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KelvinKole

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Everything posted by KelvinKole

  1. Aoe and cone heavy sets would appear to have the most to gain. However, last I read Titan Weapons was largely unaffected, so not that set. To me, claws becomes interesting due to Spin, eviscerated, and Shockwave. Spines, fire, ice, and staff can also leverage the changes pretty well. Old classics like broad sword, axe, and mace will also have new life. On the flip side, sets like dark Melee, martial arts, and steet fighting would seem to benefit less from the aoe changes but will still benefit from the base damage increase
  2. Just curious (I haven't played tanks a lot or at a high skill level), do mobs resist Taunt at all? Or does it have a magnitude scale like CC? Or is it just automatic?
  3. KelvinKole

    ??? /claws

    I have an urge to roll up a claws toon and leaning towards a Tank to play with the upcoming changes. I'm having a tough time deciding on a primary. I really wanted to do Shield, but it's incompatible with claws. I have a bio scrapper, I have a rad stalker and rad Brute. I have an electric armor tank already. I played dark armor to death on live. I won't do stone armor, I've tried. That leaves super reflexes, ice armor, willpower, invuln, and fire. Do any of these have any inherent synergy with claws? I don't think so, but might be missing something. How bad is fire armor for overall game play? Will it be extremely fragile? I'm nervous do to super reflexes with no heal in the secondary. Is that not an issue? HELP
  4. Nin is a stalker original powerset. It was introduced at CoV launch and only stalkers had access to it. So a few of the powers, though perhaps gimmicky these days, were created for the original playstyle of stalkers. The set has since been ported to other archetypes, with changes to make it more scrappy, but stalkers in general are a lot scrappier now then day one. It's impressive that the set is even still relevant, let alone performing as well as it does. I think it would be top tier if buffed in any way, and I'd welcome it for this artifact of stalker history.
  5. I have this combo on a Brute, so I'm speaking from that experience. It's tough, very tough. But, with no inherent defense and no defense debuffs resistance, you will need to rely on your healing to outpace some incoming damage. 90% of content is a non issue. Resist caps are easier to hit on tanks and you should be able to cap everything with set bonuses. My Brute has some holes to cold, psi, and negative iirc.
  6. I spent a fair bit of time with Guild Wars 2. I played the original a lot before I ever tried CoH and had to try the sequel even after CoH was shut down. Comabt in GW2 is different than CoH but does have a very action heavy feel to, with a sense of weight and with an emphasis on positioning. The Engineer class was my favorite and probably because his skills had the most tactile feel to them. Hammer Guardians were also great.
  7. I'd like to see the rescue mechanic changed so that rather than a lead out objective, the ambushes spawn at your location for 2-3 waves. A lot of people just avoid rescue missions when running radio missions because defeats and glowies are faster. I think a couple waves of ambushes at the hostage would level things out.
  8. I think I look at this differently. While I'd love new content, I don't really think the answer is to make the enemies harder. As someone else mentioned, the hard content is there and people mostly avoid it. Making the rewards better for that content might help shove some people in that direction, but I think people will just stick with what they like. I.e. AE farming and PI missions. I really think the answer is a rework to the IO system. I've seen suggested a few times that offense and defense bonuses should be decoupled from the same set, so people have to choose which way to go. This could work. I also think the cap on like kind/number bonuses needs to be reduced in some places; having multiple 5% defense bonuses, or 10% recharge bonsuses is nuts. The system itself is good, but the ability to quite easily build tank mages is a problem, I think. It's a MMO afterall, it should necessitate that people need each other and the IO system, as implemented, just enables you to boost your stats a little too far on your own. Everybody running around with softcap defenses is epitome of that.
  9. Does anyone have any experience with the control core hybrid incarnate ability? I'm looking at it for my ice/ta, who often has a lot of held targets, and wondering if the chance for psi damage would provide more overall damage than assault core. Of particular interest would be how it functions with rain type effects. I can AoE hold with EMP arrow and then drop ice storm and/or blizzard; would each tick have the chance for psi damage?
  10. Intoxicated is one of my favorite status effects.
  11. Can we get a Thorn blast set for Blasters? Most of the powers already exist somewhere. 1. Thorny darts 2. Impale 3. Fling thorns 4. Thorntrops 5. Aim 6. Skewer, long range stab Thorn Volley, sniper thorns 7. Thorn barrage 8. Hail of Thorns, like Hail of bullets but with tiny bananas 9. Thorn Burst, nukified It would be fun!
