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Voltak

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Everything posted by Voltak

  1. I got nothing but love for you, @FUBARczar We go back since I began in the chnl. I know what you are made of. In the end we just here to help by providing insights from our vast experience in the game.
  2. You can have PB'd fort on everyone. If you ever have a need to PB the heal, then the next Fort up will be without PB. If you PB vengeance (on new build) then you will go the next Fort without PB. But you do have enough recharge on build to PB every Fort.
  3. I will post that build for sure. I am working on the post and on another video first.
  4. I can relate. I have empathy. BTW, pylon time using both dark primary and dark secondary, did you see ? 1:30 mins , that's very very good for dominator. I am here to help players. I am sorry and I will apologize for Fubar. But something I do know about him, you ask for help, he's going to help. Fubar is an older member of our chnl and he's nothing but a good helper So, I am sure everyone has flaws, but I put my hands to the fire that will help if we ask him. In the end, I am grateful and glad to help you and any other player out. I just want the love of the game to spread
  5. I promised to post this and here it is. Thanks to all for your patience. I have my inbox filled with messages requesting my Fire/Kinetics build. [ My Ice/Kinetics blaster, used to established our record of 34 mins - 4 deaths in 4 star ITF, is following this blueprint ] 1. It has assisted in setting speed records of classic ITF 54 x 8, no inspirations, no deaths, no temps - 19 min runs in small team of only 3 players. 2. Has duo'd the classic ITF, 54x8, no insps, no deaths, no temps, in 34 mins. 3. No deaths in Hard Mode ITF 4 stars, especially part 2. 4. Duo'd the Tin Man TF/Trial - max settings, no inspirations (disabled) 5. Duo'd the Apex TF/Trial - max settings, no inspirations (disabled) 4. It can farm in AE - I have build for indoor and another build for outdoor farm 5. A very good farm for very good XP in case AE is nerfed for farming again, the Lady Gray Task Force, part 1. The mob packs are extremely dense and there's lots to kill. Check out the defensive numbers Heads up -- Incarnate content: the defense soft cap is higher than 45. For HM ITF, the defense cap is much higher than 45. This is why you will see my defenses being much higher than 45. NOTE: This is not a proc build. You are welcome to modify and add as many procs as you want. TO make it a proc build, you sacrifice defensive numbers, once you go there, the degree of difficulty can mean more risks and you will have to rely on your team more so. I have carried unslotters with me, and I have carried procs in case the amounts of buffs is extremely high and I trust the team I am with to keep them constantly. PRO TIP - USE POWER BOOST every chance you getting in very hard content. The defense boost you get will make your numbers nearly double. It will make your heals nearly double, and so on. ***This is a relatively VERY CHEAP BUILD. *** I wanted to make the build as accessible to anyone with low budgets. A note about incarnates -- Alpha - Agility Core T4 is what I run Interface - I run Degen, but working my way to Reactive as well and then later to Diag for the -Regen. I will have all 3 available Destiny - I Have already Barrier Core T4, Ageless Radial T4, and Clarion Radial Hybrid - Assault Radial and I also have Hybrid Support Core - extra defense and +specials Lore - I have Knives of Art (for support), I have Longbow T4 (for the 500% regen debuff) Judgement - Pyro T4 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! ITF Master hardcore: Level 50 Mutation Corruptor Primary Power Set: Fire Blast Secondary Power Set: Kinetics