Sprite Fire

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  1. Because there is nothing more amazing then a Rad/Fire or Rad/Psy blaster rolling a 5-7 AOE/PBAOE attack chain, melting down 3/8 mobs including the bosses and rolling it's nuke out every single mob. That you can do 200 dps, with your eyes closed and a T1 attack on autocast.

    Because blaster is made to melt things fast. or get squished when it fails.
  2. Quote:
    Originally Posted by Atomic_Toy_Guy View Post
    If I can just chime in here for a moment.

    In my experience Ranged defense on a non-blapper blaster is better than Smashing lethal.

    you're wrong. 70% of all attacks in COH have a s/l component to their damage type. furthermore it's much easier to softcap s/l then it is ranged (imho). In short, s/l is a very viable alternative to "ranged" type defense. particularly since as a blaster i've found AOE type defense is almost as important as ranged (frankly i've found i get hit by AOE more then ranged attacks), so it's much easier to just simplify and go with s/l

    The "consensus" opinion on ranged defense came about as a result of PvP, where, i would agree, you need ranged defense more then s/l. In PvE however, s/l is easier, cheaper, and generally more useful to a blaster reguardless if he's a blapper or not.
  3. Quote:
    Originally Posted by Deathbeforedisco View Post
    We need a Psychic Melee and a Psychic armor powerset for all melees, or at least brutes.

    I think that would be cool, not sure if its doable or not, but cool. I am guessing it's doable since I am guessing they gave psionic melee attacks to Dominators I am guessing mental manipulation will have a few psionic melee attacks and I know the burnouts for sure in First Ward got some awesome psionic based melee attacks.

    As for the armor set, it would be cool to make it a mix of like Electric Armor, Ice Armor, and Fire Armor or something I guess. I think that PBAOE damage and confuse aura in teh controller epic set would be awesome on a brute.

    Not really good with ideas, because every idea i had has been beaten by Positron and his staff bar none. They have ALWAYS come up with some miles better than anything I could suggest. But I figure if I were just post the idea of a Psionic Melee and Psychic Armor Set and throw a few of my lame ideas, then maybe that ocho guy who reads theses and moderates these forums would pitch the idea for me and they'd come up with something awesome!

    Especially if I get alot of responses.
    I made a "psychic melee" character using Dark Melee and Dark Armor. Both sets seem to work well with the idea of "psychic melee" set. There is a LOT of overlap.

    you could probably do the same with kin melee and en armor as well
  4. the trick is everyone is talking about their own builds like that's what OP wants. OP wants single target damage... i supose he's looking either for DPS or single attack

    Single attack, i'm not sure, though i bet it would probably be a stalker-sneak attack crit.

    DPS is probably a (insert blaster here). While blasters won't tip the scale with the highest damage attacks, with enough recharge and the proper attack set they'll probably pour more DPS on a single target then any other AT based on the low animation cast times, and the short recharge times for their attack powers.

    when you're able to pour out 200~ so hps/sec with just one T1 attack on autocast BEFORE you're adjusted for the OP's starting conditions, you know you're an insane damage dealer.




    here is a build i've been thinking about trying when i finally get around to it. it's a little rough, but you get the picture when i talk about absurd DPS. i'm sure plenty of people will have ideas of how to improve the dps on this build as well.


    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Damage Queen: Level 50 Magic Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Mental Manipulation
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Speed
    Power Pool: Concealment
    Ancillary Pool: Cold Mastery

