Seriphos

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  1. Ice is HELL in PVP to scrappers. Because nothing irks a scrapper more than not being able to move. Even when we get ranged attacks, we love punching/kicking/smashing things, and ice corrupters are great for stopping that goal.

    An ice/rad corrupter is hell on earth due to the slows and huge debuffs, and I've gone one on one with a few, and never won. Ice/cold could work to, but I've not seen many colds in PVP.

    Oh, and get fly. Sure, it's not actually great and takes 2 powers, but if you want to make a quick getaway then flying vertically is hard to beat.
  2. PVPing stone brutes that aren't good at analysing their opponents tactics are what I call "targets".

    Saying that, once you know what to do against who (IE against any /dark scrappers: run, don't kill them or they detoggle granite and you die, or elec/ blasters: just don't put granite up in the first place) and so forth, the fact you are an unmovable lump of rock at or near the damage resistance cap is helpful. Combine it with EM for the disorient and you have a potent PVP force.
  3. Never made one, but the numbers certainly look like you won't need it. Earth's embrace increases max HP by 40%, but you can't use it anywhere near as often. However, rooted has built in 100% HP regen, which means fully slotted health+rooted= 275% ADDITIONAL regen. Which is better than the regen of an unslotted regen scrapper with FH, integration, and health (one slot per means they beat you, but still!). A fully slotted Earth's Embrace gives you 79% heal every 186 seconds (3 mins), whereas fully slotted aid self is 39% heal every ten seconds (however most people would probably put interrupt reducers in there somewhere).

    However, even if you do get it I strongly doubt you will need it. Not once have I ever seen a tank with granite on die from HP issues (although end drain or disorient them and they're just a high HP squishy). I suppose before that it might be good, but unless you're building with a respec in mind then I wouldn't get it.
  4. Not entirely sure if I can make it, but will do my best to drag Seriphos into the fray

    Besides, you can just use me as a fallout+soul transfer bomb(disorienting mako for the WIN! )
  5. Seriphos

    What next

    Positron said in boomtown interview that all archetypes will be getting new powers come the expansion.

    Pirates v Ninjas in warbug: Settle it for once and for all! (so going to be ninjas btw)
  6. Thanks for all the advise, and I've been doing a lot of looking into my powers now I have FA, and the end drain is worse than I expected, to the point where I can't run CoF.

    And in RV I have discovered a few things: Disorient owns fear (dropping granite is so fun ), the perception on CoD is great, and means I draw less aggro so can skip tough, and have decided to go with a better attack chain of Siphon Life over aid self, and Air Superiority (which I may swap for boxing for the added disorient)

    ---------------------------------------------
    Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
    ---------------------------------------------
    Name: Seriphos
    Level: 50
    Archetype: Scrapper
    Primary: Dark Melee
    Secondary: Dark Armor
    ---------------------------------------------
    01) --> Smite==> Acc(1)Dmg(7)Dmg(7)Dmg(23)Rechg(33)EndRdx(33)
    01) --> Dark Embrace==> DmgRes(1)DmgRes(3)DmgRes(3)EndRdx(5)EndRdx(5)
    02) --> Shadow Maul==> Acc(2)Dmg(11)Dmg(11)Dmg(37)Rechg(39)EndRdx(39)
    04) --> Murky Cloud==> DmgRes(4)DmgRes(9)DmgRes(9)EndRdx(11)EndRdx(31)
    06) --> Combat Jumping==> Jump(6)
    08) --> Hasten==> Rechg(8)Rechg(46)Rechg(46)
    10) --> Obsidian Shield==> DmgRes(10)DmgRes(13)DmgRes(13)EndRdx(15)EndRdx(15)
    12) --> Swift==> Run(12)
    14) --> Super Jump==> Jump(14)
    16) --> Dark Regeneration==> Rechg(16)Rechg(17)Rechg(17)Acc(19)
    18) --> Health==> Heal(18)Heal(19)Heal(21)
    20) --> Stamina==> EndMod(20)EndMod(21)EndMod(23)
    22) --> Acrobatics==> EndRdx(22)
    24) --> Touch of Fear==> Acc(24)Acc(25)Acc(25)Fear(27)Fear(27)Fear(29)
    26) --> Dark Consumption==> Acc(26)Rechg(29)Rechg(31)Rechg(31)EndMod(43)EndMod(46)
    28) --> Siphon Life==> Acc(28)Dmg(33)Rechg(37)EndRdx(48)
    30) --> Soul Drain==> Acc(30)Rechg(34)Rechg(34)Rechg(36)TH_Buf(36)TH_Buf(36)
    32) --> Midnight Grasp==> Acc(32)Dmg(34)Dmg(39)Dmg(40)Rechg(40)EndRdx(40)
    35) --> Air Superiority==> Acc(35)Rechg(37)
    38) --> Cloak Of Darkness==> EndRdx(38)
    41) --> Focused Accuracy==> TH_Buf(41)TH_Buf(42)TH_Buf(42)EndRdx(42)EndRdx(43)EndRdx(43)
    44) --> Laser Beam Eyes==> Acc(44)Dmg(45)EndRdx(45)Rechg(45)
    47) --> Conserve Power==> Rechg(47)Rechg(48)Rechg(48)
    49) --> Oppressive Gloom==> Acc(49)DisDur(50)DisDur(50)DisDur(50)
    ---------------------------------------------
    01) --> Power Slide==> Run(1)
    01) --> Sprint==> Run(1)
    01) --> Brawl==> Acc(1)
    02) --> Rest==> IntRdx(2)
    01) --> Critical Hit==> Empty(1)
    [b]---------------------------------------------
    I was wondering, would boxing stacking with OG be better than Air Sup? and should I remove LBE? with those slots I could get a useful death shroud in there (helpful to interrupt unskilled stalkers, does bugger all against good ones, but can be awesome in PVE), or maybe even energy torrent? I think this is damn close to what I want, and was just wondering if people who know the set better than me could advise on specific slotting. Thanks again.
  7. Only PCs I can think of using neg damage are dark scrappers, defenders, and corrupters. Possibly necro MMs, but not much.

