-
Posts
18 -
Joined
-
So, would Intimidate be a viable PvP option? Or do most PvPers have the fear res to make it not worth taking Challenge/Provoke for?
-
Ok then, so how about this?
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
PIRATRON=: Level 50 Science Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Super Strength
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Earth Mastery
Hero Profile:
Level 1: Frozen Armor -- LkGmblr-Def/EndRdx/Rchg(A), LkGmblr-Def/EndRdx(3), LkGmblr-Def(13), LkGmblr-Def/Rchg(40)
Level 1: Jab -- KntkC'bat-Dmg/EndRdx/Rchg(A), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Acc/Dmg(40)
Level 2: Chilling Embrace -- P'ngTtl-Acc/Slow(A), P'ngTtl-Dmg/Slow(3), P'ngTtl-Acc/EndRdx(9), P'ngTtl-Rng/Slow(17), P'ngTtl-EndRdx/Rchg/Slow(34), P'ngTtl--Rchg%(39)
Level 4: Haymaker -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg(7), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/EndRdx/Rchg(17)
Level 6: Wet Ice -- EndRdx(A)
Level 8: Hoarfrost -- Numna-EndRdx/Rchg(A), Numna-Heal/Rchg(9), Numna-Heal/EndRdx/Rchg(15), Numna-Heal/EndRdx(31)
Level 10: Taunt -- Zinger-Taunt/Rchg(A), Zinger-Taunt(11), Zinger-Taunt/Rchg/Rng(13), Zinger-Acc/Rchg(43), Zinger-Taunt/Rng(46), Zinger-Dam%(46)
Level 12: Hasten -- RechRdx(A), RechRdx(29), RechRdx(43)
Level 14: Super Speed -- Run(A)
Level 16: Swift -- Run(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal/Rchg(19), Numna-Heal/EndRdx/Rchg(19)
Level 20: Stamina -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod(21), Efficacy-EndMod/Acc(21)
Level 22: Glacial Armor -- LkGmblr-Def/EndRdx/Rchg(A), LkGmblr-Def/EndRdx(23), LkGmblr-Def(23), LkGmblr-EndRdx/Rchg(43)
Level 24: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(25), C'ngImp-Dmg/Rchg(25), C'ngImp-Acc/Dmg/Rchg(27), C'ngImp-Acc/Dmg/EndRdx(33), C'ngImp-Dmg/EndRdx/Rchg(33)
Level 26: Energy Absorption -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod(27), Efficacy-EndMod/Acc/Rchg(31), Efficacy-Acc/Rchg(34), Efficacy-EndMod/Acc(37), Efficacy-EndMod/EndRdx(46)
Level 28: Rage -- RechRdx(A), RechRdx(29)
Level 30: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(34)
Level 32: Hibernate -- RechRdx(A)
Level 35: Hurl -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(36), Dev'n-Dmg/Rchg(36), Dev'n-Acc/Dmg/Rchg(36), Dev'n-Acc/Dmg/EndRdx/Rchg(37), Dev'n-Hold%(37)
Level 38: Tough -- ImpArm-ResDam/EndRdx/Rchg(A), ImpArm-ResDam/EndRdx(39), ImpArm-ResDam(39), ImpArm-ResPsi(40)
Level 41: Weave -- LkGmblr-Def/EndRdx/Rchg(A), LkGmblr-Def/EndRdx(42), LkGmblr-EndRdx/Rchg(42), LkGmblr-Def(42)
Level 44: Stone Prison -- TotHntr-Acc/Immob/Rchg(A), TotHntr-Immob/Acc(45), TotHntr-Acc/Rchg(45), TotHntr-EndRdx/Immob(45)
Level 47: Fossilize -- G'Wdw-Acc/Rchg(A), G'Wdw-EndRdx/Hold(48), G'Wdw-Acc/EndRdx(48), G'Wdw-Hold/Rng(48), G'Wdw-Acc/Hold/Rchg(50), G'Wdw-Dam%(50)
Level 49: Quick Sand -- RechRdx(A), RechRdx(50)
------------
Level 1: Brawl -- Acc(A)
Level 1: Sprint -- Run(A)
Level 2: Rest -- RechRdx(A)
Level 1: Gauntlet -
[ QUOTE ]
From SS: Jab, Haymaker, KO Blow, Rage, Taunt, Hurl. Footstomp is meh unless you fight a lot of MMs. Hurl is vital because lacking a good ranged attack will put you at a severe disadvantage.
From Ice: maybe everything except Chilling Embrace and Icicles (since they get detoggled). Choosing between the two I'd keep CE because it's autohit (meaning any Stalker that wanders near you will get have Stealth + stealth IO dropped). Permafrost is debatable but it gives extra slow res as well as another source of +res to fire and cold (admittedly not much after DR, but it's at least a place to slot special IOs).
