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Posts
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Joined
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[ QUOTE ]
You know youre a peacebringer when the tank is constantly yapping about knockback.
[/ QUOTE ]
Cheer up! Maybe ppl learn about PB's and KB. Just like they learned about Nrg blasters and KB. People only yapp to Nrg Blasters about KB for level 1-20., at 21-50 they usually just goes away and cries quietly in a corner.(Guess what AT my 50 is.
)
You know when you're a kheldian when...
You read the post in this thread and goes; yes, yep, that too, sure and that happened to me too.. -
Here's the build i'm planing to make or rather it's the one i made while playing around with builder and after reading the guides on the forums. First off, I'm want to make it a "Pure" Warshade. That is I'm only going to take powers from the primary and secondary. (Provided I can live without stamina.)
It's a tri-form btw.
---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
---------------------------------------------
Name: warshade
Level: 50
Archetype: Warshade
Primary: Umbral Blast
Secondary: Umbral Aura
---------------------------------------------
01) --> Ebon Eye==> Empty(1)
01) --> Absorption==> Empty(1)
02) --> Gravimetric Snare==> Empty(2)
04) --> Gravity Shield==> Empty(4)
06) --> Dark Nova==> Empty(6)
08) --> Shadow Blast==> Empty(8)
10) --> Penumbral Shield==> Empty(10)
12) --> Sunless Mire==> Empty(12)
14) --> Shadow Cloak==> Empty(14)
16) --> Twilight Shield==> Empty(16)
18) --> Gravity Well==> Empty(18)
20) --> Black Dwarf==> Empty(20)
22) --> Stygian Circle==> Empty(22)
24) --> Nebulous Form==> Empty(24)
26) --> Unchain Essence==> Empty(26)
28) --> Gravity Emanation==> Empty(28)
30) --> Dark Detonation==> Empty(30)
32) --> Dark Extraction==> Empty(32)
35) --> Quasar==> Empty(35)
38) --> Eclipse==> Empty(38)
41) --> Stygian Return==> Empty(41)
44) --> Shadow Bolt==> Empty(44)
47) --> Orbiting Death==> Empty(47)
49) --> Essence Drain==> Empty(49)
---------------------------------------------
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Shadow Step==> Empty(1)
01) --> Dark Sustenance==> Empty(1)
02) --> Rest==> Empty(2)
10) --> Shadow Recall==> Empty(10)
---------------------------------------------
06) --> Dark Nova Blast==> Empty(6)
06) --> Dark Nova Bolt==> Empty(6)
06) --> Dark Nova Detonation==> Empty(6)
06) --> Dark Nova Emmanation==> Empty(6)
20) --> Black Dwarf Strike==> Empty(20)
20) --> Black Dwarf Smite==> Empty(20)
20) --> Black Dwarf Mire==> Empty(20)
20) --> Black Dwarf Drain==> Empty(20)
20) --> Black Dwarf Step==> Empty(20)
20) --> Black Dwarf Antagonize==> Empty(20)
---------------------------------------------
Now here is the crux. I have no idea how to slot it. I have an inkling when it comes to the human-form powers since those are sort of similar to other ATs, though any advice there would be appreciated. At the moment I'm dreading leveling up vbecause I just know that I will screw up the slots.
But what really puzzels me is the Squid and Dwarf forms. Now have I understood correctly that the slots in a form (like Dark Nova) also affects the powers in that form? Like the tohitbuffs in Nova will make all the Nova attacks hit better?
Also you you can slot the Nova with both EndMod and EndRed. Now since the form itself doesn't seem to drain end I'm not sure I understand what the EndMod and EndRed's does. If i slot it with EndRed's will that decrease the amount of end the nova attacks does and if so what does the EndMod do then?
Can someone help me straighten these things out? -
Just got my first 50 and deceided to make a WS. Since I obviously never played a Kheld before I was just wondering if they suffer from end limitations like all other ATs and requier stamina.
So will I need to take stammina to be able to pay my WS full out? -
Thanks.
Second question. Is its duration equal with the visual special effect? If not how long is it? -
While playing during the christmas event i rediscovered my Ninja/poison MM. However, this was one of the first toons i played so i need to respect out all the newbie mistakes i made.
