Jump to content

siran

Members
  • Posts

    51
  • Joined

  • Last visited

Reputation

21 Excellent

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I updated my Mids to download the build... and it's broken. Something about the gui. I can read some of it,... Does this build still have perma DOM?
  2. I've been playing a little with how to surive the hardcore modes. I do get that it needs a team 🙂 I would though like to do as well as possible. I am torn between shield and super reflexes. On balance though I prefer super reflexes I think. I am not very good at designing characters. It feels my goals should be 'lots of recharge' so that I can get perma souldrain (for the to hit mainly). I would like lots of hit points and resists, but I'm not sure how to get them and get the recharge, or even which is the most important I'm not very worried about damage: I have a team for that. I sort of expect there to be a kinetics on the team anyway. Procs as far as I can tell are contra-indicated for hard core. Specific questions: Should I go for more heal in siphon life? How should I go about building for more hp/resists and which resists are most important? Is recharge actually important? I picked Nerve for the alpha slot: i understand hitting things can be hard, and I like defence buffs. Is there a better choice? I picked up Elude for the 'EEEKKK' moments. I'm OK at monitoring it and 'getting somewhere else when it drops'. Will it actually help if I accidentally pull a second EB? (I don't really understand the defence mechanics at this high level end of play) Click this DataLink to open the build! Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1552;703;1406;HEX;| |78DA6594594F135114C7EFB453B150965A28205B0B02A5B5D38E9AC8EA120B89481| |302C6D75ACB2D3634B469ABC177717953707971FD0CBE19DFFD068AFA19041337A2| |E278CAFFDC809949DADFDC73EE59EFB9935C4978B2D9A93342F39CCBA7CBE5D4C5F| |4F2922CB992E9C55C46D0E39D9F0BC40289642021B372B99CBB2E6B48DA856D2908| |A5317FAD48AB3999CDCB15596E656D52E6A53412E9D2125E8567B650C81B33325DC| |C2D2F62315F286564E9462D16452917EA775FA7728B572BB4CB3759CC658CB3A54C| |25974925D3E50A6D6EA30CC2F43BE9A73FAD9AA5B09CE2BC530853178E29E605509| |F067FB8F736BBC43D1DCAFBE08135E63A78F001F321384C913436D6B44D78ACDD02| |B7C9B3537976BE83B0E13DD8B4C1FC001EFAC8FC048E906797F2EC6AD17685CDCDE| |028296B94B22622A064FAE920DCAC74B8D9D2CF96FE9DEA29E9628C3CD4290F75BC| |A98D378D93B25E79A8E7AADAB82AF32BF88BAA6B54D5355E46ECC3927905ECCC301| |7C0EE61A2EE141314C1ABC27B397C37875FEB17C287AE5ABACF74401905030633C6| |8C83EB64D4A23CB6B423C76007D84B2D6955CA56EE5390F9882CDB054F4BFB37B6F| |C0EF6FD646E837FA8EA0ECC8BE5EAB88929E85B058FDC62DE66DE0107EE82BFC9B8| |4BB5ACAB8CC4074698A3E0E018739C39013AA8861E4E53F4AC42B8431E7B553ABD4| |F1066E829F319F339187EC17C09FE25E37E954E7F041EC383E0D11073881906A39C| |B693D20929E310772DCA5D8B72D762DCB558B5F93475B1637CF7C838A2CE23C2036| |6F2809DA2D93058298C280EE93409E35CBD16E78131BDE090BE7785AD4E5DA8C7AA| |AE2D4BCCD845B3BAB22091B62BFA5CBB779759B469176DED1339B420DFF84B48C43| |34D1CD4C597FF363D46C73C6B60430025BDA54F558853B0C2F614E3769169171DB7| |8B4ED845EE26FA14A9586F7C145FB56B72FFE2D5FEC56B1A2C53D9FC03047CF736| |-------------------------------------------------------------------|[/code]
  3. Dark is my absolute favourite armour. I get the three healing enhancements and touch of the no tus and never look back. It's the toughest thing in the game in my experience. At lvl 50...Fantastic resists a total heal with two targets every 10s or so. I usually get some control with it... So can stun or fear bosses with one attack (handclap is my favourite.. Bounce them as well) only thing to fear is end drain and DDR. The P2W recovery serums as stated above helps enormously. As also stated above pairing with staff or savage is great as they remove all the end issues leaving you with just awesomeness I've taken a brute staff dark to 50 and had more fun than I expected. Not yet tried tanker (I tend not to repeat combinations) dark/martial arts is surprising good... I often Exemplar to 20 and she's great. Dark/SS has lots and lots of bad guys bouncing on their backsides around you. Dark /electric melee the same plus you get lightning rod... Dark/Titan weapons was... Too hard to do. Too much end... But maybe with the changes to TW its better now. Dark/claws is brutally effective...