    NPCs it's restricted to some council, voids, dark novas/dwarfs.

    Anything energy/elec will do some energy damage. So energy resist is probably the best.
  8. Not very, but considering the AI in general has no idea how to focus you might want to invest in it. It will stop you getting KBed the first time, but even my scrapper (who has rediscovered the sheer joy of Cloak of Darkness) is hit enough by CoT to do the awkward backflip, and since as a tank you draw aggro deliberately, it might not help you much.

    If you have nothing else to get, then it's worth getting to delay the inevitable.

    If you have a better armour or attack to invest in, then get that.
  9. Time taken for 1-full HP in seconds (w/o health): 240 seconds.

    Time taken for 1-full HP in seconds (with health): 134.2 seconds.

    The 5% recovery tick is reduced from 12 seconds to 6.7 seconds.

    Health is, if nothing else, a wonderful downtime reducer. It is by no means useless on a scrapper. And it's one more step towards stamina, which is THE godsend for anything that isn't /regen.
  10. I doubt the acc bonus, but will state the case for soul drain as an awesome power, that defies belief if you hit 8 mobs. Up to damage cap you go, and their defence just got floored. You WILL hit and you WILL hit hard. With 3 recred, hasten, and a speed boost, it's perma. Without the buff, it's got about 10-20 seconds of downtime, I'm not entirely sure. Even on it's own with 3 recred, you can count on "oh damn" soul drain+nuke+leg it= survival.
  11. I slot mine 3 hold/confuse, 2 acc, 1 recred. Coupled with hasten, I get some nastily fun control powers.

    Slot your thorns powers for the damage, but your plant powers you want to be accurate, long lasting, and as close to perma as possible IMO. Makes teaming and soloing all the easier than if you go for damage.
  12. Zomgzz0r! Grats Tyl, now you have no excuse for not fighting teh ubz0r infernal
  13. ZOMG!

    He... did it. I'm so proud *wipes tear from eye*
  14. Blaster/scrapper. Blaster who plays all melee with no or no ranged ability. See also blanker, a blaster who tanks, blanktroller, a blaster who tanks and controls, etc etc you get the idea
  15. So I've been meaning to put my build up here for a while, to get some more insight into what I plan to do for respec #3. I'm veering towards PVE play with the occasional foray into RV. Ignore the levels enhancements get selected at, or powers for that matter pre-41.