Though to do that i need to learn something more about poisons. Which powers is a must and which power is the sucky one in the set that you can miss out.
So can any one help me out and give me any tips or advice on poisons? -
[ QUOTE ]
[ QUOTE ]
If I run into a semi naked female toon with a hook for a hand, robot legs and an exposed brain I sigh and move on.
[/ QUOTE ]
Actually, I'd have a check for a bio. If there is one there and it's well written, I'd probably appreciate it more, than if they had no background whatsoever.
[/ QUOTE ]
All my toons are female and all of them have sexy outfits. Nekkid, none of them. Showing a lot of skin, a few.
Super heroines are sexy, busty women in skimpy outfits. Wonder Woman, Catwoman, Electra, Power Girl, etc.
That's what I use as inspiration when I make a cossie.
My main toon Blowout has cossies that is both very skimpy and dead sexy but she is also a bit of ironical statement on just sexy brickhouses for heroines. She is a wanna be model who use her super powers to further her modeling career. Her Bio ends with a quote from her that say: "After all it's only our masks we shouldn't take off, right." -
[ QUOTE ]
Mobs tend to be mostly smash and lethal so you see it more often. Groups may have a little bit of fire or energy etc. But their are enemies that completely mainly energy, or neg energy, smash/energy, smash/fire. I think if you mainly look to gain a resistance and/or def of 30% in all damage types you are survivable with good team support. However i say that about builds with dullpain.
Invulns are imo better to have these basic sets:
Temp invuln
Dull pain
Unyielding
Invincible
Tough Hide
Unstoppable
The passives can easily be swapped for tough and weave. I would definately suggest having more def or res than i have listed.
[/ QUOTE ]
So it's smarter to pick res phys at 12 instead of energies? -
Here is the 2nd version of the build. this time with DP early on.
Again help and suggestions much appreciated.
---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
---------------------------------------------
Name:
Level: 50
Archetype: Tanker
Primary: Invulnerability
Secondary: Energy Melee
---------------------------------------------
01) --> Temp Invulnerability==> DmgRes(1)DmgRes(3)DmgRes(3)EndRdx(25)
01) --> Barrage==> Acc(1)Dmg(5)Dmg(5)Dmg(7)
02) --> Dull Pain==> Heal(2)Heal(7)Heal(9)Rechg(9)Rechg(11)Rechg(11)
04) --> Bone Smasher==> Acc(4)Dmg(13)Dmg(13)Dmg(15)DisDur(48)
06) --> Air Superiority==> Acc(6)Dmg(15)Dmg(17)Dmg(46)
08) --> Unyielding==> DmgRes(8)EndRdx(45)
10) --> Taunt==> Taunt(10)Taunt(17)Taunt(19)
12) --> Resist Energies==> DmgRes(12)DmgRes(19)DmgRes(21)
14) --> Fly==> Fly(14)
16) --> Swift==> Run(16)
18) --> Invincibility==> DefBuf(18)DefBuf(21)DefBuf(23)Taunt(23)Taunt(25)Taunt(45)
20) --> Health==> Heal(20)Heal(43)Heal(43)
22) --> Stamina==> EndMod(22)EndMod(27)EndMod(27)
24) --> Whirling Hands==> Acc(24)Dmg(29)Dmg(29)Dmg(31)Taunt(31)Acc(31)
26) --> Tough Hide==> DefBuf(26)DefBuf(33)DefBuf(33)
28) --> Resist Physical Damage==> DmgRes(28)DmgRes(33)DmgRes(34)
30) --> Resist Elements==> DmgRes(30)DmgRes(34)DmgRes(34)
32) --> Unstoppable==> DmgRes(32)DmgRes(36)DmgRes(36)Rechg(36)Rechg(37)Rechg(37)
35) --> Energy Transfer==> Acc(35)Acc(37)Dmg(39)Dmg(39)Dmg(39)
38) --> Total Focus==> Acc(38)Dmg(40)Dmg(40)Dmg(40)DisDur(42)Acc(42)
41) --> Conserve Power==> Rechg(41)Rechg(42)Rechg(43)
44) --> Laser Beam Eyes==> Acc(44)Dmg(45)Dmg(46)Dmg(46)
47) --> Build Up==> Rechg(47)Rechg(48)Rechg(48)
49) --> Energy Torrent==> Acc(49)Dmg(50)Dmg(50)Dmg(50)
---------------------------------------------
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Gauntlet==> Empty(1)
02) --> Rest==> Empty(2)
---------------------------------------------
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[ QUOTE ]
[ QUOTE ]
So if you can live without it during the lower levels (using greens perhaps?) you don't really need to take it later on?
