somnambulist

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  1. OK thanks all. I'll try to scare up a group using those victory channels some busy weeknight.
  2. I have a MM that really needs a respec. I tried to go without stamina and regret it. He's redside on Victory. How do I get in on a respec mission? Are they regularly scheduled? I've done the redside respec mission once but don't remember it at all. I know it is tricky and don't have the confidence to try to lead a PUG for it. Suggestions?

    (I only play solo. I'm not in a supergroup and know noone.)
  3. somnambulist

    Looking For Team

    Holy crap I remember you "Goat" or maybe. Did you play on Virtue?? If you did then I didn't know you well but we had some friends in common and teamed together a few times.


    Quote:
    Originally Posted by War_Head View Post
    I'm looking for an active group of players with vent. I play almost every night (8-12 Eastern) and most of the weekend. I like teamwork and laughter.

    I played from the original beta to the COV beta. I was a founding member and leader of T.E.A.M. and I went by "Goat". Back then, our tactics were built around AOEing as many NPCs as we could handle. Those were some of the best times I've had gaming - and I started playing D&D in 1977.

    (BTW, I remember Satanic Hamster's name from his posts on this forum. It's nice to know that some folks have been here since the beginning.)

    I have three 50s that I don't remember how to play (and for some reason, they have no enhancements), a few 32ish toons, and a few new toons. I'd like to see new content and try out new toons/powers, but my real focus is the players. I'll play any powerset to fill a hole on the team.

    Thank you.
  4. Quote:
    Originally Posted by DrMike2000 View Post
    Your tactics with Invoke Panic from the other thread could be replaced with Mass Hypnosis when you get that from the Psi pool - the Kinetics powers that don't alert a feared target also won't wake a sleeping one.

    So maybe when you hit 41 you could maybe do a respec that swaps Fighting for the Presence pool and uses Mass Hypnosis?
    That sounds perfect for me. Trade 3 pool power for one mastery power? Sign me up!
  5. Quote:
    Originally Posted by DrMike2000 View Post
    I took a Kin/Elec to 50 and found him to be the most successful sapper I've played (until maybe my current Elec/Elec Dom).
    It still wasn't a patch on Controller-level control, and was a high risk high reward playstyle, but Kinetics will always be that way. (And End Drain in Electrical Blast is broken IMO)

    Solo it was sap the boss (or biggest threat) at range with Transference, fire of Short Circuit as the spawn get close enough and hope Transfusion keeps you alive until SC recharges.
    In a team, it was make sure aggro is established, and drop into a more support/buff-oriented role.

    I'd definitely grab Tesla Cage AND Dominate. Two holds are great when facing an ugly boss or two leiutenants/Sappers/whatever.


    Beyond that, there is Plan B - build for defence.
    With Siphon Speed, you have unsuppressed combat speed, so you can generally act like a Superspeedster and kite to avoid melee attacks. Ranged defence is pretty easy to build for, since Defenders get top-level bonuses from the power pools.

    You need:
    Tough (with Steadfast IO) + Weave (slotted with Red Fortune) = 11%
    Combat Jumping of Hover = 2.5% (I prefer CJ for immobilise protection, its important with a enemy-based heal)
    Manouvers (slotted with RF) = 5.5%

    For 19% Defence vs all.
    The two Red Fortunes, and two Thunderstrikes in CB and LB make that 31.5% vs Ranged attacks. (Same as a SR Scrapper on IOs, 1 small purple from the cap)
    Add in Blood Mandate in Voltaic Sentinel and 5 pieces of Aegis in Tough and you have 35% vs Ranged, 27.5% vs AoE, easily enough to get by on if you act like the Flash or Quicksilver and keep moving.
    Another Thunderstrike somewhere (eg Dominate) gives you yet another 3.75% vs Ranged, you choose how far you want to push it.

    I've never tried a high-defence Kineticist before, but it looks good on paper. Give it a go, its a fairly cheap build. I'd love to hear if it improves your experience, somnambulist.
    Thanks for your advice here and in the other thread. 19% Defence would be a tremendous help for my build and I'll see what I can do it achieve it. I'm only level 34 atm so I have a few more powers to add to the build or by another respec. I'll see what I can do to get some DEF into the build.
  6. Quote:
    Originally Posted by Jade_Dragon View Post
    May I suggest a name somewhat along the lines of "Shock and Awe"?



