Scirion

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  1. Primary: Radiation and Dual Pistols would be my top choices. Radiation being the easy first place in personal preference. I don't like DP, but you can't argue with the buff from DP's nuke. Secondary, in order of personal preference... Cold (tons of slows, sleeps, etc), Dark (I love Soul Drain, that's all), Mental (Just for Drain Psyche, really). For your Epic Pool, that would depend on the other sets... If you picked Dark for your secondary, no question, I would pick Soul Mastery to stack Oppressive Gloom with Dark Pit. If you take Cold for your secondary, I'd say Cold Mastery would be a great choice (stacking slows, sleeps, etc).
  2. I'd say don't do it, but... You're Dechs Kaison. You'll find a way for it to be less terrible (but still incredibly entertaining, thus negating the terrible-ness) than I did as a Scrapper before Tanks got MA. :/
  3. I believe I was the one talking about fire farms, etc. Because I'm a silly person. I know it, I have no problem admitting it. I believe I can answer your questions:

    I did it for the same reason I have most of my 50's. Because either "X told me there's NO WAY you can do A with B!" or they just left it at "Wow, that build you're proposing is a really terrible idea. I would NEVER do that, it'll suck!". In this specific example (I've mentioned my other examples in posts at various times) I was told (more or less) that there's NO WAY you can do fire farms for respectable gains on an Ice Tank, and (side note, separate issue) that Lightning Clap (and similar powers) are the most worthless power EVAR, they shouldn't even be in the game. I decided to combine the two, to stunning effect. No pun intended.

    I accomplished point A. I can easily farm +3/x8 at a reasonable speed (SS/FA Brute speed? Of course not. It's not bad, though). I can also do quite well against basically any other enemy (Cimerorans and Dark/White Dwarves do give me issues at times though, when running at +4/x8) thanks to point B, below.

    Lightning Clap is the most worthless, pointless power ever, blah blah blah. We've all heard it. Yeah, well they can stuff it. Being able to immobilize (remember my comments about Mu Mastery? Ball Lightning and the cone whose name escapes me right this second are also both awesome powers) and stun 90% of the enemies around you (Side note, Greater Devoured apparently have high Immobilize protection {Or I just missed alot? Possible, at +4}, and little or no KB and Stun protection, as it never failed to KB+Stun them) is a HUGE advantage when you tank like I do, and frequently find yourself over the aggro cap. Tanking +4/x8 PPD Awakened (You know, those Peacebringers that do something like 25% Defense Debuff per attack, and attack *alot*), herding 3-4 mobs at a time on a purely defense based tank, with no worries about survival never gets old. And if the fecal matter DOES collide with the oscillator (as does happen once in a while, especially on ITF's), you have Hibernate for a reason.

    For the record, I consider the PPD Awakened/Peacebringer arguement valid, because while I DO have 54% Energy Defense in my current build (full EA saturation, Mids doesn't allow for stacking), I'm at 17% S/L Resistance, and 0% Energy, with 51.9% DDR. When they hit, it HURTS.
  4. I'm gonna have to say it's a tie between my MA/Dark Scrapper (Don't ever roll one if you're looking for high effectiveness, by the way). Terrible endurance issues (even with T3 Cardiac, though that did help quite a bit), arguably low damage (depends on the enemy), and not all that survivable either (but hey, that's why I have Soul Transfer!)... But still one of my most "fun" characters to play. I guess I just like the face-smashing-ness of MA powers combined with the... Darkness of Dark Armor? I dunno, I just know it's fun.


    The other contender would be my Rad/Fire/Force Blaster. I have yet to find anything that can compare with it's ability to totally obliterate anything and everything on the map below an Elite Boss. I can single-handedly aggro (and melt) every single Rikti on an entire LGTF in possibly record time, without buffs or a tank. And do it without dying, unless I screw something up, like let a whole horde of Mentalists survive and melt my brain with all the Psi damage. (Partial Core Clarion for perma-Break Free, effectively)
  5. Scirion

    Fast XP

    Quote:
    Originally Posted by Stone Daemon View Post
    You might want to just ask on the Protector forums, or in-game, if what you are looking for is PL'ing. I mean, I could do it, but I wouldn't without hearing your idea first. Especially if it turns out that the idea wouldn't have worked, and we've both just wasted a lot of time.

    What he said. I'd be more than happy to PL you on Virtue (since that's where all my characters are) if I saw the idea and thought it would work. I'm kind of a big fan of people trying new things that end up being really awesome.
  6. Scirion

    And why?

