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Posts
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From my perspective, the main issue with blasters is that they have no secondaries. Yes, they have them, but they're all garbage aside from Mental, which is only super good with IOs. In fact, the only blasters that are really any good past about 30 are the ones with the /IO secondary.
Maybe it sounds a bit extreme, but it's just how it is. Every other AT in the game has a secondary that supports its primary in some way, while blasters get a hodgepodge of crappy abilities mixed with one or two usable ones. The devs can try to fix blasters with more damage or weird inherent abilities all they want, but the truth is that there's nothing anyone can do to fix them without a more or less completely retool of every secondary. -
Quote:Well, as a tank who has it and has used it in that trial, I will tell you something you might not know. Even if you taunt him, if you haven't got high DPS and so on, you still won't get aggro. I've had this issue with both antimatter and tyrant sometimes ignoring my taunt to continue hitting a brute. It's less important in the tyrant situation because the brute typically dies about 3 seconds later, but there you go. It could be people are trying to taunt him but can't.As you point out, this patches-of-death problem has existed for almost two years now. If teams would learn to taunt the targets out of the death patches, instead of just standing there, it wouldn't be a problem, now, would it?
In fact, that's been part of the learning curve for Magisterium. Leagues I've watched have discovered, miraculously, that you can do a lot more damage per second to Tyrant if you taunt him out of the lightning patches and keep fighting instead of scattering, letting him heal back up, and starting in again.
It's not my job to tell other people how to play their characters, but I hold in silent contempt any tanker, and just about any brute, that can't fit a level 10 power, that requires no slots, into their build somewhere by level 49. For it to be so common not to do so that none of the tanks on a 24 person league have it? Inexcusable. It'd be no different, in my opinion, if you skipped all of your defensive toggles and then complained that the game was hard. Taunt isn't just an aggro management power, it moves mobs around the map. Learn to use it. -
I haven't seen an energy melee character since I started playing a lot again last month. And hadn't seen one before then since....well...Honestly I can't remember the last time I saw an energy melee character that wasn't a stalker.
The powerset is just boring and really doesn't offer much of anything. I mean, I see more ICE MELEE than energy melee, which is a little crazy -
I've just gotten my Elec/SS tanker to 50, so now it's time to start doing incarnate content. I'm mostly interested in improving my defenses since my end consumption is already OK.
I can see benefits to picking barrier, rebirth, and ageless, but will probably only have time to pick out one.
Barrier seems like it would be useful to push me past my current S/L def of 47, but more importantly for handling toxic damage. But I'm only really familiar with the first two incarnate trials - is there enough toxic damage for this to be a decent choice?
Rebirth would add up some extra regen, which would be useful against pretty much everything and in almost all situations, so it seems like a safe choice.
But currently I'm leaning toward ageless for the debuff resist. Right now, when I die, it's generally due to having something like -100% defense. I was thinking of combining this with the vorpal judgement ability. Any time I see my def start to plunge to fatal levels I can hit ageless and then vorpal to ride out the defense debuffs. Not sure how this would actually work in practice, but I figure it would be better than my current strat, which is weeping while hammering on the function keys.
Can anyone offer some insight into which ability to pick? Thank you! -
Hey all,
I already have a bots/dark, and was originally planning on making a beast/time because the one thing that drives me nuts in incarnate content is watching my robots explode constantly. Just looking over city of data it seemed like stacking power boosted farsight with the ATO +defense would push the beasts into super high defense, to the point where I wouldn't have to resummon them constantly.
But I keep hearing that beast mastery is garbage. So how about demons? Anyone with personal experience in incarnate trials have anything to say? I hate resummoning pets constantly; the demons have resists, but no defense to stack. So...Anyone have any experiences to share? Thanks! -
Drop dark obliteration and get T4 barrier and you can incarnate softcap to all but psi.
