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Apprentice
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  1. Fantastic job guys, I had questioned whether we would get it done primetime on a Friday . That puts me at 611 Woo!

    Thanks to everyone who showed up.
  2. Good evening Freedom. This post might be better suited to the badge forum, but I figured I would start with my home server. I'm wondering if anyone actually attempts to take out the AVs in RV at this point. I had long put these badges in the "will most likely never get" list. I recently rekindled my interest in badging though. I don't see alot of chatter for RV in Freedom TF/Badge/RF2009 or any of the other misc. channels I run.

    I know the PvP changes have made fighting AVs even more difficult, and I'm wondering if I may have missed my window. Just curious if anyone has a regular/semiregular RV team with room for an ill/rad? Or maybe a channel listing that recruits for RV? If so let me know! You can find me in game @Krukut. Thanks
  3. prev1

    DM/???

    Do you prefer playing at 50? Will you be exemping alot? Budget build?

    If you've been away for quite a while /Inv got a bit of love and is substantially more appealing now. It's got a bit of defense debuff resist, making positional slotting more attractive. The -to hit in DM, coupled with Siphon would make a nice toon.

    With DM's AoE dysfunction, you could look at a set like /fire or /ELA for the damage aura, also nice for keeping mobs stuck to you. The primary draw of both is the recovery power though, which DM will give you.

    >shrug< Brute secondaries are fairly balanced, although i have a hard time wrapping my head around /DA. Post an idea, maybe a build, see what's good.

    ***EDIT***
    The primary draw of ELA and /FA (for me, on brutes) is the recov. Both sets have plenty to like in them.
  4. Out of curiousity, what are folks farming with /fire? 30-50% resists just don't seem to cut it. I know healing flames is beastly. The numbers just seem short.
  5. I recently finished out my FM/WP brute, and was hoping to move on to a new project. I have a level 50 SoA, and absolutely love* him in groups. I'm a bit underwhelmed while solo however. Kill speed is not an issue, survivability is something of a concern however. It doesn't take long for cascading defense to catch up to me.

    This is the build that I had been looking at initially. It's focused primarily on recharge, but I'm wondering if a more conservative def. route would be more useful in day to day play? My other question is where are people finding slots/sets to even begin to up the def. on SoA's? The character seems best suited for AoE carnage, and targetted AoE sets have horrendous bonuses on the defense end. There are some attainable ones that I skipped (6 slotting gaussian in aim) but that seems like a substantial slot investment for the return.

    Sorry if that seems vague, mostly looking for some direction on the build.

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  6. prev1

    Aura Proc Rates

    Oh I wish toggle and passive procs were 1/sec, unfortunately the number is 1/10 sec. The general rule that I use is: If it affects ME, put it in a passive (Numina, Miracle, P. shifter, etc.). If it affects THEM put it in a click (Dam, -Rech, -Recov, etc.).

    There are a couple of black sheep. The force feedback and decimation procs work well in click powers. Your mileage may vary of course. I just found that the slot was worth more elsewhere on almost all dmg/taunt auras. That would include CoF/OG.
  7. Quote:
    Originally Posted by EverStryke View Post
    I wanted to chime in here, simply because I am a tanker afficianado. I despise PB's, Energy Primary blasters (even Defender Energy secondary) and Especcially Illusionists.

    Let's get one things straight right here. I understand and even respect your views on an AT that you obviously Love, I myself have my own views on how Tanks are run. You or myself can write Guide after guide trying to out one another, but I personally don't have anything to proove, I simply want to state something.

    I have seen in the past PA do KB. This was issues ago mind you. Things may have changed, but even so... Phantasm does do KB. This simply wont work with me. I despise KB as a tanker and it may not work for me and the way I form my teams.

    When playing an Illusion Controller you must take into account that what you consider "Ignorance" may be another experienced player that has dealth with too much of something and they simply refuse to put themsvles back into that position again.

    let's concede that PA does Not do KB, ok... Phantasm still does, and as a tanker I would still have to deal with it. My teammates would have to deal with seperated mobs, Bosses that you would have to chase down due to them being knocked around and even mobs that tear apart because the Aggro that PA steals can have chaos insue. None of these things work for "Me".

    Cost of playing an illusion controller. And the cost of playing a tanker that likes nicley herded mobs.

    On a side note, I have dealt with enough Illusion Controllers and Energy blasters, I could care less if PA does KB or not, this is because Phantasm does and it makes the PA issue a moot point. Have a nice day.
    >shrug< If you're tanking on a team with an ill/rad you're there for decoration, and **maybe** the av. No force multiplier means no group dictation, sorry. In a holy trinity game you have a point. In that case what the tank needs to do his job is paramount to success. In this game, not so much.

