Scyta

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  1. I've got a Nrg/Nrg blapper almost up to lvl 35 and don't know what to take at 35. Can't choose.
    I want to take Air Sup to reinforce my melee side which i feel has few attacks but at the same time I'm getting Total Focus at 38 so it feels a bit redundant. Pn the other hand I also feel that I could reinforce my range combat by taking Torrent at 35 instead but if I do I won't get air sup untill the late forties since I want to be able to take Temp Inv as soon as possible.

    Any suggestions or comments?
  2. Don't forget the classica comba with a ROF and Tar Patch.
    Drop TP in the center of the mob and follow up with ROF. Not only does Tar patch slow the foes down so they can't get away but it also debuffs their defence so ROF does even more insane damage. Makes for great fun for the blaster and defender thought the rest of the team tends to get bored since it doesn't leave them very much to do.

    CoV have it even better. There a corr can take both ROF and Tar Patch in one build. Ouchie!
  3. cool. As long as the CJ and Uyeild doesn't take out each other too much I'll prolly go for CJ.
    I know of the low dam and long animation for jump kick but I can't help to feel that it is one of the coolest looking attacks in the whole game.
  4. Making an inv brute and want SJ. Is there any point in taking CJ if I'm getting unyeilding since unyield give negative in defence and even with CJ you get a negative value? Should i instead go with jump kick which I'll prolly seldom use?
    What's best?
  5. With the i7 respect I'm finnaly getting rid of moonbeam from my dark/dark corr. The trouble is what to replace it with. I can't choose between 3 powers, Dark Pit, Howling twilight and shadowfall. Though howling twilight is rather far down on that short lists since you need to use it in combat. And when ppl start droping in combat I'm either already dead or out of there. (I play a villain, we're not supposed to be brave. )

    I play the char mainly as a debuffer and is currently at lvl 18
  6. [quote
    Other inherents you don't have to worry about, they just work along with your ATs role, the problem with Defiance is that it is requires dying all the time to be effective, or severely pushing yourself or asking the defender not to heal you...it's too fast paced for that. I have recently at 35+ been continuing to fight more when my health drops enough and it has worked a few times, but would be nice to know when to time an attack like thunderstrike or total focus.

    [/ QUOTE ]

    This is basicly the trouble with defiance. Not how it works but that for it TO work you need to risk dying. No other ATs inherants demand not only that you get low health but also that you stay hurt for it to work. Fury is decieded on the amount of attacks your recive and dish out so it similar but unlike defiance it doesn't go away when you get healed.
    The idea behind defiance is that when a blaster take punishment he face his foes and achive victory against the odds but as defiance works now the blaster has to machositically seek out punishment.

    A light show would be nice but as things are now it would work best as a warning sign. Sort of, "I'm flashing, no health, better pop a greeny"
  7. yes I'm play as a Blapper and I have the secondary powerset but that doest mean I use it exlusivly. I also quite often use my primary powerset which is also energy and that tend to knockback foes at least half the time. So most of the time I shoot a foe he tends to fly away causing me to run after it. Granted, with another primary Power Boost would be use full but not as I see for a pure Nrg/Nrg Blapper

    And why should I get a second boost power just to counteract the first one? That doesn't make any sense.

    If the number of powers you could take wasn't limited to the number it is today I'd prolly take boost range but as I said since I tend to stay in melee range, it's not a priority.
  8. trouble is you don't go out with a bang most of the times because despite defiance you either miss or don't do enough damage to kill your foe but you still face plant

    EDIT: Soz for the double post, the forum went silly
  9. trouble is you don't go out with a bang most of the times because despite defiance you either miss or don't do enough damage to kill your foe but you still face plant
  10. [ QUOTE ]

    Or another idea! (I have them sometimes), make defiance link in to your teams health..So when a team mate is getting maimed your defiance is increased as a result.

    Not as good in solo but it would reinforce the role of blasters in teams.

    [/ QUOTE ]

    I like this one. As a blaster I've always wanted Vigilance (def inherant) instead of defiance. Or rather a variant. Our dam and/or ACC goes up instead of the defs getting an End reduc.

    It would make Blasters more heroic since they could step up and save the day whenever their team risked face planting.
    It would also mean you could keep defiance as it works now for soloing. (Solo= you the team = low health for team = current definace)

    It would give blasters an inherrant that's actully useful except as a last measure fluke and it would remove the unfairness of blasters being the only AT who have to risk a face plant for their inherant power to work.

    Best of all, the code should already exist for it in the game since they just need to combine Defiance with Vigilance.

    Not that it'll ever happen but it would be cool to be the team savior for once.

    (For the record defiance have only saved me ONCE!)
  11. Is the fighting pools shileds any good for blappers to take?
    Do they really need them?
    And which is best, tough or weave?
  12. As an EN/EN blaster I'm kind of sceptical to power boost since it enhances secondary powers with 100% (The SS planner)
    Having my knockback distance increased not to mention happening on every attack sounds too annoying to even try based on my current fighting style.
    It works something like this: Fire off attack, Flail arms around shouting "Come back", run after Foe until in range again, Repet until Foe either dead or you no longer can see your team.

    As for boost range it's probably very useful for pure blasters but as an blapper I tend to keep in melee range anyway.
  13. Scyta

    Nerfed Repel?

    Just started a kin def, making a speedster concept and having never played with kin before.