    Petless Demons/Poison Mastermind. All you really need are the 3 Whip attacks, Envenom, and Weaken. Leaving you with... However many power picks that is for Pool powers.

    Trust me, it's actually a viable build, if you're motivated enough.
  7. As a lover of my Ice tank, I fully support the removal of NoPhase. Brilliant idea.
  8. So, I have access to the first four (and a half) tiers of VIP rewards. Plus all of Tier 9. However, I do NOT have access to the Tier 9 VIP rewards (IE: The Celestial stuff). My paid subscription is currently active (as it has been for about a year and a half). Is this correct, or should I be submitting a petition?

    This all confuses me, I would appreciate any clarification.
  9. A few months ago, I rolled an Ice/Elec tank, because I hadn't really tried either of the sets, and after hearing so many people tell me Ice is a terrible set, I (in my normal behavior) felt it necessary to prove them wrong. In the end, overall, I think I would have liked Dark Melee better, but that's a whole different discussion. As it turned out, the best use I've found for my build so far, has been.... Fire farms. Performance otherwise is acceptable, but honestly, I have other characters that typically perform better. He easily farms Fire (and my own personal Lethal with a hint of Energy/Ranged) at +2/x8 solo, with no real inspiration effort. Stocking up on reds makes it faster, but isn't necessary to survival. I'm not a "power farmer", so I can't really speak about speed, but it works for me when I don't feel like doing anything else. Final note: Lightning Clap is your friend. But, ONLY if you have the AoE Immobilize from the Mu Mastery. It is the ONLY Immobilize available to tankers that gives the target Knockback protection. Thus making Lightning Clap an effective mitigation tool. Side bonus, Absolute Amazement is dirt cheap, as far as purples go.

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Ice Armor
    Secondary Power Set: Electrical Melee
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Mu Mastery

    Hero Profile:
    Level 1: Frozen Armor -- GftotA-Def(A), GftotA-Def/EndRdx(3), GftotA-Run+(9), LkGmblr-Rchg+(31), LkGmblr-Def(34), LkGmblr-Def/EndRdx(45)
    Level 1: Charged Brawl -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(23), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(34)
    Level 2: Chilling Embrace -- TmpRdns-EndRdx/Rchg/Slow(A), TmpRdns-Acc/Slow(5)
    Level 4: Havoc Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(5), C'ngImp-Dmg/Rchg(23), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(34)
    Level 6: Wet Ice -- EndRdx-I(A)
    Level 8: Permafrost -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(9), Aegis-ResDam/Rchg(37)
    Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(11), Mocking-Taunt/Rchg/Rng(11), Mocking-Acc/Rchg(25), Mocking-Taunt/Rng(33), Mocking-Rchg(39)
    Level 12: Icicles -- M'Strk-Dmg/EndRdx(A), M'Strk-Acc/EndRdx(13), M'Strk-Acc/Dmg/EndRdx(13), M'Strk-Dmg/EndRdx/Rchg(39)
    Level 14: Hoarfrost -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Rchg(15), Dct'dW-Heal/Rchg(15)
    Level 16: Thunder Strike -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(17), M'Strk-Dmg/Rchg(17), M'Strk-Acc/Dmg/EndRdx(39), M'Strk-Dmg/EndRdx/Rchg(42)
    Level 18: Glacial Armor -- GftotA-Def(A), GftotA-Def/EndRdx(19), GftotA-Run+(19), LkGmblr-Rchg+(40), LkGmblr-Def(42)
    Level 20: Jacobs Ladder -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(21), M'Strk-Dmg/Rchg(21), M'Strk-Acc/EndRdx(25), M'Strk-Acc/Dmg/EndRdx(40)
    Level 22: Boxing -- Empty(A)
    Level 24: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 26: Energy Absorption -- GftotA-Def(A), GftotA-Def/EndRdx(27), GftotA-Def/Rchg(27), GftotA-Run+(37), LkGmblr-Rchg+(40), LkGmblr-Def/Rchg(43)
    Level 28: Chain Induction -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(29), C'ngImp-Dmg/Rchg(29), C'ngImp-Acc/Dmg/Rchg(43), C'ngImp-Dmg/EndRdx/Rchg(43)
    Level 30: Weave -- GftotA-Def(A), GftotA-Def/EndRdx(31), GftotA-Run+(31)
    Level 32: Hibernate -- Heal-I(A)
    Level 35: Lightning Clap -- Amaze-Stun(A), Amaze-Stun/Rchg(36), Amaze-Acc/Rchg(36), Amaze-Acc/Stun/Rchg(36), Amaze-ToHitDeb%(37)
    Level 38: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(46), Oblit-Dmg/Rchg(46), Oblit-Acc/Dmg/Rchg(46), Oblit-Acc/Dmg/EndRdx/Rchg(48)
    Level 41: Combat Jumping -- GftotA-Def(A), GftotA-Def/Rchg(42), GftotA-Run+(45)
    Level 44: Electrifying Fences -- TotHntr-Acc/Rchg(A), TotHntr-Immob/Acc(45), TotHntr-Acc/Immob/Rchg(50)
    Level 47: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(48), Posi-Dmg/EndRdx(48)
    Level 49: Static Discharge -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(50), Posi-Dmg/EndRdx(50)
    Level 0: Task Force Commander
    Level 50: Spiritual Partial Radial Revamp
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), RgnTis-Regen+(7)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod(7)
    Level 4: Ninja Run