Honestly I'd take the Stone epic and take Fossilize + Stone Prison (Quicksand if you have room, another good Stalker-killer). Barring that, go with Energy for Focused Accuracy (still worth it, especially for the +perception).
As far as your pool power conundrum - if it's an arena dueling build I'd go CJ/Medicine, if it's a zone build I'd go with the fighting pool.
[/ QUOTE ]
Thanks a lot for the response. I'll put Taunt in the last SS spot and go with the Fighting pool. I like Chilling Embrace a lot. Think I'll keep that. As for the Epic powers, what's the advantage of Fossilize over Block of Ice and such? -
I'm also debating on whether or not Hurl is worth it. At first, I liked the ability, but now I'm not so sure. The animation is really long. Not sure if it's worth getting...
-
I just made an Ice/SS tank that I'd like to be usable in PvP, but I'm having a bit of trouble deciding what power pool powers would be the most effective ones to take. Here are the powers I'm possitive I'm going to be taking:
Frozen Armor
Hoarfrost
Chilling Embrace
Wet Ice
Glacial Armor
Energy Absorption
Hibernate
Jab
Haymaker
Knockout Blow
Rage
Hurl
Another SS attack (Haven't decided which)
Hasten
Super Speed (Or Super Jump if I go with Combat Jumping)
Hurdle/Swift
Health
Stamina
Epic 1
Epic 2
Epic 3 (Haven't decided which Ancillary to go with. Obviously, it's between Ice and Energy. Leaning towards Ice.)
That leaves 3 open spots for power pool powers. The options as far as I see them are:
1) Combat Jumping
Stimulant
Aid Self
2) Combat Jumping
Assault/Maneuvers
Tactics
3) Boxing/Kick
Tough
Weave
Right now, I'm just worried about which powers to take. I can worry about slots and enhancements when I respec. Anyone have any input of which power pools to go with, which SS attack should fill the last spot, or which Ancillary I should go with? Any and all suggestions would be much appreciated.
Also, I posted this both here and in the PvP section ^_^ -
I just made an Ice/SS tank that I'd like to be usable in PvP, but I'm having a bit of trouble deciding what power pool powers would be the most effective ones to take. Here are the powers I'm possitive I'm going to be taking:
Frozen Armor
Hoarfrost
Chilling Embrace
Wet Ice
Glacial Armor
Energy Absorption
Hibernate
Jab
Haymaker
Knockout Blow
Rage
Hurl
Another SS attack (Haven't decided which)
Hasten
Super Speed (Or Super Jump if I go with Combat Jumping)
Hurdle/Swift
Health
Stamina
Epic 1
Epic 2
Epic 3 (Haven't decided which Ancillary to go with. Obviously, it's between Ice and Energy. Leaning towards Ice.)
That leaves 3 open spots for power pool powers. The options as far as I see them are:
1) Combat Jumping
Stimulant
Aid Self
2) Combat Jumping
Assault/Maneuvers
Tactics
3) Boxing/Kick
Tough
Weave
Right now, I'm just worried about which powers to take. I can worry about slots and enhancements when I respec. Anyone have any input of which power pools to go with, which SS attack should fill the last spot, or which Ancillary I should go with? Any and all suggestions would be much appreciated. -
What I would love to see is other Trick Arrow MMs besides Ninjas/TR. (Made mainly because new players feel it fits their build) Out of all the MM secondarys, Trick Arrow is by far the most over-looked. As mentioned, their debuffs are not nearly strong enough. (Flash Arrow to name one...) From what I've heard, the Dark Miasma heal debuff accurcay more than Flash Arrow does... (I may have been misinformed)
I like the holds but the animation time kinda makes it useless... By the time I get the attack off (And you add in the little delay before the hold takes affect) the enemy is either dead or right in my face.
Other power sets have the same debuffs with half the powers. I would take Radiation Infection and Enervating Field from Rad Emission over the entire TA set. Because the set has NOTHING but debuffs/holds, it should be one of the best sets for debuffs/holds. If you sacrifice buffing powers and heals, the set should make up for that by being a great debuff set.
I also have to aggree with a few of the other people that commented on the set. Trick Arrow, at first glance, appears to be a mini-troller set. And I like the idea. A set to make Defenders/MMs kinda like controllers/dominators. But the holds aren't good enough. Entangling Arrow is probably the worst immobilize power. Give it something to make it good. A def debuff would make the power very appealing.(Even if it's only a small one) It was already said but Glue Arrow's recharge is a bit... excessive...
I love the TR idea but I would like to see it made better. Here's praying for I7... Keep your fingers crossed... -
Ok it does have to do with THIS topic if Pil asked me to say what I thought needed more help than blasters... which he did.
-
[ QUOTE ]
[ QUOTE ]
There are others that need changing more.
