Spirit_of_Strife

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  1. "weekends are times people generally have more time to think."

    EDIT:
    "weekends are times people generally have more time to drink."

    Updated version will be up shortly.
  2. And it's only the Sniper Rifle that receives a bonus? How big is it?

    I heard something about 20%?
  3. Hiho!

    @Shannon: Thanks for the answer. Glad you like - I just want to keep people having fun with CoH (egoistic if you consider that I want it to stay successful).
    Nope, didn't pass it through the Zukunft forums. This is the first draft. But I have a little experience from "Ultimate Warshading" my extensive i9+playstyle WS guide.

    @all: Well, I'll start working in the improvments...! Thanks so far, but please would you kindly keep going?


    EDIT: Improvements have been included, I'll wait for some more before I repost. Thanks!
  4. Thanks for the first advice. That was exactly what I was hoping for!

    I was fairly certain, that maybe I had 80-90% right. And if people keep correcting like this, both new and experiences players might use this thread to get new ideas what to roll next.

    I have reached the point when I have brought a few one to 40-50 (BS-Regen Scrapper, Warshade, Illu/Rad Controller, AR/Eng Blaster) and was wondering, what to play next.

    This guide is aimed to answer this question for me and for others.

    [Plus I learned that I should respec Ignite into my Blaster...which so far I completely left out.]
  5. City of Knowledge is supposed to become a comprehensive guide to the different archetypes. Goal was that the read might answer the simple question:
    "I will roll a new $archetype. What should I pick, what cool powers are there?"
    So far I can only answer this for the blaster, others will follow. This guide is by no means complete and my English might be a bit odd to me being German and all. Except from that, please do take a look at what "ze Germanz" wrote and feel free to comment and improve.



    [u]Blasters: Did I just die there?[u]

    Ranged and Melee Offense at all cost with minor controllerish trickery up their sleeves – Blasters are the CoH Archetype coming closest to the “glass cannon” often referenced.
    Also Blasters are pretty good at boosting their own damage output thus drawing even more enemy attention. Blasters will either very quickly see foes fall, see themselves biting the dust – or both simultaneously.


    Blaster Inherent: Defiance
    Defiance is basically a simple rule: The lower your health gets, the bigger is the damage buff you receive. In early levels this can be quite useful as it increases your damage output.
    Later on, as teams get bigger, enemies get higher levels compared to the team and hit harder, Defiance becomes rather obsolete. A Blaster basically is alive or dead.



    [u]Primary Powersets: Ranged Offense with minor control[u]

    Primary Powersets often feature a mix of
    • Single target attacks (often with additional effects like knockback or endurance drain)
    • Attacks that hit multiple targets (either as PbAoE, ranged AoE or Cone).
    • Selfbuffs like Aim that bring huge buffs to ToHit and damage for a brief time
    • One “Snipe” – a high damage attack with exceptional range, which can be interrupted and has a rather long cast time. Can be used for pulling enemies.
    • Ranged Status attacks: those mostly deal minor damage but hold or disorient foes. Yet, the status effects caused by these are often minor and need stacking with other powers to incapacitate bigger foes.
    • As 32 power Blasters tend to get a huge-damage-long-recharge attack, but those do vary.


    Primary Powersets are:
    o Archery
    o Assault Rifle (AR)
    o Electrical Blast (Elec)
    o Energy Blast (Eng)
    o Fire Blast
    o Ice Blast
    o Sonic Attack


    Secondary Powerset: Melee Offense with added trickery

    o Electricity Manipulation
    o Energy Manipulation
    o Fire Manipulation
    o Devices
    o Ice Manipulation


    Archery
    • Archers get the luxury of a higher base accuracy, making the first levels a lot easier and being convenient (but arguably less important) later on.
    • Ranged Powerset dealing mostly lethal damage (later on widely resisted) with good single target attacks.
    • Mix of Cone and AoE attacks
    But: Lacks damage against multiple enemies until Rain of Arrows at 32 (only: Fistful of Arrows: one cone attack with moderate damage hitting up to 5 enemies and: Explosive Arrow with moderate damage)
    • Huge “draw” duration: a secondary Powerset that makes you redraw often can go on your nerves. On the plus side, we are wielding a COOL looking fibre glass bow.
    Oh, merry meeheen!
    • Has the very nice “Aim” power:
    +62,5% Damage (and 37,5% ToHit Buff) roughly every minute (with slotting and Hasten) for 10 seconds
    • One OK Disorient (Stunning Shot) allows soft control – even better when stacked with some stunning from the secondary powersets.
    • Excellent 32 power with Rain of Arrows – This baby will be up every time you have Aim (and – depending on your secondary – Build Up ready) so roughly every 45 seconds with some slotting.
    At level 50 this power will do roughly 550 damage (including slotting and Build Up and Aim) to up to 16 enemies every 45 seconds – e.g. every or every second group of enemies. Nice! [If you find an enemy group without lethal resistance at 50… In reality it might be more like 450 damage]
    Rain of Arrows does not leave you drained of endurance.


    Assault Rifle
    • Riflemen are kinda similar to archers, with some important differences.
    • They, too, have a bonus to accuracy which is a bit smaller.
    • They, too, do mostly Lethal damage (with the exception of Flamethrower, which reasonably does fire damage.) and are good against single targets.
    • The first difference comes into play when we talk about cone or AoE attacks. AR is a lot more Cone-heavy which has both up and downsides. On the plus side, the Flamethrower (wide, medium range cone) comes in at Lv18 giving them good potential to damage multiple enemies early on.
    Also: The area of Cones increased, when the range of the attack is increased.
    This makes AR a very good set against multiple enemies.
    The downside is that cones need a bit of setting up to hit optimally and in some cases can overshoot and aggro more enemies than desired.
    • Now for the downsides. In comparison with the sleek bow of archery the rifle is a sad peace of steampunk design. If it fits the character, fine. If you intend to play a sleek female assassin, forget it.
    • It does not have Aim. This is really pants. Aim is a 62,5% damage boost available almost 20% of the playtime and a huge ToHit Buff. The lack of aim is a real downside.
    • It has a disorient very similar to archery, which already comes in at level 8 and makes soloing a lot easier.
    • AR can set a piece of ground on fire, causing a fear effect and doing damage. (I mention this, because it is pretty fancy and unique – NOT because I consider it good. If you can root an enemy this is mighty nice, but I never found much use for it)
    • The 32 Power is Full Auto. This is a narrow, long-range cone, available roughly every 30-60 seconds (depending on slotting). It’s really narrow so it needs a good setup, and it roots you for the horribly long animation.
    Sounds bad? No it isn’t! This is a cone, Flamethrower is a cone. So before every mob you set yourself up, target well, Build Up (if you have it) and first flame and the Full Auto away. With the result that you see a HUGE number of DoTs ticking down over the enemies heads.
    Over the next 7 seconds (during which you are an immobile practice target… - you better have a decent tank or controller…) almost 800 points of damage (~320 fire, ~570 lethal) will tick down on your enemies.
    That works each group every group giving you very nice damage potential against multiple enemies.
    Full Auto does not leave you drained of Endurance.


    Electrical Blast
    • Elec is the first of the “elemental” blaster sets and differs greatly from the “weapon” blasters (Archers and Riflemen).
    • As the name implies this set does little resisted energy damage which is good. (Ironically, the energy portion of elec blast is bigger than eng blast. Go figure…)
    • This set delivers excellent single target damage with the additional (very useful) endurance drain effect on the targets. The EndDrain is said to be very useful for PvP if properly slotted. Malta Sapper anyone?
    • Elec starts with 75% base accuracy. Before DO Enhancements you will miss quite a lot.
    • With Short Circuit you can not only reduce enemies’ endurance but also cripple their recovery. This is useful when soloing and in PvP but has questionable use in bigger teams. Presumably an Elec/Elec Blaster with proper slotting can drain an enemy fully of endurance with Short Circuit and Power Sink.
    • Elec has Aim. Hooray!
    • Instead of a disorient, Elec gets a full blown hold, which is nice.
    • Also, at lv 26 Elecs get a nice little pets which further adds to damage and EndDrain.
    • The 32 power of Elecs is different from the “weapon” blasters. Elecs get a Boom! A tremendous attack ready roughly every 3 minutes which devastates up to 16 enemies as a ranged AoE. Yet it leaves you drained of all endurance.
    With slotting, Build Up and Aim this darling does more than 850 damage at level 50 (200 smashing and 650 Energy).
    Woah!


