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Posts
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Joined
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As a CoH veteran but a CoV noob, this is most helpful. I'm loving my Brute so far! SMASH!
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Sage advice as always. I think I'll keep at it. Definitely workable right now, but I'll be running that lvl 24 respec mish for sure.
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Hey Frost! You know I've been a fan of your advice for awhile, so I finally tried an Ice/Kin, at through level 10 it's been great - so much fun. But I've had some real endurance issues so far, and I think your guide has answered a lot of questions for me.
Being that I'm still so low, I'm questioning if I can survive on the current build and respec into something more sensible later, or just scrap and rebuild. Can you offer some insight? Here's what I have so far (uninformed version pre-reading your guide):
Hero Plan by Designer Hero
Program Version: 1.62
Data File Version: August 20, 2005
Designer Hero Home Page
Test build: Level 10 Controller
Primary Power Set: Ice Control
Secondary Power Set: Kinetics
Power Pool Set: Leaping
Hero Profile
Level 1: Chilblain -- Acc (A), Imob (3)
Level 1: Transfusion -- Acc (A), Heal (5)
Level 1: Brawl -- Empty (A)
Level 1: Sprint -- Empty (A)
Level 2: Block of Ice -- Acc (A), Hold (3), Dmg (7)
Level 2: Rest -- Empty (A)
Level 4: Frostbite -- Acc (A), Imob (5), EndRdx (9)
Level 6: Siphon Power -- RechRdx (A), Acc (7), EndRdx (9)
Level 8: Arctic Air -- EndRdx (A)
Level 10: Jump Kick -- Acc (A)
Obviously I now see that taking both Chilblain and Frostbite was overkill, and that explains some of the endurance problems. Also I now see that more slots for endurance reduction in AA will help. As for Jump Kick, I wanted to go with the Leaping pool as a travel power, and JK actually fit my character concept.
Any advice would be appreciated, including, "Just start over!" -
I know this guide is older, but I offer a note to edit for the future on O2 Boost:
[ QUOTE ]
Its the only Heal in the Controller secondaries that is ranged single-target, which means that its easier to heal the allies who need it, but only one at a time.
[/ QUOTE ]
Untrue. Heal Other from the /Empathy set is also a single-target ranged heal.
Also useful to note post-I6 is that with Containment, Propel is now a much more attractive power, as you get double damage if you've held your target before using it. -
This was a helpful guide, and you can ever get around to updating it to I6, it would be much appreciated.
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Are there any guides to the Archery primary out there? My original hunt has turned up nothing.
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Great guide - this is my newest Blaster combo, and it's been fun for the first 11 levels. I have to say I've done a fair amount of soloing, but I can see how that will shift as he gets "older."
I have enjoyed the grenade...to a point. But I probably will respec out of it. I wish I knew how the Council used it so effectively... -
What a fantastic guide, Gleep. Had I read this before running the 1st respec trial the other night, I would have saved 10s of thousands in debt, and actually completed it.
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This guide is so good I want to marry it. THANK YOU for being so thoughtful and methodical in putting it together.
I started a new Kin/Dark last night, and now that I've read this guide my mind is filled with potential build ideas. I can't wait to get back to playing! -
Thanks for the great guide - this is most helpful as I start a new Kin Def tonight.
Do you have any slotting recommendations? -
I'm confused that you mention Psychic Scream as having a long activation time - it's actually the first one in the set that's almost instantaneous.
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Great info and most entertaining! Would you entertain a question?
One of main characters is a Fire/SS Tank at level 14. I see that you mention using Blazing Aura as the main form of attacking, which will easily drop green & blue enemies (true).
But in missions I almost exclusively am up against white & yellow baddies (yes, I'm set on Heroic). At a mere 6 - 8 hit points ticking off at a time, it takes far too long for me to knock them out with just BA, so I have to rely on my secondary attack powers - and boy does SS suck endurance. Consume helps, but I don't have enough slots in it yet to use it often enough.
Any suggestions?
(Additional info - I know I have some build issues - BA is currently 4-slotted, with 2 Damage DOs, and 1 each of End Red and Accuracy TOs. I also made the mistake of 4-slotting both of my secondary attack powers, which is too soon, I know, but any suggestions are welcome at this point.) -
Great guide, and that helped me make some decisions about Temp Protection and Plasma Shield - thanks.
It should be noted that Healing Flames now gives some moderate resistance to Toxic Damage, which is helpful in earlier levels when fighting Vazh or Kraken. -
Wow - this is possibly the best guide I have seen on the forums. My Earth/FF Controller is up to level 14, and you've got me chomping at the bit to move forward with her. Oh had I only known not to take Stone Prison so early!
Five stars!!! -
On Guardian, I practically got run over by Paladin last night. Sadly he was already built, but with the help of 5 other players, we took him down. It was a fun sight to see, but next time I hope we can catch those Clocks in the act.
Words of advice - if you see Paladin, take out some of his small-level Clock army first. He won't go far, and you'll be safer when not being barraged by a couple dozen end draining bolts. -
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Thank you for this excellent guide. My first character (and hence the sentimental favorite) is a Storm/Psy Defender. He's only up to level 10 so far, but your guide will be a great help as I move forward with him.
One note I have - I've found a fun technique to use Gale in combination with Hover. If you're actually above an enemy, using Gale will result in pinning them to the ground just below you. This gives you the Knockdown effect, while keeping them close for short ranged attacks, or for other teammates to pummel them. Very handy for a persistent lieutenant who needs to be taught a lesson!