RiverOcean

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  1. RiverOcean

    Best solo AT COV

    Almost any villain can solo and a surprising amount of AT combos can solo right up to an EB, w/o breaking a sweat.

    I'd have to SS/WP is the easiest and most user friendly. No set bonuses or complicated IO slotting needed.

    Plant/ Dominators are often overlooked, but from lvl 8 onwards they can solo most content. Plant is the "illusion" of the villain crowd. Plenty of aggro grabbing pets, soft control, and - Defense (Earth/ is a close second here..IMHO..but opinons may vary).

    Almost ANY mastermind..really 100% you have to be completely inept not to be able to solo with a MM. Go Bots/Trap or Bots/FF if you want a really easy ride.

    Stalkers can level fastest by being very selective on the missions they accept. Stealthily sneaking to the end and killing bosses or grabbing glowies is one way to do it. Since they've been buffed you may also fight the traditional way if you want..but not nearly as fast.

    oh and quite a few Corruptor combos..I can't possibly name them all.

    I'm not counting VEAT's because they are complicated. Fun and interesting, yes. But complicated AT's tend to confuse and frustrate people.
  2. Quote:
    Originally Posted by Trickshooter View Post
    I hope you're just saying you feel the set is fine for Controllers. It's unfair to dismiss the concerns of others here because your Plant/Trick Arrows Controller is "fine as is".
    .
    Funny I was thinking of creating a post in this thread asking if people felt that TA was much more of a benefit for Controllers than for Defenders/Corruptors. Mostly because:

    - The control primaries have ST holds that can be stacked Ice Arrow.

    - Controllers powers have powerful secondary effects (slows, -def, etc..) that can stack with the slows and debuffs in TA.

    - Not to mention immobilizes that can hold enemies in debuff aura's and burn patches. (Plants immobilize don't negate knockdown..).

    That also brings up the issue that buffs to TA, while a boon for defenders/corruptors, could possibly lead to balance issues with controllers. Again the real hard core numbers folks out there would be experts on balance issues.

    But I can't help wondering if that's part of the issue of why we haven't seen TA buffs.
  3. Quote:
    Originally Posted by Mr_Grumpums View Post
    Remember: The devs say that redraw has been fixed.

    I'd start by getting Roots, Seeds of Confusion, Glue Arrow, Ice Arrow, and Strangler, in no particular order. That'll give you the ability to hold bosses and have an AoE hold before you're level 12, and you'll use those powers all the way to level 50.

    While you CAN use Spores and Poison Gas Arrow, I's suggest that this is one synergy you can skip. There are better power combos in this set. Of the two powers, Poison Gas Arrow probably better due to its 20% damage debuff.

    If you get Disruption Arrow and Acid Arrow, use them! I rarely see a /TA controller using these two AoE resistance debuffs, even though they're great.

    Oil slick Arrow can be ignited by fire nd energy attacks. If you don't have the veteran's reward that give you the choice of a Nemesis Rod, I'd go for a Magic or Technology origin because they deal energy damage.

    Wow this advice is gold..I think I'm rolling a Plant/TA based on this alone.
  4. If your farmer is a Kin or Rad you don't have to worry about speed. Ninja Run + Swift and any outside movement buffs makes for a very fast traveling character. I have Ninja Run on my Kin corrupter and she gets to missions just as fast as anyone else..if not faster.

    I also have NR or a few melee toons and they have no problem traveling (In the rouge isles of all places). So yes..NR is a very good replacement for a travel power. Not as fast as SS but it will get you where you going without much trouble.
  5. RiverOcean

    Farming options

    Quote:
    Originally Posted by DitzyBlonde View Post

    On a side note you can custom MA missions for any character to max out tickets expediently. I mean the caps so low now who couldn't? If you want to farm with a fire//psi make a custom mission. Cap out your tickets. Roll bronze 10-14 and 35-39. Get your recipes. Go sell em.That'll put you right up at 20-30 million an hour with the big boys on any AT you care to play. Voila!!!
    Shhhhhhhh....Ditzy...shhhhhh

    Nothing to see here folks. Doms are terrible at farming..not worth it. Go play Brutes...thanks.
  6. Quote:
    Originally Posted by Fire_Minded View Post

    The more i talked to people about it,the more i noticed that no one mentioned bringing any Hero ATs red side....they all want to bring Villians to Blue.

    From what im noticing,and this is just my veiw of it...everyone wants the stronger ATs,and want them blue side because blue side is easy compaired to red side...not to mention a bit less laggy for many people who play the game.
    I'm bringing my Warshade Red Side strictly for concept reasons. Hello Nictus! As far as the sentiment your sensing. I have to agree. Trusted this is based purely on "experience" I haven't taken a scientific poll or statistics to back up the feeling!

