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  1. I mentioned Fiery Aura as one that would work conceptually with a character themed after fireworks, but I'm not convinced it can give me the survivability I want, between its lack of mitigation (besides murder) and heavy reliance on healing flames. But I'm looking into it -- what powers are skippable other than RotP? I already have a psy/rad scrapper, and though I love the feel of /rad, I haven't felt like she's that survivable. Do I need to be slotting her for more HP to feel the survivability? I was hoping that the inverse would also be true -- just like a scrapper can be built sturdy enough, that a /em tanker can be built to be damaging enough, at least with the right armor set too. I liked the idea of her being able to serve the classic tank role while doing good damage too, but maybe I need to reconsider an em/rad scrapper, if the kill speed increase is going to offset the lower defenses. And thanks all for your replies, I appreciate it.
  2. Hi folks, Lately I've been inspired to remake my first main/50 from live, and I'm looking for feedback on what AT would be the best fit for her. Originally, she was an Energy Blast/Fire Manipulation blaster, in the times before KB->KD, meaning she was truly one of the most unsynergetic combos available in CoX. I know a bit more about the game now, and there are both new and improved powersets available now that still fit her general theme, so it feels like a good time to reroll her. Conceptually, I imagine her as what it would be like if a woman with powers like Jubilee or Boom Boom became Captain America -- colorful pyrotechnic abilities combined with a classic look and a middle-of-the-fray playstyle. To achieve that effect, the new Energy Melee seems like a good fit, and between fiery aura, energy aura, and radiation armor, radiation seems the most exciting to me while also offering more AoE damage to pair with EM. So: what AT takes the most advantage of a EM/Rad Armor combo? I was leaning Tanker, because I like how much radiation armor shines with more HP and the Pyre Mastery Epic Pool seems like a great addition to the concept. But can I achieve roughly equivalent levels of survivability on a Brute or Scrapper, while getting substantially more out of EM's damage? I'm not strongly considering Stalkers, as they've never been my playstyle and also don't fit what I imagine for the character, but I'm open to being persuaded. Beyond that, I'm also having trouble with my build simply because of how many powers from both EM and Rad Armor seem worth taking, so if anyone has any thoughts on what powers are skippable, I'm all ears. Thanks in advance!
  3. Hi folks, I'm currently working on a katana/energy aura scrapper and was hoping someone would offer thoughts on my build. I'm not the best with theorycrafting and even then, I'm better at it with trollers and defenders, so hopefully someone could point out what I'm doing wrong or could be doing better. My aims for the build, some caveats, and some questions: I'm going for speed (in "feel" more than actual mob-burning rate) and efficiency (in terms of endurance). I know there are better sets for speed in a number of senses (savage, claws, StJ), but Katana is fast enough for me, has a +def power, and works with the concept. And my understanding is kat/en is a pretty good pick for an endurance-efficient character. I'm also hoping to be able to take on some AVs solo. I don't aim for her to be a "AV Killer," but I want her to be able to duke it out and win with some of the more reasonable ones. If the only reasonable way to make that happen is once Alpha is already slotted, so be it, but it'd be cool if I could manage it before then. There is a concept behind the build (tl;dr tech ninja), so as not optimal as they may be, I am hoping to keep things like the Experimentation set and Laser Beam Eyes in the build. I understand the core mechanics of procs vis-a-vis base and enhanced recharge rates, but I'm still basically a novice with them. Which powers should I proc out and which should I not? What defensive/support procs are worth having, and where should I put them (health, stamina, energize, energy drain, etc.)? Should I be aiming for perma hasten and capped defense without entropic, avalanche, or energy drain, or is it reasonable to factor them in at a low mob quantity? Is my order of set bonus priorities (typed def + rech > psi resist > procs > regen) the right approach for this build? Thanks in advance! The longform build: And I'm having formatting issues, but here's the data chunk too:
  4. Are there announced changes, or just the general idea that EM is getting looked at in the nearish future?
  5. I have not, only because I'm very new to the server and didn't yet know what channels were the appropriate place to do that. I'll ask around next time I'm in game. And thank you! I can always find some other group to join if there isn't one already. Or perhaps find people willing to co-start one themed around such ideas.
