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I have to second this. I have a stone/wp brute and I've found the combo to be quite impressive. There's a very good synergy between the two. Stone is very endurance hungry, and WP's Quick Recovery resolves that. All the knockdowns in Stone are awesome for WP as they give your regen time to work while the mobs are picking themselves back up off the floor.
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There's something that I've been wondering since I started reading this thread. If it was stated and I missed it, my apologies. To the OP: what kind of build are you on your Warshade? Are you human only, or do you have Nova form? The reason I ask is that human only builds at that level are terribly weak. If that's what you're running, that is quite honestly contributing to your problems.
If not, then I would say you're just unlucky enough to have hit upon a powerset/AT combination that doesn't work well together in the low levels. Especially pre-SO's not all powers/AT's mesh all that well and can somtimes make you struggle. That's something I had to learn the hard way when a friend and I once tried to duo a Stone/Ice tank and an Ice/Ice tank. Oh the horror.....
As for overall mission difficulty, I will say I have run a few missions recently where the spawns seemed really bizarre. Way too many mobs for the team size, multiple bosses per spawn on small teams, etc. But it's hardly an every mission thing, and I think may be more a case of certain missions being bugged than an overall problem with the difficulty system.
Edited to add: I want to clarify that with my above statements about a human only warshade build that I am not trying to tell anyone how to play their character. Just that a blaster is a terrible choice to run with a low level human only build, IF that is what the OP is doing. Which he may not be. -
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Quote:Very good point. Heck, sometimes if I'm not paying attention it takes ME a second to tell if my hold hit.Hah, that is a good point, I play mainly villains(and my stone brute who cares about SB most is villain side) so I've mainly been thinking corruptors. It's kind of sad that as far as the team is concerned fulcrum/SB outwieghs all you controls, although I'm sure part of that is that the fire holds(and a few others like grav's) are really hard to see actually doing anything(those black clouds on their faces are kinda hard to notice).
I eventually accepted the fact that all most teams wanted me for was the /kin part, and not the fire/ part of my character. It's just an axe I like to grind every now and again. -
Quote:I LOVE fulcrum shift, it is also incredibly awesome, as is is the heal. It's just that SB is SO good for so many people it seems crazy to me to not take it. I've played therm for a bit and I know how annoying it is to keep all those shields up. I personally think all those buffs should be changed to like 10 minutes, sure that could lead to abuse, but i think the gain would be much higher.
Hehe, this isn't directed at you personally at all, but your post brought it to my mind: do you know when the last time my Fire/Kin was told that he did a great job controlling a spawn was? I'll answer that for you: NEVER. This, despite the fact that I have been in situations with him where his CC saved at least one teammate (and on a couple occasions the whole team). What I have heard (repeatedly) was "Awesome heals!" "SB please!" and "Ready for Fulcrum". I haven't tested it, but I've been tempted to do a second build with as few powers from the Primary as I could get away with, and never use them, but instead just spam Kinetics powers. I have a feeling that not only would I not get asked why I didn't take anything from my primary, but I'd probably be told how awesome I was. Ah well, that's a rant for another day I suppose.
More to the topic at hand: I agree with what you said about buff sets in general. I think there are quite a few powers the Devs need to examine the "fun factor" on. SB is pretty much at the top of that list, followed by any and all "shielding" powersets. Balancing to numbers is understandable, but fun HAS to come into play somewhere, now doesn't it? -
Quote:Amusingly enough, I broke out my Fire/Kin controller for the first time in a long while last night because a good friend wanted to play his Stone Tanker. I remembered part of the reason why I stopped playing that Controller half way through the first mission.ah yes that's clearly what I said, I certainly didn't mean that as an example to show that SB is so good that if that's all they did they'd still be more useful to me than most other AT's. I HATE it when my slaves do things like have fun and help the team in several different ways.
Since my friend's movement speed suffered so abysmally when SB ran out, it was quite obvious to me when I had let it drop. And quite obvious just how short the frakking duration on the power is. SB, IMHO, is amazingly good at doing two things: 1) boosting the team's performance, and 2) making the person with the SB power feel like a buff bot. Yay? I have been on teams where it was quite obvious the team only cared if I used that one power. They didn't give a hoot about me using my Primary at all. I promptly find an excuse to leave teams like that.
