RiverOcean

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  1. My two personal Favorites

    Earth/Thorns: You don't see many of these running around. So there's the cool factor! Plus as someone else said, you will FLOOR defense. Its also a debuffing proc monster. Slot in some Lady Gray's..when and if you can. If you team alot this guy contributes. The damage you do will be mostly cone and ST though.

    Earth/Fire: You'll debuff defense and do crazy damage. Go Earth/Fire/Fire and for really good AoE damage output. (I'm sure someone has the numbers.).

    Honorable mention:

    Earth/Psi: Drain Psyche, Psychic Scream, and Psychic Shockwave. These powers mesh nicely with Earths -defense. Plus you will have some good - recharge and -regen. Another nice teaming build.
  2. Plant/Fire is a very solid combo. Plant has a control for almost every situation and Fire is pure damage. You can't really miss go wrong.

    Plant Ice has some possibilities too (power boosted Seeds of Confusion FTW).
  3. RiverOcean

    Soooo /Ice ...

    Fire/Ice and Earth/Ice are both nice combos you don't see people use much.

    Never tried it. But it seems Electric/Ice would have lots of crowd control possibilities. Slows, Holds, Endurance drains. All seem like they would very annoying to your enemies.


    Hmmm..I may dust off my old Fire/Ice now that I think about it.
  4. Two changes I would like to see....

    - Give Mercs "Body Armor" as a power and allow them to be slotted for resistance.

    - Make Serum an AoE buff..and take out the endurance crash.

    Regardless of how you feel about my suggestions. The general consensus seems to be Mercs aren't quite up to snuff.
  5. My first CoH character was a Grav/Rad controller. When I firs used Dimension Shift, it caused a team panic, and me to be kicked from the team.

    No in game power should cause that type of reaction. I've tried to defend it (it has some utility for soloers). Its also useful as an "Oh Crap" power..if at team takes on more than it can handle.

    But in general...I never see anyone use it....

    Make it a Sonic Cage clone..and call it a day IMO...

    Nice suggestions by the way!!!! I would love a set with the proposed powers.
  6. RiverOcean

    Thugs/FF

    Thugs/FF is a very "Tank" like MM. I have one..but by lvl 28 or so he got pretty boring. I'd second going Thugs/Traps instead. You still get really good defense...but you also get a nice range of debuffs to help out with difficult foes.
  7. Mercs have their weaknesses..but I find using procs really helps them out. I've played Mercs/TA back a while ago. Suggestions that worked for me:

    -The Leadership Pool is good for Mercs: Maneuvers and Assault esp!

    - Slot the -res procs as soon as you can get your hands on them.

    - As soon as can afford/get the +Def and +Res procs and slot them.

    _ There used be a an old trick using summon order...and I forgot how it worked. I think it involved summoning the Special Ops last to make sure they only got the Tier 2 upgrade and not the Tier one.... (any one else remember this??)

    Since you're going with Pain..your Merc experience will probably be pretty good! Especially counting in those resist procs with your Pain Debuffs.
  8. Yah I know I'm Necroing..this..but. Wow...I've wanted a set like this since I started playing COH...


    And when Mystic Fortune was introduced, I was very enthused!!! I would suggest at least one other power besides 'Roulette' that has a random nature. I like the idea of a randomized debuff.

    Perhaps 'Snake Eyes' could offer a chance for a random debuff or effect:
    + chance of knockdown
    + chance of confusion
    + Chance of slow...

    Great suggestion..I think Probability Distortion set would go over well in-game
  9. While Plant is officially designated as a "Control" set. I really think of it as a "Traps" kind of set.

    Carrion Creepers...being a very good power. You can use CC to 'off tank' and neuter some Alpha, especially for confuse resistant mobs.

    Spirit Tree..never really gets the respect it's due. Especially if teamed with an EMP, Traps, or Pain using AT. Nice stacked regen for long scary fights.

    The AOE immobilize is nice..helps keep mobs near a Tank or Debuff patch.

    That's my take on it at least...
  10. Double Stacked Leadership..is the beauty of an SOA. continue to play as you have been if you're enjoying the build.