    Dark's Touch of Fear, Cloak of Fear, and Fearsome Stare have -Acc, but this seems to be more from Dark's ability to blind/shadow than fear. By comparison, Terrify and Scare do not.

    I know, though. This irritates me, as my Scrapper uses Invoke Panic as his "scary vigilante" power, and I was hoping it had -Acc. The actual Alignment power for Vigilantes DOES have -Acc though, so that's cool...
    At one point I was inspired to mark a dark "scraptroller" because of that brilliant guide and that is why I associate -ACC with fears. Oh well. It's just a pool power and I'm pretty pleased with what I'm getting. The other idea I had and still may explore is "Whirlwind" from the haste / superspeed pool. I'll have to do some research on that power and see if it could help me too...
  7. DrMike2000,

    I consider you an expert on the sapper build, so I'd sent you a pm before the respec to ask if you thought this could work... but was too excited to wait and went ahead anyway. LOL
  8. I have a kinetics / electric defender that dates from Issue 6 or so. This is the endurance sapper theme build but I never had much success with her. When "Enhancement Diversification" hit she was permanently shelved because the critical "Short Circuit" power could no longer be 6-slotted with endurance modification SOs for the maximum endurance drain effect.

    I had played her from time to time trying to make the character work. Finally pushing hard for "Fulcrum Shift" in the hope this power would transform her playstyle into something more successful but this was not the case. Earlier today my finger hovered over the "delete" button for this character and I decided to give her another chance.

    An inspiration told me to use her (last) free /respec in a radical transformation that added in the Presence pool: Challenge, Intimidate and Invoke Panic. I've played CoH since 2004 and never used this power pool on any character. Within minutes I could tell that this had totally transformed the character into something which could be very successful.

    For those of you who have not tried the "sapper" playstyle, let me describe it briefly. It revolves around the PbAOE power "Short Circuit" which has a large endurance drain component. On my kinetics defender it is base -35% endurance and has a 20 second recharge time. The sapping technique is (basically) to run into a group of enemies, fire of SC and drain your enemies of most of their endurance, and then survive somehow until you can fire it again. Once your enemies' endurance is drained completely they are weaker and easier to take down. (Unfortunately they can usually regen a little END and hit you with some of their weaker powers, or that's how it seems to me, but they are more manageable.

    This all goes much much better for me with invoke panic. The reason is the fear keeps the enemies from attacking... unless they take damage. If they take damage they can attack once and then go back to being feared. The advantage I've stumbled upon is that as a kinetics defender I have a lot of buffing/debuffing powers which do no damage and after brief testing I confirmed that the enemies stay feared. I haven't gotten all of the powers slotted to perfection yet but once perfected my new PbAOE routine will look something like this:

    Run into a group of mobs and INVOKE PANIC

    Then INTIMIDATE the boss (if any)

    Take alpha (ouch!)

    Heal myself with TRANSFUSION (targeted mob does not fire back)

    Drain the boss of endurance with TRANSFERENCE (boss does not fire back)

    Fire off SIPHON POWER on the boss (boss does not fire back)

    Fire off TESLA CAGE on the boss (it won't hold him with one application)

    Take my time finding the best place and fire off FULCRUM SHIFT

    Fire off SHORT CIRCUIT (which now does great AoE damage in conjuction with -END)

    Fire off BALL LIGHTENING (which now does great AoE damage as well)

    Fire powers as needed to heal self, stack hold on Boss, kill minions.


    I'm level 34 right now so I don't have enough slots in all of the powers to get this to work perfectly but having invoke panic in the build is already much much better than I've had before.

    I definitely think that defenders with powerful Debuffs (that don't do any damage) should take a look at Invoke Panic and see if they can get it to work for them. I could easily see many different */elec defenders or elec/* corruptors getting some mileage out of it with the PbAoE endurance sapping move, but there may be other usages as well.

    Good luck all.


