SteelMountain

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  1. I respec'd my controller over the weekend, and see a definite improvement in the Vet attack accuracy from running Tactics and by slotting the Kismet 6% +Acc that I got into Maneuvers. Very nice!

    Thanks all for your help.
  2. Quote:
    Originally Posted by Aett_Thorn View Post
    Set bonuses will improve the accuracy of the Vet Reward attacks. However, they are highly unlike to have their base accuracies improved, since they're not supposed to be used as part of the attack chain at higher levels.
    Good news! Thanks.

    Quote:
    Originally Posted by WoefulKnight View Post
    Tactics, focused accuracy and accuracy inspirations will also help.
    Yeah, I've been living on acc insps. Forgot about Tactics, though. Hmmm...

    Quote:
    Originally Posted by StarGeek View Post
    As will Kismet: Accuracy IO.
    I just got one in a ticket roll, and was wondering if slotting it would help.

    Thanks all!
  3. Is it possible to buff the accuracy of the Vet Reward attacks? (Sands of Mu, Nemesis Staff, Blackwand, etc.) My Grav controller uses these to have much of an attack chain at all when solo, and the miss rate is making me nuts! Will set bonuses help? Focused Accuracy? Anything?

    Thanks.

    PS - I looked in the Wiki and it says that damage cannot be buffed for these attacks, but it does not mention accuracy.
  4. 1. Shia
    2. Juggertha
    3. PyroNympho
  5. I enjoyed this very much - I particularly liked the recurring use of the AP theme to tie it all together!

    I hate to ask, but is this finished? It seemed just to stop after the horn expression of the theme just before 2:30. IMO, a piece as epic as this deserves a big finish!
  6. I play to be able to do heroic stuff, using cool powers, with a team if I have enough time, or alone if not. No other MMO even remotely appeals to me.
  7. Here's one I wrote about my Kin defender:

    Into the melee
    Fulcrum Shift gives great power
    Mobs are defeated

    @SteelMountain
  8. Quote:
    Originally Posted by TheMetamorph View Post
    Now i've Pacted with a friend of mine, who has an Elec/Elec blaster. So i decided to make an Elec/Elec tank to create an "anvil and hammer" kind of scenario. However, the only tanking experience i've had (i play mostly defenders) is my level 50 Shield/SS tank. And in the guide to guides there is only the brutes to go on i was wondering if someone knowledgeable could help me critique what i've done. Keep in mind i don't buy IO's until level 35 and i don't buy sets until i'm 50 and i use the different build. So right now i'm just interested in SO's and IO's to replace them. Here is my build thus far:

    Hero Plan by Mids' Hero Designer 1.704
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Radiant Thunderbolt: Level 50 Science Tanker
    Primary Power Set: Electric Armor
    Secondary Power Set: Electrical Melee
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Charged Armor -- ResDam(A), ResDam(5), ResDam(7), EndRdx(11), EndRdx(36), EndRdx(37)
    Level 1: Charged Brawl -- Acc(A), Acc(3), Dmg(43), Dmg(43), Dmg(43), RechRdx(45)
    Level 2: Havoc Punch -- Acc(A), Acc(3), Dmg(9), Dmg(9), Dmg(23), RechRdx(37)
    Level 4: Conductive Shield -- ResDam(A), ResDam(5), ResDam(7), EndRdx(11), EndRdx(37), EndRdx(40)
    Level 6: Super Jump -- Jump(A)
    Level 8: Grounded -- ResDam(A)
    Level 10: Taunt -- RechRdx(A)
    Level 12: Energize -- RechRdx(A), RechRdx(13), RechRdx(13), Heal(15), Heal(15), Heal(36)
    Level 14: Static Shield -- EndRdx(A)
    Level 16: Thunder Strike -- Acc(A), Acc(17), Dmg(17), Dmg(19), RechRdx(19), RechRdx(21)
    Level 18: Hurdle -- Jump(A)
    Level 20: Build Up -- RechRdx(A), RechRdx(21), RechRdx(23), ToHit(48)
    Level 22: Health -- Heal(A), Heal(46), Heal(48)
    Level 24: Stamina -- EndMod(A), EndMod(25), EndMod(25)
    Level 26: Lightning Field -- Acc(A), Acc(27), EndRdx(27), EndRdx(34), EndRdx(34), Dmg(36)
    Level 28: Chain Induction -- Acc(A), Acc(29), Dmg(29), Dmg(31), Dmg(33), RechRdx(34)
    Level 30: Power Sink -- RechRdx(A), RechRdx(31), RechRdx(31), EndMod(42), EndMod(46), EndMod(46)
    Level 32: Power Surge -- RechRdx(A), RechRdx(33), RechRdx(33)
    Level 35: Lightning Reflexes -- Run(A)
    Level 38: Lightning Rod -- Acc(A), Acc(39), Dmg(39), Dmg(39), Dmg(40), RechRdx(40)
    Level 41: Conserve Power -- RechRdx(A), RechRdx(42), RechRdx(42)
    Level 44: Physical Perfection -- EndMod(A), EndMod(45), EndMod(45), Heal(48)
    Level 47: Boxing -- Acc(A)
    Level 49: Tough -- ResDam(A), ResDam(50), ResDam(50), EndRdx(50)
    ------------
    Level 1: Brawl -- Acc(A)
    Level 1: Sprint -- Run(A)
    Level 2: Rest -- RechRdx(A)
    Level 1: Gauntlet
    Level 6: Ninja Run