    My huntsman build has double stacked everything and no one's ever complained. He is level 50 and I did skip the Epic pools.

    By yourself you bringing force field lvl defense, upped damage, resistance to various effects, and increased accuracy....

    Who in their right mind would complain about any of the above? :-).
  11. For melee oriented DOM..I'd go with PPP's

    + Mace Mastery or MU.

    With Mace you get defense to smashing, lethal& energy. A nice ST debuff, and an an "oh @##@$ button in PFF.

    MU gives you nice endurance refill (with power boost..you can sap too). This can keep some npc's from using their heavy hitting attacks right away. The resistance shield is OK...and the healing pet is pet is pretty effective.
  12. Plant/Earth is probably the strongest of the two. You get a little regen, almost every type of control there is....and some toxic damage.

    I would suggest giving a Grav/Earth a shot. I know Grav takes a beating on the boards..but when teamed with Earth..it can be a very effecive melee oriented Dom. Very single target oriented though.

    Plant/Earth is definitely the most team oriented build. If you plan on teaming a lot and frequent task force runs...then Plant/Earth.
  13. Replace Hide, with Cloak of Darkness

    Trade Caltrops for Poison Dart

    Done.
  14. Quote:
    Originally Posted by Erin Go Braugh View Post
    Ran with a team from this SG recently on my Bane, Praetorian Templar.

    Stacking buffs, Crabs mowing down mobs, a couple banes sweeping in at the end to wipe up what was left of +4 bosses with a few stealth strikes.

    I didn't know it was a SG full of SoAs. I thought the guys just decided to make a team of them for the night.

    If you guys roll them out frequently, well, sign Praetorian Templar up.
    That sounds...wow..that just sounds awesome.

    As far as Crab vs. Bane..meh..they're both good. Its actually hard to build ineffective Soldier or Widow. You could randomly pick powers, with your eyes closed, and still come out with an pretty balanced toon. They are just that darn good...
  15. Quote:
    Originally Posted by Shred_Monkey View Post
    I guess I'm still confused. Wasn't the change to dominators you're talking about something like 18 months ago? Or is there something more recent?
    I would say the addition of the Epics helped recently as well

    ..especially Fire and Ice. Ice because it gives doms access to one of the best AoE resistance debuffs in the game (Plus Hoarfrost + Hibernate)....Fire because brings more AoE damage potential.
  16. Quote:
    Originally Posted by brophog02 View Post
    Both. The most recent changes normalized their power. Not only did that help Doms (for most of the playerbase), but it also invited players to try them who had previously not liked the sway in power that old domination provided.
    True...for example..fire/fire doms were always pretty beastly. But it took awhile to get them to that level and most people didn't have the patience (or infamy) to invest in them..

    Now it doesn't take a huge investment in perma-dom to have a Dom perform really well. They perform well in most situations whether you are perma'd or not. And if a Dom goes perma now...he/she gets some nice mez protect and endurance refill to go with the damage/control output....really the only AT in the game with 2 primaries (damage and control)..instead of a secondary and a primary.
  17. RiverOcean

    Want:

    Quote:
    Originally Posted by doktormechaniker View Post


    check my nictus beast.

    If the dwarf is a tank, and the nova a blaster; the beast is a brute.
    awwwesome!
  18. Ice is a great set. I'm usually very happy to be on a team with an Ice Controller or Dom who regularly uses Ice Slick. As pointed out before it is an endurance hog...but hopefully inherent fitness now helps with that.

    You won't be dissapointed if you go Ice/Ice. You won't be doing the crazy level of damage of a Fire/Fire but you will have a form of mostly non-resisted control (-recharge). The problem is most people won't realize what the massive amounts of -recharge, you dish out, is doing for the team. Also, Jack Frost is a pretty damned good pet these days...

    So overall I'd Ice/Ice is fun to play but you'll be an unsung hero most of the time....
  19. Quote:
    Originally Posted by Fireheart View Post
    An alternative to playing a PB 'Iron Man' would be the 'Tin Canon' of a Radiation/Energy Blaster...
    Thanks for posting the build and the advice! It's nice to know that I'm not 100% crazy in my concept. Well maybe a little nuts...but not completely nuts. :0)
  20. Quote:
    Originally Posted by Titan_III View Post
    I did something like this back in i6 days when, for story reasons (they were on a long term deep cover assignment), my MM switched sides. Since MM's were not available hero-side I needed a new AT for them.