    Hero Profile:
    Level 1: Flares
    • (A) Apocalypse - Damage
    • (3) Apocalypse - Damage/Recharge
    • (15) Apocalypse - Accuracy/Damage/Recharge
    • (42) Apocalypse - Accuracy/Recharge
    • (43) Apocalypse - Damage/Endurance
    • (45) Apocalypse - Chance of Damage(Negative)
    Level 1: Subdual
    • (A) Gravitational Anchor - Immobilize
    • (48) Gravitational Anchor - Immobilize/Recharge
    • (48) Gravitational Anchor - Accuracy/Immobilize/Recharge
    • (48) Gravitational Anchor - Accuracy/Recharge
    • (50) Gravitational Anchor - Immobilize/Endurance
    Level 2: Fire Blast
    • (A) Decimation - Accuracy/Damage
    • (3) Decimation - Damage/Endurance
    • (5) Decimation - Damage/Recharge
    • (43) Decimation - Accuracy/Endurance/Recharge
    • (43) Decimation - Accuracy/Damage/Recharge
    Level 4: Fire Ball
    • (A) Ragnarok - Damage
    • (5) Ragnarok - Damage/Recharge
    • (15) Ragnarok - Accuracy/Damage/Recharge
    • (45) Ragnarok - Chance for Knockdown
    • (46) Ragnarok - Accuracy/Recharge
    • (46) Ragnarok - Damage/Endurance
    Level 6: Combat Jumping
    • (A) Luck of the Gambler - Defense
    • (7) Luck of the Gambler - Recharge Speed
    • (7) HamiO:Cytoskeleton Exposure
    Level 8: Rain of Fire
    • (A) Positron's Blast - Accuracy/Damage
    • (9) Positron's Blast - Damage/Endurance
    • (9) Positron's Blast - Damage/Recharge
    • (40) Positron's Blast - Damage/Range
    • (42) Positron's Blast - Accuracy/Damage/Endurance
    Level 10: Maneuvers
    • (A) Luck of the Gambler - Defense
    • (11) Luck of the Gambler - Recharge Speed
    • (11) HamiO:Cytoskeleton Exposure
    Level 12: Aim
    • (A) HamiO:Membrane Exposure
    • (13) HamiO:Membrane Exposure
    • (13) HamiO:Membrane Exposure
    Level 14: Super Jump
    • (A) Jumping IO
    Level 16: Concentration
    • (A) HamiO:Membrane Exposure
    • (17) HamiO:Membrane Exposure
    • (17) HamiO:Membrane Exposure
    Level 18: Blaze
    • (A) Decimation - Accuracy/Damage
    • (19) Decimation - Damage/Endurance
    • (19) Decimation - Damage/Recharge
    • (37) Decimation - Accuracy/Endurance/Recharge
    • (40) Decimation - Accuracy/Damage/Recharge
    Level 20: Drain Psyche
    • (A) Recharge Reduction IO
    • (21) Recharge Reduction IO
    • (21) Recharge Reduction IO
    Level 22: Spring Attack
    • (A) Kinetic Crash - Damage/Knockback
    • (23) Kinetic Crash - Accuracy/Knockback
    • (23) Kinetic Crash - Recharge/Knockback
    • (27) Kinetic Crash - Recharge/Endurance
    • (37) Kinetic Crash - Damage/Endurance/Knockback
    • (45) Kinetic Crash - Accuracy/Damage/Knockback
    Level 24: Hasten
    • (A) Recharge Reduction IO
    • (25) Recharge Reduction IO
    • (25) Recharge Reduction IO
    Level 26: Assault
    • (A) Endurance Reduction IO
    • (27) Endurance Reduction IO
    Level 28: World of Confusion
    • (A) Coercive Persuasion - Confused
    • (29) Coercive Persuasion - Confused/Recharge
    • (29) Coercive Persuasion - Accuracy/Confused/Recharge
    • (36) Coercive Persuasion - Accuracy/Recharge
    • (37) Coercive Persuasion - Confused/Endurance
    Level 30: Tactics
    • (A) Adjusted Targeting - To Hit Buff
    • (31) Adjusted Targeting - To Hit Buff/Recharge
    • (31) Adjusted Targeting - To Hit Buff/Endurance/Recharge
    • (31) Adjusted Targeting - Endurance/Recharge
    • (34) Adjusted Targeting - To Hit Buff/Endurance
    Level 32: Inferno
    • (A) Armageddon - Damage
    • (33) Armageddon - Damage/Recharge
    • (33) Armageddon - Accuracy/Damage/Recharge
    • (33) Armageddon - Accuracy/Recharge
    • (34) Armageddon - Damage/Endurance
    • (34) Armageddon - Chance for Fire Damage
    Level 35: Stealth
    • (A) Luck of the Gambler - Defense
    • (36) Luck of the Gambler - Recharge Speed
    • (36) HamiO:Cytoskeleton Exposure
    Level 38: Psychic Shockwave
    • (A) Obliteration - Damage
    • (39) Obliteration - Accuracy/Recharge
    • (39) Obliteration - Damage/Recharge
    • (39) Obliteration - Accuracy/Damage/Recharge
    • (40) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (42) Obliteration - Chance for Smashing Damage
    Level 41: Snow Storm
    • (A) Endurance Reduction IO
    Level 44: Frozen Armor
    • (A) Luck of the Gambler - Defense
    • (46) Luck of the Gambler - Recharge Speed
    • (50) HamiO:Cytoskeleton Exposure
    Level 47: Hoarfrost
    • (A) Recharge Reduction IO
    Level 49: Super Speed
    • (A) Winter's Gift - Slow Resistance (20%)
    • (50) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 50: Musculature Core Paragon
    Level 50: Pyronic Core Final Judgement
    Level 50: Reactive Radial Flawless Interface
    Level 50: Storm Elemental Radial Superior Ally
    Level 0: The Atlas Medallion
    Level 0: Task Force Commander
    Level 0: Portal Jockey
    Level 0: Freedom Phalanx Reserve
    ------------
    Level 2: Swift
    • (A) Run Speed IO
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    Level 2: Hurdle
    • (A) Jumping IO
    Level 2: Stamina
    • (A) Endurance Modification IO
    Level 1: Brawl
    • (A) Empty
    Level 1: Defiance
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run