    P.S. Was hoping I could slot some ToHiff Debuff into Invoke Panic as well but I can't. I had some memory from ages ago that there was a ToHit Debuff associated with Fear but I was wrong or at least... if there is one... you can't slot enhancements for it.


    edited: initially wrote "TRANSFUSION" instead of "TRANSFERENCE"
  9. I'm sorry you didn't get any responses to this as I have a kin/elec as well and I'm trying to figure out what to do with her. She is stuck in her 30s and although she is "ok" she does not shine. I'd originally planned to be a -end style build but it's never worked well and she has always been very weak.

    How is this build working out for you?
  10. All of your eggs are going in one basket: making enemies miss you and slowing them down. They will occasionally hit you and when they do it will hurt. Think white knuckle boss fights. You're going to have a self heal from dark melee which is good. You could also dip into the pool powers for "Aid Self" and maybe the fighting pool for a little smashing/lethal resistance. You'll have have hibernate for soloing emergency "Oh no!!" moments and when teaming you'll have buff/heal help from allies on teams. You'll be able to herd very well and you have some options to help ameliorate endurance problems that other tanks won't have.

    Could be fun.
  11. Quote:
    Originally Posted by Carnifax_NA View Post
    Even though we've pointed out the specific guide you were asking for and the fact that even though they might be from i8 or whatever that they are still pretty much valid and there hasn't been any real changes since then.

    If you think writing a decent or half-decent indepth guide takes 30 minutes you're sorely mistaken as well.
    It wouldn't take 30 minutes to write at the top of the guide "Nothing much has changed since 2008 go ahead and use this guide as a reference" and then write "I18" next to it.
  12. Lazy, lazy masterminds want to keep all of the good info to themselves it seems.

    OK, the last time I played coh (if I recall correctly) masterminds could not be /thermal or /pain. Nor were there any Demons... I think "Thugs" had just been released. If this were a dynamic forum with lots of interested people I'd think we would be able to find a few secondaries guides. Currently there are secondaries guides for *only* /pain, /trick arrow and /poison. There are no secondaries guides for /dark, /thermal, /traps, /FF or /storm. Just saying. Also, only a really really lazy forum would collectively reply: "just go to the Defender/Corruptor forum" because those AT work totally differently and have different *needs* for powers than MM do.

    Specific Questions:

    I just made a necro: why can I slot heals in my zombies? What does that do and would I want to?

    Also - how is it that other pets can reach their targets but the zombies are apt to run around in circles constantly when I tell them to attack and can't seem to path very well? What's up with that?
  13. The guides in the sticky are ancient, outdated, and most guides for a specific */* are not present and there are few, if any, guides newer than issue 9 or 10.

    Seriously.
  14. How do I get a free character transfer?

    Virtue is so laggy that I want to shift my characters to a less busy server.
  15. Used to be that certain /kin controllers could get multiple instances of a pet out: 3 singularities, 6-9 imps, etc. Is this sort of stuff still possible given enough recharge?

    Thanks.
  16. somnambulist

    Grav/FF solo?

    Sounds like it is not working out for you. I am leveling a grav/ff right now and it's going quick and easy, both solo and teaming. I chose to get the 4 single target powers all of which have a hard or soft control element as well as damage (two will set up containment). I also have the personal force field as a panic button when needed (seldom). I've been thinking of myself as a blaster with benefits. That concept guides my gameplay approach and makes me feel sorry for the other blasters. Dunno if this helps but I'm liking it.

    Good luck.
  17. Quote:
    Originally Posted by protector_knight View Post
    So I am running a Ill/Rad, and I thought it would be so cool to have CC. Then I started to noticed it was missing, so I check, to see if it allows accuracy enhancements. It doesn't.
    You're missing the fact that you can slot radiation infection to help make it hit (-DEF) you can also take leadership for + To Hit. Do both of these things and it can be your CORE power from /rad. Or you can skip it. Ill/ might also have some other powers that do -DEF but I can't think of them offhand.
  18. somnambulist

    perma PA tactics

    Quote:
    Originally Posted by Psiphon View Post
    I'm not sure if the Whirlwind idea would work.
    I expect that you spam Cages which would negate the kb and if you weren't the kb would knock them out of your damage aura.

