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Posts
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One thing I'd like to point out is that while Granite Armor does reduce recharge, damage, and movement speed (not to mention no jumping whatsoever), it does not reduce accuracy. Also, it doesn't protect against Psionic attacks.
I'd also like to comment on Mineral armor. In CoH, I wouldn't dream of playing a 40+ stoner without it, but I haven't seen which villain groups use psionic attacks. For my own DM/Stone build, i'm taking a wait and see approach.
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You can run minerals while in granite, correct? And how much defense does minerals offer against psi damage, percent wise? -
Nice guide and I can tell you have done some nice and extensive testing. I have an em/ela brute up to 24 so far. I decided to go with tough, aid self, hasten, and fitness for power pools. I'll have to do some extensive testing to see what fits best for me. Thanks for the guide.
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Nice guide, btw. Short and straight to the point. I have a dark/dark corruptor up to level 8 now and I notice in the black star nuke description it says that it "severely reduces foes accuracy." I wonder how big of an accuracy debuff it would be. Can anyone put up some numbers to the acc debuff of black star?
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My comments.
Dark Pit "can" be useful. But only if you 5-6 slot it. 6 slot preferably. If you can't afford that, then you're better off without it. It's like handful of similar powers, if you don't slot them, they're useless. It's on my list of lowest build priorities.
I'm not sure if you mentioned it explicitly, but Howling Twilight has some nice offensive uses due to it's disorient. Howling Twilight is really an attack power, and the ressurection component is just a bonus. In fact, I'd say just realign your thinking to use Howling Twilight offensively before you consider wasting slots on Dark Pit. If you like the results from HT and want to nail bosses too, THEN and only then consider adding in Dark Pit.
You're not a healer, but you "can" be.
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It is good to use as an offensive power but it takes like 25 endurance!! If your going to be hurling it around as an offensive power, slot it for some end red. -
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Ok,
Feedback good.
I offered a Reduce Endurance slot into the Equip power because I noticed it will give quite a drain on your stamina once you have to go equip 3 Battle Drones, 2 Protector Bots and an Assault Bot. Specially when you hit lvl 32 and also want to use the Upgrade power. Granted, most of the time it's a once-only endurance expenditure, but I feel it helps.
As far as Teleport Foe vs Rifle, that is an optiopnal path. For me, it works. Others want to open up the leadership pool and whatnot. This is merely 'a' build, heavily geared towards support, mind you, so personal attacks are secondary to other functions.
As for why defense boosts in the Protector Bots. I've played those things silly and the shielding is the /only/ function next to healing and attacking I've seen them properly issue. Their knockback never seems to hit, their disorient never seems to hit... So if you're going to put slots in that at all, Defense is probably one of the better choices next to the heals. And due to the ED rules, using 3 of each is about the best you can get.
Just remember. The Protector Bot shields stack with one another, Forcefield pool shields and the shield gotten from the Forcefield Generator. They also put a shield on all available mastermind pets and yourself. In the end, having a good 30% boost on "Def All" does make quite a difference on your own survival, and it makes sure not to have to heal or re-summon your minions.
For the moment, this guide is on hiatus until I can get a Respec earned. I made a small judgement error at 24 I still regret greatly and until I get that respec in, I also can't get to the Trainingroom and test out completely different paths in these powersets.
Just remember, if you want to have a power that doesn't do the damage or the additional effect that it states on the description, but instead aggros EVERYTHING in the vicinity on you directly, take the Photon Grenade... If you rather stay safe and have a useful power, pick anything else ;D
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Protector bots don't have any disorient effects until you get the lvl 32 upgrade. That will give them photon grenade attacks and seeker drones. As far as slotting, I would first go for what they are primarily meant to do, and that is to deal damage. They do far more damage then your battle drones do. On my robots/dark mm i have them 6 slotted with 3 dam, 2 acc, and 1 disorient. Trust me, after the final upgrade power, you will see some serious disorienting with the photon grenades and seeker drones. -
Nice guide! Just a couple things I disagree on.
1)the slotting of 3 defense so's in combat jumping for a net yield of like 4% defense. I normally just slot the default with 1 defense so and leave it that.
2)You have blazing aura doing like .6 endurance per second with 3 red end so's. It would actually put it more around .34.
Other than that, very nice guide 8) -
You have your healing flames at 48% slotted with 3 so's? That percentage is way off! At lvl 25 and 3 white so's, I think I have like 780 hp and only heal for like 268 with healing flames. That is closer to 35%. This guide kind of reminds me on how I tried to build a tank into a damage dealer when I first started playing coh. I've found it better to play to an archetype's strengths. If you want to be a wall, build a tank. If you want to be a melee class who deals massive melee damage, be a scrapper, brute, or stalker.