    As part of the lore, the bots and light armor suit the MM used had been designed by her brainiac sister who was conducting all manner of research into quantum fluctuations, vacuum energy, and the zero point field. She even developed a prototype suit for herself (Rad/Rad defender) before jumping at the chance to bond with a Kheldian and feel the quantum fluctuations first hand.

    Subsequent to that, she used her increased understanding to improve on the "Zephyr" (ZPR-1... Zero Point Radiation, Mk I)... giving it capabilities similar to a human-form PB and gave it to the former MM to use in the field.

    It worked pretty well in that sense... part of what made it easier on other RP-types was that the armor was actually Kheldian-based technology. Capability-wise the lack of mez protection was noticable, but I built up my IO sets for ranged defense (which most mez effects fall under) and that helped quite a bit (as I recall I was pretty close to the soft cap for ranged defense).

    Just to finish the story though... once i18 went live, the PPD FINALLY cleared the use of my MM's bots (which had been sitting in storage for over four years by this point) inside Paragon city limits and the Zephyr suit has since been gathering dust... for now. Who knows when some situation will come up where it will be needed again though.

    Thanks alot..this is almost 100% the idea I have. I started my guy and figured the backstory is the suit runs on Kheldian Influenced Quantam Tech..also thanks for the tip regarding Ranged Defense...I never thought of that as a defense against mez.
  21. I've played this game for awhile and I've been seeking to create a character that plays like "Iron Man". Relatively damage resistant, a mix of range and melee attacks, and some interesting utility powers.

    - I toyed with the Idea of using a Brute or Tanker..but nixed it because good range powers aren't available until Epics.

    - Also thought of using a Crab Spider (SoA) but I didn't like the back pack..also didn't want to use the Mace or Gun.

    Then I realized a Human Form PB might work for this concept. I'd get inherent flight, decent shields, various types of blasts..including an "eyebeam" and some nice melee attacks that could simulate "servo enhanced" strength.

    I'm a little curious if anyones tried something like this before concept wise? And how pleased you were with the results? I know it can be hard to separate a Kheld from the in game lore........

    Also...how well did the unique IO's help you deal with Mez resistance. Since toggles don't drop when mezzed now maybe this isn't a big issue anymore???
  22. Quote:
    Originally Posted by Redd Rumm View Post
    In my attempt to creat all single element doms i noticed that doms do not have access to the earth mastery app an i was wondering why is that ?
    i mean i can go 3x ice, 3x fire , 3x psy, 3x elec but no 3x earth .
    i hope that changes soon
    My guess is between Earth Control and Stone Assault Dom's already have access to almost every earth power there is. Well other than the armors! Don't get me wrong I'd love to get Earth's Embrace and Rock Armor on a Dom! But other than that..I'm not sure what else could go into a Doms Stone APP... without making new powers. Could be a fun discussion though..if people have ideas what could go into a Dom's Stone APP
  23. I tried Ren's solution and it worked...for about a day. When I logged into the game the next day I had the same issue. So I figured "what the heck" I went into my CoH program folder and deleted the checksum file again...flushed DNS cache and restarted.

    Viola it worked.. .

    Based on this I'm concluding that deleting the checksum & flushing DNS, before each CoH session, will allow me to play with some stability. I'm still having frame rate issues..and some lag...but its an improvement.

    I'm a little afraid to try Apex or TinMan as I don't want to ruin another TF for my teamates.

    My card in an Nvidia 9500 GT.
  24. Quote:
    Originally Posted by Biidi View Post
    There are other populated cities, a couple of the Praetorian missions mention sending people and/or supplies out. Makes ya wonder. If it took Cole to stop Hamidon, what's stopping Hamidon from stomping these other cities into the ground? Who's protecting THEM?
    No one that goes to those cities..ever comes back. People get sent "overseas" when they disobey Cole.