  4. It was a PUG and very disorganised. Splitting two or three ways sometimes. I took ageless at first(as a fortuanata I don't normally get hit much so just wanted DDR) but changed to a T4 barrier second mission onwards. For the rezzs as much as anything... . I saw some rebirths go of and at least one other person had barrier I changed judgement to void with half damage as well (basically trying everything) Mostly though she didn't have enough hps. Even at 85 smashing and negative resist in melee with romulus she got blasted. Not talking about the voids... Just melee. The judgements got me two or three times but I think I understand them now) Next experiments... Dark/super str Stone/super str Super Str for the rage and the bouncing... The first tank stacks a lot of stunning the second bounces more. Usually the dark is tougher than stone (the heal... So very very good) but I think DDR is important. Kiting the voids might be interesting with stone/ but a teleport macro should do the trick I think (GET ME OUT OF HERE). I use that with the blue patches of doom fighting battle maiden.. And mostly it works
  5. Well I gave it a go at 2 stars. I foolishly tried a VEAT rather than a tanker. Vet level 160 and never dies on normal content. Can solo +4x8 ITF. So I thought she would be tough. I think I died over 20 times... Some of them I still don't know how or why. I couldn't get within a few feet of romulus even when 85% resists and def >100. Just 'smash' and down. In the end just hover and ranged attacks. Still we got to the end and bashed the (much tougher and much cooler romulus) into next centurty. Next time I'll try dark/ma tank and see how that goes.
  6. Thanks for the advice. I will indeed give it a go 🙂 Time to start experimenting with each tank primary I think
  7. I'm going to prefix this with 'I've not tried hard mode yet'. I do get it is hard mode, especially after reading this thread My question: will dark armor work. I have found in normal content that Dark Armor is superb. I can cap the defences (normal content), cap most resists (even energy with the P2W Kinetic armor if I really need to, which I hardly ever do), the best heal in the game (total heal every 10 seconds or so) and level 4 stuns AOE all the time (paired with super str, stone or electric melee) On normal +4x8 ITF these guys usually don't loose any hps, and if they do the total heal every 10 seconds or so helps a lot. Of course they don't have any DDR which a lot of this thread has been about... but I find after a handclap and an oppressive gloom most things aren't hitting me any (on normal difficulty) . Clearly EBs and AVs are not in the 'most things'.... but that heal helps a lot. Edit: oh and soul transfer is great for standing up quickly if you do fall over. (as the previous post said about Rise of the Phoneix) But I've only used it once or so every 50 veteran levels... I suspect I will use it more now... Is the hard mode such that 'it's all about the DDR?' at the highest level of difficulties?
  8. Now that there are noticable improvements to ice/ (artic ice respects dominiation, toggle supression, ice slick does damage, cold snap does fear) do any of you have ideas how to change this build I have an Ice/Claw that mostly follows your build and it's the only dominator that I have felt 'great' on. It just got a whole lot better with this, but (for example) I don't have cold snap, and only one recharge in ice patch. I took mine out last night for an old fashioned +4/x8 ITF and it was glorious. In the ambush in the first scene all the bosses seemed to be dominated most of the time (I was running world of confusion and would often get two dominates). There was a plant controller as well, and quite often the elite bosses would be confused What changes would you make? is it worth slotting a little damage in ice patch? Is cold snap good enough to take (it was ...meh... in the last)
  9. I'm just doing a little bit of thread necromancy @Sir Myshkin I remember reading that you had a 'radiation armor/dark melee' tank that turned out to be a good proc monster. I had a look through this thread but couldn't find it. Did it work out, and do you have a build? Thanks in advance 🙂 I've been playing with Rad/Dark Melee and having a surprising amount of fun. I've turned off double xp and just slowly leveling through the mid 30s at the moment. That's way before the proc monster is going to kick in (not a lot of spare slots in the mid 30s), so I am quite looking forwards to that
  10. I think the last issue should be renamed 'Lots of love for stone tankers'. The changes to rooted were enormous in terms of quality of life and removed almost all the disadvantages of granite. It used to be that I would play dark/ or maybe invuln/ for a tough tanker because the cost of granite was so high in real terms (playability not numbers). But now I can be in non granite form most of the time doing more damage/better recharge, and if the going gets tough just press the granite button and it's like god mode in a first player shooter. Leaping and bounding in non granite form is important for fun game play (for me anyway) and having combat teleport is the icing on the cake: my stone tanker is now my most manuverable tanker I don't share the desire for more damage... Granite is the ultimate defence form in COH, and we can stay in it all the time. Stone in granite is so tough it makes invulnerability look weak. Granite's theme is 'slow, ponderous, inevitable defeat to the opponents' and more damage would not be in line with it. I like the swapping into the other armours for different purposes, with the option of turtling up if my hitpoints bar starts to move. All that said COH doesn't need ultimate toughness... the weakest tanker in the game (ice) can do most content...