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  10. I think there's two different issues at hand here, and people are not separating them. There are the people who want to micromanage the entire team and have exactly the combination of powersets that they want (IE: Forming Kahn, we need a Rad, a Cold, a Kin, and an X/X Scrapper, etc), and the people (like me) who just want to ensure they have one (or possibly two) specific powersets on the team, and don't care what they get outside of that. For example, 99.999% of the TF's I run are run at +2 or +3 (or sometimes +4). Even Posi. If I'm running an STF, it will be at +3, I will be on my Stone tank, and I WILL be herding all 4 patrons, and charging straight to Recluse after that, taunting the flyer all the way. I WILL have a Kin, Empath, or Pain on the team to stack Hold protection to make sure I don't get held. I prefer Kin, because that means I get SB too. But I won't cry if it's an Emp/Pain instead. That's why I have run speed bonuses. Outside of that ONE powerset, I couldn't care less if we had 6 Stalkers. If we get 6 Stalkers, we won't have to worry about anything, because the Kin/Empath/Pain and I can keep them alive and well-buffed. If we get 6 Controllers, we STILL won't have a problem. It just doesn't matter THAT much what the team has.

    I ask for one specific powerset (or in the case of LGTF, I ask for anything that can stack enough Holds on the mitos, regardless of AT) on almost every TF I form, because it will make everyone's life easier. Frequently, I pick this person up from private global channels, and don't have to ask the public channels for it. But that's just the way I roll.

    My point is, there IS a difference between micromanaging your team (way too much, and to a frequently negative effect) and asking for one (or maybe two) specific powersets in general (with no AT preference) to make the TF go smoother for the entire team. The only time outside of LGTF (or all-<insert AT here> runs) I can recall asking for a specific AT on a team was when we determined that I would try to tank the TF on my PB in Dwarf form, and needed more Blasters/Defenders/whatever to cap my Resistance... And that was an incredibly fringe case done for humor more than anything else. lol
  11. My Ice tank is a fan of Longbow. I have the T3 Cataphract/Warden combo.

    A few notes about Longbow, though... Damage is less than suggested by the power info (Not to say it's bad, mind you). Energy Barrage is stated at something like 887 damage. In reality it's about 280-300. The -Regen isn't all people are saying it is. It's a 30% chance for -300% Regen on one attack, that doesn't get used *that* often. If you're looking for -Regen, take a hard look at Vanguard (Partial Core is downright silly in the debuff department), or especially Robotic Drones. All of the Drones attacks do a -Regen (not chance for regen) of something like 30%, if I recall correctly. Although, I expect the damage from Drones is lower. Carnies... Speaking from experience, the Seneschai isn't as useful as one would think... And the Strongman is far too squishy. (The damage is good while he's alive, though...)

    Nemesis (Radial) is decent for squishies... Not sure how useful it would be for a Tank, though.
  12. The next person that tells me "Blasters are the lowest DPS AT in the game" is getting shot.


    That is all.
  13. (Cliffs Notes version at the end, for those un-inclined to read my rant on Incarnate trials)

    Preface: I'm ALL for making content harder. I started running TF's at +4 something like 4 issues ago. Long before Incarnate content. Most of them were <45, so IO's didn't do squat, either. Try running Original Positron at +4, if you want a challenge. It's fun. (Split across two play sessions, I think we ended up at something like 4:32 actual time, with around 104 deaths, for the record) When you're getting debuffed into next Thursday (IE: having -400% ToHit, 0 HP/s regen, and -30% Defense and/or Resistance, with no Incarnates to back you up), you really have to start thinking about how much aggro the team (and yourself, if you're tanking) can handle, and put more thought into special circumstances (like pulling AV's, etc). It adds much more excitement to TF's, and missions in general.