    Might be fun though

    Yeah, I usually spam cages for the containment. However I was suggesting whirlwind for the OP. It sounded as though he was getting a lot of wild aggro and veritable immunity to melee attacks is nothing to sneeze at. I think that choking cloud and whirlwind *might* be some decent PBAOE defence for him. His call if he wants to try it.

    Just noticed this detail from your post. Whirlwind is just knockup right? Not knockback? TBH I haven't seen it used since issue 4 or so... :P
  19. Quote:
    Originally Posted by Rangle M. Down View Post
    I used to have it on my BS/Inv scrapper but found it to be more of an endurance sink for what it was worth. In those situations where my Acc was de-buffed I popped a yellow. With the ability to combine inspies I usually don't run completely out of them. Again, that's my preference. You need to decide what is best for you and your particular needs.
    This is what I was wanting to hear. I wanted to hear from someone who had used it.
  20. somnambulist

    perma PA tactics

    Quote:
    Originally Posted by Scin_Device View Post
    im a pretty agressive player and i like getting in the middle of the fight... SCIN
    Me too, I'm a Fire/Rad/Stone. I like to use choking cloud with radiation infection to hold my foes. It works pretty well. In your case you will have to deal with pets scattering your foes so I don't think it would be perfect for you... but if you look at the power as damage mitigation it could be a big help. I think my slotting was 2 end reduction and 3 hold but I've got some hold IO set in it now. Anyhow... if you try to hanging out near the foe you have radiation infected then at least you'll have a good chance of holding anyone who runs to melee with you.

    I got /stone for the same reason you're considering it. I like the resistance and the heal. I also use the stone attack that's an AoE disorient.

    Another idea I'm having (not tried for years!!) is the whirlwind power from superspeed? With a lot of end reductions in it you could be knocking down anyone who gets within melee range of you. Might be worth the endurance. If you run around the battlefield like a madman it could be awesome. LOL anyhow I would love to see it... :P
  21. Quote:
    Originally Posted by Amy_Amp View Post
    No. End drain is such a hit, or miss type of thing in this game and that's even when playing a Kin/elec that I don't think slotting for end mod is worth it. I vastly slot for damage and recharge with some end reduc. This being based on SO type slotting.
    I have a kin/elec defender whose goal in life is endurance drain... and the toon sucks because endurance drain is a broken/unworkable strategy in this game. Just chimining in...
  22. Quote:
    Originally Posted by DSorrow View Post
    Focused Accuracy isn't of much use nowadays with Accuracy bonuses available in pretty much half of the IO sets. You also have Invincibility which buffs your ToHit for each enemy within melee range. Getting Defense bonuses would be more useful as it will help you avoid ToHit debuffs altogether.
    Here's the thing though. Focused accuracy isn't about accuracy anymore. It's about accuracy debuff resistance: 60%!

    This means that if I have it running and run through a Hurricane to kill an Avalanche shaman... my to hit will be reduced less than half of previous (without power). In spite of Invincibility's buff there are plenty of times when I am sitting in a hurricane or two and I can't hit anything. A big banished pantheon map and I run out of +ACC inspirations. This power could be the solution...
  23. Quote:
    Originally Posted by Rangle M. Down View Post
    My first advice would be to check out Call Me Awesome's two guides to the Invulnerable tank: Invulnerable Tank: The First 20 Levels and Invulnerable Tankers and the Defensive Soft cap.

    Once you've taken a look at his guides come back with a build you're thinking about going with. Several of the other inv/ threads might give you some ideas as well.
    Done that. My questions are about "Aid Self" and "Focused Accuracy" - have you used these or have an opinion about them?
  24. Quote:
    Originally Posted by BalleRyan View Post
    Here is my Invuln/Fire build for you to get some ideas from:
    Thanks for the build. It is a good one. My current build is very similar... we have only 3 powers difference.

    You: Superspeed, Resist Physical Damage, Incinerate, Fire Blast
    Me: Superjump, Build Up, Taunt, Unstoppable

    So I take it you don't think Resist Elements or Resist Energies are worth it?

    Uhhh...that would be 4 poweres... LOL