I guess the point of my rambling is that SB, while good, is annoying as all hell and I wish the Devs would find a way to make it less so. -
Quote:The devs have said repeatedly they are not going to balance the game around IO's. If that is the core of your argument why "ice sucks" (which it doesn't) you might want to think of a better argument.Not arguing whether Ice tank can run tf, pretty much run every tf there is with my ice tank (Arctic), what i am saying is post IOs Ice tank are inferior to other tank sets simply due to the resistance hole. What do i mean? Ice tanks gain very little from IO set bonuses my tank is at 48% S/L def. There is way too much positional IO def set bonuses which in other hand greatly help my Fire/Shield tank or my /Stone brute. Till the devs address this and give more resistance bonuses i stand by my argument.
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Quote:Mako makes it very clear he hates you and would honestly like to eat you, but repercussions from Arbiter Daos stop him. I haven't done Black Scorpion's arc, so can't speak about him.I have several villains now in the upper 30s, and I find myself thinking about the Patron Arcs.
I have done Ghost Widow and Scirocco's, and I'd really like to do the other two to say I've done them all, but ...
Well, by the time my villains hit 40, they don't take kindly to being ordered around by ANYBODY.
Do Mako and Black Scorpion show you any respect after the inevitable beat down you put upon them?
I've got a couple of high level villains, but most of them wind up leveling in RWZ after 35 just because I don't care for being ordered around by Arachnos. -
Quote:Thanks for the tips Rothb. I'll look into doing some shifting of things around and change out a couple sets.Here are my thoughts:
Soul Drain: If you're gonna 6-slot it I'd suggest slotting for damage, if not then acc/rech is good enough to save slots. You don't need the defense Gaussian adds.
The regen you've put in there is not enough to be worth it. So skip the slots in health, put a miracle in there. I don't think you'll need body mastery either and with the poor slotting in there it's not doing a lot. I'd rather pick up Hasten (you want shield charge and SD up more often) and Grant Cover for DDR. If you want more endurance reduction just re-slot your toggles with Gift of the Ancients.
Your slotting in tough is a waste, you don't need those set bonuses.
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Below is my build for a Shield/Dark Melee tanker I've been leveling. He just hit 19 last night. The character has been a blast so far. But the truth is, I'm not terribly good at designing an IO build, and was hoping for some feedback. I haven't been able to shake the feeling I'm doing something wrong with him. Thanks in advance for any replies.One note I wanted to make: don't pay attention to the level at which the various enhancement slots were placed. I designed him in "dynamic mode" so the exact order of slot placement may look a bit....odd.
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Emerald Aegis: Level 50 Technology Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Dark Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Deflection -- EndRdx-I(A), DefBuff-I(3), DefBuff-I(3), DefBuff-I(5)
Level 1: Shadow Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(15), Mako-Dmg/Rchg(17), Mako-Acc/EndRdx/Rchg(17), Mako-Acc/Dmg/EndRdx/Rchg(43), Mako-Dam%(50)
Level 2: True Grit -- S'fstPrt-ResDam/Def+(A), Numna-Heal(5), Numna-Heal/EndRdx(7), Numna-Heal/EndRdx/Rchg(7), Heal-I(9), ResDam-I(9)
Level 4: Shadow Maul -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(23), Sciroc-Dmg/Rchg(23), Sciroc-Acc/Rchg(29), Sciroc-Acc/Dmg/EndRdx(46)
Level 6: Active Defense -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 8: Battle Agility -- EndRdx-I(A), DefBuff-I(13), DefBuff-I(13), DefBuff-I(15)
Level 10: Against All Odds -- EndRdx-I(A)
Level 12: Combat Jumping -- DefBuff-I(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Swift -- Run-I(A)
Level 18: Health -- Heal-I(A), Heal-I(19), RgnTis-Regen+(19)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc/Rchg(21), P'Shift-Acc/Rchg(39), P'Shift-EndMod/Acc(39), P'Shift-End%(39)
Level 22: Siphon Life -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(31), C'ngImp-Dmg/Rchg(33), Nictus-Heal(33), Nictus-Acc/Heal(33), Nictus-Acc/EndRdx/Heal/HP/Regen(34)