    That said, in special circumstances where it's justifiable with a logical story-based explanation, I'm all for unresistable/unavoidable damage. To an extent. Take the Terra Volta Trial for instance. You're standing in a nuclear reactor. Taking unavoidable damage makes sense. To a certain extent, Hamidon's damage also makes sense. It's a highly specialized circumstance, and is fairly logically explained. Same goes for the Crystal Titan. It (to an extent) just makes sense. With the possible exception of Crystal Titan (it's been a while since I've done that trial), none of these can one-shot you. There are ways around the damage (bubbles, EoE's, and Ambrosia's, respectively, on top of healing in the case of Terra Volta and Crystal Titan), and you have ample time to evade the damage, or otherwise avoid it.

    Nova Fist? I can see the meeting now.... "So, guys, we um... Need to come up with an explanation for this guy being guaranteed to be able to one-shot a Stone tank with 3,200 HP, hardcapped resistances, and 60% defense (to all but Psi, mind you), and 150 HP/s regen." "I've got an idea. Let's have Marauder drink a magic energy drink that makes him all uber and stuff!" "Sounds like a plan, let's do it!" Yes, I know. You get a warning about his Nova Fist. But let's be honest for a second, shall we:

    First off, there is *no* explanation as to what "Nova Fist" actually is aside from giant red letters yelling "NOVA FIST, BACK AWAY!" at you. It doesn't tell you "Oh, by the way, Nova Fist is an unresistable, undefendable PBAoE that can one-shot *anything* in the game." It kinda sucks being on your first trial and finding these things out the hard way.

    Second, yes. You get a warning. But, assuming you know what that means, there's other factors. First, lag. I don't know about everyone else, but I have *never* been on an even remotely lag-free trial. So, that 5 second (or so) warning is now down to about 4 seconds. Shadow Maul has a 3.07 second cast time. If you happened to activate Shadow Maul (or a similar power) just before the warning, you're now down to a (roughly) 1.5 second span of time to move after seeing the warning. Now, factor in the lag trying to move away, possibly getting stuck on teammates, and/or the fact that Stone tanks are not the most mobile objects around, or a myriad of other problems that could come up... And you're royally screwed. THAT, I am not a fan of.

    I can (technically) get one-shotted by Dr. Aeon (on the STF), yes. IF, he happens to CRITICAL with Total Focus, AND that critical happens to make it through 55% Defense (before ally buffs). It's possible, but unlikely, largely avoidable (it's a very slim chance), it doesn't have a chance of screwing over the other 7 people on the team (unlike the other 20-something people Nova Fist can screw over), and fairly easy to recover from, if by some miracle it happens. THAT, I am a fan of, as it adds an unpredictable element to the mission, knowing that it's *possible* but *unlikely* that you *could* die by a random coincidence. Being guaranteed to die every 20 seconds or so (however often Marauder uses Nova Fist) if I don't move at the right time is not my idea of making content both fun *and* difficult. It actually ends up making it difficult to have fun.

    Since I'm ranting, let's talk about Keyes...

    I've done it once. Yes, once. With any luck, I'll never do it again. EVER. I had the misfortune of running my first Keyes on my Blaster. This blaster can solo-main-tank LGTF by way of popping breakfrees and melting mobs before it takes significant damage. It can even survive reasonably well on BAF/Lambda, despite having no defense or resistance whatsoever. On Keyes, I lost count, but if I had to guess, I'd say I probably died somewhere in the area of 70 times (yes, in one trial), due entirely to the unavoidable, unresistable, un-counterable (the first person who says "pop more greens" gets shot) pulses of damage, that there is *no* legitimate way to recover from. Rest is out, because you'll either die from other aggro, or die in rest, because rest takes so long to activate that the next pulse will hit while you're still resting (I tried). Popping greens is out, because you likely got rezzed the last several times you died, and are out of greens, which don't provide enough healing, so you have to pop several. Ally buffs are right out, because, you know... It's unresistable and unavoidable. This leaves ally healing. Which is unreliable, given the scale of team size we're talking about here, and even then, only really works with Empathy and Pain. I am NOT a fan of this.