[/ QUOTE ]
Would you be so kind as to share with us what ATs you think need attention more and why?
Here's mine:
- [*]Blasters role has been redefined as ranged damage dealer, but they have not received buffs to help them fulfill this new role since its definition by the devs. They are continually denied access to protections because they are supposed to leverage range and teammates as their protection, and yet their secondaries do almost nothing to improve their performance at range. The devs have admitted multiple times that the secondaries are an issue, and have not yet changed them. [*]Defenders have some primary sets that overall work nearly as well for Controllers as they do for Defenders. With Controllers having comparable damage and a more team-friendly set to supplement the buff set, Defenders are severly blurred in role. Their secondaries are weak enough that teams would rather have them save END by doing nothing than spend time blasting.[*]Tankers have a team role that has been whittled away by the changes made to make sure everyone can solo and the descision to keep them from being able to tank for a team of 8 on their own has led to their role on a large team being overshadowed by Defenders/Controllers, meanwhile, on a small team, a Scrapper will usually do their job well enough and with more damage to boot[*]Dominators secondaries are too weak in the early game to make the climb to the late game decent. In some cases, the damage from the control powers in the primary exceeds the damage from the pure attack powers in the secondary. They level like controllers used to, slow in the early game, only coming into their own once they get their pet or mass confuse. But with no buff powers to make them interesting to teams in the early game and a pet class that outperforms their ultimate power, they offer neither the team-friendly path to help them level to 32 quickly, nor the reward to make it worth the effort to do so slowly.[/list]
Clearly, you think I'm misguided. And yet, when someone tells yuo that you are misguided, they usually point you in what they think is the right direction.
[/ QUOTE ]
Ok, you want to know what I think needs working on? These are good points. (Except, as I said, I disaggre w/ the blaster one. Blasters are not just ranged damage.) But you neglected a HUGE one that needs adressing... Brutes... They are severely underpowered. Not enough defense to tank, but not enough damage to be considered a damager... Another is the issue of Stalkers. A lot of people say they are no issue but a lot of people say they are... If they are causing that big a dispute, they will probably be changed in some way. That's 5 ATs not counting blasters.
And as for what you said Ball, I didn't say I play at low lvls, just said my blaster was low. I've teamed with blaster from 1-50 with my scrapper and I rarely outdamaged a blaster... but hey as you quoted me on... Mayb I just suck. :P They may have issues soloing. I won't know that til I get mine up in lvl a few weeks from now... Part of the flaws to blasters is that they have no Mez protection, if they get mez protection, they will own and it's back to City of Blasters. Same is the case if they get strong debuffing powers. They debuffs are, as of now, very weak. I agree with you on the holds. The hold are what little protection they get and they need to use them. On the issue of chains, I will be able to comment on that in a few weeks if this post is still going, but where my blaster is now the chains seem pretty sucessful... -
[ QUOTE ]
[ QUOTE ]
Ok... I don't really understand this post... Blasters are fine. They are one of the more balanced ATs. There are others that need changing more. When they major problems are resolved that's when these little things will be considered...
[/ QUOTE ]
Ya' know... considering your determination to make a blapper... I'd think you'd be in support of blaster love. Could only make your toon better.
Also dude... tone down your posts. 75 posts in and already asking for a ban. Telling people they suck etc won't get ya' too far... especially since Cuppa (who's pretty lenient) is away and _Nomad_ (who doesn't put up with any [censored]) has the ban bat.
ANYWAY... after having reviewed your posts... my OPPINION is you think you know a lot more about stuff than your experience can back.
You've gone into the stalker threads and mocked many who have a lot more experience than you. You run into the NERF BLAPPERS thread and start antagonizing people there, telling them they suck...
Don't sweat answering the questions in my last post... I already know all I need to know.
[/ QUOTE ]
As I've said... new to the balster class, but you can't help but see them a lot... The are one of the more popular ATs in the game. I have teamed with them. They always deal the highest damage, which is what they were made to do. If you're talking about them not having mez protection and that's why they are bad, there's a few ATs with no mez protection. And I never told any one "They suck." It's a forum and I can express my opinion on as many issuse as I want as long as it is realivant. -
[ QUOTE ]
[ QUOTE ]
Ok... I don't really understand this post... Blasters are fine. They are one of the more balanced ATs. There are others that need changing more. When they major problems are resolved that's when these little things will be considered...
[/ QUOTE ]
Four questions:
1) When did you get CoH?
2) When did you start playing the blaster AT?
3) What level is your highest blaster?
4) What sets does it use?
Only fair you answer those considering the nature of your post. After all... if you registered to the forums approx same time that you got the game... no offense but you in NO WAY have the practical experience to back your post VS people who have been playing blasters just shy of two years.