    Energy Blast
    • Also one of the elemental blasters, Eng know mostly for its secondary effect: Knockback!
    • The knockback is that strong that solo and in small teams it acts as good soft control. If they are flying around, they aren’t attacking. Also, in PvP Eng-Knockback can pretty easy overcome weaker knockback protections.
    • But in bigger teams (especially when the Energy Blaster is a latecomer) Energy Torrent and Explosive Blast are known to have driven Tanks, Kineticists, Rad-guys, Scrappers and damage dealers (well, basically everybody) to insanity.
    • Eng starts with 75% base accuracy. Before DO Enhancements you will miss quite a lot.
    • As the name implies this set mostly does little resisted energy damage which is good.
    • Energy does not have a Hold or Disorient. Knockback is apparently control enough.
    • Elec has Aim. Hooray!
    • The 32 power is similar to Elec: huge Boom with Enddrain. But this time you have to get up close since it’s PbAoE. Also, once again, this attack has a HUGE knockback. So your team will have to pick up the strays.
    With slotting, Build Up and Aim Nova dishes out 810 damage (170 smashing, 640 energy) at lv 50.
    Also, Nova leaves the targets drained of all endurance, increasing the chances of blaster survival facing the remaining enemies.


    Fire Blast
    • The AoE king and debt addict that is called the fire blaster is for people living on the edge. Fire is an Elemental Blaster offering many ways to damage single or multiple enemies. If you want damage – go fire.
    • The fire blaster dishes out – yeah, you could guess – a lot of fire damage. This is good and rarely resisted.
    • The secondary effect of fire blast is damage over time. Don’t expect ANYTHING like soft control or even a hold. The enemies of fire blasters are controlled when they are DOWN.
    • Fire starts with 75% base accuracy. Before DO Enhancements you will miss quite a lot.
    • Fire has Aim too. Nice! Even more damage.
    • Fire has Rain of Fire, one of the loved and hated Powers in the game. It’s moderate damage over time in a huge are, but has a fear effect. Enemies will run around like headless chicken und then kill the fireblaster or his teammates. It’s a decent attack if the enemies are immobilised. Overall an unpopular power in teams, at least on par with Knockback of Energy.
    • The lv 32 attack Inferno is one of the better Booms. It leaves you fully drained and it is PbAoE so gotta get into the middle of the enemies. But hey, fire blasters are per definition risk takers. It does 810 damage (170 smashing, 640 fire) at lv 50. But this damage is the Minimum. Each enemy will take a random multiple between 1 and 9 of 50 damage. Thus: 810 plus an additional 450!
    Gotta love the damage of fire!
    • Fire is recommended for people either with good SGs and thus good teams or higher frustration tolerance. In mediocre teams, fire tends to draw huge amounts of enemy attention.


    Ice Blast
    • Another of the elemental blast sets and – concept-wise beautifully designed – pretty much the opposite of fire.
    • Ice has few attacks damaging multiple opponents but is very good at single targets. This is great for smaller teams, but in larger teams one might miss the AoE punch.
    • The secondary effect of ice is slow (both movement and recharge) making it very useful in PvE and PvP.
    • Ice starts with 75% base accuracy. Before DO Enhancements you will miss quite a lot.
    • Also, ice offers by far the best control of all blaster primaries: not one, but two rather good holds. A Controller would be proud.
    • Ice Storm is similar to rain of fire, yet a bit better. The large slow effect leaves the enemies running around like slow headless chicken. Slotted for Slow it might prove a nice combination with Blizzard (32 attack) for improved slowing.
    • Ice has Aim, too.
    • The lv32 attack is a pimped version of Ice Storm. And when I say pimped, I don’t mean improved. I mean: Literally multiplied with the factor 10. Enemies still run around like the aforementioned chicken, but:
    Blizzard tremendously slow enemies and dishes out almost 1.500 damage at lv 50 (750 lethal, 750 ice as damage over 15 seconds). If you have a way to hold enemies that long, few will be standing.


    Sonic Attack
    • Interesting set, that is…! It’s rather an elemental than a weapon Blasterset, but in fact it is a bit different to all the other sets. Why, you ask? Because it features a significant resistance debuff (well, some AR attacks have a minor defense debuff, but those don’t count).
    • Thus, sonic attacks are a mix of somewhat lower base damage and a debuff, increasing not only one’s own damage output but of the whole team.
    o Although: an enemy can’t be debuffed below -20% resistance to any damage. This means a foe with no resistance at all will take 20% more damage due to sonic debuffs.
    o But (!!!) multiple applications of sonic debuffs will help significantly against enemies with higher resistances.
    o Sonic does smashing and energy damage, mostly in a 50:50 relation.
    o How does that work?
    Imagine an enemy with 40% S/L resistance and no energy resistance.
    Thus, if you hit him with 100 damage (50 smashing, 50 energy), he will take 80 damage (the 50 smashing damage reduced by 40%).
    Now, if you manage to apply a -40% resistance debuff on him (well, with three stacked attacks, you get 39%, so that’s close) he will take:
    • 50 smashing damage (smashing resistance goes down to 0%), which is 20 more
    • 60 energy damage (due to his -20% against energy), which is 10 more
    o Thus: the sonic debuff is significantly stronger on foes with high resistances. Ask Invul-Tanks about resist debuffs…
    o This is especially useful in later levels and for “Blapper”-type characters (Blasters relying on melee) who have a higher S/L component to their attacks.
    • Much like energy, sonic features some high-knockback attacks. Although sonics can pick powers avoiding them completely which energy can’t.
    • Sonic has the nice Amplify, which is identical to Aim.
    • Sonic has little to no AoE attacks except the boom (one small cone and a high knockback cone).
    • To make up for this, sonic not only has the excellent resistance debuff but a lot of soft and hard control: You get a sleep effect at 18 with a long (!) duration and a disorient effect at 26. Also, the Boom at 32 has an included disorient effect.
    • The Boom at lv 32 does excellent damage (980 with amplify, build up and slotting), disorients all foes and reduces their resistance. Nice. Gotta get me some of that!



    [u]Secondary Powersets: Melee attacks with many tircks[u]

    Secondary Powersets consist of
    • Very strong melee attacks, matching the damage of a Scrapper. With the upside that Blasters tend to have damage types resisted less often and with the downside that it isn’t actually healthy for a blaster to stay in melee range of bigger foes for too long.
    • The secondaries include Build Up (except for devices), which is a huge (100%) damage buff and a minor (15%) ToHit Buff.
    • Except for that, they include some minor control and added trickery.


    Secondary Powersets are:
    • Electricity Manipulation
    • Energy Manipulation
    • Fire Manipulation
    • Devices
    • Ice Manipulation


    Electricity Manipulation
    • One of the elemental melee sets, elec is one the choice blapper sets. You get three very nice melee attacks. But: Many of the powers require you to be very close to your enemies and tend to draw large amounts of aggro.
    • Elec once again drains endurance. If you can stack this with Elec/Elec, this really adds up.
    • The first power is a sub par immobilisation effect. You gotta take this, don’t bother.
    • Elec has three very good melee attacks which all have secondary effects: End drain (all three), minor Sleep (the first two) and Disorient (the third).
    • You get an AoE damage aura, which draws huge amounts aggro, drains a lot of end, but later on adds to your damage per second quite nicely.
    • Electricity gets Build Up, the second self-buff power together with Aim at Level 16.
    • Also, you gain Lightning Clap, an PbAoE Disorient, combined with the dreaded knockback. Might be good for soloing.
    • Power Sink, the lv 35 power lets you leech endurance from your foes, depleting them and replenishing yourself. Very nice but comes only late in the game.
    • The lv 38 power is a mediocre Hold which gives you even more control although the numbers look unimpressive to say the least.