    Sounds snarky, and probably is, but I consistently have tank players dictating silliness about at's based on what *they* need. Which is largely irrelevant to what the group needs in post IO CoX. You can also add "No PA for Rom, he heals off them", and "No PA for GW, she heals off them" to the tankalicious hall of fame.

    You, also, enjoy your day.
  8. Quote:
    Originally Posted by Bill Z Bubba View Post
    I planned on /EA for my claws brute. She's level 11.5 right now. Her mitigation sucks.

    Really sucks.

    A lot.

    No, really, I can't stress this enough: EA Really Freaking Sucks Large Battleships Through Straws Kind Of Suck.

    It's like blaster a without any range using combat jumping as its only mitigation.

    At 12 I'll be getting DOs and Combat Jumping. At 14 I'll get Power Shield instead of SJ. I'll be riding out my temp movement power for as long as I can. I currently have Kinetic Shield and Dampening Field with 3 TOs in each plus an end-red in KS.

    If she continues to be as grossly pathetic as she is now after level 12, I'll be deleting her and going with something else. Maybe SR. I don't want another WP brute. I've already got 2 at 50.


    EDIT: Yes, it will be better after I add SOs, energy cloak, tough and weave. Quite a bit better. I'll probably get a steadfast +def unique and slam it into Dampening Field when I log on tonight. That'll help as well.

    OMG! I almost died laughing. I took the liberty of taking that for a signature, hope you don't mind.
  9. prev1

    Ice/Ice Brutes?

    Quote:
    Originally Posted by Godlike_NA View Post
    -rech in ice armor breaks fury. it was tested and proven in beta and thusly removed.

    Looking at /dark and calling shenanigans :P. 1 recharge in brawl builds fury >shrug<. I know that was the initial logic, but it seems hinky.
  10. I ran it, comment from @Krukut. I don't want to spoil it for anyone who plans to give it a go, but stay on your toes folks!

    Oh, my ill/rad doesn't lose :P
  11. You certainly get the gist of the build. More for a point of reference, this is my new live build. I had held onto recall/tp for a long time for lower level tf's, but I'll be dropping it to squeeze a LoTG in hover. EM Pulse is a superior hold to Flash on a longer recharge >shrug<. I try to avoid taking powers strictly for set bonuses (SI and group invis, CJ). This build keeps PA up, and I keep the majority of my utility, res, nuke etc.

    Note that once AM is perma/near perma you won't ever have to look at your blue bar again. Although I do use the uniques in health, I don't use the proc in stam.

    Fire vs. Psy mastery is one i go back and forth on. Mes protection is nice, but fireball is NOICE! Without a AoE immob. to work with tornado kinda cramps my style. Deceive makes mezzers my pets. The only time I get unwanted CC aggro is in TF's, and it generally makes little difference.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Controller
    Primary Power Set: Illusion Control
    Secondary Power Set: Radiation Emission
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Speed
    Ancillary Pool: Fire Mastery