  11. I'd like to suggest a minor change. In exchange for defending from psi damage you've reduced your normal defences. Smashing/Lethal/energy/negative are all 38.5%. most damage is smashing/lethal/energy. Even with an agilty alpha slot you are 43% (and you'll probably spend a lot of time at less than level 45). The difference between softcap and not soft cap is enormous. The last 1% of defence translates into 20% less damage. That 43% instead of 45% is around 40% more damage taken in exchange for a tiny bit less psi damage.. (Mind you...probably some one has manuvers if you are teaming, but i like to be 'ok' without teaming). The 38.5% instead of 45% in non incarnate content is over 100% more damage If you replace a single impervium armor in granite and replace it with a defence/end from luck of the gambler you will just reach soft cap.Another thing I like doing in granite is not using attuned IOs but using crafted and adding +5 boosters. that makes quite a nice difference as the numbers in granite are so big. A red fortune (or other) at +5 instead of the impervium, and +5ing the defence would make a noticable difference. It's also worth being aware that 45% isn't incarnate softcap. In the build I have above I almost reach incarnate softcap (and I have boosters not shown which nudge me closer) . The reason I like the granite form is so that I can tank incarnate content without support. I've had more than one tank crumble when going to fetch Seige in the BAF for example (willpower I am looking at you). I would like another 10% over the incarnate cap but the only way I know how to do that is with a martial arts primary or by reducing my psi resist / recharge a lot As a stoner I have more than one build. The one I did above is my 'serious tanking' mode (I don't have taunt because that's yesterday's power...when they make taunt more effective than just hitting the baddies I'll go back to it). It's worth having a 'high damage' one as well with lots of procs and few set bonuses. The thread on 'proc rocks' is very good at talking about that with stone/SS, but a lot of it will translate into stone/spines.
  12. I would add to the comments 'its all about how you build it'. My granite is typically running at 80% (with tanker ATO) against PSI. I do the Maria Jenkins 'all diviners' at +2x8 and didn't even bother with an armour... just relying the IOed psi resist and had no problems. One orange inspiration and I'm capped.... but I never seem to need to do it.... I have a similar experience with my peacebringer. I have at about 60% psi resist (and obviously everything else is capped at 85%). One small orange and she'll go running into any psi encounter and not worry about it. https://www.midsreborn.com/builds/download.php?uc=1540&c=718&a=1436&f=HEX&dc=78DA6594C94F535114C6EF6B5F851690993294A165E804A5657046645013A14A2C1A37A679C2059ED6BEE6B524BA34310E3B3526BA50131726B2210E6BFF03DD1A15C7B81534BA73530FEF7C4293BEA4FD9DFBDDE13BF7DC775FFCD264F9EAD12BA342299F4869D96C72564B5F90A623AE2DEA73821EE7195D333A124B7AAC845ACDDC9D9C940B329D959144CE48CBE49879D1303DE88ACB94949193DABCAEE57423CD6D51336318A9C82CC519C3CC593D2E4B4A64A49CAFB0C223FAE2524E4F2F565AAD69A9CD4B33BBA467DC8733FA5C64DC5CCEC964C2584E25E35A3627CDCB8D94502FFD3E3AE94FD94C366F17C314B4AAC236601722460C52DBAF0A979BF555BFC09377881E9B3546F58301E68E2018629686996B4ED888BC50EA154BFB449A1DDEF6FF5EA7B9AFFC1438CBFC4C631D3CD6E178CBF9ED7C07BE67567D00D7987D5E61F10BCD2DE1B9B69213BC5ECD14789CF98CF6E6E4FC54E703D5D2EA1E821B366BFF0DEBE00F660F9D6A19F654D6C29E3ED22AD84BA908B37F23F89C3C2AE151798BD76EBEC3F4E83CC6739ED9863CBF5152D5F0A846DD5E0585A8654DA95DE1FA363E612AE45F8FBEFABBF0B8CDB4539F1B6BB9516F95B4269C4113D66FAB02A7784F1D7F98BF0342B4E00C5A1EF39A1D8FC011BB5513EF28F89A6B147AC37955934F2BEAD20A9F287CBED31EDBB16E3BF2F206989D5D20E674D631BB30778EEC7CA8A92FC65E5D7D6084D9D30F46992FE91CBAF11E77EF41DF5EA67F1F3802EE67060F305FD0DC00FC025779EFC16BE07566E80678932929C730FCC2BB789DDE4170081C66F6ED0607980B343782B99183ACF58F8287C031666C1C9C607EA5BA4671DE51D435A86EDDF7BC47DDBACF9BCD7C5E4C1729336AC1BDB5947517294AA1B251A4FCDC5614E5183B977AF92DFA5538FA1E671A2AF28D1629B12265B048192A529C55F48D61257F9F2E4D0CF1DF068A5187A7BE6D7DC6B5AD9F2D88B582F85C41FC0F003BF7EA This is with one tanker ATO and no barrier (I use ageless not barrier anyway). I have of course gone overboard with defence resist... but I have another build for doing damage. There's something very nice about being in granite with all the psi damage and laughing
