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Posts
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Joined
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Incorruptible (Merc/Pain)
A 'good' Praetorian. A special ops commander who could no longer blindly follow orders from evil men, but also couldn't join a bunch of evil, mass-murdering, psychopathic anarchists, and deserted to Primal Earth as a third option.
Warrior Widow (Nin/TA)
A bandit leader and her men thrown through time when the evil sorcerer they're battling is slain mid-spell. -
I've got a Merc/FF and I would recommend against it, if only for the lack of debuffs in FF. It's just too slow, even if it fit my concept perfectly.
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Did someone say red sun light...
...not that it worked in the end, but that was more because of Wonder Woman stepping in, shortly before Batman blew himself to smithereens! -
I would suggest avoiding any 'thought based' weaponry.
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Fire Blast/Regen - can control fire, but isn't immune to it.
Stone Spears/(Any defensive set) - a whole primary of powers using the Stone Spears animation. -
My favourites so far:
Earth/* controller. So much control, so little damage. I paired it with /Thermal so I could pretty much do everything.
Nrg/Nrg blaster. Like a hot knife through butter. Hard hitting single target focus with hover and range soft-cap. Medicine Pool for healing. This build did a bit of everything and did it all well.
Trick Arrow/Archery. Keep busy without having to worry about team mates or enemies. Oil Slick Arrow has to be seen. Not as survivable as traps, but I prefer it more since everything is at range. My personal suggestion for getting into 'support' without really needing to 'support' anyone. -
Deep Blue Sea 2: Less Sharks, More Primates!
I think it looks pretty entertaining. -
Ill/Rad or Bots/Traps come to mind.
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I currently run a DB/DA brute and Elec/DA scrapper. I like DA more on the Brute, mostly due to the extra HP the brute has. Fury also lets me slot more for end reduction in attacks earlier which is helping a lot. The scrapper is a lot of fun though. Beating on enemies 'til I'm near death, then using Lightning Rod on a nearby spawn and filling up with Dark Regen while everyone's on their ***.
KM seems to be a popular pairing with DA, with stacking stuns, and might go well with the steampunk concept. -
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1. Should be fine. Axe/Mace don't really need a huge pile of recharge to shine. The set has a lot of good attacks so getting a good chain going is easy. Some recharge, which Lightning Reflexes and enhancements should cover, will keep you rolling.
2. Not enough experience to really tackle that one, but I've never really heard of people needing Aid Self for Electric. Energize provides 100% regen for 30 seconds.
3. Of course. Axe drinks endurance like athletes drink Gatorade and Electric provides limitless endurance. Top of the pile, probably not, but for what you're looking for it should be a good hell of the way up the road from viable.
And if you're wanting to try Axe out, just ignore the eventual post telling you to go with Mace. Axes are cooler. -
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MA/FA is a great comb; currently working on my second. The end issues aren't too bad, although early (pre SO's on you may want to take your blue bar out behind the shed and put it out of it's misery. The best part is that most of that endurance is going to Blazing Aura which pumps out an obscene amount of damage over time. Consume helps, as does Burn which is crazy cheap for the damage it puts out.
It'll never be overly sturdy compared with...anything else, but it is a lot of fun. -
For farming, Fire/Shield should be pretty effective. Should be pretty good at everything else too. Would need some investment to get to uber mode though, mostly shoring up the defense.
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Tough and Weave. No question. I take them on almost every melee character I have (excluding a few concept characters). Given the returns for leadership powers on scrappers I don't think it'd be worth it. I find Tough to be as big an improvement, if not more so, as Weave. My own MA/FA scrapper went primarily for Recharge bonuses, but still felt plenty tough.
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Fire/Regen scrapper. Should keep you on your toes.
A Stone/Fire brute would also be high on my list of outright awesome. -
Superboy Prime could not be reached for comment.
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Read the Tutorial. Twice.
After a month, go back and read it yet again. -
((Take care Todd, hope everything's going alright. See ya next week.))
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Quote:Stealth's defense is a bit better, but a couple things to consider. A big chunk of that def disappears as soon as you are spotted by the enemy. It also costs a big chunk of endurance (.33 for stealth vs .07 for combat jumping). Combat Jumping also offers Immobilization protection which FA only gets while using Burn, and great maneuverability for positioning during combat. It will also hold a number of useful IO's (Karma, Kismet, BotZ, Stealth, LotG, etc).Next, I took stealth because it offers better defense bonus, and of course is good for speed running missions. Any counter argument would be welcome.
In my opinion, Combat Jumping is one of the best powers in the game. -
Right off I would ditch Stealth for Combat Jumping.
I would drop the sixth slot from Fire Shield and put it into Healing Flames for 5 slots of Doctored Wounds (recharge bonus).
Ablating Strike needs to be slotted like an attack. It's one of your bread and butter attacks. Throw an Achille's Heel proc in there if you like.
For bonuses, I personally would aim for Recharge, which greatly benefits both sets, with some S/L defense. -
Quote:Statesman didn't originally get his powers from the Well of Furies and become an incarnate.I missed a few years of CoH so I don't have any idea what you're talking about. What did Statesman retcon and how did it lead to the incarnate content?
His original story was that after the war (WW1) he travelled the world and in some generic mystical place learned to harness his inner will which gave him his powers. Or that's it as best I can remember. Although looking at the wiki entry for him it looks like they tried to incorporate that origin into the new one as well. -
Another great episode, and nice to see the story getting so much forward momentum.
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