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  5. Quote:
    Originally Posted by Vysires View Post
    I keep thinking I would like to try EA, but the holes to Psi and Toxic are just more then I'm willing to deal with. I know that you could likely put together a build with IOs to cover some of the Psi hole, but it's just something that seems like you shouldn't have to do. Especially considering how much Psi damage there is in the late game. I'm sure someone with a high level EA could post saying they do fine, but it's still enough to keep me from making an EA toon.

    yeah... everything seems to run with psi or energy damage late in the game. That makes it really hard on non-WP tankers... who get naturally high def against both (even some res against them as well)
  6. Quote:
    Originally Posted by Fugacity View Post
    Spring Jump...never tried it, but I'm sure it's fun and has its uses. Although I do think it's funny to see people defend 3 power picks for a slow recharging power that needs to be fully slotted to do more than slap-boxing damage, while knocking 3 power picks to get Afterburner with zero slots needed. I figure you're probably better off slotting a real attack, unless you're chasing even more AOE, or some occasional mitigation

    Or even some AOE. Not all builds have a lot of AOE. I am playing a SR/MA tanker at the moment, just 1 PBAOE in the whole thing prior to epic. And it's not a particularly good one either (T8 too, so you don't get it for a long time). The point of a tanker is Agro control. PBAOE are beautiful for generating agro.

    So i took spring attack. Love it. It's damage mitigation (Knock Down), Agro generation and damage all in one. The damage isn't wonderful. But its good enough for it's purpose. Besides, propperly slotted and overall io'd for recharge (i mean seriously? SR doesn't need defense IO set slotting) you'll have it up and able to use in less then 40 seconds anyway, which is fast enough.
  7. Quote:
    Originally Posted by Knight_Marshal View Post
    What i mean by cap is to get them to the def or res cap or as close as I can.
    In the example I have with 3 level 40 IOs in them, WP is 21.3% to F/C/E/N, 17.7& to Psi and only 9.8% to S/L. It has 53.1% S/L Res, and 32.5% Psi res with the rest being 8.9%.

    Can it get the defenses up to soft cap along with S/L resist and maybe Psi resist without spending the hundreds of millions of inf I don't have?

