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There is a similar post on Corruptor's thread but here goes anyway.
Is there anyone like me who does see any point in slotting more than 1 end mod in Speed Boost as it has a 0.97 end per second base recovery. I've never seen people run out of end with it on, normally I use a half empty blue bar as a cue to apply another one.
Also do people slot recovery Aura with end mods or just recharge? Recovery Aura has a base of about 1.67, the same as base endurance recharge.
Note: stamina is about 0.41 end per second base ( 25% of natural recovery ), quickrecovery is about 0.66 ( 33% of natural recovery ). -
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You can always run http://www.herostats.org/ which will log CoV character info.
Handy for Corruptors/Masterminds for a reminder of when to reapply buffs. Alas, it can't tell the difference between different henchmen, so Battle Drones get a single readout. Other players are tracked individually.
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herostats works for CoV?
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Yes, the game engine and client for CoH and CoV are exactly the same so it runs fine. -
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And are damage auras worth the END?
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Blazing Aura is probably worth running against >3 enemies. It does 0.555 BI damage every 2 seconds, Ideal slotting is 3x end rec, 3x dam. I worked out ( but didn't test ) that it does more damage than Foot Stomp in terms of both damage per second and damage per endurance. However single target attacks are about 3x better damage per second.
Also I hoped Blazing Aura would work in a Rage Crash, but whilst it still animates it appears not to hit or do damage in those 10 seconds.
So I am now seriously considering getting Blazing Aura as my level 32 power... -
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Hehe. I've been surprised at the amount of people that have said no to speed boost recently, even on open maps... No point slotting it even for Stone tanks, it's still fast.
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Hey if someone doesn't want speed boost that makes my life easier. Trying to pin down the whole team for speed boosting is a pain in the neck, especially as my main job seems to be spamming Fulcrum Shift ( using Siphon Speed and Hasten) and draining bosses with Transference.
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Blazing aura, Burn, Consume and Icicles for a nice bit of aoe damage, and I suppose pool powers like AS and (ahem) Flurry for single target damage. Admittedly, this would be an ultra-tank, sacrificing damage for defence, but with the above combination of aoe powers i reckon it would kill , sorry arrest things quick enough.
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Shall we ask Bridger to do this for us? After all hasn't he got all of the Tank powersets on his toon.
I wonder what the best two primaries together are. Probably something boring like Ice/Ice for double stacked Chilling Embrace and capped defence before Energy Absorption. -
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And if by EA you mean Energy Absorbtion, then I'm afraid that is in the ice primary. A fire tank with EA would be awesome
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Interesting idea, shame it isn't possible ....
A Firey Aura tank with the Ice Armour Primary as a secondary would be great, although endurance may be an issue, even with stamina due to large numbers of toggles.
Although Chilling Embrace and Burn might work well together, especially if you slotted Chilling Embrace for Slows. Having Frozen and Glacier Armours and Fire Shield and Plasma Shield would make for awesome damage mitigation. However no taunt so bad idea. -
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Your best bet is to pair up with a dark or storm def, if you're both running tactics then that's a double bonus and the have +stealth PbAoE toggle powers that should stack with cloaking device.
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I though that they did not stack with other hide powers such as stealth. -
What difficulty are we going to play at? Invincible?
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The Kinetics key powers are
Transfusion(1) - strong enemy based AoE Heal
Siphon Power(2) - 20% damage buff/debuff on team( centred around you )/single enemy. Stackable.
Siphon Speed(10)* - 20% recharge buff/debuff and speed buff/debuff on self/single enemy. Stackable.
Speed Boost (20) - recharge, speed and end recovery boost for allies. 2 minute duration, 2 seocnd recharge.
Transference (35) - 45 end drain / AoE restore for enemy/team centred around enemy
Fulcrum Shift (38) - AoE version of Siphon Power. Stackable
The only protection powers you have are single target debuffs until level 38, this means that a single target is probably better. Also with excessive use of Siphon Speed you can increase your recharge quite signififcantly, so a quick primary ( animation time wise ) would be better than a slow one. The fact that Transfusion is close range means you have get pretty close to melee distance. So you need some form of protection in your primary too.
