PhroX

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  1. I tend to do something like this:

    1-5 (maybe 6) - ST attacks, ST controls, AE attacks if there's room
    alt+1-4 - AE attacks, Build Up/Aim, some debuffs/AE controls
    Ctrl+1-7 - more debuffs/AE controls, taunts, heals, other clicky buffs (eg AM, MoG etc), toggles I turn on/off regularly and/or are disabled when stunned/held etc (eg damage auras)

    6 and 7 - Brawl and sometimes Blackwand/Nem Staff once I've taken them out of my normal atack cycle
    alt+5-8 - Occasional use things that I'm OK clicking on or have binds for but want on my hotbars for reference
    Ctrl+7 or 8 - Popmenu > Defensive toggles

    Numpad 0 - ST heal or ST buff
    Numpad . - ST buff
    Numpad 1-8 - target teammate 1-8

    Travel powers:
    8 - GvE Jump Pack
    9 - <travel power> (more for quick reference if it's on or not)
    10 - <CJ or Hover> (ditto)
    f - toggle between travel power and CJ/Hover
    shift+f - sprint (tend not to use much beyond the early game, but the bind is fixed into my defaults now)

    Ctrl+0 - Rest
    Ctrl+9 - Mystic Fortune
    Alt+0 - Secondary Mutation
    Alt+9 - Self Destruct
    I usually click these

    Quickbar 4 (6x2 in the top left corner of my screen):
    Teleports (Pocket D, Mission, Oro etc)
    Recall Friend, Summon Teammates etc
    Temp/Day Job travel powers
    Veteran pets
    Popmenu > CC emotes

    Mouse buttons 4 and 5 are for target cycling

    The only character I really have problem on is, yes, my dominator. Few toggles and lots of powers I want easy access to.

    There are also some variations, such as my DB/SR scrapper has 1 as BF, 2-4 as AV combo, alt+1-3 as Sweep combo.

    If I think about it, I might do a full screenshot of my UI setup when I get home...
  2. Quote:
    Originally Posted by Bill Z Bubba View Post
    /focus
    Scrapper focus or brute focus?
  3. Quote:
    Originally Posted by Blunt_Trauma View Post
    Few people (PUGS) seem to know how to minion pull, break line of sight, or even know how to look around corners without aggroing unecessarily and it all feeds back into the same reliance on Tank+He4lur thing and self perpetuates.
    I don't do those things either. Nothing to do with thinking I need tanks or healers. I don't do them cos they're boring and charging in madly is way more fun. And given how easy the majority of CoH's content is, I'd argue that those people who bother with things like pulling are the n00bs*


    *yes, there are odd times when it's useful. But the majority of the time, when someone says "lets pull", it seems to me to be because they come from other games where the thought of a team fighting 20+ mobs without dying is anathema, and are just wasting time.
  4. Personally, as I suggested in my build earlier, I put off Shadowfall. DN is far more useful overall than a weak stealth and some minor buffs. Not saying SF is bad, but there's far more important things.

    Regarding Hover, I probably find it so awkward cos I'm used to Hurdle+CJ. Which is pretty much the best unsupressable movement available to everyone.
  5. Quote:
    Originally Posted by seebs View Post
    I'd mostly been thinking that it might be worth putting a set into Tar Patch to get set bonuses, but that may not be a good use of slots.
    Not worth it. Slow sets don't have great bonuses, and are short on recharge. Save the slots.

    Quote:
    I'm really liking SPTrashcan's proposed build. Here's the big mystery to me... I am really liking the notion of getting Recall Friend, because with a stealth IO and Shadow Fall, I can basically go anywhere in most missions, and then summon people. (The relevant vet reward is a LONG way out.) I'm pretty sure I'd have to give up something to get it, though. So here's the question: How crucial is Hasten? How much shorter would recharges on Fearsome Stare and Tar Patch be if I had it?
    Personally, I say it's very much an optional power. Assuming 3 rech in TP and 2 in FS (a sensible amount), it'll knock off about 12 and 6 seconds respectively. Nice, but not essential. And of course, the more +rech set bonuses you add, the less the bonus from hasten becomes (+rech has diminishing returns due to the mechanics of it)

    Quote:
    I'm also getting semi-conflicting advice about Petrifying Gaze, because I think Darkity's guide to Dark/Dark sort of deprecates it, but I am not sure either way.
    My general feeling is that it's OK, but again, not essential on a D3. While taking out a troublesome minion or LT can be great, once you've dropped your other controls and debuffs on them, not much is troublesome. If you've got another hold somewhere it's nice for the easy stacking on bosses, but alone, it's not a priority power.

