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Posts
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Joined
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I can only make a short post here due to time, but I can certainly add more later. Remember, these are opinions
1) I am of the camp that Stamina is definitely not a waste. I like to keep myself spamming transfusion, buffs and attacks. I do not want to rely on an attack that can miss to sustain my attack chain. Plus, well, Health is just too tasty a home for unique IOs.
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1st, I like people's opinions. I actually like people saying "you should get this because...." or "This works really good with this because..." but people who go "Good GOD, why didn't you take this?!?!?" and offer nothing but "Get it NAO or I'd never invite you to a team" is, quite frankly, rude as hell.
Yeah, I'm part of the stamina camp too. I believe that some defenders can get away without it, and others are just better wih it. I considered health but I like moving around quick enough to tag baddies by teammates with transfusion and transference... Plus those tasty IOs are really expensive now.
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2. Tough is a waste. You get plenty of resist with your epic armor and transfusion keeps you very alive. Other pools are much more useful. Plus, you always have to take that dud attack to even get Tough.
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TBH I never really saw it as a waste... I mean more damage resistance can only increase my life span. If there was something I felt that was much better, I think I could lose it
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3. You do not want to worry about buffs and damage, yet took the nuke? Even at damage cap I find the nuke a waste, personally, since it crashes all toggle buffs. And it does not reliably kill entire spawns.
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I took the nuke? I didn't mean to.
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4. I always take hurdle over swift. Jumping makes you a lot more maneuverable than running. 2 Slot it with level 50 IOs and you are set, especially when running CJ as well.
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Agreed but since I wasn't taking health I took both.
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5. Skip Acro and SJ. Put one Karma in CJ and one in ID or the Epic armor. Or just one. Hurdle + IR is capped jump speed.
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I think I can't get into IR... not sure why. But I am convinced to drop acro and go with Karma and zephyr in CJ... That way I get the KB resist early on as she is a Posi helper of sorts.
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6. I personally hate Siphon Power. Not worth skipping an attack for this IMO. If you mostly solo, though, could be worth it on bosses or EB.
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Siphon is cool at lower levels when FS isn't available... but FS does replace it at level 32.
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7. Power Sink does not need accuracy enhancement. Not sure why you have so many in there, unless you were going for specific set bonuses.
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2 part reason: 1) I was grabbing some set bonus from it and 2) I assumed it needed acc to hit. I noticed recently it didn't.
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Here is the build I am currently working with. It is expensive but shows what I have picked. Also, I slot mainly for HP.
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Slot for HP? you only get like 12 points per bonus... Not so sure if they are worthwhile. I was shooting for +Dam overall for when I solo as I just didn't see anything else I would even slot for. How many HPs did you get up to? -
Sigh....I ask for opinions and get "You HAVE to have this!!!! Get it NAO!!"
Here's a question: Why?
Yes it does damage (Weak imo) but why do I need it? Am I going to take over for the blaster and the scrapper? I better not be cause they do more damage than me. Am I going to use it when I solo? Probably not as it's up there in the end cost and frankly, I don't like using AoE's on 1-2 mob spawns. Will I be throwing it out in team play? unlikely as I got to SB people, transfusion the melee, Fulcrum shift as soon as possible, and transfusion the idiot blaster who just ran in with an unslotted nova just to be a pain in the [censored]. Not to mention having siphon speed would be nice to squeeze in there every so often....
Look, a kin has a lot to do and I just don't want to deal with not only buffing the players but having to deal with damaging the mobs as well. (hence why SB please is such a popular phrase) If I want to hurt a group, I'll use thunderstrike. It works better and cause KB so I don't get the group right on my [censored] asap.
So thank you for the very dramatic suggestion but can we move on now? Put it down as it's just not my thing.
(BTW: I like travel powers that allow me to get away when neccessary... and Siphon speed/Inertial Reduction just does not fit the bill. Besides, there is nothing left taking anyway since you shot down all the travels and leadership... that's half the PPs already, presence is a joke and you hate fitness cause a "Kin doesn't need Stamina"... you're kinda running out of pools to go into. What's left? Medicine.. Fighting... and stealth. No thanks.) -
I had ID for awhile and it never really mattered as I solo more than team. Plus the short duration isn't something I get excited about.