  6. Hi folks, I'm recently returned to CoH and now that I have a couple incarnates and have my sea legs with the game again, I'm looking to get back into some RP. I just moved the character I'm focused on to Everlasting to get involved, but it's hard to know where to start! I've looked through the resources I could find on existing SGs, both here and on the Discord, but I haven't found one that's quite what I'm looking for. I have my own idea for a sort of halfway-house SG for young metahumans with a delinquent or criminal past, but given my greenness with RP and unpredictable schedule, I don't think it makes much sense for me to launch my own SG. With that in mind, I was curious if anyone knows of an existing SG that's focused on reformed villains or criminals? It would satisfy the bulk of my concept for the character, and I'd like to reach out to whoever runs such a SG to see about joining myself. Thanks for reading!
  7. Thanks to all three of you for your input. I've been playing around with StJ and Psy to see which I'd rather go with. I had a pretty great looking Psy/Shield build going but then Mids decided to crash, so I'll take a look at that again in a bit. How do people decide this shit man. If there was just Shield Melee, I'd be set, that's my concept. Choosing whether StJ, Psy, Elec, or EM best suit the concept and set me up for the most enjoyable experience, it all feels like a crapshoot at this point.
  8. I've been looking through some of your builds (very helpful by the way, thank you), and I'm curious what your thoughts on taunt are. I thought it was common sentiment that tankers should take it, and I imagine there's also a contingent of players who don't think it's a requirement. Given that I've noticed you skipping it on some of these builds, what do you think of it? Is it unnecessary for most tanks to keep aggro? Are shield tanks still able to serve the invulnerable aggro-holding role without it?
  9. Damn thanks for all the feedback y'all. I guess I'll look at subbing Elec in for EM, and weigh StJ's better ST potential versus Elec's better AoE potential (and feeling of magical empowerment, which I worry StJ lacks). I'm also looking at Psy -- I'm not crazy about repeating powersets (I only have ~12ish characters I play right now, why repeat when there's still so much to try), and my scrapper will ALWAYS outdamage Psy on a potential tanker, but I am intrigued by the idea that it can do some crazy ST ala EM and it does look pretty great with the shield. I'll follow up once I have a build I plan to go with, to get some thoughts on it. Right now I'm leaning StJ, but that could change.
  10. Thanks so much for the quick reply! I'm kind of ok with getting a slow, heavy-hitter feeling melee character. Right now my others are a psy/rad scrapper, an elec/rad tanker, a spines/bio brute, and a staff/fire brute. All of them have pretty good AoE, but aside from the psy scrapper (and only when up against a non resistant enemy), I'm missing the one-or-two-hit experience of a strong meleer. So that, to me, was the appeal of EM, plus having a non-smashing damage type. But! I understand that really good ST damage isn't necessarily enough to overcome other limitations, that was kind of my original question about EM, and your answer seems to be "no." (But those ST values!) This character began as an elec/regen (I know, I know, I was just enjoying pretending I could make it work in a satisfying way) scrapper, so I've thought a lot about elec, but ultimately decided it's great AoE/mediocre ST style wasn't what I wanted, especially with a primary with a good AoE attack in it. My only resistance to StJ is the lack of a superpowered feel (the shield gives him magic powers, I wanna feel that shit), but I can tell the synergy will be good and it will flow well. I've heard dark was considered underpowered/in need of help nowadays? Isn't it supposedly getting a buff? My main meleer back on live was a dark/wp scrapper so I appreciate some good dark melee, but I thought it might just not measure up to the other sets nowadays.