    Thoughts?
    I'll toss in a couple of points, not already covered... Lightning Field is your taunt aura, so I'd recommend taking it earlier. You took Havoc Punch and I took Jacob's Ladder, which is fine, but Jacob's Ladder is much cooler looking!

    I took Lightning Reflexes much earlier, and have really appreciated the recharge bonus and travel speed increase. Waiting until 35 for this deprives you of these bonuses for a long time!

    I put off Conductive Shield until 28, and didn't really miss it at the lower levels - this opens up an earlier power slot for Lightning Field.

    As was mentioned above, Power Sink is a seriosuly useful power, and I recommend getting it ASAP. Once you get it 3 slotted with End Mods, you can drain anything less than an EB in one shot of this and a couple of attacks. The ultimate in damage mitigation is when the bad guys can't even attack!

    I agree with the above poster that taking Tough earlier is a much better plan. I'm about to take it at 44, and it would have been useful earlier.

    Good luck with you toon - this combo is definately one of my favorites to date. I've played the Tina Mac arc a couple of times with this lately, and it is so fun to totallly shrug off the radiation and electric-wielding robots that have been a real pain for other toons!

    FWIW, here is my build, through 43:

    Hero Plan by Mids' Hero Designer 1.704
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Sparkii: Level 43 Science Tanker
    Primary Power Set: Electric Armor
    Secondary Power Set: Electrical Melee
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Fighting
    Hero Profile:
    Level 1: Charged Armor -- ResDam-I(A), ResDam-I(3), ResDam-I(3)
    Level 1: Charged Brawl -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(7), C'ngImp-Dmg/Rchg(11), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(37)
    Level 2: Lightning Field -- Acc-I(A), Acc-I(5), Dmg-I(5), Dmg-I(9), EndRdx-I(11), EndRdx-I(17)
    Level 4: Jacobs Ladder -- Acc-I(A), Acc-I(7), Dmg-I(9), Dmg-I(17), Dmg-I(31), RechRdx-I(37)
    Level 6: Static Shield -- EndRdx-I(A)
    Level 8: Air Superiority -- Acc-I(A), Acc-I(13), Dmg-I(31), Dmg-I(34), Dmg-I(37), RechRdx-I(40)
    Level 10: Grounded -- ResDam-I(A)
    Level 12: Energize -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(15), Heal-I(15), Heal-I(19), Heal-I(19)
    Level 14: Fly -- Winter-ResSlow(A)
    Level 16: Swift -- Flight-I(A)
    Level 18: Lightning Reflexes -- Flight-I(A)
    Level 20: Health -- Heal-I(A), Heal-I(21), Heal-I(21)
    Level 22: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(23)
    Level 24: Thunder Strike -- Acc-I(A), Acc-I(25), Dmg-I(25), Dmg-I(27), Dmg-I(27), RechRdx-I(36)
    Level 26: Power Sink -- RechRdx-I(A), EndMod-I(29), EndMod-I(29), EndMod-I(31), RechRdx-I(33), RechRdx-I(33)
    Level 28: Conductive Shield -- ResDam-I(A)
    Level 30: Taunt -- RechRdx-I(A)
    Level 32: Chain Induction -- Acc-I(A), Dmg-I(34), Dmg-I(36), Acc-I(36), Dmg-I(40), RechRdx-I(40)
    Level 35: Build Up -- RechRdx-I(A), RechRdx-I(42)
    Level 38: Lightning Rod -- Acc-I(A), Dmg-I(39), Dmg-I(39), Dmg-I(39), Acc-I(42), RechRdx-I(42)