Power Pool: Leadership Power Pool: Speed Power Pool: Fighting Power Pool: Flight Ancillary Pool: Soul Mastery Villain Profile: Level 1: Fire Blast -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(15), Thn-Dmg/EndRdx/Rchg(15), Thn-Acc/Dmg/Rchg(48), Thn-Acc/Dmg/EndRdx(50) Level 1: Transfusion -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(31), NmnCnv-Heal/Rchg(33), NmnCnv-Heal/EndRdx/Rchg(33), NmnCnv-Heal(33), NmnCnv-Regen/Rcvry+(34) Level 2: Fire Ball -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(5), Bmbdmt-Dam/Rech(7), Bmbdmt-Acc/Dam/Rech/End(7), Bmbdmt-Acc/Dam/Rech(13), Bmbdmt-+FireDmg(39) Level 4: Maneuvers -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(5), LucoftheG-Def/Rchg+(39), ShlWal-ResDam/Re TP(39), Rct-ResDam%(40), Ksm-ToHit+(42) Level 6: Hasten -- RechRdx-I(A) Level 8: Rain of Fire -- Artl-Acc/Dam(A), Artl-Dam/End(9), Artl-Acc/Rech/Rng(9), Artl-Dam/Rech(11), Artl-Acc/Dam/Rech(50), Artl-End/Rech/Rng(50) Level 10: Siphon Speed -- Acc-I(A) Level 12: Boxing -- Empty(A) Level 14: Hover -- LucoftheG-Def/Rchg+(A) Level 16: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(17), UnbGrd-ResDam/EndRdx/Rchg(17), UnbGrd-Max HP%(19), StdPrt-ResDam/Def+(19), GldArm-3defTpProc(21) Level 18: Blaze -- SprMlcoft-Acc/Dmg(A), SprMlcoft-Dmg/Rchg(23), SprMlcoft-Acc/Dmg/Rchg(25), SprMlcoft-Dmg/EndRdx/Rchg(25), SprMlcoft-Acc/Dmg/EndRdx/Rchg(31), SprMlcoft-Rchg/Dmg%(31) Level 20: Speed Boost -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(21), PreOptmz-EndMod/Rech(40), PreOptmz-EndMod/Acc/End(43), PreOptmz-EndMod/End/Rech(43), PreOptmz-EndMod/Acc/Rech(45) Level 22: Weave -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(23), RedFrt-EndRdx/Rchg(34), RedFrt-Def/EndRdx/Rchg(34), RedFrt-EndRdx(37), RedFrt-Def(40) Level 24: Fly -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(37) Level 26: Blazing Bolt -- ClbAcc-Acc/Rchg(A), ClbAcc-Acc/Dmg(27), ClbAcc-Acc/EndRdx(27), ClbAcc-Acc/ActRdx(29), ClbAcc-Acc/Rng(29), ClbAcc-Acc/Dmg/Rchg(42) Level 28: Increase Density -- ResDam-I(A) Level 30: Siphon Power -- Acc-I(A) Level 32: Inferno -- ClvBlo-Dmg/EndRdx(A), ClvBlo-Acc/Rchg(36), ClvBlo-Dmg/Rchg(36), Erd-Acc/Dmg/EndRdx/Rchg(36), Erd-Acc/Dmg/Rchg(37), Erd-Acc/Rchg(48) Level 35: Transference -- PreOptmz-EndMod/Acc/End(A), PreOptmz-EndMod/Acc/Rech(42), PreOptmz-EndMod/End/Rech(43), PreOptmz-Acc/Rech(45), PreOptmz-EndMod/End(45), PreOptmz-EndMod/Rech(46) Level 38: Fulcrum Shift -- Acc-I(A) Level 41: Afterburner -- LucoftheG-Def/Rchg+(A) Level 44: Dark Embrace -- UnbGrd-Rchg/ResDam(A), UnbGrd-ResDam/EndRdx/Rchg(46), UnbGrd-ResDam(46), UnbGrd-ResDam/EndRdx(48) Level 47: Power Boost -- RechRdx-I(A) Level 49: Tactics -- HO:Cyto(A) Level 1: Scourge Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(3), Prv-Absorb%(11) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(13) Level 49: Quick Form Level 50: Agility Core Paragon Level 50: Pyronic Core Final Judgement Level 50: Reactive Radial Flawless Interface Level 50: Ageless Core Epiphany Level 50: Banished Pantheon Radial Superior Ally Level 50: Support Core Embodiment Level 50: Marshal Level 50: Invader Level 50: High Pain Threshold Level 50: Born In Battle ------------
  6. I totally understand I can certainly have some empathy here @FUBARczar was just trying to qualify. I understand that, too. He means no hard and he means to do well, trust me. For the reasons and concerns of a novice or average player, I would recommend the Fortunata. It is like playing a Sentinel but on STEROIDS. My wish is that, with experience and practice, you move on to other things, and sure enough eventually to blasters, the sooner the better. Watching blasters or blappers play is a sight to behold. For right now, I think a Fortunata will serve you very well. That's a flying tank that also controls and kills effectively