    Hero Profile:
    Level 1: Spectral Wounds
    • (A) Decimation - Chance of Build Up
    • (3) Decimation - Accuracy/Damage/Recharge
    • (3) Decimation - Accuracy/Endurance/Recharge
    • (5) Decimation - Damage/Recharge
    • (5) Decimation - Damage/Endurance
    • (7) Decimation - Accuracy/Damage
    Level 1: Radiant Aura
    • (A) Doctored Wounds - Recharge
    • (7) Doctored Wounds - Heal
    • (9) Doctored Wounds - Heal/Endurance/Recharge
    • (9) Doctored Wounds - Heal/Recharge
    • (11) Doctored Wounds - Endurance/Recharge
    • (11) Doctored Wounds - Heal/Endurance
    Level 2: Blind
    • (A) Decimation - Accuracy/Damage/Recharge
    • (21) Decimation - Accuracy/Endurance/Recharge
    • (23) Decimation - Damage/Recharge
    • (23) Decimation - Damage/Endurance
    • (25) Decimation - Accuracy/Damage
    • (25) Hold Duration IO
    Level 4: Deceive
    • (A) Coercive Persuasion - Contagious Confusion
    • (17) Coercive Persuasion - Confused/Endurance
    • (19) Coercive Persuasion - Accuracy/Recharge
    • (19) Coercive Persuasion - Accuracy/Confused/Recharge
    • (21) Coercive Persuasion - Confused/Recharge
    Level 6: Accelerate Metabolism
    • (A) Efficacy Adaptor - EndMod/Endurance
    • (13) Efficacy Adaptor - EndMod/Accuracy
    • (13) Efficacy Adaptor - Accuracy/Recharge
    • (15) Efficacy Adaptor - EndMod/Accuracy/Recharge
    • (15) Efficacy Adaptor - EndMod/Recharge
    • (17) Efficacy Adaptor - EndMod
    Level 8: Hover
    • (A) Luck of the Gambler - Recharge Speed
    Level 10: Superior Invisibility
    • (A) Luck of the Gambler - Defense/Endurance
    • (27) Luck of the Gambler - Defense/Endurance/Recharge
    • (27) Luck of the Gambler - Recharge Speed
    Level 12: Swift
    • (A) Flight Speed IO
    Level 14: Fly
    • (A) Flight Speed IO
    • (46) Flight Speed IO
    Level 16: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (39) Miracle - +Recovery
    • (40) Numina's Convalescence - Heal
    • (50) Regenerative Tissue - +Regeneration
    Level 18: Phantom Army
    • (A) Recharge Reduction IO
    • (29) Recharge Reduction IO
    • (29) Recharge Reduction IO
    • (31) Soulbound Allegiance - Accuracy/Damage/Recharge
    • (31) Soulbound Allegiance - Accuracy/Recharge
    • (31) Soulbound Allegiance - Damage/Recharge
    Level 20: Stamina
    • (A) Performance Shifter - Chance for +End
    • (40) Performance Shifter - EndMod
    • (40) Performance Shifter - EndMod/Accuracy
    Level 22: Radiation Infection
    • (A) Dark Watcher's Despair - To Hit Debuff/Endurance
    • (34) Dark Watcher's Despair - Recharge/Endurance
    • (34) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
    • (34) Dark Watcher's Despair - To Hit Debuff/Recharge
    • (36) Defense Debuff IO
    Level 24: Enervating Field
    • (A) Endurance Reduction IO
    • (36) Endurance Reduction IO
    Level 26: Spectral Terror
    • (A) Accuracy IO
    Level 28: Hasten
    • (A) Recharge Reduction IO
    • (42) Recharge Reduction IO
    • (42) Recharge Reduction IO
    Level 30: Lingering Radiation
    • (A) Tempered Readiness - Endurance/Recharge/Slow
    • (36) Tempered Readiness - Range/Slow
    • (37) Tempered Readiness - Accuracy/Endurance
    • (37) Tempered Readiness - Damage/Slow
    • (37) Tempered Readiness - Accuracy/Damage/Slow
    Level 32: Phantasm
    • (A) Sovereign Right - Accuracy/Damage
    • (33) Sovereign Right - Accuracy/Damage/Endurance
    • (33) Blood Mandate - Accuracy/Damage/Endurance
    • (33) Blood Mandate - Accuracy/Damage
    Level 35: Fallout
    • (A) Positron's Blast - Damage/Recharge
    • (39) Positron's Blast - Accuracy/Damage/Endurance
    • (39) Detonation - Damage/Recharge
    Level 38: Mutation
    • (A) Recharge Reduction IO
    Level 41: Fire Blast
    • (A) Apocalypse - Chance of Damage(Negative)
    • (42) Apocalypse - Damage/Endurance
    • (43) Apocalypse - Accuracy/Recharge
    • (43) Apocalypse - Accuracy/Damage/Recharge
    • (43) Apocalypse - Damage/Recharge
    Level 44: Fire Ball
    • (A) Ragnarok - Chance for Knockdown
    • (45) Ragnarok - Damage/Endurance
    • (45) Ragnarok - Accuracy/Recharge
    • (45) Ragnarok - Accuracy/Damage/Recharge
    • (46) Ragnarok - Damage/Recharge
    • (46) Positron's Blast - Chance of Damage(Energy)
    Level 47: Flash
    • (A) Unbreakable Constraint - Endurance/Hold
    • (48) Unbreakable Constraint - Hold/Recharge
    • (48) Unbreakable Constraint - Accuracy/Hold/Recharge
    • (48) Unbreakable Constraint - Accuracy/Recharge
    • (50) Unbreakable Constraint - Chance for Smashing Damage
    Level 49: Fire Shield
    • (A) Steadfast Protection - Knockback Protection
    • (50) Aegis - Resistance/Endurance
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Containment
    ------------
    Set Bonus Totals:
    • 10.5% DamageBuff(Smashing)
    • 10.5% DamageBuff(Lethal)
    • 10.5% DamageBuff(Fire)
    • 10.5% DamageBuff(Cold)
    • 10.5% DamageBuff(Energy)
    • 10.5% DamageBuff(Negative)
    • 10.5% DamageBuff(Toxic)
    • 10.5% DamageBuff(Psionic)
    • 5.4% Max End
    • 4% Enhancement(Confused)
    • 1.5% Enhancement(JumpSpeed)
    • 4% Enhancement(Heal)
    • 30% Enhancement(Accuracy)
    • 1.5% Enhancement(RunSpeed)
    • 1.5% Enhancement(FlySpeed)
    • 1.5% Enhancement(JumpHeight)
    • 86.3% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 141.2 HP (13.9%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Immobilize) 5.5%
    • MezResist(Sleep) 2.75%
    • MezResist(Terrorized) 2.2%
    • 21.5% (0.36 End/sec) Recovery
    • 64% (2.72 HP/sec) Regeneration
    • 6.3% Resistance(Fire)
    • 6.3% Resistance(Cold)
    • 2.84% Resistance(Toxic)
    • 2.84% Resistance(Psionic)
    • 5% RunSpeed