Ball lightning? Wow. I never expected someone to tell me to take that as it's rather weak IMO. Yes, it works on groups of foes but: A) If I am fighting groups, I am fighting in a team where my time is better spent BUFFING the group than fighting... something most kins forget usually and B) Again, I solo alot. I would sooner get Zapp (the snipe).
Too much accuracy is like too much money: No such thing. And reading a couple of Kin guides... not too many people out there disagree with that for kins as they need it for almost everything they want: Transferrance, Transfusion, Falcrum Shift, Siphon Speed, and of course, their attacks.
In so far as stamina, I have played with and played without. I just perfer to have it.
and last... Second Build? I have sooooo many alts that the second build would never happen. Jeez... Market is so high right now that I wouldn't dump that much cash on one toon.
I posted more to get thoughts on the some of the sets and if it was worth getting tactics. The Kin guides say you should so I think I am leaning towards it as I have it on my fire/kin and I do notice a difference as to having it and not having it. Thanks though. -
Ok, I am having a problem deciding between if I want to take the leaping pool (CJ, SJ, Acro) or if I want to go with the leadership pool (Maneuvers, Tactics, and Inertial reduction for the sake of a vertical travel power) and maybe replacing Aim (Since I'd have tactics) with vengeance. I figured I could get the anti-KB IOs to help cover the hole losing acro would cause but any opinions would be nice.
Also keeping electric mastery as I like the end drainer concept. It's cool to power sink, short circuit, and just drain their end here and there to keep them gasping for more.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Breathtaking: Level 50 Technology Defender
Primary Power Set: Kinetics
Secondary Power Set: Electrical Blast
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Electricity Mastery
Hero Profile:
Level 1: Transfusion <ul type="square">[*] (A) Accuracy IO[*] (3) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge[*] (3) Touch of the Nictus - Accuracy/Healing[*] (5) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration[*] (5) Touch of the Nictus - Accuracy/Endurance/Recharge[*] (7) Recharge Reduction IO[/list]Level 1: Charged Bolts <ul type="square">[*] (A) Devastation - Accuracy/Damage[*] (7) Devastation - Damage/Recharge[*] (9) Devastation - Damage/Endurance[*] (9) Devastation - Accuracy/Damage/Endurance/Recharge[*] (11) Accuracy IO[*] (11) Recharge Reduction IO[/list]Level 2: Siphon Power <ul type="square">[*] (A) Recharge Reduction IO[*] (13) Recharge Reduction IO[*] (13) Endurance Reduction IO[*] (37) Accuracy IO[*] (40) Accuracy IO[/list]Level 4: Lightning Bolt <ul type="square">[*] (A) Devastation - Accuracy/Damage[*] (15) Devastation - Damage/Recharge[*] (15) Devastation - Damage/Endurance[*] (17) Devastation - Accuracy/Damage/Endurance/Recharge[*] (17) Accuracy IO[*] (19) Recharge Reduction IO[/list]Level 6: Siphon Speed <ul type="square">[*] (A) Accuracy IO[*] (19) Recharge Reduction IO[*] (21) Recharge Reduction IO[*] (21) Accuracy IO[/list]Level 8: Combat Jumping <ul type="square">[*] (A) Jumping IO[/list]Level 10: Short Circuit <ul type="square">[*] (A) Performance Shifter - EndMod[*] (29) Performance Shifter - EndMod/Recharge[*] (29) Performance Shifter - EndMod/Accuracy/Recharge[*] (31) Performance Shifter - Accuracy/Recharge[*] (31) Performance Shifter - EndMod/Accuracy[*] (31) Recharge Reduction IO[/list]Level 12: Speed Boost <ul type="square">[*] (A) Endurance Reduction IO[*] (23) Endurance