Level 24: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(25), Mocking-Taunt/Rchg/Rng(25), Mocking-Acc/Rchg(27), Mocking-Taunt/Rng(27), Mocking-Rchg(29)
Level 26: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(36)
Level 28: Soul Drain -- GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(37), GSFC-Rchg/EndRdx(37), GSFC-ToHit/EndRdx(37), GSFC-Build%(46)
Level 30: Phalanx Fighting -- DefBuff-I(A)
Level 32: Boxing -- Acc-I(A)
Level 35: Dark Consumption -- Oblit-Acc/Rchg(A), Oblit-Dmg(36), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(42)
Level 38: Midnight Grasp -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(42), Mako-Dmg/Rchg(42), Mako-Acc/EndRdx/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(43), Mako-Dam%(50)
Level 41: Tough -- RctvArm-ResDam(A), RctvArm-EndRdx(45), RctvArm-ResDam/EndRdx(45), RctvArm-ResDam/Rchg(45)
Level 44: Weave -- EndRdx-I(A), DefBuff-I(46), DefBuff-I(48), DefBuff-I(48)
Level 47: Conserve Power -- RechRdx-I(A), RechRdx-I(48)
Level 49: Physical Perfection -- EndMod-I(A), Heal-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 6: Ninja Run
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I spent the evening last night on my new lowbie tank running the Faultline story arcs with a couple of friends. Our group consisted of a tank, a scrapper, and a blaster. After two missions I started ramping up the difficulty settings because it was simply too easy.
CoX is different from other MMO's in that having the "Holy Trinity" isn't required. It's nice when you have it, but not absolutely essential. I think this one fact is what really confuses new players that have come from other MMO's. -
Quote:An interesting point Tex, and I can see what you're saying. I hadn't considered the "annoyance factor" of Speed Boost when I made my earlier post. That being said, if SB were to be changed to NOT be so horrendously irritating for the user (using our powers is supposed to be fun, after all), would that justify a nerf? Perhaps. It's all hypothetical anyway, since I doubt the devs will be making any changes to it any time soon. The amount of outcry would be more than they probably want to deal with.So no it's not a matter of power. The problem is that SB provides benefits players want up all the time, combined with a recharge time which permits that, combined with a short duration which means you're stuck constantly recasting it. If the power was supposed to be limited in some way the Recharge should have been longer (see: Fortitude, Forge). Instead it's "balanced" based on pure frustration. It's assumed that the cost of keeping the power active (that it's a PITA) balances its benefit. Instead it just irritates the heck out of the person stuck casting it, which is why you see a lot of people scrambling for excuses to avoid the power. Its great to have cast ON you, but casting it on other people is a lesson in tedium. All of this is why I said previously I hope this power is never ever used as a template on which to base future powers.
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Anyone who's been reading these forums for a while knows that this topic comes up periodically. Someone comments on how they hate SB or won't take it, then the flames commence. This got me started thinking about something that will probably get me burned at the stake, but here goes:
Has anyone considered the possiblity that Speed Boost is simply too good? In this very thread we have people commenting that they don't care if a Kinetics character has their Tier 9 power, as long as they have Speed Boost. That seems a bit messed up to me. So should the Devs look into whacking SB around with the nerf bat for a bit? I personally believe the answer is yes. I dont know of a single other power in the game that will get someone insta-kicked for not having, or has generated this much hate on the boards at the merest mention of the heresy of not taking it in one's build.
So nerf SB I say. Leave the run speed increase in place to benefit Stone Tankers and Brutes, but nerf the rest of the power's effects.
Now if you'll excuse me, I need to run change my identity and move to a deserted tropical island before the hit squad arrives at my door. -
I'm always highly amused by these threads. It never ceases to amaze me how thoroughly bent in a twist so many players get over that one power. I would much rather a Kinetics character have Fulcrum Shift and Transference than Speed Boost any day of the week.