  11. Hi folks, I have a pretty straightforward question for y'all. I have a new concept for a character (young delinquent in the Warriors comes across a magical ancient shield, etc.), and was wondering what people's thoughts are on my best potential secondary. Right now I'm leaning EM or StJ -- I know StJ is in general considered pretty great but I'm not sure if tankers are the best class for it, and EM I know can do crazy ST damage, but otherwise I'm not familiar about its drawbacks (other than the corresponding weak AoE, somewhat alleviated by shield charge) or how people feel about it. And I know, conceptually, that a weapon would work really well here, but frankly, I find all the one-handed weapons pretty boring both visually and in practice, so I was treating the shield itself as a sufficient weapon for the theme. So what do people think about EM or StJ? How would those experiences differ? Should I put SS, Elec, or Dark back into the mix? Thank you in advance!
  12. So like several people in this thread have said, I got a concept for a poison character stuck in my head, and even though I'd read all the ways in which poison is just subpar/outmatched, I had to roll it. I've been having a terrible streak the past week or two where all the character concepts I come up with just don't result in a build that works to my or anyone else's satisfaction (looking at you, psychic blast, mind control, pain dom), so I needed to just try this one. I've been interested in Beam Rifle for a while, its -regen seemed like it would help patch up one of poison's holes, and it worked with my tech/science-aided killer-for-hire concept. This build is definitely pricey, -- capped for S/L/E/Ranged defense, hasten 10 seconds from perma -- but I need some characters to actually spend inf on anyway, and even though I'm early in my playthrough of the character, it's pretty fun so far! I also know Experimentation isn't amazing but it seemed fun and went with my concept.
  13. Hi folks, I'd wanted Psionic Melee in CoH forever, so when I came back for Homecoming and here it was, I had to give it a chance, even though I'd heard the various concerns about it. Right now, this character is ... fine. A little squishy, but on a team she can pseudo tank and hold aggro pretty well thanks to Radiation Therapy and Particle Shielding. Psy melee is noticeably more fun now that I have GPB, but I'm withholding judgment on the whole until I have Mass Levitate picked and slotted. For concept, she's a cold, chemically-enhanced enforcer of Mother Mayhem's, allowed to keep her free will in exchange for doing MM's dirty work. I went with Radiation over other possible sets (WP, SR, Energy, etc.), because: 1) I love radiation sets, they almost never let me down, 2) the others bore me to varying degrees (WP was great on my unkillable dark/WP on live, but unkillability was what made her interesting, she was otherwise kind of a snooze), and 3) I liked the damage (Ground Zero), +DMG, and +Rech potential of the set. And plus Rad takes on the pink/purplish hues of psychic powers well. Here's the build I just whipped up. It's decidedly not in-line with current meta, because I basically completely ignore defense. I'm not looking to make this character my main, so I don't need her to be min-maxed, but I want her to be fun and take advantage of what her primary and secondary do best. You'll also see I took Concealment -- I just need to try out Misdirection for myself, because I keep getting tempted by it and think it could be fun to have while soloing. Misdirection -->Mass Levitate --> Ground Zero --> Mass Levitate seems like a fun sequence. Anyway, lemme know what you think, tear it apart if you think it's truly trash. Thanks in advance for any and all feedback! Here's the detailed build... And here's the data chunk...
  14. Just a belated update to everyone who was kind enough to offer thoughts on this. I did end up rolling dark/dark, and she is a ton of fun, so I have no regrets hah. Thanks to everyone for offering feedback even when I wanted to resist the consensus idea that dark/dark is super potent. I even was able to create a sense of the diversity of power I wanted (re: my hesitation when doing same/same builds) by treating different powers as soul magic and others as shadow magic and coloring them appropriately. I'm excited to take her to 50 and see how self-sufficient and powerful I can make her in the end-game while still being true to the concept (so, that probably eliminates strong epic pools like ice and earth, for instance). I know the damage will never be particularly nuts but I'll be happy if I can and have the mob melt at a decent clip haha.
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