
queequeg77
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I've got a concept, need AT/powersets - the Ouro Bro
queequeg77 replied to queequeg77's topic in Archetypes
Fun idea! I really wish the animations for psychic melee weren't so... awful. I would love to use that set. I'm looking forward to trying psychic armor. Maybe I could go energy melee/psychic armor instead? -
I've got a concept, need AT/powersets - the Ouro Bro
queequeg77 replied to queequeg77's topic in Archetypes
That's a cool build, thank you! Those crazy high defenses would definitely make the solo missions easier. -
That looks like a lot of fun. I love the SMASH of the stone hammers on my tank. I have to imagine it would be even more satisfying with blaster damage.
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I've got a concept, need AT/powersets - the Ouro Bro
queequeg77 replied to queequeg77's topic in Archetypes
I like the idea of a /Time corruptor. What primary would do well with it for leveling 1-50 (and exemp back down well too)? And I'm thinking no weapons, for the theme. -
Hey all, I was having fun messing around in Ouroboros when a character concept hit me: an Ouroboros fixer. Sort of like Sam from Quantum Leap, a guy doomed to constantly leap into different times/places and figure it out on the fly. My goal would be to primarily solo, primarily through Ouroboros, and never repeat the same content twice. Anybody have ideas for an AT/powerset combo that would fit thematically - and be playable under those conditions from 1-50? And yes, I'm camping on the tentative name "Ouro Bro." I've filled up his costume slots with different looks depending on if he's blue, red, or goldside. Because you have to try to fit in....
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Ok, so I've played Electric/Electric and Psychic/Martial each to 25 and they are both fun, in different ways. I think for the blapping life, Psychic/Martial wins out. Ki Push followed by a Storm Kick as they float away is a hoot. TK Blast gives another great way to keep troublesome enemies on their butts. And it is super fun to hit a pack with Psionic Tornado, then Burst of Speed right into the middle of them flipping like pancakes. Does anybody have a build handy for Psychic/Martial? I've taken EnjoytheJourney's advice on slotting Martial (thus far) but the only full build I've been able to find on the forums is super dated. I'm particularly curious where to put the two ATO sets.
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Twisted Sister was very much on my mind with that title. I ditched the Storm/Martial because I wasn't loving Storm Blast. That character has been reborn as Electric/Electric. And now I'm going to take the Psychic/Martial challenge as well. I'll play both through the Posi TFs and see which one grabs my fancy more!
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Ton of great info and suggestions here! Does /energy's Power Boost work well with Electric/ end drains to work as a sapper? That's very tempting. I love all of the fire options (my first ever blaster to 50 was fire/ice/fire) but it doesn't really fit the character I'm thinking of. Thematically, I'm kind of whittling it down to primary of Electrical Blast or Energy Blast. Secondary thinking Martial, Energy, or Electricity.
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I was considering /energy as well. I have a EM stalker that I love and it shares a lot of the melee attacks. Also considering electric/martial, and electric/electric. Too many possibilities, not enough time...
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Thank you, that build looks fun (and expensive!) Does Storm Kick proc reliably with its short recharge?
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I'm tired of tanks and scrappers and sentinels and their cowardly armor and mez resistance. I want to live life on the edge. I want to earn debt badges. I want to blap! My previous 50 blasters were all ranged, hover style. Can anybody recommend a good primary/secondary combo with lots of good blaps? I just started Storm/Martial because that seemed promising. Any thoughts? This will be for leveling (mostly through TFs), so if you've got a build that's fun from level 1 on, that would be great too!
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I made a beam rifle/invulnerability sentinel, huge body style, dressed up with various heavy/tech armor pieces with the flames style. He's named Hot Rodder. I think he was my first 50 on homecoming.
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Attack strategies for elec/elec (solo and teams!)
queequeg77 replied to queequeg77's topic in Dominator
Thank you for the feedback! I'll have to mess around with procs in Chain Fences to see if that makes it feel any more valuable. Where's the best spot to slot the Ascendancy of the Dominator set? As far as I can tell, I can only put that into primary powers. Maybe that could make Chain Fences or Jolting Chain a decent power use? It looks like the Dominating Grasp set doesn't have real useful bonuses. But would it's proc help out my damage as an Elec/Elec? With a different damage type, if nothing else? -
Hi all, After many, many tries, I finally have a dominator that I enjoy playing - elec/elec/mu. I'm at level 36 so far (which is the highest I've ever gotten a dom.) I'm still muddling through trying to find the best attack strategies, both solo and on task forces/strike forces. Solo, I build up & snipe the most troublesome enemy, then drop Static Field and/or Synaptic Overload to create chaos. Then it's Zapp/Thunderstrike/Havoc Punch/Static Discharge etc. until the Gremlins have finished everything off. I have found the damage to be decent single-target, but lousy AOE (hopefully Ball Lightning will help once I've unlocked and slotted it.) Solo, it's very survivable but slow going at +2/x2, even without perma-Dom. On teams, I get crushed if I do anything other than my two AOE controls (Static & Synaptic) or single-target ranged attacks. So I've got (too many) questions: -Is Jolting Chain worth anything? The damage was terrible, knockdown undependable, so I dropped it. -What's the best use of Chain Fences? I find myself rarely using it. -Is Voltaic Sentinel worth the power pick and slots? I'm very much on the fence so far. -Sapping is pretty effective solo, even with just a single EndMod IO in Conductive Aura. Is that going to continue to be useful? -And what in the world do I do to contribute on teams/Task Forces? Static and Synaptic are great solo, but don't seem to add much on teams. And I'm too squishy to dive into big packs for melee... so I feel like a kinda crappy blaster. Thanks in advance!