    Or could I do it easier with EA? I would assume that getting the def to soft cap will be easier. There was a post somewhere that is eluding me, the says you can do it by level 24, but can I also get the resists up where I need them to be without having to spend hours farming up inf with my 50 who only has 50 something million?

    yes, you can softcap your def with WP (it's easy with a WP tanker, it's almost crippling with a WP scrapper or brute). WP will be more survivable if that's your goal, with or without a softcap. The regen, alone will make up for it's short comings. But it will be very expensive.
  8. Quote:
    Originally Posted by Talen Lee View Post
    You've never dominated someone to death.
    i've played pretty much every character build you can make. trollers/doms tend to be my fav of them all. I've killed people with all sorts of lame builds. I'm telling you, in the grand scheme of things, Mind control just doesn't bring the damage outside of indirect damage with confusion.
  9. here... just for fun... threw together the mind/emp i was thinking about. Granted, there is some damage here but it's pretty weaksause all things considered. With different slotting you probably could take this up to softcaps in s/l; or get up into perm haste territory (it's not far off it)

    understand this was built with the OP's intention in mind. Pacifist who doesn't want to hurt people, who can't solo for squat, but is a huge team player. This is about as good as i can do on the fly without building something insanely nerfed. The only 2 damage abilities i take after level 1 is Terrify and Boxing. Terrify because it's a sick/sweet hold, is just too good to pass up, even if it hurts people it's damage is pretty low when not slotted for damage. Where as boxing was needed to get tough/weave

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

    Click this DataLink to open the build!

    Level 50 Magic Controller
    Primary Power Set: Mind Control
    Secondary Power Set: Empathy
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Ice Mastery

    Hero Profile:
    Level 1: Mesmerize -- CSndmn-Acc/Rchg(A), CSndmn-EndRdx/Sleep(5), CSndmn-Acc/EndRdx(11), CSndmn-Sleep/Rng(17), CSndmn-Acc/Sleep/Rchg(48)
    Level 1: Healing Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(11), Dct'dW-Rchg(34)
    Level 2: Heal Other -- Numna-Heal/EndRdx(A), Numna-Heal/EndRdx/Rchg(3), Numna-Heal(17), Numna-EndRdx/Rchg(34)
    Level 4: Absorb Pain -- Numna-EndRdx/Rchg(A), Numna-Heal(5), Numna-Heal/Rchg(15), Numna-Heal/EndRdx/Rchg(43)
    Level 6: Confuse -- CoPers-Conf(A), CoPers-Conf/Rchg(7), CoPers-Acc/Conf/Rchg(7), CoPers-Acc/Rchg(43), CoPers-Conf%(46)
    Level 8: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(9), Zephyr-ResKB(15)
    Level 10: Resurrect -- RechRdx-I(A)
    Level 12: Mass Hypnosis -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(13), FtnHyp-Acc/Sleep/Rchg(13), FtnHyp-Acc/Rchg(39), FtnHyp-Sleep/EndRdx(40), FtnHyp-Plct%(42)
    Level 14: Fly -- Flight-I(A)
    Level 16: Clear Mind -- EndRdx-I(A), EndRdx-I(37)
    Level 18: Total Domination -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(19), UbrkCons-Acc/Hold/Rchg(19), UbrkCons-Acc/Rchg(37), UbrkCons-EndRdx/Hold(39)
    Level 20: Fortitude -- HO:Membr(A), HO:Membr(21), HO:Membr(21)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
    Level 24: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(25), RedFtn-Def/EndRdx/Rchg(25), RedFtn-Def(31), RedFtn-EndRdx(31), LkGmblr-Rchg+(43)
    Level 26: Terrify -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(27), Abys-Acc/EndRdx(27), Abys-Fear/Rng(40), Abys-Acc/Fear/Rchg(40)
    Level 28: Recovery Aura -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(29), Efficacy-EndMod/EndRdx(29), Efficacy-EndMod/Acc/Rchg(46)
    Level 30: Assault -- EndRdx-I(A), EndRdx-I(31)
    Level 32: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(33), AdjTgt-ToHit/EndRdx/Rchg(33), AdjTgt-EndRdx/Rchg(33), AdjTgt-ToHit/EndRdx(34)
    Level 35: Regeneration Aura -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(36), Numna-Heal/Rchg(36), Numna-Heal/EndRdx/Rchg(39)
    Level 38: Boxing -- HO:Endo(A)
    Level 41: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(42), S'fstPrt-ResKB(42)
    Level 44: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(45), RedFtn-EndRdx(46), LkGmblr-Rchg+(48)
    Level 47: Hibernate -- RechRdx-I(A)
    Level 49: Frozen Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(50), LkGmblr-Def(50), LkGmblr-Rchg+(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- RgnTis-Regen+(A), Numna-Regen/Rcvry+(36), Mrcl-Rcvry+(48)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), P'Shift-End%(37)
    Level 4: Ninja Run



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  10. I'd say Psi/Emp troller is about as weaksause as you can be solo wise without INTENTIONALLY building to be a lame attack character.