Hero Plan by Mids' Hero Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
Miss U: Level 50 Natural Tanker
Primary Power Set: Willpower
Secondary Power Set: Kinetic Melee
Power Pool: Fighting
Power Pool: Flight
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(3), Numna-Heal/Rchg(3), Aegis-ResDam(5), Aegis-ResDam/EndRdx(5), Aegis-ResDam/Rchg(7)
Level 1: Quick Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(9)
Level 2: Body Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13), C'ngImp-Acc/Dmg/Rchg(50)
Level 4: Smashing Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(15), C'ngImp-Acc/Dmg/Rchg(50)
Level 6: Indomitable Will -- LkGmblr-Rchg+(A)
Level 8: Rise to the Challenge -- Numna-Heal/EndRdx(A), Numna-Heal(21), Numna-Heal/Rchg(23), Taunt-I(23), Taunt-I(25)
Level 10: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(31), Numna-Heal/Rchg(31)
Level 12: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(29), P'Shift-EndMod/Acc(29)
Level 14: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(42), RctvArm-ResDam(42), RctvArm-ResDam/EndRdx/Rchg(42)
Level 16: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(21)
Level 18: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(19), LkGmblr-Def(19)
Level 20: Power Siphon -- GSFC-ToHit(A), GSFC-ToHit/Rchg(43), GSFC-ToHit/Rchg/EndRdx(46), GSFC-Rchg/EndRdx(46), GSFC-ToHit/EndRdx(46), GSFC-Build%(50)
Level 22: Tough -- GA-3defTpProc(A), S'fstPrt-ResDam/Def+(31), ResDam-I(33)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33)
Level 26: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(34), Mocking-Taunt/Rchg/Rng(34), Mocking-Acc/Rchg(34), Mocking-Taunt/Rng(36)
Level 28: Burst -- Erad-Dmg(A), Erad-Acc/Rchg(36), Erad-Dmg/Rchg(36), Erad-Acc/Dmg/EndRdx/Rchg(37), Sciroc-Acc/Dmg/EndRdx(37)
Level 30: Fly -- Winter-ResSlow(A)
Level 32: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx(39), LkGmblr-Def/EndRdx/Rchg(48)
Level 35: Strength of Will -- ResDam-I(A)
Level 38: Concentrated Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(40), MotTanker-Acc/Dmg/Rchg(40), SMotTanker-Rchg/Res%(40)
Level 41: Gloom -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(43), Thundr-Acc/Dmg/Rchg(43)
Level 44: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(45), DarkWD-ToHitDeb/EndRdx(45), DarkWD-Rchg/EndRdx(45)
Level 47: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def(48)
Level 49: Combat Jumping -- Ksmt-ToHit+(A)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 4: Swift -- Empty(A)
Level 4: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(25)
Level 4: Hurdle -- Empty(A)
Level 4: Stamina -- P'Shift-End%(A), Efficacy-EndMod(27), Efficacy-EndMod/EndRdx(27)
Level 50: Agility Partial Core Revamp
Level 0: Task Force Commander
Level 0: Portal Jockey
Level 0: Freedom Phalanx Reserve
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With your low amount of recharge in the power, maybe it's not a huge loss anyway. Main issue is you'll do less AoE damage. It's why I switch to the elec/ss tank, got tired of no aoe on my WP/KM. I personally sacrificed softcap to get nearly permanent power siphon for ST damage, you might consider doing that and worrying less about solo tanking 8 man stuff in DA. Alternately, use the ST damage to take out the guys debuffing you. -
That's pretty cool! Recently I was thinking of making a dark/mental blaster recently to try this stuff...Up until I discovered i couldn't make blaster dark blast the same black color as corruptor blasts
I've done some of that stuff with my dom before Incarnate content came out, he has around 45% ranged def and 32% s/l. I can do most of it without DP, but definitely need DP for AVs and GMs. I've never tried to solo a TF with him, could be interesting to try. I ended up moving, though, and now my connection is garbage. As a result I can't do some of that stuff anymore; you need fast reactions and no lag. Nowadays I mostly play tankers.
