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Posts
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I find it extremely frustrating that you cant add and remove IO's without respeccing.
A respec is designed to allow you to re-choose powers and slots which is fine and suited to it's purpose it's also the only way to release IO's without having to drag them into the bin or lose them by putting another IO into the same slot.
Given the cost of IO's this is not a workable solution, so my suggestion is allow IO's to be added and removed at will. -
Thanks guys, that's exactly what I was after.
Lowered my rep last night and then arrested Neuron - after beating him to a pulp of course! -
Hi all,
I know that whether an AV or EB spawns is dependant on mission level and number of team members but has anyone got some specific info?
I've just started soloing the Praetorian arc and want to spawn EBs but at the highest mission level possible. I usually run Uny or Invinc so what do I need to turn it down to?
I'm sure I've seen a doc somewhere with scaling mission level and team members but cant seem to find it now. -
When trying to find a team like most people I look for people in my level range and ask if there's any room on the team. Quite often I get the response "Sorry on TF".
My suggestion is add an additional player status of TF so that you don't bother asking these players for an invite. -
Hi Cynic,
Thanks for the reply.
I haven't done the maths on it; I recently read on the US forums that you could hit the cap with the addition of Weave. Maneuvers and the unique +3 def, is that not the case? -
Hi All,
I'm currently levelling a couple of SR scrappers and I'm really stuck on what IO sets to go for. Usually I know exactly what the set needs for increased performance but this time I'm really not sure.
On the basis that defence can be capped outside of IO's theres no point going for +def
Rechage is always handy for a primary (attacks) but not a major requirement for SR - I'll probably skip Elude - cant see the point unless some one can tell me otherwise
+Damage and End Recovey I uslually count as secondary effects to sets.
That really leaves Regen which is currently favourite in my mind and should be good on a secondary without a self heal.
What levels of regen can I get and is it worth going for?
Thoughts please. -
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besides all the stuff about claws il go back to my original question which was are there anymore powers that i could take that would give me more resist damage/defence?
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Maneuvers from the leadership pool gives a small amount of +Def to you and all around you.
It's bit of an End hog and not something that I would recommend for a Scrapper - but you did ask. -
I'd take Haste, helps with Healing Flames. That will increase your survivability.
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Need to remember the towers with my US Grav/Sonic when she reaches that level - she has 2 cage powers so thats 2 towers out of action
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Dimension Shift has much lower mag than Sonic Cage, so I doubt it would work with the towers (or with Flier/AVs).
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Dimension Shift has got a lower mag (3) than Sonic Cage but DS is differant to most powers; by slotting Intangibilty you dont increase the duration (fixed for 30 seconds) you increase the magnitude.
If you dont slot any intang you can phase all but the Bosses - splitting the spawn; one intang will phase all including bosses.
So depends on the mag required for the towers. -
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The point is that compared to other sets Rad is percieved as the best by most people. Adding additional damage/debuffs etc would increase the imbalance against other sets which would then need to be rebalanced as well.
As stated Cntrollers are supposed to be support ATs; Rad, Storm, Kin etc allow them to do far more already. The devs wont change a power to allow them to consistantly out damage Damage ATs - it's what they are trying to avoid not promote.
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Explain that again this time comparing Sonic Repulsion with Radiation Admission and Kinetics with Thermal
-CK
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I was going to do a comparison of all the powers in each set but that would take ages and doesn't always tell the full story.
So as a comparison in game play:
An Ill/Rad has soloed Lusca (albeit with people bringing him insps) an Ill/Sonic hasn't and can't.
Ill/Rads and Fire/Rads can solo AV's /Sonic can't.
Fire/Kins are the best farmers in the game.
Fire/Thermals aren't.
Personally I would love the change that you mentioned except that I would want to keep the damage ( nuke ) however as others have said it's not justified; it's already the most complete secondary.
There are other sets that need attention far more than Rad! -
In your original post to which I replied there was no mention of downgrading the damage to moderate, you simply stated that you wanted to be able to use mobs for Fallout instead of allies; this would have made it a reliable nuke.
If you feel that Rad needs some love to improve its ability to solo I suggest that you try Forcefield or Emp 1st.