    You have almost no self buffs other then regen/recovery, no pets, only mediocre debuff inherent in psy, most of Psy control does zero damage with it's holds (easily the lowest direct damage troller set). In short you'll have almost no way to kill anything at all.

    Furthermore, you'll be a massive asset to a team; everyone loves an emp. and an emp who has a lot of mez holds is even better. You'd be a power multiplier, and a team supporter from the word "go"; and would be completely worthless in a straight up solo fight.
  11. Sprite Fire

    Time Overpowered

    Quote:
    Originally Posted by Granite Agent View Post
    This was beat to death on the beta boards. Anyone who played the set for a while felt it really wasn't over powered compared to the other top sets. The comment about about "the Willpower of control" is accurate.
    yet willpower tankers (when done right) is one of the most powerful tanker defense set out there... at least it's in the same tier as a properly built stone or invun tanker.

    so i don't think that's a good comparison. Unless you mean to say that it's one of the best sets it's just not noticeably overpowered?
  12. Sprite Fire

    god help me.....

    Quote:
    Originally Posted by humulass View Post
    k so retype this now.

    so tryed tank agian. fowed out i dont like being the "MEAT BAG" anymore so ya. no idea what to make.

    k i am lookin for something good at..

    1) doing dam weather it be by debuffs or pure dam
    2) something that can make my dream of killing all AVs by solo posibly it makes me happy.
    3) i figer by above 2 good at soloung but with only 30 mil to work with something on a lack of cash i can make work for incar content.
    4) fun to play. but if it feal strong to me this last one doesnt realy matter
    your problem is using a tank to solo AVs. Tanks can (if built right) never die to an AV (depending on the AV of course)... and just take constant beating. However it's rare, without some serious incarnate nonsense, for a tanker to be able to do the debuff/damage necessary to solo an AV

    I know you can manage this with certain scrapper and brute builds (an far less common a stalker). Controllers and Masterminds (and to a lesser extent Doms) are infamous solo AV killers. You might even be able to manage with the right Corr build... But you're probably not going to manage with a Defender/Blaster or Tanker... atleast not without massive incarnate style help.

    If you want something to easymode an AV or GM, i'd suggest an Illusion/Radiation controller. Once you've got permanent Phantom Army, you can pretty much roll over anything, even the toughest AVs/GMs will melt.

    After ill/rad comes Fire/Kin, or Fire/Cold controllers, and your 'anything/poison' masterminds... actually a lot of masterminds get into this category... as well as fire/psi and maybe a few other dom builds... maybe some extreme brute builds slip into this tier (i doubt it, i think they're generally about a step under this for "ease" of victory but then i've never been a huge fan of brutes)
  13. Quote:
    Originally Posted by Tenzhi View Post
    Slogging through the incarnate system seems like an awful lot of rather tedious effort to me. Hence why none of my 50s have done so enough to even have a Tier 1 crafted.
    I used to love this game. When incarnate came out i just stopped playing. It is a mindless, brainless, and tedious slog. Worse, like the OP has accurately pointed out, it ruined the rest of the game thoroughly.

    Sorry. i'm not 17 anymore, i can't spent days playing this game without sleep, and i don't feel like grinding the same trials over and over again for ******* incarnate junk.

    this isn't working for me at all. i stopped playing in may, and i've not once logged in since.

    Probably won't ever again (first time taking a peak at the forums since may). the only reason i came back was to stop them taking my monthly fee out of my account; and while i was here i decided to poke my head into the forums.
  14. Personally i think FF should get an added +res component to their shields... Sonic gets debuff and mes protection and +res shields... ice gets some debuff proc, lots of debuff, and def buff ~ ff gets a lot of def buff a little mez proc and nothing else except for some KB stuff that no one cares about.