    Energy Manipulation
    • Energy Manipulation has the blaster secondary animation that takes most getting used to. It’s mostly orange/pink energy pom-poms around your hands. Many People don’t like it, I don’t mind.
    • The first power you get is actually one of the decent ones. Power Thrust with one accuracy SO or IO in it will knock back almost all foes, giving you time to breathe and getting them out of melee range.
    • The excellent Build Up can be picked at Level 4! Whoohoo.
    • Just like Elec, Energy Manipulation has three very good Melee attacks if you want to blap. All three of them have either a minor disorient effect (the first two) or a strong disorient effect (the third) built in. Thus, if you have other means of disorienting you can keep bosses perma stunned quite easily.
    • Except from that, Energy is one of the the swiss knifes of blaster secondaries. You get many unusual but very interesting self-buff powers.
    o Conserve Power at 16 halves all Endurance used by 50% for 90 seconds. Although the recharge on this one is so HORRIBLY long that even with slotting it’s up only 1/3 of the time. So, it doesn’t solve End-problems, it just eases them some of the time. Nice, no must.
    o Power Boost at 28 doubles all the secondary effects of your powers.
    What the hell does that mean?
    It boosts Holds, Heals, Immobs, EndDrains and much more.
    Also, you can get it running more than 50% of game time. A few possibilities here: With the medicine Pool, you can dish out quite decent single target heals. Medicine’s Aid Self gives you a 60% self heal, available every few seconds. Your Holds will be almost in controllerish dimensions.
    o Boost Range at 35 doubles the range of all your ranged powers. Plus, it can be made perma, just with slotting.
    Once again this power needs a little explaining.
    If you can throw flares 60 yards or 95 yards – that’s no big difference. It makes it a bit safer, but same damage, etc.
    BUT: It allows you to start stacking Holds or disorients on enemies before they are in range of attacking you. With proper slotting you can e.g. disorient a boss before he gets into range of touching you.
    BUT: The thing about holds isn’t the best. The best is: CONES. If you boost range a power like fireball, not much will change it’ll just fly further and set the same radius on fire. But if you boost range Flamethrower or Full Auto their area will in effect significantly increase as they are cones. Excellent, excellent, set defining power, if you got a primary with good cones.
    o The 38 power is a great melee attack with a built in disorient. Nothing to dislike about this.


    Fire Manipulation
    • Fire is the damage king, both primary and secondary. It contains not one, but two damage auras (Blazing Aura and Hot Feet – the second even slowing enemies) and a very good PbAoE (Fire Sword Circle). Thus a good Fire-Blaster is able to “arrest” very quickly, an excellent Fire-Blaster can arrest all before he is in the dust.
    • Fire – both secondary and primary – has little control and the secondary effect to the attack’s damage being more damage (over time). Also, many attacks require you to be very close to your foes. Thus, you will be living on the edge. Go for it!
    • The first power is once again a pretty useless Immob with little damage.
    • Fire Sword, the second attack is a great melee attack.
    • With Combustion and Fire Sword Circle you get two PbAoE melee attacks very early. In early levels, these will be more than enough to rob most tanks of the aggro.
    • The nice Build Up arrives at 16.
    • Consume is the first and only utility attack. You replenish your Endurance at the cost of nearby enemies.
    • Burn sets the ground beneath your feet on fire, freeing you from Immobilisation effects, causing enemies to run away from you and doing little damage. Mediocre power, not really set defining.
    • At 38 you don’t get a huge melee attack like energy or elec, but you second damage aura, making you THE damage dealer versus multiple foes and THE aggro magnet driving tanks crazy.


    Devices
    • Devices is much unlike the other three elementary sets. Basically it is the most unique secondary set with specific ups and downs. Although it is often considered weak (mostly due to the lack of build up), it has it’s uses and can be tremendous fun.
    • Almost all “devices” can be used to very interesting effects in combination with primaries or in combination with one another. I will elaborate on this further as I don’t like the notion of sets being useless. This will be one of the longer explanations!
    • The first power is probably the best it-is-the-first-you-have-to-take-it power for blasters. Not only is it a strong immob and has a –fly effect (nasty in PvP) built in, it is also a significant slow effect (-50 fly, run and recharge to enemies). If you stack the slow this can be very annoying in PvP and useful in teams as slow is one of the least resisted effects.
    • The second power is caltrops. Everybody who has dealt with caltrops using foes knows those can be a royal pain in the … – well, I digress. Caltrops are a location based AoE that slow foes significantly (although this time only their runspeed) and does minor damage. They are autohit, thus also a great way to negate stealthed melee enemies (i.e. Stalkers) in PvP. Plus Caltrops take excellent IOs making them even more versatile.
    • Well, the taser is a medium disorient effect and unspectacular altogether.
    • The targeting drone on the other hand, makes this set very interesting – once again also for PvP. You get an excellent ToHit Buff (in between a Defender’s Tactics and Tank’s or Scrapper’s Focussed Accuracy) at low endurance cost, a high resistance to ToHit Debuffs and increased perception. Also, me thinks, it grants a 20% damage buff to all Assault Rifle attacks (in order to compensate for this combination’s lack of Aim OR Build Up). One of the set defining powers!
    • Smoke Grenade is another interesting skill. It renders enemies almost blind. This in combined with – say – Cloaking Device or Stealth or a Stealth IO or some of those allows you to act unseen among foes unless you dish out damage.
    • The next power Cloaking Device is an improved Stealth: no movement penalty, lower end cost and the same effect. Nice! Plus, if you run around cloaked, smoked enemies take no notice of you taking non-damaging action. I’ll come to the possibilities of this later.
    • The trip mine allows for safe soloing bosses without relying on “contolling” them. If you set up 5-6 Trip Mines (they recharge quickly) and pull a boss into it, he doesn’t stand much of a chance. Also, Tripmines allow “Webmining”, i.e. using it as a powerful melee attack: Use Web Grenade on an enemy, run directly to him and plant a trip mine directly under his immobilized feet.
    • The 35 power, the time bomb is an interesting power. Just a stronger Version of the trip mine with a tremendous recharge (360, unslotted) and the downside that it isn’t set off by enemy movement but by a timer – for some.
    If you combine this with Smoke Grenade and Cloaking Device you basically get a second but smaller Boom that you place in the enemies middle while hidden. This requires understanding and help of the team but is said to be well worth it.
    • Both mines have a component of lethal damage of more than 50% - so expect only parts of your damage to arrive.
    • The 38 power – once again – is interesting, too. You build a gun turret on the ground that does moderate damage. Ooh, and it uses tremendous endurance and takes a huge time to set up– which is: interruptible. Well, that’s unspectacular, one might think.
    But it has some added advantages: it is auto-hit and it consumes no endurance afterwards. Thus it adds some nice (although lethal and thus very resisted) damage to longer fights.
    • Thus devices in it’s current form is far from perfect but still an interesting pick.


    Ice Manipulation
    • Ice is one of the elemental secondary sets and by far the most controllerish among the lot.
    • Ice gets two medium sized Melee attacks and a wide array of control tools. So, don’t expect Ice to do loads of damage but to control and reduce incoming damage.
    • Ice once again slows, thus providing additional soft control. To be precise: Ice slows A LOT. Basically, if you stack enough slows you are able to render an enemy pretty helpless. Attacks slow, a PbAoE Toggle slows additionally plus another hold that slows, too, and you are very short of an offensive controller.
    • If you take a primary that’s heavy on holds (i.e. Ice) you can stack three full holds rather quickly. And in PvP that’ll help bringing down any hold protection very quickly.
    • Ice gets the very nice Build Up at 16.
    • Also, you will have access to the wonderful Ice Patch, one of the greatest soft control powers in the game. This power will allow you to lock down a herded group of any size for 30seconds.
    • The 38 skill is an interesting one. It’s an PbAoE Sleep Toggle. So basically, if you use some form of stealth (i.e. Super Speed, Stealth, Stealth IO) that fully disguises you, just hop in the middle of a mob, go unnoticed till everyone is asleep, then procedd to hold and arrest the foes one by one. Performed correctly this allows for very low risk – but end heavy – soloing or grouping.
    • All in all, if you pick xxx/Ice or even Ice/Ice consider looking into Controllers, too.



    [u]The Epic/Ancillary Pools[u]
    The epic power pools (this is the “old” name – nowadays they are called ancillary as a form of expectations management, I assume) are unlocked at 41 and offer nice and additional gadgetry.