    Cliffs Notes version, for those disinclined to read a book: I'm all for harder content. However, adding more and more ways to die with no way to avoid it is NOT the right way to do it. Higher damage enemies (but still resistable/avoidable damage), and more (and more varied) debuffs, and even more (and again, more varied) status effects IS the way to do it. I'm ALL for my tank (the above mentioned Stone tank, who, by the way, can tank all 4 patrons, the flyer, and the extra aggro from the path at once, without breaking a sweat. Thank you, team buffs and IO's.) dying because the two mobs I aggro'd are now doing -800% Regen, -40% Resistance, -200% ToHit, AND endurance drains (or, insert your preferred debuffs here. Whatever. You get the idea). Or getting Held through Granite + Rooted + a single application of Clear Mind. Or getting Terrorized (which is rare outside of LGTF and Longbow). There's exciting, entertaining ways to make people die (which I'm a fan of. Someone once said that debt is a measure of how much Awesome you are generating) that DO NOT involve unresistable, unavoidable damage that can kill *anything*, regardless of how many buffs you stack, how many Destiny powers are active, and how much you've spent on IO's.

    --

    That's my rant on the state of Incarnate trials and such. Back to Test with me. >.>
  14. Quote:
    Originally Posted by Leo_G View Post
    Could always do something crazy and give each AT their own version of the nuke:

    Defenders = Vigilance makes it so nukes don't crash, only costs a lot of endurance to cast (45-60 END) and has longer lingering debuffs. Same recharge and damage.

    Corruptor = Nuke does same damage and recharge and full crash. Gives user the 'Going All Out' buff that reduces all Corr blasts to 0 END cost for 10 sec. Take advantage of scourge here.

    Blaster = Slight improvement to damage, lower recharge, full crash. Increase the range and target caps of these powers to be competative with Judgement.

    I actually really like this idea.... I love my Atomic Blast as it is. Combined with Consume, it's just silly.
  15. Slight clarification first: The damage bonus from Scourge does not increase up to double damage as target HP declines (which is what it sounds like you're saying), it only has a higher chance of occurring as target HP declines. It always does the same amount of damage, there's just a better chance of said damage happening the lower the targets HP is.

    As for Defiance, the detailed info for the power states how much of a damage bonus it provides. In personal experience, I would say that at 50, you can probably count on being around 40-60% damage bonus most of the time, though. Sadly, I don't have any hard numbers as to which would provide more overall damage. I don't do math. lol
  16. I'll just say... I disagree with pretty much everything said here. All I need to survive being the "main tank" for an LGTF is a tray full of breakfrees.

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Technology Blaster
    Primary Power Set: Radiation Blast
    Secondary Power Set: Fire Manipulation
    Power Pool: Flight
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Flame Mastery

    Hero Profile:
    Level 1: X-Ray Beam -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(15), Decim-Dmg/Rchg(33), Decim-Acc/EndRdx/Rchg(39), Decim-Acc/Dmg/Rchg(42)
    Level 1: Ring of Fire -- Empty(A)
    Level 2: Irradiate -- Erad-Dmg(A), Erad-Acc/Rchg(3), Erad-Dmg/Rchg(3), Erad-Acc/Dmg/Rchg(19), ShldBrk-Acc/EndRdx/Rchg(23), ShldBrk-Acc/Rchg(31)
    Level 4: Combustion -- Erad-Dmg(A), Erad-Acc/Rchg(5), Erad-Dmg/Rchg(5), Erad-Acc/Dmg/Rchg(19), C'ngBlow-Dmg/Rchg(23), C'ngBlow-Acc/Rchg(31)
    Level 6: Hover -- GftotA-Def(A), LkGmblr-Rchg+(9), GftotA-Def/EndRdx(13)
    Level 8: Aim -- RechRdx-I(A), RechRdx-I(9)
    Level 10: Fire Sword Circle -- Erad-Dmg(A), Erad-Acc/Rchg(11), Erad-Dmg/Rchg(11), Erad-Acc/Dmg/Rchg(21), C'ngBlow-Dmg/Rchg(25), C'ngBlow-Acc/Rchg(31)
    Level 12: Combat Jumping -- GftotA-Def(A), GftotA-Def/EndRdx(15), LkGmblr-Rchg+(17)
    Level 14: Assault -- EndRdx-I(A)
    Level 16: Build Up -- RechRdx-I(A), RechRdx-I(17)
    Level 18: Cosmic Burst -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(25), Decim-Dmg/Rchg(33), Decim-Acc/EndRdx/Rchg(39), Decim-Acc/Dmg/Rchg(42)
    Level 20: Blazing Aura -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(21), Erad-Dmg/Rchg(37), Erad-%Dam(42)
    Level 22: Fire Sword -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(39)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(43), RechRdx-I(43)
    Level 26: Neutron Bomb -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(36), RechRdx-I(36)
    Level 28: Consume -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(29), P'Shift-EndMod/Rchg(29), P'Shift-Acc/Rchg(34), C'ngBlow-Dmg/Rchg(34), C'ngBlow-Acc/Rchg(40)
    Level 30: Fly -- Zephyr-ResKB(A)
    Level 32: Atomic Blast -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(45), Oblit-%Dam(45)
    Level 35: Burn -- Erad-Dmg(A), Erad-Acc/Rchg(37), Erad-Dmg/Rchg(40), Erad-Acc/Dmg/Rchg(50)
    Level 38: Tactics -- AdjTgt-ToHit/EndRdx(A)
    Level 41: Bonfire -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(46), KinCrsh-Rchg/KB(46), KinCrsh-Rechg/EndRdx(46), KinCrsh-Dmg/EndRdx/KB(48), KinCrsh-Acc/Dmg/KB(50)
    Level 44: Fire Shield -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(45)
    Level 47: Rise of the Phoenix -- C'ngBlow-Dmg/Rchg(A), C'ngBlow-Acc/Rchg(48), RechRdx-I(48)
    Level 49: Melt Armor -- ShldBrk-Acc/DefDeb(A), ShldBrk-Acc/Rchg(50)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(7), Numna-Regen/Rcvry+(13)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(7)