    While +res isn't wonderful or as nice as +def, it seems this would be the easiest way to give bubbles some functionality back. it doesn't have to be a lot of +res, even 10% would be nice.
  15. Quote:
    Originally Posted by Finduilas View Post
    But you *have* Maneuvers in this build (and a GA +Def, which is going to be way out of reach for most players.) Also, you're soft-capped for *typed* defense, not positional.

    EDIT: Not that having typed def is a bad thing, as a matter of fact, it's preferable to positional defense for a WP tank.

    IMO, it's also a concern that most of the attacks are underslotted for accuracy and/or damage and need another slot.

    read what i wrote. i added manuevers to the build because of the incarnate content.

    RE: under slotting for damage - if you're slotting your tanker for damage your doing it wrong. 85% damage is barely any different from 99% damage when it comes to the tanker's lame *** base damage. A tanker is for controlling agro, not for destroying mobs. Leave that nonsense for your party. your job is to group the mobs tight with no buff support, so the holds and AOEs can nuke them in seconds. That said, its strongest attack is 6 slotted and has a proc.

    RE: under slotting accuracy. In that we agree. This build runs with the [Nerve Radial Paragon] alpha slot. That slot gives a 33% accuracy and taunt effect bonus (important since the inherent taunt effects of WP are not good, this gives all the attacks a boost to their taunt effect), furthermore it grants a +20% defense bonus as well, pushing your defense up over 50%. This does not solve the problem with the "to hit" bonus, but it's a good start


    And you're right, it's Typed defense, not Positional.
  16. Quote:
    Originally Posted by Angelic_EU View Post
    Some one did the math a (long) while ago showing a sonic/sonic Defender will outdamage a sonic/sonic Corruptor in a fight. I think it was before the change to vigilance too, which would mean that these days a Defender will certainly out-do a Corruptor.

    Need to find that post again to varify the claim.

    Anyway, other than sonic attack, what goes well with sonic resonance? The reason I ask is because I have a sonic/kin corr already and I prefer to try something other than sonic attack.

    Thanks

    yeah... the secondary effects of the -res debuff are so much stronger on a sonic defender, that it seems to be the one lone example of a defender in general out damaging a corrupter with the same blast/support setup

    granted.. against foes with a high -res debuff protection this wont be true... but from what i've seen, sonic def are far more common then sonic cor... so it seems to be true.
  17. Quote:
    Originally Posted by CyberSlave View Post
    So I wanted to make toon that I have not seen before. I made a willpower/duel blade tank. Right now she is a lvl 18 (powered by sg mates). But I would like to contribute more than just tagging along.

    I know it's not the best mix, but I like the under played stuff. So what would be a good direction to take this character? Right now I have only main def. powers slotted with 3 secondaries ( taunt is in the mix ) along with hasten and ss. Since I am only at level 18 I'm not too worried right now where I slotted wrong, plus I do have vet. repecs I can use.

    Any information would be great.

    I love my WP/DB tanker. DB is not as great as other damage sets; but i love all the easy AOE attacks i can spam, which helps with the one main problem with WP. Poor agro aura. I'm sure fire would do better for this, but Fire doesn't look as cool as DB

    Anyway, because of all of the AOE attacks in DB, it's very easy to softcap your positional defenses without wasting a power choice on Maneuvers (one of the biggest advantages to the WP/DB combo); that said i still use it because of the new incarnate "softcap" being more then 45... every little bit helps you know =D

    You do have 1 problem; you'll probably need to take the whole DB power tree (i only skipped one power in it); Combined with the fact you probably will take the whole WP tree, you don't have a lot of choices or slots left over for ancillary powers (especially after you grab tough and weave).