    Quote:
    I think the biggest surprises for me were putting HT and DN off so far, but on reflection, I guess that makes some sense -- the stun/rez is a pretty good power, but it's moderately situational, and rarely makes or breaks something, and the content where I'm most likely to care about it is mostly 25+ anyway, so I'd have it available. Similarly, DN matters a lot more on higher-level content, where you're more likely to see things that last long enough for it to matter.
    It's funny, but I almost feel the opposite on DN. At high levels, you steamroll most stuff so DN is only really worth using against AVs/GMs, while at low levels "normal" fights tend to last longer (as people don't have their full set of powers and they aren't slotted), so you've got time to get DN up and take full advantage of it. Hence why I say take it at least pre-level 10. Having it for, say, Posi, is brilliant.

    Quote:
    Also, a newbie question strikes: What specifically are the usual requirements of "slot it as an attack"? Once I've got Tactics, I'm assuming a single accuracy enhancement (or a couple something/accuracy) should be plenty, yes?
    Yeah, if you're using SOs/common IOs, then 1+tactics is fine unless you've got the difficulty turned right up. The only power I might go for more on is TG, simple cos you really really don't want it to miss.

    Generally though, once you get to, say, level 30, it's probably worth looking at least to frankenslot with set IOs, as the total enhancement values are better, in which case I tend to go for 40-50% Acc with Tactics.

    Quote:
    My casual reading hasn't turned up a reason for which a flight speed on Swift would do less than a flight speed elsewhere; is that because it actually modifies only the speed modification, rather than the underlying flight speed, or something? I could easily have missed such a distinction, and that would indeed explain it.
    Yeah, it only affects the speed modification. Swift has a lower speed increase, so the enhancement gives you less.

    Swift has +0.1
    Hover has +0.5 (with an unenhaceable -1.01 debuff - so it slows you down, but adding enhancements increases speed relatively quickly)
    Fly has +1.0

    Quote:
    One other comment; while Dark Consumption requires being in melee range, usually if I'm grouped I spend a fair amount of my time essentially in melee range, hovering over the tanker or close to it, because that lets me heal the group. This becomes less significant as the other defenses and debuffs start dominating, but I still find it awfully handy to be near the group in case people start taking damage. I'm not sure, though, whether DC's concept of "melee range" would extend to "hovering right over the tanker".
    If you're right over the tanker, then you'll hit the mobs in contact with him. Best though just to land in the middle of a bunch and fire it off. Indeed, while flight is great for travel, I'd tend to say that, even with hover, it's not great for in combat use.
  6. AR/TA/Mace corr. Oh god, the redraw
  7. Tar Patch really doesn't need "more complicated stuff". 3 recharges and you're good too go. The slow is pretty irrelevant with TT and FS to keep foes from moving, then end cost isn't too bad and there's nothing else to enhance.

    About the only thing I'd consider is that, if there is a End/Rech IO in one of the slow sets (can't check, wiki doesn't work when I'm in the office), then one of those at lvl 50, and 2 lvl 50 Recharge IOs would probably be slightly better than 3xrech due to ED, but it's no big deal either way.
  8. Quote:
    Originally Posted by seebs View Post
    The big surprise for me in this build is postponing Howling Twilight and Shadow Fall so long -- I'm used to thinking of those as important early powers. I guess Shadow Fall isn't crucial for lowbie missions and such, but I've gotten used to it. HT is pretty awesome, whether as an attack or as a rez. It does make sense, though, and I'd seen other people recommending avoiding black hole and petrifying gaze.
    SF is good, but at low levels, if I want to "stealth", I just run past stuff, and the def and res, while useful, aren't massive. Definitely a good power, but not one I'd postpone anything else for.

    Regarding HT, well, I've never found the rez side that useful - I'd prefer to stop people dieing in the first place, and if they do, well, that's what wakies are for - and while the debuff/control is great, it's on too long a recharge to be more than situational so, again, it's not something I'd postpone other powers for.

    Quote:
    I have been loving having the snipe available for farming stuff that's annoyingly hard while out street sweeping -- there are a ton of mobs that I can kill by sniping them twice and they can't even hit me. But it is, as they say, "situational".
    Yeah, snipes are a matter of taste, but even if you want it, I'd say there are other more important powers to get first.

    Quote:
    I've seen people recommend Dark Pit pretty strongly just because it stacks mez magnitude with Howling Twilight getting you enough mez to affect some bosses that would otherwise be unstunnable.
    It's nice in theory, in practice though HT's recharge is too long to make this combo anything other than a "panic button" (barring insane IOing), and taking two powers just for the odd "oh crap" moments ain't my style. Outside of the stacking, do you really need to stun minions when you can already fear and debuff them to hell? DP can be a good power, just not on a Dark/Dark.