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  17. I've already submitted a bug report, but thought I'd post screenshot evidence here...

    As it is currently, Shocking Bolt (A Single Target Ranged Hold from the Electric Mastery, as used by a Corruptor) accepts the following IO set categories: Ranged Damage, PBAoE Damage, Holds, Endurance Modification.

    Wait, what? PBAoE Damage? Yep, that's right!

    http://screenshot.xfire.com/s/116703815-4.jpg < Screenshot proof.
  18. I don't do math, so pardon the "non-scientific" contribution:

    Running Longbow Partial Core Improved Ally, Cataphract refuses to use Energy Barrage on a single target (say, a Rikti Pylon with no surrounding mobs). When it *does* use it (say, on an LGTF when rescuing Penny), it managed to hit a single target (meaning, despite the room being packed with enemies, it only HIT ONE target. Not a "Oh, it attacked everything, but missed all but one". It literally only rolled against one enemy with it's cone.) for two ticks of ~188 damage on a Rikti LT. Next hit was on an Advanced Drone for two ticks of ~240 damage. Both a far cry from the claimed 887 damage.

    In AE "testing" against custom enemies with only a self-rez for defensive powers, attacks were in the ~140-170 area.

    I would say I am most unhappy with the performance of the Cataphract, but... I have a GIANT FREAKING SPACE ROBOT WITH LASERS, so I can't complain TOO much. Yes, as a matter of fact, that WAS my only real reason for picking Longbow. I wanted a giant robot. Until they give me a "Longbow Cataphract" body type, and suitable costumes to go with it, the pet will have to do.
  19. Scirion

    Farming Tanks

    I love it when people feel it necessary to resurrect a thread that was last posted in almost 2 years ago just to tell someone that their build sucked. >.>
  20. Scirion

    Budget Build(s)

    CJ and Hover can both be run at the same time, and CJ costs almost zero endurance. It's one of the most effective ways of getting extra Defense there is. That said, I'm throwing out a wild guess, having never played SS, that Foot Stomp cannot be used unless on the ground, so Hover may be a Bad Idea(TM). Someone who has used SS can probably confirm yes or no on that.

    Hibernate does NOT, I REPEAT NOT need recharge. Base recharge for Tanker Hibernate is 120s. After exiting Hibernate, you are granted a power called NoPhase, which prevents you from entering Hibernate (Or I presume similar phase powers like Phase Shift from the Concealment pool, though I haven't tested that) for 120s. Thus, the power cannot be used any sooner than it's base recharge of 120s, and adding more recharge is a waste of slots and influence. Throw a basic Heal IO in the included slot, and call it good.
  21. Sweet, thanks. All I have to go by is Task Manager showing me that both cores are in use. But, I'm usually running 3-4 other programs in addition to CoH, I don't know how much use CoH is getting out of the second core. It's not so much performance issues, I just want more. >.>

