SvZurich

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  1. Hover also acts as knockback/knockdown protection. That's my favorite reason to take it. I get hit, I flip, and continue my attack chain without pause.
  2. Here is my tentative stay alive in I5 build. Still considering the Fighting pool, but not yet. For now I will takes Statesman's advice to herd my own posse of 12 minions (or less with DEF slotting) and call myself a gasta rapper. I will respec to this at 35 (currently using Fly for travel at 28, otherwise same build).

    Exported from version 1.5A of CoH Planner
    http://joechott.com/coh

    Archetype: Tanker
    Primary Powers - Ranged : Invulnerability
    Secondary Powers - Support : Super Strength

    01 : Jab dam(01)
    01 : Temp Invulnerability damres(01)
    02 : Punch dam(02) dam(5) dam(3) dam(3) dam(39) dam(36)
    04 : Dull Pain recred(04) recred(5) recred(7) recred(7) hel(33) hel(36)
    06 : Air Superiority dam(06) dam(9) dam(9) dam(40) dam(40) dam(36)
    08 : Unyielding damres(08) damres(11) damres(11) damres(17) damres(17) damres(40)
    10 : Swift runspd(10)
    12 : Haymaker dam(12) dam(13) dam(13) dam(37) dam(46) dam(46)
    14 : Hover fltspd(14) fltspd(15) fltspd(15) fltspd(39) fltspd(39) fltspd(31)
    16 : Health hel(16) hel(33) hel(33) hel(34)
    18 : Invincibility defbuf(18) thtbuf(19) thtbuf(19) defbuf(45) defbuf(45) defbuf(34)
    20 : Stamina endrec(20) endrec(21) endrec(21) endrec(23) endrec(23) endrec(25)
    22 : Knockout Blow endred(22) dam(43) dam(46) dam(50) dam(37) dam(37)
    24 : Hasten recred(24) recred(25) recred(27) recred(27) recred(29) recred(29)
    26 : Teleport Foe acc(26) endred(34) rng(50)
    28 : Rage recred(28) recred(31) thtbuf(31)
    30 : Resist Energies damres(30)
    32 : Resist Elements damres(32)
    35 : Super Speed runspd(35)
    38 : Foot Stomp endred(38) dam(48) dam(48) dam(48) dam(50) dam(45)
    41 : Conserve Power recred(41) recred(42) recred(42) recred(42) recred(43) recred(43)
    44 : Resist Physical Damage damres(44)
    47 : Laser Beam Eyes dam(47)
    49 : Unstoppable recred(49)

    -------------------------------------------

    01 : Brawl dam(01)
    01 : Sprint runspd(01)
    02 : Rest recred(02)

    My reasoning for TP Foe vice Taunt is that even when it misses, it draws aggro from 200' base range. In addition, with PVP coming, I want to smash cocky blasters who try to TP Nova me. A friend and I have been discussing tactics for PVP between us, he with his En/EM build vs. Kara, and he has been working on TPing in to Nova. Plan is to target, summon, SMASH, STOMP, SMASH, and repeat. Not sure how TP Foe works in PVP, but I really like this idea.

    I want to increase my healing rate, make Perma DP even better, and make Rage come up a bit faster with ACC buff. I am Kimmie, and this is my I5 Scranker!

    Expect further tweaks as I5 goes live and has rollbacks. As usual, please ignore when slots are taken.
  3. Looking now at dropping the slots from Resist Energies and Resist Elements, giving Hover a 6th slot, maxing Health at 6 slots (ugh!), and placing the last 2 slots into Rage (either all 3 for recharge, or one for To-Hit). Equally tempted to move two slots (likely from Health) to Teleport Foe as End Red and Range.