    I do play on three diffrent servers (Liberty, Virtue, and Victory) and I haven't heard one person mention taking a hero redside in "GR" discussions. Almost, everyone has mentioned taking their Villains blue side. Mostly, I've been hearing MM"s and Corruptors as the most popular choices! I haven't heard anyone mention a stalker!

    Of course before crying DOOOOM, I want to see what the disadvantages for changing sides is. Will the friendly NPC's of Paragon (PPD & Longbow) see transferred villains as Threats? Will there be XP/Infamy earning penalties. Exchange penalties for using Wentworths? If there are disadvantages that may dissuade some from "Going Rouge". I'll just wait and see...
  7. This thread is full of WIN. I mean really the best and cheapest entertainment I've had all week!
  8. From experience I can tell you..it refills the end bar after a heavy end crash. I had the Mu mastery pool on both my mind/energy and fire/psi for awhile.
  9. I'm trying to patient as well. However, it might not be a bad idea to launch out another booster pack beforehand to keep people interested. I'd follow that up with another free account activation weekend..then BAM slam it home with GR.

  10. Quote:
    Originally Posted by Shadow Wail View Post
    I am able to solo fairly easily using either Stun+Immob or Stun+Slow. The Mass Immob isnt something I use often in batle but I do use it as a combo when its avaiable.

    Does QS stack? I am able to pull off about three applications to create one large...LARGE patch of QS but I dont think itll be able to stack just create a large zone of slow effects.
    I'm pretty sure the -def from Quicksand stacks. I'm not so sure about the slows. I would suggest checking some of the guides in the Controller forum. It's been around longer so theres a plethora of information there.

    Oh and I didn't know you were stacking AoE stun w/Earth cages. If that's working for you no need to change tactics, IMHO. Or at the very least try the build out on the test server or as an alternate build, before committing to it. Nothing like changing your build based on forum advice, only to find out it doesn't suit your playstyle.
  11. I mostly play villains....here are my votes redside for early bloomers...

    Plant/Fire Dominator.
    Claws/WP Brute:
    Bots/Trap MM:
    Fire/Rad Corruptor

    Note: Stalkers aren't bad if you want to stealth newspaper missions and finish for the end-of-mission bonuses. Can be a fast and very efficient way to earn.
  12. Quote:
    Originally Posted by Shadow Wail View Post
    but wouldnt the AoE Immob, Waterspout, Frost Breath, Bile spray combo with an added TAoE stun be lethal? I mean I could replace Cages with VG and still be effective
    If you were running a Fire/ dom I'd say sure grab the AoE immobilize. Fire Cages + Flashfire = a very reliable AoE hold. However, as an earth dom there better options...as you've already pointed out. Most experienced doms skip AoE immobilizes, they tend to draw aggro without mitigating much damage.
  13. RiverOcean

    Hero MM?

    A couple of ideas off the cuff...

    Thugs/Dark: A bad *** mystic and his gang of rough and tumble vampire killers.

    Bots/Traps: A super tricky gadgeteer and his friendly robot minions.

    TA/Ninja: A venerable martial arts master and his band of valiant acolytes.

    Mercs/anything: You're the leader or a highly trained paramilitary organization with far reaching global powers.

    All of these ideas have been done in movies, anime, and comics. You can basically justify almost any combination as heroic. As long as you cast yourself as the leader of a group of heroes. The pets are even nameable so you can give them heroic sounding names.
  14. Ive been enjoying AE before and after the changes. I know people rant about XP..but many of my lowbie characters seem to level up faster in AE (solo) than it seems they do on story arcs. Maybe its the time I save running from mission door-to-contact-to-mission door.

    Also, the tickets are nice. I can buy enhancements, roll for recipes, and get rare salvage with them. Whats to complain about?
  15. I really like the idea of "universal slots" and of making our 50's even better! On top of that I want harder content! Perhaps could be tougher content that was only unlocked for "enhanced" characters. Maybe a special Zone that could also only be accessed by those 50+.

    I like it...make it so!
  16. RiverOcean

    Wormhole

    You may want to consider using Wormhole in conjunction with Crushing Field. This creates a nice makeshift AoE hold that you can use while Gravity Distortion Field is recharching.

    Also I've found this bind helpful for my Gravity Dominator and Controller:


    /bind ctrl+lbutton "powexec_name Wormhole"

    With this bind you can just hold down CTRL while targetting an enemy, then left-click on the spot you want them to appear. It's really nifty and makes using the power much easier.

    Also you might want to slot accuracy and range as early as you can into Wormhole. The extra range can help manage the aggro the power can generate for you.
  17. RiverOcean

    /Traps?

    Grav/Traps....Wormhole meet trip mine, caltrops, poison gas traps, and acid mortar.
  18. Quote:
    Originally Posted by Titan_III View Post
    Agreed. And I think the devs learned their lesson on this when they tried to overhaul the epic pools. Instead of taking away the "subpar" powers they ended up adding a fifth power instead (which I like a LOT because it means no toon will ever have all the powers of their epic set).