[/ QUOTE ]
If I would name top 3 invulnerability powers then dull pain would be nr.3. Whether you take it is up to you, but I recommend it. (ps. it gives toxic res which helps when fighting vahzilok)
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But why? Does it really do anything to justify that cept being a very good self heal? If I avoid Vaz and other tox foes, what benefit does dull pain have over greens (with the obvious exception of beeing unlimited and free)? -
[ QUOTE ]
Your attack chain is probably quadruple that of toggles on endurance consumption as it is right now.
[/ QUOTE ]
Isn't that a good thing that it's the attacks that eat up the end instead of the toggels. Besides won't Stamina stop that from being a problem. (After all the whole point with stam is or should be that you can use your powers more, i would hope!)
[ QUOTE ]
Laser beam eyes is a good replacement for energy punch.
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Yeah, but you get one at lvl 2 and the other at lvl 44. Besides both are cool which is why I want them.
[ QUOTE ]
This would be in my dull pain funnily enough which for me is a must take very early.
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Yes but why is it a very early take? Is it for the wonderful tox rez you get against Vaz or is it just a very good self heal? But if it's a self heal in which way is it betterthan just stocking up on greens? (Besides being in unlimeted supply and free)
(Look i don't dislike DP I will take it along with my more traditional inv/mace tanker once I get wings. It's just that since I need to take 3 power from the fittness pool including Stamina to even be able to use my powers I need to lose 3 power from my primaries and secondries. Right now that means, stun, BU and DP or energy punch. And energy punch more suits the concept of the toon.)
Another thing. On this forum the general concensus seems to be that inv tanks should max out the S/L defences and ignore the defnces from other types of attacks along the idea that if they can eliminate S7L damage they can just soak the rest. How does that work and is it a viable approach? Sounds a bit risky to me, sort of like only wearing armour on the front so that the weight won't encumber you and make you more deadly and in case a foe gets around to attack you unprotected back, that's just tough. -
This is the first draft on my Invun/Nrg tank. Since I've never played a tank before I'm not really up to speed how to slot things and which powers and defences to max out first. My attack powers mostly slotted like I usually slot my damage dealers (though usually I use more acc).
The one power i can't come to grips with and which i've aksed about else where on this forum is Dull Pain. Do I need it, when do I need it and can I live without it?
Thoughts and help really.
(Also not I screwed up the slotting on the last 3 powers and I haven't figured out how to delete slots on builder, so disregarde those and count DP as 6 slotted with recharge and heals)
---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
---------------------------------------------
Name:
Level: 50
Archetype: Tanker
Primary: Invulnerability
Secondary: Energy Melee
---------------------------------------------
01) --> Temp Invulnerability==> DmgRes(1)DmgRes(3)DmgRes(3)EndRdx(23)
01) --> Barrage==> Acc(1)Dmg(5)Dmg(5)Dmg(7)Acc(46)
02) --> Energy Punch==> Acc(2)Dmg(7)Dmg(9)Dmg(9)
04) --> Bone Smasher==> Acc(4)Dmg(11)Dmg(11)Dmg(13)DisDur(13)
06) --> Air Superiority==> Acc(6)Dmg(40)Dmg(40)Dmg(42)
08) --> Unyielding==> DmgRes(8)DmgRes(15)DmgRes(15)
10) --> Taunt==> Taunt(10)Taunt(43)Taunt(45)
12) --> Resist Energies==> DmgRes(12)DmgRes(17)DmgRes(17)
14) --> Fly==> Fly(14)
16) --> Swift==> Run(16)
18) --> Invincibility==> DefBuf(18)DefBuf(19)DefBuf(19)Taunt(21)Taunt(21)Taunt(23)