    here is my WP/DB combo... hope you like it. (softcapped+ positional defense, 2 solid 3 hit AOE heavy combos to roll, huge Sta/Health regen, protection from sappers, high accuracy bonuses to help combos hit for added bonus effects, and over 3000 hps; the only way it really fails is it lacks any real toHit bonuses... so as a pvp'er it will be lackluster)

    http://www.cohplanner.com/mids/downl...5AFE01A5FCD8C7
  18. Quote:
    Originally Posted by Infini View Post
    Slightly unrelated. S/L defense is popular for squishies because most can get a S/L defense toggle from their epic power pools.
    s/l typed defense is also popular because something silly like 70-80% of all attacks from mobs in the game have a s/l component. soft-capping that makes you pretty tough from everything.
  19. Quote:
    Originally Posted by MidnightBlue View Post
    So I am slowly approaching that time to start slotting some additional Tankers. First one is an Ice/Ice but I have a Willpower/Mace and Elec/Elec quietly approaching 50. As slotting defense is still very effective for survival I have been looking at that for each of these as well. I am sure I should be looking at typed for the Willpower if only because of the typed defense in Heightened Senses but the Elec brings a question that goes beyond just Tankers as well.

    I see lots of people pushing typed over positional for most instances. Typed does seem somewhat easier to achieve but it also seems like it requires weaker IOs that cost astronomically more influence. Can someone please explain the benefits to each? I've been at this a long time and this is the first time I'm actually having to look at this for something, all of my other slotted up guys had one or the other before I started (Ice, SR, and guys with Def based APP armors). I figure the Tankers are who to go to for this kind of information and that this will be good if I ever make another set that has no inherent defenses. Thanks for the feedback!
    It depends what your tanker is good at. WP for example gets toggle power buffs to typed defense. This means building up your typed defense will softcap you much easier then building up your positional.

    As to typed defense over positional... It's easier, on slots required from the sets, in general, to softcap type defense.

    example - 4 parts of Kin Combat will give you 3.75 s/l defense. While you'll need 6 parts of Touch of Death to get 3.75 melee defense.

    Overall melee/ranged/aoe defense is better to have softcapped, however, unless your def set gives you those types of defenses you'll never have the slots available for you to softcap those, while you probably could come pretty close, easily, without gimping your build if you use typed defensive IOs


    as to what is better, all things being equal-
    your highest def number, for type or position on the incoming attack is always used. SO a punch which is smashing damage will check your smashing def and your melee defense, then take the highest as your defense number. An attack from an EN blaster will have smash and energy as it's attack components, and it's damage type will be ranged, so it will check all 3 (smash, energy, ranged) then take the highest value as your defense against the attack. The reason why ranged/melee/aoe is in general better (if they're an option to you) it because of untyped damage sources like Toxic. Toxic attacks don't have a type defense, as a result it will only take the positional value. Furthermore, boosting your Psy type defense is not easy; as a result, you'll probably never be able to softcap it unless your def set gives you specific def against it (like WP)
  20. Sprite Fire

    Def or Corr?

    depends what you want to do.

    If you want to be mostly team support/buff/debuff, then the defender will feel "right", it will never have end issues, and will be marginally more survivable due to higher def numbers.

    If you want to be a hybrid... not quite defender/team support, not quite blaster, then the corr will play like you want. depending on your playstyle you'll probably find the corr faster in solo play...
  21. i don't have a /kin corr... but i feel your pain with my fire/kin.

    I just tell them to chose.
    1) fire/kin god of war who can tank incarnate content, spam FS and let the team plus my silly damage blow the mob up faster then you can say "super boost".
    2) sb for everyone and me laughing from the back as it takes everyone 10x longer to kill anything.

    be a little assertive. as a kin your FS is far more important to the team then SB ever will be. Let them know that it's either FS & you contributing to the beat-down on the mob, or SB, not both.

    (even though i lay it out like that when i need to, i'm still rather nice with the SB, i'll use it on the stoner, or anyone with end issues, but it's definitely not my priority. my priority is crushing mobs, so should yours)
  22. Blind is good, you'll use that a lot.

    Flash... not so good. i have it only because of the fitness inherent respec and it isn't even on my power tray, and it's basically unslotted. this is a very poor AOE hold. Don't bother with it.

    Deceive is all types of awesome, especially with the purple confusion set slotted in it, with the contagious confusion proc... that is fun. but what is even more fun is confusing Romulus and making him kill his own Nictus... THAT is pure comedy...

    don't bother with the group invis... steamy mist is better... the superior invis is worth the investment for yourself.