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  12. prev1

    Best at TFs

    I know you said that you are bored with your ill/rad, but honestly I feel like a lump playing any other toon on a TF. Many toons bring more focused aspects to a team, but I have yet to play a character with the versatility and utility of my ill/rad. Tanking, buffing, debuffing, ST control, healing, and hard target negation are all amply present. Having capped stealth in the primary is also monstrously useful early on, if you are willing to use TP as a primary travel, and sacrifice a LOTG in cj or hover.

    Pre PA/Spectre I lean heavily on deceive to negate hard targets (Helooooo embalmed abominations!) with its recharge it's easy enough to apply twice to bosses, CoT mages come to mind. By mid game (20-30) both of the sets have pretty much come together and the game is a walk in the park.

    The PuG vs. vet team is a good point though. Most youngsters don't really notice how much easier the tasks are with PA soaking aggro, or EF, LR and RI are crippling spawns/avs. I can see the KB from 'tasm being annoying, but I never really pay him much mind in a tf. I summon him and occasionally see some orange numbers out of place.

    I have given some serious consideration to plant. It could well be a runner up for general utility. It would also be nice to abuse containment with an AoE immob + patron AoE.
  13. Oh, it was right under mouse options... silly me. Thanks for the heads up
  14. Sorry wasn't sure if this was the right board to post this, but is there a way to turn off the screen shake from SS etc?
  15. Good evening. I recently came back into the game and was wondering if there might be an open spot on a running static team? Or, if anyone who plays regularly might be interested in running a level pact with an experienced (33 mo. vet) player?

    I would be able to play on either blue/red side, and have a 50 on both. I generally play later nights starting around 9:00 CST (GMT -6). I wouldn't need someone to play with me full time, but it would be nice to have something to do when i log in &gt;shrug&lt;. Shoot me a tell in game @Krukut if you might be interested, or if you know of a static team running with an open spot.
  16. The issue generally comes from IO slotting. Post ED and pre IO - pure resist sets were considered superior to def. sets due to the "always on" nature of resist. /ELAs resist to oddball status effects (End drain/Slow/-Recov) and middling resists to psy also made it particularly suited to Grandville bruting.

    With IO's however, the devs took back thier stance on perma elude numbers and trivialized positional def. slotting. On the same hand resist sets got boo for slotting. Adding def onto resist sets wouldn't even be a bad idea were it not for the sheer number of -def debuffs in the game that you will have no resist to.
  17. My immediate concern has nothing to do with mixing AT's. A fair amount of recent content has involved co-op, and it hasn't lessened the roles of AT's. Honestly, at level 50, a full team of most any combinations can accomplish most anything in the game.

    My issue is that switching sides does absolutely nothing to fix the glaring disparities in the sides of the game. When CoV was released many* blue side players were unwilling to make a permanent switch from the toons/groups they had cultivated over the first 2 years of the game. CoV is also a far inferior game in terms of content and space. There simply isn't that much to do other than level. Sure, you could take your tanker over to redside if you wish there was a worse market, fewer people (already) to team with, and less to do.

    Previously in order for the long time hero players to access the AT's in CoV they had to play redside. As the game gets older and more balanced even that is less enticing. When CoV released most of the AT's were direct ports from the boards.

    Anybody remember when blasters wanted to be deleted because their secondary sets were so horrible? They wanted buffs ala defenders? Enter the corrupter! Nowadays though, blasters aren't that terrible, and they've certainly got a place in high damage groups.

    Remember when pets got the nerf? Controllers wanted to be proper pet classes? There's your MM &gt;shrug&lt; in the meantime trollers have quietly become overly awesome.

    They seem to be dismantling the desire to play redside at all. I certainly can't see an exodus from CoH over to CoV. I can, however, see many CoV toons making the switch over to CoH. Blue side is simply a better developed and obviously more complete game, hence the disparity in population. I understand the lack of CoV specific development and still disagree with it.