    As a speedster Repel must be one of the best powers, in fact it's prolly the only def power I know of that allows a def to tank (admitently VERY CAREFULLY )

    Or so I thought until I acctully got to use it and after going through a mob suddenly found my self without any end!
    The reason for this was that Repele not only cost End all the time like all toggles do but every time you bump into a foe it drains you of a large amount of end.

    So I'm just wondering since it's such a great and powerful power in theory just the kind that attract nerfing and since it's the only power I know of that you have to pay for twice, if it sometime in the past have been nerfed?
  14. Finally got conserve power for my new Nerg/Nerg blapper I'm making.
    Trouble is I have no idea what it does. It just sounds great that by pressing a button I somehow use less end.

    So my question is really three questions.
    1. What does it really do.

    2. What's the best tactic when using it? Turn it on at the start of every fight or as a panic button when you run out of End in the middle of a fight.

    3. How should you slot it? Does the end reduxtion affect what it does or only it's cost. (So far I've only got a recharge redux since the time it takes to come online after using it is messured in geological times.)
  15. This might be like a bit of a noob question but I just never thought about it before.
    However, playing around with the herobuilder (not that I can vouch that the numbers from herobuilder is correct) i noticed a discrepancy between the other tank primaries and ice.

    With all of it's powers that adds (i'm only counting powers from it's primary powr pools) to its defence Ice Armor ends with 20.6% in defence against leathal and smash and 0 in resitance. All the other tank powers have most of their protection in resistance, though all except fire have some defence too. (30% for Fire to a whooping 107/112% for inv)

    So I was just wondering if the protection you get from Defence or Resistance is of equal value or if one or the other gives better protection?
  16. With my old Inv/Nerg tank I found that a slotted taunt in my PAoE Whirling hands was mighty usefull at the start of fights. Instead of maiing the foes come to you with taunt, I just rushed up and whamo instant taunt. Though I can't see how sloging single foe attacks can be usefull.
  17. Just started a Dark/dark corr and was just wondering if the powerset have any powers that you should avoid. Powers that's mostly useless no matter what you do with them.
    (for interest sake I'm mostly gonna PvE in teams)

    Hope to get some advice so I don't pick something that will justify a repect. =D
  18. Wouldn't it be cool if you could get your own tailor in your base. The Tailor in CoH and CoV is located in only a few areas forcing you to travel quite far to get to one. But if your SG had one in their base it would be more easy to get to one and it would make your SG more attractive to members.
    Also for your SG to be allowed to have a tailor the SG could have to do an Task force mish from the tailor in the same way you do mishes to get your capes and extra costumes.
  19. [ QUOTE ]

    Besides, if a majority should gravitate towards one AT, that AT will be nerfed by default. Directly or indirectly. Does not matter how consistent it may be. Or any argument for that matter. Balance issues. Easier to cut the tallest tree in the forest. Because it stands out. ;-)




    [/ QUOTE ]

    But is the reason MMs is the most popular AT that they are the most powerful or because they are more fun and completetly diffrent from CoH ATs? All the other CoV ATs is just a sligthly diffrent version of an CoH AT. Corruptor/Blaster is shoty, Tank/brute is punchy etc. So isn't it possible that many old CoH players choose MM because they were new.
    Besides MMs is really funny to play. You can give your pets wierd emotes and make them talk.
    IMHO that's the main reason why MMs is so poular not that they are a more powerfull AT than others.

    Besides it seems like ppl think that MM level faster. If that's so how come all the players that started out at the same time as me has kept up to my level pace? Not to mention that not matter AT it allways take me about the same time to get it to lvl 14.
  20. Scyta

    Freelancing

    How about saying that the freelancer get 5 inf for each pres he earns the base.

    As long as the SG has over 15 members does it still lose pres if a member quits?
  21. Scyta

    Rip Off

    Hear Hear!

    Face it CoH and CoV isn't really MMORPG. They are MMOPVE/PG. At least not from looking at how they are designed. As it is now the main function for SGs is to make PvE and PvP easier in the form of finding teams etc. Bases are just an extention of that function in that it give SGs tools to become better at PvE and PVP, not to mention an additional PvP area in the form of raids.

    But back to the topic of prices, 100 pres isn't so steep to pay for an item but can someone explain for me why I must pay 1000 in pres for an atique globe isntead of 100 that everything else cost? It still just a pecie of decoration.
  22. Scyta

    Solo base/lair

    I can sort of accept the high base cost etc. seen from a long term goal oriented point of view
    .
    What I'm having trouble with is the cost of bases encourage huge 50+ SGs and mass recruiting. It's hard to believe that all these mass recruiters are interested in getting ppl to join them for other things than to get prestig earning members, esp. when to get a base you need lots and lots of members. Not to mention that most mass recruiters all include the fact that they have/working on a base when they recruit.

    It would be nice if they could scale the prize of bases and items in accordance with the size of the SG. So if your group was below say 30 members the prices were halved for example. I wouldn't mind if you could put in some restriction such as limiting the raid function etc.
    But it would allow a small SG to have a functional base without having to recruit more ppl like crazy.

    I just started an SG in CoV to which I naturally would like a small working base where members could craft salvage, use a telporter but mostly hang out. I'd would like to keep the group small but that won't be possible if I at the same time want a base. (of course since I don't like to broadcast to recruite, I'm not getting any members at all because every most players gets massrecruited around lvl 3)

    I love the idea of small apparnments or hideouts for solo players or small SGs, provided it allowes the players to craft salvage etc. Otherwise it's just what most ppl or SGs got now. A single room were you can hang out but can't do anything in.