    The Epic Pools are:
    • Cold Mastery
    • Electric Mastery
    • Flame Mastery
    • Force Mastery
    • Munitions Mastery

    So, what are they? Epics are rather diverse. But in general most but not all offer some of the following:
    • Some control – usually a Hold or Sleep or both
    • Some shield – either defense or resistance, usually a toggle, sometimes and auto power
    • Some types of debuffs
    • Utility powers
    • Little in terms of additional damage

    A quick Walk-Through:

    Cold Mastery
    • Once again the controller among the epics. If you are going Ice/Ice/Ice you are just a Controller in denial.
    • Snow Storm is a decent Debuff. A Toggle that reduces an enemies recharge and runspeed – and also the speed of all enemies in the vicinity. It is a targeted toggle, thus requires an “Anchor”. Thus, as long as the targeted foe lives, all those around him are debuffed. Nice but a bit tricky depending on the team.
    • Flash Freeze is a targeted AoE sleep, and as most AoE Sleeps rather useless in larger teams. Although Sleeps do use the excellent and cheap “Call of the Sandman” Set.
    • Frozen Armor is a Defense-Armor and nice as such. Not only does it take very interesting sets (5 Red Fortune + 1 Luck of the Gambler = 20% of Perma Hasten) but it also mitigates quite a bit of damage.
    • Hibernate is a “comfort power” and panic button. Work very nicely without any slots and either allows you to regenerate to 100% Health and Endurance in 8-10 seconds or allows you to escape from the battle for 30 seconds.
    For more daring blasters this can make you a makeshift tank for 30 secs:
    Tank tanking Lord Recluse goes down? [censored]. Hit him (Recluse, not the faceplanted tank) once or twice with your attacks and Aggro should be guaranteed, then hit Hibernate. If done correctly, you will see Recluse beating down on you invulnerable Ice fortress for 30 secs while the tank is rezzed and buffed.
    Although at 47 this comes late.


    Elec Mastery
    • Is one of the End-Drainers but rather unspectacular except from that.
    • It gives you a short range cone attack draining a little End from the foes and doing minor to moderate damage. Looks VERY unspectacular.
    • It gives you a nice Hold and a weak resistance based shield.
    • The EMP once again is a powerful AoE Hold that also completely stops enemies regeneration and recovery. All the Radiation Defenders and Controllers out there know that stopping AVs Regen is a godsend, similar to more than 100 DPS. But, this EMP is only up every 800 seconds, making the -regen arguably not worthwhile. As a Hold it’s nice, but still short and it keeps you from recovering End for quite some time. So: Close, but no Donut.


    Flame Mastery
    • Okay, Fire again. If this is anything like the primaries or secondaries, it will do damage, right? So let’s see.
    • Actually, Flame Mastery does not do much damage at all but still complements the fire sets very well.
    • The Bonfire is a strong Knockback power which serves as team protection or blockage facing adds.
    • Char is a single target Hold with good duration and moderate damage. Allowing better soloing for sets with little control.
    • The Fire Shield is a resistance based shield that offers decent resistance to S/L and Fire/Cold damage.
    • Rise of the Phoenix finally is the power for the Fire/Fire/Fire Blaster. It’s a self-rezz. A beautiful one, too. After going down it allows you to rise from the ashes with 50% Health and Endurance, rendering briefly invulnerable. With Defiance, 50% Health is often better than 100% for a Blaster. i.e. you will reemerge after defeat hosting a significant damage bonus to your attacks. Plus the animation is among the best in the game.
    • Summing up: nice knockback trickery with bonfire, a good hold, a mediocre shield and a beautiful self-rezz. Fire sounds good!


    Force Mastery
    • The “in a former life I used to be a tank” set. Very versatile, offering great protection and little control.
    • Personal Forcefield is a Panic Button just like Hibernate. But in Contrast to Hibernate, this one is not impenetrable but on the other hand allows you to move and recharges more quickly. PFF has 52,5% Defense and 28% ResAll (except Toxic) – so basically this one will take you out of normal battles, AVs or PvP Blasters might laugh mildly before smiting you. Please do note that this IS a toggle and a Hold or something along those lines will bring it down. Still a very interesting and good power.
    • Repulsion Field is an interesting Power. It costs a lot of endurance and knocks foes back at an additional End Cost per enemy. Might have situational uses e.g. for PvP but sounds rather unspectacular.
    • Temp. Invulnerability is your everyday Toggle-S/L-Resistance-Shield. Nothing special, but good.
    • Force of Nature. Whoohoo – Who da tank? This Click-Power is similar to Invul-Tanks 32 power (only similar) and provides massive Resistance against everything but Psi.
    o Are you a tank now?
    Short Answer: No. Don’t even think about it.
    Well, this gives 55% ResAll (except Psi) fully slotted. The tanks version gives you 90% ResAll (except Psi). With different Base HP a 1.000 point damage attack (that’s anything except Psi)
    - Will consume ~38% of a Blaster’s HP instead of the deadly 83%. Thus, you die after the third, not the second hit.
    - Will consume ~5% of a Tank’s HP instead respectable 52%.
    o Well, if you combine it with Temp. Invul. You will reach the blaster resistance cap of 75% for S/L damage.
    o As this is a Click-Power, it will not be detoggled like PFF. But still – due to a lack of Hold Protection, if used unwisely, enemies will just hold your sorry behind until it runs out.
    o And Force of Nature crashes after two minutes. It goes down and takes all of your Endurance with it.


    Munitions Mastery
    • This is once again an assault rifle set. If you have picked a primary that is not Assault Rifle, your character will draw one nonetheless. Once again, with the long draw time. If you are a Archery/xxx/Munitions Blaster, your draw times will be horrid.
    On the other hand, it works rather well with AR/xxx/Mun. (Well, Captain Obvious to the rescue…)
    • The first Power is Body Armor as a shield and depending on you point of view it will either be vastly superior or underpowered compared to the other shields. It’s always on, costs no endurance and provides little resistance (ca. 10%).
    So it won’t do much for you survivability. But: The other powers (even Force of Nature) don’t really turn you into a tank.
    It’s always on and can’t be detoggled. That’s nice, especially when using Inventions in it: You can use: Aegis, Impervious Skin and Steadfast Protection and you get 27,5% MezResist and a Mag 4 Knockback Protection – always, with no fear of being detoggled.
    Also, as it does not cost any end, the more offensive minded blasters might like this: “I need my end to do DAMAGE, not for shields”
    • Cryo Freeze Ray is a pretty good hold, but once again with the looong redraw animation.
    • The sleep grenade is one of those powers that really get me complaining. Not because the power itself is bad. It causes a good duration sleep and minor knockback (once again, with the redraw animation).
    No, it’s the concept that bugs me: You launch a freakin’ tactical grenade at enemies, that knocks some of them around and sets them asleep? That’s just weird.
    • LRM Rocket – a power that costs a lot of endurance, has a long cast and recharge time and can be interrupted. Probably not a big deal, right?
    Well, I reeeaaaly like the idea to just launch a rocket at a group of enemies. Think of it as a second and weaker Boom. With Slotting, Aim and Build Up this really packs a punch, too. And it doesn’t leave you drained of endurance.
    Sadly, due to the long setup time, it can happen, that someone scatters the enemies before you have the launch preparation done.

    Well, so much for the blaster. The offensive Juggernaut of CoH. Please stay tuned for other guides to come. Presumably next:

    Controllers – the unkown creatures.
    Or: What the hell does a controller do?
    [This relates to the fact that if you invite an unknown controller to your team you never know what you are going to get.]
  6. Hello there!

    I can offer a build I use on the German server. It has been read 8.000 times so far and theres a comprehensive Guide to Attack Chain, Binds and DPS in there, too. But it's all in German.

    I have to mention that the original guide "Ultimate Warshading" heavily built on Double's excellent guide. But over time and with i10 I added a few tricks.

    So, here's the Build. Just a quick intro:

    - Dwarf as panic button and for light tanking. More importantly for self-buffage.

    - Nova as the form you spend most time in. Horrid-AoE-and-Cone-Damage-fest! Heavily relies on a Defender or Controller granting Status Protection.