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Both have their strengths and weaknesses, but in my opinion Tri-Form is easier to level. Human form builds typically don't come into their own until the late 30's, when Warshades get Eclipse and Peacebringers Light Form.
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Demon Summoning overpowered? Oh let me guess, people are bent in a twist that MM's FINALLY have a pet set that isn't mostly smashing/lethal. Yes I know robotics does a lot of energy damage, but the base numbers aren't exactly stellar at low levels. All the other pet sets though? Mostly smash/lethal. Bleh. I'm so glad we finally got some variety.
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Quote:I thought it was assured you'd have at least one every mission. Ah well. I guess my khelds are just really "lucky" then, which doesn't surprise me. That's probably my usual luck with everything else rearing its ugly head.Incorrect. You have the *chance* to, yes, but it's not a guarantee to see a Quantum, Void or Cyst. (Saying this as someone who runs several khelds.)
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Quote:Actually I've decided to do both. My final build has Dwarf form itself heavily slotted (damage resistance, a chance for +end, and a couple Efficacy Adaptors) and I took Stamina in the 30's so I can effectively scrap in human form. As a followup to my earlier statements, I'm really surprised at the raw survivability of Dwarf form. Last night I tanked Kronos for some friends that wanted the badge, and also tanked Silver Mantis in her AV incarnation on a rather insane Safeguard mission. Soloing missions is an absolute breeze too. And the character is only 25, with just SO's. I can't wait to see his performance with the IO's I have planned.I am currently using a Human/Dwarf build and decided to take stamina. Before I had stamina it seemed my guy was running out of end too fast. So far I have been happy with my choice.
If you do not end up taking stamina you could always beef up the end recovery in Dwarf and use that form to recover end between mobs.
I know most people prefer Warshades, and that was my first Kheldian too. But honestly, to those who haven't tried a Peacebringer, give 'em a whirl sometime. They may not go to Crazy Land like a Warshade can, but they're still a ton of fun. -
My first 50 was a plant/fire Dom. He was tons of fun to level up.
I'm currently working on an earth/earth. I call him my "Brutinator" because the playstyle of Earth Assault feels very much like my Stone Melee brute's. Lots of smashing, and just generally a blast.
Edited to add: Earth/Earth seems to be very end light so far. I'm only 21, but as soon as I got Stamina at 20 and put just the single DO in it, the character's End problems pretty much vanished. -
So I'm trying out a Human/Dwarf build on my Peacebringer. Thus far I'm extremely pleased with the character's performance. Removing Nova Form freed up a lot of slots to really make the other powers a lot stronger.
I do have a question for anyone that's tried this sort of build though. Did you take Stamina? I'm strongly tempted to fit it in, just not sure if it would be worth it or not. -
Given that outside the AE Khelds face one every single mission without exception, I'd say that's pretty good evidence they don't spawn in AE missions. Interesting.
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/Thermal here. I've never played /thermal before and it seemed like the most appropriate set (visually, at any rate).
So far I'm really liking it. My only complaint is that the build seems really tight since most of /thermal is so good. -
Quote:Well don't be silly, that would just be----er, excuse me, the phone is ringing.Sure it can. The team could start thinking we're actually HELPING longbow.
"Hello? Oh hi Miss Liberty! How's it going?"
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"I see, you want me to make absolutely sure Aurora Borealis gets the whole team. Ok no problem."
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Now, where was I? Oh yes. Masterminds working for Longbow. Utterly ridiculous idea. Simply preposterous. Now if you'll excuse me, I have some things to attend to...... -
My only Kheldian so far is a tri-form Warshade which I dearly love. So in the interest of seeing how the other half lives I thought I'd make a Peacebringer.
Unfortunately I've been away from the game for a while and I'm a bit rusty on planning builds.(Well OK, really rusty.) Does anyone have a good Tri-Form Peacebringer build they wouldn't mind sharing?
Thanks in advance for any replies!