    Who'd have though we'd be forced to become scrappers with punchvoke? Not me.
  4. I have decided I will still play Kara. I don't want her falling behind. This is my proposed respec build once I hit 35 or so. I plan to drop Taunt for Teleport Foe (It pulls, even on a miss, and can help if I ever PVP) and takes a slot from Resist Elements and Resist Energies to give 2 health for Dull Pain. Basically, keep it up permanently and make it heal more. I am leery of giving up Taunt for Teleport Foe, but TP Foe has a better range and really pisses the bad guys off. Further, it might be good for teaching a friend a lesson in the Arena. He was mocking tankers saying his blaster could stay out of range, snipe, teleport away, etc while our resists are toast in I5.

    Target blaster, ready attack, rage, cast TP Foe, and KIMMIE SMASH! In theory.

    I'm not a taunt bot. This is Issue 5, so grab a FF and Sonic type. I am a scrapper with punchvoke instead of crits.

    Kara Lokison's proposed build.

    Exported from version 1.5A of CoH Planner
    http://joechott.com/coh

    Archetype: Tanker
    Primary Powers - Ranged : Invulnerability
    Secondary Powers - Support : Super Strength

    01 : Jab dam(01)
    01 : Temp Invulnerability damres(01)
    02 : Punch dam(02) dam(5) dam(3) dam(3) dam(39) dam(36)
    04 : Dull Pain recred(04) recred(5) recred(7) recred(7) hel(33) hel(36)
    06 : Air Superiority dam(06) dam(9) dam(9) dam(40) dam(40) dam(36)
    08 : Unyielding damres(08) damres(11) damres(11) damres(17) damres(17) damres(40)
    10 : Swift runspd(10)
    12 : Haymaker dam(12) dam(13) dam(13) dam(37) dam(46) dam(46)
    14 : Hover fltspd(14) fltspd(15) fltspd(15) fltspd(39) fltspd(39)
    16 : Health hel(16)
    18 : Invincibility defbuf(18) thtbuf(19) thtbuf(19) defbuf(45) defbuf(45) defbuf(34)
    20 : Stamina endrec(20) endrec(21) endrec(21) endrec(23) endrec(23) endrec(25)
    22 : Knockout Blow endred(22) dam(43) dam(46) dam(50) dam(37) dam(37)
    24 : Hasten recred(24) recred(25) recred(27) recred(27) recred(29) recred(29)
    26 : Teleport Foe acc(26)
    28 : Rage recred(28)
    30 : Resist Energies damres(30) damres(31) damres(31) damres(31) damres(33)
    32 : Resist Elements damres(32) damres(33) damres(34) damres(34) damres(50)
    35 : Super Speed runspd(35)
    38 : Foot Stomp endred(38) dam(48) dam(48) dam(48) dam(50) dam(45)
    41 : Conserve Power recred(41) recred(42) recred(42) recred(42) recred(43) recred(43)
    44 : Resist Physical Damage damres(44)
    47 : Laser Beam Eyes dam(47)
    49 : Unstoppable recred(49)

    -------------------------------------------

    01 : Brawl dam(01)
    01 : Sprint runspd(01)
    02 : Rest recred(02)
  5. Not forgotten at all! Hell, I hop over to the DDO boards every once in a while just to say hello to him!
  6. That is all that matters! So long as your toon is fun to play for yourself, you win! I am hoping to find a happy I5 medium to play as well. So far, Kara is being kept, Skadi is gearing up for Ice blaster controlling, and Hela is working to recreate Kara's playstyle as a scrapper in I5.

    I love being able to shrug off hits and wear the foes down. I love protecting any teammates. I love soloing! If Kara can still do all of the above under I5 and be viable, I will play her adorable self!

    If not, a controlling Ice blaster and a Dark Armor scrapper should still be viable.

    I still prefer Kara, but don't want to get too attached to her before she is taken away by the changes. Would rather get the alts up to around 14 or 20 by then.
  7. I think he was saying Havok's build is fun. His thread starts directly off Havok's opening post. Ah Havok, I adore him! I agree, we have all loved tweaking Havok's build to suit our own needs. Very fun to play with!
  8. I agree! Under I4, this build was the most fun I ever had with this game.
  9. No, I was referring to my current build for Kara. 1 DEF and 2 for To-Hit, as per Havok's build.