20) --> Health==> Heal(20)Heal(43)Heal(43)
22) --> Stamina==> EndMod(22)EndMod(25)EndMod(25)
24) --> Whirling Hands==> Acc(24)Dmg(27)Dmg(27)Dmg(29)Taunt(29)Acc(46)
26) --> Tough Hide==> DefBuf(26)DefBuf(31)DefBuf(31)
28) --> Resist Physical Damage==> DmgRes(28)DmgRes(31)DmgRes(33)
30) --> Resist Elements==> DmgRes(30)DmgRes(33)DmgRes(33)
32) --> Unstoppable==> DmgRes(32)DmgRes(34)DmgRes(34)Rechg(34)Rechg(36)Rechg(36)
35) --> Energy Transfer==> Acc(35)Dmg(36)Dmg(37)Dmg(37)Acc(37)
38) --> Total Focus==> Acc(38)Dmg(39)Dmg(39)Dmg(39)Acc(40)
41) --> Conserve Power==> Rechg(41)Rechg(42)Rechg(42)
44) --> Laser Beam Eyes==> Acc(44)Dmg(45)Dmg(45)Dmg(46)
47) --> Dull Pain==> Heal(47)Heal(48)Heal(48)Rechg(48)Rechg(50)
49) --> Energy Torrent==> Acc(49)Dmg(50)Dmg(50)
---------------------------------------------
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Gauntlet==> Empty(1)
02) --> Rest==> Empty(2)
---------------------------------------------
-
[ QUOTE ]
about dull pain:
Unstoppable doesnt play into it. dull pain is both your boost maximum hp as well as your self heal. Its there so early because you only get good defenses once you get yourself decenty slotted and with single origins. Its early on that you need it, once youre up in the high levels you rarely activate it..
[/ QUOTE ]
So if you can live without it during the lower levels (using greens perhaps?) you don't really need to take it later on? -
Was thinking of starting a Inv/Nrg tank and have been experimenting to find a build. This is what I've come up with after reading post like this and playing with some really good tanks in the game (Never played a tank myself)
I would appreciate some input plus some answers to some questions I got from reading this thread.
(Note: This is just powers since I think it pointless to even think about slotting if you don't know what powers to take)
---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
---------------------------------------------
Name:
Level: 50
Archetype: Tanker
Primary: Invulnerability
Secondary: Energy Melee
---------------------------------------------
01) --> Temp Invulnerability==> Empty(1)
01) --> Barrage==> Empty(1)
02) --> Dull Pain==> Empty(2)
04) --> Bone Smasher==> Empty(4)
06) --> Air Superiority==> Empty(6)
08) --> Unyielding==> Empty(8)
10) --> Taunt==> Empty(10)
12) --> Resist Energies==> Empty(12)
14) --> Fly==> Empty(14)
16) --> Swift==> Empty(16)
18) --> Invincibility==> Empty(18)
20) --> Health==> Empty(20)
22) --> Stamina==> Empty(22)
24) --> Whirling Hands==> Empty(24)
26) --> Tough Hide==> Empty(26)
28) --> Resist Elements==> Empty(28)
30) --> Resist Physical Damage==> Empty(30)
32) --> Unstoppable==> Empty(32)
35) --> Energy Transfer==> Empty(35)
38) --> Total Focus==> Empty(38)
41) --> Conserve Power==> Empty(41)
44) --> Build Up==> Empty(44)
47) --> Laser Beam Eyes==> Empty(47)
49) --> Energy Torrent==> Empty(49)
---------------------------------------------
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Gauntlet==> Empty(1)
02) --> Rest==> Empty(2)
---------------------------------------------
So what did i do right and what did i do wrong?
Here's some questions.
Shields:
How come people seem to start up with resist Physical damaged or take it early on? Doesn't temp inv give much better protection? And wouldn't one of the other shields give you better protections against damage in general since they will boost you defence against none physical damage which you lack?
Dull Pain:
Okay, I get that it's great to boost you HP esp. with unstoppable but do you really need to take it so early, like i did in my build? Is't it just another slef heals in the lower level and you'd be just as good with some greens? Sure, i give you tox res against Vaz but if you don't fight Vaz you don't need tox res.