    Quote:
    I think the Nightfall cone is narrower anyway, but it's something to think about. At the levels I've been at, +range was pretty minimal anyway.
    Yeah, it is narrower, but it's still nice not to have to run backwards and forwards
  9. Been watching SRW:OG: Divine Wars, and it's pretty much what I'd expected. Nearly every mecha chiche in the book, but done so awesomely it really doesn't matter
  10. Quote:
    Originally Posted by SPiNE View Post
    Yes, a Corruptor's version is just as good. Sure, the debuffs are a bit stronger on a Defender but lets look at the numbers. I wont list everything, just relevant data.

    DEFENDER:
    Radiation Infection: -31.3% def, -31.3% tohit
    Accelerated Metabolism: +25% dmg, +30% recharge
    Enervating Field: -30% res, -25% dmg
    Lingering Radiation: -500% regen, -75% recharge
    EM Pulse: -1000% regen

    CORRUPTOR:
    Radiation Infection: -25% def, -25% tohit
    Accelerated Metabolism: +20% dmg, +30% recharge
    Enervating Field: -22.5% res, -20% dmg
    Lingering Radiation: -500% regen, -75% recharge
    EM Pulse: -1000% regen

    Now, Corruptor has a higher base damage and have access to Scourge. Granted, Scourge isn't going to happen often until your target's HP goes below 50%, but it's still useful. From the numbers above, you can see that the Defender's version is pretty much 5% stronger than the Corruptor's version. However, Lingering Radiation and EM Pulse are the same for both Archetypes and -regen is what you want for taking down AV's anyhow.

    If anything, I would say that the Corruptor's version is a bit better. Being able to Scourge and deal 2x more damage is much better than being 5% ahead in the debuff department anyday.
    Don't forget that each sonic attack has -res, and that the defender's debuff numbers are higher there too. 5% each might not be much, but you can probably keep at least 3 debuffs on the enemy at once, which, combined with the other stronger debuffs, is better than scourge. That's not to say that the corr would be bad, just that the def is even better.

    Quote:
    Also, are you dead set on Sonic? If you do go Corruptor, I would say Fire is a better choice overall. The -15%res from each of sonic's attacks are nice but so is the raw damage from Fire. Fire also has a snipe which is actually pretty useful. It's got a long activation time but it pretty much does 2x the damage of Shout, the strongest power in Sonic.
    Frankly, the total damage of a power is irrelevant. What matters is the damage per activation time. And snipes don't hold up well. That's not to say fire doesn't have some great powers though. Blaze is probably the best ST attack in the game, and it's AoE capabilities are nearly unmatched for a blast set.

    Personally, I'd say that for pure AV/GM soloing, go for a Rad/Son defender. For a more general great all round character, go for a Fire/Rad corr.
  11. Personally, I'd put out something like this as a standard Dark build:

    1: Twilight Grasp
    1: <1st attack>
    2: <2nd attack>
    4: Darkest Night
    6: Tar Patch
    8: <travel prequisite>
    10: <stamina prequisite> or <1st AoE attack>
    12: Fearsome Stare
    14: <travel power>
    16: <stamina prequisite> or <1st AoE attack>
    18: Health
    20: Stamina
    22: Shadow Fall
    24: <3rd attack> or <2nd AoE attack>
    26: Howlight Twilight
    28-30: <free>
    32: Dark Servant
    35-49: <free>
    That gives you the main abilites from Dark miasma along with a good core of attacks. Black Hole should be avoided, and Pet. gaze is decent but by no means neccesary, so pick it if you want, and then add in whatever seconday and pool/epic powers you like into the free slots.

    For /Dark, that'd be Dark Blast at 1, Gloom at 2, TT at 16 and NF at 24. And frankly, that's /Dark done - the remaining powers aren't that great (Dark Pit and Life Drain are wasted on with Dark primary, while IMO Snipes and Defender nukes are a waste of a power).

    Regarding Nightfall, always aim at the back of the spwan, preferably from as far away as possible (start the power out of range, then run forward till it fires). Also, it's nice to put a +range enhancement into TT, that way both cones have a similar range.
  12. Quote:
    Originally Posted by Maxwell View Post
    Lets see you do an STF with that team makeup. And by the way - Most blasters HAVE buffs/debuffs on their build, and killing everything before it kills you stands for agro management. My statement stands true.
    I can't see any reason why, with a few temp powers and a pile of inspirations, you couldn't do an all-blaster STF. In fact, I'd be amazed if someone hasn't already done one.
  13. A healer you say? This could be interesting if some of the defender forum regulars find this thread
  14. Quote:
    Originally Posted by BrandX View Post
    I'd say for many players, just standing in place, and pointing the pistol, would be boring.

    Though with that said, I'm perfectly okay with BABs adding in an animation that has you stand their, lift both pistols and look as if you're taking your time to aim, and then firing. I just think it would get little use, because people who say stuff like "I'm doing nothing for that whole animation".
    Yeah, that would be silly. You can't really do a "simple" set of animations with the current animation times. Ah well...