    - Human for Self-Buffage and rarely used trickery (e.g. for making the cavern of transcendence a walk in the park and for ghosting missions). WS speeds up TFs significanty. Just ghost on superspeed and teleport everyone. For the rare auto-aggroed mobs (those happen on TFs... ugly!) you still got a phase shift.

    Usual attack cycle:
    - Before 20: Sunless Mire, switch to Nova, blast everything down.
    - 20-38/9: Teleport in as dwarf, Dwarf Mire, switch to human, Sunless Mire, switch to nova, blast everything down.
    - 39+: Teleport in as dwarf, Dwarf Mire, switch to human, ECLIPSE, Sunless Mire, switch to nova, blast everything down. Head forward to the next mob and blast 90% before your team arrives. Sometimes use stygian circle. Rinse and Repeat.

    - The two single Target Attacks of the Nova have been modified to cycle nonstop. This allows to stack a tremendous slow effect (-100% Recharge Speed) on enemies and finally give the WS real utility in AV battles.

    IF you get status protection (and good heals pre 38) you are very, VERY powerful.

    Recommendation: Tell the Empath or other Defender about your "special needs". Tell the team frequently that the dark monster that is the warshade would be a stunned, held and immobed human without the defender.

    For AVs the two Single Target Attacks of the Nova have been pimped allowing almost scrapperish DPS with the added goodie of NegEng Damage. Almost nobody resists NegEng (Vampyri and Zombies, I think...) and some even take extra damage (ALL Robots ).

    That's about it.

    Ah, here's the German Guide:
    http://de.boards.cityofheroes.com/showfl...rt=all&vc=1
    Binds are in there, too.

    Hero Plan by Mids' Hero Designer 1,20
    http://www.honourableunited.org.uk/mhd.php

    Level 50 Science Warshade
    Primary Power Set: Umbral Blast
    Secondary Power Set: Umbral Aura
    Power Pool: Speed
    Power Pool: Fitness

    Hero Profile:
    ------------
    Level 1: Ebon Eye
    (A) Accuracy IO: Level 50


    Level 1: Absorption
    (A) Resist Damage IO: Level 50


    Level 2: Gravity Shield
    (A) Resist Damage IO: Level 50


    Level 4: Orbiting Death
    (A) Special:Nucleolus Exposure


    Level 6: Dark Nova
    (A) Endurance Modification IO: Level 50
    (7) Endurance Modification IO: Level 50
    (7) Soaring - Endurance/FlySpeed: Level 53
    (9) To Hit Buff IO: Level 50
    (9) To Hit Buff IO: Level 50
    (50) Soaring - Endurance: Level 53


    Level 8: Hasten
    (A) Recharge Reduction IO: Level 50
    (11) Recharge Reduction IO: Level 50
    (11) Recharge Reduction IO: Level 50


    Level 10: Swift
    (A) Run Speed IO: Level 50


    Level 12: Sunless Mire
    (A) Accuracy IO: Level 50
    (13) Recharge Reduction IO: Level 50
    (13) Recharge Reduction IO: Level 50
    (43) Accuracy IO: Level 50


    Level 14: Shadow Cloak
    (A) Red Fortune - Defense/Endurance: Level 50
    (43) Red Fortune - Defense/Recharge: Level 53
    (45) Red Fortune - Endurance/Recharge: Level 53
    (45) Red Fortune - Defense/Endurance/Recharge: Level 53
    (45) Red Fortune - Defense: Level 53
    (46) Luck of the Gambler - Recharge Speed: Level 53


    Level 16: Health
    (A) Miracle - +Recovery: Level 40


    Level 18: Gravity Well
    (A) Special:Endoplasm Exposure
    (46) Special:Endoplasm Exposure
    (46) Special:Peroxisome Exposure
    (48) Mako's Bite - Damage/Recharge: Level 53
    (48) Crushing Impact - Damage/Recharge: Level 53
    (48) Touch of Death - Damage/Recharge: Level 40


    Level 20: Black Dwarf
    (A) Aegis - Resistance/Endurance: Level 50
    (21) Aegis - Resistance: Level 50
    (21) Resist Damage IO: Level 50


    Level 22: Stygian Circle
    (A) Recharge Reduction IO: Level 50


    Level 24: Stamina
    (A) Endurance Modification IO: Level 50
    (25) Endurance Modification IO: Level 50


    Level 26: Nebulous Form
    (A) Endurance Reduction IO: Level 50


    Level 28: Super Speed
    (A) Run Speed IO: Level 50


    Level 30: Starless Step
    (A) Accuracy IO: Level 50


    Level 32: Dark Extraction
    (A) Blood Mandate - Accuracy/Damage: Level 53
    (33) Blood Mandate - Damage: Level 53
    (33) Special:Nucleolus Exposure
    (33) Recharge Reduction IO: Level 50
    (34) Recharge Reduction IO: Level 50
    (34) Recharge Reduction IO: Level 50


    Level 35: Quasar
    (A) Special:Nucleolus Exposure
    (36) Damage Increase IO: Level 50
    (36) Damage Increase IO: Level 50
    (36) Recharge Reduction IO: Level 50
    (37) Recharge Reduction IO: Level 50
    (37) Recharge Reduction IO: Level 50


    Level 38: Eclipse
    (A) Aegis - Resistance/Recharge: Level 50
    (39) Aegis - Resistance/Endurance/Recharge: Level 50
    (39) Impervium Armor - Resistance/Recharge: Level 40
    (39) Impervium Armor - Resistance/Endurance/Recharge: Level 40
    (40) Recharge Reduction IO: Level 50
    (40) Accuracy IO: Level 50


    Level 41: Stygian Return
    (A) Recharge Reduction IO: Level 50


    Level 44: Inky Aspect
    (A) Accuracy IO: Level 50


    Level 47: Unchain Essence
    (A) Accuracy IO: Level 50


    Level 49: Whirlwind
    (A) Knockback Distance IO: Level 50


    ------------
    Level 1: Brawl
    (A) Accuracy IO: Level 50


    Level 1: Sprint
    (A) Celerity - +Stealth: Level 50


    Level 2: Rest
    (A) Recharge Reduction IO: Level 50


    Level 1: Dark Sustenance
    ------------
    Level 6: Dark Nova Bolt
    (A) Special:Nucleolus Exposure
    (27) Damage Increase IO: Level 50
    (29) Damage Increase IO: Level 50
    (42) Impeded Swiftness - Chance of Damage(Smashing): Level 30
    (43) Decimation - Chance of Build Up: Level 40


    Level 6: Dark Nova Blast
    (A) Special:Nucleolus Exposure
    (27) Damage Increase IO: Level 50
    (29) Damage Increase IO: Level 50
    (31) Recharge Reduction IO: Level 50
    (31) Recharge Reduction IO: Level 50
    (42) Impeded Swiftness - Chance of Damage(Smashing): Level 30


    Level 6: Dark Nova Emanation
    (A) Recharge Reduction IO: Level 50
    (15) Recharge Reduction IO: Level 50
    (17) Recharge Reduction IO: Level 50
    (19) Special:Centriole Exposure
    (5) Special:Centriole Exposure
    (3) Special:Centriole Exposure


    Level 6: Dark Nova Detonation
    (A) Recharge Reduction IO: Level 50
    (15) Recharge Reduction IO: Level 50
    (17) Recharge Reduction IO: Level 50
    (19) Damage Increase IO: Level 50
    (5) Damage Increase IO: Level 50
    (3) Damage Increase IO: Level 50


    Level 20: Black Dwarf Strike
    (A) Accuracy IO: Level 50


    Level 20: Black Dwarf Smite
    (A) Accuracy IO: Level 50


    Level 20: Black Dwarf Mire
    (A) Accuracy IO: Level 50
    (23) Recharge Reduction IO: Level 50
    (23) Recharge Reduction IO: Level 50
    (25) Accuracy IO: Level 50


    Level 20: Black Dwarf Drain
    (A) Accuracy IO: Level 50
    (31) Doctored Wounds - Recharge: Level 50
    (34) Doctored Wounds - Heal: Level 50
    (37) Doctored Wounds - Heal/Endurance/Recharge: Level 50
    (40) Doctored Wounds - Heal/Recharge: Level 50
    (42) Doctored Wounds - Heal/Endurance: Level 50


    Level 20: Black Dwarf Step
    (A) Endurance Reduction IO: Level 50


    Level 20: Black Dwarf Antagonize
    (A) Accuracy IO: Level 50





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  7. If you are looking for a Guide, I can only offer one in German.