Nothing really amazing with any of my tankers, though the WP/KM could solo AVs before incarnates which is nice for a tank. -
#1: Every blaster secondary but mental manipulation (self explanatory)
#2: Stone Armor - It gives up a lot to be super survivable, but now the most deadly and high level stuff, where you'd want to use granite, uses unresistable damage. Boss fights are also highly focused on mobility. In addition, you can use IOs to boost up to granite's survivability, but no amount of IOs will let you jump over a sidewalk.
#3: Elec - Needs some kind of high damage ability. Voltaic sentinel doesn't really seem to cut it, end drain has to be stacked to do anything and still isn't that great.
#4: Energy Melee - It might as well have no AoE (whirling hands is somehow even worse than burst), and the ST damage isn't clearly super #1.
#5: Force Field - More useful than before with the incarnate softcap increase, but it's a one trick pony while so many other sets can grant enough defense while doing other stuff.
Interestingly, I dont agree about ice control at all. It's my favorite control set, and I find it to be the best control set in the game, especially against higher level targets. It definitely takes longer to set up, though. The immobilizes are a bit silly too, the -kb needs to go. -
Quote:Energy melee on my tank makes me weep.Fair enough, but for me if it makes it fun to play I don't really care about all of that. And being able to kill stuff faster did exactly that. Back on subject, until I hear a mass death cry from staff tankers or try one myself, I find it a bit hard to believe its all that horrible. I mean, nothing can be as boring as energy melee on tanks IMO.
And as others have stated, if you want a damage dealer go brute. Tanks aren't designed to lay waste to mobs with ease no matter what you were able to make other builds do. They hold aggro while dealing moderate damage. Not to say I don't think tanks need some love, but that's a whole different beast...
Hopefully it really is some kind of problem with scaling. On mids, at least, it looks like a pretty great set for tanks. Keep checking. I, at least, believe that it's possible something got messed up on the tank version of the power. Wouldn't be the first time one AT's version of a power got messed up in some way. -
Hey, I've got a 50 grav/sonic, I don't play him so much but I think I'm one of the only people you'll find on the forums who has one. I originally made him so that I could wormhole, dimension shift, sonic haven, and generally annoy the bajeezus out of people in pvp. Some changes made that a bit useless, so I haven't played him in a while, but I can tell you some things.
I found getting aid other to be very useful; if you're the only support on the team but can't heal it can cause some problems even if everyone is resist capped. '
Liquify is a great power, but the recharge on it is totally insane. If you're not using IOs to boost recharge like I did it's probably a good idea to use your picks on something else.
Cage can be good for saving someone who's about to die, I used it surprisingly often in PvE.
Gravity is in a better place now thanks to the changes, but some of the old tricks are still useful. Gravity played to the full controlly standard is basically a knockback controller. You use your singularity as a wall and use its knockback aura and wormhole to move enemies into a position where they're permanently knocked back and disabled. I actually slotted my singularity for a lot of recharge so I could recast it in order to move it to the best place for each fight. Starting a fight with singularity can actually work really well if you have no tanks; cast it in front of the enemies or on a side to knock them away. Use wormhole to keep the enemies in a place where they're repeatedly knocked back by your singularity.
If you can handle the end drain you can double up with sonic repulsion, but I found that to be pretty pointless.
With the way the game has gone, this kind of complex to set up but super effective control isn't really all that great. Things tend to die super fast. In normal situations you basically just play like a sonic defender who has wormhole and does damage with lift and so on instead of blasts.
Psi is a decent pick for your app, though I'd pick something that will help your damage or your resists a bit more. Buff up your high resists as much as you can rather than trying to get some anti-psi. A sonic controller can actually be quite durable, especially if you build up ranged defense in addition to your current bubbles. -
Try going into the ATI control panel and turning on application control for everything; don't let the card's software handle anything at all. Also turn off the catalyst AI.
I had the same problems as you and that fixed the issue. -
I have an ATI on a laptop and had the same issue for a while. I managed to fix it though while keeping the 11.5 drivers by turning everything on the ATI control panel to application control and turning off catalyst AI. No more hitching.
