TheZombieKing

Citizen
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  1. Yeah, with the copious amount of Influence floating around in this game, I have trouble envisioning a real build that can be accomplished with less than that. I mean, some of the vital enhancements can easily cost above the 200mil mark, and those are things that are difficult to live without.

    It makes life more difficult for new players at first, but the knowledge that a single good drop can earn a huge amount of cash is rewarding in and of itself.

    -Zombie King
  2. Wow, that's a very cool use of Red Fortune and Multi-Strike, I wouldn't have even considered them on my own! Many thanks, this one looks like a lot of fun!

    As far as budget goes, I was thinking in the 100-200 million range, but was expecting it to end up being higher (probably around 500 mil). The sooner I start putting in bids, the lower the end cost will be, but that doesn't change the fact that sometimes you just need to invest some serious influence. Eventually I'll be planning to step up to one of the sexier "Farm God" builds, but I've never softcapped a character before, and have always envied the seemingly invincible characters who sport that vital 45%.

    Obviously a budget like that can't cover all of the special enhancements like +Recovery in Health and Stamina, but I figure that survivability is the most important part of the build, and that I have room to grow from there.

    Thanks again, the art of buildcrafting never ceases to amaze me...

    -Zombie King
  3. I know that the boards are flooded with requests for ElecMelee/ShieldDef builds, but so far I'm seeing a lot of the phrase "the cost is no object". I'm a recent returnee from a decent length CoX sabbatical, and I feel differently, because I am super duper poor. My query is thus: What kind of build can be put together for this character without breaking the bank?

    As far as I can tell, the most important thing will be softcapping defense. By using Char and Ring of Fire as prereqs, it seems like I'll be able to pick up some very effective sets for defense, and even post-nerf, BotZ still seems like a functional addition to the build. I'm pretty open minded regarding choice of travel power (or just Ninja Running), and I suspect that the build geniuses on here know more than I do about power choice.

    This doesn't have to be an end-all farming build with capped recharge, just a solid build that will be able to stand tall after drawing huge aggro from a Shield Charge or Lightening Rod. I'm not too proud to use generic IOs to cap his important attacks. He's currently in his mid-levels and starting to get his really great powers, so I figure that I should start putting bids up on the Auction House.

    Also, as a side query, does the damage from Against All Odds apply to Lightening Rod and Shield Charge, or is damage calculated from the point at which it is cast? Just curious.

    Many thanks,

    -Zombie King
  4. Awesome, that's exactly what I needed to know! So it will attempt to proc each time the bots use an attack WITH knockback, as opposed to each time a pet actually knocks back the target?

    -KZ
  5. I've got a nice trio of Explosive Strike (Chance for Smashing Damage) on each of my robots, but I have yet to see any evidence that it's doing anything. Does this work on Mastermind Pets, and does it apply to each of their attacks, or its it just checking for the proc (without effect) when I summon?

    Very curious, because I'd love to know that these guys were working.

    -ZK
  6. Well correct me if I'm wrong here, but by the time I add toughness to the mix, I'm looking at a 75% resist to Smashing and Lethal, as well as a 90% fire resist and around 50% to Energy and Negative. I regularly run with a /Thermal Controller, and his shields will easily puch Smash/Lethal over the cap, and Energy/Negative up pretty high for rare damage types.

    Don't be mislead by my nonexistant post history, I'm not a total n00b to this game *grins*. I've been playing off and on since the release of CoH. Mostly I'm just trying to pin down people's thoughts on /SS versus /Ice as a compliment to Fire/, although I'd also like to know if I'll be getting enough bang for my buck from Rage without taking a lot of different attacks (just my AoEs and Knockout).

    I suppose that I could post my possible builds if that makes a difference, but it seems probobly unneccesary.

    So has anyone tried out the Burn/Ice Patch combo? Is it as amazing as it sounds?

    -The Zombie King
  7. I recently began playing on Blue side after taking a year or so off of CoX. I haven't played a hero since CoV came out, but I've always loved the idea of melee crowd control that the Tanker brings to the table.

    I rolled up a Fire/Blades tank, and have had some fun with her up to 20 (I know that tanks really shine at 22 when they get SOs, so I'm not too concerned). I love Fire/ and think that it will work well as a resist set, but am concerned that the lack of damage mitigation in my secondary may make life difficult for me in a defensive role.

    To that end, I'm looking at starting over, and Fire/SS is looking pretty appealing, as is Fire/Ice. /Ice will give me Ice Patch, which just seems like a really fun combo for Burn, but generally lacks the AoE powers that I would like to play with. /SS would give me Rage, Thunderclap (which I believe was changed from KB to KU?), and Foot Stomp, as well as Knockout Blow. All of these powers have pretty massive endurance tags on them, so I find myself a bit concerned about that, but the potential for smash is pretty huge.

    I plan to take VERY few attack powers and focus almost entirely on defense. I will be regularly running with a group of RL friends that will fill damage roles. Which build should I be looking at? I should mention here that I'm not planning to use a lot of IOs until the character's endgame, possibly until 50.

    Thanks in advance,

    -The Zombie King