    If you are looking for a build, try this link to the German forums.

    Nova is maxed for Blasting on Dwarf Mire - Eclipse - Mire.
    Dwarf ist maxed for tanking.
    Without Mires, the Nova has the two single target attacks slotted for max. DPS.
    And the Human is mostly for eclipse, drawing pets and Booming.
    Also, you are an advanced stealther that can greatly help teams on TFs.

    http://de.boards.cityofheroes.com/sh...037#Post918287

    Hope that helps!
  8. I could offer a different build.

    It's a lot more nova heavy, delivers incredible AoE damage with dwarf mire, eclipse, mire, nova form.

    It has very good sustainable Single Target damage (utility for e.g. AVs in the States TF) being roughly 75% of my BS/Reg Scrapper.

    Mires, Boom and Pets are maxed and the build offers nice recharge.

    Full Build and exlanations (explanations being in German ) can be found here:
    http://de.boards.cityofheroes.com/sh...037#Post918287

    The whole build starts with Doubles excellent Build and expands into a few new tricks possible with inventions.
  9. Hey, Skela, das klingt aber so als kenne sich da jemand mit großen Konzernen aus...

    Helvetica 14? Geht gar nicht... Sehr gelacht!
  10. Diplomarbeit zum Thema MMOs und Gamer:

    http://www.mmorpg-research.de/
    Online, umsonst und draußen


    Eine deutsche Diplomarbeit, die endlich zeigt, was ich schon seit langem sage:
    - Gamer sind viele Leute aus der Mitte der Gesellschaft.
    - Gamer sind solide ausgebildet
    - Gamer sind technisch WEIT über Bundesdurchschnitt ausgerüstet und erfahren
    - Es gibt Hardcore Gamer, die sonst ÜBERHAUPT kein Leben haben - das sind aber extrem wenige.
    - CoH hat selbst im Vergleich mit anderen MMOs eine super Spielerschaft (haben wir schon immer gewusst)
  11. Hah, ganz Unrecht hatte ich nicht. Master Z ist im Februar 33 Monate dabei!

    Ergo können wir ab Mitte des Jahres *theoretisch* die Jets in Basen bauen, so Master Z denn hilft.

    http://de.boards.cityofheroes.com/showfl...ge=0#Post775179

    Dennoch siehts nicht so aus, als dass jeder davon profitieren kann.

    Es ist schnell die Idee aufgekeimt, einen Wettbewerb auszurichten, mit den Jets als Preise.

    Wäre zwar schade, wenn wir trotz Idee keinen Jet mit Heim nehmen würden, aber potentiell hats zumindest die Chance

    a) auf ein geiles Event und
    b) dass zumindest eine SG auf Zukunft die Jets kriegt.

    Denn dafür wird sich Master Z hoffentlich begeistern lassen.
  12. Hallo Helden von Zukunft!

    Ich hatte heute morgen im Zug eine Idee, die mich nicht so ganz loslässt:

    Nach dem schönen Doppel-XP Wochenende hat unsere SG (SHADOW nebenbei) wieder die Taschen voller Prestige und wird dieses auch noch einige Zeit behalten, da uns die Miete endlich nicht mehr die Haare vom Kopf frisst.

    Also, was machen wir mit dem schönen Prestige?
    Gut, wir werden uns sicher noch einige Porter gönnen (die bisherigen 9 bringen uns zwar FAST in die ganze Stadt, aber eben nur fast).

    Energie und Kontrolle kommen aus Fusionsgenerator und Supercompi. D.h. da ist also nichts mehr zu tun. Energy und Kontrolle haben wir reichlich.

    Also, wieso nicht was Dekoratives basteln?
    Wieso nicht was Großes, einen Hangar z.B.?

    Dummerweise gibt es die beiden glorreichen Flieger erst mit 36 Monaten, die man bei CoH dabei ist und bis dahin fehlen mir noch so ca. die Hälfte.

    Deshalb die Frage:

    Wie lange seid Ihr dabei? UND Wenn ihr schon bald Eure 36 Monate voll habt, würdet Ihr einen Alt mal bei uns in die SG kommen lassen und uns zwei Flieger bauen? Bitte?
  13. Soho, die Herren, wie schauts diesen Freitag um 19h bei Euch aus?

    Ansonsten, wenn Eure SGs raidfähige Basen haben können wir auch gern direkt im Anschluss für Euch ein IoP klauen, sobald wir da den Bogen raus haben.
  14. Hallo allerseits!

    Ich schreibe heute nach dem heldenhaften Versuch von SHADOW (www.sg-shadow.de) die Kathedrale der Schmerzen mit 9 Personen zu bestreiten.

    Zwei extrem fitte Teams aus Tanks, Defendern, einigen 50er Khelds und einem flinken Klauen Scrapper hat sich auf den Weg gemacht, die Kathedrale zu erobern und ihre Portale zu brechen.

    Unser Plan ging auf, die Strategie stimmte.
    Doch leider hatten wir selbst beim dritten Durchlauf, der unter gegebenen Umständen TOP lief (besser wäre es mit identischen Chars nicht drin gewesen) immer noch ca. 40-50 Sekunden, die uns fehlten, um alles Obelisken geplättet zu kriegen.

    Tanks waren fit, Defender heldenhaft hinten dran und die Khelds und Scrrapper hielten drauf was das Zeug hielt.

    Insofern mussten wir nach 50 Minuten unverrichteter Dinge von dannen ziehen. Leider. An der Motivation lag es nicht an den Leuten keinesfalls!

    2, 3, 4 Leute mehr und es hätte gepasst. 5-6 mehr und es wäre ein Spaziergang gewesen.

    Ich kann mir vorstellen, dass dieses Problem in den nächsten Wochen einige SGs ereilen wird.

    Basis stimmt, Leute stimmen, aber es sind einfach zu wenig Spieler.

    SGs zusammenlegen wäre eine Option, aber ich glaube jeder kann damit leben, dass seiner SG einige beitreten, aber selbst aufzulösen und sich anzuschließen, das wäre für viele seltsam.

    Verstehe ich. Deshalb hier eine Idee und ein Angebot:
    Wir finden raus, wer bereit ist, FÜR KURZE und BEGRENZTE Zeit die SG zu wechseln, um es anderen SGs zu ermöglichen Items of Power für Ihre Basis zu erwerben.

    Ich für meinen Teil kann Spirit of Strife, einen 50er Warshade anbieten. Auch wenn meine schöne Prestigezahl aus der Liste gelöscht würde:
    Ich würde gerne anderen SGs helfen, ihr IoP zu kriegen.
    Genauso würde ich mich natürlich freuen, wenn andere Interesse hätten, uns bei unserem nächsten Versuch unter die Arme zu greifen.

    Deshalb: Wer außer

    a) Spirit of Strife - 50er Warshade - SHADOW
    b) ...
    c) ...

    wäre noch bei so etwas dabei?
    Ich führe gerne die Liste und kümmere mich im Notfall auch um Kontaktdaten (welche Foren, E-Mail, ICQ)

    Helden von Zukunft, seid kooperativ, helft einander, dass jede SG Ihre IoP bekommt!



    PS Dank gebührt hier auch den Rockomaniacs und vielen netten Helden auf Cohmpendium. Ohne sie wären wir heute blind in das Trial gerannt.
  15. GZ zum Geburtstag!

    Freut mich, dass es bei Euch mittlerweile so richtig rund geht!
  16. Spirit_of_Strife

    R?cktritt

    Jup. Die Swastika ist in vielen Kulturen ein Glücksbringer.


    War mal ein Sem in Indien und durfte erstmal mit einem ziemlich mulmigen Gefühl im Magen realisieren:

    - es hat hier Massen an Syastikas, teilweise auf Schulranzen, teilweise als Emblem auf Haustüren oder noch härter: Als Leuchtreklamen
    (Indien ist da wie China: Was bunt ist und blinkt ist gut! Und sowohl von bunt als auch von Blinken kann man nicht zuviel haben.)

    - dann kam irgendwann die Erkenntnis, dass es sich wie bereits von Vorrednern erwähnt in die andere Richtung dreht.