    Spooky is far better a control then flash. it recharges faster, lasts longer, and you can slot spooky with a damage proc to dish out a little extra damage.
  23. Quote:
    Originally Posted by InstantCarnation View Post
    For the purpose of killing AVs ill/cold remains one of the premier builds in the game, perhaps only bested by bots/traps.

    Ill/storm gains some good tricks from the new powers for the task, but Ill/cold already had the task beaten so as such has more freedom to do whatever it likes with the new power selections.

    Even with the new endurance management methods I could still see an ill/storm gasping for breath going all out. However /cold doesn't worry about end. Also AV's hit hard and often Mez. You will get hit at some point and a /storm will feel it fully and get mezzed for a long time (and likely die). Benumb from cold makes them hit like a kitten and makes their mezzes last a fraction of the normal duration.

    That said, storm is more active, flashy and a ton of fun. Cold is more powerful and if cold, effective, ultimate power is your thing then that is the way to go.

    P.S. with the new Lore pets available I'm pretty sure a ill/cold could kill an AV in about 30 seconds....or less.

    Ill/Rad is the best build in the game for solo AVs or GMs... but you're right that Ill/Cold is very good at it.

    As to the main issue. Dump the SG. You're with a bunch of n00bs who don't know what the heck they're talking about. Ill/Storm wouldn't be my choice for a "great" teammate, chances are you're scattering agro to the 4 corners of the world unless you're very good, that said, there is nothing wrong with ill/storm as a build; and you probably dominate solo.
  24. Quote:
    Originally Posted by PumBumbler View Post
    I'm not sure if anyone needs to feel like "that special snowflake" but incarnate level powers have really skewed the game to the "see it - kill it - move" without very much variety.

    This makes most ATs kind of pointless except the damage dealers, a tanker and the occasional heal. I am referring to the trials specifically but I've begun to notice things have gone from easy to ridiculous 'phone it in' as people have gotten their T3s and up with level shifts.
    • Soft control: kind of pointless when defeat is the best debuff, which usually happens in seconds.
    • Hard control: mostly pointless except to evade an alpha for a squishy or to prevent mob scatter.
    • Buffers: mostly pointless now that anyone can grant PBAoE super defense or full mez protection
    • Rains: You get off a second or two worth of DoT damage before someone fires off a judgement power.
    • Long casting powers: no effect since someone rolls in before you can even get the power activated and blasts the mob to bits.
    • Healing: see soft control.
    • Immobile powers: long cast time, long recharge means they are left 2 mobs back the moment they are cast.
    • Enemy toggles: Useless against anything except AVs since even EBs get crushed so fast it is barely needed.
    • Non incarnate pets: mostly blown to bits by 54 enemy AoEs, slow to follow, [not counted for rewards?], general liability for run and gun teams

    It looks like toons that have been great at damage, especially AoE and focused single target damage are where it's at for the late game, and the Incarnate powers just add to it. Fast firing damage dealers, crashless nukes and -regen -dr are about all you need now.

    i wouldn't quite say this... blasters are sorta pointless now...

    but yeah. i really dislike the endgame content. I love my level 50s. i'm not interested in grinding the same two trials over and over again, against the same dull foes, in the same dull trials, with the same dull plot. There is a limit to my level of tolorence for this level of brainless grinding. All to get rewards that can only be used against the same grinding content i got them in.

    no thank you.

    i'm not sure who thought this was a good idea but they really need their head examined.

    Since i20 came out i've lost all interest in this game. this might be my last month playing COH. Maybe. i'll think about it before canceling the subscription... i've got a life and school, and i'm just not interested in this grind it seems.

    (besides. the worst part about going rogue was praetoria and it's horde of dull and overpowered enemies which lagged my pc with their epilepsy triggering powers. why would i want to play end game content focusing on praetoria and it's dull and overpowered enemies which lag my pc with epilepsy triggering powers?)
  25. Quote:
    Originally Posted by Madamme Mayhem View Post
    So i want a toon with sort of wind blasts, but i dont want to go with storm, so i was thinking maybe kin meele could look like wind?

    Any thoughts?
    sonic probably... i know i've tinkered with the idea of making a "wind" mage using a sonic/psi blaster or sonic/sonic or sonic/storm corrupter.