    4 in DEF should allow me to get by with a smaller herd of minions that the 12 Statesman said we should keep in melee range.
  10. I am seriously considering adding 3 more slots to Invincibility just for defense, and keeping 2 for To-Hit buff. That will give me 4 for Defense. We are getting a higher DEF cap with I5 as Tankers, so there is plenty of room to add slots to Invinc and expect returns.

    Just remember boys and girls, no herding unless you are an Invuln build, in which case Statesman says keep your own personal group of 12 minions to equal what we used to have! This has been a public service message from the CoH Devs.

  11. I think on Kara, in light of I5's numbers and assuming I continue to play her, I will not slot powers offering under 20% resistance. I can take slots allocated to Resist Energies and Resist Elements to slot in attacks instead...

    Bah, who am I kidding? I am working on a new Dark Melee/Dark Armor Scrapper in an attempt to have a character that plays as Kara did, and able to resist attacks. Instead of turning Kara into a weak scrapper, I am creating a scrapper that also have superior resistances and defenses overall. Kara will sit on my pedestal, lovely to look at but sleeping until her deliverance is brought with rollbacks. In the mean time, I hope this scrapper can offer similar gameplay.

    And am working on an Ice/Ice blaster who can control just in case the scrapper gets hit in I6.
  12. I hope they roll back their changes quickly after implimenting, or that subscription numbers dip so sharply that Statesman apologizes and raises the game's power levels to make us feel like Superheroes.

    I paid to play Supergirl. While I have over 30 alts, she is who I come back to. In light of the games Devs are playing, and the fact I want a Kheldian (Kara is my highest at 28), I am rolling a D3 scrapper and an Ice3 blaster. One of them should survive I6's nerfs and hopefully make 50 if Kara isn't restored to playable.
  13. Hero14 is right, in spite of what Statesman says, I really see no role for us. When I5 was first brought to Test, I copied Kara to there at level 27, and faceplanted in my first group of the pumpkinheads. I lasted less than 10 seconds. Hopped off tram, saw them, engaged, and watched health plummet.

    Now my choices are to be a scrapper lacking damage but with a taunt component (which I can no longer call a good thing since my ability to survive is gimped) and slightly better defenses, or a herding taunt-bot who can pretty much give up on soloing and instead focus on pool powers and maxing limited primary powers.

    Statesman says no herding, then says he hit Taunting to make it more fun (for him) by having to constantly micromanage the foes with different attacks, and then tells us to herd as having 12 foes in melee range will make us as tough as we used to be (Def only). Short of herding, when do we have 12 whole bad guys on us? Carrying our own posse of 12 minions with us to the AV just to survive is BS! And as we take out our 12 (that we somehow hold onto with reduced Taunt effectiveness), the number of hits we take climbs as we thin the herd.

    BAD.

    I love Kara, she is my solo goddess, my Supergirl! With I5, I don't want to gut her concept, but I also can't play her concept. I am shelving her until most of the changes are rolled back. Looking at how much better Fire tankers are with fewer slots and powers, and how much tougher Kheldians are with only 4 SOs in one power, I stand dismayed. Our only consolation for having to take more powers and spend 35 slots in them for less RES is that we can taunt better than a Kheldian. Sure we still can taunt, but our soloing in the last half of the game is gone. Sure we can still help parties, but with FF types giving DEF with bubbles, and Sonics giving RES with their screams, any squishie can survive on the frontlines without us. No role exists, just hire FF and Sonics to the team and carry on without tankers.

    I am working on an ice/ice/cold blaster now. Did I mention in my first posts to this thread that I hate playing blasters because they are squishie? Well, so is Kara. S/L isn't such a big deal when you face CoT/CoS/BP/Electrics/Fire/Dark/Energy types that I am seeing more and more of. With the numbers on the passives being reduced so low, if I continue to play Kara, the slots in Resist En/El will be moved into Invincibility and Laser Beam Eyes and Unstoppable. She will be a slow scrapper. If I wanted to play a Scrapper, I would have made one.
  14. Herd 12 to break "even", 14 to max. And yet Jack doesn't want us to herd, because using ALL of our taunt and punchvokes is "fun" to him so 5 per effect.