    ---------------------------------------------
    Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
    ---------------------------------------------
    Name: Seriphos
    Level: 50
    Archetype: Scrapper
    Primary: Dark Melee
    Secondary: Dark Armor
    ---------------------------------------------
    01) --> Smite==> Acc(1)Dmg(7)EndRdx(7)Rechg(23)TH_DeBuf(37)TH_DeBuf(37)
    01) --> Dark Embrace==> DmgRes(1)DmgRes(3)DmgRes(3)EndRdx(5)EndRdx(5)
    02) --> Shadow Maul==> Acc(2)TH_DeBuf(11)Dmg(11)Dmg(37)Dmg(39)TH_DeBuf(39)
    04) --> Murky Cloud==> DmgRes(4)DmgRes(9)DmgRes(9)EndRdx(11)EndRdx(31)
    06) --> Combat Jumping==> Jump(6)
    08) --> Hasten==> Rechg(8)Rechg(46)Rechg(46)
    10) --> Obsidian Shield==> DmgRes(10)DmgRes(13)DmgRes(13)EndRdx(15)EndRdx(15)
    12) --> Swift==> Run(12)
    14) --> Super Jump==> Jump(14)
    16) --> Dark Regeneration==> Rechg(16)Rechg(17)Rechg(17)Acc(19)
    18) --> Health==> Heal(18)Heal(19)Heal(21)
    20) --> Stamina==> EndMod(20)EndMod(21)EndMod(23)
    22) --> Acrobatics==> EndRdx(22)
    24) --> Touch of Fear==> Acc(24)Acc(25)Rechg(25)Fear(27)Fear(27)TH_DeBuf(29)
    26) --> Dark Consumption==> Acc(26)Rechg(29)Rechg(31)Rechg(31)
    28) --> Cloak Of Fear==> Acc(28)Acc(33)Acc(33)EndRdx(33)EndRdx(34)EndRdx(46)
    30) --> Soul Drain==> Acc(30)Rechg(34)Rechg(34)Rechg(36)TH_Buf(36)TH_Buf(36)
    32) --> Midnight Grasp==> Acc(32)Dmg(40)Dmg(40)Rechg(40)EndRdx(43)TH_DeBuf(43)
    35) --> Shadow Punch==> Acc(35)TH_DeBuf(45)Dmg(45)TH_DeBuf(45)
    38) --> Aid Other==> Heal(38)Heal(39)
    41) --> Focused Accuracy==> TH_Buf(41)Dmg(42)TH_Buf(42)EndRdx(42)EndRdx(43)
    44) --> Laser Beam Eyes==> Acc(44)Acc(50)Dmg(50)Dmg(50)
    47) --> Aid Self==> IntRdx(47)IntRdx(48)Heal(48)Heal(48)
    49) --> Super Speed==> Run(49)
    ---------------------------------------------
    01) --> Power Slide==> Run(1)
    01) --> Sprint==> Run(1)
    01) --> Brawl==> Acc(1)
    02) --> Rest==> IntRdx(2)
    01) --> Critical Hit==> Empty(1)
    ---------------------------------------------


    One thing I am thinking of is trying to get tough in there, so I can hit 50% smash/lethal resist. Also, I will NEVER drop cloak of fear. It hits in PVP to those without resistance for it, and in PVE it rules out minions of all kinds. Does anyone else have any ideas what to do with it?
  16. Anyone know the magnitude of resistance for a /nin stalker? with hasten and quickness I'm fairly certain ToF can be stacked to overcome the resistance.

    And besides, theres still that 20% acc debuff. Combine that with SR's defences, I would really, REALLY like to see a stalker land the AS
  17. The problem is the limit to the amount of people it affects. If you grab more than 12 people mob's aggro, you AREN'T getting away alive from a soul transfer.

    Case in point: Today tried to infernal with the lovely constantly spawning portal. Got killed after a lot of healing and hassle by a very large amount of behemoths. Soul Transfer, and dead. Because there were more behemoths not touched than there were affected.

    If the AoE cap was lifted, this could be the most awesome power ever. But it's fairly lame, since I normally plan on surviving anything less than 9 minions.
  18. [ QUOTE ]
    My view of a ranged Blaster is hovering/standing near the fight and shooting away, ready to SJ and fly away if the bad guys are coming for ya . I think Elec/Elec will indeed be my choice here.

    Any suggestions about an Elec/Elec PvP build? This question is specially addressed to Plight, as I know that he's an experienced Elec/Elec blaster .

    [/ QUOTE ]

    From the few times I've had Plight use me to clean up the floor with my face, I've seen him not using the ranged much. He's fully capable of blasting when he needs to, but elec/elec does it's big damage up close. Runs in, smashes me, and then he uses a ranged attack to finish off.

    The Elec primary has one of the most useful moves in the game (short circuit) as a close range move. If you don't want to ever go near someone, you'll be wasting your -recovery powers, and a hell of a lot of damage.
  19. Touch of fear is brilliant. About to be ASed? See the stalker with focused senses, stop the stalker with Touch of Fear, beat the stalker with shadow maul. Remove henchmen so you can get to the MM, stop brutes from hitting you, stop doms holding you or corrupters blasting you. A wonderful power.

    Oh, and 20% acc debuff in PVP? sheer bliss as they flail mindlessly at you and hit thin air
  20. The only way in hell Soul Transfer could ever be PVP was if you used it to detoggle a granite. The stun is about 30 seconds. The heal and end aren't worth it, if you hit 2 enemies you're at full anyway. If one enemy is around, you shouldn't be fighting it if it kills you. Damage is pants. As is recharge.

