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Posts
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Joined
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for roleplay specificly I would probably write a background then pick the powers that fit that concept best. The controller primary and secondaries are well balanced so I wouldn't worry too much about the ones you pick.
When I wanted a Aes Sedai type character I created a Grav/Storm because the powers suited the concept, Grav being the 'hardened air' rather than gravity.
I came up with a concept similar to Stargate that the ancient Egyptians gods were actually extra-terrestrial and in my case were actually Rikti. I chose Fire/Rad because I felt that these were the best suited to the nano technology that the Rikti might have used.
Tristar again was based on an idea of 3 jewels of power, light, shadow and dark. Light to heal, dark to destroy and the third to travel in the shadows between. I created an Empathy/Dark defender with stealth and teleport, for concept reasons I would always run stealth when I was porting about.
This is how I usually pick my characters and it works for me. The ones I create without a history rarely make it to double figures. -
Tough night against the AV's. Cudos to the team as we stuck it out against the warwolves (conning red and Purple for most of us) and managed to take down Shadowhunter even though we failed the mission with only 3 Mobs to go
, Bobcat was much easier in comparison.
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Got a Grav/Storm myself at lvl 7 and he is a lot of fun.
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I should be on tonight around 8:30pm as Ma'aT, all being well, if you still haven't got in.
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I mistook your build for that of the OP - my apologies.
When I looked at the build I saw FF and then taking Medicine and thought that the OP was playing more of a Defender role explaining why he wasn't having as much fun as he should be. -
When I looked at your build I thought it was Defenderish (is that a real word
) not a criticism just how I saw it. Instead why not go down the offensive juggernaut route. Use your FF set to get you in the middle of the battle safely and use the Fire powers to turn everything to mush.
I would have left Aid Other and Aid self out or at least slotted a few interupt reducers in there, with slotted Health the downtime is pretty low anyway. Rather than go down a healing route why not go Leadership instead. The Imps would really benefit from that extra damage from Assault. I wouldn't recommend Maneouvers normally but with the FF set it would add even more defense to the team, even if that team is just you and the imps. 3 damage on the imps an accuracy and 2 recharge, without the heal you might lose them a little more often. The loss of the accuracy is offset by running Tactics.
I would lose Smoke, too many mobs see through it post 30 and the defense from Maneouvers would offset its deletion. The Imps are a nightmare to control Aggro around as well.
If you have the slots I would 6 slot Hasten. Even with ED it is still useful.
I can't really comment on the Epics as I have only just tried Fire myself. Again if you decided then you have more AoE and single target damage - great with containment.
From your post I would say you are probablly not enjoying yourself because you are sitting back playing somewhat of a Defender role. I would say get in there and start knocking heads together. You might even try Bonfire. You could set up a bounce back between Bonfire and the Bubble keeping everything on its back. -
nope pretty sure it was the other way round. Drop it on the tank before he runs in. Makes a big difference to his survivability.
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If you are saying that the secondaries for defenders need a little attention, no argument here. It was the loss of 5 slotted damage that hamstrung me. Up till then I was a poor mans blaster and had 4 or 5 of my secondary slotted up, now I have 2 or 3 and I barely reach for those buttons.
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I wouldn't mind doing this with Ma'aT if I am near to the level you want.
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I like Fire/* (Fire/Rad is what I play) particularly because there are only a few must have powers in the set (Char, Fire Cages, Flashfire, Fire Imps). This leads to a lot of diverification in the builds between even two Fire/Rad's. Also fires graphics are subtle so don't clog up the screen. The other powers in the set while not must have are still useful. A big plus is the damage of Fire - you can solo if you want to.
Smoke in the early levels was great for moving around but I rarely use it since I got the Imps and subtlety went out the window. Also in later levels too many foes see through it.
Cinders is a good hold but just takes too long to recharge to be a must have, I use it as a panic button. I combined it with smoke to get into position. Another reason I use it less often now as smoke is seen through by more enemies.
Bonfire is not as good as Ice Slick (or Earthquake) for control but does put everyone out of damage heavy melee range, I use it rarely but when I do I am glad I have it.
Hotfeet I used all the time until the Imps came along after that I use it rarely, only to take down a tough boss or a larger group. I could probably respec this out but I plan on using it for PvP. Works well for Fire/Kin and Fire/Rad but I think it would be risky for other secondaries to be in this close.
Ring of Fire I like the idea of but I just have no room in my current build. If I remove smoke I would replace it with Hasten before RoF to get Char back faster.
There are a few Fire/Kin in the Overlords so hopefully one of those can give you pointers on the Kin side of things. -
Good TF but wierd in that it starts hard and gets easier towards the end with a particularly unimpressive AV. Still got about 1 mill inf now
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I should be ok for that. Either Ma'aT or Tristar, whichever the team needs more.
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I don't think its just the coalition I think its CoH in general. I have been helping out a newcomer in the hollows because she can't find teams. I was suprised at how quiet the hollows were at the Atlas entrance.
I always remembered this as a bustling place with Taxibot standing on the shed rescuing low level heroes. -
When you say suit do you mean swimwear?
for a game.
volunteer puts him/herself on autorun and zig zags randomly = the ball
two teams of 3 try to recall friend into the opposing teams goal.
or
we use a villain, Referee has TP Foe to start game then its use of knockback or anything else to get foe into goal. -
I wanted to see if what I was reading was true, I logged in as my empath last night and got invited onto two teams without any problems. What really stuck out was how poor my damage output was. Great night on both teams but I remember why many empaths ignore their secondary.
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Another reason to use RI first is its long animation time. Up against blues I would lead of with this. Jump in the middle of them or use fire cages to stop them scattering.
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I will be on tonight at 8pm helping a friend out in the Holows. Brother Maxus BS/Inv scrapper and an Elec\Elec blaster Cat[something]
both lvl 6 trying hard to get to lvl 14 this week. You can join us. My friend is just starting out so may need a few pointers as we go. I think this is her third blaster and she hasn't managed to get to double figures yet. -
Why bother with Mutation if you are just going to solo? I would take Hasten or Acrobatics instead. I would also put a couple of recharges in Imps. Just in case they get wasted you can get them back out quickly. Bonfire makes a nice anti-melee zone to keep you safe too. If I solo'd more I would also slot my heal for Health and Recharge useful for me and the Imps. Hurdle and Combat Jumping - I took swift instead. One SO in Sprint, Combat Jumping and Swift makes me quite maneouverable in missions. Not an end hog either. I found that one endred in hotfeet was enough to run it constantly with no noticeable effect on endurance. Enervating field on the other hand I would 3 slot endred.
This is quite similar to my build which wasn't perfect for playing solo. I could certainly solo but it was slow. Bosses were a real problem as they needed two applications of Char to hold. -
Took a couple of pics again last night
Showing the helmet and chest detail
Giving a little scale by standing next to an agent.