The change that you suggest would cause a greater imbalance with the other sets than already exists. -
The point is that compared to other sets Rad is percieved as the best by most people. Adding additional damage/debuffs etc would increase the imbalance against other sets which would then need to be rebalanced as well.
As stated Cntrollers are supposed to be support ATs; Rad, Storm, Kin etc allow them to do far more already. The devs wont change a power to allow them to consistantly out damage Damage ATs - it's what they are trying to avoid not promote. -
There's not a hope in Hell!
Most people belive that Rads overpowered for Controllers already along with Storm and Kinetics and never should have come over as a secondary.
And you want to add a nuke into the set! -
The only ones that I find annoying are CoT; all the slows (Quicksand) and the accuracy debuffs.
I was doing a mish the other night on my Dark/Dark and after 5 minutes decided to quit it - it simply wasn't fun - taking forever and very slow xp. -
Personally I would just log an alt when you cant get a team. I had a similar situation with my Earth/Rad, even following the tactics described by Carnifax it will still be slow going and IMO not worth it.
I would create an Fire/Rad or Ill/Rad and level that at quiet times, they will solo well, be fun and IMO a far better use of your time.
Keep the Earth/Storm fresh for teams. -
As a kinetic having an immob resist is an absolute must; not being able to get close to a mob to fire off a Transfusion can be a killer. Combat Jumping gives you that resistance and allows access to Super Jump as a travel power.
On my Ill/Kin I've got CJ and IR but as you said it can be bothersome having to recast all the time, the next time I respec I might well go for SJ.
Get CJ and then decide between SJ and IR, both have their pros and cons as stated by the previous posts. -
Hi Okton,
I think that your summary was pretty good except that you undersold Stone; I've tried all of them on my ill/kin and settled for Stone in the end.
Fissure is a great power the stuns and knockdown give nice control, the damage isn't bad and it recharges quickly.
Hurl boulder has recently had a cast reduction which has improved it - personally thought it was good before.
As you said though which Epic is best depends on individual play style and positioning. If you play in mellee then Stone is your best option if you don't go with one of the others. -
I did something similar with an Ill/Emp.
Using Illusions Superior Invisibility to move around unseen while healing, against most mobs you wont pull any aggro.
The only change I might make is to use the leadership pool for additional team buffs instead of the fighting pool which you shouldn't really need. -
Hi Knightly,
Are you compiling this info at all and if so when can we expect it? -
The only change I would make to the above build is to get Recall Friend earlier. Howling Twilight is a group rez; being able to gather all to you and then team rez is very useful.
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Pretty much all of the Mind powers are good and worth taking.
If I was going to drop any I would choose one of Mesmerize or Levitate - I'd drop Levitate for the extra control of Mesmerize even though it's Psi damage.
Telekinesis is a great power but can be difficult to use.
The must have Mind powers IMO are:
Dominate
Confuse
Mass Hyp
Total Dom
Terrify
Mass Confusion
For slots I would agree with most of the plan above but would put more slots in Confuse 2 Acc 2 Conf
Terrify I'd slot 2 Acc 3 rchge 1 Dmg
From Kinetic
Repel can be dropped
Siphon Power is useful but not necessary - fit it in if you can.
Drop ID
IR is fine as a travel power although having to re-apply it can be a pain (Super Jump could be used)
Must haves:
Transfusion
Siphon Speed
Speed Boost - if you team
Transference
Fulcrum Shift
With regards to slotting:
Siphon Speed 2 Acc, 3 rchge ASAP
SB 1 End mod only - if they need 3 slotted end mod to resolve their end issues they need to address it themselves
From the power pools I would recommend Fitness for Stamina
Leaping for Combat Jumping - a Kin needs immob resist, nothing worse than your health bar going south and not being able to get to a mob to fire of Transfusion
Flight is good for Hover - KB protection till IO's - Hover and Siphon speed is quite a nice combo.
Speed for Hasten
The best Epic is probably Fire for decent non Psi damage
Earths not so good as you need to be in the middle of the group to make good use of Fissure and you should really be playing in front of the mobs on the edge of mellee to make use of the Mass Hypnosis, Fulcram Shift, Terrify Combo.