    - und letztlich wars halt einfach nur ein Glücksbringer, den die Inder schon seit Jahrhunderten benutzen und der einfach mal am anderen Ende der Welt ziemlich missbraucht wurde.


    Insofern: Solang mans nicht instrumentalisiert, sind ähnliche Symbole OK. Das SG-Logo, vor allem mit der Referenz zu Equilibrium (der Film ROCKT!), ist absolut OK.



    Ich hätte da ein anderes Beispiel für Euch, wo ich auch erstmal überlegen musste, wie ich das jetzt eigentlich finde:

    Ich bin in CoV online mit meinem MM unterwegs und suche nen zweiten Mann.

    In meiner Levelrange ist unterwegs: "Reichsman"

    OK. Reichsman ist Teil der CoH Folklore. Es ist vollkommen gerechtfertigt, sich einen Freak, einen Leeresucher oder einen Malta als Char zu bauen.

    Weshalb hatte ich also nun Bauchschmerzen?
    Aus dem einfachen Grund, weil man - deutsche Schulbildung sei dank - total sensibilisiert auch auf kleinste Ähnlichkeiten ist.

    Insofern verstehe ich hier jeden, der sagt: Eine gewisse, minimale Ähnlichkeit ist da. Aber ich sehe da gar kein Problem drin. Die SG hat schicke, nicht in die Richtung tendierende Kostüme. Das ist alles fein.


    Übrigens: Reichsman stellte sich, als er dann in der Missi war als dunkle "Statesman-Kopie" heraus, und war ein netter und freundlicher Spieler, der erstmal erklärt hat, woher der Name kommt und dass ich nichts Falsches denken soll.
  17. All right, we are a considerably small but well-working SG on Zukunft (German Server). www.sg-shadow.de
    So far we earned almost 10 Million Prestige, which is enough to get started.

    After the last few SG-TFs we stand before two choices:
    1) Go for Raiding and finally do the Cathedral of Pain TF
    2) Go for a Transport hub, get the huge Teleport Room and place 8 Porters to everywhere

    Thus, a few questions that probably have already been answered by larger SGs:

    1) Is the cathedral of pain currently working? What do we need to do, to enter? (Except the raidable Base, of course.)

    2) What benefits are to be gained from an IoP? I heard they are minuscule.

    3) What happens to items destroyed in raids (my precious turbine generator for example)? I heard: Prestige retained, Salvage lost.

    4) Considering the first three: If the cathedral is up and playable, the benefit to be gained is minuscule and there is a lot of salvage to be lost: Can't we just do the Cathedral and not place or place and delete the IoP?


    Becaus all in all, once we placed it, any other SG can enter and mess the place up. We are a rather small SG, thus a devastating raid might set us back a lot.

    Do you have any ideas to do the cathedral and to avoid raids? Well, we could set Raid times at 4.30 AM on weekdays, which would deter some but not all.

    Any other ideas?

    PS To add to a freuquent topic: RENT SUCKS. I thought paying taxes in RL and money to NC would suffice... ^^
    Wait a second!!! Wouln't letting your base power down due to unpaid rent prevent raids???
  18. Just a short word on Seeker Drones:

    Summoned in Battle they do little more than those of your pets. Redundant.

    BUT (!!!) If you are on a team with really high enemies and need to pull them into prepared traps, they just rock.
    Setup:
    - Get Seeker Drones, slot them just with one range enh.
    - Find a good corner.
    - Set up all your traps at the corner. You can get out two acid mortars and some poison and trip mines with some caltrops.
    - Summon the seekers in the group you intend to pull.
    - Seeker are created as pets and either explode debuffing the enemies or get killed.
    - Enemies come round the corner, NOT aggroed on you.

    Much better than any form of pulling.
    Especially for Bosses like Ballistas this in an invaluable asset to solo them: You get them to run into traps nicely, without aggro.

    If your MM can stand the 8-10 seks your pets need to take an boss's / elite boss's aggro off you: no seekers
    If you can't: consider them!
  19. Yeah, it sucks to get the accolade.

    But no character profits more from it than a */Regen Scrapper with Instant Healing.

    All right, it's only up for a minute every 25mins.
    But that means you get it and you can stay 4% of Gametime in God Mode.

    Excellent for PvP, too. Group of 4-5 Villains hanging round?
    Just use IH, Archmage, burst in and hit and run a squishy. You'll take down 1-2 squishies as they feel that superior that they just don't run.

    Did that once and was directly accused of cheating.
  20. All righty, I got a little EM/Reg Stalker (L10).

    I expected it to be mostly like a Blapper with excellent status protection and hide, with the criticals at the end. That kinda captured it and allowed me to get smoothly through missions solo and on teams.

    BUT: On Bank heists the stalker displays his full portfolio of squishiness:

    - I get to the bank, quietly and unseen, maybe earning the occasional +30seks for "Resisting Arrest"

    - I get inside the bank an manage to deal with the Longbow add quite ok, with a little inspi burning.

    - I ghost to the safe, get it open and manage to deal with the cop add coming to get me.

    And now it gets ugly: Enter a sole hero accompanied by one Longbow unit. The hero himself wouldn't be to big a problem, IF I didn't have all his AGGRO and there was no way of dropping it except dying.

    All right, if you do the above swiftly you can easily break out of jail and return to the hero who then is unaggroed and can be easily Buildup+ASed.

    Is there any way to avoid this one apparently inevitable death?
    Will Placate help? I could live with "everything getting better in 2 Levels"...

    How do you solo Bank Robberies with Stalkers?

    Thanks for the advice!
  21. Archmage: Accolade Badge (easy to google) give you the "Eye of the Magus" Power:

    Incredibly boosts your Res and Def for 1 minute every 25 minutes. Combined with Instant Healing you're basically almost a Stonetank with an Empath Backup.
  22. It's good all right!

    But we are talking about a power combination with huge potential.

    If you can have:
    - unique single target burst damage
    - high survivability (with Archmage+Instant Healing: Godlike Survivability for 1min)
    - beautiful PvP capability
    - and one good small range point blank AoE

    What would you slot?

    In general, solo you rather need single target damage to quickly reduce enemies damage potential.
    In groups you *could* use it with Buildup at the beginning of the fight. But alas, the AoE mayhem already comes from blasters. So I'd recommend doing what BS does best: Go straight for the big guys on the enemy side and takte them down!

    If you want an AoE Scrapper, Spines/Regen might be nice.

    PS Do get Archmage. It'll drive people crazy in PvP combined with Integration, Resilience and IH! You basically can take the Alpha while your team puts their tactics into action.
  23. You haven't got Parry yet??? Well, especially with regen Parry rocks! Just 6slot ist with 3 Acc and 3 Def Boost and you'll gain incredible survivability against smaller groups of enemies.

    Except from that, I must be so impolite to double post some parts:

    Number 1: Kudos on picking a BS/Reg Scrapper. It's one of the late blooming and most versatile Scrapper builds there is. Well, it's only lethal damage, but who cares? You do so much of it, that it don't matter.