    Let's just say I am working on an ice/ice/cold blaster, that's how disillusioned I am with the gutting of Invuln. When soloing, when do you have 12 foes all in melee range in a mission? And as you take any of them out, your DEF drops. Meaning good luck as you get down in foes.

    "Don't herd," says Jack, as he takes away our Resists and Taunt ability, only to turn around and say "Keep 12 on you and you are okay" with a nudge and wink.

    Just rename Invulnerable to reflect whatever changes Jack wants to make. Don't call it Invulnerable unless it matches the dictionary's definition of the word. In the meantime, I will play my squishie blaster with her holds and hope she can at least make 50 before I6 nerfs her. I will never see a Kheldian on my account at this rate.
  15. I just spoke with him earlier this week at DDO, and he is indeed done with CoH, having found Statesman's comment to a tanker unable to solo some Rikti as snide.

    I miss him, he made this place shine! Still, I know where to find him!
  16. I just grab SOs (and TOs and DOs) at the 7 and 2 levels. Keeps them +3, and then I go 5 levels allowing them to dip to red if I don't find something to combine them with.

    Watching the JL and JLU, I love how JLU picked up on EVERYTHING! It picked up Superman's loose ends, JL's bits, expanded on everything, and added to it! The writing quality kept it top notch! I am glad they picked it up again, it is the best show I have seen in years!
  17. The reason why he says not to slot TI is because enhancements add to a power based on its own numbers. TI has a low resistance value, one which changes very little with training (TO), Dual (DO) and Single (SO) origin enhancements. TI only adds to smashing and lethal damage, which we pass the 90% cap on under I4 with his build.

    By not slotting it, we can 6 slot attacks, defenses raising resistance to energy/elements/toxic, or travel.

    Remember that some powers reach a cap with SOs, meaning additional SOs are wasted and will not make the power better.

    Havok has taken all of that into account. Look in this thread for his Invulnerable spreadsheet to see his numbers. Play with it to see what effect your slotting changes will make to the overall defense and resists of your toon.

    His numbers are just that good. Hence why I intended to respec Kara to his build before learning of I5's gutting of this AT.

    Air Superiority is just that good. Fast animation, knocks foes off their feet, AND knocks flying foes out of the air. One of my favorite attacks as it chains well with the others for a damage per second (DPS) string.
  18. Welcome NoGoodNames!

    What kind of hero do you wish to build? How will he travel? Will he leap buildings, outrun cars, teleport, or fly? Decide how you wish to travel to pick your level 6 and 14 powers.

    Look at Havok's build on the first page for great slotting advice. While I made my own build, my experience showed me that I should respec to his. His is that well built.

    Currently we are undergoing a time of flux. This next month, Issue 5 will go live and hit all of the servers. Currently on the test server, Issue 5 hits Invulnerable tankers very very hard. So hard that currently fire has better resists. So hard that I am building two blasters and I much prefer Tankers.

    Invuln/SS is my favorite build so far! We are tough, we feel like comic book heroes, and we get out of debt fast. The fact that I feel forced to play anything else should be a big warning sign. We are about to get hit very hard with the nerf bat. Today, Havok's build is gold. Next month, many of us might be playing alts.

    In the meantime, you will love this build! Especially once you hit Invincibility. You will want to take it at 18, as it makes that much of a difference.

    Ignore Flurry. If you want to go with Superspeed, Hasten is your perfect entry into it. Consider Hasten/Air Superiority/Combat Jumping at 6, Invincibility at 18, and KO blow at 22.
  19. Before my Navy days, I bought 2 copies of his death in 1993. One to read, one to keep sealed. I have to read my comics and could care less about "collecting" for profit, but if something seems collectable, I will buy 2 copies just to keep one pristine.

    www.supermanhomepage.com is how I usually keep up on events, or I glance at the DC web site for teasers and piece the plots together.