  13. As you mentioned @grass Elec control just doesn't work well as a confuse engine. By a few seconds into the fight nothing has enough endurance to even breath. Even elite bosses are standing there weazing and not able to get into god mode. But.... gosh it's a lot of fun with Elec/Trick arrow. As long as you get the drop on them... nothing can hit you. poison gas does seem to stack some of the time with static field (still haven't worked out how they interoperate... but I do get bosses sleeping which I never before). I haven't got to oil slick (still two levels away) and I think it will make a huge difference to damage output. As I mentioned above I am now quite taken with plant/trick arrow. My problem with plant / has always been that it is a one trick pony with nothing to fall back on when the confuses work. I suspect trick arrow will offer enough control that when fighting hard targets there are still effective options. And fighting Rularuu / Nemesis is only a tiny part of the game. I'm quite slow leveling (I often don't even double xp) as I like to enjoy the journey, and one nice thing about plant/trick arrow is that some of the best powers come really early
  14. My very favourite dominator is my ice/savage. AA is absolutely top notch. I 6 slotted it with the AT set by about level 10 and never looked back. Maybe 2/3 of every non boss opponent was confused. It's not 'perfect' but it does really take the bite out of the bad guys as mentioned above. At about level 41+ (I might have the level wrong) I had world of confusion which stacks with it, and nothing less than an elite boss is unconfused. The very best part about it is that 'there is nothing to do'. You get top notch control just by leaping into the middle of foes. At levels before defence soft cap if soloing I would open with a sleep, but as soon as your defences are good you don't need to. I only use ice patch for laughs before AA is that good As mentioned the purple contagion proc makes it even better, but it's not needed: it's good with just 'confuse + end reduction' I've just started an ice/storm and it's great. As mentioned freezing rain is one of the best powers. All the powers are good (I'm in the 'O2 boost is the best heal in the game' camp rather than the 'O2 is skippable' - but then I team a lot) except maybe hurricane which is situational. I do herd using it, but I make embarressing mistakes.... Against AVs it's great.... but all in all it's the least impressive power for my play style.
  15. So I can report on how well this went. The goals were to have a character that can confuse every swarm and debuff their def/resistance increasing the damage they do to each other. To not be a one trick pony (like plant) so that if you meet confuse resiliant opponents there are other options I just duoed (with a titan weapons/bio scrapper) a moonfire at +2/x8. I had the two damages in a six slotted synaptic overload and had disruption arrow and acid arrow. (not enough for the second hold) I had a couple of damage procs in jolting chains and four in one of the holds We experimented a bit where 'I was doing most of the damage' and 'where the scrapper tanked first to group them and then blast'The results were interesting Electric control is so very good at sapping .Even with the aura off within a few seconds almost everything was sapped. Perhaps that's because every sapping power had end mods in it... and I could 'not do that' but that gives up the protection when against confuse resiliant opponents It did work surprisingly well. The synaptic overload is a great power, and i think it's better without the damage procs as it doesn't alert them without the damage But... to get rid of an aggro cap bunch of werewolves took about two minutes to solo. Nothing to write home about. I think a large part of it was the endurance drain being so good... most of the time the bubble headed wolves just stood around The bosses weren't a problem with two holds rapidly recycling. I did get defeated a couple of times... but that's normal for me with a controller... It takes a lot of sustained situational awareness when your defences are 'get them first'. I think if I had been using sleep more it would have gone a little smoother The most important thing for me was how enjoyable it was. Trick arrow lifts elec control's damage output noticably. Obviously my elec/kinetic can do more... but only really at level 33+ and I exemplar a lot. On the whole I think it's not going to work the way I wanted, but the character is surprisingly enjoyable to play. I'll probably spend a while getting to 50 and then try again with a plant/trick arrow and see how that goes.
×
×
  • Create New...