    My Build for Strife (BS/Reg) made it all the way to 50:

    ---------------------------------------------
    Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
    ---------------------------------------------
    Name: Strife
    Level: 50
    Archetype: Scrapper
    Primary: Broad Sword
    Secondary: Regeneration
    ---------------------------------------------
    01) --> Hack==> Dmg(1) Dmg(3) Dmg(5) Acc(7) Acc(9) Rechg(15)
    01) --> Fast Healing==> Heal(1)
    02) --> Slice==> Dmg(2) Dmg(3) Dmg(5) Acc(7) Acc(9) Rechg(15)
    04) --> Reconstruction==> Rechg(4) Heal(11) Rechg(25) Heal(36) Heal(36) Heal(45)
    06) --> Quick Recovery==> EndMod(6) EndMod(21) EndMod(21)
    08) --> Parry==> Acc(8) DefBuf(13) DefBuf(13) Acc(19) Acc(34) DefBuf(40)
    10) --> Hasten==> Rechg(10) Rechg(11) Rechg(19)
    12) --> Combat Jumping==> Jump(12)
    14) --> Super Jump==> Jump(14) Jump(43)
    16) --> Integration==> Heal(16) Heal(17) Heal(17) EndRdx(25) EndRdx(45)
    18) --> Whirling Sword==> Acc(18)
    20) --> Resilience==> DmgRes(20)
    22) --> Dull Pain==> Rechg(22) Rechg(23) Heal(23) Rechg(36) Heal(37) Heal(37)
    24) --> Build Up==> Rechg(24) Rechg(31) Rechg(31) TH_Buf(46) TH_Buf(46) TH_Buf(46)
    26) --> Disembowel==> Dmg(26) Dmg(27) Rechg(27) Dmg(29) Rechg(29) Acc(31)
    28) --> Instant Healing==> Rechg(28) Heal(37) Rechg(39) Rechg(40) Heal(40) Heal(45)
    30) --> Hurdle==> Jump(30)
    32) --> Head Splitter==> Dmg(32) Dmg(33) Dmg(33) Acc(33) Rechg(34) Rechg(34)
    35) --> Health==> Heal(35)
    38) --> Stamina==> EndMod(38) EndMod(39) EndMod(39)
    41) --> Focused Accuracy==> EndRdx(41) TH_Buf(42) EndRdx(42) TH_Buf(42) EndRdx(43) TH_Buf(43)
    44) --> Challenge==> EndRdx(44)
    47) --> Intimidate==> Acc(47) Acc(48) Acc(48) Fear(48) Fear(50) Fear(50)
    49) --> Super Speed==> Run(49)
    ---------------------------------------------
    01) --> Sprint==> Empty(1)
    01) --> Brawl==> Empty(1)
    01) --> Critical Hit==> Empty(1)
    02) --> Rest==> Empty(2)
    ---------------------------------------------


    Tips:

    Take Parry. Your path to EVIL survivability. Imagine an enemy type rarely being hit, regging fast, dishing high lethal damage and is quite unmezz/hold/stunnable. Anyone except a Tank would clearly hate its guts.

    Take Resilience. It's a taste thing but will dramatically increasy the utility of rezz inspis and reduce downtime due to being disoriented. Heck, without Resilience, my Assault Rifle/Energy Blaster could Beanbag you to oblivion.

    Consider skipping MoG. I lived fine without it.

    Go for Focussed Acc. You already did this, but it definitely ROCKS! Paragon Protectors: MoG my (censored), you'll hit straight through that with added Buildup.

    Slot Headsplitter no different than: 3 Dam, 1 Acc, 2 Rech. Thus, with Hasten running you can fit two Headsplitter into the 10 seks of Buildup: Builup, Headsplitter, Disembowel, Hack, Headsplitter. The second Headsplitter will commence at 9,x secs of Buildup giving you beautiful damage Output.

    From 41 on, everything is up to you. I took Intimidate for PvP. Take whatever you enjoy. Port for FBZ? Concealment? Fear? Whatever. This build is perfect from 42/43 on. Everything else is just icing.
  24. Spirit_of_Strife

    Scrapper build!

    Number 1: Kudos on picking a BS/Reg Scrapper.

    It's one of the late blooming and most versatile Scrapper builds there is. Well, it's only lethal damage, but who cares? You do so much of it, that it don't matter.

    My Build for Strife (BS/Reg) made it all the way to 50:

    ---------------------------------------------
    Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
    ---------------------------------------------
    Name: Strife
    Level: 50
    Archetype: Scrapper
    Primary: Broad Sword
    Secondary: Regeneration
    ---------------------------------------------
    01) --> Hack==> Dmg(1) Dmg(3) Dmg(5) Acc(7) Acc(9) Rechg(15)
    01) --> Fast Healing==> Heal(1)
    02) --> Slice==> Dmg(2) Dmg(3) Dmg(5) Acc(7) Acc(9) Rechg(15)
    04) --> Reconstruction==> Rechg(4) Heal(11) Rechg(25) Heal(36) Heal(36) Heal(45)
    06) --> Quick Recovery==> EndMod(6) EndMod(21) EndMod(21)
    08) --> Parry==> Acc(8) DefBuf(13) DefBuf(13) Acc(19) Acc(34) DefBuf(40)
    10) --> Hasten==> Rechg(10) Rechg(11) Rechg(19)
    12) --> Combat Jumping==> Jump(12)
    14) --> Super Jump==> Jump(14) Jump(43)
    16) --> Integration==> Heal(16) Heal(17) Heal(17) EndRdx(25) EndRdx(45)
    18) --> Whirling Sword==> Acc(18)
    20) --> Resilience==> DmgRes(20)
    22) --> Dull Pain==> Rechg(22) Rechg(23) Heal(23) Rechg(36) Heal(37) Heal(37)
    24) --> Build Up==> Rechg(24) Rechg(31) Rechg(31) TH_Buf(46) TH_Buf(46) TH_Buf(46)
    26) --> Disembowel==> Dmg(26) Dmg(27) Rechg(27) Dmg(29) Rechg(29) Acc(31)
    28) --> Instant Healing==> Rechg(28) Heal(37) Rechg(39) Rechg(40) Heal(40) Heal(45)
    30) --> Hurdle==> Jump(30)
    32) --> Head Splitter==> Dmg(32) Dmg(33) Dmg(33) Acc(33) Rechg(34) Rechg(34)
    35) --> Health==> Heal(35)
    38) --> Stamina==> EndMod(38) EndMod(39) EndMod(39)
    41) --> Focused Accuracy==> EndRdx(41) TH_Buf(42) EndRdx(42) TH_Buf(42) EndRdx(43) TH_Buf(43)
    44) --> Challenge==> EndRdx(44)
    47) --> Intimidate==> Acc(47) Acc(48) Acc(48) Fear(48) Fear(50) Fear(50)
    49) --> Super Speed==> Run(49)
    ---------------------------------------------
    01) --> Sprint==> Empty(1)
    01) --> Brawl==> Empty(1)
    01) --> Critical Hit==> Empty(1)
    02) --> Rest==> Empty(2)
    ---------------------------------------------


    Tips:

    Take Parry. Your path to EVIL survivability. Imagine an enemy type rarely being hit, regging fast and dishing high damage.

    Go for Integration ASAP and slot it for Heals, then Endredux.

    Take Resilience. It's a taste thing but will dramatically increasy the utility of rezz inspis and reduce downtime due to being disoriented. Heck, without Resilience, my Assault Rifle/Energy Blaster could Beanbag you to oblivion.

    Consider skipping MoG. I lived fine without it.

    Go for Focussed Acc. You already did this, but it definitely ROCKS!

    Slot Headsplitter no different than: 3 Dam, 1 Acc, 2 Rech. Thus, with Hasten running you can fit two Headsplitter into the 10 seks of Buildup: Builup, Headsplitter, Disembowel, Hack, Headsplitter. The second Headsplitter will commence at 9,x secs of Buildup giving you beautiful damage Output.

    From 41 on, everything is up to you. I took Intimidate for PvP. Take whatever you enjoy. Port for FBZ? Concealment? Fear? Whatever. This build is perfect from 42/43 on. Everything else is just icing.
  25. Well, Scrapper HP for Stalkers? No way!

    Then the whole "Extra-Damage-from-Hide" thing could be done away with, too, and we'd just have Scrappers.

    Also, I think Stalkers are WAI at the moment, they are just not a close-quarter-one-on-one AT. They are assasin and play as such.

    I think the Stalker concept works out fine and is powerful enough to be attractive. Same goes for the Scrapper concept which is just different.

    All I said was that out of the two concepts I like the straight-forward playstyle of a Scrapper better.

    As for PvP Stalkers have the advantage of ridiculously easy kills sometimes. In exchange for that, they are rather vulnerable prey for Stalker-Hunters such as my BS/REG/BODY Scrapper (Superjump, Superspeed, Fearsome Stare, Focussed Accuracy, the works ).

    Sometimes I get a Regen-Stalker feared and see him go down with two satisfying whacks. Is this unfair? Is the stalker underpowered?
    I don't think so. It's at least just as fair as the AS the Stalker is about to try on my teams or SGs Empath.

    In PvP with my SG I'm around not for the damage I do to turrets or for tanking. Blasters and Tanks do that a lot better. But just to keep an eye out for Stalkers which I can pursue without getting really in danger and without leaving the group tankless.

    Both Scrappers and Stalkers have their place and work fine actually.