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Plant control... controller or dominator? And pair with what?
queequeg77 replied to queequeg77's topic in Archetypes
Thanks for all of the feedback. So many great suggestions... maybe too many, so I finally just decided to make one of each and run with it. Controller: Plant/Rad - DDT Dom: Plant/Earth - Institutionalized Maybe we'll run into each other on Everlasting! -
Plant control... controller or dominator? And pair with what?
queequeg77 replied to queequeg77's topic in Archetypes
The problem for me is after leveling a character to 50, I'm usually kind of done with them. I've got 12 or so 50's, and I've only taken two of them all the way to T4 across the board... and I only play one of those regularly. Thanks for the tip on Plant/Storm... I've heard good things before. Any thoughts on what might lend itself well to exclusively teaming on task forces? -
Hey all, I've teamed with a few Plant/ folks over the last couple weeks, and they seem like a ton of chaotic fun. Once there was a plant troller and dom... the seeds and creepers were glorious. So I've got a name reserved and a concept... but I don't know which AT, and what secondary to pair with it. This will be exclusively for teaming/task forces, and built for leveling - I don't like to power level, and I generally stop at 50, so incarnates/purples will likely not ever be a factor. My initial feeling is Plant/Rad controller... but I'm no expert. Thanks in advance for your suggestions!
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I'm a Fortunata main. What AT/sets can match its versatility?
queequeg77 replied to queequeg77's topic in Archetypes
Thanks for the suggestions! I'll have to give a Savage/EA scrapper a shot. I've done both sets (separately) on stalkers and liked them both. -
1. Fortunata. Just made another post about this, but I love the jack-of-all-trades-ness of Forts. Like a dom, stalker and sentinel all rolled into one. 2. Energy/Energy stalker. Just absurd single-target damage. 3. Fire/Ice blaster. Great all-around damage and nice utility from /Ice to keep you safe (for a blaster.) 4. Super Strength/Invuln brute. Fury + Rage + Knockout Blow + Foot Stomp, 'nuff said. 5. Grav/Time controller. This is a cheat, since I'm just now leveling one for the first time. But Propel and Wormhole are both a ton of fun.
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Like the title says... I just love my Fortunata. Control, good damage (melee and ranged), a nuke, stealth, defense, mez resist, team utility... they just do so many things well! With the next round of updates in the works, I already know I'll level another one, just to enjoy the ride again. But in the meantime, can you suggest an AT & set pairing that has similar versatility? And I mean the whole leveling way... not just "once you're T4'd and purpled out the wazoo." Thanks COH peeps!
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I'll second the Energy Melee vote. I have a EM/Energy Aura stalker that just rules. Once you get good recharge going, it crushes single targets. Build Up + Total Focus (auto crit) + fast Energy Transfer + Energy Punch + Assassin Strike (auto crit) + fast ET = dead Elite Boss in 6 clicks.
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Is there a consensus on the best place to slot the scrapper ATO sets on War Mace? (or any of the primaries, I guess.) I'm particularly looking at which powers get the most bang out of the ATO procs. They both seem to have excellent set bonuses, as well. Thanks in advance for your assistance!
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My first fortunata to 50, how to improve?
queequeg77 replied to queequeg77's topic in Arachnos Soldier & Widow
I've found a lot of the recharge numbers to be off, sometimes by a lot, from in-game. Don't even get me started on the force feedback +recharge proc. Mids shows it dropping hasten/mind link/etc. recharges by 30 seconds or more. In practice, it's more like 5 seconds, if you're firing off the procced powers constantly. I worked through all of the accolades recently so I'm all set there. I don't include any of the incarnates in the build because I like to exemp a lot and so I don't want to be reliant on them. That said, the ageless destiny is wonderful, and I love being able to mix in a second nuke. -
My first fortunata to 50, how to improve?
queequeg77 replied to queequeg77's topic in Arachnos Soldier & Widow
I did not know that! I never ran a hami raid back on live, so this is actually the first time I've ever used one. -
My first fortunata to 50, how to improve?