If I were to do this, I would go for a Ice as it has fast animation times, an early hold and is primarily single target so aggro shouldn't be a large issue as you can go for the boss ( what I normally do with my Defender ). Hasten would be fun for ridiculous recharge times ( as my defender has ) but it may mean you recharge too quickly.
Other than that Dark may provide you with some much needed defence. I personally wouldn't go for Fire as it focuses on AoEs which may end up with you being a bit of an aggro magnet. -
I'm not planning to, but I'm going to concentrate on Booster rather than another lowbie alt. However if you desparately want the badge I'm sure we can arrange something.
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The defence bonus from Maneuvers is almost neglible too.
Maneuvers is 2.5% defence.
Assault is I think 10% damage buff ( according to Hero Builder ).
A damage buff is the amount of base damage added, so rather than doing 195% of base damage ( 3 SOs ) you will be doing 205% of base damage ( 3 SOs + Assault ).
Defence gets taken off at the to hit at the same time as to hit buffs and before the accuracy multiplier so providing they have no to hit buffs you get 100 * ( 2.5 ) / 50 = 5% damage mitigation. This can be enhanced to 7.8% damage mitigation. However if they have to hit buffs this goes down a bit. On the other hand if you have defensive powers ( Hover, Cloaking Device, Combat Jumping, Stealth, Smoke Grenade ) this will stack.
So assuming you don't slot them it comes down to doing ~5% more damage or getting hit ~5% less of the time. Both are fairly expensive powers endurance wise so you might be better off taking one and not using it. -
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claoking device is pretty damn effective as is, its not perfect but good. As for a stalker hunter, get targeting drone and tactics and you can see them, you cant guarantee IR goggles will be for sale
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Also remember that most stalkers ( all but regen ) have Defence too, as an AR device you have no build up or Aim to give you an ACC bonus, only inspirations.
Assumming the stalker has 30% defence, your base to hit is around 20%. Tactics ( Blaster ) and Targetting Drone both 3 slotted for to hit buffs provides a nice 35% to hit buff, as opposed to just the 23% buff of targetting drone meaning you can hit the stalker much more often.
Tactics + Targetting Drone
0 ACC SOs = 55% to hit
1 ACC SO = 73% to hit
2 ACC SOs = 91% to hit
3 ACC SOs = 95% to hit ( capped 107% )
Whereas Targetting Drone alone
0 ACC SOs = 43% to hit
1 ACC SO = 57% to hit
2 ACC SOs = 72% to hit
3 ACC SOs = 84% to hit
These numbers do not include the inherent accuracy bonus of Assasult Rifle powers.
Also if you move around in pairs, the to hit buff and perception from tactics will add up, meaning being able to see even further and hit even better. Also you could both get grant Invisibility so you are completely invisible to the stalkers too. -
Other changes
Hasten is available only 2/3rd of the time, so it is less useful than before.
Touch of Fear has had it's Fear duration reduced. However it is still greater than it's recharge time.
Siphon Life has had it's endurance usage cut.
Most people recommend slotting an end reduction in the costly toggles ( Temp Inv and Unyielding )
Unyielding now provides very little resistant ( 7.5% IIRC ) and so I don't recommend 6 slotting it, 4 slots is all you need and I wouldn't put the 3 damage resistant slots as very high priority. Take Temp Invulnerability much earlier as it is your main defence ( along with Invincibilty). The to hit bonus from Invincibilty is now pathetic, you will need 1 ACC in all attacks.
Tough and Weave are very expensive toggles now, almost twice the endurance cost that they had before. Also they are less effective, Tough being just about worth taking and Weave not being worth it really.
Also the Resist Elements/Energies passives are pretty poor too, giving around 5-6% resistant. They don't seem worth a power pick to me. -
/Fire is a very nice offensive secondary, it is also great for controlling aggro as Combustion ( now available at level 4!!! ) is great for grabbing aggro and is suitable as a 2nd attack until level 28. However it has no mezzing effects so your damage mitigation from your secondary is low. As well as having good AoEs, the top tier attacks both put out decent damage, enough to make taking out bosses not a chore if you are unfortunately enough to be soloing. Combustion is also great fun in the roads around Perez park.
/Ice is AFAIK a controllery one, which means you take less damage because of the -recharge, holds and knockdowns from various powers. I suspect it would be a tougher build ( in that you can survive better ). I have never taken Ice. -
Gratz EE and Hivan!
