Psylenz

Renowned
  • Posts

    2510
  • Joined

  1. Psylenz

    Group Fly

    I wouldn't say all around terrible. There are some places I like using group fly. I have a Thugs/dark and a Robots/poison with group fly.

    Sometimes your pets have a tendency to take the long way around to fight something you want them to directly fly to. Fighting Knives of Artemis is almost too easy with group fly. Make no mistake, especially on my thugs, the caltrops make them absolutely crazy. Another cool thing is to drop in from group fly in a PvP zone situation. I have NOT used group fly with melee range pets myself, but I have a regular teammate who uses group fly with his necro/dark pets.
    Fighting itself is not recommended for the -accuracy, but the preparation, getting in position can be very useful.
  2. Three points:

    Snowstorm is a toggle with terrific -recharge. It is an 'interrupt' power that messes with the embalmed zombies, the sky raider engineers, et. al. It is also -fly.

    Slick, shields, sleet, benumb, heat loss, heck even infrigidate would make me feel like a contributor. When you can rinse them down every group with sleet, you have arrived.

    Arctic Air has a BIG AoE around the caster. Don't worry about aggro. The more you affect the better the results for your team.
  3. Quote:
    Originally Posted by Obscure Blade View Post
    ...

    Hurricane if you haven't got it yet is very useful for keeping you alive; so many of the nastier enemies love to get into melee which debuffs them like crazy against Hurricane. I slot 2 endurance reduction/2 accuracy debuff as standard for that by the way.
    I wouldn't insist on two end reducers, but I would insist on THREE tohit debuffs. This is what will help keep you alive when your foes are not flopping in the freezing rain.
  4. I used custom colorization to mute the appearance to barely discernible. I like mine that way.
  5. The only thing I see is that taking Poison Gas Trap would be hard to put off until level 30.
  6. Level 26 is still not tweaked out, but it's far better than the playstyle at level 23 for instance. Hang in there and don't try Calystix until you get at least 3 SOs in the Assault Bot.
  7. Psylenz

    Rad/Rad

    For the first ten, fifteen levels build the character the way you feel is easiest pre-stamina. At level 20 I strongly suggest having a regular and a PuG build. The PuG build features an early appearance of fallout >
  8. On my warshade, I usually say "slurpie slurpie" when activating stygian circle.
  9. Quote:
    Originally Posted by Captain Starstorm View Post
    For a Bots/FF.

    Mainly for Soloing/Farming.

    Notes:
    * Level 32.
    * Would prefer to NOT have any of the 3 Bots pistol abilities.
    * Would prefer to have 6 slotted superjump.
    * Can pretty much only afford the university style IO's.

    * Would be snazzy if you included the level 50 version of the build, so i know where to go once i start leveling.

    P.S. My Endurance seriously needs some love.
    Level 32, check
    No Bots mastermind pistol attacks, check
    SIX SLOTTED Super Jump? What do you slot in all those slots?? You get max jumping in 2 SO/IOs of Leaping. The endurance cost is minimal.
    Generic IOs are fine. Tweak out your FF when you hit 50.

    Did you take stamina? It's not mandatory on a Bots/FF. You will need to slot your robot upgrades for endurance. Did you take Aid Other? That could use some endurance reduction, too.
  10. Oooo a chance to threadjack. Try Traps/dark.
  11. I took teleport for my Bots/Dark MM and with recall friend, I position the Fluffy where I want. Usually I want the dark servant beside me or in the middle of my bots. For times when the fit hits the shan, the warwolves are running unimpeded through the tar, there is no cozier place than right beside Steve, err my Fluffy, the dark servant.
  12. Psylenz

    Wormhole

    Wormhole is such a fun power. I think it's underrated as a stun and herding tool. Moving the pile to a death zone is one technique. Tar patches, oil slicks, trapper's death fields are all good examples of this. Often tanks complain if you break the aggro of groups off the tank. You can still play nice with tanks in a stationary battlefield. Wormhole your targets right where they stand, or on the ceiling directly above the tank, or against the next closest wall. All three will still stun the group and make the team's job easier.
  13. Your brute got a radio? Phooey all my villains have to pick up a newspaper. =p
  14. Mastermind duos haven't been mentioned. I have had fabulous success, with a necro/dark and bots/poison pairing, and astounding success with a Bots/storm and a Necro/storm pairing.
  15. Going Black Scorpion for the extra defense from the scorpion shield isn't a bad way to go either.
  16. Psylenz

    What to make...