Reduction IO[*] (25) Endurance Modification IO[*] (25) Endurance Modification IO[/list]Level 14: Super Jump <ul type="square">[*] (A) Jumping IO[*] (23) Jumping IO[*] (27) Jumping IO[/list]Level 16: Swift <ul type="square">[*] (A) Run Speed IO[/list]Level 18: Health <ul type="square">[*] (A) Healing IO[*] (27) Numina's Convalescence - +Regeneration/+Recovery[/list]Level 20: Stamina <ul type="square">[*] (A) Endurance Modification IO[*] (33) Endurance Modification IO[*] (33) Endurance Modification IO[/list]Level 22: Acrobatics <ul type="square">[*] (A) Endurance Reduction IO[/list]Level 24: Hasten <ul type="square">[*] (A) Recharge Reduction IO[*] (33) Recharge Reduction IO[*] (34) Recharge Reduction IO[/list]Level 26: Transference <ul type="square">[*] (A) Performance Shifter - EndMod[*] (34) Performance Shifter - EndMod/Recharge[*] (34) Performance Shifter - EndMod/Accuracy/Recharge[*] (36) Performance Shifter - Accuracy/Recharge[*] (36) Performance Shifter - EndMod/Accuracy[*] (36) Recharge Reduction IO[/list]Level 28: Aim <ul type="square">[*] (A) Recharge Reduction IO[*] (37) Recharge Reduction IO[*] (37) Recharge Reduction IO[/list]Level 30: Boxing <ul type="square">[*] (A) Accuracy IO[/list]Level 32: Fulcrum Shift <ul type="square">[*] (A) Recharge Reduction IO[*] (43) Accuracy IO[*] (45) Recharge Reduction IO[*] (45) Accuracy IO[*] (46) Recharge Reduction IO[/list]Level 35: Tough <ul type="square">[*] (A) Resist Damage IO[*] (46) Resist Damage IO[*] (50) Resist Damage IO[/list]Level 38: Thunderous Blast <ul type="square">[*] (A) Accuracy IO[*] (39) Accuracy IO[*] (39) Damage Increase IO[*] (39) Damage Increase IO[*] (40) Recharge Reduction IO[*] (40) Recharge Reduction IO[/list]Level 41: Thunder Strike <ul type="square">[*] (A) Obliteration - Damage[*] (42) Obliteration - Accuracy/Recharge[*] (42) Obliteration - Damage/Recharge[*] (42) Obliteration - Accuracy/Damage/Recharge[*] (43) Obliteration - Accuracy/Damage/Endurance/Recharge[*] (43) Accuracy IO[/list]Level 44: Charged Armor <ul type="square">[*] (A) Resist Damage IO[*] (45) Resist Damage IO[*] (46) Resist Damage IO[/list]Level 47: Power Sink <ul type="square">[*] (A) Performance Shifter - Accuracy/Recharge[*] (48) Performance Shifter - EndMod[*] (48) Performance Shifter - EndMod/Recharge[*] (48) Performance Shifter - EndMod/Accuracy[*] (50) Performance Shifter - EndMod/Accuracy/Recharge[*] (50) Recharge Reduction IO[/list]Level 49: Super Speed <ul type="square">[*] (A) Endurance Reduction IO[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Empty[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Vigilance
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[u]Set Bonus Totals:[u]<ul type="square">[*]16.5% DamageBuff(Smashing)[*]16.5% DamageBuff(Lethal)[*]16.5% DamageBuff(Fire)[*]16.5% DamageBuff(Cold)[*]16.5% DamageBuff(Energy)[*]16.5% DamageBuff(Negative)[*]16.5% DamageBuff(Toxic)[*]16.5% DamageBuff(Psionic)[*]18% Enhancement(Accuracy)[*]5% Enhancement(RechargeTime)[*]5% Enhancement(Heal)[*]15% FlySpeed[*]122.1 HP (12%) HitPoints[*]15% JumpHeight[*]15% JumpSpeed[*]MezResist(Stun) 2.2%[*]7.5% (0.13 End/sec) Recovery[*]24% (1.02 HP/sec) Regeneration[*]15% RunSpeed[/list] -
Not sure where this goes so I'm posting it here.
On test server, When I try to respec, it allows me to do so as normal but when I exit out it gives me a mapserver lost connection then DCs me. When I log the character back in,the respec reverts back to the old design and nothing happens.
Any status on this bug would be appreciated. -
Ok, here is something that may or may not exist in the game but if it did, I'd like to get more info on it.
