles. It seemed like it'd be a tedious combo to level so I ran a couple of 2xp DFBs and got him to 18. -
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Quote:Yessir.Meh. How hard is it to learn how to buy a handful of Super Packs and sell the ATO's you get. When I get 5 super packs from spending a Paragon Reward I usually get 300-500 million.
I didn't keep a strict account, but I made several billion selling off the ATOs from the 25 pack bundle I picked up to complete the costume set.
Making inf is so much easier than before I left I don't even remember the last time I heard anyone complain about it.
Still, it's always a pleasure to give returning players a helping hoof. =D -
again, I'm going only by what's been said here.
you said:
Quote:Which seems to agree that yes, it is better if you 'proc it out'.So only better if you want to proc it out.
A power that can be made more powerful than another through IOs is just better. -
Quote:Well, it'd motivate me to dust off my Zombie mastermind Prince of Pieces to persecute the filthy non-believers who've been 'left behind' so to speak...so I vote yes!The December 21th is a good opportunity for an apocalyptic event. I suggest the Rapture theme, where true Christians take off to the sky, while the rest are left behind facing Tribulation.
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Quote:As a set I much prefer /traps to /poison.To each his own. I would rather throw that play money at a traps toon.
I'm not addressing the larger comparison between sets, just making the point that if IO slotting flexibility improves poison's Trap beyond what you can do with the same power in Traps, that makes it a better power. -
didn't know Wolverton was around back then...huh.
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and continuing synchronicity, I picked a random SNL off Netflix last night and its digital short was the Michael Bolton skit featured in your sig. =D
Okay, ran another TF, which raised some interesting questions for me.
It was a Yin, on Psicops my psi/psi blaster.
I got into it the way I usually do these days- checking the market with my LFG tab open. I like Psi, he made it to 25 before my hiatus and I'd be playing him more now if I wasn't lying low waiting for the I24 blaster improvements. As a result of the long layoff I don't really remember how to play him, and his weird mix of long and short range attacks is constantly throwing me off. Drain Psyche is great, but I haven't gotten it slotted out yet.
But, it was a short TF, I didn't feel like switching chars, and so I signed up.
It ended up being one of those teams who has that one mouthy, aggrivating player who always has a better idea and isn't shy about telling everyone else how bad their plan is. Everyone else was cool, so I figured I'd ride it out. Team composition was weird- all scrappers, brutes & stalkers with one corrupter and my blaster.
First mission, wall to wall purples and reds.
In keeping with my new vow to never do a PUG tf on anything but base difficulty I make note of the fact and suggest we back out and dial it down. Mouthy guy insists we'll be fine, and rather than just quitting outright I decide to hang around for the first mish so I can at least get some xp for my trouble.
Things go predictably, that is we struggle through a couple of spawns with a handful of deaths. No debuffs, no healing, no appreciable buffs. I felt pretty useless, plinking away at reds and purples with my so-so slotted attacks.
So about the third spawn Super Mouth figured out that we should re-set. He's going to get his level 50 emp, he says, and then everything will be fine. The stalker also logged to go get a controller. We reconvened at Yin, reformed, and started over.
And things went well. As much grief as the "we need an emp!" crowd (somewhat deservedly) gets, it was a huge improvement on this particular team. A little control, backup heals, not crazy difficulty and suddenly our melee-crazy crew was cruising along.
Super Mouth may have been irritating, but he did know how to play an emp- he made a much better healer than he did a brute. And given the Freak-heavy makeup of the TF you've *never* seen a team respond to the command "Gather for RA!" like this one. =P
So, after the reset it went about like Yins go- fun, pretty quick, good xp.
But I had the lingering feeling my blaster simply didn't bring much to the team. Damage, sure, but not enough to balance out the babysitting he needed- the melee guys were doing as much or more while mostly taking care of their own survival, whereas if I did *too much* damage I was suddenly in a world of trouble and it took all the resources of our emp to keep me from faceplanting.
Maybe this is just because over the years I've mostly soloed anyone who *could* solo, reserving teaming for 'support' ATs. My 50 fire/ice blaster for example hasn't ever to my recollection been on a team. My ar/dev has been around long enough that he did a lot of teaming back with my original group of CoH friends, but from roughly level 29-50 it was solo all the way.
And solo I like my blasters fine- you're playing against the game, if you mess up it's nobody's problem but your own. On a team though, I like to be useful and helpful, and I didn't feel like either on this run.
To comtrast, Ray is very useful and helpful- he may do mostly single target damage, but he does a LOT of it, and all his rad debuffs make life easier for everyone else. My tank Crafticus isn't much for offense, but he keeps the attention of enemies so everyone else can go to town without having to worry. The utility of my various dominators, controllers & occasional defender speaks for itself. And my melee guys are fairly survivable and self sufficient- when I team them they're able to do their damage without needing much babysitting.
I have another blaster around the same level as Psi, my fire/fire crazy 88'er Burn Rate. She sort of has to team, having absolutely *zero* survival skills, but being so ridiculously offensively oriented I feel like she's worth the bother everyone else has to take keeping her alive. As her /search comment says, "pure AoE damage machine".
Psi, I felt like and oldschool stalker- just taking up a space while everyone else did the work.
Maybe he'll improve with a few levels and more slotting under his belt, we'll see.