Doesn't matter what level your blaster would be at that point either. One, two months doesn't compare to the experience the majority of us have and we're speaking out of experince earned in blood (read debt).
EDIT: Fifth question. What makes you think blasters are fine? Expand upon that please. If you read this whole post (and the MANY like it) there are many many issues covered... but they're generally the SAME issues. Electric in its current state is a perfect example.
Most of the blaster sets have a viable secondary. Electric was great for its endurance drain. Short of AV's there wasn't much I couldn't disable. I did as much for my teams with my end drain as controllers and defenders did. Once aggro was out on others I could easily sneak in and rip their endurance out of their bodies before they could react. Now... well electric isn't the strongest of the blaster sets to begin with (which was fine considering the sheer control ability I had) nor was the range that great (but again, I have excellent control [3 holds alone not to mention other stuff] so never felt truly 'cheated') but the one thing that made electric really stand out (endurance drain) is now useless.
So... how is my blaster fine? I'm not mocking... I honestly don't get your statement vs the facts I've put forward.
[/ QUOTE ]
I was in Beta...
I haven't played blasters much, just stared recently.
20 as I've already said.
Ice/Electric
And I forgot my old forum account so I made a new one is why this one was made so late. -
[ QUOTE ]
[ QUOTE ]
Ok... I don't really understand this post...
[/ QUOTE ]
Obviously.
[ QUOTE ]
Blasters are fine.
[/ QUOTE ]
No, they're not. There is an area of the game where they're fine, and it is understandable that those people who have only experienced this portion of the game might think they are fine. But the people proposing solutions (such as Pilcrow's #5) are doing so because they have seen some of the problem areas.
When a level 32 power slotted for max damage can't kill grey minions, that is not "fine". If you've never experienced that situation, it only shows that you lack knowledge of the problem domain and that your opinion has less merit than that of those attempting to propose solutions to the problem.
[/ QUOTE ]
Wow.... every blaster I've ever teamed with at lvl 32 must be Gods of the blaster AT then... They've all been able to kill grey with ease.. Does anyone else have a problem killing greys? My blapper's only 20 so I don't really know if this is true. -
Is that the starting defense given by the stealth powers? Their defense boost is decreased once you attack. So if so, would anyone know how the defense buff is affected after you attack an enemy? Is it reduced drastically?
-
Ok... I don't really understand this post... Blasters are fine. They are one of the more balanced ATs. There are others that need changing more. When they major problems are resolved that's when these little things will be considered...
-
[ QUOTE ]
Arg. While the idea behind this post is great, some of the comments are mind numbing. Are you people actually playing the game, or simply reading about the next FotM on the forums and day dreaming?
Also, if you're a blaster and your main concern is defence/resist, may I recommend you A) Don't play a blaster or B) Get Phase shift and learn to use it.
The END costs and powers/slots used for defence are both a huge hinderence to your ability to do damage, and not actually enough to really help you survive.
Whats the difference between a blaster with 0 defence and a blaster with the maxium defence his or her build would allow?
Not much; maybe a hospital trip werth of death, but thats about it. I wouldn't count that as a difference though, seeing as the defence heavy blaster is only 1 hit waway from the same fate.
Hey, look at it this way, early to the hospital, early getting back to the battle. =]
[The views expressed here are mine and mine alone, your milage may vary, void where prohibited by law, exept Ohio.]
[/ QUOTE ]
Wow... I don't even know where to start with this post... First you're saying that we don't play the game when you are obviously here NOT playing the game... Two, not everyone wants to run away with phase shift because not everyone is a coward and running could sometimes hurt your team... Three, you are a total n00b if you haven't heard the term "Blapper." Especially since they've gotten unusually popular. Finally... it's defense... not defence... Spell check? -
What enhancements would you put into Power Sink and Thunderstrike?
-
Ok, here's my problem. I just made a defender. He's got Radiation and Electrical Blast. He meant to be PvP. I have all my powers planned out but I have 2 powers left... I can either fill these slots with Aim, Electrical Fence, Stealth, Grant Invisibility, Invisibility(Must have stealth or grant invis), Manuevers, Assault, Tactics(Must have manuevers or assault), hasten, or maybe the medicine power pool.(For Self Aid?)
I would like Aim because it's a gives an easy boost in accuracy and damage. Stealth and invisibility would be nice too. It's always good to sneak up on your prey. Tactics gives perception and, with all the stalkers out there, that's always a good power to carry. Assault or manuevers would also give boosts that could help. Hasten would help a lot with my recharges. (I have a lot with long recharges) And heal would be nice incase I get my [censored] kicked I can just patch myself up. Can I get some opinions on the matter? I could also use advice on Radiation slotting if anyone has one. I think i have an idea of how I want my attack slots to be, but as for Radiation, I'm clueless... Help?