  12. My build for reference and in case it will help you. I do play in melee, like you, so I'm built for as much defense as I could get; 40+% to melee and ranged. I also use Melee Core Embodiment to add some resistance. To save some endurance, I don't even toggle Tough on; It just holds global IOs. My typical chain is Static Field-->Power Boost--> Spring Attack-->Chain Fences-->Total Focus-->Whirling Hands-->Jolting Chain-->Scrap with the stragglers. For tough single targets, I cycle Tesla Cage-->Total Focus-->Bone Smasher-->Sniper Blast Villain Plan by Mids' Villain Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Magic Dominator Primary Power Set: Electric Control Secondary Power Set: Energy Assault Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Ancillary Pool: Psionic Mastery Villain Profile: Level 1: Tesla Cage -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(7), SprAscoft-Rchg/+Dmg%(7), SprAscoft-EndRdx/Rchg(13), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(13), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(15) Level 1: Power Bolt -- HO:Nucle(A) Level 2: Bone Smasher -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(15), Mk'Bit-Dmg/Rchg(17), Mk'Bit-Acc/EndRdx/Rchg(19), Mk'Bit-Acc/Dmg/EndRdx/Rchg(19), Mk'Bit-Dam%(37) Level 4: Chain Fences -- PrfShf-EndMod(A), PrfShf-EndMod/Acc(5), PrfShf-EndMod/Acc/Rchg(5), PrfShf-EndMod/Rchg(11) Level 6: Super Jump -- Jump-I(A) Level 8: Conductive Aura -- PrfShf-End%(A), PrfShf-EndMod/Acc(9), PrfShf-EndMod(9) Level 10: Combat Jumping -- ShlWal-ResDam/Re TP(A), LucoftheG-Rchg+(11) Level 12: Static Field -- Acc-I(A) Level 14: Boxing -- Empty(A) Level 16: Power Boost -- RechRdx-I(A), RechRdx-I(17) Level 18: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(46) Level 20: Whirling Hands -- Obl-Dmg(A), Obl-Acc/Rchg(21), Obl-Dmg/Rchg(21), Obl-Acc/Dmg/Rchg(33), Obl-Acc/Dmg/EndRdx/Rchg(33), Obl-%Dam(33) Level 22: Weave -- Rct-Def(A), Rct-Def/EndRdx(23), Rct-EndRdx/Rchg(23), Rct-Def/Rchg(25), Rct-Def/EndRdx/Rchg(25), Rct-ResDam%(27) Level 24: Spring Attack -- Obl-Dmg(A), Obl-Acc/Rchg(27), Obl-Dmg/Rchg(29), Obl-Acc/Dmg/Rchg(29), Obl-Acc/Dmg/EndRdx/Rchg(31), Obl-%Dam(31) Level 26: Paralyzing Blast -- Lck-Acc/Hold(A), Lck-Acc/Rchg(37), Lck-Rchg/Hold(39), Lck-EndRdx/Rchg/Hold(39), Lck-Acc/EndRdx/Rchg/Hold(39), Lck-%Hold(40) Level 28: Total Focus -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(43), SprBlsCol-Dmg/EndRdx/Acc/Rchg(43), SprBlsCol-Acc/Dmg/EndRdx(46), SprBlsCol-Acc/Dmg/Rchg(46) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31) Level 32: Gremlins -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(34), ExpRnf-Dmg/EndRdx(34), ExpRnf-Acc/Dmg/Rchg(34) Level 35: Sniper Blast -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(36), StnoftheM-Acc/ActRdx/Rng(36), StnoftheM-Dmg/ActRdx/Rchg(36), StnoftheM-Dmg/EndRdx/Rchg(37), FrcFdb-Rechg%(50) Level 38: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def(40), LucoftheG-Def/EndRdx(40), LucoftheG-EndRdx/Rchg(43) Level 41: Link Minds -- LucoftheG-Rchg+(A), LucoftheG-EndRdx/Rchg(42), LucoftheG-Def/Rchg(42), LucoftheG-Def/EndRdx/Rchg(42) Level 44: Mind Over Body -- UnbGrd-EndRdx/Rchg(A), UnbGrd-Max HP%(45), UnbGrd-ResDam(45), UnbGrd-ResDam/EndRdx(45) Level 47: Jolting Chain -- Acc-I(A), Dcm-Build%(48), Apc-Dam%(48), GldJvl-Dam%(48), ExpStr-Dam%(50) Level 49: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-Travel(50) Level 1: Brawl -- Empty(A) Level 1: Domination Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3), PrfShf-EndMod/Acc(3) Level 50: Melee Core Embodiment Level 50: Agility Core Paragon ------------
  13. I'll offer a different opinion as I would not suggest switching to mu on an elec control Dom. Power sink is a beast of a power, but super redundant with what your primary is already doing. With chain fences, conductive aura, and power boost you'll already be draining everything and just won't get the same mileage out of power sink that other sets do. I've played with both Soul Mastery and Psionic Mastery and ultimately like Psionic better. Link minds offers a good bit of defense, mind over body is a good shield, and Psionic tornado is there if you want another Aoe. I don't personally use it because..... I also can't recommend dropping whirling hands. With energy release, it's one of, if not the, highest damage Aoe attacks doms get. Enjoy it. Soul mastery has a solution to your personal endurance problems, if you need it, another good shield, a good Aoe attack, and of course soul drain. Honestly though, all three would likely be better than primal forces.
