Starflier

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  1. Starflier

    Rad/Dark

    Oddly enough, I rolled one of these up the other day and am really enjoying it. Been fiddling with a build of my own, mainly going for S/L soft-cap (which I've reached and then some) for in-close aoe and melee damage. Nowhere remotely close to finished, and I have no prior experience with these sets, but the character is a lot of fun to play.

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

    Click this DataLink to open the build!

    Radiomancer: Level 50 Science Blaster
    Primary Power Set: Radiation Blast
    Secondary Power Set: Darkness Manipulation
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: X-Ray Beam -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Acc/Dmg(3), Dev'n-Dmg/EndRdx(3), Dev'n-Dmg/Rchg(13), Dev'n-Acc/Dmg/Rchg(42)
    Level 1: Penumbral Grasp -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(11), Enf'dOp-Acc/EndRdx(11), Enf'dOp-Immob/Rng(13), Enf'dOp-Acc/Immob(25), Enf'dOp-Acc/Immob/Rchg(42)
    Level 2: Irradiate -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(7), M'Strk-Dmg/Rchg(7), M'Strk-Acc/EndRdx(9), M'Strk-Acc/Dmg/EndRdx(9), M'Strk-Dmg/EndRdx/Rchg(21)
    Level 4: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(17), KntkC'bat-Dmg/EndRdx(21)
    Level 6: Electron Haze -- Posi-Acc/Dmg(A)
    Level 8: Aim -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(15), RechRdx-I(19)
    Level 10: Super Speed -- Winter-ResSlow(A)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(17)
    Level 14: Burnout -- RechRdx-I(A)
    Level 16: Soul Drain -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit(34), M'Strk-Dmg/Rchg(37), M'Strk-Dmg/EndRdx/Rchg(40)
    Level 18: Cosmic Burst -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(19), Dev'n-Acc/Dmg/Rchg(40), Dev'n-Dmg/Rchg(43)
    Level 20: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(23)
    Level 22: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(42)
    Level 24: Tough -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(34)
    Level 26: Neutron Bomb -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(37), Posi-Acc/Dmg/EndRdx(37)
    Level 28: Dark Consumption -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(29), M'Strk-Dmg/Rchg(29), M'Strk-Acc/EndRdx(34)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), RedFtn-Def/EndRdx(31), GftotA-Def/EndRdx(31)
    Level 32: Atomic Blast -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(43)
    Level 35: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36), RedFtn-Def/EndRdx(36), GftotA-Def/EndRdx(36)
    Level 38: Midnight Grasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(40)
    Level 41: Summon Spiderlings -- SvgnRt-Acc/Dmg(A), SvgnRt-Dmg/EndRdx(46), SvgnRt-Acc/EndRdx(46), SvgnRt-Acc/Dmg/EndRdx(46), SvgnRt-Acc(48), SvgnRt-PetResDam(50)
    Level 44: Death Shroud -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(45), M'Strk-Dmg/Rchg(45), M'Strk-Acc/EndRdx(45)
    Level 47: Dark Pit -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(48), RzDz-Acc/EndRdx(48), RzDz-Stun/Rng(50), RzDz-Acc/Stun/Rchg(50)
    Level 49: Touch of Fear -- Acc-I(A)
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A)
    Level 1: Brawl -- Acc-I(A)
    Level 1: Defiance
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run



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  2. There was/is a Steampunk rp group (The Anachronism Society) around awhile ago, but I don't know if they're still active.
  3. Looks interesting. Might check it out.
  4. Quote:
    Originally Posted by Grey Pilgrim View Post
    Energy/Energy is one of the safer Blasters I have ever played. Good damage, and all the KB is good mitigation for you while you annihilate things. Assault Rifle can be okay as well, if you lead off with M80 for that same KB.

    But yes... you should hopefully be able to go to x2 or x3 on a Blaster solo, especially if you build for some defense. It seems a shame not to, with all your AOEs. That's part of the big fun as a Blaster!
    Agreed. My namesake is an Energy/Energy, with Aid Self, hover and soft-capped to range. The combo has excellent ST damage and mitigation, which I would value more than AoE capability on the -1/x0 difficulty the OP mentioned.

    It was a nice build for the later levels (35-50) as I hit the range soft-cap around 39/40 without a lot of trouble or cost. Generally ran at +2/x2 and only really had problems against +3 bosses (ie the shapechanging council soldiers) and the Honoree (because he can just fly into melee range). The rest of that particular incarnate arc was ridiculously easy though.
  5. Quote:
    Originally Posted by Square_Woot View Post
    I hate to say it, but I think I'm going to need to drop out. I love themed SGs like this, but the scheduled playtimes are a killer for me. I log in plenty of CoH time on any given week, but weeknights things just get way too chaotic for me.
    Damn, that sucks. Was looking forward to rp'ing with Chip.
  6. Probably pick this up if I get my next 400 points before the sale ends. First Beam Rifle, now the Think Tank, the devs are practically forcing me to make a Mars Attacks homage.

    "I want the people to know that they still have 2 out of 3 branches of the government working for them, and that ain't bad. "
  7. I like Stalkers, but I don't think I'd play a resist based set for a number of reasons, anemic hit points chief among them. For Claws/DA, I'd actually go with a brute, although a scrapper would do pretty well.
  8. Starflier

    The Walking Dead

    Quote:
    Originally Posted by starphoenix View Post
    So would eating a zombie make you a zombie? You are fighting off a horde of zombies and some zombie blood gets into your throat. Classic zombie creation method is injecting the zombie virus into a victim's blood through biting. Swallowing zombie fluid would have the zombie virus go through an oral delivery system. Not all drugs can be taken orally so the zombie virus might not work orally either.
    Sadly, I'm just finishing a break from studying this exact thing (acid labile vs acid stable) in relation to antibiotics and susceptibility testing.