    It's not worthy of being tier nine, I get much more use out of cloak of fear (+6s unable to attack me. I have teammates to prove it too)

    Tough would be a better choice, get some serious damage resistance going. Soul Transfer is far to situational to use in PVP or bother slotting.
  21. Cloak of fear is a mag 1 AoE fear with something like 50% base tohit and a rather hefty end cost, to stop it being teh uber. It also has a 10% foe accuracy debuff.

    If it hits, they're out. I've interrupted AS before just by standing still and watching the foolish stalker try and AS (also not clever since I can see through hide).Although note the IF it hits. It really isn't something you rely on to save you, although since you're a stalker and hardly likely to be ASed it might work even better for you.

    Touch of Fear from the primary, however, is AWESOME. 8 second recharge, 90% base tohit, 20% acc debuff. I just seeing brutes or stalkers go "muahahah, you die now" before they get hit by both cloak of fear and touch of fear, leaving them 30% less accurate and cowering in position like well behaved villains should while I beat them senseless.

    Whereas invoke panic has 75% tohit, 60 second recharge, 22 endurance cost, and 8 second fear duration. Not worth it really, cloak of fear is much better.

    Oh, and more importantly dark has fear resist itself. As a DM/DA, it is my wont to not kill but just annoy all villains. Now that I can no longer check out my opponents powersets, it does come as a nasty joly when someone resists me, and then proceeds to placate+AS as I gawp at my best weapon failing.

    But yeah, pool= poo, powerset=power!
  22. No experience with a fire dom, but I had an old plant/thorns which got deleted after I got sick of thorn redraw in a fight, and now he is reincarnated as a plant/psi, and I've been mucking about with fire blasters for a while.

    AoE immob: This is fairly accurate, and you can use it to get out of the way of a boss by stacking with your other. Also utility with fire that if your foes are in a REALLY sweet position for fire breath, hold them still. I HATE it when they get out of the way, and instead of hitting 6 I time it too late and hit 2. But not a brilliant power, but I like it for hit and run tactics (run in, immob, mind probe the lot, get out, and repeat). I guess with fire this is droppable, but if you're running away it's great to fire off with the hold, you have a high chance of surviving to regroup and revenge.

    Spirit tree: You have NO idea how many times this saved me. It turns you into a plant/etc/regen. Not sure what the heal stats of it are, but I remember the first time I used it in my first bank raid. The team I was in were attacked, and I thought we were dead. Called up spirit tree, and lobbed my AoE hold, retreated a bit while shooting off thorn attacks, and the corrupter was blasting everything that came near. Stalker was dead already (duh) and the MMs were being beaten. Killed some, regened up a bit, and then managed to survive the rest. No way would that have happened without that tree (ok, a brute would have done it better, but it's still a great power). It also, although situational, reduces the need of aid self.

    Either drop concealment or, if you find yourself thinking "I'm completely screwed now" a lot, try picking up phase. It has been beaten senseless by the nerfbat, but is still a brilliant power in that situation. Phase, run. Unphase, regroup, and retaliate.

    If you like hover/fly, up to you. I never use it on a plant because of concept (Plant powers need to be near the earth, same way you can't footstomp thin air). It is useful strategy wise, and since you hover you won't need CJ/acro for hold/immob/kb resist, since you don't mix up in the fighting much. I'd recommend hasten still, hasten+domination= God mode. Spamming holds and powers all at increased effectiveness= carnage.

    You might want to go the way of assault/tactics for increased damage and accuracy, but they are end heavy, and if you're in mid air it wont be as much of a benefit to the team.

    Never got a villain high enough for patrons, so I'll leave them to someone else, and hope that helped.

    EDIT: typos galore.
  23. My bad, you are 20% less effective now, no matter how you slot. HOWEVER this means fire damage will basically not scratch you, ever. So circle of thorns will [censored] themselves at sight of you

    Go. Hunt. Kil fire blasters.
  24. Seriphos

    The Types?

    Oh bugger, knew I forgot one
    Anyway: Sonic: has resistance debuff so more attacks=more damage being done. Not quite sure what the damage type is, never used one. Check your combat tab and see. Oh, and sleep? ick! Why would you want a status that cancels at the first attack? If you play with pick-up-groups and not people who know your powers and how to play to compliment them, I would avoid sleep like the plague.

    EDIT: Yay, nofuture is back. Smashing/energy damage for sonic. Remember, shriek is minor damage, slug is high. Slug is, according to a build planner, about twice the damage of shriek anyway. So basically, AR is better than Sonic

    But I do know for sure that AR has better effects, better damage, and a better acc. The levels increase the damage done, and the enhancements don't really matter much until lv 22. Get them at the same level, and then compare, will be a bit more even by then.

    OH: one more thing. Moves with more than one type have 2 numbers for each type, which is 12 then 12.