    Quote:
    I love the animations. It's a blast set I dont feel like I'm just standing around repeating the same animation for many of the attacks. It looks like you're dodging alot of the times.
    I don't mind some movement, but the spinning around annoys me. I never got the obsession with Equilibrium. To me, the epitome of dual pistols is Chow Yun Fat in John Woo films (A Better Tomorrow etc). And while there is a lot of movement in those films, it's not so much "on the spot" in the way the current DP animations are. Unfortunately, there's not really any other way to have movement in game, leaping to the side guns blazing doesn't work with the way CoH does powers.

    Oh, and don't get me started on Bullet Rain aka Attack of the Killer Bees....
  15. Quote:
    Originally Posted by BrandX View Post
    I think the problem people have with Dual Pistols, is that it's an average set, and not top tier, and that it's a new set.
    My problem is that it look stupid. I want to shoot people, not dance...
  16. Quote:
    Originally Posted by Dechs Kaison View Post
    Scenario: Security Chief hunt during (Mo)STF.

    Best to leave the boss for last, as he will trigger an ambush at 50% health.
    On a non-Mo, that's the exact reason why you should kill him first IMO. Ambushes are way more fun if they arrive when you're already fighting
  17. Quote:
    Originally Posted by SPiNE View Post
    By the way, just to clear things up a bit, since I think some of you are misunderstanding me.

    I'm not talking about inviting a Brute when you're building a team. It's more like if you've got a team already and you're lacking a dps or you're lacking a tanker, who would you invite? Would you invite a Brute if you're looking for a dps? Would you invite a Brute if you're looking for a tank?
    My answer is still the same. You can do anything with anything, so I'd invite whoever was the first to respond to my requests, and I'd tell them to bring whatever they want to play as. I don't look for "DPS" or "tank".
  18. I tend to not really care about roles when I'm building a team. I just take whatever's available, so a Brute is as welcome as anything else. As for what I expect them to do? Jump into groups of enemies and kill them.
  19. Quote:
    Originally Posted by Desi_Nova View Post
    in a perfect scenario I like to put the +endurance proc and one other as well as 2 Generic End mods in Stamina and the same for WP/Regen's Quick Recovery.
    Might as well make one of the generics the PShifter EndMod. Gives you a small set bonus (movement speed perhaps?) Not great, but it's better than nothing
  20. Quote:
    Originally Posted by Jophiel View Post
    That said, you had Holy Trinities in Everquest in 1999
    Interestingly, at least back when I played (circa Kunark through to when WoW came out) the "holy trinity" in EQ wasn't Tank/Healer/DPS. It was Warrior/Cleric/Enchanter (crowd control). Those were the classes you "needed" (as the game evolved, it became less class specific, but the crowd control role was perceived as being far more necessary than some random damagers). The remaining three slots were filled with whatever DPS characters you could find.
  21. Quote:
    Originally Posted by spice_weasel View Post
    gurren lagan +3 (i'll likely get smacked for this one, but this thing just doesn't stop until it literally throws galaxies)
    /smack



    +3 isn't nearly enough.
  22. Quote:
    Originally Posted by Eiko-chan View Post
    I play villain side 95% of the time and I'll back up Leo's experience; "need healer" is something I don't see redside. Nor is "need tank".
    Indeed. Redside it's always "need kin"
  23. One thing I will say in the defense of "stalker haters", is that there are quite a few stalker players who are pretty useless on a team, which may well have tainted their views. The modus operandi of many stalkers is "scout out the entire map, then go stand by the final boss waiting for everyone else to get there". Then there's the better, but still pretty poor ones who'll get involved in every fight, but only by ASing a boss, before stealthing onto the next group of foes and waiting there.

    A good stalker will AS the most dangerous target, then stay around and help kill the rest of the group.

    And yeah, there are bad players from every class but stalkers seem to be prone to non-teamplayers. Or maybe they're just really visible (hah...) due to the fact that the entire map's been revealed while you're still on the second group of enemies....
  24. Quote:
    Originally Posted by Remote_Control View Post
    Of course anyone can get a pick up group, the OP seemed focused on TFs. Burst damage is great for knocking out bosses while everyone else cuts down LTs and minions, but when your're taking on AVs and heroes burst damage has no place in the group.

    Are stalkers useless on TFs, no, but the group is better served by nearly any other archetype or powerset.
    Actually, on a team, Stalkers have excellent sustained single target DPS thanks to their crit rate (~30% with 7 teammates IIRC), which makes them great against AVs/Heroes. Their weakness - barring Electric Melee and Spines - is their AoE damage.
  25. Quote:
    Originally Posted by Aggelakis View Post
    I would LIKE it to be completely open, but I accept that that's not the way it will be.
    Pretty much my thoughts. I can live with it being restricted, but I'd prefer it to be completely open.