Ice could work but Ice Storm might be difficult with Minds Sleeps
Psionic is good but it's Psi damage same as Mind
Primal is good if you prefer control to damage. -
In answer to the question of does a Tank need Taunt I would say no, however what he does need is a way to maintain aggro.
Some tanks can get by without it and some can't.
A few months ago I decided to dust off my FF/Dark Defender and got an invite into a team consisting of just 3 tanks all similar level to myself - 18/19 at the time.
We started the mission and all was fine, bubbled them up and used Tenub tentacles to debuff the mobs.
Right at the end there was a room with multiple groups near each other and during the fight we managed to aggro them; it shouldn't have been a problem. I kept spamming Teneb Tentacles; my health bar started to turn red and I was popping greens like mad to stay healthy eventually i decided to go into PFF but it was too late, a lucky shot hit me right through it and I faceplanted.
Two of the tanks were WP and the other Invuln; none of them had Taunt.
So basically 3 tanks couldn't keep aggro off of one Def using a single AoE; I could have stopped using Tenub Tentacles but I shouldn't need to!
My Ice and Fire Tank don't need Taunt but WP obviously does as does Invuln based on that experience. -
Hi,
I recently reinstalled the CoH client that I uninstalled to do some work on my PC. Now my Ill/Kin crashes all the time, no real pattern as to when it even crashed while adding an enhancement.
It's the only alt that crashes though all the others that I've played since are fine - why would this alt be different?
I tried a reinstall and I'v lowered the graphic settings, any ideas?
It was OK before the uninstall/reinstall! -
Firstly I'll say that I don't PVP and personally I don't think that the game is really designed for it, it's been tacked on and powers adapted to allow for it. If pvp is what you're really after I would suggest that you look elsewhere.
If you are serious about pvp in CoX then certain Blasters on the Hero side and Doms on the villain side seem to be the way to go.
If you want to use a Controller then Ice/Rad seems one of the better ones due to all the slows, Mind/Rad should also be good due to it's ability to stack different types of Mez.
Others with more experience in this area will I'm sure supply other builds.
On the pve side it really depends what you mean by good soloing; for me soloing means doing missions and being able to handle what ever comes your way, to others mean street sweeping so that they can level at the fastest rate.
If it's doing missions (you will still level quickly)then IMO the winner hands down is Illusion, pair that with Rad, Storm or Kin (others will work but in my opinion those are the best (i'm sure TA will come up but I've not tried it)).
With either of the above combos you will be able to solo pretty much anything, the only thing I've not tried are AV's and GM's, although others have with these combos.
For street sweeping IMO the winner is Fire with rad as the secondary. You basically jump into a mob using hotfeet to deal damage and cages to setup containment; rad is useful for the -tohit in IR.
Other secondaries that work well are storm and kin but rad will IMO be the smoothest ride from 1 to 50.
Mind/kin would also work although it will bloom late on when you can use the Mass Hypnosis - Fulcrum Shift - Terrify combo.
As Cognito said Grav/Rad is a decent combo, again you really need the -tohit of RI to reduce the damage from the mobs while you spam Crushing Field and use Propel on the Bosses; I found Dimesion Shift useful for splitting large mobs while doing this.
So in summary Illusion /Rad, Storm or Kin for missions, EB's etc
Fire /Rad, Storm or Kin for street sweeping and fastest leveling.
Then Mind/Kin followed by various other combos.
Earth and Ice the worst for soloing.
All of the above is just my opinion, but it is based on years of play most of which was with Controllers. -
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He he! You are right. This is why if someone asks me which is the best solo controller, i will answer as Mind right away. Even they are good in teams as all controllers, they have much field to work on their delicate business while soloing.
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Best solo Controller for me would be illusion hands down!
Mind is nice but illusion has a tool for all occasions:
Your own personal tanks for taking the alpha
Self Stacking fear from Spooky
Confuse
Invisibility for stealthing missions
A pet that also summons it's own pet.
Even when I'm solo (which I do a lot) I never feel alone (quite often 6 pets including spooky).
Mind is good, Illusion is great