  7. Regarding the question posted by the OP -- "Best" is determined by the player, the driver not the car. Your skills and your style will pick your combo. Yes, Fortunatas are extremely powerful. Considering that without Aim and without Follow up, you can carry in your build a 65% dmg buff And, in addition to that, they are armored, they pretty much are sentinels but on steroids. They also carry an arsenal of controls not just blasts. But, if your skills are up to par, and your build as well, Dominators can be extremely powerful as well. But Dominators don't always kill from range. They are also S tier for dmg. Also, Corruptors are also very powerful. A Kinetics corruptor is a sight to behold when in the right hands and with the right build. As far as dmg goes, they can be on par with blasters or when fully stacked of dmg buffs and scourge, they can surpass blasters solo, but that's situational. Blasters are the kings or range dmg. They were designed to be kings of range dmg. Everything in the designing the development of blasters was made exactly for the purpose of placing them in that role. Your survival as a blaster is 90% based on skill, then comes your build, and your secondary. What one player can do with a blaster is not necessarily what another can do given the same blaster. Skill matters a lot. I don't even place sentinels here. Everything above can do better than a Sentinel.
  8. **** The build I used for this is the same build I used to solo the ITF at 54 x 8, no inspirations, no temps, no deaths with an Empathy Defender *** Thanks to the new Imperious Task Force, the drive for more defense within a team of only 8 players ( As opposed to Leagues, where you can have 16 or 24) is intense, especially for speed runs at harder or more difficult settings, like 4 star. While it is great for those Non-Cold or non-Force Field players, the question is - how can the Cold or Force Field players get the same number of shields since they cannot buff themselves, so they are always one defense shield short compared to the rest of the team. So, if you only have 3 Cold Corruptors or Defenders, those Cold players are only getting 2 shields. If you have 4 Cold players, the Cold players are only getting 3 shields. So how to solve that issue while still not losing a spot for the dedicated Buffer/Healer in the team? Enter the Empathy Defender. WIth enough recharge, an Empathy Defender can provide Fortitude for 4 players perms, which is around --> 38% Defense to all with Power Boost 22.5% To Hit 31.25% Dmg buff So, here is what I was thinking when wanting to set up the team with the Empathy. Those providing defense shields to others without being able to give themselves those shields, they will be the targets for the Empathy's Fortitude. That way everyone in the team will have the same number of defense shields. We ran Parts 1 and 2 we had no deaths. Parts 3 and 4, we had 4 deaths in each A total of 8 deaths 37 mins 47 seconds was the total time That was having one of the worst maps for part 2. Again, we used no voice communications for this.
  9. Totally agree. Voice comms amplifies vision so much more and provides additional awareness that can't be substituted with anything else.
  10. I was playing my Ice/Kinetics Corruptor on this one. NOTE : This is without using voice communications. Voice communications and coordination play a big deal and can enhance team performance substantially. Due to busy schedules or circumstances of each player, we find it difficult to run with voice comms. In the end, we think we can do better if we coordinate with voice. Nevertheless, this was for the fun and fun we did have, lots of it.
  11. Another way to go about it is Hybrid Melee You can cycle the two When CoP is down, use Hybrid Melee It helps. Other than that, Clarion
  12. Voltak