    CoH doesn't seem like a terribly CPU demanding game, to be honest... But MY, does it use the memory. I just recently upgraded the GPU, so that's not an issue. lol
  22. Title says it all, more or less... Does CoH take advantage of multiple processing cores? More specifically, will I notice a significant performance boost upgrading from a 2.66GHz Dual-Core to a 3.2GHz Quad-Core? If the devs could confirm, that would be nice, but I won't hold my breath. I can't find anything by searching, other than using a command line flag (-renderthread 1, I think it was?) does something to help in multithreading, but that was from '07, so I'm not sure if anything has changed.
  23. I have a Stone/Dark. The only thing I've found that can kill it so far, is an AE map full (and I mean, running +4/x8 solo) of Monster-class Adamastors. I drop pretty quick then. Outside of that, I'm fairly certain it can tank a tower-buffed Recluse indefinitely. But then, I went out of my way to be within 1.5% of the Resistance hardcap to all but Psi, and minimum 42% Defense to all types (except Psi). Because I'm crazy like that. That said, damage is almost nil, recharge is horrendous (I've started carrying around temp Hand Grenades and Plasmatic Tasers, because Taunt isn't up enough), and I only manged a 20 mph run speed in Granite. Most certainly not a solo build, in my case.

    My other suggestions: Shield/Dark. Freaking awesome. Pyre or Ice Mastery... Combined with Soul Drain and AAO... Delicious damage. A bit of an endurance hog without Cardiac, though. (To be perfectly honest, Dark Consumption really isn't up often enough to be useful for endurance recovery, outside of emergency situations like Malta Sappers totally draining you.) In a way, it plays a bit like a Scrapper or Brute. You get angry when people steal your kills, you're doing so much damage (as far as Tankers go, at least). But, I've also tanked all 4 AV's plus Reichsman (all at once, mind you) on the Kahn TF, so the survivability is there as well. Easy enough to solo. My build could use a bit more recharge, though.

    Ice/Elec. I love it. Good damage, enough survivability to tank, but also has a hint of danger with that "I wonder if I'll have to use Hibernate this mob?" fear of almost dying. Enough recharge, and Lightning Rod is up every mob, plus EA and Chilling Embrace. I wouldn't want to tank Recluse with it, but it does just fine on ITF's and such. Is also low-level friendly, unlike Stone. Take Mu Mastery, and gain the Wonder Button that is Lightning Clap, minus the Knockback. Great survival tool. (Mu Mastery has the only AoE Immobilize available to Tankers that does -Knockback, as far as I know.) Probably the best soloer of my three suggestions. Lightning Rod is up enough to be a significant damage source, along with Thunder Strike, Chain Induction, etc.
  24. Quote:
    Originally Posted by Dodgey View Post
    Space Aliens: (Mastermind)
    You know those aliens we all envision like from the 1950's sci fi? I would love to see them, with their ray gun and little green men look. It would be fantastic. Alternately, we could just go with Rikti. Throw in a couple bots, some basic alien shock troops, and one big bad alien in either some nasty armor or perhaps simply biologically modified or bulked out. This would be fantastic. Who doesn't like a good alien invasion?
    YES! I would actually roll a MM, just for the potential hilarity.

    Quote:
    Originally Posted by Dodgey View Post
    Animation Diversification:
    I'd really like to see animations be diversified for the more Tech oriented player. For instance, power gauntlets or a big rifle to throw off fire blasts, fire controls, ice blasts, etc. The same could be done for magic, but the appearance of the powers now could always be conveyed as magical. To give them that true 'Tech' feel, it would be awesome if we could tie in Gun+Backpack type appearances, or 'Power Gauntlets' or the like.
    YES YES YES, SO MUCH YES! This would be one of those things I would probably even be willing to pay for (Hey, there's an idea for when Freedom launches!). Since 99% of my characters are Tech origin, I would LOVE this.
  25. Day three of me trying to post in this topic, with no effect yet. Maybe it will work this time... >.>

    First off, I'll be the voice of difference, and say that for an Ice/Elec Tank, Lightning Clap is your friend. Under one condition. You *must* take Mu Mastery. Mu Mastery transforms Lightning Clap from a worthless power you would be better off NOT taking into an excellent mitigation tool. Mu Mastery is the only AoE Immobilize I could come up with that prevents knockback. Lightning Clap -Knockback = PBAoE Stun. WIN! Next, if you're going to take Icicles (which you should) take it early. Damage toggles are your friend. Slot it like I did in my build (below), and you'll be fine. Hibernate is a one-slot-wonder. Throw a basic Heal IO in, and you'll be fine. (I say that, because I've actually died from waiting too long to hit Hibernate while taking DoT) EA really should be six-slotted for Defense/Recharge. Side note that I meant to mention first... If you are intending to be a "team tank"... I'll be honest, you picked the wrong set. One thing I've learned in my time playing mine is that in all reality, Ice Armor just plain sucks for teaming. It basically relies on EA and CE for survival, and in the Incarnate age, spawns are dead long before you can get the real effects of either of those powers, unless you leave a small trail of aggro behind you as you rush to get to the next mob before the next person with Judgement up obliterates it. That being said... If you are soloing, it's nigh invulnerable. Seriously. EA, CE, Hibernate, and extra mitigation in stun/KB from Electric Melee, and you will have a hard time dying. Throw the Alpha slot on top of that, and you're doing even better.