    That's why I think any significant change we get to the Khelds will likely be additive (adding more available powers) rather transformational (replacing or severely changing the way existing powers work). Photon seekers will always be a pseudo-pet power that blows up on impact. If they wanted to give us something more akin to the WS "fluffy" it will likely be a brand NEW power that could be taken instead of (or alongside) photon seekers.
    I actually wouldn't mind seeing a Kheldian Epic Power pool. The Epic pool could actually be quite a large one with a variety of powers to pick to better flesh out ones build.
  19. RiverOcean

    Traps/?

    Quote:
    Originally Posted by DrMike2000 View Post
    I've played Traps/AR and Traps/Sonic on the dark side, ie Corrupters.
    Dark Blast would be pretty good due to the immobilise in Tentacles, but that power in particular is hard to marry with a gadgeteer concept.

    I recolored the dark blasts "light-green" and describe them as "Tachyon Gas". A viscous neuro-toxic gas. This explains the immobilize and damage effects. I've actually seen another "gadgeteer" hero running around Liberty with a similar explanation for his Traps/Dark. It works well...IMHO.

    Of course you could always just hold out for Dual Pistols!!!!!
  20. RiverOcean

    Damage output?

    But isn't the real issue..not what Defenders can do solo, but what they can do teamed? Nothing in the game force multiplies the way Defenders do. It seems some people are asking for Corruptor level damage, with defender level buff/debuff. Sure that might be great solo, but teamed could very well be game breaking.

    Granted, No Dev has ever stated this but it seems a logical reason why defenders damage secondaries are structured the way they are.
  21. Either one is just fine. But Gravity/Earth becomes unexpectedly synergistic as the build matures. Especially after singularity. You have a very strong ST hold set combined with supremely powerful ST damage set. Boss killing will be your thing with this build.

    Final Vote:

    If you like to melee, Grav/Earth especially post singularity. Fun and interesting but one heckuva a rollercoaster ride.

    Ice/Earth is much more utilitarian and brings much needed aoe control into the picture. Much more safe and a more even ride as you level.
  22. Quote:
    Originally Posted by GuyPerfect View Post
    I'm curious, how are the AV hit points bested? Do Dominators just have that kind of DPS or does holding them knock off their regen?
    Only /Psychic Assault has -regen and taking that set, would nix the AV holding ability solo. What's happening here is the Hold component of Seismic Smash is combining with the primaries Single Target and AoE holds, plus domination and powerboost. Stacking up enough magnitude to overcome the AV's PTOD (Purple Triangles of DOOOOM).

    Doms do hit very hard now, but wearing down an AV solo is still a bit of chore. I suppose bringing along a Shivan or some nukes would speed things up a bit. However, I'd love to see an Earth Assault Dom teamed with a Rad or Traps Corruptor. The two of them combined could probably duo almost ever AV in the game.
  23. Way to Hirsch..I I knew this was totally possible w/Earth Assualt.

    I've been off for awhile on my grav/earth but can't wait to give him a try against AV's.
  24. Quote:
    Originally Posted by Muon_Neutrino View Post
    ....................
    Many people just aren't interested in learning detailed information about the powers in this game. If it sounds or looks good, they take it, if it doesn't, they don't - and maneuvers is about as un-flashy as it gets in this game. Unless you go off looking to try and understand the numbers, it's not easy to see what it would do for you.
    Exactly. I've come to realize the folks who come to forums don't really represent a majority of the player base. If you're a forumite you are here because you want to learn some more details about the game, trick out your build, or just plain learn to play better. Most people in-game dont really care about numbers, stats, IO sets, etc..they just want to log on and use flashy powers with cool graphics. A hard core gamer is going to take maneuvers..but other people are going to skip it for a power that "does something" visceral.

    And yes..seeing banes and crabs w/o maneuvers makes me cry..but I keep my mouth shut. Most people don't want build criticism and are happy with their choices.
  25. Quote:
    Originally Posted by MinMin View Post
    Day 45, 46, 47 and likely 48
    A combination of pre-holiday crunch and downtime (install on Tuesday, regular maintenance tonight) has me not doing very much this week. About all I've done is to start Capella on the RWZ missions where she is performing well. Against small numbers of tough targets the heavy-hitting Earth Assault powers really shine.

    As far as planning a patron pool? Not so much yet. I'll see if I want to take the character beyond L40 first.
    Wow I think I've caught up with you MIN!!! My GRAV/Earth Assault Dommie is lvl 34 now. I will say having such a heavily focused ST character is a mixed blessing. By lvl 32...it feels very complete. I honestly can't see any future power that will add much to his effectiveness. Singularity rounds him out quite well. If anything I'd trade more powers for MORE SLOTS on my existing powers with this set.

    I'm also stumped on Patron Pools..don't have a clue what to pick..if anything. I don't see anything that looks synergistic enough.