queequeg77 replied to queequeg77's topic in Arachnos Soldier & Widow
Thanks to all of your input, I've splurged and respeced. Now running an improved version of my previous build. As long as I am proactive with Mind Link, Aura of Confusion, and Total Domination, instead of reactive, I can handle quite tough encounters without too much stress. Not sold entirely on the single-target Confuse, as I constantly forget to use it when I've got the Aura ready pretty much whenever I need it. Maybe if I ditched Hasten, I would use it more often. Side note: recharge values as shown in Mids seem to be all over the place. It's 10 seconds off the actual in-game performance for both Hasten and Mind Link... in 2 different directions. I wonder what else it's off on.... This Villain build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Level 50 Magic Arachnos Widow Primary Power Set: Fortunata Training Secondary Power Set: Fortunata Teamwork Power Pool: Leaping Power Pool: Leadership Power Pool: Speed Villain Profile: Level 1: Telekinetic Blast (A) Damage Increase IO (25) Decimation - Chance of Build Up (27) Gladiator's Javelin - Chance of Damage(Toxic) (27) Sudden Acceleration - Knockback to Knockdown (29) Explosive Strike - Chance for Smashing Damage Level 1: Combat Training: Defensive (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 2: Strike (A) Touch of Death - Accuracy/Damage (3) Touch of Death - Damage/Endurance (3) Touch of Death - Accuracy/Damage/Endurance (21) Touch of Death - Damage/Endurance/Recharge (23) Gladiator's Strike - Chance for Smashing Damage (23) Touch of Death - Chance of Damage(Negative) Level 4: Tactical Training: Maneuvers (A) Shield Wall - Defense/Endurance (5) Shield Wall - Defense (5) Shield Wall - +Res (Teleportation), +5% Res (All) (7) Shield Wall - Defense/Recharge (9) Reactive Defenses - Scaling Resist Damage Level 6: Super Jump (A) Winter's Gift - Slow Resistance (20%) Level 8: Follow Up (A) Mako's Bite - Damage/Endurance (9) Mako's Bite - Accuracy/Damage (11) Mako's Bite - Accuracy/Endurance/Recharge (11) Mako's Bite - Damage/Recharge (13) Mako's Bite - Chance of Damage(Lethal) (13) Superior Spider's Bite - RechargeTime/Global Toxic Level 10: Indomitable Will (A) Unbreakable Guard - +Max HP (15) Gladiator's Armor - TP Protection +3% Def (All) (15) Steadfast Protection - Resistance/+Def 3% Level 12: Dominate (A) Apocalypse - Damage/Endurance (17) Apocalypse - Damage (17) Gladiator's Javelin - Chance of Damage(Toxic) (19) Apocalypse - Chance of Damage(Negative) (19) Unbreakable Constraint - Chance for Smashing Damage (21) Gladiator's Net - Chance of Damage(Lethal) Level 14: Lunge (A) Hecatomb - Damage (29) Hecatomb - Damage/Recharge (31) Hecatomb - Accuracy/Damage/Recharge (31) Hecatomb - Damage/Endurance (31) Hecatomb - Chance of Damage(Negative) (33) Gladiator's Strike - Chance for Smashing Damage Level 16: Spin (A) Superior Dominion of Arachnos - Accuracy/Damage (33) Superior Dominion of Arachnos - Accuracy/Damage/Recharge (33) Superior Dominion of Arachnos - Damage/Endurance/Recharge (34) Superior Dominion of Arachnos - Accuracy/Damage/Endurance/Recharge (34) Superior Dominion of Arachnos - Recharge/Chance for -Dmg and Terrorize (34) Eradication - Chance for Energy Damage Level 18: Psionic Tornado (A) Positron's Blast - Damage/Endurance (36) Positron's Blast - Chance of Damage(Energy) (36) Bombardment - Damage (36) Bombardment - Chance for Fire Damage (37) Bombardment - Accuracy/Damage/Recharge (37) Annihilation - Chance for Res Debuff Level 20: Mask Presence (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (37) Luck of the Gambler - Defense/Endurance Level 22: Foresight (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (39) Luck of the Gambler - Defense (48) Luck of the Gambler - Defense/Endurance Level 24: Mind Link (A) Adjusted Targeting - Recharge (39) HamiO:Membrane Exposure (39) HamiO:Membrane Exposure Level 26: Tactical Training: Leadership (A) Gaussian's Synchronized Fire-Control - To Hit Buff (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance (43) Gaussian's Synchronized Fire-Control - Recharge/Endurance (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance (45) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 28: Tactical Training: Assault (A) Endurance Reduction IO Level 30: Confuse (A) Coercive Persuasion - Contagious Confusion Level 32: Psychic Wail (A) Armageddon - Damage/Endurance (40) Armageddon - Accuracy/Damage/Recharge (40) Armageddon - Accuracy/Recharge (40) Armageddon - Damage/Recharge (42) Armageddon - Chance for Fire Damage (42) Obliteration - Chance for Smashing Damage Level 35: Total Domination (A) Essence of Curare - Accuracy/Recharge (46) Essence of Curare - Endurance/Hold (48) Essence of Curare - Accuracy/Hold/Recharge (48) Essence of Curare - Accuracy/Hold Level 38: Aura of Confusion (A) Malaise's Illusions - Chance of Damage(Psionic) (50) Recharge Reduction IO Level 41: Combat Jumping (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 44: Maneuvers (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (46) Luck of the Gambler - Defense/Endurance (50) Luck of the Gambler - Defense Level 47: Hasten (A) Recharge Reduction IO (50) Recharge Reduction IO Level 49: Aim (A) Recharge Reduction IO Level 1: Conditioning | Hidden Level 1: Brawl