(Also, I belive End requierments should be nerfed so that you can play all powersets perfectly fine without Stamina) -
Right I've rolled up a fire/fire dom and that has got me stuck with a delicate conundrum. I have the option of choosing, Fire Blast, Hot Feet or Smoke for the toon before lvl 14. only trouble is that I can only pick two and have to forgo the third.
Now as you might have noticed lately I've been asking about just smoke and hot feet on the forums (not to mention in game) trying to figure out which one would benefit me most. The trouble is that so far the general answer on both powers is that they both suck.
Which doesn't really help me.
So which power suck less of the two? Which should I take?
Just want to point out one thing about Smoke. I'm getting invis for the Dom so the -perception factor doesn't really matter for me. -
So smoke, TA, GW PPP all have an acc debuff about 5%.
In which case they all suck and is only useful for looking cool.
Or we the player have missed something when it comes on how accuracy work in game and those measly 5% actully does a huge difference.
THis isn't making much sense. -
[ QUOTE ]
Basically what CyberKnight and Okton said. If you can afford the endusage it's absolutely brilliant.
Outdamages imps too
what's your secondary?
[/ QUOTE ]
Firey Assault. I play a dominator actully. Just following the advice from the Dom guide to ask trollers since they've been playing around with the same powers for years.
Besides, think it's a bit evil to get the enemy reveal it's secrets for me. Muhahahahahahahahahahahahah!
I'm just having trouble choosing between Smoke and Hot Feet and wanted some input on HF before making my choice. (Note: I'm getting invis to Smokes -perception won't affect my choice.) -
[ QUOTE ]
Smoke is handy for getting close enough to get your imps on them without them alphaing you.
[/ QUOTE ]
Trouble is I'm getting invis in the early 20s. Which means only the -acc is interesting for me.
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*Sigh* I wish the devs would just post the bloody numbers up and not have us floundering in the dark.
[/ QUOTE ]
Hear Hear.
[ QUOTE ]
Flash Arrow from Trick Arrow? Thats exactly like smoke. The accuracy debuff is about 5% too isn't it?
[/ QUOTE ]
Nah, Flash arrow has one of the better values of all acc debuffs. Don't know the exact values (as usual) but heard number ranging between 8% and 15% and considering how FA works I'd go for the higher number. -
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[ QUOTE ]
5% doesn't sound like much but this a PPP so you'd think that they are good.
[/ QUOTE ]Yeah, because most PPP powers r teh übah.... <.< >.> >.<
[/ QUOTE ]
Hehe.. In other words Smoke sucks but so does all such powers cept for Flash arrow... -
Apparently Dark Obliteration in GW's PPP does 5% -acc debuff unslotted (acording to SS builder).
Is smoke better or worse?
5% doesn't sound like much but this a PPP so you'd think that they are good. In that case 3.75% doesn't seem to shabby either (if that number is right)
The thing that makes me wonder is that in this thread Smoke gets flamed () but everyone that I've spoken too in game that have a high lvl (above lvl 30) Fire/ Dom all says Smoke is awesome and a must have, esp. slotted with SOs.
So what is true? Does anyone know? -
As the title said. Think it's good? It sucks? Awesome? How to use it? etc...
-
If its that low then there really isn't much point in taking it.
Granted the -perception is nice but you get the same effect from other powers like SS or invis too. And while as your example shows it might sometimes be handy, you really don't want to tie up a power spot for something that occasionally will be useful. -
Was just wondering if someone knew the numbers on what smoke does -Acc? Is it on par with Flash Arrow?
-
No offence, but most of these replies seems to be alot of free speculation and very little facts.
So is it anyone who has any hard numbers on just what it's ToHit Debuff is? Is it on par with Flash Arrow for example? (FA give about a 20% ToHit debuff)
In my experince any power that gives a decent ToHit Debuff is a must have power. -
Guess you already read the question.
Just wondring since these days even auto hit powers can be slotted with ACC for PvP so it hard to know by just looking at the enchs. I'm not a big fan of PvP so therefor wouldn't want to waste a slot on an unessesary ACC ench.