    Just rolled several new alts, but I have no desire to play the Fire/Fire tank I rolled named Hyndla Lokison (She's from Muspelheim, and has recently returned to Midgard to check it out). I also made a En/EM blaster named Sif Lokison to be Kara's little sister who is a model. My newest character (and very fun so far) is an Ice/Ice blaster named Skadi Thiassi, a Jotun Goddess from Jutunheim who has just returned to Midgard after over 1000 years away to repell evil.

    Both Giants (Hyndla and Skadi) has lost a lot of power since their worshippers' numbers have diminished, but will not let their weakened state slow them down.

    I love my Nordic theme!

    Here is a little on Skadi.
    http://www.hranajanto.com/goddessgallery/skadi.html

    Hyndla was born of Loki after he ate a woman's burned heart. Definately keeping my Aesir theme!
  20. In-Ze, one E, just looked it up. Alura In-Ze and Zor El are her parents.

    Sonic/Sonic defs look really really good for party players, but look awful to solo with. TopDoc is creating a new SG called TankMages to exploit a party filled with sonics and forcefields to basically render tanks useless. Otherwise, Sonic/Sonic would be perfect for helping tanks like ours be as they once were. Shame Sonic/Sonic cannot buff self.

    More on TopDoc's idea
    http://boards.cityofheroes.com/showf...part=1#3331628

    His Buffer Overrun idea is pure gold (all rad SG).

    Hopefully Issue 3 will be in today. Got the first volume's 12 and the first two of this volume, and I want my fix.

    Be sure to pick up either Superman/Batman #19 or its reprint as Supergirl #0 this next month. Supergirl's own title starts in August and the issue I just mentioned captures the feel of the "Girls' Night Out" episode while staying true to current DC continuity (which means nothing if you are Karen Starr, aka Powergirl, aka Kara Zor-El).
  21. It was in the Test server thread on Consilidated Tankers.

    After looking over it again, I believe he meant the Unyeilding will be doubled from the 5% nerf to 10%, which would make 20% total resistance once 6 slotted with SOs. Bad. 20% + SOs would be better, 20% after 6 slotting is bad.

    If you play Champion server, I just rolled Sif Lokison, Kara's little sister. She is an Energy/Energy Manipulation blaster whose day job is modeling. While Kara is the research scientist with a self-created science origin based on her work in human perfection, her sister is a natural blaster who was accosted by The Lost while returning from a modeling shoot. Seems this family really IS descended from the god Loki, god of change, mischief, and fire. Wonder what the other Lokison sisters might become.

    At any rate, Sif is now level 3 and would love to play with any new characters you make, Superlative. You can see her build under Bean Sidhe's En/EM blaster guide in the Players Guide section.

    I just finished watching the second season of JLU, and I am blown away! It was perfect! Tense moments, I cheered, held my breath, was shocked, smiled, clapped, and marveled at how perfect the show is! It captured the feel of the DC Universe! I hope its writers are hired to design content for the DCU game, for they have mastered working around DC imposed limitations while capturing the comic's feel! Especially with working around DC's rule to have no more Kryptonians, so skirting the issue to make Argo a colony in order to bring the real Kara back! Even if they had to give her her mother's maiden name of In-Zee.

    DC, I love you!

    Kimmie, hoping City of Heroes Vol. 2 issue 3 comes in the mail today.
  22. I am a huge fan of 6 slotted hover, with plans to respec my tanker to it if I5 doesn't nerf her too badly. Currently she is Invuln/SS and flies up to foes to use Air Superiority to bring them down, then lands to pummel. I'd prefer to give her 6 slot hover over 3 slot fly so that she can fly more like Supergirl.

    This character is her little sister, and I like the idea of 6 slot hover. Just not sure that I want to pull any slots from my attacks or defenses. Have to play and see.

    Issue 5 has me worried, but I figure there is no harm in giving blasters a second chance.