    To the books!
  9. Starflier

    Art!

    Been browsing this thread for awhile. Love the artwork and the progress you've shown.

    Also, the Westbrook Academy sounds like a very interesting group, and it's nice to see the artwork following that.
  10. Starflier

    The Walking Dead

    Quote:
    Originally Posted by MentalMaden View Post
    I picked a bad night to make haggis.
    Every night's a bad night for haggis.
  11. Regen: because a real man doesn't prance around dodging hits.

    Basically, if you can survive 15 seconds, you'll survive forever. If something or someone is going to drop you, they'll do it fast. Alpha strikes are the set's big weakness, although there are a few tools (MoG, IH, DP) for dealing with those.

    It's all about the clicking, which can be annoying with a weapon set due to redraw. It's the one set where you can actually screw up. Mis-time Reconstruction or Dull Pain and you'll be eating pavement, but if you can get a handle on the timing you get a ridiculously survivable set with just one toggle to run, and Quick Recovery to boot (ha! suck it DA!).

    Fun, but not for everyone.
  12. Quote:
    Originally Posted by Gobbledygook View Post
    I was hoping for video.

    On the bright side, sounds awesome.
    I concur.
  13. I'm liking Beam Rifle more than I thought I would on my lvl 23 Beam/Dev blaster.

    That said, you kind of nailed it in the first post. Beam Rifle is largely ST, while AR is mostly AoE. Depending on how you play, particularly while teamed or solo, that could play a big difference. AR's AoE potential is nice if you like to team a lot. On the other hand, I'm finding Beam Rifle absolutely wrecks hard targets, something AR has issues with. AR's ST problem is not that the ST powers are lacking, it's just that there's only two of them (not including the snipe, and Beanbag, which I've never taken).

    Another thing to consider is that Beam has aim, while AR does not. I don't really care, but some people tend to get really butt hurt over the idea of playing without Aim or Buildup.
  14. The tier 7 rewards for /auctionhouse and /vault are pretty great. Accessing WW's from a university or store saves me all sorts of running back and forth. And if I get loaded on salvage in a big mission, just step outside and put it all on the market, or in the vault for later use.

    Other than that, the purchasable travel powers (Ninja Run/Beast Run/Rocket Board) are great. I bought the Ninja Pack earlier this year, and love being able to use that extra power pick elsewhere. I still generally end up with Combat Jumping or Hasten, but at least I save the one for SJ or SS respectively. Of course, being able to skip right over the prerequisite powers and grab SJ or SS or Fly or TP at level 6 is nice too.
  15. Favourite so far is a Merc/Storm at 35. Abandoned a Merc/FF at 34 and a Merc/Pain at 22. The /FF was boring as hell, and no debuffs make for a sad Merc MM. The /Pain got rerolled.

    /Storm is nice and active, with a heal, some decent debuffs and buffs, and just plain creates havoc which suits the Mercs ranged nature well. Hurricane is a thing of beauty.

    Edit: And then I get bent over by a Longbow EB. Couldn't even hurt the guy. Whatever, if Ghost Widow can't fend for herself for the 15 seconds it takes me to get back up she deserves to get captured.
  16. Eight MM's. 6 Primaries, probably repeat Thugs and Bots. 10 Primaries, probably drop /FF and /Thermal. Set to Aggressive.

    DESTROY!

    Profit is optional.
  17. On the subject of WP, I've never really seen it as a set for 'natural' characters mainly because of RTTC which makes no sense at all for a normal person. SR (I dodge stuff), Shields (I block stuff), Inv (I am, however, wearing full body armor. I am not a moron!) all work better (mechanically) for the normal person concept.
  18. Because sometimes I just want things to die. Not after I run over there. Not after I debuff them. Not after a protracted battle. Now.
  19. Starflier

    Tanking!

    For tanking, it's a good idea to remember that AoE attacks are, in fact, AoE. Sure those 20 or 30 council goons aren't going to hurt my Inv tank with their Polly Pocket assault rifles, but I've seen team mates, even scrappers, vaporized by AoE splash damage. A good strategy is to move to the rear of a mob as you grab their attention to aim the aoe away from the team. I tend to taunt near the front of the mob while jumping over them to the back.
  20. Well, I'm enjoying the hell out of my StJ/SR scrapper, StJ/WP scrapper, StJ/Inv brute, and Elec/StJ tanker, but if I had to pick one it would be the brute, but mostly because the character is cooler.

    As always, a little extra aoe damage and end recovery will help, although I don't think either are completely necessary.
  21. Lately I've been considering a Fire/TA Corruptor, but I think the maniacal laughter from using Rain of Fire with Oil Slick would likely upset the wife.
  22. Starflier

    Movies....

    Dozens of viewings:

    SWAT
    The 13th Warrior
    Sky High

    Double Digits:

    Spaceballs
    Star Trek
    Die Hard
    Doom
    We Were Soldiers
    The Incredibles
    Dark City
    Commando
  23. As to which is better... hell if I know.

    Are they a good combo? Yes. Archery is good. Trick Arrow is good. The combo eliminates redraw, but Archery only includes one power, Blazing Arrow, to light the Oil Slick (which is, IMO, the best power Defenders get). My favourite part of the set is its autonomy. It doesn't need to target enemies or allies, it just opens up and turns the battlefield into a roiling mass of hellfire and carnage.

    From a numbers standpoint it's good, not great, but it is fun and that's the important part.
  24. Iron Man 2 and Sky High need to be a lot higher on that list.