  14. I'll get on mids later, at work now. But as someone who also has many many hours on an elec/energy I may be able to help. You're missing chain fences. You might think you don't need the aoe immob, but it's also your best Aoe end drain. Slot it up with end modification and power boost it early in a fight. Conductive aura will bleed off what little end mobs have left. Jolting Chain is a proc monster. Yours is underslotted. The +regen slots in conductive aura are not returning value. We'll move those elsewhere. You should have at least one force feedback +recharge proc in Energy Assault. Power Burst looks like the best place for it in your build, as your only ranged attack.
  15. A lot of people, myself included, are in such a hurry to get to the endgame and max level their characters. I actually think the most fun is in the 15-30's, when you have a good selection of powers but can't just streamroll through everything.
  16. I've often felt something was inconsistent with the out of hide crits, but haven't had time to really test it. I can say that I've noticed the Critical Hit text doesn't always show up on the screen, but when I checked the combat logs it is occuring from time to time. The rate seems lower than other sets, maybe, but Ice also has Frost which should have a lower crit rate as an Aoe. Need to run some tests on the non AS single target attacks.
  17. Can't say I've noticed, but I'll keep an eye on next time I'm in game. I can't think of a logical reason why it wouldn't. There are several other bugs in ice melee since it was ported, so I'm going to chalk it up to just that.
  18. People take directions/orders and follow rules for most hours of most days. I know for me the hour per day I spend inside paragon city is not a time or a place that I'm looking to continue doing either. I expect that's probably what's going on here. I often don't look at team chat at all, but somewhat ironically am often the leader. I don't feel the need to give direction; I just provide the vehicle for others to play their best version of the game. Sometimes leaders just have to provide the right tools and then let the players play, knowing that nothing teaches better than a mistake.
  19. The easiest, but still super fun, for me has been my ice/rad stalker. Strong single target, strong Aoe, soft and hard control, and good survivabulity. I also have an elec/energy Dom that I 50'd before the energy assault buffs. He was tough to solo with; safe, but slow. Fully built out, he's a monster now though
  20. They are rolling back the nerf to +damage modifiers. You'll be a good shape.
  21. You need three things: ATO chance to hide proc slotted in AS. ATO chance to recharge build up proc slotted anywhere. Chance for build up proc in build up. Enjoy wrecking everything.
  22. This is mostly about energy blast/assault, no? Some other sets have powers that do knockback, but I think the likelihood that you a) take the power and b) care enough that it do knockdown instead of knockback are pretty low. In those cases, slotting a single IO is just going to be part of your build strategy. For a set like Energy blast, where it's not feasible to dedicate one slot in every power to a conversion IO, id rather see a mechanic like Swap Ammo. Give the player a choice to toggle on KB, KD, or a chance to disorient or do more damage or something.
  23. I'm soloing 90% of the time on my ice/rad. Ice melee has some control and slows that help calm things down. Frost and Freezing Touch truly are awesome. Rad has early game endurance management, which helps. As other said, I think you'll have a hard time finding a bad combo though.
  24. Oddly enough, I almost made a thread exactly like this one but with more a focus on quick number fixes that should be made. Liquefy, for example, should have its cool down cut to 180 seconds. Theres no reason not to and it should take minutes to do (said by someone who has no idea what it actually takes). Agree with removing all tier 9 armor crashes. They should all follow the Meltdown model. Love the placate idea for stalkers. The ATO makes placate obsolete. I would just be careful with what replaces it in some sets. Some attack sets have decent to strong Aoe already. The early sets certainly do not.
  25. No. I totally get it. - regen is effective for helping to take down AVs. I'm considering the reverse situation where everyone on your team had thought to purchase the daggers. How valuable would - regen in brushing be then? My answer is "not very." I'm still better off just making a Brute and purchasing the daggers.
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