    Level 41: Boxing -- Acc-I(A)
    Level 44: [Empty]
    Level 47: [Empty]
    Level 49: [Empty]
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 38: Ninja Run
  9. 1. PyroNympho
    2. Toxic_Shia
    3. Frost
  10. Yup, I get it, too. Sounds like being right under an elevated railway - very clacky and loud.
  11. Quote:
    Originally Posted by je_saist View Post
    Given what I know of the most powerful mobile video cards available in laptops right now, those being the GTX 260M from Nvidia, and the RadeonHD 5x00 series from ATi/AMD, all of the currently shipping laptops pretty much force you to either take the "killing your battery life faster than you thought!" I7... or the "I'm sorry, WHAT processing power?" I5.
    Actually, the laptop I'm looking at has the GTX 285M.

    The core overclocking sounds like a cool feature! Any idea if this is on Intel's roadmap for inclusion into laptop processors?

    Any thoughts about the clock difference between the dual and quad core I7's?
  12. Quote:
    Originally Posted by Jeremy_C View Post
    Here's my question to you: how often do you tab out of game and do other things while playing? Quads aren't used heavily in majority of games, but where they excel is allowing you to load up a bunch of processes and still have a snappy system.

    I will also admit I am all about the big AND fast processors, so I might be a bit biased.
    Very rarely - sometimes I load up Explorer to look up something on the Wiki, but that's about it.
  13. I am working on spec'ing out a new laptop and am debating whether to go for a quad core or a dual core processor. From what I recall, COH only can utilize 2 cores, so the other 2 in a quad would not contribute to the game. Is this correct?

    If so, then it seems I would get better COH performance from an Intel® Core™ i7-620M, 4MB L3 Cache, 2.66-3.33GHz over an Intel® Core™ i7-720QM, 6MB L3 Cache, 1.60-2.80GHz, perhaps even by a wide margin, since there is an 0.5 GHz difference between the top core clock rates.

    Of course, COH isn't the only use for this machine, but it is the only MMO I play, so it will probably stress the system the hardest.

    Any advice would be appreciated. Thanks.
  14. Quote:
    Originally Posted by Dark_Respite View Post
    My favorite part has to be the cutscenes at Adair's arc and the second half of Positron's Task Force. Those are DRAMA. (And now supposedly there's music in them as well? Must go find!)

    Michelle
    aka
    Samuraiko/Dark_Respite
    The cutscene at the end is my favorite part as well - it makes me wish all the bodies would be left lying where they dropped for our missions - it certainly gives a sense of drama!
  15. Tankers, then Scrapper, then Defenders.
  16. Really nice! Two thumbs up.
  17. I had a great time this weekend soloing Protean (EB) on my Elec/Elec at the end of the 2nd Doppelganger arc.

    He conned Purple to me, but I still beat him down. The key to my success - Power Sink! 6 slotted, with 3 Rchg and 3 End Mod, this beauty kept my End up, allowing me to keep beating away at him, while in combo with the End-draining attacks in Elec melee, kept his End pretty much floored.