    NA Secondaries

    A very strong and critical point is that as far as Nature is concern, the buffing and healing is helped by the fact that every time you apply a dmg resistance debuff, the dmg debuffs that you apply on enemies is MULTIPLED, not added.
  13. A loss of DMG for the team. Corrs and Defenders will do more dmg than an Illusion/Nature. The absorbs on defender could be 300points of absorb higher. For support, defenders and corrs, or MMs when it comes to Nature, since they will do more dmg with their other powerset
  14. I said Cold is not Overpowered , as in, for the whole game, not OP. It's not going to break the game. The question, like I said, is "OP vs what?" There are things in the game, enemies in the game, that really don't care how much defense you have. They will hit you through elude level of defenses as if ELUDE is not even there. Cold shields in those cases are just going to look like a fancy ice decoration as you get hammered and killed. The question is overpowered vs what? City of Heroes is paper, scissors, or rock game. I wrote the rest above. Being OP is relative here. The question is overpowered VS WHAT ? That's the question !
  15. NO, this is only an appearance of greater proportions now that HARD MODE is out, 4 stars ITF especially. Let me explain. For 4 Star ITF, there is only room for 8 people. For 4 STAR ITF, the defense soft cap is much higher than the vastly easy CoH game content. Enemies have greater, much greater chances to hit you and they hit far and away harder than easy mode CoH. So defense shields to boost the defenses of the team are wanted. Also, team need debuffs, they need resistance debuffs. They need regen debuffs as well for the hard targets Endurance buffs are always welcome so no one relies on AGELESS CORE. And, again, there are only 8 spots in the team. You are going to need not one of those defense shields. You are going to need some more. So, already you taking about 3 spots on the team. You might as well take those 3 spots for Cold domination because they bring the other stuff I mentioned above , besides the defense shields. Some teams even have 4 Colds, some other few have more. In the New ITF, the enemies do not have a 100% chance to hit you, so very very high defenses can virtually make you nigh unkillable. The exception to this is when you have multiple EBs close enough to each other, because in that case they are buffing the other EBs with TO HIT BUFFs. Those TO HIT BUFFs will enable them to hit through your defenses, and then you will need other mitigation. So, overpowers ?? The question is overpowered VS WHAT ? That's the question ! It is all relevant. There are things in the game, enemies in the game, that really don't care how much defense you have. They will hit you through elude level of defenses as if ELUDE is not even there. Cold shields in those cases are just going to look like a fancy ice decoration as you get hammered and killed. The question is overpowered vs what? City of Heroes is paper, scissors, or rock game. Nemesis with stacked vengeance are going to hit you regardless. Rularuu minions will hit you no matter what. Devouring Earth , when you see those devilish things on the ground, and if you are relying only on very high defense to survive, you are going to be face planting and not doing much more than that. Then you have different versions of AE challenges, especially 801s and some of my AE challenges. Then you have some AEON Relentless cases where if you only rely on defenses and barriers you still going to die. You need other mitigation and movement tactics and so on. They will shred and SR tank running Elude in a couple of seconds IF THAT"S THE ONLY defensive hope they are counting on to survive. The TO HIT buffs are strong or they will shred defenses fast and destroy Defense Debuff Resists even if you have 100% DDR. So, "overpowered" is relative. DDR or very high defenses are not going to work vs everything, but it will vs many things.
  16. Voltak

    No love

    You are not going to find anything but love in my teams or our teams (Master ITF Chnl) If you have Clarion Radial and PB you are good to go We know what's up, and PB'd bubbles rock
  17. Barrier > Ageless Ideally we want 6 barriers and timed , not all 6 at a time, and just cast at any point. It only takes one frostwork to cap HPs. Defenses we shooting for 90+ for each team member Deaths are caused by perfectly timed enemy spiked dmg that gets through defenses Or Splits Or Domino effect. Better coordination and timing and better positioning might make things better, and along with less enemy luck :)
  18. Voltak

    Nature Question

    Don't waste your time. You don't need it anyway. Absorbs have a cap, so no big deal.
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