First: Waaaay back when I first started playing CoH they had a Prima strategy guide out which I picked up cause it talked more in depth on the backgrounds on some locations in the game that simply are never really explained. One such area was Kings Row which, according to the book, was named after a group of mobsters who took over the area. I believe it mentions that Statesman fought them but no time frame or any other information was given.
So... Who were the Kings of King's row? Are they still alive? And if they were mobsters, why is there no family in Kings row? And if King's Row was a name given to the area after the Mob settled in, what was it's previous name?
Second: **** SPOILER WARNING (Sort of)**** In short: How did the Devouring Earth come into being?
When Dr. Hamidon become the giant blob he is now, Did he change in Woodvale and they are woodvale citizens? Did they just transform when he came into existence? And why do people who go into eden not transform now? Not to mention what is up with the Giant DE? If DE are transformed humans, what are they?
thanks for the insight -
OK, here it goes in no particular order as I kinda forgot how the order went....
Heroes:
TigerKnight Scrapper- Katana/Super Reflexes
Tiger Knight Scrapper- Dual Blades/ Super Reflexes
(Hated that Katana was left handed)
Vixen Foxfire Scrapper- Martial Arts/ Fire Aura
Nayla Nocturn Controller- Illusion/ Force Field
(Used to be Vixen Foxfire but powers didn't fit plus concept problems)
Freedom Forged Controller- Fire Control/ Kin
Misty Hannon Controller- Earth Control/ Radiation
Breathtaking Defender- Kinetic/ Electric
New Age Angel Defender- Empathy/ Sonic
Kelvyn Helsing Blaster- Energy/ Energy Manipulation
Detective Brimstone Blaster- Fire/ Energy Manipulation
Eternal Esper Blaster- Archery/ Mental Manipulation
Shadow Gorger Tank- Willpower/ Dark Melee
Daystorm Peace Bringer- Luminance
Dark-Dweller Warshade- Umbral
(And for those keeping track, That makes a 50 in each AT blue side)
Villains:
Evil-ution Mastermind- Robotics/ Traps
Sk'ar Stalker- Energy/ Willpower
Burning Pride Brute- Fire Melee/ Fire Aura
Currently I am working on 3 more 40+s then I plan on filling out my set of ATs on red side.
Thanks for reading!! -
I have the resist slow IO from winter's gift. Not sure if I was going to bother with Temp protection as most /fire's I see don't have it at all.
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Ok, so I just got my scrapper to 50 and, like all my others toons, it's time to IO her out. Problem is, I'm not sure what I should be shooting for. I was considering going high damage to maximize the focus chi/ firey embrace idea but I'm not sure if there is a max damage amount a scrapper's attacks can do. Cause if there is, how close am I to it with FC/FE up?
Someone told me to try to max out recharge/ HPs and I haven't tried that yet. I can see that helping as it boosts up the recharge of Chi, Embrace, and Healing. So I would assume that would boost damage provided I remembered to use those powers. Before I go spending millions on that though, I want to be sure of the direction I am heading. Any opinions please? -
I just hope there are no badges during that 13 hours that can't be obtained later on cause that would suck. Seriously, is there a reason to only put the event on for 13 hours? Why not at least 24?People have work/school/relationships/etc.... and the anniversary is for the entire day, not really 13 hours.
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Fire Armor- Wishlist- Removal of Immobility resists in Burn and instead have it distributed between the two toggles. A +Regen factor be put into burn in it's place.
While I understand the concept of forming a burn patch to free you from immobiles, your body is always on fire when your toggles are on. Why doesn't that fire remove the immobiles? Plus a +regen benefit in Burn would help it's usefulness more than -Immobile.
Fire Armor- Wishlist- Temperature Protection giving a major resist to fire as it does now, and a minor resistance to S/L, NE/E, and cold. Also retaining the + resist to slows.
Temperature Protection is still one of the worst powers in the game. The resist to slows still doesn't make this power that worthwhile. A +resist to other forms of attacks would increase it's usefulness. Also all other secondaries seem to have an auto power that helps it's primary strength (Invince's resist physical, SR's various 3 autos, etc...) FA needs something like that. -
It's an all the time thing in any travel power