    Woohoo!
  18. Quote:
    Originally Posted by Zamuel View Post
    Day of Calamity
    Bravo!
  19. Quote:
    Originally Posted by Nemu_ View Post
    Consider how much value recall friend adds to your build. The only purpose is serves right now is to recall dead or dying teammates to get them out of trouble or to tp people to mission. What's the value of having that as opposed to something like knockback protection or a useful combat travel power?
    I may substitute Combat Jumping for Recall Friend. I figure by the time I'm at lvl 30, I'll know what I need at that point.

    Thanks
  20. Quote:
    Originally Posted by Local_Man View Post
    I have a few suggestions on the Grav side . . . not personally fond of Emp.

    Crush: Do you even need the Recharge? Standard single target attack chain is GD-Crush-Propel. Since Crush is DoT, it continues doing damage while Propel is animating. By the time you have finished with Propel and GD on the same or next target, Crush is up again. Especially with Hasten, you should be able to do something else with that slot. A Decimation Chance for Hold would allow a chance to stack mag or hold foes missed by GD.
    My thinking here is to be able to cast Crush on more than one target quickly. In limited play so far, I find myself casting GD on a LT, and then Crush on a minion. For a 3 minion spwan, I can put GD on one, Crush on the other, and the third comes after me unimpeded, until Crush or GD is back up. Is this not the conventional tactic?

    Quote:
    Singularity is arguably the toughest pet in the game (other than the ones who can't be hurt). Singy does not need Recharge. I would slot up Hold and maybe a +Resist proc.
    OK, thanks.

    Quote:
    Crushing Field is your AoE Immob for foes stunned by Wormhole. Stun+Immob=AoE Hold that recharges faster than your standard AoE Hold. You might want to consider moving CF closer to Wormhole. Also, it may need some EndRdx if you use it a lot.
    I read some of the guides, and they were down on Crushing Field. I only put it into 50 to round off the set. What you propose is pretty interesting, however!

    Quote:
    Grav is overall a kind of weak control set. It is lacking in AoE and has three particularly interesting powers, but the rest of the set is kind of lackluster. (Propel, Wormhole and Singularity make the set fun.) I couldn't get into it until I paired it up with Storm and stuck with it until the upper 20's, after Wormhole. You don't see many Grav/Emps because there really isn't much synergy between the sets. Illusion, Mind and Plant are probably the best primaries for */Emp. I would say that */Storm is the best secondary for Grav, although Cold might work. The combo of the knockdown in Freezing Rain (same as Sleet) combines nicely with Crushing Field, which is the only controller AoE Immob without -Knockback. Then Lightning Storm adds some badly needed damage, and the rest of the Storm set adds debuffs and control to make up for the lack of AoE control in the primary.
    This is a concept toon, where Grav and Emp are the right choices, so I'll live with the limitations.

    Thanks for your advice.
  21. Quote:
    Originally Posted by DrMike2000 View Post
    Get the +Immob out of Crush. It recharges in 4s and lasts over 20s, so you never worry about the immobilise running out.

    Get the +Regen out of Health. You aren't going to survive by passive healing, and you have a self-heal anyway.
    Nemu suggested this as well - done.

    Quote:
    Add some end redux and recharge to Healing Aura.
    Ditto

    Quote:
    Give Fortitude +3 Recharge and +3 Defence - it provides the same Def as a force field ally bubble to All damage types including Psi.
    I didn't realize Fort was good for this as well! Done.

    Quote:
    Resurrect won't need 3 recharges. 1 end redux would be good.
    Yeah, Nemu said this too. Also done.

    Quote:
    Get Hasten. The faster Recovery Aura and Regen Aura are up, the better off the team are in offensive and defensive power. And +Recharge allows you to Fortitude more team members. And get as much +Recharge as you can when you go for sets.
    Good point. On my Kin, I had Siphon Speed, so didn't take Hasten, but I agree it would be good here.

    Quote:
    Originally Posted by Nemu_ View Post
    putting that many recharges in clear mind won't do you any good. The power has a long animation time and by the time it finishes CM is up again even without all those recharges. You'd get more bang for your buck moving those slots elsewhere.
    Wow, you're right - what an amazingly long activation time! Thanks.