    I can't really say a whole lot more that hasn't already been covered, so... Here's the build I'm using. You may notice that I built for Fire Defense/Resistance, along with Recharge/MaxHP. This fills the main gap in Ice (outside of Psi, but I basically ignore Psi on all of my tanks), along with giving you the two most important attributes for Ice Armor. More EA, and more HP. Plus, more Lightning Clap. ^.^

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Ice Armor
    Secondary Power Set: Electrical Melee
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Mu Mastery

    Hero Profile:
    Level 1: Frozen Armor -- GftotA-Def(A), GftotA-Def/EndRdx(3), GftotA-Run+(9), LkGmblr-Rchg+(31), LkGmblr-Def(34), LkGmblr-Def/EndRdx(45)
    Level 1: Charged Brawl -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(23), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(34)
    Level 2: Chilling Embrace -- TmpRdns-EndRdx/Rchg/Slow(A), TmpRdns-Acc/Slow(5)
    Level 4: Havoc Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(5), C'ngImp-Dmg/Rchg(23), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(34)
    Level 6: Wet Ice -- EndRdx-I(A)
    Level 8: Permafrost -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(9), Aegis-ResDam/Rchg(37)
    Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(11), Mocking-Taunt/Rchg/Rng(11), Mocking-Acc/Rchg(25), Mocking-Taunt/Rng(33), Mocking-Rchg(39)
    Level 12: Icicles -- M'Strk-Dmg/EndRdx(A), M'Strk-Acc/EndRdx(13), M'Strk-Acc/Dmg/EndRdx(13), M'Strk-Dmg/EndRdx/Rchg(39)
    Level 14: Hoarfrost -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Rchg(15), Dct'dW-Heal/Rchg(15)
    Level 16: Thunder Strike -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(17), M'Strk-Dmg/Rchg(17), M'Strk-Acc/Dmg/EndRdx(39), M'Strk-Dmg/EndRdx/Rchg(42)
    Level 18: Glacial Armor -- GftotA-Def(A), GftotA-Def/EndRdx(19), GftotA-Run+(19), LkGmblr-Rchg+(40), LkGmblr-Def(42)
    Level 20: Jacobs Ladder -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(21), M'Strk-Dmg/Rchg(21), M'Strk-Acc/EndRdx(25), M'Strk-Acc/Dmg/EndRdx(40)
    Level 22: Boxing -- Empty(A)
    Level 24: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 26: Energy Absorption -- GftotA-Def(A), GftotA-Def/EndRdx(27), GftotA-Def/Rchg(27), GftotA-Run+(37), LkGmblr-Rchg+(40), LkGmblr-Def/Rchg(43)
    Level 28: Chain Induction -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(29), C'ngImp-Dmg/Rchg(29), C'ngImp-Acc/Dmg/Rchg(43), C'ngImp-Dmg/EndRdx/Rchg(43)
    Level 30: Weave -- GftotA-Def(A), GftotA-Def/EndRdx(31), GftotA-Run+(31)
    Level 32: Hibernate -- Heal-I(A)
    Level 35: Lightning Clap -- Amaze-Stun(A), Amaze-Stun/Rchg(36), Amaze-Acc/Rchg(36), Amaze-Acc/Stun/Rchg(36), Amaze-ToHitDeb%(37)
    Level 38: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(46), Oblit-Dmg/Rchg(46), Oblit-Acc/Dmg/Rchg(46), Oblit-Acc/Dmg/EndRdx/Rchg(48)
    Level 41: Combat Jumping -- GftotA-Def(A), GftotA-Def/Rchg(42), GftotA-Run+(45)
    Level 44: Electrifying Fences -- TotHntr-Acc/Rchg(A), TotHntr-Immob/Acc(45), TotHntr-Acc/Immob/Rchg(50)
    Level 47: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(48), Posi-Dmg/EndRdx(48)
    Level 49: Static Discharge -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(50), Posi-Dmg/EndRdx(50)
    Level 0: Task Force Commander
    Level 50: Spiritual Partial Radial Revamp
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), RgnTis-Regen+(7)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod(7)
    Level 4: Ninja Run



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