    Because of the variety of concerns, plain ole SOs/generic IOs work very well in a kinetic build. Accuracy, endmod, recharge on recharge. Take a good aim power or rad blast.
  17. Psylenz

    why no psy ?

    Corruptors have to have psy scream and psy tornado.
  18. Psylenz

    Ice/Storm

    Lightning Storm is MUST HAVE team and solo. The PbAoE around the storm isn't instantaneously on all targets. Lightning bolts can hit targets close enough to each other. Positioning with hover, fly, raptor packs, even timing it with your combat jump/hurdle can locate the storm higher and cause more knockdown rather than knockback. You can also position the storm so it kicks groups into corners and walls. I can't say enough good things about Lightning Storm.
  19. Part of the consideration of a kinetic's attack/debuff/heal cycle is eventually with enough recharges, the player will be waiting on animation times and not recharge time. I am in favor of a shriek, scream, howl combination, and maybe keeping shout in the solo build. Siren's song is a great complement to the kinetic's playstyle.
  20. Quote:
    Originally Posted by Igor_The_Mad View Post
    ...


    Edit: Take my advice with a grain of salt, however. My only defender is a rad/sonic who prays for blasters to die so he can PB Veng.
    Ah yes, the vengeance goes well with fallout, mmm sweet revenge.
  21. If confronted about no heals in the ice shields, remind the questioner that ice needs refreshing every 4 minutes; empaths may burn out of end far quicker and more frequently than the shields. On a Kahn/Reichsman or Lady Grey TF I find bubblers, icers, thermal shields, and sonic ringers to be invaluable for their 4 minute timer mitigation powers.
  22. Bl00dbath, if you export your Mids build using the Titan boards format, it copies much nicer into the CoH posts.
  23. Psylenz

    Ice/Storm

    You have many powers that will help support a team from your secondary. I rate three of them superior to the others: freezing rain, hurricane, and snow storm in that order. I find it easier to that of O2 as a buff that happens to do some heal, including sleep, disorient, and endurance drain protection.

    Freezing rain is a nice sized targetted AoE debuff of resistance, speed, recharge, and defense. It also knocks targets down which is a damage mitigator in its own right. Freezing rain makes everything easier to hit and quicker to kill. Maximum recharge by all means is the usual power slotting and hasten looks good with this power.

    Hurricane with its knock back and repel gets a bad name for its history in the hands of lesser players. Well-played hurricane can complement the herding ability of any AT. The really big thing is its really big tohit debuff. Moving foes around, knocking them down, then applying a big ole tohit debuff on them just doesn't seem fair sometimes.

    Snow storm is fairly simple, a ranged toggle that debuffs speed and recharge, not extra elegant, but a top performer in the joyous damage mitigation endeavor. Snow storm saves debt. Snow storm also interrupts bad guys like embalmed cadavers and sky raider engineers.

    Now the question about holds. I find the holds very nice in ice blast. I even slotted up bitter freeze ray on my Ice/cold corruptor which makes me a bit of a heretic. I like holding lieutenants and bosses, dps be damned. When teaming with dominators, your holds will stack with theirs and the results are very nice then, too.
  24. Wow, amazing to look at how many good powers in Sonic and Traps a player could want. There is a contingent of sonic blasters that claims shout with its longer animation and recharge actually reduces dps. I couldn't suggest dropping it myself, though, for those times when you need one good punch. Seeing that you took Super Jump at level 6, I know you are a vet with access to both the nemesis staff and the black wand for more long range damage. I would hope most trappers could take caltrops. Its a good power for deflecting aggro.

    Another minor thing that makes my skin crawl is seeing poison gas trap dropping to level 24, but I see the reasoning for that, too.
  25. Quote:
    Originally Posted by Tokyo View Post
    I tend to take Stamina at lvl 20 Lingering rad at 22 and Enervating at lvl 24.

    If you are running both enervating and RI you should have stamina..those two toggles are quite taxing on your endurance.

    Take AM as soon as possible. I like to take it at 4 so I can slot it immedietly.
    I do this too on my /Rad corruptors. There is such a crunch for the low level powers. I shoot for a 'Bloody Bay' build at level 25 that I have the essential powers. Good luck. I don't PvP but I do get Shivans.

    edit: Don't forget you can get a team build at level 10 to go with a solo build. Alternate builds are great.