    Kimmie, a knockback/up/down tanker at heart, so En/EM should approximate that and enhance Sif's chances of survival.
  23. He really wasn't clear on the point, and the consolidated blaster thread for the devs has people like us asking for clarification. In the Dev topics, the first one in there shows what threads the Devs have commented on, so I just jump to it and look for comments on the Tanker thread.

    In the meantime, I just started a En/EM blaster set as Kara's little sister. I've never had good luck with the other ATs, but if I5 is Blaster Love, I might as well make one centered around knockback.

    I prefer Kara by far, but this issue makes me think Havok is right again.

    Kimmie, whose Sif Lokison is now a mighty level 2 blaster. Woot. I really don't want to play a blaster.
  24. Bean Sidhe, with I5 currently hitting my tanker on Test very hard, I want to make a blaster alt that specializes in playing "keep away" and defense. I am not familiar with the Energy epic coming out for Blasters, but have looked over your guide to build this one. Please look it over and let me know what you think.

    Thank you!

    Kimmie, hoping her Supergirl build isn't hit too hard when I5 goes Live.

    Please ignore what levels each enhancement is taken at, I grab whatever is needed most at each level.

    Exported from version 1.5A of CoH Planner
    http://joechott.com/coh

    Archetype: Blaster
    Primary Powers - Ranged : Energy Blast
    Secondary Powers - Support : Energy Manipulation

    01 : Power Thrust acc(01)
    01 : Power Bolt acc(01) dam(3) dam(5) dam(5) dam(7) dam(7)
    02 : Power Blast acc(02) dam(9) dam(9) dam(11) dam(11) dam(3)
    04 : Build Up recred(04) recred(13) recred(15)
    06 : Hover fltspd(06)
    08 : Sniper Blast acc(08) dam(15) dam(17) dam(17) dam(19) dam(19)
    10 : Swift runspd(10)
    12 : Bone Smasher acc(12) dam(21) dam(21) dam(23) dam(23) dam(13)
    14 : Fly fltspd(14) fltspd(25) fltspd(27)
    16 : Conserve Power recred(16) recred(27) recred(29) recred(29) recred(31) recred(31)
    18 : Health hel(18)
    20 : Stamina endrec(20) endrec(31) endrec(33) endrec(33) endrec(33) endrec(34)
    22 : Hasten recred(22) recred(34) recred(36) recred(36) recred(36) recred(34)
    24 : Energy Torrent acc(24) dam(25) dam(43) dam(46)
    26 : Aim recred(26) recred(50) recred(50)
    28 : Power Boost recred(28) recred(37) recred(43)
    30 : Explosive Blast acc(30) dam(42) dam(43)
    32 : Nova dam(32) dam(37) dam(37) recred(39) recred(39) recred(39)
    35 : Boost Range recred(35)
    38 : Total Focus acc(38) disdur(40) dam(40) dam(40) dam(42) dam(42)
    41 : Personal Force Field endred(41)
    44 : Temporary Invulnerability damres(44) damres(45) damres(45) damres(45) damres(46) damres(46)
    47 : Force of Nature damres(47) damres(48) damres(48) damres(48) damres(50)
    49 : Power Push acc(49)

    -------------------------------------------

    01 : Brawl acc(01)
    01 : Sprint runspd(01)
    02 : Rest recred(02)
  25. Postitron made one positive comment for an upcoming I5 correction. Unyeilding's Resistance will be doubled and the Defense penalty put back to the -5% we are used to. When questioned as to if that meant Unyeilding would go to 10% total vice its 20% on Live, Positron said he wasn't sure on the numbers, but Invincible and Unyeilding together should net 20% resistance.

    20% means back to where it is on Live, as Invincible is Defense and Accuracy only.

    5% Resistance with -12.5% Defense is where Unyeilding sits on Test currently, 20% Resistance with -5% Defense is where it stands on Live, and it seems that it will stay 20% Resis/-5% Def in an upcoming I5 correction.

    In the meantime, I am creating a Energy/Energy/Force (or Energy Epic once I5 comes out) blaster just in case Positron is wrong and I5 hits Live as is.



    Kimmie, hoping Positron is right.