I had the pleasure of teaming with you both last night in the superwhat hyper ( 4 kinetics in team at one point I think, I was the only kin defender though ) 1st attempt to get EE to 50! -
Due to the overwhelming demand, I've cancelled this
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Heck, Spiderman wouldn't have lasted five minutes with you lot. You'd have been after him after every issue of the Daily Bugle.
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And that is exactly what happens in so many Spiderman comics..... -
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i think the reference was when each punch taunts 5, its not always the same 5 you taunt so in a big group you could be taunting via punchvoke the whole group as you dont hit the same 5 every time you punch.
maybe
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AFAIK :
A single target tanker attack will taunt the target and up to 5 enemies near him for a short time. I believe the attack has to hit to do this.
An Area Effect tanker attack will taunt every target that it hits. All Area Effects have maximum number of targets that they can hit. Usually this is 10.
A tanker taunt aura will taunt every target in it's area effect, taunt auras usually have a high number of max targets ( 14 perhaps ). These have a short pulse rate and a taunt duration around the pulse I believe.
The Taunt power of the secondary will Taunt the target and the 5 nearest enemies in the area effect of the taunt for a long time ( many seconds ). It is auto-hit.
The Provoke power acts like the Taunt power but requires a to hit roll. -
As far as I know Stealth and Cloaking Device do not stack and the only ways to become "Invisible" are to get the Invisibility power or to use Superspeed with Stealth / Cloaking Device. This however only works in PvE. In PvP superspeed proivides no stealth.
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Anyone have any idea how the presence pool taunts compare to normal tanker taunts? i like the idea of the mass fear that comes at the end of the pool which could be quite helpful.
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I heard rumours that Provoke can affect more people than Taunt. Someone in the know should confirm..
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Also, on my stone / stone tanker is it worth getting taunt because i seem to hold aggro ok with mud pots but will things change as lvls go up?
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Taunt is generally not for holding aggro in my opinion, although it can be useful as someone mentioned for keeping an AV taunted at range. Other than that I use it for 2 major things which come up often.
a) Initiating fights.
Taunt an enemy in the centre of a spawn and duck out of sight ( make sure the team is out of sight too ). The enemy comes running to you and they all stay in your Aura, so your team is safest and can use AoEs on all the enemy. This method is REALLY useful against ranged only enemies types, which are scattered liberally through the game. Also you avoid aggroing a 2nd group if you use this method, which can be really useful against enemies like Nemesis with their extremely long range and extremely long aggro range. Fighting battles on your terms rather than the enemies' terms is always a good idea. Slotting range in Taunt for this purpose helps, but isn't that necessary.
b) Controlling spilt Aggro.
You are fighting and for some reason you don't have aggro of the whole spawn, something went wrong and enemies are running round attacking the Blasters, Defenders and controllers or just shooting them at range. Target taunt on your allies when they look in trouble. Whilst ranged attackers won't close, melee enemies will and soon you will have everything under control. Recharge and taunt duration enhancements help here most. -
Assuming I don't get Booster up to a suitable level to do the Numina taskforce before Friday ( 2 days, 3 level I think not ) I may well come on with Golden Golem as he is currently missing the 3rd respec ( he hasn't even used the other 2 ).
Golden Golem, Level 50 Tanker. -
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I got 2 binds on my kinetic defender:
- "Come get you speed boost fix!"
- "Oh no, not another junkie!"
The last one can be pretty amusing when used right
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LOL.
I tend to put those kind of things on macros, I was thinking of doing the Keypad bind for teams and experimenting with other targetting options. -
Damn, I really can't see Booster getting in the level range for this one in 4 days. He's about 3 bars to 32...
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I love kinetics, never a dull moment
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And never a spare moment either .....
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Quoted for the truth.
The amount of times I had "Speed boost pls" in the middle of a battle last night. Sorry but I'm attempting to suck all the blueness out of these 2 bosses so you don't die at the moment. Once I've done that you'll be Speed boosted. Maybe. If you're a good little Crack Addict. Actually give me all your stuff first
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You must have polite teammates, mine always say "sb" or "sb pls". They never seem to understand that I can't speed boost them unless they are close and in line of sight.
I really need to play with some new binds.