Bigger problem, though, is that I have crashing that occurs when I'm doing trials or large group content. Not always, maybe once every 40 minutes, but it happens reliably. Not sure what's causing it, but it was happening before I updated the drivers too.
Same with the others no problems with other games. I'm gonna try doing a memory test but I don't think it's the memory... -
About the alpha slot, you should also consider spiritual. You can combine that with hasten and so on to get power siphon up even more often, and it'll also boost up your regeneration.
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One quick suggestion, whatever you decide. Pull the slots out of stamina. You don't need them. Performance shifter in quick recovery + the inherent stamina and some accolades is enough for my char to hit things forever unless I turn on focused accuracy or fly.
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Hey all,
I wanted to make a crab but I just can't figure out a decent costume. I'm looking for some costumes for inspiration since most of what I see on freedom is just not that great.
The arms are giving me difficulty. -
Here, this is an old version of what I'm using now. I Main difference is I move some slots and use some procs now for more ST damage. It's not that much more damage though.
So this is a good place to start from. Or shamelessly steal it, whatever floats your boat. I use KM, but you can shift it around to be stone pretty easily I think.
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It depends on the character. Basically cap the one you can cap. If you can't cap either, or can cap more than one, cap the one that's more useful.
If you can only cap one, cap a position (generally ranged)
You made the right decision for willpower; it's better to have capped to all types but psi instead of below capped for positional. -
I'm hoping they push the threat of hamidon even further. The loyalist vs resistance dynamic is much more interesting when choosing resistance also means you choose to allow hamidon, something that literally killed over 90% of the human population, to run around unchecked in human settlements.
As it is, you only find out what a danger hamidon is if you actually read mission text. As a result there were tons of people on the beta boards talking about how there was no hamidon threat.
I think it would be pretty cool if there was a second tutorial mission involving hamidon, something that lets you see what a danger it is. That would make the resistance vs loyalist choice a bit more interesting, I think. -
Let's throw more on the AV solo fire. I did it with my WP/KM before the new issue came out. I think almost any of the single target focused tanks can probably do it now as long as you build for a bit of damage and are willing to sit at your computer for a very, very, very long time.
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I do have to say it's the first time since capping my S/L defense that I've been really glad to have the -dam from KM
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I'd imagine any of the single target sets aside from super strength could handle an AV if built properly. Take gloom if you can, it's got very high DPA
My personal picks would be fiery melee and dark melee, but I'm 100% sure KM can do it too.
I've solo'd a couple of AVs on my WP/KM tanker, so since brutes have higher damage I'm fairly certain you should be able to do it with a brute.
Just watch out for AVs that resist your damage type; that's why FM and DM were the picks; less resisted and good single target damage. -
For what it's worth I've been having crashes since they changed whatever was changed in I19, and i get the same message you get. There are no problems with any other games and I can easily run more memory intensive ones. I'd guess it's an issue on CoH's end.
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When I used to play on virtue there was a guy named SnipeFu who was an energy/elec blaster. He wrote some guides on energy blast, not sure if he wrote guides on elec too. Anyway, it worked pretty well for him. No sample builds, but your idea should work out fine if you wanna hit things with your fists more often.
One thing, though, is that you won't be draining much endurance or doing much CC; remember the energy manip powers stun people, and I think you need and elec primary to really use the end drain from the secondary -
I'd go with earth/earth personally. Lots of controls and you can smash things with your fists. Plus you can alternate between lava guy, rock guy, and crystal guy in case you can't make up your mind.
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For what it's worth I think gravity is much worse off than ice, but the only ice control character I have is a dom, so I don't have bad endurance problems and can use domination to stop arctic air from getting detoggled.
For controllers recharge on arctic air definitely needs to go down A LOT. No question. When a half second stun neuters half of your control capabilities for such a long time there's a problem. It also uses up so much end that it seems like you should be able to switch it on and off quickly.
If I were going to change something else in ice I would actually change shiver somehow, maybe reduce the animation time. Maybe add some -damage or something. I'd say give it a weak kind of pulsing sleep like elec has, but I guess the only way to do that is with a patch and, well, cottage rule and all.