    So, here is my build, updated with the given suggestions. Thanks for all the help!

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Verdigrisia: Level 50 Magic Controller
    Primary Power Set: Gravity Control
    Secondary Power Set: Empathy
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Teleportation
    Ancillary Pool: Psionic Mastery
    Hero Profile:
    Level 1: Crush -- Dmg-I(A), Dmg-I(3), Dmg-I(13), Acc-I(31), RechRdx-I(36)
    Level 1: Healing Aura -- Heal-I(A), Heal-I(5), Heal-I(9), EndRdx-I(11), RechRdx-I(17), EndRdx-I(46)
    Level 2: Gravity Distortion -- Dmg-I(A), Dmg-I(3), Dmg-I(15), Acc-I(17), RechRdx-I(37), Hold-I(39)
    Level 4: Heal Other -- Heal-I(A), Heal-I(5), Heal-I(9), EndRdx-I(11), RechRdx-I(15), EndRdx-I(48)
    Level 6: Propel -- Acc-I(A), Dmg-I(7), Dmg-I(7), Dmg-I(13), Acc-I(37), RechRdx-I(37)
    Level 8: Fly -- Flight-I(A), Winter-ResSlow(43)
    Level 10: Resurrect -- EndRdx-I(A)
    Level 12: Swift -- Flight-I(A)
    Level 14: Health -- Heal-I(A)
    Level 16: Clear Mind -- RechRdx-I(A)
    Level 18: Gravity Distortion Field -- Acc-I(A), Acc-I(19), Hold-I(19), RechRdx-I(39), Hold-I(39)
    Level 20: Fortitude -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(21), DefBuff-I(40), DefBuff-I(40), DefBuff-I(46)
    Level 22: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(23)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
    Level 26: Wormhole -- Acc-I(A), Acc-I(27), Dsrnt-I(27), Dsrnt-I(31), RechRdx-I(31), RechRdx-I(34)
    Level 28: Recovery Aura -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
    Level 30: Recall Friend -- RechRdx-I(A)
    Level 32: Singularity -- Acc-I(A), Dmg-I(33), Dmg-I(33), Dmg-I(33), RechRdx-I(34), RechRdx-I(34)
    Level 35: Regeneration Aura -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
    Level 38: Adrenalin Boost -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(46)
    Level 41: Mental Blast -- Acc-I(A), Acc-I(42), Dmg-I(42), Dmg-I(42), Dmg-I(43), RechRdx-I(43)
    Level 44: Mind Over Body -- ResDam-I(A), ResDam-I(45), ResDam-I(45), EndRdx-I(45)
    Level 47: Indomitable Will -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
    Level 49: Crushing Field -- Acc-I(A), Acc-I(50), Immob-I(50), Immob-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    Level 4: Ninja Run
  22. Quote:
    Originally Posted by Nemu_ View Post
    Take all the slots out of swift (see below), health (you have a self heal) and clear mind (recharges fast enough already). I'd take all the slots out of resurrect too, if you are doing your job that power won't get used much.

    Healing aura, heal other can use some end redux and recharge, Fortitudes needs more defense, and if you can, stick an end mod in adrenaline boost so blasters can recover immediately post nuke.

    The only reason I would take swift over hurdle is if I were using hover for combat movement. You only have fly but you have CJ, so drop swift for hurdle and don't bother slotting it.

    I'd also slot recall friend with range rather than rech. Since pets are perma now you can also opt to take one rech out of sing.
    Thanks for the feedback. The extra slots in Swift are because I couldn't find anything else better to do with them! I'll take a look at moving these over to Heal Other and Heal Aura.

    In my experience playing a Kin def to 50, there is no such thing as a buff that recharages too quickly, which is why I put the recharges in Clear Mind - trying to buff up a whole team that is steamrolling needs really quick buffing!

    I agree that if I can find a better use of slots, that the slots in Resurrect can be better spent elsewhere. This is the first toon that I have worked on in over 5 years that I feel like I have more slots than I know what to do with!